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The difference between MKT N64 and MKT PS

REO

Undead
OK guys, ever since the MKT stream last week many players have been asking why we don't play on the PS version of MKT, or what the differences are between the N64 version and the PC version. I'm making this thread to show what the differences are between both versions. Also if I may have forgotten a couple of differences or tidbits, feel free to post them and enlighten me!

N64 = Nintendo 64
PS = Playstation


N64 version VS PS version

Mortal Kombat Trilogy (N64 Version) - plays nothing like UMK3 and acts like it's own unique game instead.



- The "fastest version" of Trilogy
- No load times
- crouching attacks (cr.HK, cr.LP, and cr.LK) are double the speed from UMK3
- crouching attacks (cr.HK, cr.LP, and cr.LK) are a LOT faster than MKT on PS
- Standing HKs and LKs are generally faster than MKT on PS
- Sweeps are generally faster than MKT on PS and grant a sweep check on hit
- Combo string attacks can be done on whiff while in "combo string" range
- Unmasked Sub-Zero is not available
- Sub-Zero is better than PS version (he is given Unmasked Sub-Zero's Ice Clone and three different Ice Showers)
- Noob Saibot's Clone Throw is better than PS version
- Nightwolf's Shoulder Ram has less recovery on whiff than PS version
- Ermac's Disappear has less cooldown than on PS version
- Kano is better than PS version (Pyscho Ball is a lot faster and travels more)
- Scorpion is better than PS version (Forward & Backward Teleport have less cooldown)
- Cyrax is better than PS version (Green Net is better)
- Baraka is better than PS version (b+HP is better and has access to a new 5 hit string)
- Human Smoke is better than PS version (Teleport Punch has less cooldown)
- Jax is better than PS version (Dash Punch is better)
- Stryker is better than PS version (Baton Trip is better)
- Johnny Cage is better than PS version (HK has double the range)
- Sheeva is better than PS version (Teleport Stomp is better)
- Liu Kang is better than PS version (Has access to Super Bicycle Kick)
- Raiden does more damage than PS version (faster teleport and HK,HK,LK,B+HK string doesn't knock opponents full-screen)
- Shang Tsung can morph into anyone from the default character select screen in-game (no morph limits)
- Exclusive character Khameleon is playable
- Exclusive 3 on 3 Kombat is available


Mortal Kombat Trilogy (PS Version) - plays a lot similar to UMK3 with very minor differences.



- Rain is better than N64 version (Lightning from Above is better)
- Noob Saibot's Disabler Projectile is better than N64 version
- Nightwolf's Shoulder Ram has less start-up than N64 version
- Ermac does more damage than N64 version
- Raiden has less recovery on his Lightning Blast from Behind Projectile than N64 version
- Gameplay is a LOT more similar to UMK3 (in a sense that the speed difference is not too drastic [slower] and normals outside of jabs are not too great)
- Limit to Shang Tsung's morphs in-game
- Shang Tsung can morph into bosses and Klassic characters
- Exclusive character Chameleon is playable
- Exclusive character Unmasked Sub-Zero is playable
- Exclusive character Klassic Jax is playable
- Exclusive character Klassic Kung Lao is playable
- Exclusive character Klassic Kano is playable
- Exclusive character Klassic Raiden is playable
- Exclusive character Goro is playable
- Exclusive character Kintaro is playable
- Motaro is playable without codes
- Shao Kahn is playable without codes
 
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TheSpore

Nurgle Chaos God of Death and Disease
I played the PS version once many many years ago, but I owned the 64 version and it did feel very different from the PS version. IN all honestly you wouldn't want boss characters like Motaro especially being tourney playable MOtaro was broken
 

MKK hanzo

Moderator
R.E.O.

This is debatable my good friend:

- Nightwolf is better than PS version (Shoulder Ram is better)
- Ermac is better than PS version (Disappear is better)
Shadow Ram doesnt has recovery time when whiffing (huge buff) on n64 BUT!... On MKT PSX it has a lot LESS startup, you can for example AA HP x 2, Shadow Ram x 2 on female ninjas or Shang to name someone hard to juggle AT MID SCREEN.

Ermac has his Tlpt time shortened as all the teleporting male ninjas... BUT! His TLK slam needs just a BIT more cooldown time between one and another. He does way LESS damage than in UMK3 because of this on regular punishes like AA HP into Tlk.

Another VERY important difference and that affects the way is played (n64) is the fact that combo animations can whiff almost entirely within combo range. Example: Sweep someone and quickly do your combo, most hits will start on thin air and whiff.

This alone makes the teleporting ninjas a treath, cause when you run at them when they are knocked down with a combo and they teleport, you will be entirely open! This hurts Nightwolf a LOT. And also helps some combos never possible on other revisions, Ermac is benefited from this (but still his dmg output is lower)

Sheevas main advantages arent only to her Stomp being better, but her normals recovering DAMN FASTER. You can Juggle in a corner UP TO 3 AA HK! And they are HARD to punish on block or whiff.

That list is very good still. (I barely remember that baton throw yes it was better but I faintly remember the Riot Gun having a bit longer cooldown, but still the inf is possible, just harder)

GGs everyone
 

Shock

Administrator
Premium Supporter
South America still plays these, a lot of N64, I never liked it because it felt like it was halfway between SNES and Arcade. The glitchiness and differences in moves make it feel sloppy but I can see the appeal to the properties that seem enhanced by this. IIRC, the very worst part about MKT on N64 is that the recovery from sweeps is similar to MK and MKII, where you can't jump out of recovery. It's been a while, but I remember being stuck in position after sweeps like in MKII and that's really annoying if it's as bad as I remember.

I'm not sure of the exact speed difference, but for example PSX MKT is 60FPS and the arcade is 53.2, so the difference there is about 13% if you use UMK3 as the base. If you set the speed for PSX on an emulator to match, it plays exactly the same. I would suggest the N64 version is not any faster than PSX in frame rate, I'm not 100% sure, but the hacked animations probably make it seem that much faster, in addition to the shortened start ups, recovery times and all around move enhancement that is independent of the game's actual frame rate. A neat trick I learned was to set the PSX frame rate to max at 54, and create a throttle button to be held down. This completely eliminates load times from the game while preserving UMK3 style.

If I can get a stick modded to play on an actual N64, I'd probably give the game a shot again. Emulation for it just seems to wreak havoc with the controls.
 

REO

Undead
MashPotatoTower, I like the N64 version because it plays nothing like UMK3 and acts like it's own game instead.

Mikemetroid, Yeah, I heard there were very slight differences like Kung Lao's infinite being slightly easier on one version or something.

MKK hanzo, Cool, thanks. I'll edit the OP accordingly then.

Shock, so the MKT N64 version isn't faster? I haven't played the PS version in a good while, but I could have sworn the PS version felt slower.
 

STRYKIE

Are ya' ready for MK11 kids?!
Oddly enough, I was just earlier today thinking about the differences between some of the console ports of previous games. Good stuff.

One thing I was always curious about was the Gamecube version of MKD, apparently Dairou's TSD got nerfed tenfold, but I dunno if that was just wishful thinking taken out of context lol.

R.E.O.

I'm pretty sure theres differences between the Black Label PS and the Greatest Hits PS versions.
You might be thinking of the red disc re-release of MK Gold, which is less buggy, for whatever that's worth :p.
 

Tim Static

Adminerator
I like the N64 version because it plays nothing like UMK3 and acts like it's own game instead.
Yea, which is probably part of my issue. I just can't get past the UMK3 arcade version. Everything else just felt generic to me.

But i'd still rather any MKT than just about every MK that followed lolol

Good stuff REO.
You might be thinking of the red disc re-release of MK Gold, which is less buggy, for whatever that's worth :p.
Both had 2 different versions of the same game for the same console. Maybe Shock and/or MKK hanzo can elaborate more.
 

Shock

Administrator
Premium Supporter
MashPotatoTower, I like the N64 version because it plays nothing like UMK3 and acts like it's own game instead.

Mikemetroid, Yeah, I heard there were very slight differences like Kung Lao's infinite being slightly easier on one version or something.

MKK hanzo, Cool, thanks. I'll edit the OP accordingly then.

Shock, so the MKT N64 version isn't faster? I haven't played the PS version in a good while, but I could have sworn the PS version felt slower.
I'm not 100% sure because there's no fundamental base of comparison that I've been able to check. I'd have to do something like, Sheeva's 7 hit combo on all three and compare how long they all take from start to finish, frame by frame,. and then count the number of actual frames of animation removed, if any, from N64. Comparing UMK3 arcade to PSX MKT is easy because they use identical animation sprite counts. They didn't hack frames everywhere on N64, but there's a good amount missing due to cartridge storage limitations. They could have actually put everything on if they used the bigger N64 Carts available, but it costs X amount of dollars to get certain size carts and they gave MKT like a 12 or 16MB Cart max. A 24 or 32 would have been great and they could have done everything if they were allowed to use the classic characters, in addition to using better instrumentation for the music. N64 MKT should have been the best version. It was definitely a budget issue.
 

REO

Undead
I'm not 100% sure because there's no fundamental base of comparison that I've been able to check. I'd have to do something like, Sheeva's 7 hit combo on all three and compare how long they all take from start to finish, frame by frame,. and then count the number of actual frames of animation removed, if any, from N64. Comparing UMK3 arcade to PSX MKT is easy because they use identical animation sprite counts. They didn't hack frames everywhere on N64, but there's a good amount missing due to cartridge storage limitations. They could have actually put everything on if they used the bigger N64 Carts available, but it costs X amount of dollars to get certain size carts and they gave MKT like a 12 or 16MB Cart max. A 24 or 32 would have been great and they could have done everything if they were allowed to use the classic characters, in addition to using better instrumentation for the music. N64 MKT should have been the best version. It was definitely a budget issue.
I see what you mean. Well I guess you can swing by Phil's one of these days and test out both versions with us. I think Phil has every single version of MKT (including the Greatest Hits Version, PC, and Sega Saturn.) LOL.
 

Shock

Administrator
Premium Supporter
This.

Anything hit me up.

Shock sup man, what do you mean jump out of recovery of sweeps? To the animation lag of the character standing before doing another sweep? Or when blocked? God my english is rotting everyday more.
When you are swept in N64 MKT, again this is from my memory years ago and I could be wrong, you are locked onto the ground. In MKII if you are swept, you have to respect the next sweep and block. I don't remember if it's exactly this bad but I do remember being locked down on sweeps.