How To: A Crash Course On MK1’s Reptile

I created this video back in 2010, but apparently I never posted it here. By now, everybody knows how to fight Reptile. I made this for two simple reasons: 1) I never actually fought Reptile on the arcade version of MK1 and wanted to scratch it off my to-do list, and 2) I wanted to make it a challenge by defeating him with a Double Flawless and Fatality on the hardest difficulty setting (Very Hard). No cheats were used, though I did create a save state right before The Pit stage once I knew the moon silhouettes would appear (see algorithm below). Enjoy.

Finding Reptile

  • Must be on The Pit stage.
  • A silhouette must fly past the moon before the match begins.
  • Defeat your opponent with a Double Flawless without using Block (this means you can’t use Kano’s Knife Toss or Sub-Zero’s Slide).
  • Finish your opponent with a Fatality (uppercutting your opponent into The Pit does NOT count as a Fatality). Do not use Block in Scorpion’s case — instead, jump up and tap Up twice, timing the second Up as you land. Sonya can fight Reptile as of Revision 4.0.

Note that Reptile is only present in Revisions 3.0 and above.

Defeating Reptile

Reptile possesses the powers and Fatalities of both Scorpion and Sub-Zero, as well as enhanced speed. I used Raiden in this scenario because his jump kick has the longest reach, but it *should* work with most characters. Wait until Reptile approaches, ducking any projectile he may throw as soon as the round starts, then jump back and do the deepest kick you possibly can, followed by a Torpedo Push (or Superman – whatever you call it in your neck of the woods). If the kick is too high, he’ll have enough time to recover and block your TP. Reptile’s speed allows him to keep pace with your backwards jump, allowing Raiden’s kick to connect. Just don’t get pinned in the corner as I almost did. Make sure to finish Reptile with a Fatality in order to receive the bonus points.

A note about moon silhouettes

According to the MK devs, “a silhouette will only appear on The Pit stage after every 40 matches of play. The machine has an internal counter that keeps track of how many matches have been played (a match is a complete two- or three-round battle). Once the counter reaches 40, a silhouette will appear the next time a player reaches The Pit, at which time the counter will reset to zero.”

[Source: VideoGames & Computer Entertainment, July 1993, Issue 54]

10,000,000 points bug

The game contains a bug that prevents player 1 from receiving the full 10,000,000 points. MAME developer Phil Bennett explains:

It’s a bug in the original game. See the uploaded text file for a disassembly of the Reptile bonus code.

After the first call to award 2,000,000 points, the register holding the winning player number parameter (A1) will have been overwritten with a non-zero value. If you’re player 1, the subsequent score updates will erroneously award a total of 8,000,000 points to player 2.

It looks like you’ll only receive the full 10,000,000 points if you’re playing as player 2.

Tutorial: Using A Non-Compatible Controller With MKAK (PC) [UPDATED]

I’ve seen a lot of people having trouble using third-party controllers with this game. A possible cause for this is that the controller isn’t compatible with XInput. XInput is a DirectX library designed specifically for Xbox 360 and other compatible controllers. It was introduced in DirectX 9, replacing the now deprecated DirectInput. It has since become the new input standard for Windows-based games. Thus, all DirectInput controllers are considered legacy and may not be compatible with certain XInput games that don’t support it.

x360ce GUI
To remedy this, you might want to give Xbox 360 Controller Emulator a shot. In short, it’s a mapper library that translates XInput calls to DirectInput calls, allowing your controller to function like an Xbox 360 controller. What’s more, it’s open source, has a relatively small footprint, and is easy to set up.


Step 1: Download and extract it to the location of MKAK’s executable (e.g., C:\Program Files (x86)\Steam\steamapps\common\mortal kombat arcade kollection\BINARIES\WIN32).

If the link is broken, it may have been updated. In which case, go here.

Step 2: Make sure your controller is plugged in before launching x360ce.exe. You should get two popup messages regarding some missing files — x360ce.ini and xinput1_3.dll, respectively. Click Yes on both popups to create them.

Step 3: A New Device Detected window will follow. Leave everything as is and click Next. It will then search an internet database for a preset configuration. If it doesn’t find anything, don’t panic. It just means you’re going to have to do a little more work. Select a preset, if any, and click Finish. Otherwise, skip this by hitting Cancel.

Step 4: Now you’re ready to configure/tweak the controller itself. This is pretty straight forward. Once everything is configured to your liking, click Save and close the program before running MKAK. The changes are written to x360ce.ini, so you don’t need to run x360ce.exe again unless you need to make additional changes. It is not necessary to keep x360ce.exe in the directory for the mapper library to work, as it only configures the INI file.

If you’re having trouble identifying the buttons on your controller, open the Windows Run command (Windows Key+R) and type joy.cpl to launch the Game Controllers applet (XP/Vista/Seven/8), then click Properties to view your controller’s buttons/IDs.

A couple things to note:
1) This tutorial should work for MK9 as well.
2) x360ce works well with my Hori Fighting Commander 3 Pro.

If this solution isn’t your cup of tea, there are PC controllers that support both DirectInput and XInput, such as Logitech’s F310 and F710.

Updated on July 3, 2015

With the impending closure of Google Code, x360ce has moved to GitHub. The above links will now automatically forward to their GitHub page (for now). If you’re just looking for the application/libraries, I’ve included the new links below.

32-bit Download – for 32-bit games (This is the one you’ll want for MKAK/MK9.)
64-bit Download – for 64-bit games

Tutorial: Getting Sound To Work In MKII (WinXP)

I came across this old tutorial I created on how to get sound to work in Mortal Kombat II under Windows XP. It’s irrelevant now, but I decided to revise it a bit and post it here for reference.

Getting DOS games to work in Windows XP can be a major pain, especially when trying to get sound to work. Here’s an application that will fix the sound issue in Mortal Kombat II when running in Windows XP. It’s called VDMSound. It emulates SoundBlaster/AdLib/MIDI in DOS games better than XP does. By default, XP tries to emulate DOS audio using A220 I5 D1 T3 P330. This obviously isn’t working for MKII, but getting it to work is incredibly simple by following the steps below. On a side note, VDMSound will only run on Windows NT 4.0, Windows 95/98/ME (with some tinkering), Windows 2000, and Windows XP. It will not work on Windows Vista and above.

Step 1) Download and install VDMSound 2.0.4.

Step 2) Download and install VDMSound 2.0.4 “Update 2”. Extract directly over the VDMSound 2.0.4 files, typically residing in C:\Program Files\VDMSound, and overwrite all.

Step 3) Download and install LaunchPad 1.0.1. Run install.bat

Press any key to close the window that follows, then locate your MK2.exe and right-click on it. You should see two options listed near the top called Run with VDMS. One has a musical note icon next to it and the other one doesn’t. Select the one with the icon. When ran for the first time, this will bring up a configuration wizard with the choice of using the default configuration or a custom. Let’s choose default for now. Continue by clicking Next. On the next screen, leave everything as is, with Remember my settings checked, and click Finish. This will start up MKII. By default, VDMS uses A220 I7, so make sure these are set correctly in the game (should be default), as well as configuring the sound (F10), which is generally Soundblaster.

I got my custom configuration to work without playing the horrible MIDI music. However, disabling the MIDI emulation (located within the custom settings) will not do this. If disabled, your system will take over. So simply uncheck Dev (Device) below Output located under the MIDI tab and change MKII’s sound to Roland LAPC-1. Also, once you create a configuration of any kind, it will create a shortcut in the same directory as the game’s executable that you may edit later by right-clicking on it and selecting Properties > Advanced.