ok so i downloaded this and played it on my Pocket because i didn’t feel like updating my Mister which i haven’t turned on in uhhhhh a while
i played up to Stage 3 and then died. the game is pretty tough, but mostly because i have to figure out how the game wants me to play it. it feels a lot more coherent than the Zeebo version in terms of gameplay, although the Stage 2 boss was kind of baffling. the enemy blocks your first attack and i couldn’t figure out how to break his guard. mostly it seems like you just have to counterattack, but when and how is also kind of unclear to me. power moves with D don’t break the guard, and if he guards this first attack, he seems to guard all subsequent ones, too. i lost a life because time ran out, and mostly won due to (imo) luck.
also, i wonder what it is about Double Dragon remakes and Stage 2. why does everyone hate Jeff, the inexplicable Green Double Dragon palette swap brother? they always want some new boss, instead. bring back Jeff. i demand Jeff.
anyway, cool game. i could see having fun playing it with a friend and just kind of messing around and working our way through it, but i’ll probably keep picking away at it until i figure out if there are some hidden tricks i haven’t learned, yet, or if the game is just kind of unbalanced.
fighting wise, it feels like a cross between Double Dragon and Rage of the Dragons, if that makes any sense. i guess because it’s a Neo Geo game, but between the sound effects and animations, everything kind of has a RotD feel to it, but applied to the sort of slow and methodical attacking methods of DD. it’s sort of a weird mix, because i feel like DD needs to feel kind of heavy. it’s its own thing, though, and not a bad one.
graphically, again, it’s a lot more coherent than the Zeebo game. the sprites and backgrounds all go well together and have a ton of detail.
edit - my only true criticism is this, but it applies to all Double Dragon remakes: it’s really funny how Double Dragon in the 1980s had seamless transitions between stages that did a lot of storytelling that really makes the player feel like they are “somewhere.” i understand that doing this in a modern game is probably really difficult for reasons i can’t fully comprehend and that i assume have to do with bespoke/custom circuitboards made for arcade games in the 80s, but still, it feels like one of those kind of essential Double Dragon “je ne sais quoi” things.
this is part of what makes Jeff interesting, at all. like he rides up an elevator, and then you fight him. and when you beat him, you ride the very same elevator down into the park and continue on from there.