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Prerelease:Super Double Dragon

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This page details prerelease information and/or media for Super Double Dragon.

Remember when YT had a little indifferent face when a video went down? TCRF remembers.
This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.
Specifically:
  • Edward Semrad at CSG Gaming Show video set to private
Hmmm...
To do:
This game originally started out as a port of the first arcade game, according to Muneki Ebinuma.

The Gaming Adventures of Edward Semrad - At 10th CSG Gaming Show in Ikebukuro

A short preview video 10th CSG Gaming Show, from March, 1992 that shows a few differences from the final game. (Starts at 9:47)

  • Different portraits for Billy and Jimmy.
  • A different font for the score and lives counter.
  • Remaining lives are displayed as "F".
  • Soild blue and orange life bars, as opposed to the segmented ones in the final.
  • The song playing in Mission 1 is the Mission 6 theme.


Consumer Software Group TV GAME COLLECTION '92 Summer/Autumn

A preview video shows quite a few differences from the final game. (Starts at 1:30)

  • The cutscene theme was the original Demo version, but in much clearer quality; obviously, this was before the tape quality started to deteriorate.
  • Different portraits for Billy and Jimmy.
  • A different font for the score and lives counter.
  • Remaining lives are displayed using an "X" instead of the "=" in the final, and the lives appear to have been set to "B".
  • Soild blue and red life bars, as opposed to the segmented ones in the final.
  • Jimmy is using the same sprite as Billy, just with a pink palette.
  • Jimmy's sprite appears to glitch out during his combo.
  • One of the Chen enemies from Mission 3 is present the First stage.
  • The "ATI America" sign from Mission 2 is red/pink.
  • The row of chairs to the left of the "ATI America" sign is missing, instead the railing ends and there is another steel girder to its left.
  • The top of the background in Mission 6 appears to be different, with more detail in the clouds.
  • The stone structure from the beginning of Mission 6 is placed farther in the stage.
  • An early version of the final section of Mission 7 is shown, with a different bridge and windows that appear to be farther back.


Early Title Screen

SDD-Manual-EarlyTitleScreen.png

The US instruction manual contains an early screenshot of the title screen that simply reads Double Dragon, minus the Super.

Early Character Designs

SDD-Early Character designs.jpg

Early designs of the player and enemy characters seen in the final game, including a scrapped gun-wielding enemy.

(Source: Twitter @food2han)

Original Demo Recordings

During the 8-bit and 16-bit eras, video game music would be performed differently, before being converted to the appropriate format for the finished product. These demo tracks were recorded by Kazunaka Yamane on the Korg M1, Korg T Series and DW-9000 keyboards in July 1992. The tape was re-discovered twelve years later in 2004, albeit in very poor quality.

Track Description
Mission 1's theme. Used as Mission 1's theme in the final JP version.
Mission 2's theme. Unreleased until 2004.
Mission 3's theme. Used as Mission 3's theme in the final JP version.
Mission 4's theme. Used as Mission 6's theme in the final US and JP versions.
Mission 5's theme. Used as Mission 3's theme in the final US version and Mission 5's theme in the final JP version. Presumably, it would also have been used during the battle with the Chen brothers in Mission 3, to determine who would be "the true Double Dragons".
Mission 6's theme. Used as Mission 4's theme in the final US version and Mission 7's theme in the final JP version.
Mission 7-1's theme. Unreleased until 2004. Intended to be played during the first half of Duke's Hideout, which included a revolving elevator.
Mission 7-2's theme. Used as Mission 2's theme in the final US and JP versions. Intended to be played during the second half of Duke's Hideout.
Alternate track for Mission 7-2. Unreleased until 2004. It was rejected for being "too similar" to another tune. The tune in question was never specified, but it might have been the intended Mission 2 theme.
Duke's Theme. Used as a Sound Test option in the final JP version. Intended to be played during the initial battle with Duke, once he descended from above, after you would have finished defeating all of your enemies in the Great Hall.
Mission 7-3's theme. Used as Mission 1's theme in the final US version and Mission 4's theme in the final JP version. Intended to be played after defeating Duke for the first time, and his evil shadow materialized from his body.
Final Boss theme. Used as the Credits theme in the final US and JP versions. Intended to be played during the true final battle with Duke's Shadow.
Double Dragon theme. Used as Mission 5's theme in the US version and for the Title screen and battle with all the enemies in the Great Hall in the final JP version.
Epilogue. Unreleased until 2004. Intended to be played after the final battle with Duke's shadow, when Duke's soul speaks to Billy and Jimmy.
Ending theme. Unreleased until 2004. Intended to be played during the final cut-scene where Billy and the others are at Duke's funeral as well as during the final credits.
Cut-scene theme. Used for the Title screen and Mission 7 in the final US version and as a Sound Test option in the final JP version. As the name implies, this track was intended to be typically played, after you finished defeating a boss at the end of each mission.
Boss Theme. Unreleased until 2004. Intended to be played for each boss, except for the end of Missions 7-2 and 7-3.
Stage Clear jingle. Unreleased until 2004.


(Source: GAME KOMMANDER)

Concept Art

Concept art for the game were illustrated by Koji Ogata, depicting scenes of Marian being kidnapped on the second half of Mission 4 and a Game Over screen.


(Source: Twitter @food2han)