That’s easier said than done, because the characters jerk around the screen in coarse chops, as if this was an old MSX1 game. In contrast to the earlier games, enemies are super aggressive and always in pursuit, so most of the time is spent trying to avoid getting swarmed from all sides. Once you’re unarmed, most enemies and especially the bosses have wider reach, faster attacks and higher priorities than the players, and the final two stages don’t even have a shop to buy weapons to begin with. There are no weapons to pick up in the stages. Especially the katana is a lot of fun, as you can clash together swords with the warriors that populate that stage, but they’re gone once you’re defeated and use a credit. The first shop doesn’t have any weapons available, but you get nunchuks in China and a katana in Japan. The only purchase worth contemplating are the weapons, which are just as mighty as in previous games. Some of the companions have more life points or deal more damage than the Lee brothers, but since they require to get used to completely new parameters for your moves, most players will perform much better with the standard heroes. Unfortunately, even though the game is balanced for the players to have all these upgrades, but since each of them costs a quarter, most aren’t even worth bothering with, since they are of less value than just paying for another credit. The initial amount of health points at 230 looks large at first, but a single enemy attack can subtract more than 30 from that, so if anything the heroes are more fragile compared to previous games. Without upgrades, a game can be over extremely quickly, as Billy and Jimmy have only one life per credit. Other buying option include “Tricks”, which unlocks the two head stand grapples and the spin kick move, “Weapons”, “Energy”, and “Power Up”. They look completely different from the Lee Brothers – a karate guy, a fat guy in a stereotypical Chinese suit and a large burly guy – but have the same set of moves, albeit with changes in timing and ranges. For a quarter each, you can buy “Extra Guys” – additional characters that jump in when you’re defeated. At the beginning of each of the first three stages, the Lee brothers can enter a shop, which sells upgrades for actual money. The one thing Double Dragon III is famous-infamous for, is its invention of micro transactions – and that’s in a medium that’s already predisposed towards sucking ever more quarters out of players. A cool new addition is the team-up move where both players can link their arms back-to-back and jump up for a spin kick with twice as many feet to hit enemies with. When upgraded, the heroes can also make a one-armed handstand on an enemy’s head and do a back suplex, while the regular grappling moves are all missing. It’s also possible to dash towards a wall and then use it to violently propel yourself into the enemies. There’s no headbutt or elbow blow, but it’s possible to stomp on downed enemies, or run across the screen and leap for a diving headbutt. The moveset feels rather closer to Renegade than Double Dragon. The gameplay vastly differs from the established style as well.
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