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  1. As long as I can edit this post, it will include any of my future hack projects alphabetically to avoid clutter and simplify finding them. NOTICE: If anyone wants AA to make a cartridge of these, feel free; you don't need my permission. They are hacks and as such, I hold no rights to the software. However, if you do want to make a cart, please contact me in case I have a newer version than what's uploaded. Adventure Long-Term "Mystery" Project I was hesitant to post about this because it's going to be a very long project due to my lack of time to work on it. I know there are already several great Adventure hacks and I didn't want to clutter the list. However, I decided to go ahead and share this teaser because it is at least a completely playable hack. At the moment, this is just a graphically enhanced hack of Adventure with a couple extra features, but the groundwork has been laid and it should give you an idea of where I want to go with this. It uses Nukey Shay's new kernel which is just awesome. I borrowed the bat from one of Espire8's hacks. I think it's pretty clear what inspired the castle and the dragon sprites. One of the members here has been very helpful and patient with many questions I've had. I won't mention names yet, because I don't want to draw them into this at such an early stage, but once I'm further along I will give full credit and thanks that are due to anyone and everyone who helps & has helped along the way. Below are screenshots of some of the changes: Click the button for more: Minor update to avoid overlapping the playfield with the Warren Robinett easter egg text. No other changes: Adventure Enhanced.bin Previous version: Cart Labels: Boxing Color Edit I always wanted a blue boxing ring, so here it is. In one version the players are Red & Blue, in the other they have Skin tones. Zip file includes 3 versions: "Red vs Blue", "Skins", & "Blue Ring". Boxing Hacks.zip Buck Rogers: Planet of Zoom Sprite Edit The player ship has been edited to more closely resemble the arcade version. The saucer enemies look more like saucers and the gates look a little more like other versions of the game. No colors have been changed in this one. A good screenshot is difficult to obtain because of the way sprites warp, but it looks much better on actual hardware. Buck Rogers.bin Cabbage Patch Kids: Adventures in the Park Sprite & Color Edit This has got to be one of the best games never released. The author really did a great job with the graphics, gameplay, and sound (yes, even music). I imagine I would have spent a lot of time playing this as a kid. I loved these multi-screen games like Smurf, Pitfall II, H.E.R.O., etc. Anyway, I recently played some older versions of this prototype and it got me wanting to tweak a few things -- so here we go: As I said, the game is already really good, so I looked for ways to polish it a bit, maybe as if it had been released. Player colors made more like an earlier version. I can now clearly tell that it's a girl with pigtails Many more color tweaks -- too many to list Various graphics cleaned up a bit (Trees and, most notably, the grass) Also, it seems the original game was Athletic Land for the MSX, and Konami used it to add the Cabbage Patch Kids license, which is what made it to the Coleco and almost Atari. So, the zip file now contains Cabbage Patch Kids and an Athletic Land version: Athletic Land - Cabbage Patch Kids.zip Previous version: Cart Label: California Games Sprite & Color Edit What can you do to improve a nearly perfect game on the 2600? Not much, but there is one thing that always bothered me -- the footbag player looks like he has a major bald spot. Looking at the graphics, I think part of them were just miscolored, so I took the liberty of updating the hairdo and tweaked the hands while I was at it. The only other change was on the half-pipe screen. I changed the color to gray with black underneath just for something different. I haven't tested it on real hardware with a CRT yet, so the gray may appear too dark and be indistinguishable from black. If this is the case, just post in the thread and I'll change it back. Footbag player hairdo fix and hands tweaked Half-pipe new colors BMX course trees edited to palm trees (Alternate BMX edit for brown color if you prefer the dirt courses like other versions) Surfing slight sky and wave color edit to better see wave crest, surfer color edit to have tan California_Games_(Edit).bin California_Games_(BMX_Edit).bin Older Version: Commando Sprite & Color Edit I've always loved Commando on the 2600. Maybe it was because I had never seen the arcade version when I first played this, but to me, it had great graphics and was fun to play so I would show it off to my friends (who were playing Nintendo at the time). Anyway, as great as I thought it was, there were just a couple of things I wished were different. I thought the player/enemy sprites leaned back too much instead of having a more aggressive stance, I wished the bridges in levels 2 & 3 were gray instead of orange & blue. So... here's what I ended up with: Player/enemy sprites changed (adapted the 7800 version sprite to this) Enemy color changed to gray to match the arcade Fertilized those mounds in level 1 so now green "grass" grows on top Sandbag barriers now tan instead of green Grenade boxes now green instead of purple Extra lives sprite edited Orange and blue bridges in levels 2 and 3 changed to gray Green of level 2 / 4 changed to be a little less bright Ground of level 3 darkened a bit Detail (shading) added to fortresses Minor palm tree update for v2: color table error present in original ROM corrected and coconuts darkened. See screenshots. Be sure to unzip the file as it contains 2 variations -- first the standard... Commando v2.zip ...and of course an "Airborne!" version. Here's a version with the player as Rambo!: Rambo.bin Older Version: Double Dragon: Arcade Style Sprite & Color & Gameplay Edit ***New Version!!!*** Seeing some sprites by CDS Games inspired me to rework the player/enemy sprites. Here is Release Candidate 4, also compatible with the Flashback Portable (RC3 is not). See the Cast of Characters image below for new sprites. RC4d - Jan 16, 2017 Double Dragon Arcade (RC4d).bin Here is the older Release Candidate 3. I'm leaving this here because it contains an assembly file and trained versions not yet packaged with RC4. Zip file contains standard version, trained version (thanks to Nukey Shay), 2-button versions, & assembly file. Double Dragon Arcade (RC3 pack).zip Click "Show" button for older versions: Here is the cast of characters, old and new (Updated for RC4d): And here are maps of all screens so you can see what's been done. These are new (Sun Sep 09, 2012) updated to reflect changes in RC3. Note: The forum software is preventing the maps from uploading correctly. It is downsizing the images so they are no longer full-size. : Mission 1 : Mission 2 : Mission 3 : Mission 3B : Mission 4 Latest changes: Major color overhaul for several screens. The sunsets are more like the arcade colors. Combined with other color changes, these screens are now some of the nicest in the game. Replaced mountains with city skyline in the 2nd screen of Mission 3 (with long brick wall). This gives a nice transition from outskirts of the city to the woods. Sprite & color edits for everyone to make them look more like the arcade and/or general improvement. Ex: Abobo's walk has been completely redone. I feel he is much more fluid and his walk resembles the arcade more. New punch, kick, bat-swing sprites as well as new hit & knockdown sprites: most characters hunch forward when hit. Abobo and Shadow Boss turn their heads in addition to previous animation. No change for Linda hit sprite. Font more like arcade font. Graphical changes are probably finished, but I'm not yet satisfied with Mission 2. Yet to do: adjust music volume, add pause feature, title screen. Explanation: Cart Labels: Goofing Off: Dragster Color Edit I always liked Dragster, but thought it might look better with more realistic colors. Here's the result of about 5 minutes of tinkering: Dragster.zip I merged some of Atarius Maximus' Drag Race hack into the source & edited the car to come up with this: Drag Race.zip Zip file contains Blue and Red versions. Dukes of Hazzard Color Edit I wasn't going to upload this but I figured someone might like it. The Duke boys hardly ever drove on asphalt unless they were going into town. So... in this hack, they now drive on dirt roads. I thought Daisy looked kinda like a mermaid with the green pants, so I put her in her famous Daisy Dukes. The General Lee is slightly more orange instead of RED. Last and definitely least, Boss Hogg's face is now flesh tone instead of gray. Dukes of Hazzard.bin Cart Labels: Electric Yo-Yo! Title Screen Edit I simply hacked the title screen of Elk Attack to say Electric Yo-Yo! as it may have looked had the game been completed for release. Electric Yo-Yo.zip Front Line Sprite & Color Edit Front Line is a great game, but I wasn't satisfied with the player sprite. The arcade player has a boogie walk, so I tried several variations and settled on this one. There's not a whole lot you can do with the sprite, but here's my best effort at making the player look a bit more like the arcade. If you don't like it, blame it on the boogie. Also made a few other minor color changes. Changed the background at the beginning from gray to orange/brown Minor color changes to desert area, cacti, and rocks Changed colors of brick barriers Changed colors of title screen to imitate arcade Front Line Arcade.bin Galaxian Arcade - Expanded Gameplay, Sprite & Color Edit Update! My previous upload was a simple sprite and color hack of Galaxian to make it more like the arcade. I was hoping to add 2 colors to the player's ship, but Nukey took it far beyond anything I'd hoped for. Here is his tremendous work with my sprite and color arcade interpretations: By Nukey: added startup animation and arcade-like score table added multiple colors per enemy added flagship sprite made player ship multicolor added sound when starting game heightened pitch of enemy diving sound added difficulty switch functionality (flip right switch to A for normal shots, B for wide shots) added pause (flip color/BW switch to hide player ship, effectively pausing action) added hidden bonus level probably more that I can't think of at the moment By Me: all new player ship sprite changed the enemy colors & sprites made new enemy and player explosion animations changed other colors and sprites to more closely reflect the arcade removed the border (actually, I removed it from the old version, Nukey removed it from the source in this version) For more detailed info about this hack and what's under the hood, see Nukey's thread here. Be sure to unzip, as download includes stock and trained version with invincibility as well as the assembly file. Latest Version: Galaxian Arcade.zip Old Version: Galaxian Vector Sprite & Color Edit neotokeo2001 started a Galaxian Vector hack back in 2004 but left a few things for others to finish. I just found his thread the other day and took him up on that offer. I changed the ship a little bit (the other was one pixel too tall) added the new explosions from my "Arcade" hack made everything green that wasn't before -- including enemy shots left the original title screen logo but changed the colors to shades of green Galaxian Vector.zip Mangia' Color Edit This game is rather interesting, but the colors hurt my eyes. So, I made some changes to make it a little easier to look at. Mangia.zip Zip contains 2 versions as seen in screenshots above. Pac-Man Arcade Gameplay, Sprite & Color Edit This is simply a sprite and color edit of Nukey Shay's Pac-Man Arcade Enhanced hack of Rob Kudla's hack. rounded off Pac-Man and the ghosts made alternate style for the frills of the ghosts tweaked the ghosts' colors to more closely match the arcade changed the color of the pellets to match the arcade reversed direction of extra lives sprite to match arcade tweaked cherry sprite to more closely imitate arcade added detail to ghosts' eaten eyes Zip file contains 2 versions as seen in the screenshots above: one with the alternate ghost frills and one with the original frills. Pac-Man Arcade Enhanced.zip Pete Rose Baseball Color Edit I've always loved Pete Rose Baseball on the 7800. It's about the only Baseball game where I can win with the little patience I have to play a baseball game. The 2600 version's gameplay mechanics are pretty much identical to the 7800 and IMO is an amazing visual accomplishment, but I've never spent much time playing it. I decided to mess with it a little yesterday and one thing that stood out to me was how much more green the grass is in the 7800 version. I decided to adjust the 2600 version to my taste and made a few other color changes while I was at it. Changed grass to more green color Changed dirt to light brown Added skin color to players faces in close view Added color to bat Added shading to dirt along wall in close and outfield views Added a touch of shading to players' uniforms Lightened blue wall and added a little more shading Made outfield grass darker than close view and infield Adjusted color of bases indicator at top of screen I spent some time tweaking the colors to look just right on my TV with real hardware. However, they look too light in Stella and Z26 in my opinion, so I've included an alternate version in the zip that looks a little better in the emulators. Let me know what you think. Pete Rose Baseball.zip Note: Zip file includes 2 versions. Cart Labels: Rampage! Sprite & Color Edit I've always been very critical of Rampage on the 2600. I just couldn't get over the disappearing blocks when you punch a building. Due to a friend who really likes the game, I thought I'd give it another shot. I always did like the gameplay, but I decided my main issue with the game was still the buildings. I decided to try out different colors instead of "pink." Then I figured I'd see what I could do with the sprites. I got to this point and decided I really do like the game and it wasn't so much the blocks of the buildings that bothered me, but rather the pink color on some of the stages. So here's a hack with new sprites and a few new colors (no more pink!). It's probably not done, but it's good enough for now. George and Lizzie share the same sprites, so I tried to come up with something suitable for both. Ralph shares these as well for certain frames. George is a little more brown than before, $F2 instead of $34, and Lizzie is one shade darker to help her stand out against the buildings. The color of Ralph on the selection screen now matches his color in-game. No more pink buildings, but I'm not quite satisfied, so more experimenting needs to be done. Helicopters are now a shade of green like the arcade instead of red. I went with a more blueish green than the arcade, just to give more color variation, since there's already so much green with Lizzie, the items, and some of the people. Player sprites re-aligned to improve continuity between frames. More color added to ground/sidewalk/trolley tracks/docks (see screenshot for example). Some other minor color and sprite changes here and there. Here are screenshots: Old vs New: Latest Version: Rampage v2.bin Older Version: Cart Labels: Tomb Raider: Mystery of the Scarlet Dragon Hack of Montezuma's Revenge Original hack idea by StanJr. You can read his backstory here. I got the idea from his hack in the link above. I used a 16k Montezuma's Revenge ROM and altered the sprites and colors. Some of the sprite edits are from StanJr, some are my own. For the Lara standing and walking sprite, I used StanJr's basic appearance and adjusted it to not get stuck on doors and also to be a bit more shapely. I kept the rolling/bouncing skulls and changed the static snakes to be grinding spikes. The spiders have been changed into snakes like in StanJr's, but with slightly more movement animation. The flares are similar to StanJr's, but have been correctly animated. Of course, the Scarlet Dragon sprites have been borrowed from StanJr's because he came up with an excellent backstory for the game that I did not want to alter. The colors have been changed for Lara, the rooms, and some items. I tried to use colors that fit the environments from the early Tomb Raider series. If anyone would like to see the sprites or colors altered/improved in some way please speak up. I'd love to hear your feedback and ideas on how to make this better! Below are 4 variants of the hack along with some cartridge mockups and level maps: Tomb Raider (Classic).zip Lara with with colors closer to the more recent games: Tomb Raider (Modern).zip Tomb Raider (Underworld).zip (This is an alternate "Modern" with some brown in the shirt and dark gray shorts) If you want the older version with the original Montezuma colors, download the one below: Tomb Raider (Original Colors).zip Level Maps: Cart Label & Mockups: If you would like to read my original (heavily edited) post in StanJr's thread, please look here. Again, I'm always seeking advice and feedback. If you like something about a hack... please say so. If you don't like something about a hack... please say so. If you couldn't care less about a hack... why are you reading this? Xenophobe Sprite & Color Edit Xenophobe on the 2600 has all the important gameplay elements, but I never understood the color choices. Here's my effort at making it look a little more like the arcade & other console versions. New Xeno sprites (& raised by a pixel since they are actually out of place in the original ROM) New sprites for weapons and most pickup items Mothership edited to be closer to arcade version Colors more visually appealing: Rooms now shades of gray, Xenos now shades of green, tweaks here and there Changed number font to match arcade Changed player sprite to more closely match arcade stance & walk animation Made variations for alternate characters Mr. M Brace Mr. EEz Dr. Kwak Mr. Fogg Dr. Zordirz Col Schickn Latest version: Xenophobe Arcade v4 (Multi).zip Be sure to unzip; archive contains all character variations. Older versions: Cart Labels:
  2. https://youtu.be/M56i8qTQ-Lk (This video is not the latest progress, not yet uploaded) Here is a sprite and color hack of Double Dragon for the 7800. It's not a major overhaul... no miracles were worked. I was looking at the sprites of the game and realized they actually look really good and are more faithful to the arcade than most of the 8-bit home console counterparts. The thing that always bothered me was the transparency. I know there's only so much that can be done with 3 colors and to do this game justice, we really need at least 4 color sprites, but here's an alternate interpretation. Originally, I used the original sprites and started by filling in the gaps while also adding a bit of shading here and there with various tweaks. Doing this meant having a blonde Billy was no longer viable, so his hair is now dark red-brown. However, as of late Aug, 2016, I've redrawn the player sprites from scratch, trying to match the arcade proportions as much as possible at the decreased size. All levels have also received quite a few graphical and color changes. Let me know what you think and if anyone has better ideas for sprites, please share. The a78 file can be played in MESS as is. If you want to use Prosystem, you'll need to add these lines to your Prosystem.dat. [098b209aac126f2c2edbc982df09cd1b] title=Double Dragon (Sprite & Color Hack RC7b) type=6 pokey=false controller1=1 controller2=1 region=0 flags=0 [59ca19c4b024fdfcd25b75ac836c7749] title=Double Dragon (Sprite & Color Hack RC7) type=6 pokey=false controller1=1 controller2=1 region=0 flags=0 Update 15 June 2017: I probably should have uploaded this a long time ago, but wanted to have all graphic edits done before I uploaded again. As far as I can remember, this is the same as the version 7 ROM, but has a lot more color variations for the enemies. I'd still like to update the leaves graphics in the forest area (not that there's anything wrong with the original ones, but I'd like to make the style match the newer grass), but I don't know when I'll get time to do it, so I'm uploading the latest version which is probably from late September 2016. Update 5 Sep 2016: It looks like I chose the wrong ROM last time I updated this thread. Although labeled as "RC7", the last one was not RC7. That has been corrected and it is now available for download below. If you downloaded the last one, please download this one instead. Changes since the last update include a complete re-draw of the player/enemy sprite. I started from scratch, trying to get as close to the arcade as possible in the constraints of the resolution and colors. I'm finally pretty happy and the animation can be seen above. I introduced a bug a while back where the game would crash if you fell down a pit. This has been fixed. Also, the title screen has been updated as well as Missions 1B, 2 and 4. I still haven't done the work I plan to do on the forest level, but I'm pretty much done with the other stages (unless more ideas come). Latest: RC7b Double Dragon (RC7b).a78 RC7 Double Dragon (RC7).a78 NEW ORIGINAL Older Versions:
  3. In the latest episode from my channel I discuss more ports of the arcade classic Double Dragon. Although many of these are not direct reports they still keep to the DD universe. Which were your favs?
  4. In my latest I discuss Double Dragon and it's various ports, including the Atari 2600 port. What was your opinion of that one and/or the others?
  5. And its simple: use standard kick like you would use standard punch in the Arcade. Of course the build-up combo won’t happen, but... you’ll be much more likely to rapidly give the bad-guys 5-6 fast kicks so you down ‘em. And... thats what the combo-thing in the Arcade achieves. So... using normal kick like I’d use normal-punch in the Arcade I easily got much farther... Actually, I feel it plays more like a slower version of the Arcade now... Just saying. — I’m perfectly aware I may be 30-something years behind others as to this game-tip.
  6. OK, so I was really, really curious as to how Double Dragon for the Atari 7800 played. Everyone said it was mediocre. But getting hold of fighting games to the 7800 aint that easy. I had it for while not getting my console to load it. Then I got an American (ntsc) version, and it booted and played immediatly. But ... it was... d i f f i c u l t ! ! ! ! So I try to find ways to get at the bad-guys, but its like every baddie is as difficult as one single opponent in Street Fighter 2: an entire 50/50 outset as fighting commences. I get so far to the boss of Level 1, and am learning some tricks... The Retron77 controller from RetroGameBoyz helped a lot.(and it has improved the gaming-experience for every 7800-game... with just one or two exceptions where the European Joypad-with-mini-stick is better). Any tips for getting the fighting going? What do you AtariAgers think about Double Dragon for the 7800? I´d love feedback. Fell free to comment the way you feel natural.
  7. Good afternoon friends, I'm a collector and I'm having trouble identifying a double dragon cartridge sealed in NTSC, I found several on ebay that have the AK-050-02 manufacturing code that are PAL, some member or administrator can clarify me if the box in Does NTSC have another manufacturing code or do you also have the manufacturing code AK-50-02? How to identify the sealed cartridge in NTSC? I know that if it's out of the box the NTSC model is black and has the Double Dragon logo, PAL models are white with text only. Thanks for all the help you can offer me, I'm looking for one of these in sealed NTSC but I can not tell the difference by the box.
  8. [i started this piece as a post for here on AtariAge, but decided to flesh it out a little to post elsewhere. Pardon some of the more obvious stuff laid out for laypeople. I just thought I'd post it here anyway.] I'm thinking Double Dragon is the E.T. of Atari 2600 action/fighting games. Both of them were ambitious in concept. They're graphically advanced games on the system (for their respective times, a very long 6 years between E.T. in 1983 and Double Dragon in 1989). Both are very difficult thanks to design shortcomings of one kind or another. Neither is a truly great game because of problems with gameplay. In E.T.'s case, the infamously rushed six-week production schedule was to blame -- even Howard Scott Warshaw admitted there were some big problems with it. (Recent hacks of E.T. have apparently significantly improved a lot of the issues.) Collision detection with those damn pits was too sensitive for most, among other things. Double Dragon suffers most from trying to cram a 1987 game into a 1977 piece of machinery. The problems most people have seem to be the difficulty and the way controls are strange and a little unwieldy at first. Granted, there are plenty of differences. E.T. seems like it was cutting-edge in concept (with its quest/items/multiscreen/multi-enemy world) at the height of the system's power (just before the industry crash). A "manual reader", so to speak. Double Dragon was a quickie cash-in on an antiquated system ("Let's do a whatever we can for a 2600 version, to squeeze a few more bucks outta the licensing deal."), in a pre-"retro-gaming" era where it seemed kinda futile to even bother with outdated consoles. Though, I think despite the "quickie cash-in" origins, programmer Dan Kitchen really did a great job. (Just based on my limited experience.) For Double Dragon, the idea of having three or four non-flickering sprites on a a variety multi-colored backgrounds and environments seems absurd. And with several different musical themes! Frankly, not even the NES version did all that without flicker. And this is a Pong machine. Of course, people don't usually complain about the graphics. It's the fighting. The enemies never seem to get stunned by your punches and kicks. Meaning you don't have enough time to follow up your first strike. The enemies move so fast, it's hard to use the joystick to move, and then immediately slam into a counter-intuitive "button+direction" combination to attack. It's clumsy, but on a controller with one button, it seems like the most reasonable option. Graphical shortcomings and the "enemies can't cross the equator of the play field" thing are weird workarounds to bring the game to the 2600, but what can you expect? The arcade version of Double Dragon was dedicated hardware equivalent to roughly, what... the 16-bit Genesis/SNES era of fifteen years later? The 2600 cartridge was, what... a $20-$30 quickie? "Is it a great game?" Probably not. Technical marvel doesn't mean much without gameplay. And while I don't think this is as bad as everybody says, it's not one of those instantly-perfect combinations of player interface and onscreen action. Muuuuch better than its reputation would have you believe, though. Just like E.T. "Should it have been attempted?" I think that's kind of a strange question to ask. Why should anything be attempted? But it was, and it's got about as much Double Dragon as one could reasonably fit into a cart. Two player multiplayer, weapons you could pick up and use, different kinds of enemies, colorful backgrounds and worlds... and Abobo. I'm relatively recent to the wide world of 2600 games -- I haven't been playing consistently since back in the day like many people here. But I loooove me some beat 'em ups. And the Double Dragon series has probably been my favorite since about '87 (when I was a kid). Strike that. The first two games, mostly. Over and over. With some of the others for later generations along the way. When I got into the VCS, finding out there was a Double Dragon port was a spit-take kind of a moment. Even though it was said to be bad, I had to have it. I wanted to see. So I bought one in the AtariAge marketplace last week from a helpful member. I've had it for about two days, and I'm getting my butt kicked by Abobo. But that means I'm making it through the first screen, the second screen with the beefy guys (one with a stick), the back alley full of ladies (I use the term loosely... they're mean!), and another screen or two of baddies before a pair of Abobii kill me. And I STINK. I'm a casual gamer at best. I love the games, but comparing myself to the lists in the HSC almost makes me embarrassed. I can't even play Asteroids. It's my secret shame. Sometimes *gasp*, I even play games in Teddy Bear mode for a while when I get a new game. I've never beat the NES Double Dragon, either. But if a gorilla like me can make this game work on a worn-out joystick, it means it can't be as impossible as everybody says. I haven't even figured out how to use the reverse elbow yet. I say it's the the audacity of even porting the game to such limited technology and the relatively high profile of the Double Dragon name has led to the game being the pariah of 2600 fighting games, much like the infamous landfill has made E.T. the perfect target for scorn of other kinds, some of which it probably doesn't deserve (though I still haven't figured out how to get very far myself). But seriously, what's the competition among 2600 beat 'em ups? People say good things about Kung-Fu Master, but I'm hard pressed to come up with many other side-"scrolling" beat 'em ups for the 2600 at all, much less ones that are any easier to navigate than Double Dragon. And I can't get ANYWHERE in Chuck Norris' Superkicks. (Sadly the one joystick button is not just "roundhouse kick". That might help.) Ranting and raving about how Double Dragon stinks also opens up the "There was a Double Dragon on the 2600?" conversation. (And let's face it, there are some people love to show off like that.) People wouldn't care about some random really hard game called "Street Punch" on the 2600. People care that this game's "bad" because it's a Double Dragon game that's supposedly bad. An easy punching bag, ironically. But yeah, it's still "stupid tough". And flawed. And I don't blame people for not liking it. I'm just saying I don't think it deserves the hate it gets. Share your love, share your hate. You're not gonna sway me. It's flawed, but I like it. I'll probably never make that short list of people that have finished the game, but even though I went into it as a Double Dragon fan wanting to find a reason to like a bad game, it's proven to be much more enjoyable than expected. (My high score... so far.) (And I know all this has been discussed before, in threads that pop up every few years. Well, that was then, this is now. I was thinking of it as "tabula rasa" for Double Dragon opinions. And I didn't want to get griped at for gravedigging an old thread. Sorry either way. Go nuts.)
  9. Hi, i am selling some Atari 7800 HES games at ebay. Double Dragon https://www.ebay.com/itm/232687107661 F-18 Hornet https://www.ebay.com/itm/232687107427 Titlematch Pro Wrestling https://www.ebay.com/itm/232687107948 Super Skateboardin' https://www.ebay.com/itm/232687107794 Kung-Fu Master https://www.ebay.com/itm/232687108240 Tomcat https://www.ebay.com/itm/232687108073 I ship worldwide. Feel free to ask me, if you have any questions. Regards Schitti
  10. This game isn't available for sale in the PS3 store anymore, and Majestco isn't selling it on their website. Is it just unavailable now if you want a copy because Majestco's server is down? Any pointers would be much appreciated. I'd be happy to pay my 9.99 for this but if it's no longer commercially available I don't really consider downloading a free copy piracy (nor sure if it's even out there or if I could get it on the PS3 from an USB Stick.) Thanks for any and all thoughts on this.
  11. Over 25 years after I first bought the game, I have finally finished Double Dragon! Back then I played it a lot with my best friend in 2 player mode, but now I am relegated to playing it single player. It still feels great defeating the Shadow Boss solo though. I actually killed him the first time I ever made it to him. I know there are plenty of Double Dragon threads already, but I really wanted to start a new one for this momentous occasion. I had 1 block left on my last man and 10 seconds left on the timer. Fortunately I was able to get on top of the Shadow Boss quick and he never even landed a hit on me. In fact, he never even fired a shot from his gun. Two hits probably would have been all it took to finish me off. Like the thread title says, I only hit him with the elbow. Has anybody ever finished this game 2 player? I am really curious if Billy and Jimmy have to fight after defeating the Shadow Boss. I really like the You Win screen at the end, it is nice seeing something like that on a 2600 game.
  12. What are your guys thoughts on this so far? How true do you find it to be graphically and with music/fx to the arcade original? Looks and sounds good to me but the gameplay isn't what I remember it to be. It's certainly okay but it seems slow and sloppy compared to other beat em' ups like the Streets of Rage series and some of the better Beat Em' Ups from the Neo Geo. It seems like the enemies are able to get a lot of cheap shots in, and the collision detection makes it hard to hit them. Oh well....still pretty fun in the grand scheme and happy to have the original arcade game in my library. I grew up playing 1-3 on my NES and thought they were bad ass at the time.
  13. Selling Double Dragon for Atari 7800, cartridge + manual. Cleaned and tested and works great! Asking a reasonable $40 + shipping OBO. Will be well-packed to ensure manual's integrity, in particular. Shoot me a PM if interested.
  14. I’ve been trying and trying to pull back on game gathering and more on playing, but then Mrs. Shake gasps and when I ask what, she says “Nothing! You don’t want to see...”, and then here I am talking about a new console and the Great Sega Christmas Of 2015. She went wild and got me a Mega Everdrive, a 32x (!) + Model 2 Genesis, and a(nother) Model 1 Genesis for Christmas, along with a couple of cheap ’n’ common boxed games as stocking stuffers. We both have had a blast digging through the Everdrive, and the Master System library has been a really pleasant surprise. We both grew up in the 8-bit era, so we're really enjoying exploring the SMS games that were mostly new to us. She’s become a complete Fantasy Zone addict. Like everybody else, I knew one kid in early grade school who had one, but we usually played Zelda and Super Mario Bros. instead. But from the first time I saw the two-second clip in the commercial, the 3-D, psychedelic tornado of Moai heads from Space Harrier made me long for one of these sleek and advanced machines. So yesterday, I’m sitting on the couch and she does that “gasp" thing next to me. She knows that I’ve wanted to pick up a reasonably-priced, working SMS just for kicks, even though I can now play the games via the Everdrive. But she also knows about my almost pathological devotion to Double Dragon. I’m not very good. I acknowledge that its a fun-but-superficial game with a stack of crappy home versions. But I’ve always loved Double Dragon in a weird "nostalgic fixation" kind of way, and (casually) pick up every version I can if it’s cheap enough. Get a 2600? Buy Double Dragon. Finally set up a Genesis? Buy Double Dragon. Tiger Handhelds? They’re awful, but I got Double Dragon when I was a kid. I don’t have a 7800, but if I find a cheap boxed copy of Double Dragon, I’ll buy it for when I eventually get the system. Not an obsession, but let’s call it a “quirky affinity”. (Because everyone needs a taste of this.) Anyway, Mrs. S shows me a craigslist post for a $75 Sega console (in the “Sega Base System” package) with three boxed games: Black Belt, Rastan, and Double Dragon. I knew that Double Dragon goes for $15-$20. Which sweetens the price of the bundle for me. I know Rastan is a favorite for some people, and while I have no attachment to Black Belt, I clearly love side-scrolling beat-em-ups. So, despite wanting to protest, I don’t stop her from contacting the seller to get it for me as "one last Christmas present". We go to pick it up and it’s missing one controller (mentioned in the listing) but I have a light gun and a loose copy of Safari Hunt to make up for it; and the RF switcher the seller has is an NES one, not the original. But other than that, he’s got the box, the paperwork, the styrofoam, and even the "Sega" f-type converter. He kindly tests it for us, and we round up all the stuff and we’re on our way. It turns out to be cleaner than I’d expected and we set it up and have a blast. Black Belt even included a minty Sega poster that could not be more "of its moment in history", and it even has a game catalog on the back.. "Trippy..." A little reading today taught me that it’s model 3010-B, which has ONLY Hang On built in, rather than Hang On / Safari Hunt. A few places online say this is slightly “more rare”, which is curious to me mostly because I can’t find any concrete info on hardware variants online! Any suggestions on where a hardware junkie can research? [This box (that white part is printed, not a sticker) seems to verify that this console and this box went together originally, since it only says that Hang On is included, which seems to match descriptions of model 3010-B.] Regardless, I really dig it, and while it could never surpass the NES in my heart, it’s a really fun compliment and a great 8-bit system with its own character and personality. The light gun is FANTASTIC, and I’m looking forward to maybe trying a pair of the 3-D glasses. Maybe even picking up a Master Everdrive in a few months so I can play SG-1000 stuff, too... Any Boston-area gamers care to shed some light? I'm not from around here... I guess Santa got held up back in ’88-’89, because boy-oh-boy did some Sega dreams come true this year.
  15. Hey all! I'm looking to finally break down and get a copy of Double Dragon for the 2600, shipping to northeast US. Loose cart preferred for cost -- I'm not looking for CIB prices or collectability. Just a playing copy with a label in decent shape (no big tears/holes/writing/damage). Black & white label preferred over the blue/white reissue. I've been watching eBay recently (listings and completed sales for the past few months are about $20-$30), and was just hoping someone here could offer me a good deal, if they knew it was going to a loving home. PayPal preferred. Please just shoot me a PM with your price if you have one you're looking to sell and I'll get back to you ASAP. Thanks in advance!
  16. Hi there, looking for a nice used copy of Double Dragon for my Lynx. I don't necessarily need the box, or the manual for that matter, but if you have them that would be nice. I was thinking about $60? Found it new for 99 so happy to go the used route if the price is right. Thanks, -Rick
  17. Check out this trailer for a new web series a friend of mine and I are starting later this week. We are giving away an Action Set as a subscriber contest. https://www.youtube.com/watch?v=zYgac1hZtuY
  18. Atari 7800 HSC Season 6 Game 11 Variety Pack Game Information Game Name: Double Dragon / Ninja Golf / Sirius Released by: Activision / Atari / Tynesoft 7800 HSC High Score: Double Dragon: atomickneedrop 112,340 Ninja Golf: atomickneedrop 201,030 Sirius: darthkur - 77,900 Settings: DEFAULT / NORMAL / EASY To play Sirius on easy, press and hold F5 in Prosystem emulator then press Fire while on the screen that shows the credits and copyright. You'll see the option of either hard or easy at the bottom, select EASY before starting. Manuals: AMG Rating: Bonus Set a 7800 HSC record for [+1] bonus point. Break a previous record for [+2] Contest Ends Sunday September 16th 11:00PM 'EASTERN TIME' Double Dragon Scores 1. 80,100 oyamafamily +5 2. 28,000 NIKON +4 3. 9,400 roadrunner +3 4. 6,610 darthkur +2 5. 5,900 aftermac +1 6. 4,540 Gorfy +1 Ninja Golf Scores 1. 117,360 northcoastgamer +5 2. 110,950 roadrunner +4 3. 91,670 NIKON +3 4. 73,960 oyamafamily +2 5. 49,700 darthkur +1 6. 22,670 aftermac +1 Sirius Scores 1. 975,800 oyamafamily +5+2 (RECORD SMASHER!) 2. 68,300 darthkur +4 3. 43,600 NIKON +3 4. 33,000 roadrunner +2 5. 6,050 aftermac +1 Rankings 1. oyamafamily [145] (10) 6 2. NIKON [114] (10) 3. aftermac [84] (10) 1 4. Gorfy [77] (7) 1 5. Northcoastgamer [76] (8] 1 6. Liduario [71] (6) 1 7. Mord [65] (10) 8. darthkur [64] (10) 9. roadrunner [43] (8] 1 10. Atarifever [37] (9) 11. JacobZu7zu7 [31] (6) 12. jblenkle [28] (9) 13. atomickneedrop [25] (3) 14. StarKnight [20] (1) 1 15. Mister-VCS [20] (2) 16. chuckwalla [19] (3) 17. classicgamer_27330 [19] (7) 18. patbb [14] (1) 18. YANDMAN [14] (1) 20. ahuffman [14] (2) 21. vacuumnoise [8] (1) 22. Darrin9999 [7] (2) 23. suaiden [5] (2) 24. LarcenTyler [2] (2) 25. BSA Starfire [1] (1) [ ] = Points ( ) = Rounds Played GREEN = Games Won GOLD = Seasons Won Double Dragon.a78 Ninja Golf.a78 SIRIUS.A78
  19. From many of my tries and watching again this Vega's MIKIE conversion: And also talked sometime ago with the Author it was possible to get the guys sprite routine to build a Double Dragon type. Problem to direct port was that Vega is using Bitmap Mode and I think he really need the 5th colour. Char-Mode get us with the traditional problem of 128chars only per charset and more cycles to get the guys soft sprites. In Mikie you have the guys using skin and Black as the PFs colours and then each guy is using one Player with a change across the body to get re-use of Player and have hair, then shirt then throusers diferent colours. What I get is that if we have PF0 and PF1 as Black and skin colour and use PRIOR4 we have the hair,clothes,... overlaying BACKGROUND register colour then we only need to do the Masking between the soft sprites. In a 'C64 way' top guy it's P0 and untill the bottom one P3 then evrytime they change yPos you do the PFs Bitmap Masking only (PMGs can be changed, like P0->P1, P1->P2, P2->P3 and P3->P0). It seems the simpliest way to get this on A8... Or is it simple to Mask also between the PMGs and not change their Players number? I get sometime ago DOUBLEDRAGON 2 from C64 and it may not look good if we need the 32Bytes wide (or the 40Bytes)screen but if we have then at 48bytes it really look good. So we have: PF0- Black PF1- Skin colour ------------------ PF2 and PF3 simulate C64 ColourMap and have some DLIs to get diferentbuildinds and objects colours. ---------------------------------------------------------------------------------------------------- BACKR.- would be the same all screen high if in 32Bytes wide screen (if 48bytes wide then one or two DLIs even more screen diferent colours on the gfxs) This seems the only and best way to get something this type on A8 but: -> That size soft sprites can we get the screen at 48Bytes wide (or really need to 'squeeze it to 32Bytes wide?)? -> Is it really need that we have the Area where the guys move using the same charset or can we have it like I said sometime ago using that Interleaved charsets? -> And the guys using just 1Player each or if needed to have 10pixels wide then adding the correspondant one Missile on each guy would turn the things more complicated concerning the guys priorities/changing it yPos (and best to not use them)? Or if we get GameBoy version and using ANTIC5? It seems less scanlines on the guys but indeed they are almost the same and the guys are now double wide/double chars each. All the things are the same as PF0 and PF1 are still Black and skin colour where PF2 and PF3 gets the diferent/DLis colours. It is also possible to squeeze the screen to 32Bytes wide but with the guys so large width the screen probably not the aprropriate size to battle/moving/see the incoming guys... Here's the 48Bytes wide screen: _____________________________________________________________________________________________ From these two, wich one beter/possible to get something on A8, the 2x1 or the 2x2 (or the two possible?)
  20. Hello, I'm looking for the atari lynx version of double dragon,it should be complete (box,instructions) and in near mint condition or brand new (without crashes,scratches or creases on the box). i've heard that a version exists which is just a pcb with the eprom soldered on,a later rerelease possibly ? anyway,i don't want this,i'm looking for the one with the normal cartridge. Thanks! i've changed my mind ,i'll accept both versions
  21. I'm wondering if any of you guys have played the Double Dragon remake on the iPhone or Touch. I haven't played it yet... how are the controls? What are your thoughts on the game? Thanks.
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