How To: A Crash Course On MK1’s Reptile

I created this video back in 2010, but apparently I never posted about it here. By now, everyone knows how to fight Reptile. I did this for two simple reasons: 1) I never actually fought Reptile on the arcade version of MK1 and I wanted to scratch it off my bucket 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). You may lose the first round only.
  • 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 Revision 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.

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) [UPDATE]

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
x360ce GUI

To remedy this, you may 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.

INSTRUCTIONS

Step 1: Download x360ce.zip (32-bit) 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. (Later versions may create x360ce.ini automatically without a popup.)

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:

    • This tutorial will work for MK9 as well. Just remember to use the 32-bit binary for either game.
    • I recommend DS4Windows if you’re using a PS4 controller. It essentially does the same thing as x360ce, but has better options for DualShock 4 controllers.

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.

Last updated on April 4, 2019

Updated links and made some minor tweaks.

Sega Genesis MKII Pre-production Sample

Cartridge (front)
Cartridge (front)

As some people in the MK community already know, I have a pre-production sample of Mortal Kombat II for the Sega Genesis. I obtained the cartridge several years ago from a friend, who apparently purchased it from a seller on eBay. With so many Mortal Kombat prototypes surfacing in recent years, curiosity got the best of me and I wanted to learn as much as I could about it. However, I couldn’t justify buying a backup device for a single task, so I decided to seek out someone in the prototype “scene” who would be willing to dump it for me.

In August of last year, news spread about an in-house gag version of NBA Jam for the SNES, dubbed NBA Jam XXX, which contained explicit commentary by the game’s announcer, Tim Kitzrow. I decided to get in contact with Mike over at NintendoPlayer.com, the source of the release, regarding the game’s authenticity. After much discussion, I learned that Mike had a special connection with Mortal Kombat as well, so I asked him if he would be interested in dumping my pre-production cartridge.

EPROM chips
EPROM chips

Mike was very informative about the whole process, citing the pros and cons of dumping prototype cartridges and how to handle them. Time wasn’t on my side, as EPROMs retain their data for a minimum of ten to twenty years, a deadline that was vastly approaching — that is, if an unknown amount of light exposure hadn’t caused erasure already. There was also the fact that the EPROMs were soldered to the board as opposed to socketed. This meant they would be difficult to remove and reattach without damaging the game. A risk Mike wasn’t willing to take.

Mike informed me about the Retrode, a device capable of dumping Sega Genesis/Mega Drive and Nintendo SNES/SFC games and SRAM1 data (save files) through a USB connection. But it wasn’t cheap. Again, I couldn’t justify buying something I’d only use once, so Mike began to ask around on my behalf. I was eventually directed to Luke Zapart who, to my surprise, was willing to ship me a Retrode. Needless to say, I was pleased with this arrangement because it meant I didn’t have to send my beloved collector’s item to a complete stranger.

Upon receiving the Retrode from Luke, I dumped both the pre-production cartridge and my own retail cartridge, and compared the two checksums. To my disappointment, they were a match. You may be wondering what this all means. Basically, the code is identical to the retail version and not a prototype after all. It was likely a press copy that was sent to magazines and such to be reviewed. While not the result I was hoping for, it’s still a neat little piece of video game history. I even learned a thing or two along the way, so it wasn’t all for naught.

(Special thanks to Mike and Luke for all of their help and kindness.)