ScrewAttack released their Top 10 Mortal Kombat Fatalities video today.
ScrewAttack’s Top 10 Mortal Kombat Fatalities
Posted by Skizelli on Sunday, August 1st, 2010 @ 12:32 PMHow To: Beat Reptile w/ Double Flawless on Very Hard
Posted by Skizelli on Monday, July 26th, 2010 @ 11:32 PMPerformed on Mortal Kombat (rev. 5.0 T-Unit 03/19/93) via MAMEUI64 0.138 and recorded with Fraps 3.2.3.
Fight Reptile
1) Must be on The Pit stage.
2) A silhouette must fly past the moon. This means you have the opportunity to fight Reptile.
3) Must get a Double Flawless without using Block.
4) Execute a fatality (do not use Block in Scorpion’s case – instead, jump up and tap Up twice, timing the second Up as you land; Sonya can fight Reptile as of Revision 4.0).
Note: This only works on Revision 3.0 and above.
Defeating Reptile
I used Raiden in this scenario because his jump kick has the longest reach. Simply wait until he approaches, ducking any projectile he may throw as soon as the round starts, then jump back and do the deepest kick you possibly can, followed by a Torpedo Push. If the kick is too high, he’ll have enough time to recover and block your TP. Reptile’s speed allows him to keep pace with you as you jump back, allowing the kick to connect. Just don’t get pinned in the corner as I almost did; my kick was too high and I knew he would block my TP, so I waited instead, backing myself into the corner. That’s bad.
A note about silhouettes
This needs more study. The number of stage cycles before they appear seems to me uncertain. Some sources say 6, others say 8, and I’ve heard 11 as well. I’ve also read that it’s a random occurrence within every 20 cycles of the stage. In my experience (as far as MAME is concerned), they appear on the 7th cycle from when the game is turned on.
EVO 2010 Results
Posted by Skizelli on Monday, July 12th, 2010 @ 6:20 AMThis year’s Evolution Championship Series — which took place in Las Vegas from July 9-11 — had over 3000 sign-ups and over 20,000 viewers watching the live broadcast.
|
Super Street Fighter IV — Top 8 Super Street FIghter II HD Remix — Top 8 Marvel vs. Capcom 2 — Top 8 |
Tekken 6 — Top 8 Super SF4 Women’s Invitational — Top 4 Tatsunoko vs. Capcom — Top 8 Melty Blood — Top 8 |
Source: http://evo2k.com
EGM #239 To Feature Mortal Kombat
Posted by Skizelli on Wednesday, June 16th, 2010 @ 2:10 AMFollowing a Street Fighter cover last month, it’s just like old times.
Mortal Kombat Announcement Trailer, Logos
Posted by Skizelli on Thursday, June 10th, 2010 @ 11:55 AMIs that a Brutality I see? Really cool.
The new dragon logo:
The new NetherRealm Studios logo:
Mysterious MK Film Immerges
Posted by Skizelli on Tuesday, June 8th, 2010 @ 3:26 PMThis mysterious video was posted on YouTube today under the account MortalKombatRebirth.
Update: Here’s a still of Sub-Zero at the 7:11 mark.
Update 2: This is what’s known so far…
– The short was directed by Kevin Tancharoen, whom did the remake of Fame last year.
– Jackson Briggs is played by Michael Jai White of Spawn, Undisputed II and Black Dynamite fame.
– Sonya Blade is played by Jeri Ryan, whom played Seven of Nine in Star Trek: Voyager.
– Baraka is played by Lateef Crowder, whom plays the Brazilian fighter in Undisputed III.
– Scorpion is played by Ian Anthony Dale. Ian plays Kazuya in the upcoming movie adaption of Tekken.
– Johnny Cage is played by martial artist Matt Mullins, a 5-time martial arts world champion.
– The fight choreography was done by Larnell Stovall. Larnell did the fight choreography for Undisputed III.
– The quick flash of Sub-Zero is actually a 3D model (which can be seen here) created by Furio Tedeschi. Furio worked at Blitz Games on a WB Games title called Taz: Wanted in 2002.
– Ed Glaser of Darkmaze Studios had this to say on his Facebook: “Okay, here’s the deal. That Mortal Kombat video is a proof of concept — basically a movie pitch — from the mind of Larnell Stovall. Stovall is a fight choreographer and was part of the stunt team for “Black Dynamite”, which probably explains the Michael Jai White connection. Bam.”
The actors who play Reptile and Shang Tsung are still unknown at this time.
Update 3: An interview with Kevin Tancharoen later confirmed Ed Glaser’s statement. Another interview with Matt Mullins can be found here.
Halo: Reach Beta First Impressions
Posted by Skizelli on Wednesday, May 5th, 2010 @ 8:32 AM
Just a quick mention about the Halo: Reach beta.
I’m really liking it so far. It’s a beta, so there’s obviously some kinks to work out. For instance, some friends and I have noticed an occasional glitch where a teammate appears to be on the other team. Other gripes include a weak shotgun, inconsistent grenade throwing and Armor Lock. Armor Lock definitely needs a nerf.
Issues aside, I’ve noticed some new gameplay mechanics as well, like the ability to counter an energy sword with a melee attack. The effect is identical to Halo 3′s sword play, when two players would lunge at each other with a sword at the same time, resulting in a clash that cancels each other out, except the player who counters with a melee gets the faster recovery time it would seem. Very nice.
My favorite (re-)addition to Reach, by far, is the return of the health/shield combo and health packs from Halo:CE, as well as fall damage. The fall damage feels really weak, however, and only chips off a small amount of your shield. Hopefully this can be tweaked in custom games. Hard landings are also present, making you immobile for a split second as you recover. It also appears you can cushion your falls by executing a well-timed crouch as you land, like in Halo:CE, preventing hard landings and fall damage.
Did I mention dual-wielding is no more? This just might be the best Halo since Halo:CE.
More information here.
Hydro Thunder (PC) – Game Save
Posted by Skizelli on Tuesday, March 30th, 2010 @ 4:09 PM
Are you excited about the recent announcement of Hydro Thunder Hurricane for XBLA and, like me, currently playing the PC version of Hydro Thunder in anticipation?
If you’re reading this, you’re most likely pulling your hair out trying to unlock the Bonus tracks. Fret no more, for I’ve done it for you. You may (or may not) have noticed the messages during the load screen before a race (see right). One of these messages states, more or less, that you have to complete all Hard tracks in 1st place in order to unlock the first Bonus track, which is easier said than done. The A.I. doesn’t mess around, and with no cheats to speak of, you’re forced to nail practically every shortcut and boost in order to stand a chance. Unlike its console counterparts (which do contain cheats), the PC version isn’t for sissies. So, without further ado:
Replace hydro.cfg with this one to unlock all tracks and boats.
What’s that? You’re no sissy you say? Here’s how to unlock it the hard way:
Unlock Medium tracks: Complete all Easy tracks in 3rd or better.
Unlock Hard tracks: Complete all Medium tracks in 2nd or better.
Unlock Catacomb Bonus track: Complete all Hard tracks in 1st.
Note: You must place 1st on Catacomb to unlock the next Bonus track, and so on. Each Bonus track you complete will also unlock an additional boat, for a total of 4 new boats.
This may also help you in your quest: http://walkthrough.freeola.com/pc-games_l/hydro-thunder_3746.html
How To: Getting Sound To Work In MKII (Windows XP)
Posted by Skizelli on Monday, March 29th, 2010 @ 12:37 AM
I found this old tutorial I created on how to get sound to work in Mortal Kombat II for PC on Windows XP and thought it might be useful to somebody out there.
Getting DOS games to work in Windows XP can be a pain in the ass, especially when trying to get sound to work. Here’s an application that’ll fix the sound issue on Windows XP. It’s called VDMSound. VDMSound is an open source (licensed under the GPL) emulator of legacy sound card devices, designed to allow video games and other applications written for MS-DOS to run on the Microsoft Windows NT/2000/XP/95/98/Me operating systems. It emulates Adlib and Sound Blaster cards (Standard, Pro and 16), parallel port DAC, and an MPU 401 MIDI (UART-mode) interface. It also provides joystick support. By default, XP tries to emulate DOS audio using A220 I5 D1 T3 P330. This obviously isn’t working with MKII, or else you wouldn’t be reading this. So here’s how to fix it:
1) Download and install VDMSound 2.0.4
2) Download and install VDMSound 2.0.4 “Update 2″. Extract directly over the VDMSound 2.0.4 files (typically residing in C:\Program Files\VDMSound) and overwrite all.
3) Download and install VDMS LaunchPad 1.0.1 and run install.bat
Press any key to close the window that follows, then locate your MK2.exe and right-click on it. You should see two options listed in the context menu near the top called “Run with VDMS“. One has a musical note icon next to it and the other one doesn’t. Select the one with the icon. When ran for the first time, this will bring up a configuration wizard with the choice of using the default configuration or a custom one. Let’s choose default for now. Continue by clicking “Next“. On the next screen leave everything as is, with “Remember my settings” checked, and click “Finish“. This will start up MKII. By default, VDMS uses A220 I7, so make sure these are set accordingly in the game by hitting F10.
Presto, it works!
I got my custom configuration to work without playing the horrible MIDI music. Disabling the MIDI emulation located within the custom settings will not do this, however. If disabled, your system will take over. So simply uncheck “Dev” (Device) below “Output” located under the MIDI tab and change MKII’s sound to Roland LAPC-1. Also of note, once you create a configuration of any kind, it will create a shortcut in the same directory as the game’s executable. You may edit this later by right-clicking on it and selecting “Properties” and then “Advanced“.
VDMSound is not compatible with Windows Vista/7, making the project obsolete. The current version (2.1.0) remains the final version.
/rating_off.png)
.jpg)


/rating_on.png)
0.35s)