No picture endings in the Super Nintendo's MK1. Why?
2D Kombat Klassics
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No picture endings in the Super Nintendo's MK1. Why?
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posted09/09/2004 03:30 AM (UTC)by
This has always boggled my mind. Take a look at MKII in the Super Nintendo, and the endings are exactly like in the arcade. Pictures, and all. Then look at the Super Nintendo's version of MK1. Why was there only text, and no pictures with the endings?


About Me
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Stop complaining, they switched roles with MK2... SNES had pics, and Genesis didn't... I don't think it eve had BIOS! Just ending words scrolling upwards.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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MKII on Genesis is a disgrace. It's one of the worst ports ever, of anything, in the history of video games.
The reason why Genesis could do things like put pics in, and in UMK3 put more stages in was brought to my attention by DreemerNJ, it's because of the way it stores graphics, and the lower quality itself. SNES could have tried downgrading graphics but that would have been silly since MK1 looks so freakin good on SNES to begin with.
Matt
The reason why Genesis could do things like put pics in, and in UMK3 put more stages in was brought to my attention by DreemerNJ, it's because of the way it stores graphics, and the lower quality itself. SNES could have tried downgrading graphics but that would have been silly since MK1 looks so freakin good on SNES to begin with.
Matt


About Me
TheProphet, GGs my friend. Give'em Hell.
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I thought SNES was the clear winner as far as graphics with MK1 as well. Genesis had some horrificly hacked up backgrounds. They completely redrew Goro's level with smaller crappier looking bricks, I assume to create a simpler sprite that could be repeated to increase the amount of space left over for other stuff.
If I had to guess they probably realized they'd have to redo all the graphics to fit them into 16 color sprites and decided to go the distance to create reuseable background elements that SNES didn't bother with. (For instance, on SNES Goro's layer was not comprised of a few simple sprites repeated, it was actually the larger, more arcade-like graphics)
If I had to guess they probably realized they'd have to redo all the graphics to fit them into 16 color sprites and decided to go the distance to create reuseable background elements that SNES didn't bother with. (For instance, on SNES Goro's layer was not comprised of a few simple sprites repeated, it was actually the larger, more arcade-like graphics)
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