Mortal Kombat II (MK2) was released right at the start of
my
loser
phase. For those that don't know me (which is basically everyone
reading this) this was a period from 1992 to 1996 when I was a certified
junior college dropout working at an Electronics
Boutique. Needless to say I had a lot of spare time to blow at the
local arcade, and a lot of that time was spent perfecting MK2. I'm not
going to claim I was unbeatable, but I always managed to play for an
absurdly long time on a single credit. MK2 was the pinnacle of fighting
games at the time, it was the last great 2D fighting game. It had a wide
selection of characters each with their own array of moves and combos.
They lacked the balance found in the original MK where all the fighters
were pretty much equal for a skilled player. This caused players to
actually weigh their selection carefully based on their opponent. Even
the Street Fighter series, where 2-4 characters where considerably
better than the rest, missed this element. A while later MK3 was released
but I never got into it. The first time I watched it in action I saw
someone hit an arbitrary button sequence which caused his character to
break out into a frenzy of moves. A little message appeared that said
something like "
combo +5". I thought "
gee, it's
not really a combo if the game did all work" and I never looked
at MK3 again. When the later sequels came out there was no longer a
local arcade nor the time to play them.
Anyway, back to MK2.. Being an arcade smash there were several home
versions made. At the ol' Electronics
Boutique we sold a ton of them. Maybe I even sold you a copy. All
the time customers would ask "
hey dude, what's the best home
version of MK2?" I'd usually recommend the Super Nintendo
version without thinking about it too much. It was much better than the
Sega Genesis version but shoppers were rightly skeptical after the
debacle
with the original game. Despite the expanses of free time I had back
then I never got around to trying the different versions to see how they
checked out. So roughly 11 years after their initial release, I decided
to take a step back in time and try them all again with the intention of
ranking them from best to worst.
Games are ranked on the following criteria:
Play control: This is considered the most important factor. The port
should play like the original arcade game with working combos and
whatnot.
Graphics: It's unrealistic to expect the home versions to look
exactly like the arcade but it should be as close as the hardware
supports.
Sound: The same goes for the sound effects, music, and voices.
Extras: Was anything extra added to the home version?
Instead of a boring 10 point scale I'll use the following system based
on my personal ranking of the characters:
I suppose at some point I should explain why I ranked the characters in
that order. Maybe I'll save that for the future..
Although I don't have a single statistic to back this statement up, it's safe to say this is the least played port of MK2. The 32X was
never a big seller and MK2 was released well after its brief heyday. I had a
32X when it was new and but didn't buy a copy until
2004.
That's unfortunate because this was a great home translation.
Play control:
Strictly from a play control standpoint this is the
closest to the arcade version. Everything about it just feels right.
The moves, combos, and finishers work exactly as expected.
Graphics:
The additional colors of the 32X really pay off here, especially when
compared to the Genesis version. The characters are shorter than the
arcade version but look very detailed.
Sound:
The soundtrack is close to the original.
Extras:
There's adjustable difficulty and support for that goofy Activator gizmo.
The Super Nintendo version of the original Mortal Kombat was technically
superior to the Sega Genesis one. However, the play control was off and, as
we all know, it was missing the blood and some fatalities. These two
factors caused the Genesis version to hugely outsell the Super Nintendo
one. This was remedied with the release of MK2. The Super Nintendo
version was better than the Genesis one in every measurable way.
Nintendo conceded and allowed all the gore to be included as well. The result
was the Super Nintendo version of MK2 being the clear winner among
16-bit platforms, both in quality and in sales.
Play control:
The play control is very close to the arcade, the differences are
hard to notice. The timing of some combos are slightly different but
nothing major. I found that Kintaro and Shao Khan are easier to beat in
this version than the original as well.
Graphics:
The characters and animation look great on this version.
Sound:
Very solid port of the soundtrack to the Super Nintendo.
Extras:
This version has one
of the coolest features of any fighting game, an 8-man elimination match
(also called "tournament mode"). I guess this is kinda ripped
off from King of Fighters but whatever. I spent hours playing
friends in this mode, it was even more fun than playing at the arcade. In addition to that it
has adjustable difficultly, configurable controllers, and a host of
cheat codes.
Unlike the others on this list, this appears to be an emulated version
of the arcade game. What gets me is that MAME does much better job
emulating this game. It's amazing how MAME developers, working for free,
can outdo the presumably highly paid crew at Midway. The biggest flaw
with this version is that it appears to be high on speed. It runs faster
than the arcade and is a bit jerky. You're given about ten milliseconds
to execute a fatality, that's if you can even wrestle it out of the
Gamecube controller..
Play control:
The Gamecube controller is just not right for this type of game. This
isn't Midway's fault of course, they did what they could by allowing the
player to customize the buttons. It doesn't really matter though. Combos
and fatalities are almost impossible. Moves such as Kitana's fan,
Sub-Zero/Reptile's slide, and the acid fatality simply can not be
executed. Both the analog and digital pads are equally miserable to work
with. I would rank this lower than Reptile but I'm going out on a limb
that if you could find an arcade style joystick for the Gamecube it
would play better.
Graphics:
The graphics are absolutely perfect if everything is standing still. The
animation is occasionally jumpy and the shadows have a habit of
flickering. It looks like this is due to the emulation running too
fast.
Sound:
The sound emulation is spot on perfect.
Extras:
All the settings from the arcade DIP switches are available. There's a
much-needed menu to configure the controller. It includes some
promotional material from the original arcade release; a scan of the
pamphlet that went to arcades and a grainy video, nothing to write home
about. High scores are also saved.
As consoles go, I favor the Genesis over the technically superior Super Nintendo.
Sega used to run commercials that
"demonstrated" the technical "advantage" of the Genesis by
"running" Sonic the Hedgehog on a Super Nintendo. Nobody
bought it. MK2 is a fine example of how the Super Nintendo was a
technically superior console to the Genesis. They both run at the same
speed and the play control is comparable. However, the Genesis clearly
lacks the color depth of the Super Nintendo. If you compare them
side-by-side you'll see how bland the Genesis version looks. This is
still a good translation, but owners of both systems would have been
well-advised to purchase the Super Nintendo edition.
Play control:
The control is very good, not perfect but close. The length of the jumps
seems to be off just a little bit.
Graphics:
The color palette of the Genesis is pretty much maxed-out here and gives
the entire game a dull appearance. It lacks the detail found in the
Super Nintendo version but is still quite good for a Genesis cart.
Sound:
The Genesis had an impressive sound chip so it was able to respectably
imitate the original.
Extras:
There's adjustable difficulty and support for that goofy Activator gizmo
The Sega Game Gear was essentially the same hardware as the Sega Master
System. Their versions of MK2 are logically quite similar. The screen
sizes are cropped differently to account for different resolutions. The
sound is virtually identical. The Game Gear gets the nudge over the
Master System because it looks so much brighter and plays a tad better
(due to having an extra button to work with).
Play control:
It takes a while to learn how to execute moves with only two attack
buttons (i.e. D+kick for a leg sweep). The start button serves as block
but on an actual Game Gear is awkward to use.
Graphics:
The characters look fairly good, they're bright and colorful. Plus
they're almost the same relative height as the arcade version. On the
downside, the backgrounds are cropped along the top.
Sound:
The soundtrack is pretty scratchy and experiences some brief pauses at
times.
Extras:
Three levels of difficultly to choose from.
The Sega Master System had a long shelf-life in Europe and an even
longer one in Brazil. It was popular enough in these markets that
it outlasted the NES by several years. It even survived long enough in
Brazil to get a port of MK3 released. Unfortunately, 8-bit consoles just
aren't able to handle games like the MK series. If they didn't try to
replicate the look and feel of the original they might have been able to
pull-off a decent fighting game. Instead they tried too hard to
duplicate the arcade experience on a platform that just couldn't handle
it.
Play control:
It was very difficult to rank this above the
Gameboy version because the control makes this edition almost
unplayable. To compound matters, the Sega Master System only has a
two-button controller. No start or select button either, just one more
button than a 2600. This means the only way to block is to hold punch+kick
together. Needless to say this makes the game play difficult. Even with
a third button this would still play badly though.
Graphics:
They did about the best they could with the colors available. The
backgrounds consist of roughly 2-4 colors with the characters taking up
the rest. The animation is pretty bad though. When you jump it looks
like there are no frames between the "standing" and the
"fully in the air" animations. Uppercuts and leg sweeps have
the same problem.
Sound:
The Sega Master System had some decent sound capabilities, see Phantasy
Star, Outrun, or Ys for example. The MK2 soundtrack is identical to the scratchy
Game Gear version. They could have done better in this category.
Extras:
Three levels of difficultly to choose from.
The Game Boy was, and still is in some form, the most popular handheld
system. Naturally they had to release MK2 for it, the potential market
was just too large to ignore. Of course the resulting product resembles
MK2 in name only. I can't be too critical about this version. It
accomplished what it set out to do, offer Game Boy owners some version of
MK2. No one could reasonably expect a great translation of MK2 to this
platform so there's not much to be disappointed about.
Play control:
Unlike the other versions this makes no apparent attempt to copy the
arcade feel. That actually helps this game a little. This platform
couldn't replicate the original controls so why make a bad game in a vain
attempt to do so?
Graphics:
Hey it's a Gameboy. there's not much to work with. The backgrounds look reasonably
good but the animation is awful and fatalities comical.
Sound:
By Gameboy standards the sound is alright.
Extras:
The original MK on Game Boy had a feature to play as Goro. That alone
make the game worth buying. No such luck for MK2 which doesn't have
anything extra other than adjustable difficulty.
There are a couple of other MK2 home versions that I haven't been able
to get a hold of. If I get a chance to play these I'll add them to this
list.
Sega Saturn: By
all accounts this version was not very good. However,
I'm still having a tough time getting a copy off eBay.
Midway Arcade Treasures 2 for XBox and Playstation 2: These should
be remarkably similar to the Gamecube version.. except the controllers
for these systems are much better suited for playing MK2. From reviews
I've seen, the XBox version of MK2 also runs a bit fast compared to the
arcade.
Amiga: The only decent info I could find about this version is on
MobyGames
and
this
review. I actually have an Amiga that meets the bare system
requirements so I might have to scan for this one on eBay.
PC: This is just a matter of being too lazy to try and make this
run under
Virtual PC.
When MK2 was new there were tons of weird
animality
rumors floating around the arcades. Kids would be talking about how
they saw Sub-Zero transform into a polar bear and eat his opponent. It
sounded so incredibly stupid that I never believed it. Of course I
thought the same about the Babalities too. These
animality
rumors proved to be
false in time. For some
reason they decided to include this rather silly -ality into MK3 (yet
another reason why I never liked that game).
At the Electronics
Boutique we'd have kids ask "
Do you have a magazine that
lists all the animalities
for MK2?" We'd reply "
no that's just a stupid rumor"
and they'd then explain how they saw them in the arcade and we didn't
know what we were talking about. We decided to have some fun with this.
At the arcades we'd target gullible-looking players and tell them about
the secret "Fruit-and-Vegetabalities". These were secret
finishing moves where you'd turn your opponent into a fruit or
vegetable. For example, Sub-Zero would turn his opponent into a bag of
frozen peas, Scorpion would turn his into a banana and so on. We made
them almost impossible to execute. First, you had to win using only
special moves. Try this with Sub-Zero where sliding is his only damage-causing
special move. Then we created insane button
sequences; not too crazy that they weren't believable but crazy enough
that they were difficult to pull-off. It took just under a week for kids
to come rushing into Electronics
Boutique, adamant that they saw a "Fruit-and-Vegetabality"
in action. We'd mockingly explain that we made the whole thing up to see
how
long before some moron came to the store to try and find the codes. The
funny part is that they didn't believe us, they were 100% convinced that
the "Fruit-and-Vegetabalities" were real and we were either
liars or wrong. People are dumb.
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