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** The [=PlayStation=] port, released only in Japan, is riddled with constant disc access issues, requiring the game to go into brief load times, especially during fatalities. Get used to seeing the ''[=MKII=]'' loading logo in the corner of the screen often.
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* EvenBetterSequel: While the [[VideoGame/MortalKombat1 the first game]] being inspired by ''VideoGame/KarateChamp'' but BloodierAndGorier and had selectable fighters that makes the first game so original, this sequel takes first game's violence and brutality up to eleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.

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* EvenBetterSequel: While the [[VideoGame/MortalKombat1 the first game]] being inspired by ''VideoGame/KarateChamp'' but BloodierAndGorier and had selectable fighters that makes the first game so original, this sequel takes the first game's violence and brutality up to eleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.
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Up To Eleven is a defunct trope


* EvenBetterSequel: While the [[VideoGame/MortalKombat1 the first game]] being inspired by ''VideoGame/KarateChamp'' but BloodierAndGorier and had selectable fighters that makes the first game so original, this sequel takes first game's violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.

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* EvenBetterSequel: While the [[VideoGame/MortalKombat1 the first game]] being inspired by ''VideoGame/KarateChamp'' but BloodierAndGorier and had selectable fighters that makes the first game so original, this sequel takes first game's violence and brutality UpToEleven up to eleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.
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** The [=32X=] port vastly improves the maligned Genesis version. All of the narration samples from the arcade are present (character names, round cues, etc.), as well as the game's type-font and UI matching the arcade version. The game also restores colors, background elements, the attract mode, full-screen character photos for the endings, sound and voice effects, and frames of animation missing in the base Genesis game.

to:

** The [=32X=] port vastly improves the maligned Genesis version. All of the narration samples from the arcade are present (character names, round cues, etc.), as well as the game's type-font and UI matching the arcade version. The game also restores colors, background elements, the attract mode, full-screen character photos for the endings, sound and voice effects, and frames of animation missing in the base Genesis game. The music was left unaltered, however, though considering it wasn't bad in the first place, this isn't exactly a bad thing.



** The UsefulNotes/SegaGenesis version has the gameplay mostly intact, especially with a six-button controller, but the visuals are really bad, with missing frames in a lot of animations (Baraka and Johnny Cage's victory animations stand out; neither of which are the complete animation from the arcade); the sound, on the other hand, is almost completely absent outside of background music, with only a handful of the arcade's character sounds in combat, and as with the first game, the only voiceover narration is "Fight" and "Finish [=Him/Her=]". The port [[VideoGame/MortalKombat3 its sequel]] would get, from a different developer and being quite faithful to the source, is a very clear example that ''Mortal Kombat II'' could have had a much, much better Sega Genesis port.

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** The UsefulNotes/SegaGenesis version has the gameplay mostly intact, especially with a six-button controller, but the visuals are really bad, with missing frames in a lot of animations (Baraka and Johnny Cage's victory animations stand out; neither of which are the complete animation from the arcade); the sound, on the other hand, is almost completely absent outside of background music, with only a handful of the arcade's character sounds in combat, and as with the first game, the only voiceover narration is "Fight" and "Finish [=Him/Her=]". The port [[VideoGame/MortalKombat3 its sequel]] would get, from a different developer and being quite faithful to the source, is a very clear example that ''Mortal Kombat II'' could have had a much, much better Sega Genesis port. At least the music sounds awesome, being composed by Matt Furniss.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* UncannyValley: By today's standards, the graphics are a bit off. For proof, just check Shao Kahn's [[http://vignette3.wikia.nocookie.net/mkwikia/images/7/7c/Shao_Kahn.png/revision/latest?cb=20110301020726 introduction]] or [[http://www.mksecrets.net/images/mk2/mk2-ending18.png Mileena's face in her ending.]]
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* FridgeBrilliance: When Noob Saibot wins a match, the announcement is "Feel the POWER of ''Toasty!''". This could be considered a hint towards the fact that he's the original Sub-Zero since Bi-Han was killed by Scorpion, who tends to be most-associated with the phrase "Toasty" due to him being able to burn people down to a charred skeleton.

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* FridgeBrilliance: When Noob Saibot wins a match, the announcement is "Feel "[[Franchise/StarWars Feel the POWER of ''Toasty!''".''Toasty!'']]". This could be considered a hint towards the fact that he's the original Sub-Zero since Bi-Han was killed by Scorpion, who tends to be most-associated with the phrase "Toasty" due to him being able to burn people down to a charred skeleton.

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* ItsHardSoItSucks: A major issue with the game is [[Main/TheComputerIsACheatingBastard its cheating AI]], causing the game to become absurdly hard. It's difficult to enjoy a game when you get thrown almost every five seconds while your attacks are almost always blocked.


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* SequelDifficultySpike: A major issue with the game is [[Main/TheComputerIsACheatingBastard its cheating AI]], causing the game to become absurdly hard. It's difficult to enjoy a game when you get thrown almost every five seconds while your attacks are almost always blocked.
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* EvenBetterSequel: It takes [[VideoGame/MortalKombat1 the first game]]'s violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.

to:

* EvenBetterSequel: It takes While the [[VideoGame/MortalKombat1 the first game]]'s game]] being inspired by ''VideoGame/KarateChamp'' but BloodierAndGorier and had selectable fighters that makes the first game so original, this sequel takes first game's violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.
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** An easy way to cheese Kintaro in the SNES version is to jump into range to make him go for an attack, immediately jump back out and then immediately jump back in with a jump-kick. He'll either still be reeling from trying to go for an attack during your first jump-in and take the kick to the face or he'll be forced to block the hit and take chip damage. Rinse and repeat until he keels over. The same technique does work to a certain extent in the Arcade version too but if you're not careful [[NoFairCheating he'll get fed up with the cheese and]] [[TheComputerIsACheatingBastard chaingrab you to death.]]

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** In the Super Nintendo version, using Johnny Cage's Shadow Ball twice in a row makes ALL projectiles stay in place once thrown. However, they keep their hitboxes. While this has very little utility during a fight, it can create hilarious fatalities.

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** In the Super Nintendo version, using Johnny Cage's Shadow Ball twice in rapid succession so that a row makes second one comes out while the first is still active, it will cause ALL projectiles projectile physics to break, making them stay in place once thrown. However, they keep their hitboxes. thrown and causing graphical glitches for other SFX. While this has very little utility during a fight, fight outside of some wacky combos using the now-stationary hitboxes, it can create hilarious graphical glitches and especially broken fatalities.


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** In various ports of the game, positioning yourself just in front of Kintaro and throwing rapid mixed high and low punches will cause Kintaro to stop in his tracks and eventually break his AI, causing him to do things he's not supposed to do like jumping around when he's only supposed to be airborne when stomping or throwing moves that he technically doesn't have. Him doing so corrupts the graphics, making the whole experience even worse.
** In various revisions of the Arcade version, performing a fatality on The Armory battlefield randomly causes the floor to begin scrolling as if the characters were walking around.
** On the Dead Pool battlezone if a losing player goes into "Finish Him/Her" phase from a knockdown, with a fast enough input, they can sometimes get their fighter to [[HoistByHisOwnPetard sneak in an uppercut before the winning fighter can react and send ''them'' into the acid instead.]]
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* [[EnsembleDarkhorse/MortalKombat Ensemble Darkhorse]]

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* EvenBetterSequel: It takes [[VideoGame/MortalKombat1 the first game]]'s violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in both visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.

to:

* EvenBetterSequel: It takes [[VideoGame/MortalKombat1 the first game]]'s violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in both visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.



* GoodBadBugs: In the Super Nintendo version, using Johnny Cage's Shadow Ball twice in a row makes ALL projectiles stay in place once thrown. However, they keep their hitboxes. While this has very little utility during a fight, it can create hilarious fatalities.

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* GoodBadBugs: GoodBadBugs:
**
In the Super Nintendo version, using Johnny Cage's Shadow Ball twice in a row makes ALL projectiles stay in place once thrown. However, they keep their hitboxes. While this has very little utility during a fight, it can create hilarious fatalities.

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* PolishedPort: Unbelievably, the UsefulNotes/GameBoy version turned out really well. Yes, the character roster had to be cut down due to hardware limitations, but the graphics and music are very good, the controls are perfect, and the gameplay is actually ''faster'' than the other versions.

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* PolishedPort: ParanoiaFuel: There's an eerie and unsettling tone to the game through the glut of cryptic messages, secret characters lurking in the shadows, and audio Easter eggs.
* PolishedPort:
**
Unbelievably, the UsefulNotes/GameBoy version turned out really well. Yes, the character roster had to be cut down due to hardware limitations, but the graphics and music are very good, the controls are perfect, and the gameplay is actually ''faster'' than the other versions.
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** Ed Boon considered some of the overpowered Kitana combos to be these, expressing that he was genuinely impressed how players could come up with creatively timed juggle combos for her that no one on the team would even think of (and could nerf as a result).

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** Ed Boon considered some of the overpowered Kitana combos to be these, expressing these; despite breaking any semblance of balance with the game, he expressed that he was genuinely impressed how players could come up with creatively timed juggle combos for her that no one on the team would even think of (and could nerf as a result).
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** Ed Boon considered some of the overpowered Kitana combos to be these, expressing that he was genuinely impressed how players could come up with creatively timed juggle combos for her that no one on the team would even think of (and could nerf as a result).
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Not YMMV


* NightmareFuelStationAttendant: Mileena, which becomes ''very'' apparent during her "Man Eater" Fatality and ending.
%%Fetish Fuel Station Attendant has been cut. Please do not re-add it as part of the above entry.
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* [[Memes/MortalKombat Memes]]
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* EvenBetterSequel: It takes [[VideoGame/MortalKombat1 the first game]]'s violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in both visuals and audio from the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.

to:

* EvenBetterSequel: It takes [[VideoGame/MortalKombat1 the first game]]'s violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in both visuals visuals, animation and audio from the first game, improved several gameplay issues of the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.
Is there an issue? Send a MessageReason:
None


** The [=32X=] port vastly improves the maligned Genesis version. All of the narration samples from the arcade are present (character names, round cues, etc.), as well as the game's type-font and UI matching the arcade version. The game also restores colors, background elements, sound and voice effects, and frames of animation missing in the base Genesis game.

to:

** The [=32X=] port vastly improves the maligned Genesis version. All of the narration samples from the arcade are present (character names, round cues, etc.), as well as the game's type-font and UI matching the arcade version. The game also restores colors, background elements, the attract mode, full-screen character photos for the endings, sound and voice effects, and frames of animation missing in the base Genesis game.

Added: 363

Changed: 287

Is there an issue? Send a MessageReason:
None


** The [=32X=] port vastly improves the maligned Genesis version. All of the narration samples from the arcade are present (character names, round cues, etc.), as well as the game's type-font and UI matching the arcade version. The game also restores colors, background elements, sound and voice effects, and frames of animation missing in the base Genesis game.



** The UsefulNotes/SegaGenesis version has the gameplay mostly intact, especially with a six-button controller, but the visuals are really bad, with missing frames in a lot of animations (Baraka and Johnny Cage's victory animations stand out); the sound, on the other hand, is almost completely absent outside of background music. The port [[VideoGame/MortalKombat3 its sequel]] would get is a very clear example that ''Mortal Kombat II'' could have had a much, much better Sega Genesis port.

to:

** The UsefulNotes/SegaGenesis version has the gameplay mostly intact, especially with a six-button controller, but the visuals are really bad, with missing frames in a lot of animations (Baraka and Johnny Cage's victory animations stand out); out; neither of which are the complete animation from the arcade); the sound, on the other hand, is almost completely absent outside of background music. music, with only a handful of the arcade's character sounds in combat, and as with the first game, the only voiceover narration is "Fight" and "Finish [=Him/Her=]". The port [[VideoGame/MortalKombat3 its sequel]] would get get, from a different developer and being quite faithful to the source, is a very clear example that ''Mortal Kombat II'' could have had a much, much better Sega Genesis port.
Is there an issue? Send a MessageReason:
None


* EvenBetterSequel: It takes [[VideoGame/MortalKombat1 the first game]]'s violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out.

to:

* EvenBetterSequel: It takes [[VideoGame/MortalKombat1 the first game]]'s violence and brutality UpToEleven and introduces many fan favorite characters as well as the Outworld setting that would follow the series from here on out. The game also ran on more powerful hardware than the original, being a quantum leap forward in both visuals and audio from the first game, and was jam-packed with secrets galore, from the new stage fatalities to the ''three'' secret opponents.
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* SugarWiki/AwesomeMusic: Being a ''Franchise/MortalKombat'' game, this is a given, but ''[=MK2=]'' is unique in playing slightly alternate music in select stages, usually cutting out the intros for rounds 2 and 3.
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* CheeseStrategy:
** Shao Kahn, being a massively unfair {{SNK Boss|Syndrome}}, has a number of cheese strats dedicated to defeating him. Of note, spamming fast or low projectiles from Liu Kang and Reptile can allow either of those characters to simply wear Shao Kahn down in a battle of attrition rather than outplay him.
** A lesser-known cheese strategy is the Raiden Teleport > Roundhouse Kick loop. After being knocked down once, Raiden can Teleport behind a CPU enemy and then deliver a Roundhouse Kick that knocks them down again, then loop the strategy ad infinitum. The computer AI has a hard time countering the strategy as the teleport usually forces it to stay in one spot until the animation finishes, and there only a few select options (besides blocking) that can stop Raiden from knocking it down with another Roundhouse Kick and repeating the process.

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* PortingDisaster: The ''Midway Arcade Treasures 2'' version has the start button exclusively function as the pause button. This makes unlocking Smoke impossible.

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* PortingDisaster: PortingDisaster:
**
The ''Midway Arcade Treasures 2'' version has the start button exclusively function as the pause button. This makes unlocking Smoke impossible.impossible.
** The UsefulNotes/SegaGenesis version has the gameplay mostly intact, especially with a six-button controller, but the visuals are really bad, with missing frames in a lot of animations (Baraka and Johnny Cage's victory animations stand out); the sound, on the other hand, is almost completely absent outside of background music. The port [[VideoGame/MortalKombat3 its sequel]] would get is a very clear example that ''Mortal Kombat II'' could have had a much, much better Sega Genesis port.
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* CatharsisFactor: What makes Shao Khan’s death sequence in this game particularly satisfying is his VillainousBreakdown when he realizes he’s lost just before he turns to stone and explodes.
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* GoodBadBugs: In the Super Nintendo version, using Johnny Cage's Shadow Ball twice in a row makes ALL projectiles stay in place once thrown. However, they keep their hitboxes. While this has very little utility during a fight, it can create hilarious fatalities.
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None


* SugarWiki/MostWonderfulSound: The sound heard whenever Raiden regenerates after being knocked down.

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* SugarWiki/MostWonderfulSound: The sound heard whenever Raiden teleports, regenerates after being knocked down.down, or performs his winpose.


* MostAnnoyingSound: Shao Kahn's commentary rivals [[ScreamingWarrior Liu Kang's]] [[{{Kiai}} voice]].

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