This is a guide to hit points, attack values, and other relevant game
mechanics information for Double Dragon 2 - The Revenge on the NES. All values
are in eighths, because this is how the game divides hit-points - 1/8 of an HP
is the smallest unit used. Where whole hit points are concerned, I use whole
numbers or mixed fractions as needed. Values are listed from lowest to highest
unless otherwise noted. Subjects within categories are organized by order of
appearance.
________________________________
|Table of Contents |
| |
|I. Introduction |
|II. Notation |
|III. Player Character |
| A. Standard Attacks |
| B. Shopping Cart |
| C. Weapons |
|IV. Enemies |
| A. Standard Enemies |
| 1. Williams |
| 2. Ropers |
| 3. Linda |
| B. Strong Enemies |
| 1. Right Arm/Migiude |
| 2. Chin Taimei |
| C. Bosses |
| 1. Burnov |
| 2. Ninjas |
| 3. Bolo |
| 4. Abore |
| 5. Doppelganger |
| 6. Mysterious Warrior |
|V. Gameplay |
| A. Hit Counter/Extra Tough |
| B. Stun/Knockdown/Duck |
| 1. Stun Window |
| 2. Knockdown |
| 3. Getting Up/Ducking |
| C. Attack Rate |
| 1. Standard Attack Rate |
| 2. Fast Attack Rate |
| 3. Exceptions |
| 4. Player Attack Rate |
| D. Attack Speed |
| E. Ranged Attacks |
| F. 2 1/2 D |
| G. Walking Speed |
| H. 1 vs. 2 player enemies |
|VI. Environmental Hazards |
| A. Level 2 |
| 1. Chopper Bullets |
| B. Level 3 |
| 1. Chopper Door |
| C. Level 4 |
| 1. Spike Crushers |
| 2. Treadmills |
| D. Level 5 |
| 1. Exhaust Pipes |
| E. Level 6 |
| 1. Torch Flames |
| 2. Disappearing Platforms |
| F. Level 7 |
| 1. Treads |
| 2. Bridges |
| 3. Flying Spikes & Gears |
|VII. Point Scoring |
|VIII. Naming |
| A. Made-up Names |
| B. Unofficial Names |
| C. Official Names |
|IX. Miscellaneous |
| A. Random Facts and Oddities |
| B. Glitches |
| C. Japanese Translation |
|X. Notes |
|XI. Addendum |
|XII. Credit |
|XIII. Version Notes |
|XIV. Legal/Copyright |
|_______________________________
**************
*II. Notation*
**************
Hit patterns: Some attacks, instead of hitting for consistent damage, hit for
varying amounts of damage in a repeating pattern. In this case, I describe the
pattern with #-#-#-#. Each number is in eighths, not a whole number - I left
off the "/8" to make it easier to read. In all other cases, eighths and whole
hit points are clearly delineated.
Some attacks have particular effects, which are notated thus:
(kd) - knocks down the target in one hit.
(shortfly) - sends the target a distance of one quarter of the screen.
(longfly) - sends the target across approximately half the screen.
(flyup) - sends the target mostly upwards.
(diagonal) - this move/attack can be used diagonally across the screen.
Any shortfly/longfly attack automatically causes knockdown, so (kd) is not
used. See V. Gameplay, F: 2 1/2 D for more info on (diagonal).
***********************
*III. Player Character*
***********************
(Billy/Jimmy Lee)
8 HP (all difficulties)
A. Standard Attacks
----------------------------------------------
* This can vary based on Extra Tough enemy status. See V. Gameplay, A: Hit
Counter/Extra Tough for more info.
The Knee Stun can only be used while your opponent is getting up. It stuns in
1 hit.
The Cyclone Kick allows you to hang in the air for a short time, which can be
useful for some platforming sections and for avoiding attacks.
The Flying Knee shifts your position to the side faster than getting up and
walking. This can be used strategically in platforming sections, or for
outmaneuvering enemies.
B. Shopping Cart
----------------------------------------------
In addition, the player can use the hair grab/shopping cart technique on a
stunned enemy. This allows you to hold the enemy and deliver a combination of
up to 3 hits.
Possible shopping cart attacks -
Knee bash.............3-2-3-2
Elbow.................3/8
Throw.................6/8 (shortfly)
High Kick.............7/8 (flyup)
Up to three knees/elbows may be used, while throws and high kicks finish the
hold. The damage varies depending on the combination. It requires 3 hits
and/or a finishing attack to complete the hold, unless it is interrupted by a
third party attack. Damage values add up exactly, the whole is equal to the
sum of its parts.
Here are all possible combinations:
Most enemies are vulnerable to the shopping cart, exceptions are noted.
Enemies with 2 1/8 HP or more will break the hold, knocking you down without
damage.
If the shopping cart is interrupted, the enemy will be knocked down.
C. Weapons
----------------------------------------------
Some enemies carry weapons, some of which can be picked up and used by the
player. Damage that can be done with weapons by the player is described below.
Enemy use of weapons is described in their relative sections, since weapons
are only used by their respective enemy carriers.
*At point blank range, the pipe can travel through the target and hit another.
It is important to note that while you are holding a weapon, your attacks are
limited. Other than using the weapon, you may only jump, jump kick, and kick.
In the case of the pipe, you cannot kick (the pipe is thrown instead).
*************
*IV. Enemies*
*************
There are many enemies throughout the course of the game. They are divided
into standard enemies, strong enemies and bosses. Standard enemies are grunts
who use weapons. Strong enemies are distinguished by their extra tough status,
fast attack rate, and non-use of weapons. A boss is any enemy that appears as
the boss of a level with accompanying music, even if they are used as regular
enemies elsewhere.
Each enemy category describes their HP and attack values. HP is given for each
level they appear in, as it often varies. Where the HP of an enemy type varies
within the level, this is notated in order of appearance.
There are three different difficulty levels - Practice, Warrior, and Supreme
Master. The Hit Points vary between them, although the attack values remain
the same. The HP values for all difficulty settings are given for enemies
where applicable. Practice has only the first 3 levels, Warrior has 8, and
Supreme Master has 9, so not all enemies are present in easier difficulties.
The enemy attack rate increases incrementally with difficulty - see V.
Gameplay, C: Attack Rate for more information. There are also minor
differences in the levels themselves based on difficulty, see VI.
Environmental Hazards.
There is a universal difference of 3/8 in enemy HP between warrior and master.
(The only exception is in level 5, see X. Notes: 3 for more info). The enemy
HP difference between Warrior and Practice ranges from 2/8 to 6/8.
Strong enemies and most bosses are Extra Tough, while standard enemies are
not. Extra Tough enemies have a doubled hit-counter, but are more vulnerable
to punches. More information on this is under V. Gameplay, A: Hit
Counter/Extra Tough.
Standard enemies use weapons, while strong enemies and most bosses do not.
A. Standard enemies
----------------------------------------------
2 - First value is for the Ropers on the first platform. The second value is
for the rest.
5 - First value is the weak Roper on the platform. Second value is for the
Ropers by the river. Third Value is for the Ropers by the cabin. Fourth Value
is for the Ropers on the bulldozer.
7 - First value is for the Ropers on the second bridge. Second value is for
the Ropers in the last room.
*See X. Notes: 3 for more info on this strange enemy.
* Strangely, the first Ropers on the platform can throw boomerangs in Supreme
Master difficulty. However, this usually does not happen in gameplay. See X.
Notes: 2 for more info.
*There are actually 2 different kicks used, the Roundhouse kick and the
Straight-leg kick. There is no difference in damage, and they fall into the
same damage pattern if used consecutively. The straight-leg kick is faster and
is not used in combination. The roundhouse kick is slower, and can be used up
to 4 times in a row in combination. 1 kick will stun you; but in a roundhouse
combo, the slower attack speed means that they come in right after the stun
window and won't knock you down.
**He uses the jump kick more frequently than Williams or Ropers.
*He will usually only grab & punch you after stunning you with two punches. He
only rarely does it without warning.
Burnov has a unique Extra Tough status. Instead of the usual 3-2-3-2 pattern,
punches hit him for 2-3-2-3.
*2. Ninja* (not extra tough)
HP
Supreme Master Warrior Practice
Level 2 - 2 3/8 Level 2 - 2 HP Level 2 - 1 3/8
Level 8 - 2 3/8 Level 8 - 2 HP
Attack Values
Backflip..............N/A
High Jump.............N/A
Side Jump.............N/A
Shuriken (ground).....3/8 (kd)
Shuriken (air)........3/8* (kd) (diagonal)
Knife hit.............3/8 (kd)
Punch.................4/8 (kd)
Running bash..........4/8 (longfly) (diagonal)
*The midair Shuriken is only thrown from a high jump.
The Punch has a faster attack speed than the Knife hit.
The Ninja attack pattern varies between levels 2 and 8. See V. Gameplay, C 3:
Ninja Exception for more details.
For extra information pertaining to Ninjas, see IX. Miscellaneous, A: 7 & 8.
Weapon Usage
Level 2 - Shuriken
Level 8 - Shuriken
Ninjas are a unique Boss in several ways. They use weapons (See X. Notes: 5
for more info), they always appear as a pair with both on-screen, and they are
not Extra Tough.
**The flying spinning fist, his strongest attack, is typically used as a
counter-attack to your cyclones or hyper knees, especially if they miss.
During the first half of the fight, he can turn invisible periodically. This
can be interrupted by attacking him during the fade-out. After losing just
over half his health (8 1/8 damage), the screen will change from the illusion
to a temple. His attacks and patterns remain the same, but he will not be able
to turn invisible.
*************
*V. Gameplay*
*************
A. Hit Counter/Extra Tough
----------------------------------------------
All characters have a hit-counter which determines when they are stunned.
Standard enemies are stunned by 1 kick or 3 punches, while Extra Tough enemies
are stunned by 2 kicks or 6 punches. However, the mechanics are slightly more
complicated. To be specific, you need one hit on the extra tough enemy hit
counter to stun them with a kick; or 5 hits on the hit-counter to stun them
with a punch. For standard enemies, it requires no hits to stun them with a
kick, and 2 hits to stun them with a punch.
The hit-counter is reset for all characters after being knocked down, or after
approximately 3 seconds without hits.
While extra tough enemies have a doubled hit-counter, they are vulnerable to
punches. Punches hit extra tough enemies in a pattern of 3-2-3-2, instead of
the usual 2/8 damage. The only exception is Burnov, who gets hit for 2-3-2-3
by punches.
B. Stun/Knockdown/Duck
----------------------------------------------
*1. Stun Window*
The player gets stunned for .300 seconds. All enemies are stunned for .600
seconds.
*2. Knockdown*
The player stays down for .500 seconds, while the enemies are down for 1
second.
*3. Getting Up/Ducking*
Characters will take a crouching position while getting up from a fall,
getting up from a jump, or while picking up a weapon. This state lasts for
approximately .300 seconds. While ducking, the character will evade all
attacks. Most enemies can duck at will to avoid attacks, except for the Ninjas
and the Mysterious Warrior. They will typically do this in response to aerial
attacks. The player cannot duck at will, however he can use the effect to his
advantage through proper timing.
C. Attack Rate
----------------------------------------------
Enemies attack at certain rates of speed which change in increments of .066
seconds between difficulties. There are two attack rates, Standard and Fast,
with a difference of .133 between them. The Standard Attack Rate refers to
Standard enemies. The Fast Attack Rate refers to strong enemies and most
bosses. These figures are for attacks which use 2 frames of animation.
Naturally 1-frame attacks are faster, as 3-frame attacks are slower.
As noted, the attack pattern also changes between appearances. His striking
pattern will fall into repetitions of the aforementioned combinations. Other
than that, the patterns are the same, except for different interactions with a
2D or 2 1/2D environment.
*4. Player Attack Rate*
The players attack rate varies based on input. However, it is possible to
reduce the delay to .300 seconds.
D. Attack Speed
----------------------------------------------
Some attacks are faster or slower, depending on the number of frames in their
animation. This is always the case with jumping attacks, since they are more
complex. But this also applies to ground attacks. For example, the Right Arm's
roundhouse kick takes longer to execute than other attacks. The Ninja's Punch
is faster than the Knife Hit. Many attacks are not uniform in length of
execution. Where there is a significant difference in ground-based attack
execution, this has been noted in the enemy section. For example, two of
Abore's attacks are described as Quick/Slow Karate Chops, respectively.
E. Ranged Attacks
----------------------------------------------
Some enemy attacks are only launched from a certain distance. An enemy will
approach or move back to the corresponding distance before using the attack.
The distances and related ranged attacks are listed below.
Short (5 screen units) - Jump kicks by Right Arms, Williams and Ropers. Chin
Taimei's Somersault. Ninja's Shuriken (ground)*. Doppelganger's Hadouken.
Mysterious Warrior's Flip Kick and Flying Spinning Fist.
Long (10 screen units) - William's Knife throw. Roper's Boomerang and
Incendiary. Linda's grenade throw.
*The 5 unit screen distance is also a trigger for other attacks by the Ninja.
While some projectile attacks go across the screen until they are stopped,
others act differently. Roper's Boomerangs will travel 16 screen units before
stopping and reversing. Incendiaries and grenades are thrown about 12 screen
units before bouncing to a stop.
F. 2 1/2 D
----------------------------------------------
Game areas are either 2D (two dimensional) or 2 1/2 D. The latter is a design
that provides the illusion of three-dimensional space. In addition to moving
left and right, you can walk up and down in 2 1/2 D areas. However, fighting
for the most part takes place in a 2D plane - if you are slightly above or
below your opponent, attacks will not land. However, there are a few attacks
that can move diagonally across the 2 1/2 environment, instead of being
restricted to a 2D plane. They are noted with (diagonal), and are as follows:
G. Walking Speed
----------------------------------------------
The player character can walk quickly, with the ability to cross a screen
length in about 4 seconds. Most enemies are about half as fast, with only a
few exceptions. The Doppelganger and Mysterious Warrior walk at the same speed
as the player. The Jakes walk at the normal slow speed, but their Cartwheel is
at player speed and their Run is slightly faster than the player. Ninjas
always run, and are faster than the player.
H. 1-player vs. 2-player Enemy Waves
----------------------------------------------
There are extra enemies to fight in 2-player mode. However, this is only if
both players are active. If one player loses all their lives, subsequent waves
of enemies will revert to 1 player numbers (starting with the next wave).
Numbers in parentheses () indicate additional enemies in 2-player mode.
Brackets [] indicate the weapon used. Angle brackets <> indicate special
groupings of enemies. Slashes / separate the enemy waves.
*Level 1*
3 Williams (+1) / 3 Ropers / 3 Lindas / 3 Williams / 3 Lindas (+1)
[morningstar] / 3 Williams (+1) [knives] / 2 Ropers / 4 Williams (+1) [pipes]
/ 1 Burnov
Throughout the game, you will find hazards in the level itself. Falling off
cliffs, into spikes or water, or falling out of the chopper door in level 3
will take away one life. Other hazards will do a certain amount of damage
without being fatal, which are listed below.
The following is a list of all environmental hazards encountered in the game,
excluding pits/spikes/water.
A. Level 2 - Chopper Bullets
----------------------------------------------
Chopper bullets typically come out in a burst of 3, then bursts of 2. Getting
hit by a bullet causes an extra bullet to fire, which can alter the pattern.
For example, getting hit by the first 3 causes subsequent bursts to be 3
instead of 2. Other hits can lead to a staggered stream of bullets. This is
the same in all difficulties.
B. Level 3 - Chopper Door
----------------------------------------------
The chopper door switches between open and closed. While closed, it is
harmless. But when it is open, it actively pulls the player, enemies, and
loose weapons towards it. Anything that reaches the open door is sucked out -
enemies are defeated, loose weapons disappear, and it costs the player one
life.
The timing of the opening and closing is the same in all difficulties.
Door Open - 2 seconds
Door Closed - 6.5 seconds
C. Level 4 - Spike Crushers and Treadmills
----------------------------------------------
*1. Spike Crushers*
There are 4 Spike Crushers. They will synchronize with each other - either
rising and falling together or in opposition, usually together. The spikes
alternate between movement and rest, with timing windows that vary by
difficulty.
Warrior
Move - .600 seconds
Rest - .400
Supreme Master
Move - .533
Rest - .333
There is a difference of about .066 between the values, which is consistent
with enemy attack rates.
*2. Treadmills*
At the end of the level is a screen with 2 pairs of treadmills on two
platforms. There are pits at the sides and in between. The top treadmills move
toward the center, while the bottom treadmills move toward the sides. In
Warrior difficulty, the treadmills move slightly slower than you walk. In
Supreme Master, they move at your exact walking speed.
D. Level 5 - Exhaust Pipes
----------------------------------------------
The timing and pattern of the exhaust blasts varies significantly between
Warrior and Supreme Master difficulty levels.
i. Timing
The exhaust blasts always last for 1 second. However, the delay between them
differs between difficulties.
Warrior - .590 seconds
Supreme Master - .390
The .200 difference is consistent with enemy attack rates.
ii. Patterns
To describe the patterns:
1 - The shortest exhaust on top.
2 - The medium-length exhaust in the middle.
3 - The long exhaust on the bottom.
Patterns are described in order of appearance.
Warrior Pattern
In the beginning, there are 4 random blasts, followed by 2333. After that, the
cycle consists of two patterns:
122333 (3 reps)
112333 (4 reps)
After each cycle, there is an extra 3, and then it loops.
Supreme Master Pattern
In the beginning, there are 5 random blasts. This is followed by 5 reps of the
first pattern, and it follows normal cycles after that.
The relevant screens are illustrated in ASCII above. They are 32 characters
horizontal and 12 lines vertical, giving a close approximation to the game.
^^^^ - spikes
____ - solid ground
---- - solid platform
==== - fading platform
\/ - torches. With a number above, a dripping torch.
S - the starting point.
#### - the exit door.
The rest are decoration.
*2. Disappearing Platforms*
While the platforms don't cause damage, their disappearance can drop you onto
spikes, costing you one life. The timing and pattern of the platforms are the
same between difficulties. There is no delay between the disappearance of one
and the appearance of the next. The time windows of the platforms are
consistent within each screen, and are as follows:
First screen - 1.5 seconds
Third screen - 2 seconds
On the first screen, the platforms change in a counter-clockwise pattern. On
the third screen, they change from bottom to top in sequential order.
There is always only one platform on the screen at a time.
F. Level 7 - Treads, Bridges, Flying Spikes and Gears
----------------------------------------------
The ASCII illustration has 32 characters horizontal and 12 lines vertical, so
it is approximately proportional to the game.
^^^^ - spikes
---- - solid platform
<<<< - tread moving left.
>>>> - tread moving right.
S - the starting point.
#### - the exit door.
%%%% - background/decoration
The ASCII indicates the direction the treads move you in - left for 1, right
for 2, and left for 3. The treads move about half as fast as you walk.
*2. Bridges*
There are two bridges, both have the same properties. They collapse from left
to right, one segment at a time. 25 segments disappear, with a total of 31 on
the screen, which leaves a small platform on the right at the end. There is
one segment off-screen to the right, so the total is 32.
The speed of collapse varies between difficulties. Here are the values for the
length of time a segment stays on screen.
####
####
####
#### .. --II
-------{5v} -- -- .. II
{v4} II
%%%% II
%%%% .. II
%%%% ----{v2} II
%S%% .. .. II
-------{1v} {v3} II
^^^^^^^^^^^^^^^^^^^^^^^^^----
1 5 2 4 3
The ASCII illustration has 32 characters horizontal and 12 lines vertical, so
it is approximately proportional to the game. The flying spikes are not shown,
but are lined up with the numbers at the bottom.
^^^^ - spikes
---- - solid platform
..
{ } - gears. The v indicates the direction of turning.
II - the ladder.
S - the starting point.
#### - the exit door.
%%%% - background/decoration
i. Spikes
Spikes fly up from the bottom of the screen in a fixed pattern. Referring to
the diagram, the flying spikes are labeled in the order of their appearance,
from 1-5. The pattern is the same in both difficulties and continues
indefinitely.
The spikes stay on the screen for 1.6 seconds in both difficulties. The only
difference between difficulties is in the pause length between spike launches,
as described below:
Warrior - 1.5 seconds
Supreme Master - .5 seconds
ii. Gears
Each gear consistently turns clockwise or counterclockwise. They turn in two
groups, upper (4, 5) and lower (1, 2, 3), taking turns consecutively. The
upper gears turn for 2 seconds. In the lower set, gears 1 and 2 turn for .6
seconds. Gear 3 starts turning .2 seconds early, so it turns for .8 seconds.
Turning speed is determined by difficulty. In Warrior, the gears turn exactly
as fast as you walk, allowing you to resist the motion. In Supreme Master,
they turn slightly faster than you walk.
Individual gears are described below with their orientation, # of revolutions
for each turning, time window, and unique characteristics.
Gear 1 - Clockwise. 1 2/8 revolutions. .6 seconds. Reverses by 1/8 at the
start of turning.
Gear 2 - Counter-clockwise. 1 7/8 revolutions. .6 seconds.
Gear 3 - Counter-clockwise. 2 2/8 revolutions. .8 seconds. Starts turning .2
seconds early.
Gear 4 - Counter-clockwise. 2 2/8 revolutions. 2 seconds. Reverses by 2/8 then
moves forward by 1/8 at the end of turning.
Gear 5 - Clockwise. 2 1/8 revolutions. 2 seconds. Reverses by 2/8 at the end
of turning.
********************
*VII. Point Scoring*
********************
Throughout the course of the game, you can add points to your high score by
landing attacks. Here are the point values for all attacks.
Any attack with a weapon - no points
Knee stun - no points
Kick - 10 points
Punch - 10 points
Jump kick - 30 points
Knockdown kick - 100 points
Knockdown uppercut - 100 points
Shopping cart:
Using the hold - 20 points
Kick - 10 points
Elbow - 20 points
High kick - 30 points
Throw - 50 points
I have included various names for the enemies and bosses. My naming convention
is to include all relevant names, as well as names I made up in childhood. The
official names are on the left, my made up names are on the right, and
alternate unofficial names that are frequently used are in the middle and/or
right.
*A. Made-up names*
Jakes
Grocers
Crossing Guards
Fading Helmet Dude
Indians
Simon
Williams
Roper
Linda
Migiude(Right Arm)
Chin Taimei
Burnov
Ninja
Bolo
Abore
Doppelganger
Mysterious Warrior
Migiude is Japanese for Right Arm. See IX. Miscellaneous, C: Japanese
Translation for more information.
Bolo is frequently referred to as Abobo, as he does look very similar to that
boss from the first Double Dragon game. However, he is officially known as
Bolo.
The final boss is officially known only as the Mysterious Warrior, but "Shadow
Master" is the best and most descriptive name I know of.
I have tended to use the plural form for unofficial enemy names.
Names for weapons and attacks are for the most part my own invention, with
some influence from the official names in the instruction manual.
A. Random Facts and Oddities
----------------------------------------------
1. The screen is divided into 32 units horizontally, and 24 units vertically.
2. Every time you go through a door and change screens, your health is
refilled. This happens once in Level 4, and four times in Level 8.
3. Whenever enemies drop a weapon that they can recover, they will walk
towards the weapon to pick it up, ignoring everything else. They will duck to
pick it up even if the weapon is removed.
4. In two-player mode, enemies will focus on one of the players while ignoring
the other. Typically, two enemies will focus on both players respectively, and
enemies tend to focus on player 1 first. This can be used to your advantage.
5. In two-player mode, the players must be in proximity for the screen to
scroll properly. When going down to a new area, a player can lose a life
unless both descend at the same time. For this reason, using ladders is
recommended for 2-player mode.
6. Boss enemies cannot climb ladders. Standard and Strong enemies can all
climb ladders, with the exception of Chin Taimei. Going up a ladder against a
Chin or a boss will result in them freezing in place until you are within
reach again. It should be noted that characters can be hit while on ladders.
It is not known whether the Doppelganger can climb ladders.
7. Ninjas can be tricked into falling off the screen in both appearances. In
stage 2, they disappear if they travel too far to the left. In stage 8, they
can fall down the pit at the bottom of the screen.
8. Ninja jumps can bounce off of walls.
9. Grenades cause no damage to a target when they are stunned, only knockdown.
10. Occasionally, enemies throw two weapons in rapid succession. This applies
to all enemy thrown weapons - knives, grenades, boomerangs, incendiaries, and
Shuriken. I am not as certain about the Shuriken due to the Ninja attack
pattern, but they seem to fit (see X. Notes 5 for more info). This effect can
occur in any difficulty.
9. At the chopper fight in level 2, you can knock the enemies onto the lower
rooftop on the right. If you do, they will automatically jump off.
10. Chin Taimei use Kali sticks for fighting, making them practitioners of
Eskrima.
11. When Burnov fades out, his helmet makes a clanking sound when it hits the
ground, just like knives. The fade effect usually drowns it out in the noise
channel, but pausing and unpausing beforehand will let you hear it.
B. Glitches
----------------------------------------------
1. There is a dramatic glitch in Level 1, which can be triggered when fighting
the Jakes equipped with knives. You take a knife and throw it off the left
side of the screen. The Jake will walk to the left, and you follow him. Once
he reaches the step, he will walk diagonally up the wall. Once he is above the
door, he will duck to pick up the knife (which briefly flashes under him),
before teleport-jumping to ground level.
2. In Level 8, a glitch can be triggered where you fight the three bosses. If
you jump off the bottom of the screen right after defeating a boss, the next
one will walk in on the very bottom of the screen with only his head visible.
To trigger it, you must jump while the previous boss is in his last frames of
flickering, before he disappears entirely. This will prevent you from
advancing in the level.
C. Japanese Translation
----------------------------------------------
This section will describe the meaning of all Japanese, as well as the
relevant Romaji and Unicode designations. Romaji is in On reading unless
otherwise stated.
The three characters on the title screen mean "Twin Intercepting Dragons". The
Romaji is Sou-Setsu-Ryuu. Unicode is U+53CC U+622A U+9F8D. The first Unicode
designation is for the Kanji equivalent, since the first character is in
cursive/Sousho form.
The enemy name Migiude is Japanese for Right Arm. More specifically, the
Romaji is "Migi Ude". This can be translated literally as Right Arm, but more
accurately as "Right Hand Man", or reliable henchman. After all, "Ude" can
also refer to wrist. Interestingly, this is in Kun reading. Unicode for the
corresponding characters is U+53F3 U+8155.
The Lee's martial arts style is Sou-Setsu-Ken, which means "Twin Intercepting
Fist". Unicode for the corresponding characters is U+53CC U+622A U+62F3.
The Mysterious Warrior's martial arts style is Gen-Satsu-Ken. Possible
translations include "Phantom Killer Fist", or "Illusion Assassination Fist".
Unicode for the corresponding characters is U+5E7B U+6BBA U+62F3.
**********
*X. Notes*
**********
1. Knockdown attacks usually move the target a short distance. However, it is
possible for an "improper knockdown" to move the target an even shorter
distance. This can happen in various ways - a knockdown uppercut delivered in
the opposite direction of the initial attack will often cause this. A regular
punch or kick that causes knockdown will have this effect as well.
2. The first two Ropers in Level 2 can throw boomerangs in Supreme Master
difficulty. They may be equipped with boomerangs in lower difficulties, but I
have been unable to prove this. Because boomerangs are thrown from half a
screen length, they only use them if they are standing on one edge of the
building with you on the opposite edge. Jumping off the building while the
Roper is far back can cause this more easily. In normal gameplay, you will
usually not encounter this, although the difference in movement patterns can
be seen.
3. The first Roper in Level 5, on the platform, is a strange case. It is
certain that he has 1/8 HP at maximum. It is possible that he has no HP - if a
character loses all HP, they are only defeated after being knocked down. Since
I cannot knock down an enemy without doing at least 1/8 damage, this is one
point I am not certain of. It is notable that this is the only enemy that
doesn't get the uniform 3/8 boost in Supreme Master. The way I tested this, by
the way, was getting close to him while he was punching - then I walked
through him as he jump kicked, so I could kick him from behind while he was in
the air. This knocked him down with 1/8 damage.
4. As a general rule, I have ordered all damage value lists from least to
greatest. The damage value list for Linda is the single exception. Normally,
3/8 would be listed after 3-2-3-2 - however, I switched them to keep the two
weapons next to each other.
5. In the case of Chin Taimei and Ninjas, it was somewhat difficult to
classify weapons. Chins use Kali sticks; but they're always equipped, used for
regular attacks, and do not cause knockdown. All other weapons are sometimes
equipped, distinct from regular attacks, and cause knockdown. Based on this, I
decided that the Kali sticks could not be categorized as a weapon. However,
the Ninja presented difficulties. The knife is just like the Kali sticks, but
the Shuriken are different. The player can't use them, but the Boomerangs also
can't be used. They are used two different ways, but so are Pipes. The latter
pair of Ninjas in level 8 typically don't use them, so they're not always
equipped. Also, Shuriken seem to be consistent with the occasional rapid
throwing seen with other weapons, although this is difficult to determine due
to the attack pattern. Based on this, I have decided to classify Shuriken as a
weapon. It should be noted that the Hadouken attack of the Doppelganger is not
considered a weapon, even though it is a projectile. It doesn't fit the
characteristics, although it is used in a similar way to weapons. I could be
wrong, but that's my judgment for now.
**************
*XI. Addendum*
**************
In compiling this data, I had no help from the source code or programmers. All
information came entirely from gameplay experimentation. I was very thorough
and exacting in gathering the values, however, I cannot be 100% certain that
all information is complete and correct. If you find any errors or omissions,
feel free to contact me at bigdan201 [AT] yahoo . com (remove spaces).
In particular, I would like to know more information about enemy AI/attack
patterns and precise in-game timing windows.
With that said, I am confident in the veracity of this guide. In particular,
patterns such as the universal 3/8 enemy HP difference between Warrior and
Supreme Master lend credibility to my results.
*************
*XII. Credit*
*************
Credit to Tronblaster for inspiration on the ASCII diagrams featured under VI.
Environmental Hazards, E & F. They are my own creation, but with influence
from his work. The diagrams may be used freely as long as I am credited.
Credit to TronBlaster and dinobotmaximized for inspiration on organization and
style of the document.
Credit to Technos Japan Corp., Acclaim Entertainment, and Hiroyuki Sekimoto
for an awesome game!
Credit to GameFAQs for being a resource to gamers everywhere and for their
consistency.
*********************
*XIII. Version Notes*
*********************
4/15/11 and later - 5 different beta versions
9/27/11 - Version 1.0
12/30/11 - Version 1.1. Corrected formatting errors. Added glitches and
Japanese translation. Overhauled attack rates, corrected inaccurate info.
Added neoseeker to copyright. Reformatted and added various content. Version
2.0 will have complete documentation for the Famicom version, which has the
same basic game engine but differs in important ways.
This document is an original work by D_a_n_i_e_l__S_e_n_e_k_e_r
(x_c_a_l_i_b_u_r_2_0_1), Copyright 2011-2012. It may not be reproduced or
retransmitted in any form except for personal, private use; unless I give
advance written consent. I grant permission to GameFAQs <www.gamefaqs.com>,
Neoseeker <www.neoseeker.com> and affiliated sites to host and reproduce this
work.
This document is not to be modified or used for monetary gain.
I can be contacted at bigdan201 [AT] yahoo.com, or djs306 [AT] aol.com.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.