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The difference between MKT N64 and MKT PS

nightw0lf

Earthrealm Defender / F23 MAN
Nightwolf rundown on PS is also much faster if i'm not mistaken, Far HK is among the fastest in the game if not the fastest, very long reaching and has the fastest recovery, his close HK combo string starter is just insane.

Rain's Super RH on PS was nerfed, he recovers better on N64 version
Mileena air Sai Throw can be repeately thrown because the charge time is about 1 second or very close to that.
not sure if kano has the Random ball in all MKT versions tho.

Jax Corner Combos in PS version are much dificult to pull trough, in N64 version Dash punch in the corner granted another aaHP dash punch before backbreacker, in PS version you can only do 1 dash punch, and the frame for the backbreaker is hard to pull off.

Also, landing limit breaker combo (pull a spear on the 5th hit) is still possible.
I honestly think NRS should do an HD version of MKT for PS3 and XBOX 360 or new consoles. It would be the most hype fighting game in any tournament. AGRESSION! also dat run speed.
 

MKF30

Fujin and Ermac for MK 11
All that and the PS version would randomly freeze at times.

N64 version does not.

Also a few different versions of MKT for PS if I'm not mistaken.

Now we need an MK 4 N64 vs. PS comparison ;)
 
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.
I've just tried this and it looks like you're right. You can't jump until you are pretty much standing up again after being swept in the N64 version. Even the slower sweepers can sweep again before you're able to jump, never mind fast sweepers. Jax is comically fast with his.
But of course when you try it on the CPU, they literally jump off of your foot to avoid the next sweep lol.

I wonder if that's an infinite with No Blocking enabled.
 

MKK hanzo

Moderator
I've just tried this and it looks like you're right. You can't jump until you are pretty much standing up again after being swept in the N64 version. Even the slower sweepers can sweep again before you're able to jump, never mind fast sweepers. Jax is comically fast with his.
But of course when you try it on the CPU, they literally jump off of your foot to avoid the next sweep lol.

I wonder if that's an infinite with No Blocking enabled.
Hold down then jump (or judging by the distance, poke with a c.lk or even c.lp etc)
 
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Shock

Administrator
Premium Supporter
I've just tried this and it looks like you're right. You can't jump until you are pretty much standing up again after being swept in the N64 version. Even the slower sweepers can sweep again before you're able to jump, never mind fast sweepers. Jax is comically fast with his.
But of course when you try it on the CPU, they literally jump off of your foot to avoid the next sweep lol.

I wonder if that's an infinite with No Blocking enabled.
In MKT PSX I believe Kano, Jax and Sonya can combo sweeps if done to the frame, it might apply to a couple MKII fast sweepers. I know in UMK3 with Kano I have done multiple juggled, comboed sweeps.

REO has forgotten that not only Ermac but Smoke and Scorp in N64 version, their tele has less cooldown, but in the PS version is just like in UMK3.
Kung Lao's from N64 spin also depending of how many hits you do, you can repeat it, in PS version is not possible.

I'm not sure which one came first, but it gives the impression that the PS version is a nerfed version of MKT
Teleport punches have no cool down, you can do them until the hit limits run out seamlessly for entire combos being nothing but 5 teleport punches, but just the fact that you can do them all the time like the CPU is insane for transport, a major thing I think is silly. I was never a fan of the Aggressor meter. The PSX, PC and Saturn versions of MKT are all based on the same construct. N64 is an exclusive version. IIRC it came out first and then the others got it along with the bonus characters as a result of the delay.
 

Eddy Wang

Skarlet scientist
In MKT PSX I believe Kano, Jax and Sonya can combo sweeps if done to the frame, it might apply to a couple MKII fast sweepers. I know in UMK3 with Kano I have done multiple juggled, comboed sweeps.


Teleport punches have no cool down, you can do them until the hit limits run out seamlessly for entire combos being nothing but 5 teleport punches, but just the fact that you can do them all the time like the CPU is insane for transport, a major thing I think is silly. I was never a fan of the Aggressor meter. The PSX, PC and Saturn versions of MKT are all based on the same construct. N64 is an exclusive version. IIRC it came out first and then the others got it along with the bonus characters as a result of the delay.
Hey Shock, how do you guys call the limit breaker glitch? I mean, the one that you're doing a combo, and you have to choose between another aaHP or a tele, so you do both very quickly in the same input window and the system recodnize both codes as one.
 

Shock

Administrator
Premium Supporter
Hey Shock, how do you guys call the limit breaker glitch? I mean, the one that you're doing a combo, and you have to choose between another aaHP or a tele, so you do both very quickly in the same input window and the system recodnize both codes as one.
I'm not sure I understand what you're asking
 

Juggs

Lose without excuses
Lead Moderator
I'm not sure I understand what you're asking
He's talking about glitch canceling, I believe. Where you can exceed a special moves hit limit if it's done asap after the hit. I think he's asking what we call it?
 

Eddy Wang

Skarlet scientist
He's talking about glitch canceling, I believe. Where you can exceed a special moves hit limit if it's done asap after the hit. I think he's asking what we call it?
thanks juggs, i felt like i was taking a plane just to writte down something simple, thank you so much lol.
 

He Is Close

The Puppet Master
Mortal Kombat Triolgy Idea

Im not going to give any history to try and make this sound sweet, I will get straight to the point. There's a few people that can make this happen so we will need your help and full committment. This may have been tried before but it's worth a shot. Mortal Kombat Triolgy/Wavenet NEEDS/HAS TO BECOME A REAILTY FOR THE PLAYERS/FUTURE PLAYERS.

Question 1. How much would it $cost$ for NRS to create a Arcade version of MKT?

Question 2. Do you think NRS would do this if we "The Klassic MK Community" came up with the FULL cost of the project and I mean create and publish the game online with decent online play like SF3 online edition. "NRS would basically be getting paid twice I believe from receiving all the games revenue from the online purchases.

Question 3. If we get past question 2 then question 3 would be game mechanics. Could they PLEASE NOT REBALANCE ANYTHING? Use the same umk3 engine.

Question 4. Character Request: "RAIN dark purple", "Noob dark/light gray coustume not total black", MK2 Baraka, MK2 Raiden, Male AND Female Chameleon.

Question 5. Game Functions: Practice ablity infinite time and health, hidden curser select, choose custome color 1 or 2, brutalities, all stages from Mk1-UMK3, 2v2 AND 3v3 WITH ONLINE SUPPORT FOR 4 TO 6 MULTIPLAYERS, 8 man lobbies, and REPLAYS! PLEASE REPLAY FUNCTION! PLEASE I CANT STRESS THIS ENOUGH! I CANT STRESS THIS ENOUGH REPLAY FUNCTION PLEASE!!! I KNOW NRS MAKES $ HAND OVER FIST BUT JUST TRUST ME!!!

Question 6. How would we handle the donations? Could we set up a pay pal account directly to NRS and we "The Kassic MK Community" just donates until we hit our mark and could we have some type of function where we look and check the satus on our $ mark?

Question 7. This question is for yourself. Can you imagine how crazy this could be for the Klassic MK tourney scene or a weekend on XBL or PSN? Do you guys remember how it use to be on the '06 version on a weekend on XBL? OMG I remember seeing 15 to 20 four man lobbies WOW!!!
 

Rabbit

thugs bunny
MK2 Baraka, MK2 Raiden
It would be cool to have all 1-2 versions of all the characters but I think that would be asking too much.

Plus the "run" animations and added moves like MK2 Kung's superman in the PSx version were just lol.



I'd be happy with a straight N64 port with netplay, practice mode and save replay option.
 

Shock

Administrator
Premium Supporter
We've all wanted the "everything" 2D game, where all characters from all games are represented and complete, having all the frames of animation for all the games for any type of movement. A lot of this has already been accomplished by MUGEN programmers and sprite edits. The bulk of the work is done. In order to program a new game, I really don't know what it would take. I'd imagine it'd cost a fraction of what MK1 cost to just pile everything into an engine that plays like UMK3. The goal would be to tweak everything, eliminate some of the dumb stuff and power up some of the weaker characters and call it a day.
 
The next window of opportunity may be around MK10 - it would be amaaaazing to see a "UMKT" ship around MK10 somewhat like Killer Instinct did with KI Classic

I thought I read somewhere that MKAK was pulled from the Xbox store because of talent contracts/copyright issues
 

AC1984

Kaballin!
Can someone post a tutorial on how to play MK n64 on PC? I downloaded project 64 and the rom but its not running at all. I also tried to mess around with the plug in but still no success....
 

Rabbit

thugs bunny
Can someone post a tutorial on how to play MK n64 on PC? I downloaded project 64 and the rom but its not running at all. I also tried to mess around with the plug in but still no success....
MKT is buggy/laggy on Project64 for some reason.

Mupen64 runs it really well so you might want to give that a try.
 

AC1984

Kaballin!
MKT is buggy/laggy on Project64 for some reason.

Mupen64 runs it really well so you might want to give that a try.
Can you give me some idea on the plugin settings and how to change the fps rate.....now its running on 50 but it should be 60
 

nwo

Noob
MKT is buggy/laggy on Project64 for some reason.

Mupen64 runs it really well so you might want to give that a try.
I tested it on Project64k7E, playing offline it didn't seem buggy at all, other than the game seemed to have slow down issues in aggressor mode. It could just be the emulator.

Playing online, it would always desync within 1 or 2 fights, in p2p and on Kaillera. We even tried a few different Kaillera clients, it would still always desync.

He Is Close sent me the ePSXe emulator. We were able to play successfully on Kaillera, as well as p2p. The aggressor mode doesn't cause slow down, the textures seemed to be higher quality, the sound seemed to be higher quality (we still don't have background music working though).

Differences (in gameplay) that I noticed. Kung Lao is allowed to connect 2 spins in a row on the N64 version, and only allowed 1 spin on the PSX version. This kind of bothers me since I main Kung Lao (in UMK3 he has no spin limit).

MKT is still interesting and fun though.
 

REO

Undead
So I'm at Phil's and we're testing both versions N64 and PS MKT side by side.

We came across some new character differences in which they have been added to the original post:

Baraka
Raiden
Johnny Cage
Kano
 

MKK hanzo

Moderator
Oh, add a Sheeva combo she doesnt has on PSX (nor umk3, its exclisive in MKT n65 AFAIK)

Hk Hk b+Hp f+Hp (God I dont remember well)

Ninja Edit: j Cage usessfulness is debatable too, the same combo in both versions does different damage, I think n64 does way LESS damage (jp starter, bnb launcher, aa hp x2, jk, aa shadow kick)

Edit 2: Add that blocked Kano balls have a vertical recovery and they dont get far of the opponent when blocked.

Also Mileena seems to bounce WAY higher when her roll is blocked, and it SEEMS to have more startup frames, I for the sake of god cant punish moves on block that I can on UMK3, of course that maybe very well the faster game speed ant that my hands arent as fast as before.

VERY IMPORTANT EDIT!!: R.E.O. "super Sub zero" can do:

Freeze, SUJK freeze, SUJK, glitch cancel freeze again!, sujk starter and launcher, and all that is UNBLOCKABLE but HARD as hell itself .
 
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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.
Now, I don' t know the slightest thing abotu programming... but could a programming wizard get his hands on a 32MB cart, get some better audio samples (the music was OK... I love the bank theme, it booms on my sound system), and increase the frame count of the characters? ...
 

Shock

Administrator
Premium Supporter
Now, I don' t know the slightest thing abotu programming... but could a programming wizard get his hands on a 32MB cart, get some better audio samples (the music was OK... I love the bank theme, it booms on my sound system), and increase the frame count of the characters? ...
It's possible.
 

MKK hanzo

Moderator
R.E.O. i keep remembering things haha

Stryker: can CANCEL his baton sweep by holding UP before it hits. Real good for traps etc

General: many chars can interrupt dial combos while blocking negating all blockstun and just passing by.

I CANNOT do that consisstenly but RD have that banned for Kabal cause they can somehow hit it all the time.

I know thiss is possible in umk3 with kabal, r smoke spear, kanos ball etc through slow or delayed dial combos. But in mkt n64 is THROUGH any combo.

Again I dont have the exact way to do this but I have managed it on some random matches and record it.

One of them was here in a tourney final vs Sheeva