Press Gang and Lock Stock for me. We never got Gamesmaster in Australia, we had our own utterly embarrassing 90s gaming TV shows.I still think of him as the guy from GamesMaster, which makes it all very weird.
Press Gang and Lock Stock for me. We never got Gamesmaster in Australia, we had our own utterly embarrassing 90s gaming TV shows.I still think of him as the guy from GamesMaster, which makes it all very weird.
That video was..certainly something lol. And yeah I was hoping to see MK2 and 3 in this but perhaps John will be nice enough to do a 'part 2' with MK2, 3, UMK3.I uploaded another tidbit that wasn't in the episode itself but I subbed this clip for John waaaayyyy back when the idea first was presented to make a full MK retrospective (and man back then we figured we'd do 1-2-3 in one episode!!).
In Norway, Mortal Kombat's nordic release was promoted via the quite horrid sitcom Mot I Brøstet, which featured 3 grown men living together acting like children most of the time. One of the episodes features a subplot of Henry (played by legendary Norwegian comedian Arve Opsahl) wanting to beat the younger crew at Nintendo. He does this by getting up at night practicing games. As you can see in the clip, he is fully decked from head to toe in Nintendo garb.
The original clip is much longer (I only uploaded the MK portion), and the credits of the episode shows Unsaco provided all Nintendo related material to the show. Unsaco is the official Nintendo publisher in Norway.
I would love to see if there's a way to compile/convert the Sega CD version into a cartridge format, including the voice samples and attract mode "FMV". Keep the music from the cart version though 8)Great vid!
i really liked the dive into the differences between the CD and cartridge ports for SEGA. The CD version actually had notable improvements (Shang Tsung load times aside).
It really did work pretty well, but I do recall having the 6 button shortly after the game came out, if not at launch (if it was available). But in 2P games I never felt hamstrung by playing with the 3B pad.On Genesis with the 3-button pad, Start was Block, B was High Kick, and C was Low Kick. A was Low Punch by default, and to do High Punch you had to hold forward while hitting A.
Yeah, I'll never pass on an opportunity to mention the music in the Genesis versions of MK and MKII. I wish they'd include the Genesis soundtrack as an option for an updated release of MK and MKII.
Yup great episode.There's no question. DF Retro is the best videogame thing going, on YouTube. Excellent work.
You take that back. The Zone was a national treasure!Press Gang and Lock Stock for me. We never got Gamesmaster in Australia, we had our own utterly embarrassing 90s gaming TV shows.
You take that back. The Zone was a national treasure!
Edit: I don't know if Audi shared the whole thread here already or just the above tweet, but this whole thread is wonderful:
Thank you so much to Dark1x and Audi for such an incredible episode, all interesting information and legit surprised about how much stuff I didn't know about the series!
If I can share a tidbit or two that some people might not find interesting, about the background of the arcade game:
The two kids in that poster are Josh and Zach Sharpe. Not exactly well known in the realm of video/arcade games, but their father is Roger Sharpe, most famously known as "The man who saved pinball". Prior to working at Williams in charge of licensing (and Bally/Midway, I think) he designed some of his own pinball machines. Josh is now CFO at Raw Thrills (arcade company founded by Eugene Jarvis, creator of Robotron) and Zach is head of marketing at Stern Pinball.
Famed pinball designer Steve Ritchie was instrumental in the game's name, suggesting spelling combat with a "k". He also voiced Shao Kahn in MK2 and I think MK3.
There was a lot of cross-pollination at Midway/Williams etc. Sound guy Dan Forden (Toasty!) worked on both Mortal Kombat and a large number of pinball titles, and Boon himself was the voice of Rudy in the Funhouse pinball machine:Ha, good stuff..and I had always just assumed it was Boon's idea to spell 'Kombat' with a K, interesting that it was the pinball guy.
Fantastic episode. I was particularly fascinated by the Game Gear version.
The Sega CD version made me wonder about something. It sounded like that version is not actually using any extra hardware features except for the CD audio. Made me wonder if someone could hack up a Mega Drive version out of it with the CD audio ripped out. To basically create a better version without load times.
I'd also second the earlier sentiment of getting into Virtua Fighter with DF Retro.
I honestly don't think so. Sega CD hardware added an enhanced color palette which we know was used in this port, as well as sprite scaling capabilities which might also have been used. It wouldn't be a straight port with redbook audio.
The Sega CD version was my first one I owned back in the 90s. Such a good port. Bummed to hear about the Other Ocean version being so bad, I just picked up a PC key of the Arcade Kollection for $2.50 and removed GFWL support to get it to work. It might have not passed the DF test but it seemed to be okay by my standards.
My theory, based on things the developers have said, is that they were working on a compression system which would be used in Mortal Kombat II but was not ready for the MK1 port. My guess is that this was ready to use in the Sega CD version and was implemented.I forgot about the color palette. Then it probably wouldn't work. I guess I mostly wonder if the improved animations would work in the normal Mega Drive or if some SEGA CD trickery is going on there.
Yeah, this is kind of the fault of the production cycle. I finished the last 10 minutes super late on Saturday night after working six days in a row and, by that point, I had a feeling I would miss things. I wasn't clear if it was available in the Xbox version.Not that I expect there to be much in the way of differences between them, but it just seemed odd to me to be so inclusive of at least mentioning other ports on concurrent generational hardware, and not mention that the included port in MK Deception wasn't just available on the PS2. It also was released on the Xbox, though only in the "Kollector's Editions". At least, that's what's included in my Mileena variant.
My theory, based on things the developers have said, is that they were working on a compression system which would be used in Mortal Kombat II but was not ready for the MK1 port. My guess is that this was ready to use in the Sega CD version and was implemented.
Also, the Genesis cart was pretty small I think so there were probably cuts there as well.
Yeah, this is kind of the fault of the production cycle. I finished the last 10 minutes super late on Saturday night after working six days in a row and, by that point, I had a feeling I would miss things. I wasn't clear if it was available in the Xbox version.
Yeah I actually remember seeing that pinball machine, man I miss the golden era of Williams/Midway. Everything they did, be it pinball or arcade games was 90's over the top attention grabbing stuff, I loved it.There was a lot of cross-pollination at Midway/Williams etc. Sound guy Dan Forden (Toasty!) worked on both Mortal Kombat and a large number of pinball titles, and Boon himself was the voice of Rudy in the Funhouse pinball machine:
I'd like to know this too. The Turbo could probably do an OK version as it has a nice color palette. Though...it might be tough on a Hucard unless they took the SF2 route.Say, was there any truth to NEC or Turbo Technologies or whatever courting a TG16 port back in the day?
The animation is hugely improved, though. Night and day. Plus, Goro's Lair looks good on Sega CD and ugly on Genesis. It's not a massive upgrade overall but it's much more refined, I think.The SegaCD version really does not look as good as I remember -- it really just seems like the Genesis version with better audio.
MK has dozens of unlockable costumes for each character. You can't do that with digitized actors.I wonder what you think of what I talked about in my thread regarding a modern digitization technique for mortal Kombat 12
I think a return to real people, real actors, real costumes. (there's also a movie coming up.......if it's quality and overseen in any way by NRS why not use them), real would be a great differentiation in the modern age.
A next gen MK 12, with ReEngine + / Fox Engine + / Decima engine + style Photogrammetic details.
And now that John Tobias appears to have returned to the fold... What better time to make MK tangible.
Wow, I didn't even realize this. It's amazing how things slip by even when you think you've caught it all.Great video, but it irked me how he realized he'd been pronouncing "Pesina" wrong 15 minutes into the video and just left the wrong one untouched instead of re-recording those bits.
Great video, but it irked me how he realized he'd been pronouncing "Pesina" wrong 15 minutes into the video and just left the wrong one untouched instead of re-recording those bits.
MK has dozens of unlockable costumes for each character. You can't do that with digitized actors.
But I'm sure you were told that in your thread already.
To be fair though, I met Pesina twice in real life and he's said his name in 2 different ways!Wow, I didn't even realize this. It's amazing how things slip by even when you think you've caught it all.
That might actually be down to the fact that the voice over was recorded in 10 different chunks on different days. So, someone, it never clicked that I got it wrong earlier. Must have heard it in another video and just naturally changed pronunciation?
I said this in that other thread, I think if you go with a real people digitized art direction it's a really big risk. I actually would I'd love to see it done on next gen with the graphics tech we have now..but man to me it's either gonna look fantastic or awful..there's no in between with that method.I wonder what you think of what I talked about in my thread regarding a modern digitization technique for mortal Kombat 12
I think a return to real people, real actors, real costumes. (there's also a movie coming up.......if it's quality and overseen in any way by NRS why not use them), real would be a great differentiation in the modern age.
A next gen MK 12, with ReEngine + / Fox Engine + / Decima engine + style Photogrammetic details.
And now that John Tobias appears to have returned to the fold... What better time to make MK tangible.