Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Mortal Kombat: Deadly Alliance (PlayStation 2, Xbox, GameCube)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Mortal Kombatː Deadly Alliance

Developer: Midway Games
Publisher: Midway Games
Platforms: PlayStation 2, Xbox, GameCube
Released in US: November 16, 2002 (PS2), November 18, 2002 (Xbox), November 17, 2002 (GameCube)
Released in EU: February 14, 2003 (PS2/Xbox/GameCube)


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png 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.

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.

MKDA ShangTsungLocked.pngMKDA BoRaiChoLocked.pngMKDA QuanChiLocked.pngMKDA LiMeiLocked.pngMKDA ScorpionLocked.pngMKDA SonyaLocked.pngMKDA KenshiLocked.pngMKDA MavadoLocked.pngMKDA JohnnyCageLocked.pngMKDA SubZeroLocked.pngMKDA KanoLocked.pngMKDA KungLaoLocked.png

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 that differs from what actually appeared on the gallery, which could mean that there was a different video intended to occupy its slot earlier in development.

Unused Arenas

Studio

GMKD5D-1.png

An unused arena named studio.ssf is in the art folder. It resembles the studio where the motion capture was done for the game and seems to have been used for testing the characters before the other arenas were finished. 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

Mkda senateofeldergods 00000001.png

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

Mkda arttool 00000009.png

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

MKDA HiddenGround.png

The Wu Shi Academy arena has an underground section that cannot be normally seen by the player. Considering that it is fully textured, there might have been a stage fatality planned for it at some point that ended up being scrapped.

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 this was later lowered to just eight, text remains for the scrapped missions. It also appears that the order of the trials switched around during development, so some of them may have text for those that made it into the game.

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

Only in the Xbox release is an empty text document named missingwav.txt. It can be found in the sound folder, which could indicate that it was a file used during development to list which sound files were missing at the time.

MK5BANKS.MMB

Another leftover file in the Xbox release is a mmb file that contains a file listing of sound assets before they were packed in the format found in retail.

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

GMKE5D-9.png

When an Action Replay code is used to play as the character Moloch, it turns out that 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. One of the more interesting things about this is 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

Hmmm...
To do:
Document the version numbers from any missing international releases.
GMKD5D-3.png

A debug function can be enabled with Action Replay which will display the game's version number in the Game Options menu.

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

GMKD5D-4.png

Another debug function that can be enabled with an Action Replay code is the tick feature. This one is strange, as the tick number does not stay consistent at all. It 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 images were stored before being packed into the SSF archives.

Source Safe Remnant

In the GameCube release's sound folder is a file named mssccprj.scc. 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 sound files 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 Executable

In the root of the GameCube release is mk5gc_release.elf, a GameCube executable with debug symbols. Upon further research and testing, it is identical to the retail dol file and likely is just a leftover from compiling the game.

Unused Sounds

Extended Test Your Sight Music

The music that plays while you are making your choice in Test Your Sight is actually a thirty second song. During gameplay it fades out after five to ten seconds and the player cannot normally hear the rest.

Announcer Dialog

"Moloch"
Since this soundbyte 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. It is possibly an unused Konquest sound or a sound test.
"iFantastico!"
Unknown. It is possibly an unused Konquest sound or a sound test.

Menu Sound

There is a unused sound present in the menu assets that seems to be from an earlier version of the game.

shell_29
This might have been a sound that was used when a player unlocked an item from the Krypt.