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Double Dragon (Arcade)
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Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Technos Japan
Games > Games by platform > Arcade games
Games > Games by publisher
Games > Games by publisher > Games published by Square Enix > Games published by Taito
Games > Games by publisher > Games published by Technos Japan
Games > Games by release date > Games released in 1987
Games > Games by release date > Games released in July
Games > Games by release date > Games released in June
Games > Games by series > Double Dragon series
Double Dragon |
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Developer: Technos Japan This game has unused graphics. |
Technos Japan's groundbreaking follow-up to Renegade that introduced co-op play to the belt-scrolling beat-'em-up genre. Known for its long backgrounds that made the stages feel connected and its harsh enemy A.I. that made the game really tough until everyone figured out that they could 1CC it using only the elbow attack.
Unused Graphics
The game's name, Double Dragon (ダブルドラゴン), rendered in katakana characters (phonetically spelling out "Daburu Doragon"). Presumably meant for the Japanese version's title screen, but in the actual game, it uses the same logo as the international releases. | |
A billboard advertising Nekketsu Kouha Kunio-kun (the Japanese version of Renegade) can be seen atop the building in Mission 1 just before the boss battle. However, the vertical scrolling stops after a certain point, making only the lower portion of the billboard (just below Kunio's eyes) visible. | |
The player's spin kick was supposed to do a full rotation instead of merely serving as a backward jump kick (only the first two frames seen here are used). The full rotation was later implemented in the sequel. | |
The standing knee kick is another unused technique for the Lee brothers that was later implemented in Double Dragon II. | |
Linda performing an elbow strike, an unused move that was also incorporated to her in Double Dragon II. | |
Animation frames of Abobo performing the two-handed-slap technique. In the actual game, this move is used only by the mohawked variants of this enemy (the boss in Missions 1 and 3), not the standard bald version. | |
As stated above, the boss of Missions 1 and 3 (shown here in his Mission 1 palette) is a head swap of Abobo who sports a mohawk and a full beard. The boss has sprites for lifting and throwing large objects (i.e. oil drum, large boulders, or cardboard boxes), an ability that only the bald Abobo has in the actual game. The sequel's equivalent character would gain this ability. | |
The Mission 2 boss (later named Jeff in the Master System version), likewise, is a head swap of the Lee brothers themselves. The boss has a full set of sprites performing almost every possible action that can be carried out by the player, despite the fact that he cannot pick up or use any weapon either, making every sprite where he is swinging, throwing or kicking down something unused. In Double Dragon II he gained the ability to wield grenades, putting his throwing animation to use in that game. | |
An unused palette loaded during the Marian kidnapping sequence, intended for the basic enemy types (Williams, Rowper, and Abobo), as well as Jack the first boss. |
Unused Music
ID | Track | Notes |
---|---|---|
05 | An unused tune that was left in the game's soundtrack. Due to its limited length, it can be assumed that this was probably composed for a high score entry screen that never got added. | |
08 | A somewhat sad-sounding jingle that lasts only eight seconds. Perhaps it was meant as a Game Over theme since there isn't one in-game. | |
0B | This track is featured in the game's soundtrack album The Original Sound of Double Dragon (catalog number KHY-1026), despite never actually being played in the game. It is listed under the title of "Tatakai no Atode" (闘いのあとで, "After the Battle") and appears to have been an alternate stage transition theme if the title is any indication. | |
0E | The music heard during the stage transitions after the boss battles is normally cut off before the whole track can be played. It is possible to softlock the game on the post-Stage 1 transition, making it possible for the whole track to play. One known instance of this being used in full is the first part of Mission 4 in the Game Boy game. |
Categories:
- Pages missing developer references
- Games developed by Technos Japan
- Pages missing publisher references
- Games published by Technos Japan
- Games published by Taito
- Arcade games
- Games released in 1987
- Games released in June
- Games released in July
- Games with unused graphics
- Games with unused music
- Double Dragon series
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Technos Japan
Games > Games by platform > Arcade games
Games > Games by publisher
Games > Games by publisher > Games published by Square Enix > Games published by Taito
Games > Games by publisher > Games published by Technos Japan
Games > Games by release date > Games released in 1987
Games > Games by release date > Games released in July
Games > Games by release date > Games released in June
Games > Games by series > Double Dragon series