game
icon
title Double Dragon (bootleg with 3xM6809, set 2)
set name dd6809a
manufacturer bootleg
year 1987
genre Fighter (hof)
category Fighter / 2.5D (hof)
driver status preliminary
driver source ddragon.c
snapshots MW: parent / CT: | parent / Mr. Do: parent / PS: in game | title | parent
zoom
rating
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parent Double Dragon (Japan)
other clones Double Dragon (bootleg with 3xM6809, set 1)
Double Dragon (bootleg with HD6309)
Double Dragon (bootleg with M6803)
Double Dragon (bootleg)
Double Dragon (US Set 1)
Double Dragon (US Set 2)
Double Dragon (World Set 1)
Double Dragon (World Set 2)
display
colour emulation good
palette 384
display type raster
orientation horizontal
resolution 256x240
frequency 57.444853Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P sim
controls 8 way joystick
buttons 3
coin slots 2
hardware
cpu M6809 @ 12MHz
cpu M6809 @ 6MHz
cpu M6809 @ 6MHz
audio YM2151 @ 3.579545MHz
audio MSM5205 @ 0.375MHz
audio MSM5205 @ 0.375MHz
data
version added .125u4
last change(s) none
roms
name size crc set flags sha1
20.7f  32768  c804819f  dd6809a    cc570a90b7bef1c6263f5e1fd96ed377c508fe2b 
19.7g  32768  de08db4d  dd6809a    e63b90c3bb3af01d2855de9a996b51068bed7b52 
18.7h  32768  154d50c4  dd6809a    4ffdd29406b6c6b552344f820f83715b1c7727d1 
17.7j  32768  4052f37a  dd6809a    9444a30ce32a2d35c601324d79c0ba602be4f288 
21.7d  32768  4437fc51  dd6809a    fffcf2bec50d0b79861904b4abc607206b7794e6 
16.7n  32768  f4c72690  dd6809a    c70d032355acf3f7f6586b6e57a94f80e099bf1a 
13.5f  32768  b5a54537  dd6809a    a6157cde4f9738565008d11a4a6d8576ae3abfef 
1.1t  65536  5e810a6d  dd6809a    5eba3e982b271bc284ca333429cd0b3759c9c8d1 
1.1r  65536  7300b785  dd6809a    6d3b72bd7208e2bd790517a753c9d5192c88d20f 
3.1q  65536  19405de8  dd6809a    ac1aa40478b92af5ccdde89812be78b7c9f7d20d 
4.1p  65536  4b10defd  dd6809a    fb43eba7c8a7f77f0fdd6253d51b40b0e64598f5 
5.1n  65536  5b1bb493  dd6809a    dd947d7d381af5952acece4b2cefc9fc4847ec68 
6.1m  65536  e8a2d2e7  dd6809a    abc871e57a5280728b9f90625fb91011b848a4d8 
7.1l  65536  8010fcca  dd6809a    9401c41088776beea91c32aaff8eb2fbe92b5e37 
8.1j  65536  bfa4da27  dd6809a    68a649aec43e18dc79b4690c1dff2e2a6fc0065a 
9.2e  65536  736eff0f  dd6809a    ae2ec2d5c8ab1db579a08256d874426dc5d889c6 
10.2d  65536  a670d088  dd6809a    27e7b49645753dd039f104c3e0a7e6513a98710d 
11.2b  65536  4171b70d  dd6809a    dc300c9bca6481417e97ad03c973e47389f261c1 
12.2a  65536  5f6a6d6f  dd6809a    7d546a226cda81c28e7ccfb4c5daebc65072198d 
14.7q  32768  678f8657  dd6809a    2652fdc6719d2c889ca87802f6e2cefae59fc2eb 
15.7o  32768  10f21dea  dd6809a    739cf649f91490384297a81a2cc9855acb58a1c0 
27s21.5o  256  673f68c3  dd6809a    9381453e8f868d80b6069264509a339e20e2b6b1 
27s21.5p  256  2dc270f2  dd6809a    9f124ab2c98680bcc249218ee0de09ba49c09a84 
27s29.6g  512  095fb461  dd6809a    7fd213fd8b8bbe30334523ccf06d4606c67b472e 
82s129.4h  256  7683cadd  dd6809a    ff6fecf273c1d8812814cacc72fb71642ec32b6d 
pal16r4.8g  260  5b0263fd  dd6809a    ddca425f82f5eb06b56f2ab116fb9a9b192e1097 
pal16r6.2f  260  bd76fb53  dd6809a    2d0634e8edb3289a103719466465e9777606086e 
cabinet art
cabinet ddragon.png
marquee ddragon.png
control panel ddragon.png
flyer ddragon.png
PCB dd6809a.png
additional information
info 0.37b5 [?]

0.33b3 [Carlos A. Lozano, Rob Rosenbrock, Phil Stroffolino, Ernesto Corvi]

NOTE:
  • Barrels (eg. at the end of level 1) can be kicked by pressing the kick button (duh) when you are near. However, the barrels doesn't get kicked if you hold the button down, and you become invulnerable as long as you don't release the button.? - ddragon060gre >I just checked with my PCB (original) and ddragon060gre do happen there. Augusto / Stefan Lindberg
  • The snare and bass drums in the music disappear when the little hand appears on the screen to tell you to move along. The drums don't come back after this happens. - ddragonb36b12gre >It do happen on the PCB also so it's not a MAME bug. Here is a rather long gameplay audiorecording from the PCB. Stefan Lindberg
Bugs:
  • Clone ddragnw1: When finishing the game its reset and so go to check rom screen again and freezes! ddragnw10105u4red Ashura-X
WIP:
  • 0.127u2: Sonikos added clone Double Dragon (bootleg).
  • 0.126u4: Fabio Priuli added diplocations to Double Dragon.
  • 0.125u4: Added clone Double Dragon (bootleg with 3xM6809, set 2).
  • 0.124u1: Added clone Double Dragon (bootleg with 3xM6809). This is a well known italian bootleg of Double Dragon it can be identified by the following gameplay trait. The Boss of level 4 is coloured like level 1 and 5 instead of green, and is invulnerable to rocks attack. In terms of code the game code has been heavily modified, banking writes appear to have been removed, and the graphic roms are all scrambled. The game also runs on 3x M6809 rather than the original CPUs. I'm not 100% convinced the program roms are good dumps, apprently ROM3 fails on the original board (could just be due to the rom hacking, as the game runs fine) but there is a jump to the 0x2000 region in the code, although this could be additional protection / rom scrambling. Also the sound roms seem too small. If you have this PCB please verify.
  • 0.122u7: Replaced HD6309 CPU3 with M6809 (6Mhz). Changed HD6309 CPU2 clock speed to 12MHz, HD63701 CPU3 to 6Mhz, 2x MSM5205 to 375000 Hz and visible area to 256x240.
  • 0.119u3: David Haywood added clone Double Dragon (bootleg with M6803).
  • 0.112: Corrado Tomaselli added clone Double Dragon (US Set 2).
  • 0.105u4: Stefan Lindberg added clone Double Dragon (World Set 2). Fixed rom names in all other sets.
  • 8th January 2006: Bryan McPhail - Double Dragon has a crash which sometimes occurs at the very end of the game (right before the final animation sequence). It occurs because of a jump look up table: BAD3: LDY #$BADD; BAD7: JSR [A,Y]. At the point of the crash A is 0x3e which causes a jump to 0x3401 (background tile ram) which obviously doesn't contain proper code and causes a crash. The jump table has 32 entries, and only the last contains an invalid jump vector. A is set to 0x3e as a result of code at 0x625f - it reads from the shared spriteram (0x2049 in main cpu memory space), copies the value to 0x523 (main ram) where it is later fetched and shifted to make 0x3e. So.. it's not clear where the error is - the 0x1f value is actually written to shared RAM by the main CPU - perhaps the MCU should modify it before the main CPU reads it back? Perhaps 0x1f should never be written at all? If you want to trace this further please submit a proper fix! In the meantime I have patched the error by making sure the invalid jump is never taken - this fixes the crash (see ddragon_spriteram_r).
  • 0.77: Bryan McPhail added clone Double Dragon (World). Changed HD63701 MCU clock speed to 1193181 Hz, VSync to 57.444855 Hz and sound to mono.
  • 3rd November 2003: Bryan McPhail fixed the video and interrupt timing in the Double Dragon driver and added the World version of Double Dragon.
  • 2nd September 2000: Nicola Salmoria fixed a 6309 bug which affected Fast Lane and Double Dragon.
  • 0.37b5: Added Double Dragon (Japan) and clone (US) with missing cpu2 MCU rom ($c000) and proms ($0, 100 - unknown). Removed Double Dragon (bootleg?). Replaced the 2x ADPCM sound with 2x MSM5205 (384000 Hz).
  • 12th July 2000: Nicola Salmoria fixed the ADPCM sound frequency in Double Dragon and did some general cleanup in the driver.
  • 10th July 2000: Nicola Salmoria fixed MCU emulation to Double Dragon.
  • 0.36b9: Replaced M6809 CPU with M6309. Changed YM2151 clock speed to 3579545 Hz.
  • 0.35b6: Replaced M6809 CPU1 with M6309 and M6803 CPU2 with HD63701.
  • 0.33b6: Nicola Salmoria changed Double Dragon to use dynamic palette.
  • 0.33b3: Added Double Dragon (bootleg? 1987) and clone (bootleg). Due to the lack of the ROM image for the HD63701 microcontroller, the original version doesn't work. Use the bootleg, which use a 6809 instead of the HD63701.
LEVELS: 4

Movie: Double Dragon

Genre: Karate, Fantasy

Year: USA 1994

Director: James Yukich

Studio: ?

Cast: Mark Dacascos, Scott Wolf, Julia Nickson, Alyssa Milano, Robert Patrick, Kristina Wagner

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Romset: 1105 kb / 23 files / 522 zip
history Double Dragon (c) 1987 Technos.


Martial arts masters and twin brothers Billy & Jimmy Lee (nicknamed Hammer & Spike in the U.S. arcade cabinet) must defeat the savage street gang known as the Black Warriors to rescue Billy's kidnapped girlfriend, Marian. Standing between the brothers and Marian are four huge, colorful and varied levels; each populated with a wide variety of thugs. Many of the game's enemies carry weapons (knives, baseball bats etc.) and should Billy or Jimmy manage to knock the weapons from the enemies' hands, the heroes can pick the weapons up and use them against the enemies.


Double Dragon was a huge success due to the many game-play innovations it brought to the genre (see TRIVIA for details), but it demonstrates its final moment of inspired genius at the very end of the game. Should both players still be alive after the final boss has been defeated, they will have to fight each OTHER. The winner of this fight will be the one who wins Marian's affections.


The Black Warriors is made up of six distinct warriors - plus Willy, the game's final boss - and each is different from the others in both physical appearance and fighting style. As such, the game-play never feels repetitive. The members of the Black Warriors consist of the following fighters :

* Williams - A generic street punk. Not very strong but he wields a variety of weapons such as baseball bats, dynamite and daggers.

* Roper - He is a bit stronger than Williams and likes to pick up and throw large objects such as oil drums, rocks and boxes.

* Linda - Female punk who usually carries a whip. She's not very strong and appears less frequently than the other enemies.

* Bolo - A tall, big-muscled bald guy. He's very strong and likes to pick up and throw the player's character.

* Abobo - The first boss, a head-swap of Bolo with a Mr. T-style mohawk and beard. A green version of Abobo appears in the end of Mission 3.

* Jeff - The second boss. A head swap of the player's character who uses similar techniques. A real challenge.

* Willy - The game's final boss, armed, somewhat unfairly, with a machine-gun.


- TECHNICAL -


Behind a clear front glass, the dedicated cabinet has a decorative cardboard frame surrounding the monitor that includes instructions for game play. The cardboard frame is usually 2 sided. There is the TAITO design on one side and the Double Dragon design on the other. The marquee and control panel art features a drawing of a dragon and pictures of Billy and Jimmy Lee. The control panel includes their names. Most cabinets used blue buttons for player 1 and red buttons for player 2, but a middle release cabinet used yellow buttons for both players and used thicker bezel glass with white plastic protectors along its outer edges. The side art features the name TAITO at the top with a Y-shaped pattern of lines in red, white, gray, and black. The first cabinets of Double Dragon had a different color combination for the side art. The black part of the side art was orange and the gray part was yellow. The cabinet features a lockable pullout drawer at the bottom that contains the power supply and game-boards.


Game ID : TA-0021


Main CPU : HD6309, HD63701

Sound CPU : HD6309

Sound Chips : YM2151, (2x) MSM5205


Screen orientation : Horizontal

Video resolution : 240 x 224 pixels

Screen refresh : 57.44 Hz

Palette colors : 384


Players : 2

Control : 8-way joystick

Buttons : 3


- TRIVIA -


Released in August 1987.


Licensed to Taito for manufacture and distribution (Prom Stickers : 21J) in America and Europe (July 1987).


Double Dragon may not have been the world's first scrolling beat-em-up (that accolade belongs to Technos Japan's own "Renegade", released in 1986) but it is the world's first CO-OPERATIVE fighting game and as such defined its era. The varied, multi-colored sprites and hugely detailed backdrops - married to instinctive, one or two-player game-play - was something that had never really been seen in the fighting game before and Double Dragon quickly became a legend in its own right. The game would be the inspiration for an entire genre and classics such as Capcom's "Final Fight" owe a huge debt of gratitude to the Technos legend. The game was such a huge hit, that when the home versions finally came out, the rear side of the package advertised, 'You'll never have to stand in line to play Double Dragon again!'.


Double Dragon's hugely innovative game-play and superb graphics proved to be too ambitious for the host Technos hardware and the game was plagued with the now notorious 'slowdown', that occurred whenever a large number of fighters appeared on-screen.


The game's director, Yoshihisa Kishimoto, reportedly conceived his initial idea for Double Dragon around the date of July 20th in 1986, the 13th anniversary of Bruce Lee's death.


Director Yoshihisa Kishimoto got the idea of picking up an enemy's weapon from his previous game, "Renegade" ("Nekketsu Kouha Kunio-kun" in Japan). During the first stage of Renegade, he noticed that the armed enemy characters were not holding their weapons when they were on the ground.


On the first stage of the game, a billboard for "Nekketsu Kouha Kunio-kun" (the Japanese version of "Renegade") can be seen atop a building prior to the first boss battle.


The car at Billy and Jimmy's garage resembles the interceptor from the laserdisc game "Road Blaster", which was one of director Yoshihisa Kishimoto's previous games at Data East before he left the company to work for Technos.


The 3 kanji characters on the game's official logo are (in order) : 'Sou' (Twin) 'Setsu' (Cut or Intercept) and 'Ryuu' (Dragon, also pronounced 'Tatsu'). Thus, the title can loosely be translated as the 'Twin Intercepting Dragons'.


The fictional martial arts practiced by the Lee brothers is called Sousetsuken or 'Twin Interception Fist', which is described as a combination of Shaolin Temple Kung Fu, Karate and Tai Chi Chuan. The name is derived from Bruce Lee's own martial arts style Jeet Kune Do, or Sekkendou in Japan, which is known as the 'Way of the Intercepting Fist'.


The character names are derived from the 1973 Bruce Lee film, 'Enter the Dragon'.


Double Dragon contained a number of bugs, most of which were never fixed despite several revisions of the ROM. The best known is a bug in the way enemies attack the player. Sportingly, enemies will not attack the player from behind, but will instead walk up to them and try to move past so they can attack from the front. Thus, by standing with your back to an enemy, it was possible to wait for them to get close and then elbow them in the face, without fear of being attacked. Another common bug was the 'infinite bouncing' bug. Due to the fixed way in which objects in the game would bounce off walls, trees etc, it was possible to drop an item between two tree stumps on the forest level, and it would bounce back and forth forever. In the first version of the game, this could happen to player characters who fell off either stump, the only way to continue the game being to allow the timer to run down. Another less serious bug was the ability to throw weapons from one level to the next. Usually, weapons were discarded at the end of a level. On some levels however, the transition to the next level was achieved simply by scrolling the screen one whole screen to the right, or down a cliff. By standing at the extreme right of the level and jumping just as it ended, the players character would drop their weapon in mid air, throwing it far enough to be picked up again once the screen had scrolled on.


Jason Wilson holds the official record for this game with 171,210 points on July 24, 1999.


Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Double Dragon - KHY1026) in cassette format on 02/1988.


A Double Dragon unit appears in the abysmal 1994 movie 'Double Dragon'.

A Double Dragon unit can be seen in Drake and Josh episode 'Movie Job', but the marquee reads 'Dragon'.


Tiger Electronics released a board-game based on this video game (same name) in 1989 : The winner is the first player to successfully fight his or her way around the game board to Jimmy's Hideout to rescue Marian. You will pass through the slum section, the industrial section, the forest section and the hideout section on the rocky road to victory.


Comic Book : Six-issue limited series published by Marvel Comics in 1991. (cover dated from July to December). Written by Dwayne McDuffie for the first four issues and by Tom Brevoort and Mike Kanterovich for the final two. In this comic, Billy and Jimmy Lee were the twin inheritors of the 'Dragon Force', a mystical force that granted the Lee brothers their powers, as they fought against the occult crime lord Nightfall. Marian is reimagined as a policewoman (a depiction later featured in the cartoon series) and Stan Lee appears as Billy and Jimmy's long-lost father.


Cartoon : TV series produced by DIC Entertainment and Bohbot Entertainment, which lasted two 13-episodes seasons in 1993 and 1994. In the series, Billy and Jimmy are twin brothers who were separated at birth, with Billy being raised by his father's sensei, the Oldest Dragon, while Jimmy was raised by the evil Shadow Master to become his successor, the Shadow Boss. After the second episode, Jimmy realizes the evils of his way and joins his brother, becoming the Double Dragons. Inspired the 1994 home console fighting game "Double Dragon V: The Shadow Falls".


Live-Action Movie : Released in 1994 by Imperial Entertainment. Starred Scott Wolf as Billy, Mark Dacascos as Jimmy, Alysa Milano as Marian and Robert Patrick as original villain Koga Shuko. Directed by James Yukich, with a screenplay written by Paul Dini (of Batman: The Animated Series) and Neal Shusterman. In the movie, Billy and Jimmy are young twin brothers who possess one half of a magical medallion, with the other half possessed by crime lord Shuko. It inspired the 1995 Neo-Geo game "Double Dragon".


- UPDATES -


* The original Japanese version by Technos has a different storyline than the one used by Taito in the International version. The Japanese storyline is more developed and does not use the Spike and Hammer aliases.


- TIPS AND TRICKS -


* Here's How To Get Infinite Points In Double Dragon : Level One, one player grabs the whip when it comes out. The other player relieves the enemy who walks out with a bat of that bat. But he does NOT kill that enemy. Continue moving on until you're at the end of stage one. At this point the player WITHOUT the whip grabs the now bat-less enemy. The other player finishes the stage. Note that when the boss man is dead, the clock stops running down. Then the player tortures the bat-less one with the whip. 200 points per pop, and the enemy will NEVER die. Switch to non-whip attack to kill him, and resume normal play.


* To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses.


* Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.


* Infinite Knives : When an enemy carrying a knife appears on the screen (NOT an enemy that picks up a knife, but one already carrying the knife when he appears), instead of taking the knife beating the enemy, hit the weapon, causing the enemy to drop it (or let it hit a wall). Doing this you will be able to pick up and use the knife against some other enemies, while the character bearing the knife will take out a new one so you can repeat the trick. You can use this same trick with dynamite.


* At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!


* Throw Objects Through the Levels : At the end of the second stage, where the elevator appears, move as far down as possible without falling. Now, when you drop weapons, or hit some enemies, these will fall off-screen instead of falling to the ground. If fallen objects like whips or knifes fall into a certain area (near the platform), you will find them when descending into level 3.


* Throw Enemies Into the Void : At the beginning of level 3 you will face two enemies; make them come as near to the left of the screen as possible, and throw them off-screen; they will die immediately as if falling into the 'void'.


* At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back.


* At the very end of the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still.


* How to kill the final boss (Willy) in just one hit (also useful to quickly kill the other enemies in the final part of the last level) : This trick requires a lot of dexterity and skill (and a bit of luck too, as it won't work if the enemies won't lean out enough) to be achieved. In the last level, after you kill the 2 Abobo that show up smashing the wall, exploit the edge near the wall on the left to lean out downwards as much as possible (you'd better do it here and now, as later on it will become almost impossible to lean out so much without falling), then move forward and keep fighting while remaining on this edge.

When Willy comes out of the steel door, wait for him to come down to the lower side of the screen; as soon as he leans out downwards enough, hit him and make him fall (be careful in using flying kicks, as you risk to fall on the spikes). If performed with the correct timing, Willy will NOT fall on the ground: he'll fall straight on the spikes, dying at once.

Note : if you use this trick on all the other enemies that show up before Willy, sometimes, after the final boss is thrown in the spikes, an enemy will jump out of the spikes, and fall on them straight afterwards.


- SERIES -
  1. Double Dragon (1987)
  2. Double Dragon II - The Revenge (1988)
  3. Double Dragon 3 - The Rosetta Stone (1991)
  4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
  5. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
  6. Double Dragon (1995)
  7. - STAFF -
    • Director & Producer : Yoshihisa Kishimoto (Yoshi Kishi)
    • Programmers : Hiroshi Satoh, Tomoyasu Koga, Naritaka Nishimura, Hideshi Kaneda
    • Animation : Koji Ogata
    • Character designer : Koji Kai
    • BGM : Kazunaka Yamane
    • SFX : Kenichi Mori
    • Art staff : Kumiko Mukai, Mizuho Yama, Akemi Tasaki, Misae Nakayama, Masao Shiroto
    • Director & Game designer : Shinichi Saitou
    • - PORTS -
    • * Consoles :
    • Nintendo Famicom (1988)
    • Sega Master System (1988)
    • Atari 2600 (1989)
    • Atari 7800
    • Nintendo Game Boy (1989)
    • Sega Mega Drive (1992)
    • Atari Lynx (1993)
    • Nintendo Game Boy Advance (2003, "Double Dragon Advance")
    • Microsoft XBOX 360 (2007, "Xbox Live Arcade")
    • * Computers :
    • Commodore C64 (1988)
    • Commodore Amiga (1988)
    • PC [MS-DOS, 5.25''] (1988)
    • Sinclair ZX Spectrum (1989)
    • Amstrad CPC (1989) [Virgin Mastertronic - 128 Ko Disk version]
    • Amstrad CPC (1989) [Animagic - Spanish Version]
    • Atari ST (1989)
    • Commodore Amiga (1990, "Amiga Champions")
    • Commodore C64 (1990, "100% Dynamite")
    • Sinclair ZX Spectrum (1990, "100% Dynamite")
    • Amstrad CPC (1991) [Melbourne House]
    • * Others :
    • LCD handheld game (1989) released by Tiger Electronics : You have 3 lives to save Marian in 4 missions of increasing difficulty.
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=double-dragon&page=detail&id=676&o=2
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view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in arcade-history.com
cheats
cheats no cheats available
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