BGC-Villains You rarely step from the shadows. Who are you, exactly, for those players who still think they faced a battleship rather than a conscious enemy?

anonymous-villain I will answer this day as Colossus — not only a vessel but a mind of war. Tell your readers that the thing raining lasers on Earth in October 1993 was not just metal; it was design, temperament, and taste. Therefore, let the players clutch their controllers, because every cannon pulse was intentional. Moreover, every soldier in the streets was deployed to test their limits. They never fought a machine; instead, they fought my will — and they flailed like amateurs.

BGC-Villains Players remember frantic streets, two franchises teamed up, and a desperate push into the heart of the ship. What was the inspiration for blending Battletoads with Double Dragon?

anonymous-villain It was practical malice. Since two worlds of fists and fury made convenient tools, I used them to sharpen my entertainment. The Battletoads and the Lee brothers were chosen because their reputations promised spectacle — action, brawling, 2D scrolling chaos, and platform challenges. By combining licensed characters into one fight, I multiplied the chaos, and chaos reveals character. Thus, players who expected triumph found themselves instead in a gauntlet testing reflexes and patience. Those who complained about imbalance only admitted they enjoyed a challenge too fierce for their thumbs.

BGC-Villains The game is notorious for brutal sections and—whisper it—occasional glitches. Were those really mistakes?

anonymous-villain Glitches? Please. What the frightened call “bugs” I refer to as opportunities. In cramped cartridges you learn to love the convenience of happy accidents: a sprite misstep becomes a secret lane, a physics hiccup becomes a trap that strips confidence. Behind the studio’s smoke there were constraints — memory banks singing their lament, palette limits, and a frantic push to cram two licences into a single cartridge — and I tasted poetry in every limitation. Some feedback labeled the experience as unbalanced; I grin at that, because balance bores me. A little unpredictable behavior keeps players honest and humble.

BGC-Villains The release sits in 1993 and in a genre-crowded era. Did you design segments specifically to stand out among other beat ’em ups and platformers?

anonymous-villain Absolutely. The world was crowded with side-view brawlers and arcade-minded platformers, so I instructed my architects to sculpt levels that punished complacency: auto-scrolling peril, narrow bridges, and sequences that demanded co-operation under duress. Sci-fi futurism and the scale of a city-sized battleship gave scope to theatrical hazards — laser corridors, gravity-failing rooms, and troops whose only job was to harass the mind. Players who thought they could muscle through with the same move set as any generic brawler were shown how quickly momentum can become your undoing.

BGC-Villains Many players commented on the game’s balance and difficulty. How do you respond to the reception that settled roughly at a B-?

anonymous-villain B-? Splendid. I wear that grade like a medal of honor. It means the game was neither ignored nor sanctified; it provoked conversation. That middle-ground reception proves my work disrupted expectations without surrendering to mass palatability. I sneer at the idea of a flawless, hand-holding experience. The balance they grumbled about? Carefully arranged. Praise my cruelty: I calibrated challenge so that only the clever, the stubborn, or the cooperative would claim victory. The rest provided valuable data — where to tighten a screw, where to plant a new surprise.

BGC-Villains You famous bosses and set-pieces — any personal favorite traps you engineered?

anonymous-villain The collapsing corridors and the synchronized cannon barrages were exquisite. I loved the sections where gravity and timing both lied to the players; a missed jump or mistimed parry sent them tumbling into a chorus of jeers (metaphorically speaking — I prefer the silence that follows despair). Even the ‘accidental’ clipping that lets a determined player skip a segment was intentional in spirit: reward cunning, punish repetition. My designers called it emergent play; I called it a way to parse who deserved mercy.

BGC-Villains Any behind-the-scenes anecdotes you can share for the curious? Perhaps about development quirks or the team that built you?

anonymous-villain Vague things, learned in long nights: studios run on caffeine, compromises, and whispered bets on whether a sequence will break on real hardware. There were debates over whether to give the Lee brothers or the Toads a slight edge in certain frames — decisions made in the margins to provoke rivalry. Time constraints forced creative shortcuts: reused tiles that hid new meanings, rebalanced AI that evolved through trial and error. When players later dissected the game, they called it “rugged” or “rough around the edges.” I call it handcrafted intimidation.

BGC-Villains Final message to the players who still boot the game, dust off controllers, and swear they’ll beat you this time?

anonymous-villain Return, then. I enjoy watching them stagger against my defenses, each input a confession of intent. Remember the premise: Earth under fire from a battleship the size of a city; five warriors standing between annihilation and stubborn survival. If you press start expecting mercy, you are already defeated. But if you learn, adapt and coordinate—if you embrace the game’s wild balance—you might earn a fleeting triumph. Yet know this: I design for comeback and reinvention. Your victory is a brief candle in a hall of mirrors.

BGC-Villains Any hint of future mischief? Should players prepare themselves for another rendezvous with you?

anonymous-villain Prepare your reflexes, mend your friendships, and polish your bravado. I will return in a manner that reframes what you thought you learned — friend against friend, ally against ally, and a map that remembers every past failure. When I come back, the ship will not merely hover; it will have lessons to teach. Sleep poorly.

more info and data about Battletoads / Double Dragon provided by mobyGames.com