The feeling of deja vu peaks during the final level, when you have to handle a boss gauntlet on the third floor of the school — only you're in a somewhat narrow hallway, so you have less room to maneuver to set up those uppercuts. By this point, I was thoroughly bored with Double Dragon II and more than ready for it to be over. Fortunately, my wish soon came true, as Anderson was only different from any other boss in that he could throw a spin kick and take more punishment. A thoroughly anticlimactic end to a bland, repetitive game. Regardless of how badly the NES Double Dragon II has aged, I know it still has to be better than this!