Editor, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
MK: Deadly Alliance and Tournament Edition are almost the same in terms of gameplay. However, TE has a more interesting roster of the two, being a sort of "expansion pack" to DA. It also has a far better A.I. In these two games, you are allowed to morph into another character while doing attacks with Shang Tsung, allowing odd effects to happen. The game lets the character you morph into continue with a respective attack of his own movelist, which sometimes has no effect (there is a period of time during which you won't do any damage to your opponent while morphing), but sometimes the attacks combo in ways never expected by the game. You have not only a larger versatility in combos than normally possible, but some special moves segue into glitched special moves or even fatality animations which have no effect. Right now I'm leaning towards running TE instead of DA, although... if I use "Mortal Kombat - Tournament Edition (U) (M5) [b1]", will the run be acceptable? I tried two dumps of the three that GoodGBA lists, and this was the better one. (it's just as functional, but it doesn't have a self-made dumper's intro at the start. Both of the roms have graphical glitches at the profile menu... could it just be an emulation glitch?) EDIT: I would be curious to hear what this looks like to you, or if it syncs properly. It's my run so far, done using the rom named above. Ask if you want some info on the techniques or just reasons for apparent tomfoolery. (sometimes it is just that, tomfoolery, though) http://dehacked.2y.net/microstorage.php/info/658513545/Mortal%20Kombat%20-%20Tournament%20Edition.vbm
Editor, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
Ignore the above WIP. Well, it's quality work, but I've restarted this project. I'm going to do a run from SRAM using the unlockable characters Drahmin, Hsu Hao and Sektor... it just has a lot more potential that way.
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
I'm interested in seeing these once they're finish/wip and encoded. I played both of them some what heavily because I loved the insanely buggy mechanics. You could do combos/juggles that made no sense what so ever.
Editor, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
You successfully persuaded me to encode the test run WIP: http://www.youtube.com/watch?v=dzJ4ELX93S4 Can you elaborate on "insanely buggy mechanics"? You might know something I don't. The strangest things I know combo-wise in this game are the morph combos or doing grabs in the middle of a juggle.
Former player
Joined: 12/19/2010
Posts: 66
Location: Porto Alegre, Brazil
This game doesn't look good...I guess.
Everytime I get home My neighbour's cockroach is in my bed
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
AKheon wrote:
Can you elaborate on "insanely buggy mechanics"? You might know something I don't. The strangest things I know combo-wise in this game are the morph combos or doing grabs in the middle of a juggle.
My memory has faded but I recall there being juggles that just didn't feel possible. I like the WIP. Shows some very entertaining bugs/weirdness
Editor, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
I returned to this game at long last, and happened to find a new glitch and another technique which helps to make even crazier air combos. First, the glitch. Pressing down + left or right while blocking and then starting shifting your stance, your character goes into a glitched mode in which he seems to shake in trembling fear. If you let go of block, your character apparently returns to normal, but he can't do attacks (unless you move him first), and he automatically blocks the next attack targeted at him during a short time period (even though you are not pressing 'block' any more nor does the character look as if he was blocking). I haven't found anything useful for this technique, except perhaps making the next playaround look sillier with trembling characters 'n' all. But testing this was what led me to discover the new technique: If you press down + left or right while blocking for even just a moment during an attack, you buffer the block (in a glitchy way). It can be seen after the attack for a few frames as the character quickly visits the crouch blocking pose. Buffering a block also makes some attacks cut short, giving you extra edge with combos and such... Shang becomes a juggling powerhouse due to his Crane normal kick resolving 12 frames quicker! I made a quick videos showing some juggles with this... http://www.youtube.com/watch?v=ONXi_Tkl9lk I think this technique is a glitch, but I'm not sure... It doesn't affect any move in the game in a groundbreaking way, just lops off on average about 8 frames from the end of some moves. From what I tested, each character has 2-7 (out of max. 10) of their basic attacks that can be made a bit shorter with this trick. EDIT (2011): Okay, a lot of time passed since last post and a tag-mode run of MK:TE is now published. I think I'll be leaving this game to rest now for a while at least. I put up my notes from when glitching this game on Wordpress in the case someone wants to try the morph combos out: http://akheon.wordpress.com/2011/07/17/mk-te-tas-notes/ Godspeed!