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Story-Related Questions
Q: Why do Scorpion and Sub-Zero suddenly hate eachother again? A: Endings have always been "What If" scenarios, and as you may recall, the endings of the past games (from MKII to Trilogy) acknowledge the character's ending from the previous game as having happened. For example, in the ending for Scorpion in MKII, he discovered that the Sub-Zero he had followed to that tournament was actually the younger brother of the one he had already killed in MK1, so he lets him live and swears to protect him for eternity to make up for the death of his older brother. Then In UMK3 and Trilogy, the ending for Scorpion acknowledges the above events as having happened, so he had to turn on Shao Kahn since he swore to protect this young Sub-Zero. However, as far as the endings in MK4 are concerned, none of these "What If" scenarios (endings) from the past games ever took place (which, in a way, is logical, since they show the events that take place "IF This Character Won This Tournament" and the character, in most cases, obviously didn't). So in summary, Scorpion never discovered the true identity of this younger Sub-Zero and still behieves he's the same one who he had already killed in MK1 and has been hunting down since. Like it, love it, or hate it, this is just the way the story of MK4 works.
Q: Didn't Johnny Cage die? Why is he back in MK4? A: Yes, Johnny Cage died in the course of MKII. There are really two answers to the question of why he has returned: In reality, he has been added to MK4 because he is one of the most popular, if not THE most popular, characters in the whole series. He was written out in MK3 for many reasons, but the fans demanded his return. But as far as the story goes (which is used to explain WHY), he was resurrected by Raiden to help in the battle against Shinnok and his Army of Darkness. Don't try to analyze that subplot too deeply, just accept the simple fact that one of your favorite characters has returned because of your own popular demand.
Technical Questions
Q: What's the size of the N64 cart? A: 128 megabits (that's 16 MegaBYTES).
Q: What type of imaging techniques were used in MK4? A: The characters in MK4 were modelled on a PC using LightWave. The animations are motion-captured and their textures are digital video, grabbed in the studio and touched up by artist Dave Michicich. The stages are built by different members of the development team, using LightWave as well.
Q: Why does the gameplay in the home versions seem identical to the arcade? A: This is because "code-converters" were used to port the game to the home platforms. This is the actual engine coded by Ed Boon, Todd Allen, and Ed's brother, Mike Boon, for the arcade game. Ed Boon has also written fresh new code exclusively for the home versions for use with Goro (who was made from scratch by the Chicago MK Team and then sent to Eurocom).
Q: Why does Sub-Zero's red line switch sides? This is normally to be expected of a game that uses sprites, but these are 3D models! A: Well, firstly, MK4 was designed with the idea of "a 3D MK" in mind, which meant making a game that looks and feels like the classic 2D MK games, yet uses 3D technology. Take a look at two idle fighters on screen in their stances. Notice that both have their bodies facing the camera just like in the 2D MK games (as opposed to the one on the right facing away, which happens in other 3D fighting games such as Tekken and War Gods). They only appeared this way in the 2D games because sprites need to be flipped horizontally on the screen to appear facing the other way, but how can this look be recreated with 3D models? Well Ed Boon and company did this by flipping the models and animations in their x-axis whenever he/she is recognized as being on the "right side of the screen" in 2D MK terms. For example, if you are the first player, and you jump over your opponent and onto the other side of him/her, you must use Back in place of Forward and vice versa for your moves, therefore are recognized as being on the "right side of the screen".
Other
Q: Where can I find the latest revision of this FAQ? A: The latest revision is always uploaded to The Realm of Mortal Kombat, and can be found as "http://mk.hotweird.com/mk4home/mk4home.txt". It is also usually available at GameFAQs.com (http://www.gamefaqs.com/).
Q: How can I print this out for reference?! A: You can't unless you're willing to use a LOT of paper and ink. This FAQ is intended as an "all you ever wanted to know about MK4" guide. If you would like to print out a moves and codes list, our mini FAQ can be found on The Realm of Mortal Kombat with the following URL: http://mk.hotweird.com/mk4home/mini4faqh.html The mini FAQ can be printed only a few pages, and is compiled and maintained by yours truly and TRMK owner, Jeff "Greesman" Greeson.
Q: What's the origin of the name, Noob Saibot? A: Noob Saibot is Boon Tobias spelled backwards. Ed Boon and John Tobias are the co-creators of Mortal Kombat. Boon continues to lead the arcade MK development team while Tobias has moved on to doing MK story-oriented projects for home gaming platforms, since he was the one who wrote the series' story in the first place.
Q: Is Raiden spelled "Rayden" in MK4 Home Versions again? A: No. For the first time, Raiden's name remains spelled with an "i" in the home versions of an MK game. The reason it was ever changed to a "y" in the past games was due to copyright problems with an Atari Jaguar game called "Raiden". These copyright conflicts have been resolved.
Q: Did Acclaim make MK4 home versions? If not, who did? A: No. Acclaim is no longer associated with Midway Games Inc. in any way, shape, or form. Their license to port Midway arcade games to home platforms ended with WWF WrestleMania Arcade. Acclaim's subsidiaries and close affiliates (that includes Sculptured Software in Salt Lake City, who are now known as Iguana West, Probe in the UK, and all the other company names seen on older MK home conversions) are also no longer related to the home ports of MK games. Eurocom Developments Ltd., located in the UK, who are close affiliates of Midway, are the ones who ported MK4 to the home platforms. They are best known for the DOS port of "Super Street Fighter II Turbo" for Capcom, "Duke Nukem 64" for GT Interactive Software (who incidentally now have the license to distribute Midway's home games in Europe), the Saturn port of "Ultimate MK3" for Midway, and three ports of "War Gods" for Midway (great ports of a very limited game). They have also worked on the home ports of Cruis'n World for Nintendo of America, which is due out in North America just a few months after MK4.
Q: Why doesn't MK4 have "The Pit 4"? A: The MK4 Design Team felt it was becoming too redundant to do a "The Pit 4" stage fatality in MK4. Instead, the only "pit" in the game is the one you see during the "Continue?" screen (described at the end of this FAQ). |