"Get ready for the fight of your life... 14 selectable fighters, including 8 new characters, 2 new bosses and 1 new fighter hidden within the game! Watch out for this dude. 32 Megs - the most ever for a Mortal Kombat game! Image memory increased by 33% for awesome graphic resolution. 12 new 3D-rendered moving backgrounds to keep you jumping! Secret portals that allow you to smash up and down into different backgrounds for the ultimate bi-level battlefield! Intense, live-action, fully-digitized fight sequences for the most realistic action you've ever encountered!"
Mortal Kombat 3a game by Probe Software, Sculptured Software, Midway, and Acclaim
Taking the honors away from Acclaim, Williams brings us the biggest Super NES version of MK yet -- 32 Mortal megs are packed into MK 3. Fans of the series will definitely be pleased with the game, though it does have a few deficiencies.
Round 3 -- Fight!
Contentwise, MK3 is extremely faithful to the arcade version: All the fatalities, Animalities, Friendships, and Babalities are here. Several built-in codes (including half life for fighters, hidden characters, and more) add variety to the battle scenarios.
The two-player matches are exciting enough, but the A.I. has a split personality in the one-player mode. One round, your opponent will stand there and put up a brief fight; other rounds, they're all over you!
ProTip: Use the Run button to avoid attacks that can't be blocked -- like Sheeva's stomp from above.
As in the arcade version, three paths lead to the top, each differing in length. Pick carefully, though -- you have only five continues.
Getting accustomed to the control pad takes a bit of practice (this game adds a sixth button), but all the multi-hit combos (like Kabal's eight-hit, 45 percent damage assault) are here and executable -- thanks to the very responsive controls.
To perform a Mercy move, proceed to Pound 3. When Ore words "Finish Him!" appear, hold Pun, lap Horn three limes, and then release Run.
Looks like The Arcade
The 16-bit graphics hold their own with only minor hitches. MK 3's fighters are approximately the same size as MK II's for the SNES. The characters are well animated, though a little pixilated. Some moves that were lightning fast in the arcade, like Kabal's Ground Saw, suffer from slowdown here. However, most of the details have been retained, such as the way Sonya's Ring Toss projectile melts into the ground. The few obvious changes -- the screen fades to black between battle grounds on multi-tiered stages -- are kept to a minimum.
Each fighter has an inclose standing combo. For Subzero, tap High Punch twice, Low Punch, Low Kick, High Kick, hold Away on the directional pad, and tap High Kick.
The entire audio track, however, is muted as if someone were playing the arcade machine in the next room. Collisions, screams, and even the announcer sound like they were recorded through a pillow. Just the same, the stereo separation is excellent, and the sound of fireballs and other projectiles whizzes from one ear to the other.
A Kombat Klassic?
Converting a mammoth arcade game like MK 3 to the 16-bit Super NES is no easy task, and Williams has done a respectable job of keeping all the key elements intact. With more games of this quality, the SNES will go out with a bang, not a wimper.
Don't use projectiles against Motaro. He deflects them right back at you.
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Based on anime. One and two player modes, 11 greatest heroes (Vegita, Piccolo and San Goku), numerous levels, fights in the air and on the ground.
MK fanatics (and we know who you are because we send the FBI your names when you write threatening letters), rejoice! MK 3 is finally here, and it's everything the arcade version was, minus some sound and graphics.
What's the matter? Couldn't save the planet the first time? What about the second? Shang Tsung is getting to be a real pain, isn't he? Well, now you have your third shot at the Tournament, and if you don't make it this time, you should join the Peace Corps.
Best-two-out-of-three matches still rule here. As in the arcade version, you pick from 14 fighters, and of course, there's a bevy of hidden characters and bosses. Some vets made the cut this time (Sonya and Kano), while others took a hike (Scorpion, Mileena, Baraka, and Kitana).
Special moves? Cot 'em. Gory, gut-busting fatalities? Got 'em. Deep and intricate gameplay as in Street Fighter? Sorry. Ain't got it.
Find something constructive to do with your time, like going to programming school so you can come up with something more original than this rehashed fighter.
The Tsung Remains The Same
The graphics are nowhere near the arcade's quality, but what do you expect from your 16-bit systems? The speedy character sprites lack detail. The dull, washed-out backgrounds still remain true to the arcade's dark flair.
The sounds are worse than expected. Lots of punching smacks and groans are mixed in with some unintentionally funny screams (mostly from the male fighters). Toasty? Got it. Good, symphonic music? Nope.
Control is everything it should be, but forget about using a three-button controller. On a sixer, the game does everything it's supposed to do. The capable controls are the only part of the arcade version that were kept intact.
Less Than Sub-Zero
MK 3 is not a bad game (critics, take note). It's just not original enough (like Tekken) or deep enough (like SF) to warrant space on the casual Genesis gamer's shelf. Diehard fans will also notice the flaws in this version right away. But for those of you getting your pens ready to write in, consider this- if you were deserted on an island with only one game to play, would this be the one? If the answer is yes, you deserve to be deserted on an island.
- Sektor is a pain in the missile. If you're playing as him, target an opponent and continually press the Shoot button for multiple hits.
- If playing Sub-Zero against Kabal, block his run, then immediately freeze him.
Well, since you've been waiting so patiently for MK 3 to come to your favorite system, we thought we would do what we could to give you an idea of what you can expect, and the truth is that you've got quite a bit to expect. As you probably already know, the PlayStation version is damn-near arcade perfect, but what you may not know is that the 16-bit versions are not far behind. That's right, this month we thought we would give you a more thorough look at what's coming for the Super NES and Genesis. And by the way, we think you'll be impressed.
Just as sure as I am covered in chocolate ice cream as I write this, Mortal Kombat 3 (MK3) has hit the arcades with at the force of a supercharged uppercut. There was some question about the viability of a 2-D fighter in the midst of the emerging 3-D frenzy coming from games like Tekken and Virtua Fighter II, but if we are to take the initial buzz as a sign of the games future, MK3 will do just fine.
The following list of moves was gathered from several different sources and in an effort to get them out as quickly as possible, we unfortunately cannot guarantee 100% accuracy. We can, however, promise that aside from a possible handful of exceptions, these are bona fide moves. We know this
because we've tested them ourselves at Malibu Golf & Games in Redwood City, CA. So, if your friends have been kicking your ass over and over again and you're just about ready for it to stop, we suggest that you bring along your copy of Game Players. At the very least you can use it to hide your shame if you still can't beat your friends.
- Manufacturer: Acclaim for PlayStation
- Machine: Super NES, Genesis
With Mortal Kombat 3 hitting the arcades just a few short months ago there was little doubt that the console versions would be quick to follow. Now, that they are on the verge of release, it's time to take a close look at what they've got for us to play at home. Undoubtedly, the fact that this version will be showing up on the new 32-bit systems has escaped the attention of very few people. It is also likely that many will be examining the difference in these versions to help in deciding whether to make the jump to 32-bit or not.
The facts are that the PlayStation version is very, very close to arcade perfect, and with Sony securing a six month, 32-bit exclusive on MK 3 it will be a little while before we know what Saturn can do with their version (if they choose to do one at all). There is, however, no reason to expect anything less than near-arcade perfection from them. The 16-bit versions are shaping up nicely as well, and will probably be in line with what we've seen in the past with MK, and MK A. That's the story for right now, look for full reviews next month.
Like its counterpart on the SNES, MK3 on the Genesis soon became obsolete. Slow and graphically inferior to the newly arrived PSX fighting games, as well as lacking originality, the game failed to be as big a hit as previous MKs. This also marked the period when Williams took over the development and distribution of the MK series from Acclaim.
The SNES version of MK 3 was plagued by slowdown, a complicated new Run button, and a more aggressive computer A.I. But more importantly, it came at a time when more impressive fighting games (like Tekken and Toshinden) were being released for higher-end 32-bit systems. The game's engine was being used to its fullest, but with more fighters and fewer improvements in the actual gameplay, the wear and tear on the MK franchise was becoming more apparent to fight fans everywhere.
En una misteriosa isla, internada en los mares de China y desconocida para el resto del mundo, los guerreros sobrehumanos pelean por el destino de la Tierra.
El gran Torneo conocido como Mortal Kombat, fue por años una competencia de honor y gloria.
Aproximadamente hace mil años, un hechizero llamado Shang Tsung, ingreso al Gran Torneo e inmediatamente lo ganó, convirtiéndose en el Campeón Supremo.
Una vez más es tiempo que el Gran Torneo Shaolin sostenido cada generación por los más grandes luchadores de Earhtrealm se enfrentan contra los adversarios del Outworld...
Teniendo que enfrentar su ejecución por su fracazo y la aparente muerte de Goro, Shang Tsung convence a Shao Kahn para que le conceda una segunda oportunidad.
El nuevo plan de Shang Tsung es atraer a sus enemigos para competir en el Outworld, donde ellos se encontarán con su muerte en las manos del propio Shao Kahn...
Pero Kahn, frustado por las constantes derrotas e intentos perdidos, comenzó un plan que data de 10,000 años atrás.
Durante este tiempo, Kahn tuvo una reina. Su nombre era Sindel y su muerte fue inexplicable. Su espíritu vuelve pero no en el Outworld, sino en Earhtrealm.
Este temible acto le da el poder a Shao Kahn de pasar a través de los portales dimensionales y reclamar a su reina. Usando esto para finalmente tomar Earhtrealm.
Abriendo un portal encima de la Tierra, Shao Kahn lentamente transforma el lugar en una parte del Outworld. Kahn va quitando toda vida humana, declarando que cada alma le pertenece...
Esta es la trilogía de eventos por la cual Shao Kahn ha tratado de tomar Earhtrealm en sus manos.