0:00 - about DDII
3:49 - story
4:14 - street
8:32 - subway
16:02 - construction
35:04 - downtown
40:04 - lobby
Getting re-acquainted with this Technos Japan beat-em-up I had back in the day has been delightful so far: challenging but not impossible stages, unlimited continues, simple controls that lead to varied outcomes, beefy punching, really lovely and evocative pixel art, and shockingly pumping music. This might be THE guideline for how to do a great low-tech beat-em-up. As a re-skin of a Kunio-Kun Game Boy game, it benefits from not being burdened by trying to imitate the more complicated trappings of arcade Double Dragon games, and gets to focus on the essentials.
Ah, checking my notes I see I DID have the Kunio GB game of which this was an art edit, Nekketsu Kouha Kunio-Kun: Bangai Rantou Hen, and yep that map screen character IS Kunio, they didn't edit that one for DDII: https://paleface.net/cgi-bin/gdb/n.pl?i=884_nkk_map.gif (seen in the blur-o-vision that was the GameCube's Game Boy Player video-out, even via D-terminal).
Also my notes say my old cart of this was the NA version. Wait a sec. Oh, because I think there wasn't a Japanese GB *Double Dragon II*--the Japanese version was the Kunio-Kun game. So yeah. ; )