Double Dragon Collection

O Ilusionista

Captain 100K
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Included games:
  • Super Double Dragon;
  • Double Dragon Advance;
  • Double Dragon;
  • Double Dragon II: The Revenge;
  • Double Dragon III: The Sacred Stones;
  • Double Dragon IV.
Twin dragons rise again... in one complete package!
Six classic Double Dragon titles, including the long-awaited Double Dragon Advance, as well as Super Double Dragon, ported for the first time since its original release!

Title『Double Dragon Collection』
Release DateNovember 9, 2023
RegionAsia only
Available OnNintendo Switch™ (Physical Only)
Genre2D Side Scroller Action
Number of Players1-2 Players

A friend of mine, Savino from The Flying Kick (a channel that talks exclusively about Beat em ups) made a review for it:

Exclusive for Nintendo Switch:

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I never liked Super Double Dragon. It was too slow to me.
Looks they put an option to run it faster which maybe helps a bit.
But I do prefer the flow the Advanced thousand times.
 
@O Ilusionista , @DCurrent

i have been meaning to ask , what is up with Double dragon 3's weird walking animations?
its like the animation is attempting to be syncronized with the feet pushing on the floor using each frame or pixel as reference or something, but it makes all character walks look like a claymation or stop-motion thing - altho in the case of DD3 it seems like a technical limitation or difficulty...

NOT the only game to have this weirdness,
Capcom's Alien vs Predator suffers from this same weird walking "stutter"
look at the Aliens and their weird Stuttery Stop-motion-like walk (unlike the predator's walk), even the zombie soldiers have this wierd look
 
i have been meaning to ask , what is up with Double dragon 3's weird walking animations?
because instead of changing the entity velocity, they are shifting their position, to match the foot animation.
But I always thought this was very weird. I remember some Mugen conversion of those alien characters where they fixed it and it looks way better.
 
because instead of changing the entity velocity, they are shifting their position, to match the foot animation.
But I always thought this was very weird. I remember some Mugen conversion of those alien characters where they fixed it and it looks way better.

Pretty much this, though occasionally you just get a really poorly written engine/game. It's the OpenBOR equivalent of using offsets and move instead of velocity, and it's one of several instant dealbreakers for me.

On the flipside, the early 3D days tended to be humorous at times with how disconnected movement was with animation. They'd always use smooth velocity based movement, but the animations tended to be really jagged by comparison. One extreme we used to find hilarious were gorillas in the first Tomb Raider. Their animation was actually pretty good, but it was much too slow compared to their movement on screen. They just sort of glided around everywhere miming an out of sync monkey walk... always got a giggle out of us for some reason.

DC
 
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