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Mortal Kombat (SNES)

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Title Screen

Mortal Kombat

Developer: Sculptured Software
Publishers: Acclaim Entertainment (US/EU), Acclaim Japan (JP)
Platform: SNES
Released in JP: December 24, 1993
Released in US: September 9, 1993
Released in EU: October 28, 1993


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
Sgf2-unusedicon1.png This game has unused abilities.
Carts.png This game has revisional differences.


Whereas the original arcade version was controversial due to all the blood and Fatalities, the SNES Mortal Kombat was controversial due to censoring said items per Nintendo of America's content policies. This gave a huge edge to Sega, whose Genesis had a version that didn't censor at all and even had a blood toggle.

Hmmm...
To do:
Unused music that was used in the arcade version.

Duplicate Courtyard

Pro Action Replay (PAR) code 8084CBA9 8084CC07 allows you to access a buggy duplicate version of the Courtyard arena after one fight (as it follows the pattern of the Game Genie codes where you always fight in a particular stage after the first fight).

The game calls it "Throne Room" on the Vs. screen and plays Goro's theme on the stage as its BGM. It plays fine for a normal fight, but trying to perform a Fatality on this stage slows the game down immensely, then freezes for some bizarre reason.

It is also worth noting that this stage plays an otherwise-unused "pinch" variant of Goro's theme when the player is being told to "Finish Him/Her!".

(Source: Rick)

Unused Initials Entry Screen

Top that!

Game Genie code 676A-47AF enables an initials entry screen. While there is a high score table that shows up if you let the game go into demo mode, no initials entry screen pops up if you beat any of the scores.

The programming to display the initials entry screen is located at SNES address $98D361. A code block exists at $80836A-8083BF that can reach it. For some reason, this block is located during the Reptile battle intro (right after the "You have found me now prove yourself !!" text is displayed), and will execute if the 16-bit value at $7E0072 is <$8000. The $7E0072 address is set to $FFFF multiple times during the game, possibly as a way to disable the initials screen?

After entering the initials, the game is programmed to simply continue on to the Reptile battle.

(Source: Chris Mader)

Leftover Build Text

Some leftover build text, most likely related to the sound driver, starts at 0x0093C5 in the ROM.

                      leaves  3203
-  4979 for Module 12 leaves   699
-   391 for Module 13 leaves  5287
-
bubbass1.bsn
fltecho.bsn
fltgit1.bsn
fltgit1l.bsn
fltgit1r.bsn
fltgit1x.bsn
fltgit1y.bsn
fltgityl.bsn
fltgityr.bsn
gongf3.bsn
hats.bsn
prophet.bsn
spinwd1.bsn
ssnare1.bsn
ssnare2.bsn
surdrum.bsn
surdruml.bsn
(Source: Original TCRF research)

Alternate Fatality

Hmmm...
To do:
See if button combination and programming actually exists. Also, better video.

Pro Action Replay (PAR) code 80D16AD1 enables an alternate super uppercut Fatality for Johnny Cage. To perform it, press back while close to your opponent. This seems to be in line with his censored fatality in the Genesis version, but was cut in favor of putting his foot through the opponent's chest.

Revision Differences

According to Nintendo, there are three revisions of the game in total.

European Revision 1 has a couple of reset bugs not present in any other revision:

  • When the power is turned on and off quickly after the title screen, the screen becomes a single color. L
  • If you press Reset on the title screen or later, the game will not start.