744 lines
36 KiB
Plaintext
744 lines
36 KiB
Plaintext
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Mortal Kombat II for SNES glitch/secret list
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BONUS: OCF's Mortal Kombat II Game Genie Codes version 4.0
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Filename: mk2snes.v09
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December 9th, 1994
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Revision 9
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Send comments/additions/corrections to rat@rat.mv.com (that's me).
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-----------------------------------------------------------------------------
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What's New (changes since the last revision) --------------------------------
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-----------------------------------------------------------------------------
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* Assimilated OCF's MK2 Game Genie Codes into this file.
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* New glitches
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* New stuff is marked with <NEW!!>
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-----------------------------------------------------------------------------
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Coming soon ----------------------------------------------------------------
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-----------------------------------------------------------------------------
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* A FAQ of MK 1 arcade glitches, as soon as me and AL can get some free time!
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* Rats will take over the world with me as thier leader.
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-----------------------------------------------------------------------------
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Overview --------------------------------------------------------------------
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-----------------------------------------------------------------------------
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Why not a FAQ?
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Secret Select codes
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Alternative intro to game
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Tournament mode
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Game genie codes
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Bugs/Glitches that keep the game interesting
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Kredits
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Comments/additions/corrections
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-----------------------------------------------------------------------------
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Why not a FAQ? --------------------------------------------------------------
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-----------------------------------------------------------------------------
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Somebody else already did a FAQ.
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The FAQ contains all the arcade moves, fatalities, etc..
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Mine only has SNES specific codes, cheats, etc...
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-----------------------------------------------------------------------------
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Secret Select codes ---------------------------------------------------------
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-----------------------------------------------------------------------------
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These codes work in 1 Player mode only. (except for "extend fatality time")
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You can combine any code that doesn't involve getting to a secret character.
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In other words, if you do the code to get to Kintaro, then do the code to get
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to Smoke, you will just end up fighting Smoke.
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While at the screen where you choose your character, push the following
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directions followed by select. You can do it anytime before both players have
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chosen their character. As soon as you hit select after doing the movements,
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you will hear the same exact sound that you hear when you choose your
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character (same pitch and everything). If you are not hearing the sound after
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pressing select, try it faster (you have to be fast). You can also combine
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any code except for the ones that involve skipping to secret characters. For
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example you can fight Shao Kahn and win with an uppercut and a jump kick
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(Super Strength + Fight Shao Kahn).
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Example: Down-Up-Right-Up-Left-Select will give you super strength.
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D U R U L = Super Strength- CPU only. Your hits 4X damage, their's 1/4 damage
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L U R D L = 30 Kredits
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U U L U D = Extends time to do the fatality/friendship/babality/pit/spikes
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R U U R L = Skip to Shao Kahn. Just as if you got there legally.
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The following codes work as follows. You play the named character, and you
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play them forever until you lose (get the "push start to continue" screen).
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At that point you play someone else, then play the game normally (as in playing
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against Shang Tsung until you win the game) just as if you got there legally.
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U L U U R = Skip to Smoke, then play from Shang Tsung.
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U D D L R = Skip to Jade, then smoke, then play from Shang Tsung.
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L U D D R = Skip to Noob Saibot, then Smoke, then play from Shang Tsung.
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U D D R R = Skip to Kintaro, then play from Shao Kahn.
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hey dummy, don't forget to hit select after the movements!
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-----------------------------------------------------------------------------
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Alternative intro to game ---------------------------------------------------
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-----------------------------------------------------------------------------
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Hold L and R buttons, then reset game. hold buttons until screen turns red.
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Shao Kahn comes out, points, taunts, Kintaro comes out, stomps logo, Kahn
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points again, game starts. See it for yourself!
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-----------------------------------------------------------------------------
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Tournament mode -------------------------------------------------------------
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-----------------------------------------------------------------------------
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Hold L and R buttons and hit start at title screen (where you can choose
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between starting, or options) to get into a 4 person endurance match. Choose
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your character by hitting left and right (hit select to get random select).
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When you lose, the next character you chose pops down and you fight them
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until you lose all 4 characters.
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Note that they always jump in from the side they started in. So after you kill
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on of their players, you can snatch them out of the air if you're Jax or
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Scorpion. But they can do the same to you if you're not careful. As soon as
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you jump in, you can do a move 'in the air' before you hit the ground. Kung
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Lao's aerial kick is really good for this. Well, you get the idea. There are
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a lot of strategies involving the time that the character jumps in.
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Bug: Getting to smoke in this mode is very strange. Instead of fighting
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Smoke, you will fight the first fighter of your opponent's 4 fighters, and
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then the other 3 will either hold a direction on their controller (eg. they
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will duck the entire round), or just stand there and let you waste them.
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Reminder: Random select in this mode -- hit the select button.
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-----------------------------------------------------------------------------
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Game genie codes ------------------------------------------------------------
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-----------------------------------------------------------------------------
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<NEW!!>
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* Stolen with permission......
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OCF's Mortal Kombat II Game Genie Codes
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by Orlando C. Fernando (ocfernan@mailbox.syr.edu)
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SNES Version 4.0
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Last Updated: 11/29/94
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Codes have been tested. Additional "safe" effects may be possible, esp. w/
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character specifics' finishing move codes. CPU stands for the
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computer opponent. Names in [] brackets indicate outsiders that discovered a
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certain "side effect" from the code (bulleted by the dash).
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Interruptible's are codes whose move effects can be interrupted in
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mid-execution. Some code effects are harder (intermediate) or very hard
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(expert) to use, but useable nonetheless. The codes all took a long time
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for me to come up with, so go crazy with 'em folks!
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This will probably be the final major version of this FAQ, unless I
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stumble on some earth-shattering boss code or something in the near
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future (in my dreams!).
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SINCE LAST UPDATE (3.0):
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-45 new functional codes added (indicated by ! following code).
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-new effects/warning found for older codes 78, 128, and 152.
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-"In the Works" replaced with "Imperfect Codes," codes left entirely
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for you to play with if you want to perfect them...and there are
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QUITE a few juicy ones that demand more modification!
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-short "Programming Basic Tips" included for any future code-breakers
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out there destined to find a Kintaro code, Akuma code, or whatever :I
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*COSMETICS*
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OCF1 82A2-3D6E Damage Meters Covered
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OCF2 97AD-3D6E Fighters Need No Names
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OCF3 1BED-1497 All Projectiles are blackened or neon
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OCF4 F9A9-CFF7! Player 2/CPU has some blackened weapons, blood, and
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finishing moves
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OCF5 F9AC-CFF7! All Weapons, Blood, Finishing Moves Blackened / Shang
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Tsung Morphs, Morphed Finish Moves Are Yellow/Blue Neon
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OCF6 CD3B-C7AC Background Strobe/Flicker on Some Rounds
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OCF7 2462-3F0F Background Doesn't Move
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OCF8 5D3B-3D6E Fighters Stay Posed before Fight
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OCF9 CFE4-44B7! Fighters and Finishing Moves are Invisible
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OCF10 1B28-140A Player 2/CPU Always Wins "In Writing"
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OCF11 7E6B-340F Players move across ground / "Conveyor Belt" effect
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(even in Armory Stage!)
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OCF12 92BB-4767 Blood "Spurts Out" Differently
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OCF13 82B4-34A4! Blood Falls Like Rain / Slight Game Slowdown
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(turn off to complete body part explosion fatalities)
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OCF14 4780-CD0A Camera Always on Left-Side Player / Players can
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Walk through each other / Make use of FULL Screen!
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-slight odd effects on Dead Pool stage when jumping
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around
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-COMBOS (be on right side, off-screen):
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Reptile's Teaser: Force Ball - Two Acid Spits
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Sub-Zero annoying Re-freeze: Freezeball - Freezeball
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etc. (timed right, victim will thaw as next arrives)
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Kung Lao Surprise: Straight Hat Throw - Teleport+Kick
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(33% damage)
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Rayden Surprise: Elect Bolt (let it hit) - Teleport+
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move a little closer - Shocker (33% damage)
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OCF15 82E4-1D6E! Screen Doesn't Darken Upon Finishing Moves
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OCF16 5EEC-370A! Projectiles & Other Special Moves May Create Neon
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Artwork of Kung Lao
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OCF17 5538-3FAA! Most Projectiles Don't Explode On Contact / Some
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Moves Missing Animation (fan lift,whirlwind spin,etc.)
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OCF18 4661-CDAA Jax n' the Shadow A (try an energy wave)
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OCF19 4661-C46A Jax n' the Shadow B
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OCF20 886C-146A Jax's Energy Wave Pose Altered
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OCF21 1726-3FDE Mileena's Roll looks more like a "ground scraper"
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OCF22 9581-4D27! Kitana's Fan Lift Produces Ghost of Sai-Stabbing Mileena
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OCF23 DDBE-1F67! Kitana's Fans Throws Are Extremely Bloody! (if connects)
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*MATCH BEHAVIOR*
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OCF24 E2BA-3D6E No Finishing Moves
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OCF25 5C85-C4F7! No Friendships
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OCF26 8888-C797! Dramatic Pause Before Friendships
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OCF27 DD88-C797! Friendships Executed Immediately
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OCF28 5688-470A Moving Forward Prevents Contact
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OCF29 5DBC-3D6E Screwy Referee for Sore Losers
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-player 1 always wins Round 1
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-winner of Round 2 wins match, but...
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-player 1, even losing, always gets the finishing
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move!
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OCF30 4385-47AA Players can walk through each other
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-all close range fatalities can now be done "on top
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of" victim (overlapping them).
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-new Liu Kang's "Bust the Oooooh Move" fatality
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(perform cartwheel fatality on top of victim)
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OCF31 1BED-1D27 Player Select can be done Invisibly
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(always turn off before a round actually
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starts)
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-can turn back on during round for
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invisible/stationary projectile effects
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OCF32 80E5-1F0A Fighters Don't Pose on Player Select Screen
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OCF33 11B7-3D0E Cooler Player Select Screen ([Jenn]don't random select)
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-fighters are shadows.
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-Rayden "electrifies" when selected.
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OCF34 18B5-C4F7 Wins too "exhausting" for Player 1
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(without a finishing move)
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OCF35 B68A-1F6A CPU/Player 2 is Stationary (nice punching bag!)
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OCF36 81E2-CDAA Crossing Opponent Stuns Him/Her
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OCF37 CEC2-3F6E Win One Round to see your OWN Ending!
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OCF38 1B2C-140A Rounds End Quickly, Regardless of Finishing Move
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OCF39 2C3E-3FF7! Loser is More Dazed than Usual!
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OCF40 2C3A-3727! Loser Sprawls on Ground, Avoiding a Fatality
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*SOUNDS*
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OCF41 00E0-3DAE Sound off on Menu Screens
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OCF42 B162-EF76 Sounds more like a "Genesis" version (no
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announcer, sounds missing, etc.)
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OCF43 6D61-EF76 Music Sped Up (Porky Pig Announcer)
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OCF44 9366-EF76 Sounds of Quiet Snorkelling (louder sounds
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come out like blowing big bubbles)
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OCF45 1DB6-EF76! Evil-Sounding Background Music
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OCF46 E820-8F76! Bass Has Buzzsaw-like Sound
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OCF47 E860-8F76! More Bass Than Strings In Music
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OCF48 C1BB-5F76! Less Strings In Bkgrd Music / Finishing Music Lingers
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OCF49 258A-C797 Friendships Declared...Babalities???
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OCF50 8882-CD97! Friendships Declared...Fatalities???
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OCF51 003B-EF56 Some Finishing Moves have New Audio
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(Warning beeps, etc.)
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OCF52 793B-E476 Some Finishing Moves Play a Musical Tune
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(esp. Johnny Cage's and Rayden's)
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OCF53 8866-146A Jax's Energy Wave has Pop Audio
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OCF54 33B6-376A! Kitana's Air Fan Throw Has Pop Audio
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OCF55 33B9-346A! Kitana's Fan Throw (long range) Seems To Scare Opponent
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OCF56 B584-170F Scorpion's "Flame" Fatality Has New Audio
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OCF57 E18E-44D4 Shang Tsung's "Soul" Fatality Has Neater Audio
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OCF58 B261-CD27! Extra "Uh!" when Shang Tsung Defeats Opponent
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OCF59 1B61-CD27! "Toasty!" Audio when Shang Tsung Defeats Opponent
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-tons of other audio possible by changing 1st 2 digits
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-my favorite ones ;) :
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04: "Fight!" OA: "Gotcha!" 15: "Superb!"
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09: Woman's Scream 54: Dead Pool Sound
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17: "You will die mortal!" 1F: "All too easy!"
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14: "You weak pathetic fool!" 06: Raiden's Cry
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1D: "Is that your best?" 94: Liu Kang's Gobble
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65: Some Odd Audio 10: A Guy Scared Silly!
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OCF60 016B-CD27! Round 1 Means...Friendship!
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-exact same wacky 2-digit possibilities as previous code
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-TIP: use 17 to make "Round, you will FIGHT!" ;)
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*BASIC ATTACKS*
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OCF61 41B0-CF27 All Attacks Often Have Longer Range
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OCF62 41B0-C797 Punches on Right Side of Victim Useless /
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Liu Kang's "Cartwheel" Fatality Tamer
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OCF63 9AB4-47AE! Projectiles are Short-Range on Left Side
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OCF64 41B0-CDF7 Ground Projectiles & Ground Freeze Useless
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-CPU's will occasionally inflict damage
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-air projectiles still inflict damage
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OCF65 F722-34AF Fallen CPU Temporarily Immobile
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-watch out, it's sometimes a trap!
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OCF66 B5E9-3F0F Shang Tsung's Uppercut Useless
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OCF67 21B6-3707! After Successful Uppercut/Roundhouse, Get Invisible
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Weapons & Minor Screen Changes
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OCF68 423F-3D6E + Automatically Duck (blocked or not) Rapid
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AB34-3D6E Punches & Projectiles (40% of time)
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OCF69 AA38-3FAA! Projectiles, Other Special Moves, & Finishing Moves
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Have Odd Pauses (don't do teleport moves)
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*CHARACTER SPECIFIC MOVES*
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OCF70 B163-3D6E Liu Kang's Standard Fireball Stuns Himself
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-opponent can do strange combos, which could
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even inflict damage on himself!
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-[Jenn] Opponent "flickers" if hit stunned Liu Kang
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with certain special moves
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-[Jenn] mirror morph possible. For e.g., "try Liu's
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(Player 1) bicycle kick while 'being' Scorpion
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(as player 2)..."
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-[Jenn] "Flickered" Shang Tsung makes odd fireballs.
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-do Rayden's Friendship in his "flickered"
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state (exhausting!)
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-Kung Lao can do 3 "hits" with Whirlwind Spin
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near victim upon Finishing Move time
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OCF71 2BB4-47DA Liu Kang's New Change-up Fireballs (interruptible)
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-TIP: Fireball CPU from a distance, CPU will stay
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ducked. Go up & throw CPU & he'll fly into it!
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-[Richard] Extra "pain" can occur during Fatalities
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if Liu Kang's fireball "sits" over victim
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-[Richard] ...even possible on victory poses if
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winner touches the overhead fireball (e.g. Kitana)
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OCF72 6535-3D6E Reptile's Special Reverse Invisibility A
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-doing reverse invisibility (the move twice) gives
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you "shadow" invisibility.
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-other Reptile oddities (Liu Kang's Bicycle Kick
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won't make Reptile reappear, possible to do
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fatality on an invisible Reptile)
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-[Trent] If Shang Tsung and are a "shadowed" Reptile
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morph, you can still be "shadowed" when you
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lose morph! Can do ANY Fatality Invisibly on victim!
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OCF73 6535-3DDE Reptile's Special Reverse Invisibility B (Player 1)
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-doing reverse invisibility makes you invisibly
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stuck until hit <FROWN>, but is excellent for doing
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invisible tongue fatality!
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-To do invisible tongue, upon "Finish Him/Her" stand at
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appropriate distance, do invisibility twice, perform
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tongue fatality. Now us SNESers CAN do it!
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OCF74 C1B9-3DDF! Reptile's "Tongue" Fatality Leaves Less Blood
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OCF75 C1B2-3DDF! Reptile's "Tongue" Still Leaves Victim Bloodily Intact
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OCF76 3663-1F6A Jax's Energy Wave has much longer recovery
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OCF77 3663-17AA Jax's Energy Wave passes opponent without harm
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OCF78 DD6F-CD0A Jax's Energy Wave is Stationary
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-very effective vs. Shao Kahn!
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-COMBO A: Set up Energy Wave (near opponent's face)
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- walk up + "Wide Out" Quadruple Slam (50% Damage)
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-COMBO B: Set Wave - "Far Out" Gotcha Grab (45% Damage)
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-NIGHTMARE COMBO (expert): Set Wave - Turn Around Kick
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- Air Back Breaker - Ground Smash (55% & lots of pops!)
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-Upon Finish Time, set wave, jump to other side of
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victim, & perform an unusual "Arm Rip" Fatality!
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-try other unusual fatalities, being Shang Tsung,
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morphing to Jax, setting wave (in front of or behind
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victim), and doing another morph's fatality (e.g.,
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Tsung's "Soul" & Baraka's "Torture" displaces victim)
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OCF79 4960-3DAE Kung Lao's Hat Throw has longer recovery (if connects)
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OCF80 57E9-CD0A Smokin' Kung Lao
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-do hat throw to get "charged," wait until you're hit.
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-[David] Hat throw close to opponent may cause
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"spontaneous combustion" (declared a "fatality"
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at round's end if you win!)
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-[Trent] Odd reactions by opponents after explosion.
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OCF81 57E9-C4AA Kung Lao's New Stun Beam! (vs. CPU) (do hat throw)
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-New possible combos: (Safe) Jump Kick - Stun Beam -
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Teleport w/ Kick;
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(Risky) Jump Kick - Stun Beam - Whirlwind Spin
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OCF82 51E9-CD0A Kung Lao's New Levitator! (do hat throw, get hit)
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||
|
-don't do Fan Lift on Levitated Lao.
|
||
|
-turn off to resume normal hat throw if desired
|
||
|
-Levitated Teleport will oddly glitch, but opponent
|
||
|
can eventually punch him out of it.
|
||
|
-Fatalities on Levitated Lao are weird (Kitana kisses
|
||
|
his feet, Johnny Cage nut punches his heads off then
|
||
|
Lao lands in his hands, etc.)
|
||
|
OCF83 DD32-4DDA Kung Lao's Air Kick Has "Float" if Connects
|
||
|
OCF84 DD33-47AA Kung Lao's Air Kick Won't Bounce if Blocked
|
||
|
OCF85 C93C-44AA Kung Lao's Air Kick Causes Multi-Hit 75% Damage
|
||
|
OCF86 C938-440A Kung Lao's Air Kick Can Pass Through Opponent
|
||
|
if Connects
|
||
|
-COMBO (intermediate;VS. CPU): Air Kick - Whirlwind Spin
|
||
|
OCF87 2231-440A Kung Lao's Air Kick has Longer Range
|
||
|
|
||
|
OCF88 AA6D-47AA Johnny Cage's Low Green Bolt Disabled
|
||
|
OCF89 DD6D-47AA Johnny Cage's Low Bolt Keypresses does High Bolt
|
||
|
OCF90 22B5-140A Johnny Cage's Green Bolts Can Be Launched Quicker
|
||
|
OCF91 22B8-17DA Johnny Cage's New Homing Missile! (throw green bolt)
|
||
|
-causes harmless trip animation after
|
||
|
OCF92 6DB5-CDDA Johnny Cage's New-Range Green Bolts
|
||
|
-low bolt is multi-range triple spread!
|
||
|
-high bolt is super-high-and-level
|
||
|
OCF93 ECB9-C70C Johnny Cage's Torso Fatality Randomly Altered
|
||
|
-sometimes "And? And? Come on?" Fatality
|
||
|
-other times, "No Hands Ma!" Fatality
|
||
|
OCF94 F3B5-C76C Johnny Cage's Torso Fatality "Splits" Differently
|
||
|
-Baraka's split is DISGUSTING!
|
||
|
OCF95 DC37-3D0E Johnny Cage's "Header" Fatality Sends Heads Right Down
|
||
|
OCF96 DC37-3DDE Johnny Cage's "Header" Fatality Makes Heads Shoot Away
|
||
|
|
||
|
|
||
|
OCF97 1727-3D0E Mileena's Teleport Kick Has Better "Dropback"
|
||
|
OCF98 1724-3D0E Mileena's Teleport Kick Has Major "Float"
|
||
|
OCF99 172D-3DAE Mileena's Teleport Kick Kills (Unblocked)
|
||
|
OCF100 DD28-346E Mileena's Roll More Defensive
|
||
|
-only travels when close to opponent
|
||
|
-switch DD digits to EE to prevent roll from
|
||
|
bouncing up when blocked.
|
||
|
|
||
|
OCF101 06E1-17A4 Kitana's Fan Lift Useless
|
||
|
OCF102 33B1-346A! Kitana's Fan Throws Has Major Recovery
|
||
|
OCF103 11BE-340A! Kitana's Fan Throws Are Slightly Higher
|
||
|
OCF104 3DB1-3F0A! Kitana's Ground Fan Throw Disabled
|
||
|
OCF105 BAB0-3F0A! Kitana's Ground Fan Throw Has Major Delay
|
||
|
OCF106 33BB-3F6A! Kitana's Air Fan Throw Has Major Delay
|
||
|
OCF107 BAB6-3F0A! Kitana's Low Air Fan Throw Is Tossed Along Floor!
|
||
|
(throw air fan just before landing)
|
||
|
OCF108 C6C8-44A4 Kitana's "Kiss" Fatality Makes Quicker Explosion
|
||
|
OCF109 C6C2-4F04 Kitana's "Kiss" is Just a Kiss (awwwwwwh! :)
|
||
|
-don't do Shang Tsung's "Vapor" Fatality
|
||
|
OCF110 C6C9-44A4 Kitana's "Kiss" Victim Forever Expanded!
|
||
|
OCF111 C6C6-44A4 Kitana's "Kiss" Gives Victim a Final Moment,
|
||
|
then...Fatality (cone-like organ parts, ewww!)
|
||
|
OCF112 C6CE-4704 Kitana's "Kiss" & Shang Tsung's
|
||
|
"Vapor" Fatality Levitates Kit/ST to Heaven...
|
||
|
|
||
|
OCF113 06EC-17AF Sub-Zero's & Reptile's Slide Useless
|
||
|
OCF114 FF84-170A Sub-Zero's Ground Freeze Worse (hard to uppercut victim)
|
||
|
OCF115 EE84-170A Sub-Zero's Ground Freeze Better
|
||
|
(after ice, duck. Better chance of getting
|
||
|
uppercuts if opponent slips away, 'cuz you "slide")
|
||
|
OCF116 CC84-170A Sub-Zero's Ground Freeze Can Corner-Warp Both Players
|
||
|
|
||
|
OCF117 226F-470A Scorpion's Trick Spear (interruptible)
|
||
|
-can "pullback" spear (tap BACK as last motion)
|
||
|
-hit any button to interrupt cast or grip
|
||
|
-BLOCKABLE COMBO: Pullback spear (wait until
|
||
|
casted) - Teleport (10% blocked damage)
|
||
|
OCF118 5735-C4AA Scorpion's Teleport Transports Him (and
|
||
|
Opponent) To Opposite Corner
|
||
|
OCF119 5734-C4AA Scorpion's Teleport Goes Random Places
|
||
|
OCF120 B58C-146F Scorpion's "Flame" Explodes Differently (skull rises)
|
||
|
OCF121 B584-146F Scorpion's "Flame" Fatality Randomly Altered
|
||
|
-one is normal.
|
||
|
-another is "Victim Spared".
|
||
|
-yet a third is "Watch ME Explode!" (love it!)
|
||
|
|
||
|
OCF122 06E7-34DF Rayden's Body Launch Pushes/Passes Opponent Unharmed
|
||
|
-SURPRISE COMBO: Teleport - Body Launch - Shocker
|
||
|
OCF123 06E7-3DAF Rayden's New Uppercut Lightning Bolt! (80% of time)
|
||
|
-DISTANCE JUGGLE COMBO (VS. CPU,): Lightning Bolt
|
||
|
- keep tossing more each time CPU falls down.
|
||
|
-COMBO (expert): Lightning Bolt - Teleport (wait a
|
||
|
little) - Shocker/Uppercut (25% damage w/uppercut)
|
||
|
OCF124 C538-1D0E! Rayden's Teleport Returns Him To Same Side
|
||
|
OCF125 C535-1D0E! Rayden's Teleport Is Quicker
|
||
|
|
||
|
OCF126 ADBA-C7B7! Baraka's "Torture" Fatality Slips Victim Between Blades
|
||
|
|
||
|
OCF127 E239-1497 Shang Tsung Becomes Neon after Losing Morph Power
|
||
|
OCF128 E23B-1727 Shang Tsung Becomes Stuck in Morphing State after
|
||
|
Losing Morph Power
|
||
|
-good handicap for expert Tsung players.
|
||
|
-stuck to round's end even in won/lost pose.
|
||
|
-if attacked, can do one quick move before "refrozen"
|
||
|
-try morphing only upon Finish Time, then do a
|
||
|
morphed fighter's finishing moves (most of them).
|
||
|
OCF129 E23B-1D27 Shang Tsung Becomes Frozen Statue after Losing Morph
|
||
|
-see 1st three notes from previous code
|
||
|
-try morphing only upon Finish Time, then do a
|
||
|
morphed fighter's finishing moves (most of them)
|
||
|
to do a "Floppy Fish" Act! ("Reverse Leapfrog" better?)
|
||
|
OCF130 E18C-47A4 Shang Tsung's "Soul" Fatality Zaps Soul Differently
|
||
|
OCF131 E18A-4DD4 Shang Tsung's "Soul" Just Wilts Victim's Body
|
||
|
OCF132 E183-4DD4 Shang Tsung's "Soul" Is Faster!
|
||
|
OCF133 E182-4DD4 Shang Tsung's "Soul" Keeps that Soul a-Glowin'
|
||
|
-code 5583-4DD4! produces slight variation.
|
||
|
-use code E18E-4F64! to extend "suck" audio.
|
||
|
OCF134 E18B-47A4 Shang Tsung's "Soul" Exorcises a Kung Lao Spirit
|
||
|
Out of the Victim (ooooooh!)
|
||
|
OCF135 32C1-4D27! Shang Tsung's "Soul" (round 1) causes a demo game
|
||
|
next round, then game over (unless you rejoin)
|
||
|
-must combine with Fatality every Round code B2B8-3D6E
|
||
|
(not derived from myself)
|
||
|
|
||
|
OCF136 EE67-470A Shang Tsung & Scorpion Have "Walking" Projectiles
|
||
|
(intermediate) (interruptible)
|
||
|
-after projectile keypresses, tap BACK (to go back),
|
||
|
FORWARD (forward), or BLOCK (normal).
|
||
|
-TSUNG UP-CLOSE COMBO: "Forward Walk" Triple
|
||
|
Fireball - Elbow (tap HIGH PUNCH)
|
||
|
OCF137 D367-470A Shang Tsung, Scorpion, & Rayden Have Reverse
|
||
|
Projectile Capabilities (expert) (interruptible)
|
||
|
-tap last keypress twice to fire in correct
|
||
|
direction (e.g. for Rayden: Quarter Circle -
|
||
|
LOW PUNCH - LOW PUNCH)
|
||
|
|
||
|
OCF138 AAB9-4D64 Reptile's "Tongue" & Johnny Cage's "Torso" Fatalities
|
||
|
Has Funny "Disappearing Acts" (not like code 102's)
|
||
|
OCF139 203B-C7F7 Decapitation Fatalities Altered (Johnny
|
||
|
Cage, Kitana, Baraka)
|
||
|
-do Cage's "3 Header" on victim at or near corner
|
||
|
(at is best!) for "Take It Outside"
|
||
|
-otherwise, Cage does "Look Ma, No Heads!"
|
||
|
-Kitana's and Baraka's can even make
|
||
|
victim disappear!
|
||
|
OCF140 9F38-C4F7 Decapitation Fatalities Leave a Frozen Body Part
|
||
|
OCF141 3EB5-4FD4 Severing Fatalities Cause "Disappearing Acts"
|
||
|
(Johnny Cage, Kitana, Liu Kang, Reptile, etc.)
|
||
|
-Don't do Johnny Cage's "3 Header" Fatality
|
||
|
OCF142 C0CD-3467! Body Part Explosion Fatalities Shifts Winner a Bit
|
||
|
OCF143 C0C1-3D67! Body Part Explosions Wipe Out All Parts
|
||
|
-use variation C0C0-37D7 to leave 1 bone from Raiden's
|
||
|
"Shocker" Fatality
|
||
|
OCF144 3DC3-CFA7! Body Part Explosions Keeps Parts in a Pile
|
||
|
OCF145 C0CC-3467! Body Part Explosions Suspend Parts
|
||
|
OCF146 C0C9-37D7! Body Part Explosions Dances Parts Along the Top
|
||
|
OCF147 C0CF-3467! Body Part Explosions Leave Some Parts Top, Some Bottom
|
||
|
-some parts drop later in some fatalities
|
||
|
OCF148 4DEE-1F0A Everyone's Second Fatality Altered (predictable)
|
||
|
-to either "Death by Projectile" Fatality (Kitana's #1)
|
||
|
-or "Phantom Launch" Fatality
|
||
|
OCF149 4DEE-1F6A Everyone's Fatalities Altered (Player 1)
|
||
|
-one fatality is like previous code's effects
|
||
|
-other is always "Morphed Kung Lao Slicer"!
|
||
|
-don't do Spike Fatality nor Player 2 Fatalities
|
||
|
OCF150 81E7-CF0A Fatality causes a spazz-out until you do another
|
||
|
non-fatality move (e.g., special move, friendship)
|
||
|
|
||
|
Imperfect Codes:
|
||
|
----------------
|
||
|
|
||
|
OCF151 1720-37AE Mileena's Teleport Kick produces Roll Combo!!!...then
|
||
|
blacks out. Suspected that changing the first two
|
||
|
digits in code may unglitch it. Any volunteers to try?
|
||
|
|
||
|
OCF152 E3B7-EF76 Sounds like Rap Music (mostle just drums, effect/words
|
||
|
rapped), tends to blackout upon uppercuts, Force Ball
|
||
|
hits, choosing Tournament, and possibly other actions.
|
||
|
|
||
|
OCF153 E4E8-3FAA! Baraka/Johnny Cage's Projectiles Can Produce Fighting
|
||
|
Doppleganger!! (20% change of blackout)
|
||
|
-should turn off once produced dopple until next round.
|
||
|
-don't use Tsung's, the ninja's, Jax's, Kang's, nor
|
||
|
Mileena's projectiles until dopple is "activated".
|
||
|
-subsequent projectiles (from anyone if Shang Tsung)
|
||
|
can recreate different ground & air dopples.
|
||
|
-TIP VS. CPU: set dopple in corner, hit CPU so that
|
||
|
he/she bumps into dopple. Dopple will do throws,
|
||
|
throw projectiles, or even do multi-hit juggle combos!
|
||
|
-odd occurences during fatalities if dopple is around.
|
||
|
-can get stuck at times, but still playable.
|
||
|
|
||
|
OCF154 6FB9-C797! Loser can still fight during Finishing Move Time!! /
|
||
|
No Fatalities
|
||
|
-very similar to the code discovered by Neto San
|
||
|
-amusing for Shao Kahn matches.
|
||
|
-works best when combined with "fatality every round"
|
||
|
code B2B8-3D6E (may freeze without this 2nd code)
|
||
|
and/or Player 1 always wins each match
|
||
|
-simpler alternative is to turn on only during
|
||
|
winning match for either player.
|
||
|
-both winner and loser can do their friendships!
|
||
|
-loser can stop you from doing your friendship
|
||
|
even if completed, & it's declared a "Fatality"!
|
||
|
-if attack "Babality" baby, will turn back to adult!
|
||
|
-if no finishing move is successfully performed, CPU
|
||
|
can beat up on you.
|
||
|
-doing finishing move at last possible moment may
|
||
|
cause game freeze.
|
||
|
-loser not receiving finishing move nor not attacking
|
||
|
winner may also cause game freeze in 2-player game.
|
||
|
|
||
|
PROGRAMMING BASIC TIPS:
|
||
|
-----------------------
|
||
|
1) Play around with first 2 digits of an existing code.
|
||
|
2) When testing, play as Shang Tsung and do different morphed character's
|
||
|
special moves and finishing moves to experiment.
|
||
|
3) Enter published codes B2B8-3D6E (finish every round) and DDB5-1FF7
|
||
|
(Player 2 quick kill) to test finishing moves quicker.
|
||
|
4) Remember that on some occasion, several codes can cause just 1 effect.
|
||
|
5) Mix 1st 4 digits with one existing code with the last 4 digits of another.
|
||
|
|
||
|
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
|
||
|
My thanks to the "Rat"man and John D. Evans for additional INTERNET
|
||
|
support of this FAQ.
|
||
|
|
||
|
Special Thanks to Jenn Dolari, Richard Y. Choi, David Charles Marotti, and
|
||
|
Trent Troop for their bloodhound investigating of the "side effects".
|
||
|
|
||
|
Please send any ?s, problems, or comments to ocfernan@mailbox.syr.edu.
|
||
|
Play on!
|
||
|
|
||
|
|
||
|
-OCF
|
||
|
"Mortal Kombat Rules On!"
|
||
|
|
||
|
|
||
|
|
||
|
-----------------------------------------------------------------------------
|
||
|
Bugs/Glitches that keep the game interesting --------------------------------
|
||
|
-----------------------------------------------------------------------------
|
||
|
These are fun things you can try to keep the game fun. The one's that also
|
||
|
work in the arcade aren't included here. Or at least I haven't tried them in
|
||
|
the arcade! :)
|
||
|
|
||
|
Players: This means who you have to be, and who the victim has to be.
|
||
|
Description: How to do the bug and other comments.
|
||
|
|
||
|
|
||
|
*** in order of newness to this list ***
|
||
|
|
||
|
(part of this also works in the arcade)
|
||
|
Players: Any male ninja (Sub-zero, Scorpion, Reptile), Baraka, Lui Kang
|
||
|
vs. Anybody
|
||
|
Description: If you kill the victim with a throw, the victim can get off any
|
||
|
move, special move (including morphing), friendship, babality, or dead pool
|
||
|
just before going into their death stagger (where they just look like they
|
||
|
are loosing their balance waiting for you to kill them). You can't do a
|
||
|
fatality, pit/spikes or babality, but any special move will work. If the
|
||
|
victim does a friendship/babality, the winner is free to move around and bash
|
||
|
them out of it, or anything except a fatality/ babality or pit/spikes.
|
||
|
-- There are many possiblities with this.
|
||
|
* Pick shang tsung and morph into someone who can do the throwing, and you can
|
||
|
morph into someone else after they are dead. Then you can do many combonations
|
||
|
of double friendships.
|
||
|
* Have the winner be Scorpion, and since you have to kill them with a throw, try
|
||
|
the air throw! This means you haven't hit any punches and both players can get
|
||
|
off a friendship/babality.
|
||
|
* Reptile's invisibility works. So you can pick reptile, and have an invisible
|
||
|
person kill Reptile. Or try using the shang tsung trick, and turn into
|
||
|
Raiden, have the victim turn invisible, and do Raiden's uppercut fatality
|
||
|
(you will never even see reptile die).
|
||
|
* Dead pool. Nuff said.
|
||
|
* <NEW!!> If the loser is Kung Lao, do the shield move (just rap really fast
|
||
|
on up and LK) and have the winner get smashed by it. You can do the move
|
||
|
again and again! If Kung Lao didn't hit punch, you can do the shield move,
|
||
|
and if you hit your opponent with it immediatly, Kung Lao can do the
|
||
|
friendship/babality right right after.
|
||
|
|
||
|
<NEW>
|
||
|
Players: Anybody vs. Shao Kahn
|
||
|
Description: If you win by running out of time, he will just snap into his
|
||
|
winning pose after the first screen flash.
|
||
|
Variations: If you make it run out of time when Shao Kahn in in the air, and
|
||
|
you end up being the winner, provided the move you did to put Shao Kahn in the
|
||
|
air does not kill him, it will crash.
|
||
|
Notes: Previous FAQs said that only Katana's fan lift would do this, but any
|
||
|
move that sends Shao Kahn into the air will crash it.
|
||
|
|
||
|
Players: Baraka or Kitana vs. Kintaro
|
||
|
Description: If you do Baraka's blade fury or Kitana's fan throw to Kintaro
|
||
|
while he is in the corner, he won't land. I think this works in the arcade
|
||
|
too.
|
||
|
|
||
|
Players: Sub-zero vs. Computer or Human anybody
|
||
|
Description: ** This one is a rewrite of a bug that was in here before. **
|
||
|
Win with Sub-zero. Make it so you're fairly close the the center of the stage.
|
||
|
Do the perma-freeze, then jump over them and do it again. Look behind you,
|
||
|
see it? If not, jump away from them, then towards (so that the screen scrolls
|
||
|
back so you can see more), then do the perma-freeze again. See it? The idea
|
||
|
here is to do the freeze, then get on the other side of them and make it so
|
||
|
that you can see what's way behind them. There is the freeze going
|
||
|
in the opposite direction. Do it and you'll see what I mean. Notice the area
|
||
|
where the perma-freeze hits them. It doesn't "bounce" off them where the ice
|
||
|
is hitting their body. This is probably what that is behind you.
|
||
|
You can correct this by doing it the perma-freeze normally, but as far away as
|
||
|
possible. Don't jump over them or anything, just do it, but as far as
|
||
|
possible without being so far that you can't do it. (redundant, but you know
|
||
|
how some people are!)
|
||
|
|
||
|
Players: Shang Tsung vs. Lui Kang
|
||
|
Description: At 'finish him' morph into Sub-zero, perma freeze until you morph
|
||
|
back, then morph into Jax, then do head-pop fatality. His color map will be
|
||
|
screwed up, and Lui Kang's body will look extra bloody.
|
||
|
|
||
|
Players: Scorpion vs. Anybody
|
||
|
Description: After doing the harpoon, you can usually do another one that is
|
||
|
not blockable. Even works against the computer!
|
||
|
|
||
|
Players: Raiden vs. Anybody
|
||
|
Description: This is extremely hard to do, but since it's consistent, I
|
||
|
decided to include it. If Raiden is his at the same time as he is warping,
|
||
|
he will appear wherever he warps to in his 'getting hit' animation. If you
|
||
|
warp unscathed, you did it too soon. If you simple get hit, you did it too
|
||
|
late. Looks great with Baraka's blade fury or Sub-zero's ground freeze.
|
||
|
Missile weapons are easiest to do this trick with (letting Raiden get hit
|
||
|
with the missile weapon of course).
|
||
|
|
||
|
Players: Jax vs. Jax
|
||
|
Description: If you do his arm ripoff fatality, the victim's arms won't land.
|
||
|
|
||
|
Players: Jax vs. Raiden
|
||
|
Description: If you do his arm ripoff fatality, Kung Lao's arms will appear
|
||
|
instead of Raiden's.
|
||
|
|
||
|
Players: Reptile vs. Shao Kahn
|
||
|
Description: Win the game with Reptile. But be invisible. Instead of doing
|
||
|
his pose, he will just stay invisible.
|
||
|
|
||
|
Players: Anybody vs. Shao Kahn
|
||
|
Description: If you win by running out of time, he says "No, No, No!" even
|
||
|
though he's frozen in time from running out of time.
|
||
|
|
||
|
Players: Shang Tsung vs. human or computer
|
||
|
Description: Morph into Sub-zero. Wait until the last second before you morph
|
||
|
back, then freeze the ground. After you morph back into Shang Tsung,
|
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|
immediately do single-flaming skulls really fast (tap back and HP really
|
||
|
fast). This causes the ground freeze to disappear (which is a SNES bug in
|
||
|
itself) and the Flaming skull will turn into Kung Lao for a second, or
|
||
|
flaming skull will disappear (among other strange things).
|
||
|
|
||
|
Players: Shang Tsung vs. Computer (anybody, even hidden characters)
|
||
|
Description: When the computer is kind of far away, do single flaming skulls
|
||
|
really fast. If they don't just keep ducking, you're doing it too slow. After
|
||
|
a time (it can happen anytime from a second to a minute) they will just slide
|
||
|
across the screen at you in their ducking pose! Try it to see what I mean.
|
||
|
|
||
|
Players: Lui Kang vs. Human Anybody (works for me best with Cage)
|
||
|
Description: Have victim continuously jump straight up. Charge up the bicycle
|
||
|
kick. This takes some timing. If you can high-punch them AS they are jumping
|
||
|
up, and immediately do a bicycle kick, they will go very very high up and you
|
||
|
will see the ceiling. This crashes the game often.
|
||
|
|
||
|
Players: Baraka or Kitana vs. Kintaro
|
||
|
Description: Baraka and Kitana are the only one's I know that can do it.
|
||
|
Maybe others can, I don't know. All you have to do, is kill Kintaro any
|
||
|
round with either the blade fury or a fan throw making Kintaro land in the
|
||
|
corner. The bug is that Kintaro won't land, he'll just be half-fallen.
|
||
|
|
||
|
Players: Baraka, Jax, Lui Kang vs. Computer anybody
|
||
|
Description: This is more of a stupid-computer bug. Just continuously keep
|
||
|
doing Baraka's blade spark, Reptile's spit, Jax's Energy Wave, or Lui Kang's
|
||
|
low-fireball (but they usually block it), and the computer will keep jumping
|
||
|
away, and into your projectile like a moron.
|
||
|
|
||
|
|
||
|
-----------------------------------------------------------------------------
|
||
|
Kredits ---------------------------------------------------------------------
|
||
|
-----------------------------------------------------------------------------
|
||
|
A friend and I figured out all the bugs, but the codes were from other FAQ's
|
||
|
and the USENET newsgroup alt.games.mk (thanks guys!)
|
||
|
|
||
|
|
||
|
The following contributed in the form of additions/corrections:
|
||
|
(without their permission, of course)
|
||
|
-----------------------------------------------------------------------------
|
||
|
Orlando C. Fernando (ocfernan@mailbox.syr.edu) for Game Genie codes.
|
||
|
Edward Charle Allen (exalted@brahms.udel.edu)
|
||
|
Jeff Kilsdonk (jeffboy@ods.sol.net)
|
||
|
Rapid Veta (RPDST4@vms.cis.pitt.edu)
|
||
|
fabng@cougar.multiline.com.au
|
||
|
|
||
|
|
||
|
-----------------------------------------------------------------------------
|
||
|
Comments/additions/corrections ----------------------------------------------
|
||
|
-----------------------------------------------------------------------------
|
||
|
Send comments/additions/corrections to rat@mv.mv.com (that's me).
|