![]() I also hated the difficulty some of the levels had which made it hard to move on to the following stage. The first two levels are okay, but once you get to stage 4, that's where the challenge becomes nearly impossible. What made this more difficult was the ridiculous platforming and traps set on the backgrounds. It's like Trade West wasn't sure whether they wanted to make an action platformer or a brawler. Instead of making a unique concept for a challenge, it only caused me to throw the controller on the floor out of frustration. The lack of a two-player Co-op mode always turned me off, but yet the Sega Master System version included the feature. I personally never used Mode A2 because one my brother never took part in this with me and two it's a weak two-player feature. Once more, Double Dragon is not a platformer or a 2D side-scroller, but they treat the game like it is. Another thing about Modes B and B2 was that you could only fight against the same character you picked. Sure, it’s true that in other fighting games like Street Fighter you can just select Ryu and Ken when a second player joins in. However, if crappy license games can have the player face against a different character, then these developers could have designed it in the same way. The port was handled decently and contains most of the Arcade elements for the gameplay and level design. The NES game manages to retain that feel for the gameplay, and it’s why I continue playing this most of the time. The level system was a nice touch because this helped make the NES title different from the inaugural game. It would reward the player after earning enough points besides getting an extra life. That encouraged me to try harder to get additional attacks, so this would make it easier to fight the enemies. I do have some criticisms towards Technōs Japan 's design choices and hated the platforming elements. These gameplay mechanics don't belong in a brawler of any kind as it virtually made this impossible to complete. In Mega Man or Contra, this would work much better, but it doesn't for a brawler. Any jump mechanics in a brawler should be used to perform an attack rather than cross an obstacle. In levels four and five had these the worst especially when a platform was moving. There were many times I misjudge my jump and missed the platform. You literally had to jump precisely to land on the thing properly which is downright ridiculous.
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