Super Double Dragon is a side-scrolling beat 'em up developed by Technōs Japan and published in 1992 exclusively for SNES. Since it's the fourth chapter of the series, it is also known as Double Dragon IV. This title represents a significant departure from previous episodes in the saga, introducing more complex fighting mechanics and a different stylistic approach compared to the arcade classics Double Dragon, Double Dragon II: The Revenge, and Double Dragon III: The Sacred Stones.
The most evident difference from previous chapters is the introduction of a layered combat system, a bit reminiscent of Street Fighter II. The Lee brothers can now execute special moves with command combinations, including cyclone attacks, energy projectiles, and aerial techniques that were completely absent in previous titles. This system transforms the gameplay from simple arcade brawler to an experience closer to fighting games, requiring combo memorization and precise timing rather than the brute force that characterized Final Fight or the early Double Dragon games.
The control system has been completely redesigned to exploit the six buttons of the SNES controller, allowing distinct weak and strong attacks, plus dedicated grabs and special moves. This evolution marks a sharp contrast with the essential controls of previous episodes, where one button served to punch and one to jump. The added complexity makes the game more accessible to expert players but potentially alienating for those expecting the immediate simplicity of Streets of Rage or the first Double Dragon games.
Visually, Super Double Dragon presents a more colorful and cartoonish art direction compared to the urban and gritty tone of its predecessors. The sprites are larger and more detailed, exploiting the superior capabilities of the SNES, but lose part of the dark atmosphere that made the first episodes memorable. The animation is fluid and special moves are accompanied by flashy visual effects that underscore the departure from the series' arcade roots.
The level design abandons the linear progression typical of Vigilante or Renegade to introduce platform sections and more open areas that require exploration. Some levels present puzzle elements and alternative paths that break up the combat rhythm, a choice that divides the experience between moments of pure action and more cerebral sequences.
The soundtrack, composed by Kazunaka Yamane, maintains the rock energy of previous chapters but with more orchestral arrangements that exploit the SNES sound chip. The main themes are memorable and integrate well with the action, though they lack the raw grit that characterized the original arcade soundtracks.
Super Double Dragon represents an ambitious experiment that radically transforms the series formula, anticipating the genre's evolution toward more complex titles like Guardian Heroes. However, this transformation involves the loss of arcade immediacy that made the first episodes so accessible and engaging. The result is a technically superior game that struggles to maintain the identity that had made the series famous, creating an experience that satisfies as a fighting game but disappoints as an authentic Double Dragon chapter.