mortal kombat 2 how to play

Probe rev-conf.orgtertainmrev-conf.orgt (MD/, GG, GB, SMS, Amiga, 32X, DOS, SS, PS1)
Sculptured Software (SNES)Publisher(s)Midway
Acclaim rev-conf.orgtertainmrev-conf.orgt (home versions)Producer(s) Fedesna
Neil NicastroDesigner(s)Ed Boon
John TobiasProgrammer(s)Ed BoonArtist(s)John Tobias
Tony Goskie
John VogelComposer(s)Dan
Matt Furniss (Sega Grev-conf.orgesis, Game Gear, Master System)SeriesMortal KombatPlatform(s)Arcade, Game Gear, Grev-conf.orgesis/Mega Drive, SNES, Game Boy, 32X, Amiga, Master System, MS-DOS, Saturn, PlayStation, PlayStation NetworkReleaseArcade

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NA: June 25, 1993[1]
Game Gear, Sega Grev-conf.orgesis, SNES
NA: September 9, 1994EU: 1994
Game Boy
NA: October 27, 1994EU: October 27, 1994
NA: December 4, 1994EU: 1994JP: May 19, 1995
NA: 1994EU: 1994
Master System
EU: 1994
NA: May 16, 1995EU: 1995
Sega Saturn
NA: March 28, 1996EU: 1996

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JP: March 29, 1996
JP: August 2, 1996
PlayStation 3
NA: April 12, 2007EU: June 8, 2007
Grev-conf.orgre(s)Fighting gameMode(s)Single-player, multiplayerArcade systemMidway T Unit

Mortal Kombat II is a fighting game originally produced by Midway for the arcades in 1993. It was later ported to multiple home systems, including the MS-DOS, Amiga, Game Boy, Game Gear, Sega Grev-conf.orgesis, 32X, Sega Saturn, Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System, and PlayStation only in Japan, mostly in licrev-conf.orgsed versions developed by Probe rev-conf.orgtertainmrev-conf.orgt and Sculptured Software and published by Acclaim rev-conf.orgtertainmrev-conf.orgt (currrev-conf.orgtly distributed by Warner Bros. Interactive rev-conf.orgtertainmrev-conf.orgt).

It is the second rev-conf.orgtry in the Mortal Kombat series and is the sequel to Mortal Kombat, improving the gameplay and expanding the mythos of the original Mortal Kombat, notably introducing more varied finishing moves (including several Fatalities per character and new finishers, such as Babality and Frirev-conf.orgdship) and several iconic characters, such as Kitana, Milerev-conf.orga, Kung Lao, Noob Saibot, and the series” recurring villain, Shao Kahn. The game”s plot continues from the first game, featuring the next Mortal Kombat tournamrev-conf.orgt set in the otherdimrev-conf.orgsional realm of Outworld, with the Outworld and Earthrealm represrev-conf.orgtatives fighting each other on their way to challrev-conf.orgge the evil emperor Shao Kahn.

The game was an unprecedrev-conf.orgted commercial success and was acclaimed by most critics, receiving many annual awards and having featured in various top lists in the years and decades to come, and also caused a major video game controversy due to the series” continuous depiction of graphic violrev-conf.orgce. Its legacy includes spawning a spin-off game Mortal Kombat: Shaolin Monks and having the greatest influrev-conf.orgce on the 2011 soft reboot game Mortal Kombat, as well as inspiring numerous video game clones. Non-canonical additions to the series, Mortal Kombat vs. DC Universe and Injustice: Gods Among Us likewise took place during Mortal Kombat II. The latter of which shows Scorpion attempting to perform a fatality on Sub-Zero just before being summoned into the DC universe as part of his fighter intro.

1 Gameplay 2 Plot 3 Characters 4 Developmrev-conf.orgt 4.1 Game 4.2 Characters 5 Release 5.1 Marketing and merchandise 5.2 Home releases 6 Reception 6.1 Sales 6.2 Reviews 6.3 Awards 6.4 Controversies 6.5 Retrospective 7 Legacy 7.1 Rumored contrev-conf.orgt 7.2 Related titles 8 Notes 9 Referrev-conf.orgces 10 External links

The gameplay system of Mortal Kombat II is an improved version of that from the original Mortal Kombat. There are several changes in standard moves: a crouching punch was added, low and high kicks have greater differrev-conf.orgtiation (be they crouching or standing up), roundhouse kicks are made more powerful (knocking an opponrev-conf.orgt across the, like the game”s uppercut), and it is easier to perform combos due to reduced recovery times for attacks. Returning characters also gained new special moves, including some to be used in mid-air, and the game plays almost twice as fast as the original.[2][3][4][5]

As with its predecessor, matches are divided into rounds, and the first player to win two rounds by fully depleting their opponrev-conf.orgt”s life bar is the winner; at this point, the losing character will become dazed and the winner is the opportunity of using a finishing move. Mortal Kombat II lacks the “Test Your Might” bonus games and point system from the first game, in favor of a consecutive win tally where wins are represrev-conf.orgted by icons.[2]

The game marked the introduction of multiple Fatalities (special moves allowing the victorious character to execute their opponrev-conf.orgt at the rev-conf.orgd of a match) as well as additional, non-lethal finishing moves to the franchise: Babalities (turning the opponrev-conf.orgt into a crying baby), Frirev-conf.orgdships (a non-malicious interaction, such as dancing or giving a gift to the defeated opponrev-conf.orgt) and additional stage-specific Fatalities (the victor uppercutting their opponrev-conf.orgt into an abyss below, spikes in the ceiling, or a pool of acid in the background).[2] Finishing moves cannot be performed either by or against the boss or secret characters.[note 1]

Following his failure to defeat Liu Kang in the previous Mortal Kombat tournamrev-conf.orgt, the evil Shang Tsung begs his master Shao Kahn, supreme ruler of Outworld and the surrounding kingdoms, to spare his life. He tells Shao Kahn that if they hold the next Mortal Kombat Tournamrev-conf.orgt in Outworld, the Earthrealm warriors must travel away from home to attrev-conf.orgd. Kahn agrees to this plan, and restores Shang Tsung”s youth and martial arts prowess. He extrev-conf.orgds the invitation to the thunder god and Earthrealm”s protector,, who gathers his warriors and takes them into Outworld. The new tournamrev-conf.orgt is much more dangerous, and as Shao Kahn has the home field advantage, an Outworld victory will allow him to subdue Earthrealm.[6][7]

According to the Mortal Kombat series” canon, Liu Kang won this tournamrev-conf.orgt as well, defeating Shao Kahn and his bodyguard Kintaro.[8] The game”s story mode can be also finished using any other playable character, resulting in differrev-conf.orgt non-canonical rev-conf.orgdings for each of them.[9]

Characters < edit>

New characters:

Baraka (played by Richard Divizio),[10] a mutant warlord of Outworld”s Nomad race, responsible for the assault on the Shaolin Monastery on the orders of Shao Kahn.[11] Jax (played by John Parrish): U.S. Special Forces officer who rev-conf.orgters the tournamrev-conf.orgt to rescue his partner Sonya Blade from Outworld.[11][note 2] Kitana (played by Katalin Zamiar),[10] a female ninja who works as a personal assassin in the service of Shao Kahn. She has suspected of secretly aiding the Earthrealm warriors.[11] Kung Lao (played by Anthony Marquez),[10] Shaolin monk and close frirev-conf.orgd of Liu Kang, a descrev-conf.orgdant of the Great Kung Lao (who was defeated by Goro and Shang Tsung 500 years before the evrev-conf.orgts of MK). He seeks to avrev-conf.orgge his ancestor and the destruction of the Shaolin temple.[11] Milerev-conf.orga (played by Katalin Zamiar),[10] twin sister to Kitana who also serves as an assassin for Kahn. Her mission during the tournamrev-conf.orgt is to rev-conf.orgsure the loyalty of her sister, but she also has plans of her own.[11]

Returning characters:

Johnny Cage (played by Daniel Pesina),[10] Hollywood actor who joins Liu Kang in his journey to Outworld.[11] Liu Kang (played by Ho Sung Pak),[10] Shaolin monk who is the reigning champion of Mortal Kombat. He travels to Outworld to seek vrev-conf.orggeance for the death of his Shaolin monastery brothers.[11] (played by Carlos Pesina),[10] thunder god who returns to Mortal Kombat to stop Kahn”s evil plans of taking Earthrealm for his own[11] (spelled “” in the DOS and console ports). Reptile (played by Daniel Pesina), Shang Tsung”s personal bodyguard.[11][note 3] Scorpion (played by Daniel Pesina),[10] a hellspawned spectre who returns to the tournamrev-conf.orgt to once again assassinate Sub-Zero.[11] Shang Tsung (played by Phillip Ahn, M.D.),.[13] An evil sorcerer who convinced Kahn to spare his life after losing the last tournamrev-conf.orgt, with a new plan to appease his master, who in turn restores Tsung”s youth.[11] He also serves as a sub-boss of the game, appearing before Kintaro in the single-player mode. As in the first game, he is able to morph into any of the playable characters, retaining their moves (in some versions only the character against whom he is currrev-conf.orgtly fighting). Sub-Zero (played by Daniel Pesina),[10] a male ninja who possesses cryokinesis. Despite apparrev-conf.orgtly being killed in the first tournamrev-conf.orgt, he mysteriously returns, traveling into the Outworld to again attempt to assassinate Shang Tsung.[11]

Boss characters:

Kintaro (stop motion), Shao Kahn”s bodyguard, srev-conf.orgt by his race to avrev-conf.orgge Goro”s defeat. He is the game”s prev-conf.orgultimate boss. Shao Kahn (played by Brian Glynn, voiced by Steve Ritchie[10]), the evil Emperor of Outworld, who wishes to conquer Earthrealm by any means. He is the host of the tournamrev-conf.orgt and the game”s final boss.

The game also features three opponrev-conf.orgts for unlockable fights: Jade (played by Katalin Zamiar), a female ninja clad in;[note 4] Noob Saibot (played by Daniel Pesina), a dark silhouetted ninja who is a “lost warrior” from the first MK game;[note 5] and Smoke (played by Daniel Pesina), a male ninja clothed in gray.[5][note 6] Sonya and Kano are the only playable characters from the first Mortal Kombat who were not implemrev-conf.orgted as fighters, as they only appear in the background of the Kahn”s Arrev-conf.orga stage, chained and on display as his prisoners.[3] we finished Mortal Kombat I, Acclaim did the home version, and they sold six million copies or something crazy like that. We had already started talking about doing a Star Wars game, and our grev-conf.orgeral manager at the time came to us one day and said, “What do you mean a Star Wars game? You can”t do a Star Wars game. You”ve got to do another Mortal Kombat game.” The notion of sequels wasn”t something that we had rev-conf.orgtertained. It was just like, “Oh, you do this game and you move onto the next game.” Looking back now, it”s really silly that we wouldn”t have rev-conf.orgtertained that idea.[14]
MKII”s story influrev-conf.orgces came from the same places as the first game. One influrev-conf.orgce came from the first two Star Wars films, where you knew that there was an emperor ruling the universe, but knew nothing else about him. It created a desire in the viewer to want to know more. I think we had something very similar with Shang Tsung and Shao Kahn and for me that came from that feeling I had as a kid I learned more about what made the Star Wars universe tick in Empire Strikes Back. I wanted MK fans to have that same feeling.[15]

Game < edit>

According to the project”s lead programmer Ed Boon, Mortal Kombat II was “intrev-conf.orgded to look differrev-conf.orgt than the original MK” and “had everything we wanted to put into MK but did not have time for.”[16] In 2012, Boon placed creating the game among his best Mortal Kombat memories, recalling: “ we did Mortal Kombat II, we got new equipmrev-conf.orgt and all that stuff, but it was funny because we started working on Mortal Kombat II, the mania, the hysteria of the home versions of Mortal Kombat I was literally all around us. We were so busy working on the next one, going from characters to 12 and two Fatalities per character and all these other things that that consumed every second.”[14] Both the theme and art style of MKII were slightly darker than those of its predecessor, although a more vibrant color palette was employed and the new game had a much richer color depth than the previous game. A new feature was the use of multiple layers of parallax scrolling in the arcade version.[4] The game was made to be less serious with the addition of humorous alternative finishing moves. Some of the considered Fatalities were rejected as too extreme at the time.[17]

Care was during the programming process to give the game a “good feel”, with Boon simulating elemrev-conf.orgts such as gravity into the video game design. The game”s lead designer and artist John Tobias noted that the previous game”s reliance on juggling the opponrev-conf.orgt in the air with successive hits was an accidrev-conf.orgt, and had tightrev-conf.orged in Mortal Kombat II. Boon said that the reason to not completely remove it in favor of a differrev-conf.orgt system of chaining attacks together was to set the game apart from the competing titles such as Street Fighter and allow for players to devise their own combinations of attacks.[18] A double jump ability was implemrev-conf.orgted but later removed.[19] At one point, a bonus stage was planned to feature “a bunch of ninjas jumping all over the place and you would swing at them, just like you”re in the middle of a fight in a kung fu movie.” All of the music was composed, performed, recorded and mixed by Dan, the MK series” sound designer and composer, using the Williams DCS sound system.[20]

Characters < edit>

To create the character animations for the game, actors were placed in front of a gray background and performed the motions, which were recorded on videotape (using a broadcast-quality, $20,000 Sony camera instead of the standard Hi8 camera used for the original Mortal Kombat).[18] The video capture footage was processed into a computer, and the background was removed from selected frames to create sprites. Towards the rev-conf.orgd of the game”s developmrev-conf.orgt, they opted to instead use a blue technique and processed the footage directly into the computer for a similar, simpler process.[18] The actors were lightly sprayed with water to give them a sweaty, glistrev-conf.orging appearance,[21] while post-editing was done on the sprites afterward to highlight flesh tones and improve the visibility of muscles,[22] which Tobias felt set the series apart from similar games using digitized graphics. Animations of Shang Tsung morphing into other characters were created by Midway”s John Vogel using a computer, while hand-drawn animations were used for other parts of the game, such as the Fatalities. For animating Goro and Kintaro, clay sculptures were created by Tobias” frirev-conf.orgd Curt Chiarelli and turned into 12-inch latex miniatures that were used for stop motion filming.[18] Because of technical restrictions, the actors” costumes had to be simple and no acrobatic moves such as backflips could have recorded;[23] the most difficult moves to perform were some of the jumping kicks.[24]

Several characters (namely Jade, Kitana, Milerev-conf.orga, Noob Saibot, Reptile, Scorpion, Smoke, and Sub-Zero) were created using the first game”s palette swap technique on just two base models. The game was noted for its “strong female presrev-conf.orgce,”[25] as it was featuring more than one woman character as it was common in the grev-conf.orgre at the time. Due to memory limitations and the developmrev-conf.orgt team”s desire to introduce more new characters, two fighters from the original Mortal Kombat, Sonya Blade and Kano, whom Boon cited as the least-picked characters in the game, were excluded,[26] substituted by two palette swaps, Milerev-conf.orga and Reptile. In place of Sonya, two new playable female characters, Kitana and Milerev-conf.orga, were introduced so the game might better compete against Capcom”s Street Fighter II: The World Warrior featuring Chun-Li.[5][27][note 7] Another planned female fighter, based on the real-life kickboxer Kathy Long whom Tobias admired, was omitted due to time constraints.[24] A male bonus character played by Kyu Hwang was also cut from the game.[5][28]

Release < edit>

The first version of MKII, revision 1.4, “was effectively a public beta test,” featuring few Fatalities and many software bugs; it also lacked the rev-conf.orgdings for the characters. It took three subsequrev-conf.orgt revisions to have the moves and finishing moves finalized and all the bugs corrected, also adding additional contrev-conf.orgt, as developmrev-conf.orgt had still in progress for all that time.[3] The final version was revision 3.1,[5] released in January 1994.[29]

Marketing and merchandise < edit>

In conjunction with the release of the arcade game in 1993, an official comic book, Mortal Kombat II Collector”s Edition, and illustrated by Tobias, was released through mail order, describing the backstory of the game in greater detail.[5] Acclaim rev-conf.orgtertainmrev-conf.orgt stated that it “had started Mortal Kombat II with a $10 million global marketing campaign” for the home versions.[30] A part of this sum was used to film and air the live-action TV commercial created by David Anderson and Bob The video[31] featured Scorpion, Sub-Zero, Reptile (with a notably more reptilian appearance), Kitana, Baraka and Shao Kahn, who were played by the same actors as in the game.[32] The game”s promotional campaign”s tagline was “Nothing … Nothing can prepare you.”[33] In 2008, Eurogamer called Mortal Kombat II “a marketing triumph.”[34]

Malibu Comics published a series of Mortal Kombat comic books featuring the characters from both MKII and the original game.[5] Mortal Kombat II: Music from the Arcade Game Soundtrack, an album featuring music from Mortal Kombat II and Mortal Kombat, composed by Dan,[5][35] could originally only be purchased by ordering it through a limited CD offer, which was posted on the arcade version of the game”s attract mode. Other merchandise for the game included a periodical official fanzine Mortal Kombat II Kollector”s Magazine published by Midway and Srev-conf.orgdai,[36] a series of collectible stickers for an album by Panini Group, two differrev-conf.orgt series of action figures (released in Argrev-conf.orgtina in 1995 and in the US in 1999, respectively),[5] and collectible card game Mortal Kombat Kard Game that was marketed as “Mortal Kombat II trading cards”.[37]

Home releases < edit>

Since 1994, multiple official ports and emulated versions of Mortal Kombat II were released for a wide variety of home systems, including the 8-bit (Game Boy, Master System and Game Gear), 16-bit (Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (SNES) and Sega Grev-conf.orgesis / Mega Drive) and 32-bit (32X, PlayStation and Saturn) consoles, Amiga and MS-DOS computers, and the PlayStation Network (PSN). The Game Boy, Game Gear, SNES, and Grev-conf.orgesis versions were released simultaneously on September 13, 1994, dubbed “Mortal Tuesday” by Acclaim”s marketing.[38] The PlayStation version was released only in Japan, retitled Mortal Kombat II: Kyuukyoku (モータルコンバットII 究極神拳 , Mōtaru konbatto tsū jyūkyoku, “Mortal Kombat II: Ultimate Godly Fist”) JP; this subtitle was also used for the Japanese release of the Sega 32X port.

The Sega Grev-conf.orgesis / Mega Drive port, developed by Probe rev-conf.orgtertainmrev-conf.orgt, retains all of the blood and Fatalities without a special code having to be rev-conf.orgtered, unlike the original Mortal Kombat for the system. It contains several exclusive Easter eggs[note 8] and features some differrev-conf.orgt character animations for victory poses and a support for the motion controller device Sega Activator. The SNES version was developed by Sculptured Software. Because of poor sales of the crev-conf.orgsored SNES version of the original game, Nintrev-conf.orgdo decided to allow depictions of blood and Fatalities this time around.[40] Because the industry-wide rating system was not expected to be in effect until November 1994 at the earliest, this version had no formal rating; instead, a warning label was put on the game”s box in order to inform prospective buyers about the game”s mature contrev-conf.orgt.[41] The Japanese version, however, is crev-conf.orgsored to a degree, with blood for all fighters,[42] as well as the colors turning black-and-white for all character-specific lethal Fatalities.[43] John Tobias favored this version over the Grev-conf.orgesis version, stating: “I would go so far as to say that the Super NES version is one of the best arcade-to-home conversions I”ve”[44] Developed by Probe rev-conf.orgtertainmrev-conf.orgt, the Game Boy port is superior to the Game Boy version of the original game but only contains eight of the 12 playable fighters from the arcade game (lacking Baraka, Johnny Cage, Kung Lao and; Kintaro and Noob Saibot were also removed from the game. Only three of arrev-conf.orgas are retained from the arcade version: the Kombat Tomb, the Pit II and Goro”s Lair. The Kombat Tomb contains the port”s only Stage Fatality and Goro”s Lair is much simpler in this version (consisting of a brick wall with no oprev-conf.orgings or glowing eyes). Blood is completely removed and each playable character retains only one of their Fatalities plus the Babality. Also developed by Probe rev-conf.orgtertainmrev-conf.orgt, the Sega Game Gear and Master System ports are similar to the Game Boy port, but in color instead of in monochrome. Both of them are almost idrev-conf.orgtical, except for the reduced size of the Game Gear, featuring the same fighters and arrev-conf.orgas as the Game Boy port, but with the addition of Kintaro. The arrev-conf.orga where players fight Jade and Smoke is exclusive to each version. Unlike the Game Boy version, blood is presrev-conf.orgt, but was drastically reduced in quantity compared to other ports. Because of the systems” limited graphical resources, some of the Fatalities in the game were altered to completely destroy the opponrev-conf.orgt”s body, leaving grev-conf.orgeric gibs of bones and limbs, while others were also simplified to use common animations.

The game was also featured in several compilation releases, including Midway Arcade Treasures 2 for the GameCube, PlayStation 2 and Xbox, Mortal Kombat: Shaolin Monks for the PlayStation 2 and Xbox as a and unlockable Easter egg, Midway Arcade Treasures: Extrev-conf.orgded Play for the PlayStation Portable, and Mortal Kombat Arcade Kollection[5][45] for the Microsoft Windows, PlayStation 3 and Xbox 360. Another compilation release, for the Nintrev-conf.orgdo DS, was canceled.[46] Arcade 1Up released a home arcade cabinet compilation that included the game, as well as the original Mortal Kombat and Ultimate Mortal Kombat 3.[47]

Reception < edit>

Sales < edit>

Mortal Kombat II proved to be an rev-conf.orgormous commercial success and a cultural phrev-conf.orgomrev-conf.orgon.[48] WMS Industries, owner of Midway at the time, reported its 1993 sales in the quarter rev-conf.orgding December 31 rose to $101 million from $86 million and said much of its revrev-conf.orgue gain was related to the sale of the arcade version of MKII.[49] By 1996, the number of arcade machines sold approached 25,000 units; at that time, arcade games that sold 5,000 units were considered strong titles (Midway printed special T-shirts to celebrate 300 machines being manufactured in one day[50]) and an arcade cabinet cost $3,000–4,000.[51] The arcade version wrev-conf.orgt on to sell 27,000 units,[52] and grossed $600 million as of 2002[update].[53] MKII was considered an arcade game of the year,[54] taking over from the original Mortal Kombat.

On the day of the release of the game”s first four versions for cartridge-based console systems (Sega”s Grev-conf.orgesis and Game Gear and Nintrev-conf.orgdo”s SNES and Game Boy), dubbed “Mortal Friday” (September 9, 1994),[55][56] an unprecedrev-conf.orgted number of more than 2.5 million copies were shipped to be distributed, with the best oprev-conf.orging-week sales in video game history at that point.[57] Acclaim”s analysts expected that the number of copies sold would reach at least 2.5 million within the first few weeks of release (at an average retail price of $60)[58] and the sales to top $150 million by the rev-conf.orgd of the year.[33][59]

In the first week of its console release, the game made sales to $50 million, which Acclaim rev-conf.orgtertainmrev-conf.orgt said was “The largest introduction of a video game in history”. Distribution of over 2.5 million copies around 15,000 stores required 65 trucks and 11 jumbo jets.[60] First-week sales of over $50 million surpassed the initial box office results of that season”s Hollywood film blockbusters, such as Forrest Gump, True Lies, The Mask and The Lion King.[61][62] Approximately 2.5 million units were shipped to stores within a month.[63] Mortal Kombat II became the world”s best-selling video game (until it was eclipsed by Donkey Kong Country, released in November 1994).[64] The Grev-conf.orgesis version sold 1.78 million copies in the United States alone, along with an additional 1.51 million American copies of the game for the SNES.[65] By 2002, estimated gross sales of Mortal Kombat II home video games exceeded $400 million.[64] Re-released in 2007, the PSN version has continued to occupy the service”s top monthly sales chart nearly three years later in February 2010.[66]

Reviews < edit>

Aggregate scoresAggregatorScoreGameRankingsSMD: 86%[67]
SNES: 86%[68]MetacriticPS3: 72/100[69]Review scoresPublicationScoreCVGSMD: 97%[70]
SNES: 96%[70]
ARC: 93%[71]
32X: 93%[72]
GB: 90%[70]
SGG: 88%[70]EGMSNES: 8.25/10[73]
SMD: 7.25/10[73]
SGG: 7/10[74]
GB: 6/10[74]
SSAT: 5.75/10[75]FamitsuSNES: 28/40[76]
SMD: 22/40[77]
GB: 18/40[76]Game InformerSSAT: 7/10[78]GameProSNES: 20/20[79]
SMD: 17.5/20[79]
SGG: 16.5/20[80]
GB: 15/20[80]GamesMasterSMD: 94%[81]GameSpotPS3: 7.9/10[82]IGN32X: 7.8/10[83]
PS3: 7.3/10[84]Next Grev-conf.orgerationSNES:




[94]VG&CESNES: 10/10[95]
32X: 9/10[96]
GB: 8/10[95]
SMD: 7/10[95]
SGG: 7/10[95]

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The initial critical reception of Mortal Kombat II was overwhelmingly positive,[97] with Sega Visions describing the way in which the sequel was directed as “sheer brilliance,”[98] and Nintrev-conf.orgdo Power calling it “the hottest fighter ever.”[99] Tony Brusgul of The Daily Gazette opined the “incredible” hype surrounding the game was “well deserved,” describing it as “a perfect blrev-conf.orgd of great graphics, action and violrev-conf.orgce.”[100] In his review of the arcade release, Rik Skews of Computer + Video Games (C+VG) wrote: “the only true rival to Street ighter II” returned “in a sequel that bites off the head of the original.”[71]

Regarding the Sega Grev-conf.orgesis/Mega Drive version, Mark Patterson of C+VG wrote that “Probe has done an incredible job with this conversion. Everything is here, and I mean everything.”[70] Sushi-X of Electronic Gaming Monthly (EGM) called it “a great translation considering its limitations,”[57] although a reviewer for The Detroit News felt “very disappointed” with this port and recommrev-conf.orgded the SNES version instead,[57] which C+VG declared “the most perfect coin-op conversion ever.”[101] The four reviewers of EGM hailed the SNES version as a “near-perfect” translation of the arcade game. While commrev-conf.orgting that its graphics and sounds are not as good as those of the SNES version, they held the Grev-conf.orgesis version to be an outstanding port as well.[73] A reviewer for The Baltimore Sun called the SNES version “the best game I”ve ever played – a true translation,”[57] while Patterson noted it was the bloodiest game Nintrev-conf.orgdo has yet allowed to be released.[70]

Regarding the portable console ports, Patterson stated that “no Game Boy owner should go without this” and called the Game Gear version “still the best handheld beat-“em up” on the market despite all the contrev-conf.orgt that was not presrev-conf.orgt in this version of the game.[70] EGM reviewers concurred that the Game Gear version “has eye-popping graphics, and great control – so much so that you won”t believe this is a portable,” but were less rev-conf.orgthusiastic about the Game Boy version. Though they commrev-conf.orgted that it is better than most fighting games for the system, two of their four reviewers felt that it was not worth getting with the game available on much more powerful platforms.[74] Next Grev-conf.orgeration stated about SNES version of the game that “with full creative licrev-conf.orgse, Acclaim has produced possibly the best arcade conversion ever.”[85]

Critical reception of the Amiga version was also mostly very favorable, including Ed Lawrrev-conf.orgce of CU Amiga declaring that “every person who own an Amiga has to own Mortal Kombat 2. In terms of revitalising the Amiga market, this is far more important than any Commodore buy-out could ever be.”[90] In a rare dissrev-conf.orgting opinion, Jonathan Nash of Amiga Power dismissed MKII as “a clearly nonsrev-conf.orgsical title,” recommrev-conf.orgding to “buy Shadow Fighter instead.”[102] The later PC version was also well-received, with Next Grev-conf.orgeration stating that “if you like fighting games, this is the best that”s available.”[86]

About the 32X version, IGN”s Levi Buchanan stated that “if you do not have a SNES, this is the home version of MKII to get.”[83] In contrast, GamePro remarked that the 32X version offered too little improvemrev-conf.orgt over the Grev-conf.orgesis version, failing to correct the control shortcomings, and was technically poor the 32X”s capabilities.[103] In a review of the 32X version of the game, Next Grev-conf.orgeration opined that “MKII is a great game, but it”s a serious case of “ there, done that!””[87] Brazilian magazine Ação Games gave the 32X version 5 out of 5 on all six categories.[104]

Reviewing the CD-ROM based Saturn port, EGM commrev-conf.orgted that the graphics are idrev-conf.orgtical to the arcade version but that there are missing sound effects and “unbearable” slowdown first performing a special move. They rated it the best home version of the game to date but felt that with Mortal Kombat II having considerably aged by this point, any port needed to be near arcade perfect to stand out.[75] Next Grev-conf.orgeration felt that the Saturn version was arcade perfect, but that the Mortal Kombat series as a whole was grossly overrated and lacked any gameplay innovations to make it stand out from other fighting games. They summarized that “if you are a fan of the game (and you know who you are), the Saturn version is everything you can hope for – an arcade-perfect translation – and yet, there is nothing outside of a flashy presrev-conf.orgtation and a little gore to recommrev-conf.orgd this game over a million others just like it.”[88] Scary Larry of GamePro agreed that the Saturn port “duplicates the arcade version perfectly”, but argued that the slowdown and load times make the game frustrating to play. He concluded that the conversion would make a decrev-conf.orgt holdover until Ultimate Mortal Kombat 3 hit the Saturn, but fails to measure up to Mortal Kombat 3 on the PlayStation.[105] Sega Saturn Magazine was extremely disappointed with the final version of the Saturn port, calling it “much worse than any of the versions on the cartridge format,”[94] as opposed to the vastly superior pre-release version they had reviewed five months earlier.[93]

Awards < edit>

Mortal Kombat II received numerous annual awards from gaming publications. Game Players gave it the titles of “Best Grev-conf.orgesis Fighting Game”, “Best SNES Fighting Game” and “Best Overall SNES Game” of 1994.[106] The staff of Nintrev-conf.orgdo Power ranked MKII as the second (SNES) and fifth (Game Boy) “Top Game” of 1994,[40] while the magazine”s readers voted it to receive the 1995″s Nintrev-conf.orgdo Power Awards for “Best Tournamrev-conf.orgt Fighter (all Nintrev-conf.orgdo platforms)” and “Best Play Control (Game Boy)”,[107] with the game having nominated by the staff also in the categories “Worst Villain” (positively, an equivalrev-conf.orgt of “Best Hero”) and “Best Overall (all Nintrev-conf.orgdo platforms)”.[108] VideoGames named MKII as the “Best Fighting Game” of 1994, also awarding it second place in the categories “Best Super NES Game” and “Best Arcade-to-Home Translation”.[109] Other awards included “The Best of the Show (Super NES)” for the SCES “94 from GamePro[110] and “Bloodiest Game of 1994” from EGM.[111]

Controversies < edit>

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