Battletoads Double Dragon: The Revenge (v.9) - Anniversary Edition

Complete Battletoads Double Dragon: The Revenge (v.9) - Anniversary Edition 0.9

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Project is completed.

MadGear

Active member
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Let's get to my introduction with this:

I've noticed that the v.8 version of 'Battletoads Double Dragon: The Revenge' was never re-uploaded to this newest version of the website.
So, I decided that one day, I shall re-upload the v.8 version, and that was it. But then something struck me...

I suddenly realised that this year (2019) marks the 10th anniversary of BDD: The Revenge! The very first version of the mod was uploaded back in 2009.
So, obviously, I had to celebrate this. I know I'm really late because 2019 is almost over. So, as of June this year, I began work again on the mod
and added lots of stuff.

At first I wasn't planning on releasing a new version of the mod because I truly intended for v.8 to be the final version. But that was before I
realised that the mod's 10th anniversary would soon happen.

I remember that nsw25 and O Ilusionista tweaked the Double Dragon sprites for me so that they would match better with the Battletoads sprites.
I said back then, if I would ever release a new version of the mod, I would use those edited sprites. So, I did just that.

One big addition to the mod is a branching feature.
During certain parts of the Story Mode, you will get to make a choice. You have the option to skip the vehicle stages and go straight to the stage
that comes directly after that vehicle stage. This way, people can decide if they are in the mood for a vehicle stage, or not. However, skipping
those vehicle stages will come at a price: You will miss lots of potential extra points/1ups that you can earn during a vehicle stage, if you
perform well.

A somewhat smaller addition is that the bonus modes are now unlocked from the start.
This way, people can practice all 3 vehicle stages to their hearts' content. This is great for people who do wish to play the vehicle stages during
the Story Mode, but are struggling with them.

But I didn't stop there. I also took one particular complaint to heart: Certain unskippable cutscenes!
So, I did what had to be done: All cutscenes in the game can now be skipped. All of them! Even the mission bumpers, ending, cast of characters
and credits.

There are more things that I added/changed, so if you wish to know more about that, then head on over to the mod's page.

Last but not least, I wish to say that I had one heck of a time developing this mod. I'd like to think that this mod has become its own thing
over the years, and not just another edited mod. 10 years of developing and evolving the mod with each update really feels great.
I also like to thank this whole community for all the help and support I got throughout the years. Admittedly, I started out a little rough, but
people were still willing to help me. Thanks! Special thanks also go to Xris Smiles and SongeLeReveur (YouTube members), who gave me permission to use their remixed
music for this mod. Their remixed music are heard during Mission 2-1 (Xris Smiles), Mission 4-2 (SongeLeReveur) and Mission 5-2 (SongeLeReveur).

So, 10 years of my life just came to an end with this 'Anniversay Edition' of the mod, otherwise known simply as v.9

With all of that being said, I present:

Battletoads Double Dragon: The Revenge (v.9)
Anniversary Edition (2009 - 2019)
 
Sorry, it's quite a wall of text and therefore maybe hard to read. I'm just really enthousiastic about this newest release :D 10 years of work went into it and 10 years is quite a long time :P
 
Thanks a lot for this great new update, i love all you add :)
News sprite are excellent, and skip animation is really cool when we already know them :p

I try it quickly on my computer and it works really fine with last openBOR engine too ;)
Now i know i can use it on my PI :p

Only one question ... with DD characters i found so many moves, with FF punch, UU punch, DD punch, DF punch .... and more ...
With toads i found only one : FF punch and nothing more :(
To ne honest if toads have only one move and nothing more we will never play with them :( The game play is not fun to use ...
Or maybe i miss something ?

Thanks
 
Thanks a lot for all the nice comments ;)

Darknior
The 'Toads don't have freespecials. But they do have two additional grab attacks. Grabup and grabdown attacks. The Dragons don't have those extra grab attacks. I have done this on purpose so the 'Toads and Dragons have a somewhat different playstyle from eachother. Play the style that you enjoy ;)

Also, there are certain moves where the 'Toads shine. Their running attacks are much better and can hit a lot more enemies at the same time. Plus, they look much better/funnier ;D
 
MadGear said:
The 'Toads don't have freespecials. But they do have two additional grab attacks. Grabup and grabdown attacks. The Dragons don't have those extra grab attacks. I have done this on purpose so the 'Toads and Dragons have a somewhat different playstyle from eachother. Play the style that you enjoy ;)

Thanks a lot for your answer :)
It's what i mean ;)

If one day you decide to update your game, think to me :p
Maybe it can be cool to add some move to them to change from the original game ...

On the original game i see a video where the gamer use jump with a weapon on an enemy and bump on it to kill it, i'm not sure i can do it in your game ?
Only some ideas to improve your excellent game :D
There are not tons of perfect games on OpenBOR ... your is one of them, with a retro style :)

An other thing, on the original SNES game a hack is come to let us playing 4 players at same time :)
Maybe you can think to this feature too ?
 
Darknior
All great suggestions. But for right now, I'm kinda done with the mod. I almost got a burnout after working almost every day on the mod :P

Also, thanks for confirming that the game runs fine on the latest version of the engine. I was very hesistant on trying the mod on a newer version of the engine. I was worried that some things wouldn't work properly anymore. So I stuck with an older version of the engine.

And your words are too kind. My game is far from perfect. There are many better mods available. But many thanks for the compliment :D
 
Congrats on the new update and thanks for all your hard work im downloading now so look forward to a playthrough on my channel :)
 
Good news! The mod can now be downloaded here, as well.
Follow this link:
http://www.chronocrash.com/forum/index.php?action=downloads;sa=view;down=190
 
MadGear said:
Davpreec said:
Congrats on the new update and thanks for all your hard work im downloading now so look forward to a playthrough on my channel :)
Looking forward to it ;D

Here it is buddy (I did skip the mini stages tho) glad you added the option to skip them in this version i suck at turbo tunnels hahaha i know you made the stage not as hard as the originals just could not be bothered to play the mini stages , But Cool you added them :)

https://www.youtube.com/watch?v=8-KNtIyqmY4&lc=z22my1g54pvlwzupr04t1aokgr3ixqpjeu450dfrx0eibk0h00410
 
I've only just completed the first 3 stages, but so far I'm loving this game. I played it a long time ago (years) and liked it then too, but being able to skip the cut scenes is extremely nice.
If you're still making modifications to the game, my only suggestion would be a visual one. If it's possible, can you please make the dialogue boxes 50% transparent so they don't completely cover up a large part of the screen while you're playing? If they were completely invisible, that would look stupid and tacky, but 50-75% transparent would look nice, and still allow you to see enemies that are behind the dialogue box. It's not a big issue, but it would be pretty cool if you could do that and look a lot better overall when dialogues are active. Aside from that, no complaints whatsoever. Great job and great game, and thanks for sharing it with all of us.
 
Many thanks for all the nice comments and suggestions.

Davpreec
Very nice playthrough. Glad you enjoyed it. I had a feeling that being able to skip the vehicle stages was a good call on my part ;) I did notice an oversight on my part. You were able to jump during the screen where you make the stage choice. Obviously, that's not supposed to happen. Sorry about that.

I will fix that and update the mod when I can. While I'm doing that, I might as well work on those other suggestions that I got from others. It seems my work is not completely done after all.

shulbocka
I'm assuming you're talking about the moments when T.Bird is talking to the team when beginning a new stage, right? I'll see what I can do.

So yeah, future update will include:
- Fixing the part where you're able to jump during the stage select screen (DONE)
- Giving the 'Toads freespecial moves as well (they will each get two freespecials - DONE)
- Giving the Dragons a 'grabup' attack. They will do a headbutt, which will knock down the enemy (DONE)
- making the T.Bird textbox 50% transparent (DONE) (It's a little bit harder to read now, but still very readable. Story-wise, it makes sense because T.Bird is miles away from the team. They would probably also have a little bit of trouble understanding what he's saying :P )
 
Okay guys, I've updated the mod and fixed that error of mine. I've also added a few things like those suggestions:
- 'Toads each have two freespecials
- Dragons now have a grabup move
- Made the T.Bird textbox 50% transparant

I didn't have much to work with while coming up with those freespecials for the 'Toads, so it may not look the best. I do hope you'll enjoy using the 'Toads now.

Here are the links
http://www.chronocrash.com/forum/index.php?action=downloads;sa=view;down=191
https://gamejolt.com/games/bddrevenge/454160
 
'Toads each have two freespecials
Yes, that is great.

Some feedbacks to share:
- There are some enemies which explods when defeated, but since the explosion is part of the characters (and not a different entity), the explosion cast shadows - which is a bit weird. To bypass that, you can include the command "fshadow 0" on that dead animation

- Have you thought in adding riseattacks?
 
O Ilusionista said:
'Toads each have two freespecials
Some feedbacks to share:
- There are some enemies which explods when defeated, but since the explosion is part of the characters (and not a different entity), the explosion cast shadows - which is a bit weird. To bypass that, you can include the command "fshadow 0" on that dead animation

- Have you thought in adding riseattacks?
I never thought about adding riseattacks. The thought never occurred to me. But I'm fine with their moveset how they are now.
And about those shadows: I really do wish to fix that, but I literally just uploaded a new version to this site and Game Jolt. Do you think I should upload a new version again just for those shadows? Part of me wants to do it and another part of me doesn't want to because I just don't want to go through it all again.
 
O Ilusionista
I'm sorry, I know you're just trying to help. And I really do appreciate the suggestions, but I'm just really done with developing the mod any further.
But who knows, I might update the mod again in a couple of years or so. You never know. And when/if I do, I'll think about those shadows ;)
 
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