Post a score and let's get this thing rolling!
Please post any tips you may have - best tip gets 1 bonus point!
And if anyone has a link to the manual, please post it. Bucket comes through!
Note: Only scores achieved by playing a new game, from the beginning, will count - no continues!
Special note: Play on the Warrior difficulty (not Practice or Supreme Master).
This week's competition ends next Tuesday (March 20) morning at approximately 8:00 am PST.
This week's standings:
108,490 bust3dstr8 (+10 pts)
108,060 rjchamp3 (+8 pts)
106,320 Bucket (+6 pts + 1 pt for best tip)
92,160 8th lutz (+4 pts)
44,810 LarcenTyler (+2 pts)
30,060 vdub_bobby (+1 pt)
21,620 gdement (+1 pt)
15,710 Cybergoth (+1 pt)
13,670 MetalSlime23 (+1 pt)
Make sure to play on the Warrior difficulty setting!
Twin Galaxies High Scores
112,500 Scott Kessler
73,110 Rudy J Ferretti
66,380 Nik Meeks
59,720 Mr. Kelly R Flewin
Note: Those scores are for the Supreme Master difficulty.
Overall standings:
1. vdub_bobby (11 pts)
2. rjchamp3 (8 pts)
3. LarcenTyler (6 pts)
4. MetalSlime23 (4 pts)
5. bust3dstr8 (2 pts)
6. 8th lutz (1 pts)
6. Cybergoth (1 pts)
Game Info
Developed for the arcade by Technos in 1988, ported to the NES by Technos Japan Corp. in 1989.
Other platforms: Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS, Game Boy, Genesis, MSX, ZX Spectrum
Prequels/sequels/spinoffs: Double Dragon (Arcade, 1987, Amiga, Amstrad CPC, Atari 2600, Atari 7800, Atari ST, Commodore 64, DOS, Game Boy, Game Boy Advance, Genesis, Lynx, MSX, NES, Sega Master System, ZX Spectrum, 1988), Double Dragon 3 - The Rosetta Stone (Arcade, 1990), Double Dragon III: The Sacred Stones (Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS, Game Boy, Genesis, NES, ZX Spectrum, 1991), Super Double Dragon (SNES, 1992), Battletoads & Double Dragon: The Ultimate Team (Gameboy, Genesis, NES, SNES, 1993), Double Dragon V: The Shadow Falls (Genesis, Jaguar, SNES, 1994), Double Dragon (Neo Geo, Neo Geo CD, PlayStation, 1995)
Tips
The HSC played Double Dragon two weeks ago.
rjchamp3:
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Bucket:
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Spin kicks are your best best against the ninjas at the end of level 2. Beware, though: if you don't connect, they'll just stab you to death.
For the part in level 4 with the low ceiling, don't try anything fancy; keep kicking and let the enemies walk into your foot. This is your best defense against the larger guys who have a longer reach. If you take them down, you can then stand on top of them and try to kick them as they get up.
In the last room of level 4 with the conveyors, walk down as soon as you enter. You'll walk onto solid ground. Jump across, then position yourself to walk straight up and through the door.
To cross the river in level 5, position your feet so they're horizontal to the top edge of the top bridge. Then simply get as close to the edge as you can and jump.
Levels 6 & 7... uh... timing is key.
On level 8, the ghost boss likes to disappear and possess you. When he does, count to 2 and do a spin kick. He'll lose his chance to get you and rematerialize. Also: when the ghost is near death, you CAN perform a grapple move on him.
bust3dstr8:
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You can get extra hits from the alot of the enemies, the firebombers, the tarzan freak, the army guy and the nunchuckers.
Edited by vdub_bobby, Tue Mar 20, 2007 8:59 AM.















