Robert Seddon has linked us to the Escapist Magazine, where they talked about a Mortal Kombat themed court that was meant to be used in one of Midway’s NBA Jam / Hangtime home ports. In july 2009, Ed Boone, co-creator of the Mortal Kombat series, revealed a screen of this unused court in his Twitter account. As Boone said:
These images were going to be used in a “hidden MK court” for one of Midway’s NBA Jam/Hangtime home ports. But the NBA said no. :(
Mortal Kombat vs. DC Universe (also known as MK vs. DCU or MK vs. DC) is a crossover fighting game from Midway Games and Warner Bros. Games in the Mortal Kombat series, which was released on November 2008. Ed Boon later revealed via Twitter (June 23rd, 2009) that two new characters were developed for DLC, Quan Chi from Mortal Kombat and Harley Quinn from DC Universe. Boon also stated that these characters will not be released, due to issues surrounding Midway’s bankruptcy. [Info from Wikipedia]
Also, FaIr_fIghTeR_ noticed many differences in the early videos of the game:
00:19 – Sub Zero does an attack that is almost similar to Jax’s headkick attack. 00:21 – Sub Zero has a different costume then in the final product. 00:32 – The graveyard stage has a big wall with two statues that give a green light. 00:36 – The freefall physics look horrible.
00:05 – Sonya has Batman’s fighting position. 00:19 – Scorpion has Batman’s fighting position. 00:38 – Flash does an uppercut move. 00:46 – Sub Zero’s ice has a sharpy form. 00:55 – Superman’s freeze breath gives a less detailed ice effect on the enemy. 01:06 – The Fatality cameras are further away from the performer and the screen doesn’t turn black in the background.
00:35 – Superman attacks slower then in the final product. 00:48 – Scorpion’s teleport attack sounds different. 01:16 – Superman chains two simple attacks into a promove. This isn’t possible in the final product. 01:44 – Scorpion does Batman’s footgrab attack. 02:50 – Flash leaves much more speed waves behind. 02:58 – Sonya’s bicycle kick voice sounds like a Japanese girl. 03:22 – The opponent who knocks you down in freefall lands softly, you won’t hear or see him land next to you. 03:57 – Superman’s promove circle is white instead of red/blue
Not only Superman’s Brutality is different, but there are quite a few interesting differences in here.
00:00 – There are no ragebars. There were no breakers or possible use of rage. 00:03 – The SUB ZERO WINS! looks different, it looks like this SUB ZERO WINS! 00:06 – There is no intro song when a new round starts. 00:18 – Superman’s laser is fat. 00:47 – The camera is different and the music is different to. 00:47 – Superman’s Brutality animation is ugly. 00:55 – You hear and see BRUTALITY! instead of HEROIC BRUTALITY!
Thanks a lot to FaIr_fIghTeR_ for the contribution!
Mortal Kombat 4 is considered the 4th intallment of the Mortal Kombat series, 6th if you count MK3U and MKT. Released in 1997, it was the first MK game to use 3D graphics. It was first released in the arcade version and it would be the last arcade MK made. It was released on the N64, Playstation and PC in 1998, ported by Eurocom. An updated version was released on Dreamcast in 1999 called Mortal Kombat Gold, which was identical with the exception of better graphics, added players and a few more stages.
A new character named Belokk was intended to appear in Mortal Kombat Gold, but was cut from the released game. The developer of the game, Eurocom, sent information about the game with Belokk to Game Informer, and as a result, six screenshots of him were published. According to Ed Boon, Belokk was cut due to time constraints during development. Despite the mention of Belokk’s scrap, he was still rumored to appear as a secret character. [Infos from Wikipedia]
Actual secret characters can be accessed via rotating a specific box for a normal character, however when a player do this to Tanya’s box a question mark that was rumored to unlock Belokk appears, but it unlock nothing.
Since it was the first Midway 3D fighting game, the staff had many difficulties while in development, partly due to the fact the staff had doubled in size. Which means many changes were made and many interesting aspects were taken out.
Differences from the arcade version to the N64 version would include: Lower pixel rate and additions such as Goro being a playable character, extra costumes, and another arena called Ice Pit.
Pre-release trailers show Reptile and Fujin with God-O-Mite as their name in the lifebars. More then likely this was before they got to the name detail.
Kitana, Noob Saibot and Kano were orignally going to be in MK4. Kitana was then changed to Tanya. Noob saibot was taken in and out many times and replaced with Reiko. Jarek replaced Kano and for some reason was left with Kano’s moves, which caused many fans to complain because Jarek was hardly original. Noob Saibot can be accessed in the N64 version by a cheat, but was never in the Arcade. These characters were taken out mainly because Midway wanted more new characters in the game.
The hidden character Meat was originaly intended for testing.
Thanks to Pachuka and Sir_Brando for the contributions!
Wikipedia has some information about the beta version of MKT:
Top left: An UMK3-style menu.
Top right: An early version of the character selection screen. The screen used the UMK3 character selection screen as base, and Rain’s and Noob Saibot’s portraits are replaced by a pallete swapped version of Sub-Zero’s MKII portrait (Rain), and Reptile’s MKII portrait (Noob). Johnny Cage is not present.
Bottom left: Scorpion beats Smoke in the Portal arena. Note that Scorpion’s life bar text is different to Smoke’s life bar text (UMK3 Saturn, and later, MKT N64 didn’t remove this.) Also, the lightning all the way in the back of the Portal is viewed, but the PSX, PC, and Saturn version scrapped that. Only the N64 used it. And, the floor of the stage is crooked.
Bottom right: Baraka beats Raiden.
Originally there was another Logo they used but then replaced it with the current one. It had pieces of all the mortal kombat games before MKT.
More on Johnny Cage: He was the only character that wasn’t going to appear in MKT. The actor that did his MOCAP in MK2 was fired for advertising with another company, using his role as Johnny Cage. Midway then decided to use another actor for Johnny Cage, which would make him the only character in MKT to use new sprites.
At first there were only to be 29 characters and 26 backgrounds. In the end there were 30 characters and 29 backgrounds for the N64. More for the other systems, however.
Also, Rain was originally supposed to be a character called Tremor. In earlier versions of the game, Tremors bio would show from some sort of glitch only with Rains name.
His bio was:
Rain is an assassin working freelance. He was once a member of the Lin Kuei along with Sub-Zero, but left the clan under mysterious circumstances. Years later, Rain is found working for Shao Kahn as an assassin in the Outworld. Born a human, he finds himself questioning his loyalty towards Kahn after watching the invasion of Earth.
Thanks to Zero7 and Sir_Brando for the contributions!
MathUser has made us notice that he has posted lots of scans with beta and cancelled games in the Hidden Palace Forum and between those, there are these screens from an early version of Mortal Kombat for the Genesis, with a strange color palette and a exhibition mode that was removed in the final version. Thanks to MathUser and sorry for the delay!
Also in a video documentary that you can see below, Ed Boon talks about the early development of the game, with some interesting unseen info!
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.