The
heart-racing music playing as you repeatedly punch a random street
thug wearing purple pants in the face. The boss battle where you
kick a hulking, orange, bare-chested brute of a man named Abobo
off a conveyor belt. These are the things in life that will never
grow stale, staying as awesome today as they were back in 1988.
Double Dragon, a quintessential NES masterpiece, will forever
cement Technos as the king of the beat 'em up genre in my eyes.
Double
Dragon II improved upon the formula of its predecessor with
better graphics, more weapons, and more intuitive controls.
The less
said about the third game, the better, as Double Dragon III
saw a huge increase in difficulty and a big drop in everything else.
Though
the first game remains a true classic, its sequel is heralded by
many (myself included) as the best of the series and, so, I bought
a prototype of the Game Boy Double Dragon II blindly without
ever having played that particular version before. This was the
first time I had ever done something so rashly, but the NES Double
Dragon II was so good, and this portable game was also developed
by Technos, what could go wrong?
Apparently,
a lot. A whole lot.
This
Double Dragon II is not a handheld port of the NES game in
the way that the first Game Boy Double Dragon was. In fact,
it's based on an entirely different game in another series all together:
a Kunio-kun (think: River City Ransom) installment
called Nekketsu Kouha Kunio-Kun: Bangai Rantouhen.
For
Double Dragon II, Technos dropped the Asian setting of its
earlier game in order to make levels look more like urban America.
They also swapped the cutesy Kunio-kun characters with Billy,
Jimmy, and grittier-looking tough guys to better fit the Double
Dragon universe. It's kind of like what Scorsese did with Hong
Kong's Infernal Affairs to make The Departed, but
worse. And less Irish.
While
busy remaking Bangai Rantouhen to pass for a Double Dragon
game, Technos missed entirely what makes the series so exciting
to play in the first place. Among other things, there's no jump
kickactually, no jumping at all (B + A is used to crouch)and
zero weapons to pick up. The boring levels repeat over and over.
There aren't any platform sections or ladders to climb. Abobo? No
Abobo. How is this Double Dragon? Oh, right. It's not.
Technos
tried to make up for the rush job by including some additional cutscenes
to break up the mundane fighting. The story goes that Billy and
Jimmy Lee have become teachers at a martial arts training hall but
a jealous member there named Anderson kills someone called Wright
and frames the Lee brothers for murder. Murder! The dojo bros now
have to deal with some very perturbed martial artist friends of
the victim on their way to the training hall.
Interesting
plot, but then the rest of the game throws that concept away by
having Billy and Jimmy Lee choose to take on these unfounded allegations
by punching and kicking to death anyone who dares question their
innocence. I'm no martial arts teacher, but the best way to clear
your name of murder is to kill everyone you meet on the streets
and subways? By the time they arrive at the hall, most of their
students would've died at their hands anyway, and even if they did
survive, who wants to train with the guy who threw you off a subway
platform? Maybe I'm overthinking this. I just think it's time to
find another training hall, fellas.
 About
the most intriguing part of an otherwise lackluster waste of an
hour or so is a couple of the wacky bosses, leftovers from the Kunio-kun
game that Technos didn't quite tone down enough during the transition.
My personal favorites are the chainsaw-swinging Jason Voorhees and
a fat guy who looks like he's from Jersey and whose only move is
to sit on top of you. To be more precise, he doesn't just land on
your bodyhe sort of twists his whole physique mid-air to plant
himself perfectly in the reverse cowboy position. Some nerve you
got there, Jersey.
 The
last level of Double Dragon II has the player battle all
of the game's bosses in succession again. (Don't you love it when
games do that?) Hope you're up for seconds, Billy! Jersey's coming
in for a big landing!

Not the
most breathtaking game, but that's Acclaim for you. Fortunately,
Game Boy prototypes are some of the cheapest I've seen of any game
system, and so I'm not out much. Most Game Boy protos plateau at
$50 with some ending as low as $20 on auction sites. This one fell
somewhere between those two estimates, if I remember correctly.
Double
Dragon II came to me from a collector in the Netherlands.
Other
than natural aging, I don't know what could have caused the disgusting
browning of the paper, and my germaphobia really doesn't care to
dig any further into the issue.
I believe
this to be a review copy of the game. For one, there's a return
label on the game that's standard for reviews. What's more, someone
took the time to write in marker "TM" to trademark the
game's title. They wanted whoever played to know that it's trademarked,
presumably to be attached to the title when referring to the game
in print.
 For
lack of space or whatever other reason, the trademark symbol is
omitted from both the title and splash screens, so adding "TM"
to the cart makes reviewers aware that a trademark is in place.
The game's
retail box does show the trademark, but most likely wasn't ready
to be shown at the time that this prototype was made. Speaking of
which, the retail cover that was eventually used is art lifted directly
from the NES Double Dragon III box. Laziness through and
through, Technos and Acclaim. Laziness through and through.
For
comparison, here's the title screen of the NES version. The TM trademark
is prominently displayed in white against the black background with
plenty of space to spare.

That
I'm spending this much time talking about trademarks on boxes should
give you a firm answer to, "Is the prototype any different
from retail?" I made a back-up of Double Dragon II,
and after comparing the prototype file with the retail, it is byte
for byte identical.
Jimmy
Lee, I just died in your arms tonight. It must have been something
you said. Either that, or playing your Game Boy game is like taking
a hyper uppercut punch to the groin. BARF! (Oops, wrong game.
Or is it?)

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