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Double Dragon II: The Revenge (NES)

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Title Screen

Double Dragon II: The Revenge

Developer: Technos Japan
Publishers: Technos Japan (JP), Acclaim Entertainment (US/EU/AU)
Platform: NES
Released in JP: December 22, 1989
Released in US: January 26, 1990
Released in EU: 1990
Released in AU: 1990


GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

The Lee twins put their differences aside to take on a far deadlier foe, who quickly makes things that much more personal. This port of Double Dragon's sequel implemented the co-op feature that was inexplicably missing from the first NES game, as well as some funnier-than-intended cutscenes. G - R - A - S - P !

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Debug Features

There is a common debug feature in a couple of Technos games. Usually, all debug code is controlled by a memory flag, hardwritten at the end of the ROM at address $FFF6 in M6502 CPU address space. Various bits of this variable enable or disable various debug features.

Sample Version

Double Dragon II - The Revenge (J)-3.png
Bit 7 of the debug variable (to set it, use the Game Genie code EKNYVYAA) switches between normal and "SAMPLE VERSION", which enables some debug features. During the game, hold the Select button on Controller 1, then press one of the following buttons:

  • Up / Down: Gets rid of the nearest enemy on a particular side.
  • B: Gets rid of all enemies on the screen.
  • A: Instantly takes you to the next level.

Free Walk

Bit 5 of the debug variable (to set it, use the Game Genie code AXNYVYAA) enables "Free Walk" mode, which allows you to walk to any part of a level instantly.

Unused Graphics

DD2NES Marian sprite sheet.PNG
There are three different sprites for Marian, who appears just before the final battle in Mission 9. The first one on the left is the one that is used in the game while the other two are unused.

Why didn't Acclaim use a screenshot from the final version of the game?
The manual for Double Dragon III: The Sacred Stones, which features a plot summary of the second game, uses a screenshot from an early version of the game in which one of Marian's unused frames is used. The palette also appears to be different from the one used in the final game.

Unused Text

Double Dragon II - The Revenge (J)-7.png Double Dragon II - The Revenge (J)-8.png Double Dragon II - The Revenge (J)-9.png
There are unused text strings in all versions of the game for what appears to be early versions of the ending messages that you'll get when you complete the game on one of the lower difficulty settings in the non-Japanese versions. Apparently the WARRIOR difficulty was originally called NOVICE. There also appears to be a message for when completing the game on SUPREME MASTER (originally called simply MASTER), even though the final version of the game contains no similar message and simply plays the ending sequence. These can only be viewed during debugging.

(Source: CaH4e3)

Regional Differences

Title Screen

Japan International
Dd2fc title screen.png Double Dragon 2-title.png

"Acclaim presents" was added to the top of the US and European versions' title screen, causing the logo itself to be moved a bit lower and the single Copyright line removed.

Copyright Screen

Dd2nes copyrights screen.png
All the Copyright information has been moved to a different screen in the international versions, which is displayed just before going into the main menu.

Main Menu

Japan International
Dd2fc main menu.png Dd2nes main menu.png

The difficulty settings are given the much fancier names of PRACTICE, WARRIOR, and SUPREME MASTER in the international versions. Whereas in the Japanese version the choices are EASY, NORMAL, and DIFFICULT. The difficulty settings are also aligned horizontally in the Japanese version, allowing the player to move the cursor with the D-Pad by pressing Left or Right, whereas in the US/EU versions this can only be done with Select. US/EU versions also have the full title of the game on top, whereas the Japanese version simply says "DOUBLE DRAGON".

HUD

Japan International
DoubleDragonIIJP-HUD.png DoubleDragonIIUS-HUD.png

The HUD is four lines higher in the international versions compared to the Japanese version, partially obscuring some of the scenery.

Difficulty Differences

  • The Japanese version allows the player to go through all nine stages on any difficulty setting, whereas the international versions restricts the game's length on the lower settings: PRACTICE ends the game on Mission 3, while WARRIOR ends on Mission 8, leaving Mission 9 accessible only on SUPREME MASTER.
  • Continues are available by default in the Japanese version, whereas the international versions require the player to enter a cheat code at the GAME OVER screen that changes after every third stage. After choosing to continue, the player will be taken back to the main menu and will be allowed to change the number of players and difficulty setting before resuming at the last stage they left off. The length restriction will still be in effect after entering the Continue cheat. This means that if the player lowers the difficulty level to PRACTICE on Mission 4 or above, the player will be warped back to Mission 3 instead. Likewise, lowering the setting to WARRIOR on Mission 9 will cause the player to continue the game on Mission 8 instead.
  • Enemies seem to be more aggressive and have more health points in the Japanese version's DIFFICULT setting than they do in the international versions' equivalent setting of SUPREME MASTER.
Easy Normal Difficult
First set of platforms on EASY... ...NORMAL. ..and DIFFICULT.
Second set of platforms on EASY... ...NORMAL... ...and DIFFICULT.
  • In the Japanese version, the disappearing platforms in Mission 6 will have different patterns depending on the difficulty settings: on EASY, all the platforms will appear at the same time; on NORMAL, only two platforms appear at a time; and on DIFFICULT, only one platform appears at a time. In the international versions, the disappearing platforms always have the same pattern (one platform at a time), regardless of whether the game is set on WARRIOR or SUPREME MASTER. Normally, Mission 6 is unavailable on PRACTICE; however, if you cheat to access Mission 6 on that difficulty level, no platforms will appear, making the stage impossible to clear.

Cutscenes

The story sequences before each stage were originally written in English during the development of the game. In order to make room for the hiragana and katakana font sets, the majority of the images were rearranged within the CHR and reduced in size for the Japanese ROM, resulting in some (mostly subtle) differences between versions of the game. Mouseover for translations.

Mission 1

Japan International
The rage of the Double Dragons was now focused on their old enemy. MISSION 1 -To the enemy's hideout- Dd2nes mission 1 opening eyes.png
Dd2nes mission1 opening.png

The final image in the opening cutscene in the international versions is a shot of Billy Lee posing and yelling dramatically. This image is missing completely in the Japanese version and instead, the opening ends with the image that comes before that, which is a closeup of Billy's eyes, but the image is much wider, showing his temples.

Mission 2

Japan International
"So they're going to escape with that helicopter... We'll stop them!!" MISSION 2 -Heliport- Dd2nes mission 2 opening.png

The international versions have an extra blue line to the skyline above the helicopter and lack the random gray tile at the upper left corner of the image that is in the Japanese version.

Mission 3

Japan International
"Damn!!" "You're not leaving without us!!" *Gagashsh*!!!
The helicopter took off into the neon-filled night sky. MISSION 3 -The battle inside the helicopter-
Dd2nes mission 3 opening 1.png
Dd2nes mission 3 opening 2.png

The closeup of Billy on the first screen has more details in the international versions (note the added hair and jacket on his shoulder) and a couple of pixels on the ladder shown on the third image are miscolored in the Japanese version. The image of the helicopter flying over the city on the second screen is wider in the Japanese version but has fewer building variations (note the Empire State Building-like structure in the international versions, which is missing in the Japanese version).

Mission 4

Japan International
The helicopter lands on a mysterious island. MISSION 4 -Undersea base- Dd2nes mission 4 opening.png

The island, sea, and helicopter have more details in the international versions.

Mission 5

Japan International
"Where does this path lead...?" "Looks like we've got no choice but to follow it, even if it leads us to our deaths..." MISSION 5 -Forest of Death- Dd2nes mission 5 opening.png

The image is a bit wider in the international versions, adding extra details to the trees on the left and right sides.

Mission 6

Japan International
"Wh- What is this place!?" An evil atmosphere surrounds them. MISSION 6 -Devil Mansion- Dd2nes mission 6 opening.png

The roof above the main gate is colored differently and some of the tiny columns in the middle portion of the temple are uneven in the Japanese version.

Mission 7

Japan International
"Was that Ma- Marian's voice just now!?" "No, that's impossible... But I sure do have a bad feeling about this." MISSION 7 -Trap room- Dd2nes mission 7 opening.png

The closeup of Billy's face is slightly wider in the international versions and the background behind Marian has been recolored.

Mission 8

Japan International
"Hey! Where is your boss!!" "Ha ha ha. You won't stand a chance against him. Before facing him you will be killed by yourselves." MISSION 8 -Illusion- Dd2nes mission 8 opening.png

There's extra bits of flesh-colored pixels next to Billy's mouth in the international versions and Abore's hair was changed from blond to brown.

Mission 9

Japan International
"The time has come to put an end to the long battle that has been going on between our fighting styles. You must defeat my illusions to stand a chance. Come on!" Dd2nes mission 9 mysterious warrior closeup.png

An extra pixel tile next to the Mysterious Warrior's right shoulder (on our left side) is missing in the Japanese version.

Regional Leftovers

The Japanese and international versions of the game contain a lot of disabled code leftovers from the other regional version. Although it is not possible to completely switch either version to another language mode, it is possible to switch between the two different sets of features in various places to change game behavior between Japanese and international modes. Typically, the code pattern for such disabled code branches is A9 XX F0 which translates to the instructions "LDA #$XX" and "BEQ $", which means that the branch will always happen if XX is zero or always not happen in other cases. For the Japanese version, XX is all zeroes, while for the international versions XX is $80. Since you can only disable some of the screens and modes in the international versions with these codes, it's not very interesting. However, you can re-enable some things in the Japanese version that are different from the final international versions.

Different Title Menu

Old Title Final Title
Double Dragon II - The Revenge (J)-0.png Double Dragon II - The Revenge (J)-1.png

The Game Genie code PENNGLAA re-enables an earlier version of the international title menu on the Japanese version of the game. It seems that the title for the game was going to be "Revenge of the Dragons" at some point. The Game Genie code AANNAIEA-AENNGLEA re-enables the Japanese version of the title menu for the international versions of the game.

Glitched Copyright Screen

Double Dragon II - The Revenge (J)-2.png
The Game Genie code PAKNYAAA re-enables the copyright screen from international versions of the game, but because of incorrect CHR bank settings, the text displayed becomes Japanese gibberish. You can decipher what was meant to be written by simply replacing the kana for the corresponding Roman character in alphabetical order (e.g. あううしあけす=ACCLAIM). Also, the text palette is different from the one in the final international versions.

Difficulty Limits

Double Dragon II - The Revenge (J)-4.png Double Dragon II - The Revenge (J)-5.png
The Game Genie code PEKOYGAA re-enables the difficulty limits in the Japanese version. Messages for both difficulties are mostly similar to the ones in the final international versions, with two differences: 1) they call you "DRAGONS", instead of "DOUBLE DRAGONS"; and 2) the exclamation mark next to the phrase "GOOD LUCK" (!) has been replaced with a Copyright symbol (©).