Other buying option include “Tricks”, which unlocks the two head stand grapples and the spin kick move, “Weapons”, “Energy”, and “Power Up”. They look completely different from the Lee Brothers – a karate guy, a fat guy in a stereotypical Chinese suit and a large burly guy – but have the same set of moves, albeit with changes in timing and ranges. For a quarter each, you can buy “Extra Guys” – additional characters that jump in when you’re defeated. At the beginning of each of the first three stages, the Lee brothers can enter a shop, which sells upgrades for actual money. The one thing Double Dragon III is famous-infamous for, is its invention of micro transactions – and that’s in a medium that’s already predisposed towards sucking ever more quarters out of players. A cool new addition is the team-up move where both players can link their arms back-to-back and jump up for a spin kick with twice as many feet to hit enemies with. When upgraded, the heroes can also make a one-armed handstand on an enemy’s head and do a back suplex, while the regular grappling moves are all missing. It’s also possible to dash towards a wall and then use it to violently propel yourself into the enemies. ![]() ![]() There’s no headbutt or elbow blow, but it’s possible to stomp on downed enemies, or run across the screen and leap for a diving headbutt. The moveset feels rather closer to Renegade than Double Dragon. The gameplay vastly differs from the established style as well.
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