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- Path: menudo.uh.edu!usenet
- From: c9tqc@cunyvm.cuny.edu (Sherman Chan)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: Double Dragon
- Followup-To: comp.sys.amiga.games
- Date: 8 Apr 1993 13:21:59 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 138
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <1q18tn$kkn@menudo.uh.edu>
- Reply-To: c9tqc@cunyvm.cuny.edu (Sherman Chan)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, arcade, fighting, commercial
-
-
- PRODUCT NAME
-
- Double Dragon
-
-
- DESCRIPTION
-
- An arcade beat 'em up. Adapted from the 1985 Taito arcade game of
- the same name.
-
-
- PUBLISHER
-
- Name: Arcadia (Virgin Mastertronic)
- Address: 711 West 17 Street, Unit G9
- Costa Mesa, CA 92627
- USA
-
- Telephone: (714) 631-1001
-
-
- LIST PRICE
-
- Unknown. I bought it used from a netter for $6 (US).
-
-
- SYSTEM REQUIREMENTS
-
- 512K Amiga, one disk drive, one or more joysticks. No mention
- is made of compatibility with any specific model of Amiga, processor,
- or Kickstart version.
-
-
- TEST HARDWARE
-
- Amiga 500 w/68000 7Mhz CPU
- 512K Chip - NTSC only
- 512K Slow RAM
- 2 Megs of Fast RAM
- Kickstart 1.2
- A1010 External floppy drive
- Kraft one-button joystick
-
-
- COPY PROTECTION
-
- Disk based. The game does not appear to be hard disk installable,
- and it requires a reboot to start and exit. The ASDG recoverable RAM disk
- VD0: does survive the reboot to exit. The game attempts to save high scores
- to the disk.
-
-
- REVIEW
-
- I was somewhat excited when the package containing Double Dragon
- (and a few other pieces of software I bought from a fellow netter) arrived.
- Double Dragon was a milestone in the development of the martial arts
- fighting game as important as Karate Champ and Streetfighter II. It was
- also the last arcade game I spent a significant amount of money on.
-
- The arcade Double Dragon had a simple premise. The player had to
- battle through five levels of enemies to meet the boss, defeat him, and
- rescue his girlfriend. If a second player were involved, the game would be
- cooperative, and the players fought the gang members together. However, the
- players could injure each other, and a careless move often knocked down a
- partner, rather than an enemy.
-
- I remembered the horrible C-64 conversion, and the somewhat
- disappointing Nintendo (8-bit) cartridge, and hoped the Amiga version
- wouldn't also disappoint. To my dismay, I found that it too fails to
- capture the feel of the arcade version. The graphics, while somewhat
- grainy, are generally acceptable facsimiles of the originals. But the
- design team's greatest sin is not including any of the soundtrack. Any
- former player of the arcade game would've told you the music was an integral
- part of a game. It broke the monotony of the thuds of connecting punches,
- the groans of defeated opponents (these effects are present in the Amiga
- game), and helped edge the player along.
-
- If the music were present, I'd forgive some of the other gaffes; but
- since it isn't, I won't. First, why doesn't this game use a hi-res screen?
- The arcade graphics weren't particularly colorful, and 16 colors would've
- been sufficient, as the IBM PC version proved. The additional resolution
- would've allowed for more detail in the characters and smoother animation.
- They designers compounded this arguably minor omission by dropping animation
- frames present in the arcade version. This makes punches and kicks jerky
- and ruins one of my favorite animations in the original: when a player
- managed to grab one of his opponents by the hair and unleashed a barrage of
- knee-butts to his head, the speakers would emit a furious series of thuds,
- while the opponent's body convulsed with each hit. I performed the same
- manuever on the Amiga game, and found the game makes absolutely NO SOUND, and
- the animation is jerky and slow.
-
- The arcade game used a two button/joystick combination for the
- controls; and as Double Dragon was programmed in 1988, no provision was made
- for a two-button controller. The controls are adapted fairly well for a
- one-button joystick, with one glaring exception. The backwards elbow, the
- most important move in the player's arsenal, for some reason is programmed
- to require joystick movement PRIOR to the button press, rather than
- simultaneously like all the others. I often find myself performing an
- about-face followed by a punch when I try to elbow an opponent.
-
- The various enemies in the arcade game had "personalities" and
- fighting styles unique to them. They were nowhere as pronounced as the
- nuances in Streetfighter II (or even Streetfighter I), but they were
- important. While enemies could generally be defeated by some combination of
- a fast knock down followed by a series of elbows, there was a need to
- tailor-make some moves for the tougher ones. I find that the Amiga game's
- enemies are fairly stupid, and often stand around for me to hit. Even
- without a reliable elbow move, I do OK in the game and am able to get to
- the end of the third level without a continue.
-
-
- CONCLUSION
-
- Even by the standards of 1988 Amiga gaming, Double Dragon is a
- failure. It's a study in lost nuances. Graphically the game is only
- slightly below average, but the various other omissions make it an
- unacceptable conversion. It could be excused if the Amiga hardware were
- incapable of performing better (if this were a C64 port, I'd have to say
- it's pretty impressive), but that's clearly not the case here. I'd have to
- say Double Dragon for the Amiga is for the less discriminating nostalgia
- buff only, and only if it can be purchased for a meager price. If you must
- have a decent Double Dragon game in your collection, consider purchasing the
- Nintendo version. While it's inferior graphically to the Amiga version, it
- has the music and it's considerably more playable with the two button
- controller. Note that there are two versions of the Nintendo cartridge: an
- older one that only allows one player, and a later reissue that allows two.
-
- -Sherman Chan
- C9TQC@CUNYVM.CUNY.EDU
-
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
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