Family Computer (Famicom) / NES · Beat 'em up

Double Dragon II: The Revenge

ダブルドラゴンII ザ・リベンジ

Japan: December 1, 1989 · Dev: Technos Japan

Updated:

Instead of shrinking the arcade, they built something only a home console could do.

Technos Japan had a machine in 1989 that could not do what the arcade board did, and two ways to answer that. Shrink the arcade until it fit, or stop trying to be the arcade at all. They stopped trying. What went onto the cartridge was a game with its own missions, its own hazards, and its own idea of what a second player is for. It kept the name and threw away the design.

Shop Owner's Note — Taisei Shimizu, Enjoy Game Japan

The Famicom Double Dragon II is not the arcade game with pieces taken out. Technos Japan had hardware that could not run the board, and instead of shrinking the cabinet until it fit, they stopped trying to be the cabinet at all. The missions are different missions. What went in were things a coin slot could never justify: conveyor belts that carry the floor out from under a fight, gaps that end a run faster than any enemy does, helicopter fire crossing the screen while both hands are already busy.

Every one of those is a hazard. Every one of them is also a weapon — the only weapon in the cartridge that costs the player nothing to use.

That is where the game turned into something else for me. It stopped being a contest of fighting and became a question of economy: what a fight costs, and whether it needed to be paid at all. An enemy beaten with fists is bought. The same enemy walked into a conveyor belt is free.

The other thing the cabinet could not do is the thing everyone remembers. In the arcade you took turns — you fought, you died, your friend stepped up. The Famicom put both players on the screen at the same moment. About 900,000 cartridges went out in Japan, one of the largest numbers Technos Japan ever reached on the platform, earned by the version that shares the arcade's name and almost nothing else.

One detail worth knowing if you are comparing the two regions. The Japanese cartridge simply continues after a game over. The American one will not: it holds the continue behind a code typed on the game over screen, and shortens the game itself at the lower difficulties.

A player in Japan could go from the first mission to the last without ever writing anything down.

About this game

Technos Japan filled the nine Famicom missions with machinery the arcade board never had. Belts that carry the floor out from under a fight. Gaps that end a run faster than any enemy does. Helicopter fire that crosses the screen while both hands are already busy.

Every one of them is also a weapon, and the only weapon in the cartridge that costs the player nothing to use.

The Story Behind

The cabinet came first. Double Dragon II had begun as something smaller — an upgrade to the first game’s board — and became a new machine only because the extra attacks and extra enemies would not fit on the old one. By the time the Famicom cartridge arrived on December 22, 1989, several months behind it, Hiroyuki Sekimoto and the team inside Technos Japan had been handed hardware that could not run any of it. Before a single mission could be drawn, they had to decide what a home version was even for.

The cabinet ran on alternating turns: you fought, you died, your friend stepped up. The Famicom put both players on the screen at the same moment, which is the one thing a coin slot can never allow. The missions are not the arcade’s missions. The platforming stretches, the belts, the helicopter fire — the board had none of them and never needed them, because a cabinet is paid for one credit at a time and a living room is not.

About 900,000 cartridges sold in Japan, one of the largest numbers Technos Japan ever reached on the platform, earned by the version that shares the arcade’s name and almost nothing else.

Tricks & Tales

Kazunaka Yamane wrote the music. Koji Ogata and Nobuyuki Sawada drew it. Between them they had to get nine missions into a cartridge with no battery inside, which is why progress comes back as a password rather than a saved file — a row of characters that only matters to a player who intends to switch the machine off.

The balance was tuned twice. On the Famicom the platforming in Mission 6 is gentler at Easy and Normal than the American cartridge makes it, while the hardest setting answers back by handing every enemy more health. The American release also shortens the game itself when a lower difficulty is chosen, and will not continue at all until a code is entered on the game over screen. The Japanese cartridge simply continues. A player in Japan could go from the first mission to the last without ever writing anything down. A player in America had to type before the game would hand the night back.

Everything that improved between the first mission and the ninth improved inside the person holding the controller.

You do not get stronger. You get better at not losing.

— Taisei Shimizu, Enjoy Game Japan

Collector's Guide

Japan Release December 1, 1989

Region & Compatibility

Famicom and NES are the same hardware family but use physically incompatible cartridge formats — Famicom carts have a 60-pin connector and a narrower shell, while NES carts use a 72-pin connector with a wider housing. You cannot insert a Famicom cartridge into a North American NES slot without an adapter, and vice versa. The Famicom itself has no lockout chip, so any Famicom cartridge from Japan will run on a Famicom console regardless of origin. If you are buying a Japanese Famicom cart to play on a NES, you will need a 60-to-72-pin physical adapter; if you own a Famicom, Japanese-market software is your native format and no workarounds are needed.

Maintenance Tips

The gold-plated edge connectors on Famicom and NES cartridges pick up skin oils and oxidation over decades — a gentle wipe with a cotton swab dampened in 90% or higher isopropyl alcohol, stroking along the length of the pins rather than across them, is the accepted standard. Let the alcohol fully evaporate before reinserting. The old habit of blowing into a cartridge is folklore: the moisture in breath causes slow corrosion of the contacts over time, and any improvement you felt came from the act of re-seating the cart, not from the breath itself. Nintendo eventually updated its own troubleshooting guidance to say explicitly: do not blow into your Game Paks.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Double Dragon II: The Revenge copies regularly.

How do I know if a Famicom or NES cartridge is authentic and not a reproduction?

Authentic Nintendo cartridges have security screws — a proprietary gamebit pattern, not standard Phillips heads. The PCB inside should have a copyright year and 'Nintendo' etched directly onto the board. The back label of genuine carts has imprinted stamped characters (such as 11A or 03); reproductions typically have no imprint at all. If screws look jagged or the board inside is undersized with no Nintendo branding, treat it as a repro. When in doubt, ask the seller for interior photos.

My Famicom cartridge won't start — what should I try first?

Clean the edge connector with a cotton swab and 90%+ isopropyl alcohol (IPA). Do not blow into the slot. If cleaning does not help, re-seat the cartridge firmly and try again. Persistent read failures on a NES may also be caused by worn-out 72-pin connector pins on the console side, which is a separate repair.

Can I play Famicom games on a NES, or NES games on a Famicom?

Not without an adapter. The cartridge shapes and pin counts differ (60-pin for Famicom, 72-pin for NES). A 60-to-72-pin physical adapter allows Famicom carts to run on a NES. In the other direction, NES-format carts are too wide for the Famicom slot and cannot be inserted at all.

Before You Buy

Things worth knowing before you buy Double Dragon II: The Revenge

A short checklist for buying a used Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Famicom cartridge with a 60-pin connector; a North American NES uses a 72-pin slot, so it will not fit directly.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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