Double Dragon II The Revenge - Controls

joe34

Active member
Credits
448CR
Double Dragon II - The Revenge - Fixing the Controls



Introduction:

...a game ruined by its 'exotic' controls? :( most people have the opinion that the control system ruined this game. the controls in the original double dragon were perfectly good. the original had quite a lot of slowdown though; it was good to see this problem was addressed in the sequel. the sequel has a lot going for it.. nice varied graphics, animation, enemies, sounds.. lots of weapons/things to throw, fast exciting gameplay.. even the popular elbow move from the original game. but the controls.. did anyone ever bother to give this game more than a few minutes play? i didn't. in a game where you have to think fast; with the current controls, it just seems like all of your attention is spent on those annoying controls instead of enjoying the game.. instead of having FUN. i'm not a coder so unfortunately i don't know how feasible it would be to 'fix' the exotic control system. anyway that said, even if it is just for the record, below is how i think the game control system could be greatly improved:







Number of buttons the game uses - three:

(1) left attack (2) jump (3) right attack







Detailed description of how the control system could be improved (summarised at the end of this document):

1. Punch




By Default, you punch left if facing left and pressing (1)

you punch right if facing right and pressing (3)

if you are facing left and have an enemy in a headlock/kneeing them to the head, button (2) or (3) throws them backwards over your shoulder

if you are facing right and have an enemy in a headlock/kneeing them to the head, button (2) or (1) throws them backwards over your shoulder




New Control Method: press button (1) to punch in the direction you are currently facing

when you have an enemy in a headlock/kneeing them to the head, button (2) to throw them backwards over your shoulder




2. Use/swing a weapon, throw wooden box, etc




By Default, if holding a weapon/wooden box, etc:

you use/swing/throw a weapon left by pressing button (1) (it doesn't matter which direction you are currently facing)

you use/swing/throw a weapon right by pressing button (3) (it doesn't matter which direction you are currently facing)




New Control Method: press button (1) to use/swing/throw a weapon you are holding (in the direction you are currently facing)










3. Backwards Kick (a kick in the opposite direction you are facing)

(note: backwards kick is not available if you are holding a weapon or a wooden box etc)




By Default, you kick backwards if facing left and pressing (3)

you kick backwards if facing right and pressing (1)




New Control Method: press button (3) for a backwards kick (regardless of which direction you are facing)










4. Elbow (backwards)




By Default, you elbow (backwards) if facing left and pressing(2) and (3) at the same time

you elbow (backwards) if facing right and pressing(2) and (1) at the same time




New Control Method: press buttons (1) and (2) at the same time to elbow (regardless of which direction you are facing)










5. 'classic' jump kick




By Default, (note: it doesn't matter which direction you are facing before the jump)

you 'classic' jump kick left by pressing (2)followed by pressing (1) at certain points* of your jump .. (*note: see 'super spin' jump kick below)

you 'classic' jump kick right by pressing (2)followed by pressing (3) at certain points* of your jump .. (*note: see 'super spin' jump kick below)




New Control Method: for the 'classic' jump kick, press button(2) and then press button (1) at ANY point after you have started the jump (ie. i recommend that the 'super spin' jump kick should no longer interfere with the 'classic' jump kick) ---- the resulting direction of your 'classic' jump kick (left, or right), will be the direction that the player is facing when he jumps










6. 'super spin' jump kick




By Default, you 'super spin' jump kick by pressing (2), and then(1) around a "certain height" of the jump. when you land you will be facing left

you 'super spin' jump kick by pressing (2), and then(3) around a "certain height" of the jump. when you land you will be facing right



New Control Method: for a 'super spin' jump kick, press button(2), and then button (3) at the required "certain height" of the jump. note: when you land, i recommend the player should be returned to facing the same direction he was originally facing before the jump. i also recommend that the timing of the 'super spin' jump kick remains the same as default (ie. the 'super spin' jump kick should only occur if the player is hitting button (3) at the correct (required) "certain height" of the jump... (because alternatively, allowing the player to initiate the 'super spin' jump kick at ANY point of the jump would make this 'special move' too cheap/easy, and appear (visually) unrealistic/hacky)










7. 'single spin' jump kick




By Default, you 'single spin' jump kick left if facing left and pressing (2) and (1) at the same time

you 'single spin' jump kick right if facing right and pressing (2) and (3) at the same time




New Control Method: press buttons (2) and (3) at the same time for a 'single spin' jump kick in the direction you are currently facing










SUMMARY OF THE NEW CONTROL SYSTEM:




Punch (forwards in the direction you are currently facing) (1)

- Throw an enemy (who you have caught in a headlock) over your shoulder (2)




Use/swing a weapon (or throw a wooden box etc) in the direction you are currently facing (1)




backwards kick (only available if you are not holding a weapon or a wooden box etc) (3)




elbow (backwards) press buttons (1) and (2) at the same time




'classic' jump kick press button (2) to jump, and then button(1) to kick during your jump (the resulting 'classic' jump kick will be in the direction you were facing when you initiated the jump)




'super spin' jump kick press button (2) and then button (3)at the correct "certain height", for the 'super spin' jump kick (when you land, you should be returned to facing the same way you were facing before the jump)




'single spin' jump kick press buttons (2) and (3) at the same time for a 'single spin' jump kick in the direction you are currently facing







Some final thoughts...

If anyone has any comments please do voice them (eg. things you don't like or disagree on, something i missed or didn't consider, suggestions/changes/corrections). needless to say some final tweaks could be applied to this new control system during implementation/testing/etc (obviously it would be a good idea to play through the entire game with this new control system to determine if any unforeseen problems etc may arise later on).
 

vib_ribbon

Active member
Feedback
5 (100%)
Credits
488CR
yeah. is there really the need to write so much? just say, DD2 with the controls of the original. boom. done.
smiley20.gif
 

joe34

Active member
Credits
448CR
finally some replies, it took ages to write that lot out
smiley36.gif


it really is a super game underneath that annoying controls system..
smiley19.gif
 

ben76

Hunts Spies
Feedback
7 (100%)
Credits
1,136CR
joe34 said:
finally some replies,  it took ages to write that lot out   
smiley36.gif


it really is a super game underneath that annoying controls system.. 
smiley19.gif
can I say don't use a silly font
smiley17.gif
you may get more replies
smiley17.gif
Anyway make it happen
smiley4.gif
also make it work on bootlegs as I don't think mine ever sold
smiley36.gif


- Ben
 

vib_ribbon

Active member
Feedback
5 (100%)
Credits
488CR
in fairness, they just went back in the direction of renegade where it was forwards & backwards attacks. and as you have pointed out, most of the moves can be adapted to how they worked in the original double dragon with the exception of the kick, which is always executed backwards.

there were more moves in the original than those you've listed unless i've missed them.
eg: when holding a weapon, you can elbow to execute the move behind you.
double tap to headbutt.
kick from behind at close range to full nelson.

anyway, i hear that the double dragon license is now in the hands of arc systems. lets hope there could be some develops there in the near future. the best recent double dragon game for me was double dragon advance.
 

vib_ribbon

Active member
Feedback
5 (100%)
Credits
488CR
have we run out of chat on double dragon 2 already?

tell you 2 things that's great about DD2.

1/ the poster/ box art.

2/ the final boss tune.

too lazy to find them for yourselves?

here they are:

dd2fam.jpg


 

Alpha1

Do the Shake and 'VAC
Staff member
vacBacker
Feedback
95 (99%)
Credits
5,512CR
What's the game that came before Double Dragon? Jap game. I forget, basically the same but with different graphics.
 

joe34

Active member
Credits
448CR
Alpha1 said:
What's the game that came before Double Dragon? Jap game. I forget, basically the same but with different graphics.

im not sure but China Gate reminded me of double dragon a bit (mind you i think that came out after double dragon, not before):

 
Top