Lost In Translation/Double Dragon

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This page is a stub for arcade games that are part of the Lost In Translation series using information based on MAME (version 0.113u2).
For an example of preferred content and layout please refer to Out Run or The Ninja Warriors.

Double Dragon
Double Dragon marquee.
Double Dragon title.
Double Dragon control panel.
Manufacturer Technos
Released 1987
8-way Joystick
3 Button(s)
Main CPU (2x) HD6309 (@ 3.580 MHz)
HD6309 (@ 3.580 MHz)
Sound CPU Mono
YM2151 (@ 3.580 MHz)
(2x) MSM5205 (@ 384.000 kHz)
Raster (Horizontal)
240 x 224 pixels
57.44 Hz
384 Palette colours
Screens 1
ROM Info 23 ROMs
1,131,264 bytes (1.08 MiB)
MAME ID ddragon · ddragnw1 · ddragonb · ddragonu · ddragonw

About The Game

Double Dragon is an horizontally scrolling arcade video game beat-em-up, where martial arts masters and twin brothers Billy & Jimmy Lee (nicknamed Hammer & Spike in the U.S. arcade cabinet) must defeat the savage street gang known as the Black Warriors to rescue Billy's kidnapped girlfriend, Marian. Standing between the brothers and Marian are four huge, colorful and varied levels; each populated with a wide variety of thugs. Many of the game's enemies carry weapons (knives, baseball bats etc.) and should Billy or Jimmy manage to knock the weapons from the enemies' hands, the heroes can pick the weapons up and use them against the enemies.

Double Dragon was a huge success due to the many game-play innovations it brought to the genre (see TRIVIA for details), but it demonstrates its final moment of inspired genius at the very end of the game. Should both players still be alive after the final boss has been defeated, they will have to fight each OTHER. The winner of this fight will be the one who wins Marian's affections.

The Black Warriors

Made up of six distinct warriors - plus Willy, the game's final boss - each is different from the others in both physical appearance and fighting style. As such, the game-play never feels repetitive. The members of the Black Warriors consist of the following fighters :

  • Williams - A generic street punk. Not very strong but he wields a variety of weapons such as baseball bats, dynamite and daggers.
  • Roper - He is a bit stronger than Williams and likes to pick up and throw large objects such as oil drums, rocks and boxes.
  • Linda - Female punk who usually carries a whip. She's not very strong and appears less frequently than the other enemies.
  • Bolo - A tall, big-muscled bald guy. He's very strong and likes to pick up and throw the player's character.
  • Abobo - The first boss, a head-swap of Bolo with a Mr. T-style mohawk and beard. A green version of Abobo appears in the end of Mission 3.
  • Jeff - The second boss. A head swap of the player's character who uses similar techniques. A real challenge.
  • Willy - The game's final boss, armed, somewhat unfairly, with a machine-gun.


Released in August 1987.

Licensed to Taito for manufacture and distribution (Prom Stickers : 21J) in America and Europe (July 1987).

Double Dragon may not have been the world's first scrolling beat-em-up (that accolade belongs to Technos Japan's own "Renegade", released in 1986) but it is the world's first CO-OPERATIVE fighting game and as such defined its genre. The varied, multi-colored sprites and hugely detailed backdrops - married to instinctive, one or two-player game-play - was something that had never really been seen in the fighting game before and Double Dragon quickly became a legend in its own right. The game would be the inspiration for an entire genre and classics such as Capcom's "Final Fight" owe a huge debt of gratitude to the Technos legend. The game was such a huge hit, that when the home versions finally came out, the rear side of the package advertised, 'You'll never have to stand in line to play Double Dragon again!'.

Double Dragon's hugely innovative game-play and superb graphics proved to be too ambitious for the host Technos hardware and the game was plagued with the now notorious 'slowdown', that occurred whenever a large number of fighters appeared on-screen.

The game's director, Yoshihisa Kishimoto, reportedly conceived his initial idea for Double Dragon around the date of July 20th in 1986, the 13th anniversary of Bruce Lee's death.

Director Yoshihisa Kishimoto got the idea of picking up an enemy's weapon from his previous game, "Renegade" ("Nekketsu Kouha Kunio-kun" in Japan). During the first stage of Renegade, he noticed that the armed enemy characters were not holding their weapons when they were on the ground.

On the first stage of the game, a billboard for "Nekketsu Kouha Kunio-kun" (the Japanese version of "Renegade") can be seen atop a building prior to the first boss battle.

The car at Billy and Jimmy's garage resembles the interceptor from the laserdisc game "Road Blaster", which was one of director Yoshihisa Kishimoto's previous games at Data East before he left the company to work for Technos.

The 3 kanji characters on the game's official logo are (in order) : 'Sou' (Twin) 'Setsu' (Cut or Intercept) and 'Ryuu' (Dragon, also pronounced 'Tatsu'). Thus, the title can loosely be translated as the 'Twin Intercepting Dragons'.

The fictional martial arts practiced by the Lee brothers is called Sousetsuken or 'Twin Interception Fist', which is described as a combination of Shaolin Temple Kung Fu, Karate and Tai Chi Chuan. The name is derived from Bruce Lee's own martial arts style Jeet Kune Do, or Sekkendou in Japan, which is known as the 'Way of the Intercepting Fist'.

The character names are derived from the 1973 Bruce Lee film, 'Enter the Dragon'.

Double Dragon contained a number of bugs, most of which were never fixed despite several revisions of the ROM. The best known is a bug in the way enemies attack the player. Sportingly, enemies will not attack the player from behind, but will instead walk up to them and try to move past so they can attack from the front. Thus, by standing with your back to an enemy, it was possible to wait for them to get close and then elbow them in the face, without fear of being attacked. Another common bug was the 'infinite bouncing' bug. Due to the fixed way in which objects in the game would bounce off walls, trees etc, it was possible to drop an item between two tree stumps on the forest level, and it would bounce back and forth forever. In the first version of the game, this could happen to player characters who fell off either stump, the only way to continue the game being to allow the timer to run down. Another less serious bug was the ability to throw weapons from one level to the next. Usually, weapons were discarded at the end of a level. On some levels however, the transition to the next level was achieved simply by scrolling the screen one whole screen to the right, or down a cliff. By standing at the extreme right of the level and jumping just as it ended, the players character would drop their weapon in mid air, throwing it far enough to be picked up again once the screen had scrolled on.

Jason Wilson holds the official record for this game with 171,210 points on July 24, 1999.

Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Double Dragon - KHY-1026) in cassette format on 21/02/1988. Also released the soundtrack album in CD format (Original Sound of Double Dragon - BY12-5028) on 21/02/1988.

Scitron released a limited-edition soundtrack album for this game (Legend of Game Music 2 ~Platinum Box~ - SCDC-00473~82) on 18/01/2006

A Double Dragon unit appears in the abysmal 1994 movie 'Double Dragon'.

A Double Dragon unit can be seen in Drake and Josh episode 'Movie Job', but the marquee reads 'Dragon'.

Tiger Electronics released a board-game based on this video game (same name) in 1989 : The winner is the first player to successfully fight his or her way around the game board to Jimmy's Hideout to rescue Marian. You will pass through the slum section, the industrial section, the forest section and the hideout section on the rocky road to victory.

Comic Book : Six-issue limited series published by Marvel Comics in 1991. (cover dated from July to December). Written by Dwayne McDuffie for the first four issues and by Tom Brevoort and Mike Kanterovich for the final two. In this comic, Billy and Jimmy Lee were the twin inheritors of the 'Dragon Force', a mystical force that granted the Lee brothers their powers, as they fought against the occult crime lord Nightfall. Marian is reimagined as a policewoman (a depiction later featured in the cartoon series) and Stan Lee appears as Billy and Jimmy's long-lost father.

Cartoon : TV series produced by DIC Entertainment and Bohbot Entertainment, which lasted two 13-episodes seasons in 1993 and 1994. In the series, Billy and Jimmy are twin brothers who were separated at birth, with Billy being raised by his father's sensei, the Oldest Dragon, while Jimmy was raised by the evil Shadow Master to become his successor, the Shadow Boss. After the second episode, Jimmy realizes the evils of his way and joins his brother, becoming the Double Dragons. Inspired the 1994 home console fighting game "Double Dragon V: The Shadow Falls".

Live-Action Movie : Released in 1994 by Imperial Entertainment. Starred Scott Wolf as Billy, Mark Dacascos as Jimmy, Alysa Milano as Marian and Robert Patrick as original villain Koga Shuko. Directed by James Yukich, with a screenplay written by Paul Dini (of Batman: The Animated Series) and Neal Shusterman. In the movie, Billy and Jimmy are young twin brothers who possess one half of a magical medallion, with the other half possessed by crime lord Shuko. It inspired the 1995 Neo-Geo game "Double Dragon".


The original Japanese version by Technos has a different storyline than the one used by Taito in the International version. The Japanese storyline is more developed and does not use the Spike and Hammer aliases.

Tips and tricks

  • Here's How To Get Infinite Points In Double Dragon : Level One, one player grabs the whip when it comes out. The other player relieves the enemy who walks out with a bat of that bat. But he does NOT kill that enemy. Continue moving on until you're at the end of stage one. At this point the player WITHOUT the whip grabs the now bat-less enemy. The other player finishes the stage. Note that when the boss man is dead, the clock stops running down. Then the player tortures the bat-less one with the whip. 200 points per pop, and the enemy will NEVER die. Switch to non-whip attack to kill him, and resume normal play.
  • To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses.
  • Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.
  • Infinite Knives : When an enemy carrying a knife appears on the screen (NOT an enemy that picks up a knife, but one already carrying the knife when he appears), instead of taking the knife beating the enemy, hit the weapon, causing the enemy to drop it (or let it hit a wall). Doing this you will be able to pick up and use the knife against some other enemies, while the character bearing the knife will take out a new one so you can repeat the trick. You can use this same trick with dynamite.
  • At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!
  • Throw Objects Through the Levels : At the end of the second stage, where the elevator appears, move as far down as possible without falling. Now, when you drop weapons, or hit some enemies, these will fall off-screen instead of falling to the ground. If fallen objects like whips or knifes fall into a certain area (near the platform), you will find them when descending into level 3.
  • Throw Enemies Into the Void : At the beginning of level 3 you will face two enemies; make them come as near to the left of the screen as possible, and throw them off-screen; they will die immediately as if falling into the 'void'.
  • At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back.
  • At the very end of the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still.
  • How to kill the final boss (Willy) in just one hit (also useful to quickly kill the other enemies in the final part of the last level) : This trick requires a lot of dexterity and skill (and a bit of luck too, as it won't work if the enemies won't lean out enough) to be achieved. In the last level, after you kill the 2 Abobo that show up smashing the wall, exploit the edge near the wall on the left to lean out downwards as much as possible (you'd better do it here and now, as later on it will become almost impossible to lean out so much without falling), then move forward and keep fighting while remaining on this edge.

When Willy comes out of the steel door, wait for him to come down to the lower side of the screen; as soon as he leans out downwards enough, hit him and make him fall (be careful in using flying kicks, as you risk to fall on the spikes). If performed with the correct timing, Willy will NOT fall on the ground: he'll fall straight on the spikes, dying at once.

Note : if you use this trick on all the other enemies that show up before Willy, sometimes, after the final boss is thrown in the spikes, an enemy will jump out of the spikes, and fall on them straight afterwards.


  1. Double Dragon (1987)
  2. Double Dragon II - The Revenge (1988)
  3. Double Dragon 3 - The Rosetta Stone (1991)
  4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
  5. Battletoads & Double Dragon - The Ultimate Team (1993, Nintendo Super NES)
  6. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
  7. Double Dragon (1995)


Director & Producer
Yoshihisa Kishimoto (Yoshi Kishi)
Hiroshi Satoh
Tomoyasu Koga
Naritaka Nishimura
Hideshi Kaneda
Koji Ogata
Character Designer
Koji Kai
Kazunaka Yamane
Kenichi Mori
Art Staff
Kumiko Mukai
Mizuho Yama
Akemi Tasaki
Misae Nakayama
Masao Shiroto
Director & Game Designer
Shinichi Saitou

Cabinet and Artwork


Atari 2600 (1989)
Atari 7800
Atari Lynx (1993)
Nintendo Famicom (1988)
Nintendo Game Boy (1989)
Nintendo Game Boy Advance (2003)
Sega Master System (1988)
Sega Mega Drive (1992)

Computers 8 bits
Box art for the Virgin Mastertronic / Arcadia port of Double Dragon.
Amstrad CPC (1989) [Virgin Mastertronic - 128 KB Disk version]
Amstrad CPC (1989) [Animagic - Spanish Version]
Commodore C64 (1988) [Melbourne version]
Commodore C64 (1989) [Ocean version]
Msx (1988) [Xortrapa version]
Msx (1988) [Zemina - Spanish version]
Sinclair ZX Spectrum (1989)
Atari ST (1989)
Commodore Amiga ("Double Dragon", 1988, Virgin Mastertronic)
PC [MS-DOS, 5.25"] (Arcadia - 1988)
LCD handheld game (1989) released by Tiger Electronics
Double Dragon watch game
Double Dragon (Mobile)
Double Dragon EX (Mobile)

Soundtrack Releases

Album Name Catalogue No. Released Publisher Comments
Double Dragon PCCB-00175[1] 1995-03-17 Pony Canyon/Scitron CD version.
Original Sound of Double Dragon BY12-5028[2] 1988-02-21 Compusic, Apollon Music Industrial Corp. CD version.
Original Sound of Double Dragon KHY-1026[3] 1988-02-21 Compusic, Apollon Music Industrial Corp. Cassette version.
The Way Of The Exploding SID CZCD 027[4] 2007-07-20 Binary Zone Interactive 2 CD version.

Sound Comparison

Platform Song Titles Sound Source
Arcade "Double Dragon (Opening Theme)" "Slums (Arrival Of The Black Warriors)" "Mission Complete" "Industrial Area (Riot)" "After The Battle" "Departure (Intermission)" M1 v0.7.8a6
Sega Mega Drive / Genesis Yes Yes Yes Yes No No GEP v1.5
Nintendo Entertainment System Yes Yes Yes Yes No Yes GEP v1.5

Platform Song Titles (Continued...) Sound Source
Arcade "Woods" "The Entrance Of Abobo The Giant" "Enemy Headquarters (Old Nemesis Willy)" "Reunion With Marian (Ending)" "Unused 1" "Unused 2" M1 v0.7.8a6
Sega Mega Drive / Genesis Yes Yes Yes Yes No No GEP v1.5
Nintendo Entertainment System Yes Yes Yes Yes No No GEP v1.5

External Links


The contents of this page are licensed under the Creative Commons Attribution 3.0 Unported License.
The sources used include MAME (version 0.113u2) and history.dat (revision 1.28 - 2008-10-18).
Please see http://www.arcade-history.com for credits.