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Mortal Kombat: Deadly Alliance (PlayStation 2, Xbox, GameCube)
Mortal Kombatː Deadly Alliance |
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Developer: Midway Games This game has unused areas. This game has a prerelease article |
Mortal Kombat: Deadly Alliance is the first installment of the Mortal Kombat series on sixth-generation consoles. It introduces new game mechanics such as each playable character having distinct fighting styles based on Martial Arts and a Krypt where players can unlock new arenas, characters, costumes, and other extras.
Contents
Sub-Page
Prerelease Info |
Unused Graphics
Locked Character Icons
There are unused locked icons for all of the characters that are supposed to be unlocked by default. What is more bizarre is that the icons for Bo' Rai Cho and Scorpion differ from what ended up on the retail roster. These icons are used in the demo version found on the February 2003 UK PS2 Magazine Demo disc 30, with the exception of Scorpion, Li Mei, and Kenshi, whose locked icons aren't used in the demo.
Video Placeholders
The unlockable videos from the Kontent Gallery have placeholder images in krypt_art.ssf. The placeholder graphic for MK Gold Endings has an icon for Falling Giants Arena Sketch instead of the icon used in the final. Maybe this slot in the gallery was originally reserved for a video of the sketch.
Unused Arenas
Studio
An unused arena named studio.ssf is inside the art folder for all releases. It resembles the studio where the motion capture was done for the game and seems to be a test background for characters. The Action Replay code provided below will only work on Versus and Practice mode.
Release | Action Replay code |
---|---|
GameCube (USA) | 004184eb 00000016 |
Senate of Elder Gods
An arena named senateofeldergods.ssf is only in the PlayStation 2 release. Unlike Studio, It is completely inaccessible as the game ignores the arena even after using any sort of memory editor. It appears to be very incomplete, as only one texture can be found after extracting the SSF archive.
Arttool
Arttool is an inaccessible arena in all releases. Judging by the textures present, it was used by the developers to change the positions of various art assets.
Unused Areas
Wu Shi Academy
Wu Shi Academy has an underground section that cannot be normally seen by the player. It is fully textured, so perhaps it was meant to be seen at some point during development or it was intended to be filled with water like in the opening cutscene.
Unused Text
Internal Names
Some files and code were labeled with the internal names for characters, modes, and arenas that debuted in this game.
Internal name | Actual name |
---|---|
blind | Kenshi |
canvastraining | Wu Shi Academy |
CoffinTomb | The Krypt |
cruins | House of Pekara |
drunk | Bo' Rai Cho |
drunkenfighter | Bo' Rai Cho |
fatman | Bo' Rai Cho |
icegirl | Frost |
icepalace | Lin Kuei Temple |
Journey | Konquest |
khan | Hsu Hao |
koffin | The Krypt |
subzerette | Frost |
templeruins | Sarna Ruins |
torch | Blaze |
vamp_f | Nitara |
vortex | Portal |
Scrapped Konquest Trials
There were originally fifteen trial missions at the beginning of Konquest mode. While the number of trials was lowered to eight, text remains for the scrapped ones.
Mission 9
mission_9_maptext mission_9_setup mission_9_setup_b mission_9_failure mission_9_success drone_attack_high drone_attack_low Attacks can come from anywhere and it is important for you to anticipate how to defend against attacks that strike high and ones that strike low. Blocking a high attack is as simple as holding <. Blocking low attacks requires you to push down on the directional buttons while holding <. The trick here is being able to predict if your opponent will be attacking you with a high or low attack. %d / %d Block 3 high attacks from Quan Chi. %d / %d Now block Quan Chi's 3 low attacks. Blocking skills are key to survival. Try again.
Mission 10
mission_10_maptext mission_10_setup mission_10_failure mission_10_success In order to become a true master of Mortal Kombat, you must learn to fight using multiple fighting styles. Every fighter has 3 fighting styles at his or her disposal, each with its own strengths and weaknesses. By using [ you can instantly switch into your next fighting style with a completely different set of attacks and special moves. %d / %d Sub-Zero has 3 fighting styles: Shotokan, Dragon and the Kori Blade. It is important to understand the different advantages of your warrior's fighting styles. Depending on your situation you may want to switch to another style and use a move that is better suited for it. Change styles to cycle through the 3 different fighting styles available to Sub-Zero. Unless you can master these fighting styles, you cannot hope to survive Mortal Kombat. Try again.
Mission 11
mission_11_maptext mission_11_setup mission_11_failure mission_11_success In order to become a true master of Mortal Kombat, you must learn to fight using multiple fighting styles. Every fighter has 3 fighting styles at his or her disposal, each with its own strengths and weaknesses. By simply pressing [ you can instantly switch into your next fighting style with a completely different set of attacks and special moves. %d / %d Demonstrate your knowledge of fighting with different styles by hitting your opponent with an attack from each of your styles. First hit Scorpion with any button, then switch to your next style and hit him with a different attack. Finally hit him with your third weapon fighting style, the Kori Blade. Unless you can master these fighting styles, you cannot hope to survive Mortal Kombat. Try again.
Mission 12
mission_12_maptext mission_12_setup mission_12_failure mission_12_success Every fighter's third fighting style is a weapon based style. Weapon styles deliver massive amounts of damage. However, when you are fighting with a weapon, you will also take greater amounts of damage. Be careful not to take too much punishment while holding your weapon. Use your Kori Blade to beat your opponent senseless. You must use your Kori Blade for this trial. Try again.
Mission 13
mission_13_maptext mission_13_setup mission_13_failure mission_13_success You can take advantage of your oppponent while he is holding a weapon. This is a good opportunity to inflict some serious damage on him because he will be weaker while holding his weapon. Attack Scorpion without mercy while he is holding his weapon and will take the most damage. Take advantage of Scorpion's relative weakness while holding his sword. Try again.
Mission 14
mission_14_maptext mission_14_setup mission_14_failure mission_14_success A more advanced method of maneuvering around the fighting arena is the 3D walk. Once mastered, this will be very useful for positioning yourself to avoid external barriers or forcing your opponent into one. Your back is to the wall. Walk completely around Shang Tsung and kick him into the outside barrier. A true master is always in control of the arena space. Try again.
Mission 15
mission_15_maptext mission_15_setup mission_15_failure mission_15_success drone_control Another use for walking in 3D is evasion. If timed right, when your opponent attacks, you can dodge in 3D, avoiding the attack leaving him open to your counter-attack. This method of evasion will require a good amount of practice, but once mastered, you will be a very formidable kombatant. %d / %d Dodge Sonya's attacks 3 times. You must be quick. Try again.
Repository Log
Starting at 0x23953F in the Xbox executable is a log containing filenames and information pulled from a source code repository relating to the RenderWare SDK.
$Id: rphanim.c,v 1.84 2001/11/21 11:45:06 rburg Exp jamesa $ $Id: stdkey.c,v 1.17 2001/04/02 13:10:05 johns Exp mattt $ $Id: rpmatfx.c,v 1.100 2001/10/23 12:23:26 mattt Exp mattt $ $Id: rpmatfx.c,v 1.100 2001/10/23 12:23:26 mattt Exp mattt $ $Id: multitexxbox.c,v 1.17 2001/11/09 13:11:47 Valery Exp Valery $ $Id: multiTex.c,v 1.13 2001/11/01 16:36:16 mattt Exp davidg $ $Id: multiTexEffect.c,v 1.7 2001/10/30 21:10:55 mattt Exp markf $ $Id: bacamera.c,v 1.364 2001/11/28 10:55:41 rburg Exp rburg $ $Id: baimage.c,v 1.198 2001/10/29 15:13:55 markf Exp rburg $ $Id: baframe.c,v 1.183 2001/08/20 10:23:00 markf Exp $ $Id: bamatrix.c,v 1.180 2001/11/05 12:19:42 johns Exp rburg $ $Id: badevice.c,v 1.197 2001/11/26 16:58:54 rburg Exp rburg $ $Id: baraster.c,v 1.186 2001/10/25 17:23:12 iestynb Exp katherinet $ $Id: batypehf.c,v 1.25 2001/03/09 10:22:55 johns Exp katherinet $ $Id: baimmedi.c,v 1.126 2001/10/25 11:46:53 katherinet Exp rburg $ $Id: baim3d.c,v 1.123 2001/11/01 10:46:17 katherinet Exp $ $Id: bavector.c,v 1.134 2001/11/06 15:18:59 iestynb Exp rburg $ $Id: baimras.c,v 1.37 2001/02/01 10:55:12 johns Exp mattt $ $Id: batextur.c,v 1.235 2001/11/09 16:41:08 mattt Exp $ $Id: batkbin.c,v 1.32 2001/09/18 17:17:27 mattt Exp $ $Id: babinfrm.c,v 1.46 2001/03/16 18:34:58 johns Exp Ads $ $Id: babinary.c,v 1.137 2001/10/02 13:44:50 mattt Exp mattt $ $Id: bastream.c,v 1.84 2001/09/20 08:22:48 mattt Exp rburg $ $Id: baerr.c,v 1.51 2001/11/28 09:46:33 rburg Exp rburg $ $Id: batkreg.c,v 1.61 2001/11/07 13:52:46 Colinh Exp Colinh $ $Id: bafsys.c,v 1.46 2001/07/16 15:39:07 johns Exp rburg $ $Id: babintex.c,v 1.85 2001/09/18 17:13:17 mattt Exp mattt $ $Id: bamemory.c,v 1.122 2001/10/03 14:17:02 rabin Exp rburg $ $Id: baresour.c,v 1.81 2001/11/08 18:38:36 Colinh Exp rburg $ $Id: p2core.c,v 1.219 2001/11/28 10:35:56 rburg Exp rburg $ $Id: bapipe.c,v 1.25 2001/08/17 14:58:03 iestynb Exp iestynb $ $Id: baresamp.c,v 1.55 2001/01/24 17:10:32 katherinet Exp johns $ $Id: babbox.c,v 1.35 2001/11/22 11:26:32 rburg Exp rburg $ $Id: basync.c,v 1.59 2001/07/16 15:40:46 johns Exp Ads $ $Id: osintf.c,v 1.1 2001/01/12 15:51:00 Markj Exp $ $Id: rwstring.c,v 1.23 2001/02/01 10:55:31 johns Exp johns $ $Id: bacolor.c,v 1.38 2001/03/15 16:24:12 katherinet Exp rburg $ $Id: p2heap.c,v 1.81 2001/10/15 16:09:24 iestynb Exp markf $ $Id: nodeImmInstance.c,v 1.54 2001/02/01 16:55:56 johns Exp Roba $ $Id: nodeTransform.c,v 1.73 2001/11/28 16:19:09 rburg Exp rburg $ $Id: nodeImmStash.c,v 1.22 2001/08/17 14:58:32 iestynb Exp $ $Id: nodeImmRenderSetup.c,v 1.69 2001/02/13 16:00:35 Roba Exp iestynb $ $Id: nodeImmMangleTriangleIndices.c,v 1.56 2001/09/20 11:09:14 iestynb Exp rburg $ $Id: nodeCullTriangle.c,v 1.55 2001/09/18 12:38:26 iestynb Exp johns $ $Id: nodeClipTriangle.c,v 1.87 2001/10/26 16:12:00 antonk Exp rburg $ $Id: nodeSubmitTriangle.c,v 1.69 2001/04/02 10:14:52 Williame Exp $ $Id: nodeImmMangleLineIndices.c,v 1.54 2001/09/20 11:09:36 iestynb Exp rburg $ $Id: nodeClipLine.c,v 1.59 2001/10/11 08:40:37 johns Exp rburg $ $Id: nodeSubmitLine.c,v 1.56 2001/02/13 16:11:09 Roba Exp $ $Id: palquant.c,v 1.28 2001/08/20 15:08:26 johns Exp davidg $ $Id: p2renderstate.c,v 1.30 2001/02/01 12:55:40 katherinet Exp johns $ $Id: p2dep.c,v 1.88 2001/10/11 10:54:27 johns Exp rburg $ $Id: p2stdcls.c,v 1.21 2001/01/31 12:21:44 johns Exp $ $Id: p2clpcom.c,v 1.16 2001/01/25 15:57:42 johns Exp $ $Id: p2resort.c,v 1.18 2001/01/31 10:35:09 johns Exp johns $ $Id: balight.c,v 1.254 2001/10/25 09:29:48 markf Exp iestynb $ $Id: baclump.c,v 1.403 2001/11/14 13:16:36 markf Exp Markj $ $Id: bageomet.c,v 1.316 2001/11/06 13:45:29 Markj Exp Markj $ $Id: baworobj.c,v 1.161 2001/11/05 12:19:46 johns Exp katherinet $ $Id: baworld.c,v 1.418 2001/11/08 20:47:18 mattt Exp Markj $ $Id: bamateri.c,v 1.196 2001/10/09 10:30:50 katherinet Exp johns $ $Id: bamatlst.c,v 1.66 2001/09/21 09:36:39 johns Exp iestynb $ $Id: basector.c,v 1.162 2001/11/08 20:44:07 mattt Exp $ $Id: bamesh.c,v 1.105 2001/10/17 11:08:03 markf Exp Markj $ $Id: bameshop.c,v 1.67 2001/08/31 09:57:51 johns Exp $ $Id: bapipew.c,v 1.90 2001/10/16 19:22:44 iestynb Exp mattr $ $Id: babinwor.c,v 1.164 2001/10/16 14:43:22 Markj Exp mattt $ $Id: nodeLight.c,v 1.52 2001/09/24 17:05:56 iestynb Exp $ $Id: nodePostLight.c,v 1.48 2001/07/16 15:28:46 johns Exp iestynb $ $Id: nodeAtomicInstance.c,v 1.85 2001/07/10 11:45:04 johns Exp Markj $ $Id: nodeAtomicEnumerateLights.c,v 1.40 2001/09/18 12:44:17 iestynb Exp Markj $ $Id: nodeMaterialScatter.c,v 1.48 2001/09/24 17:05:49 iestynb Exp $ $Id: nodeWorldSectorInstance.c,v 1.99 2001/09/24 17:06:45 iestynb Exp Markj $ $Id: nodeWorldSectorEnumerateLights.c,v 1.40 2001/09/18 12:43:52 iestynb Exp Markj $ $Id: p2stdclsw.c,v 1.26 2001/07/11 11:48:14 iestynb Exp $ $Id: chrprint.c,v 1.1 2001/06/28 09:12:36 johns Exp $ $Id: rtcharse.c,v 1.61 2001/07/05 11:14:51 johns Exp $ $Id: skinxbox.c,v 1.28 2001/10/23 13:17:31 antonk Exp antonk $ $Id: rtquat.c,v 1.48 2001/11/05 18:24:49 iestynb Exp johns $
Build Date
A build date for RenderWare is also in the Xbox executable at 0x2398ED.
Core built at Sep 2 2002 11:50:40
NFL Blitz 2002 Error Messages
At 0x27AC50 in the Xbox executable are some error messages relating to NFL Blitz 2002, another game Midway developed.
Please insert the Blitz 2002 game disc. This disc is not for Blitz 2002. Please insert the Blitz 2002 game disc. The disc could not be read. Please read the XBOX Instruction Booklet for more information.
missingwav.txt
An empty text document named missingwav.txt can be found inside the sound folder from the Xbox release. Perhaps it was a file used during development to list which sound files were missing at the time.
MK5BANKS.MMB
A file listing of sound assets before they were packed into msx files can be found inside the Xbox release.
announcr.msb announcr_names.msb bg_acid_bath.msb bg_dragonfly.msb bg_drum_arena.msb bg_ice_palace.msb bg_koffin.msb bg_konquest.msb bg_konq_thunder_1.msb bg_konquest_hail_1.msb bg_konquest_rain_1.msb bg_konquest_wind_1.msb bg_lava_shrine.msb bg_lunghai.msb bg_lost_tomb.msb bg_outsideshangpalace.msb bg_shang_palace.msb bg_ship.msb bg_vortex.msb c_blaze.msb c_cyrax.msb c_drahmin.msb c_drunk.msb c_icegirl.msb c_jax.msb c_jonnycage.msb c_kahn.msb c_kano.msb c_kenshi.msb c_kitana.msb c_kunglao.msb c_limai.msb c_mavado.msb c_moloch.msb c_nitara.msb c_quanchi.msb c_raiden.msb c_reptile.msb c_scorpion.msb c_shangtsung.msb c_sonya.msb c_subzero.msb end_blaze.msb end_boraicho.msb end_cyrax.msb end_drahmin.msb end_frost.msb end_hsuhao.msb end_jax.msb end_johnnycage.msb end_kano.msb end_kenshi.msb end_kitana.msb end_kunglao.msb end_limai.msb end_mavado.msb end_mocap.msb end_nitara.msb end_quanchi.msb end_raiden.msb end_reptile.msb end_scorpion.msb end_shangtsung.msb end_sonya.msb end_subzero.msb fightfx1.msb fighter_cp.msb fighter_cyrax.msb fighter_drahmin.msb fighter_eb.msb fighter_hs.msb fighter_jax.msb fighter_lb.msb fighter_moloch.msb fighter_ph.msb fighter_reptile.msb fighter_sd.msb fs_concrete.msb fs_dirt.msb fs_marble.msb music_ending_1.msb music_fatality.msb music_koffin.msb music_konquest.msb mk5tune1.msb music_drum_arena.msb mk5tune3.msb music_tune4.msb music_tune5.msb music_tune6.msb music_tune7.msb music_tune8.msb music_tune9.msb music_tune10.msb music_tune11.msb music_moloch.msb shell.msb test_might.msb test_sight.msb
Unused Code
Moloch's Unused Moveset
When an Action Replay code is used to play as Moloch, it turns out he has an unused moveset that his AI is programmed to ignore. This unused moveset is Netherrealm, which is seemingly borrowed from Drahmin. Some of the combos from it do work, while others will not due to the size of the character. When the player performs any sort of throw in Netherrealm, Moloch will freeze until either the game is reset or the round is completed. Keeping this in mind, it is possible that he was intended to be an unlockable character but ended up being cut from the roster.
Debug Functions
Version Number
To do: Document the version numbers from any missing international releases. |
The game version can be displayed on the Game Options menu through an Action Replay code.
Release | Version Number |
---|---|
Xbox (USA) | 0.223 |
Xbox (EUR) | 0.244 |
GameCube (USA) | 0.223 |
GameCube (GER) | 0.243G |
PlayStation 2 (USA) | 0.223 |
Tick
A debug display for frame ticks can also be enabled through an Action Replay code. The number can jump from 0 while in one of the menus to 200,000 while the player is in a fight.
Development Leftovers
Empty Folders
Unique to the GameCube release is the presence of three empty folders in the art directory: Gico, Kpix, and Pix. These were development directories where art assets were stored before being packed into the SSF archives.
Source Safe Remnant
A file named mssccprj.scc is inside of the sound folder from the GameCube release.. It is a Source Code Control file that specifies a list of files to be exported to a directory. This was specifically used for the sounds and music also present in the folder.
SCC = This is a Source Code Control file [announcr_names.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_acid_bath.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_dragonfly.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_drum_arena.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_ice_palace.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_konq_thunder_1.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_konquest.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_konquest_hail_1.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_konquest_rain_1.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_konquest_wind_1.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_lava_shrine.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_lost_tomb.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_lunghai.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_outsideshangpalace.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_shang_palace.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_ship.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [bg_vortex.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_blaze.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_cyrax.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_drahmin.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_drunk.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA [c_icegirl.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA [c_jax.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA [c_jonnycage.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_kahn.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_kano.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_kenshi.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_kitana.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_kunglao.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_limai.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_mavado.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_moloch.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_nitara.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_quanchi.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_raiden.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA [c_reptile.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_scorpion.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_shangtsung.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_sonya.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [c_subzero.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_cp.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_cyrax.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_drahmin.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_eb.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_hs.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_jax.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA [fighter_lb.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_moloch.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_ph.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_reptile.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fighter_sd.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA [fightfx1.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA [fs_concrete.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fs_dirt.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [fs_marble.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [music_koffin.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [shell.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [temp_jax.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA [test_might.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", IOIOAAAA [test_sight.dsp] SCC_Aux_Path = "\\mk5ss\mk5db\" SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA
ELF File
An ELF file with debug symbols named mk5gc_release.elf is present inside the root folder from the GameCube release. Upon further research and testing, it is identical to the retail dol file and likely is leftover from compiling the game.
Unused Sounds
Extended Test Your Sight Music
The music that plays while the player is making a choice in Test Your Sight is actually a thirty second song. It fades out after a few seconds during gameplay, and the player cannot normally hear the rest.
Announcer Dialogue
"Moloch" | Since this is paired with all of the other sounds on the character selection screen, it could be more proof that Moloch was going to be an unlockable character. | |
---|---|---|
"Fat!" | Unknown. Possibly a sound for either Konquest or one of the mini-games. | |
"iFantastico!" | Unknown. Possibly a sound for either Konquest or one of the mini-games. |
- Pages missing developer references
- Games developed by Midway Games
- Pages missing publisher references
- Games published by Midway Games
- PlayStation 2 games
- Xbox games
- GameCube games
- Pages missing date references
- Games released in 2002
- Games released in November
- Games released on November 16
- Games released on November 18
- Games released on November 17
- Games with unused areas
- Games with unused code
- Games with hidden development-related text
- Games with unused graphics
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- To do
- Mortal Kombat series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer
Games > Games by developer > Games developed by Warner Bros. Games > Games developed by NetherRealm Studios > Games developed by Midway Games
Games > Games by platform > GameCube games
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Xbox games
Games > Games by publisher
Games > Games by publisher > Games published by Warner Bros. Games > Games published by Midway Games
Games > Games by release date > Games released in 2002
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 16
Games > Games by release date > Games released in November > Games released on November 17
Games > Games by release date > Games released in November > Games released on November 18
Games > Games by series > Mortal Kombat series