3 of 3 people found the following review helpful:
2.0 out of 5 stars
Synopsis: A very difficult video game to play, May 31, 2002
This review is from: Double Dragon III (Video Game)
That's right, folks! This is another beat-up-the-bad-guys-and-save-the-girl video game from the makers of. . . actually Technos made this game. I know next to nothing about Technos. Double Dragon is a game of three distinct trigger actions: jumping, punching, and kicking; and seeing as how the standard NES controller has only two trigger buttons, Tehcnos decided in part 3 (as with the previous games) to make jumping accessible by through pressing the both the punch and kick buttons simultaneously (there is lenience so both buttons do not need to be pressed at the exact same time). From a jump, you can perform one of three attacks as Billy or Jimmy: cyclone spin-kick (A or B), arial kick (left or right and B), or monkey-flip your opponent (left or right and A). When monkey-flipping your opponent, you somersaut over your opponent, grab his/her head or hair, and toss him/her through the air. This is especially fun when fighting on ledges -- just make sure you don't get too close and fall off, yourself.
On the downside, there are no playable females (which seems to bother only myself). You can still fight against a few female thugs though.
Another hex is the high level of difficulty that stems from the questionable play-control. For example, the first boss (who somehwat resembles the Jack of Hearts) has a long reach which makes him hard to hit and he often ducks when you try to whack him with your cyclone spin-kick, leaving you open for attack, thanks to a lagging recovery. You also cannot monkey-flip some enemies.
As for Chin and Ranzou, these two have slightly different attack methods from the Double Dragons:
Chin has a diving Kamikaze head-butt which is activated through jumping towards your an enemy and then pressing A. When your press A or B after jumping, he does some weird air dance that only attacks from one side. His weapon is the iron claw, similar to Vega from Street Fighter.
Yagu Ranzou is (in my opinion) the best character. He uses a katana instead of his bare fists and he can use his other weapon 20 times (as opposed to Chin and the Lee brothers who can only use their's five). Ranzou's weapon is the shuriken (or flying ninja star).
You can play as Chin and Ranzou only after you have beaten them.
Billy and Jimmy's weapons are the nunchukues.
Note: in case you buy this game used and without an instruction manual, you need to hold the Select button for two or three seconds during gameplay to activate the options menu for using your weapon and/or changing characters. Have fun.
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1 of 1 people found the following review helpful:
2.0 out of 5 stars
The worst of the NES trilogy., July 8, 2010
= Fun:3.0 out of 5 stars
This review is from: Double Dragon III (Video Game)
Out of the 3 NES Double Dragon games, I think those of us who played all 3 and weren't just stuck with owning one of the 3 back in the day would probably overall agree Double Dragon II is the best of the series. Double Dragon 1 was tough, but fine, Double Dragon II was just about perfect, and when we heard DDIII was about to come out, anticipation was at a high to play it.
However what most of us found was a game not equal to DDI or II. I think like many at first who played this after the first 2, wondered why the heck the game was so hard and lacked options to make it easier. Both the original games started off on the street, this one starts in a Dojo... okay, maybe they wanted to try something new, but it seemed to be wrong from the start. Straight away you start off against 1 opponent, once you beat them you have to go talk to a friend dieing on the side of the screen who tells you he tried to stop the new bad guys, but he couldn't, and the main person to beat is... that's what it says, "is..." leaving it like a mystery as he dies. I guess that would be fine, but it's the way its shown... DD1 has a cut scene of Marian being kidnapped before you play, DDII explains it in the intro that you can skip, but in DDIII you have to wait a few seconds for this on screen dialog/talk to hurry up and finish before you can resume, and that is just an annoying step backwards.
Next up you find your moves you got used to from DDI or DDII are again something different. I used to think the only way to improve DDII would be to have included the ground punches and head-butt moves back into the game. Now DDIII has a few familiar moves, but lacks in them. In Double Dragon II you relied a lot on your jumping 360 kick that you could preform from the jumping up or down, or jumping to the left and right, in Double Dragon III you can only perform it by jumping up and down, you can not execute the move jumping in either direction, which is a shame. Also needed was the return of the jumping-power-knee and super-uppercuts from DDII, but they are sorely missed in DDIII... even the reverse elbow smash from DDI would have been a nice addition.
So what has been added to the 3rd one, move wise? Apart from regular kicks and punches, the only returning move is the jumping 360 kick, which you can not do jumping left or right now. A run feature has been included and a move where you can jump and flip over your opponent, grab their hair and throw them across the screen... you can also now do a move where if you run at a wall, you can bounce off the wall with a super flying kick, which is a decent move if you can do it.. and there is also a couple of double-team moves for 2 players; one is a flying kick your partner helps throw you in, and the other is a joined hand dancing spin kick fest that is probably the best move in the game, but can only be done in 2 player mode... Double Dragon 3 really had lacked in quality from the other Double Dragon games as being a great game on 2 player, or single play.
It almost seems like this game was being designed, and new ideas where just not working; so instead of scrapping the game or improving what flaws it had to be a great game, they released a demo and forgot to tell people to send in their thoughts to help improve the game. Even in the 2 player intro screens, the game says the two heroes are Billy & Bimmy Lee... Bimmy? A spelling error like that in a NES game? Or maybe it is correct, maybe Jimmy Lee refused to be in this sarky game, so ACCLAME asked their retarded cousin Bimmy to be in it instead? The other thing that bugs me is your enemies are not supposed to be Shadow Warriors from the previous Double Dragons... then why does Linda, Williams and whatever other enemies make a return?
What makes this game harder from the previous DD games is the lack of options, there simply isn't any. You can make the game even harder by selecting 2 player B and beating up player two so you can solo play against twice as many enemies... but if you wanna make the game easier, you will need a pro-action-replay or something to help you cheat.
The biggest issue with this version is extra lives... there isn't any! You get 1 life... you die, you're out! Do not pass go, do not collect 2up hundred dollars... nope, you're screwed. If you can manage to beat two other character in the game, some slow and fat ninja guy and a samurai, these guys will become your extra life. You can choose to select these guys by pressing select and choosing them to take over, or if you die as who you are in the game, one of these guys will take over as your main character... what I do not get is why the heck couldn't Jimmy be selectable in a 1 player game as your back up life? There is a little trick you can do to make that so, what you do is start the game on 2 player B and beat up Jimmy, or should I say, the retarded cousin of the Lee brothers, Bimmy, who accidentally misspells his own name on the game-play screen as Jimmy. Anyway, beat the first baddie, then beat up JimmBimm until your next hit will be the one that kills him. Then position him sort of in the middle of the room in a way that when you perform your jumping spinning 360 kick, he lands on the guy you have to talk to. If done right, Jimmy will activate him talking to you guys, instead of dieing. Then, make sure BillyBobJim doesn't die during the battle with the next few bad guys. Once the Dojo enemies are gone, have Jimmy exit the room first, then Billy. When you emerge from the room on the street, Jimmy will be gone, but if you press select, Jimmy is there as your 2nd option of character and your backup life.... however, don't use Jimmy till you have reached level two, as he will still have the ready to die energy he had from your beating until it regenerates in level two.
Now, as I was saying about the extra guys you can choose. They are useless, what moron thought it would be a good idea to allow you to use two extra characters that are just about useless? As boss enemies, they are decent, but to play as them is pretty weak, especially if you lose Billy/BimpDaddyJimbo and are stuck playing the rest of the game as one of these losers... as I did, getting stuck with the Samurai guy to finish the game off and yet somehow the dead Jimmy still gets the glory in the end.
So, I haven't said many positive things about the game yet... one option I do like is your option to swap characters during game play and have a special weapon you can choose to use at any time... however, unless you know how to rom hack like I did and add Jimmy as your second character by default play, and also have unlimited use of the special weapons... not to mention invincibility... then they are more something you have to plan and use strategies for when you are going to use them and how. Using cheats like that was the only way I could beat this game. Maybe you are good enough to do it without using any methods of cheats... but being someone who can beat Double Dragon II with my eyes closed and then coming into DDIII like someone who dies on the first goomba of Mario Bros, it really pi..cheesed... me off.
Once game play was over and done with, I was not impressed one little bit with the ending of the game. At least the first II Double Dragons showed something that made you feel like you had passed the game.. but this ones text "where are they now" screens really do show the lack of thought and imagination put into this game .."Billy & BJimmy rode off into the sunset to teach Kung Fu, while FuMan Chu and Tom Cruise become emperors of Kmart discounts" what kind of ending is that? No scenes, no decent ending, just a "what happened to them, bye" screen. I hate these games that are so hard to beat, and reward you with nothing once it's over. I suppose it's not quite nothing, nothing would be a single screen with no pictures saying, "thanks for playing, sorry you wasted so much time to see this text, bye". But this game here may as well have said just that.
So I guess that's why I don't particularly like DDIII. Not on the NES anyway... least the Arcade version was pretty decent and even allowed a 3rd player... but most importantly, had extra lives for as long as you could drop coins into it. And you know what the worse thing about it is? It's one of those rare times when you can truly say, even the Sega had a better version the NES. Sure the nes version isnt as bad as the GameGear version, but it's sad when even the GameBoy has a better version then the NES.
I think with the lack of effort put into the game, and it's terrible reward for beating the game, that is why it is so hard. The game makers don't want you to be able to beat it, so you can see just how unrewarding it is. At last moment before they decided to release it, like I was saying before about it being a demo... I really think game testers where thinking that the game is so bad, give people 1 life so they can't advance to the end and see just how sh/badly we have made this version, but because DDI & II sold so well, this one is guaranteed to make us a few bucks anyway, so just release it as it is now, no one will see the end of it anyway.
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