Randorama wrote:
I remember that I was perplexed by reading the disclaimer for the U.S. market. Maybe I also played Gryzor (i.e. the EU version), as I have this faint memory that it took me a while to connect the two games as one of the sequel of the other. At least for Italy, US imports, some JAP imports (and, well, bootlegs) were easy to find and buy, for arcade operators.
I don't think the export versions of Konami games had any warning screen. Those were usually only featured
in Japanese releases. Usually, the only thing that would suggest a U.S. was the William S. Sessions screen that became somewhat-mandatory
in most arcade games distributed
in the country during the 90's. I think only Capcom had region-specific warning screens for each version of their CP System games.
However, Super Contra definitely did see some form of official distribution
in Europe, or at least
in the U.K., as evident by this flyer with a Middlesex address.
https://www.flyerfever.com/post/9701584 ... per-contra
It's the same address that appears on the Gryzor flyer and a bunch of their other Euro flyers too.
https://www.flyerfever.com/post/97053608578/gryzor
Moreover, there's an English instruction sticker for Super Contra done
in the same style as the Gryzor instructions (and other World versions of Konami games such as Bells & Whistles) on the personal site of a Swedish arcade game collector.
http://www.tvspels-nostalgi.com/artwork_konami.htm
OK, I am wondering which version I played, as I clearly remember playing the version with the gay gimp enemies, but I do not remember if I did so in the arcade (they were not censored in Vendetta/Crime fighters 2, were they?), or via MAME at a later time (say, I don't remember what button configuration I was using).
It's been a while since I've played Crime Fighters 2/Vendetta, but I think the gay gimps were also cut out from the export versions of that game.
BrianC wrote:I tried the Genesis Double Dragon again. It's not as bad of a port as I initially thought. Enemies move too fast and like to hover towards you, but it has less slowdown than the arcade and the attacks work as well (in some cases better. Whip is more effective) as in the arcade. Despite the fast movement, the actual attack speed seems more on par to the arcade and enemies are less prone to attack in the middle of a combo. The music is definitely inferior, though. It's not as good as the NES version, but it's definitely better than the SMS and home computer versions.
Last time I've tried Double Dragon on Genny it had some input misses when you press the punch button too rapidly. I'm not sure if this is a fault
in the game itself or I've encountered an emulation bug, but it was pretty annoying when I was punching enemies and suddenly my button presses wouldn't register. Also, cardboard boxes and other throwable objects have a habit of disintegrating when you overuse them (something that wasn't
in the arcade version) and the Jeffs
in this version are pretty cheap, capable of abusing your character's grab and knee technique against you (not sure if they ever used their grab attacks
in the arcade version). Also, Marian's sprite was really ugly
in that version too (not sure why Accolade felt the need to redesign her when every other character seems to be lifted from the arcade). With that said, it's probably the best of the three Double Dragon conversions available on Sega's 16-bit console.
The manual for the Genesis version is pretty hilarious for how it gets the story completely wrong (Machine Gun Willy is Jimmy apparently, while Jimmy is now some guy named Jake). I'm guessing Technos (or whoever was
in charge of licensing western-made conversions like this) didn't have much of a hand
in supervising Accolade's staff.
https://segaretro.org/File:Double_Drago ... Manual.pdf
By the way, the SMS Double Dragon doesn't sound half-bad if you play it with the FM Sound Unit.