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Week of March 13, 2006

You can take "The Peacemaker," "Deep Impact," and "The Tuxedo." We'll take "Gladiator," "American Beauty" and anything else that didn't suck.

Emilio's 17

Yeah, like he needed all that overpriced crap anyway...

This lawsuit's going to make 'House Party' look like 'House Party Two!'

I told you... don't call me SENIOR!!

Maybe this is all a bad dream too?

Thanks Sharon, but I think I'll wait until this one comes out on DVD (so I can freeze frame of course)

There is absolutely, positively no nepotism in Hollywood. None.

You're good, baby, I'll give you that... but me? I'm magic.

This band will go down like a lead balloon

Well, Goodbye there Children...

They can't sell the Capitol Records building! What will be left to destroy in the next crappy 'end of the world' movie?

Same old Courtney - still sponging off Kurt

Panic on the streets of Austin

You're a fat, Botox faced, wig-wearing ninny! Oh yeah? Well your band has a dirty H addict as a lead singer!

Black Sabbath, Blondie, Miles Davis, The Sex Pistols, Lynyrd Skynyrd Enter Rock Hall



01 THE BREAK-UP $39.17
$12759/av

02 X-MEN: THE LAST STAND $34.02
$9159/av

03 OVER THE HEDGE $20.65
$5170/avg

04 THE DAVINCI CODE $18.61
$4953/avg

05 MISSION: IMPOSSIBLE III $4.68
$1756/avg

06 POSEIDON $3.49
$1283/avg

07 RV $3.20
$1469/avg

08 SEE NO EVIL $2.04
$1607/avg

09 AN INCONVENIENT TRUTH $1.36
$17615/avg

10 JUST MY LUCK $855K
$892/avg









E-MAIL THE AUTHOR

GAME ON!

By Ian Bonds

September 30th, 2005

Video Games 101: Mortal Kombat

What began in the arcades as a simple fighting game using digitized images of real people became an overnight sensation due to the over the top violence and gore. It’s the reason we now have the ESRB. It’s spawned 6 main games, three spin-offs, two films, a few comic books, action figures, a techno song, a cartoon and a live action television series, not to mention a host of imitators. To celebrate the release of its newest title, Game On! is taking a special Video Games 101 look at the series that began “mature” gaming as we know it. Prepare yourselves, for Kombat. MORTAL KOMBAT.

KRUCIAL KOMBAT

We begin our history lesson with the main titles in the series: the fighting games. These games are basis for the phenomenon, the off-shoots, and the rip-offs. These are the crucial games in the mythos, the games that tell the story, that all began with one mystical tournament…

MORTAL KOMBAT – 1993 – SNES, GENESIS, SEGA CD, GAMEBOY, GAME GEAR; - 2004 – PS2, XBOX

It all started in the arcades. MORTAL KOMBAT was a sensation that combined digitized actors with bloody action. It was a remarkable turn from Midway’s previous digitized effort, PIT FIGHTER, in that each character had a larger array of “animations”, as well as the huge violence factor. At the end of each round, the player who won the match was able to perform a “Fatality” on his or her opponent; a move that would effectively “kill” that character, be it by ripping out their heart, tearing out their spine, or just incinerating them with fire-y breath. The game’s over-the-top violence factor was part of it’s appeal, and kids were pumping in quarters non-stop.

Then came the announcement that the game would see a home conversion. Console gamers rejoiced and geared up for September 13th, 1993 – a day that will live in infamy as “Mortal Monday”. Truth be told, it was a fantastic ad campaign. Hundreds of blood-thirsty gamers running through the streets screaming “MORTAL KOMBAT!” as the techno-song pumped the theme.

However, it was not arcade perfection on the home systems. Due to the extreme gore of the game, a new ratings system had to be initiated, a first for games. Nintendo flat out refused to even have the game licensed for the system, then changed their mind, only to have the game “edited” for the Super NES. The blood was re-colored, and replaced with a clear “sweat”. Of all the fatalities, only one was edited for the SNES version: Sub-Zero’s. As fans will remember, in the arcade (and other subsequent non-Nintendo versions of the game) ol’ Subby would grasp his opponent’s throat, and rip their heads off, pulling the spine with it. Not so on the SNES. Here, you’d perform the same controller motion, but instead Sub-Zero would freeze his opponent, then shatter their body, leaving bits of icy body parts around. Personally, I thought this fatality was “cooler” (no pun intended) and opted for this version when I picked my copy up. Truth
be told, despite the revisions, the SNES version was the better of the two. The Genesis version had all the blood and gore, but suffered from poor sound and bizarre control (due to the controller’s three button layout).

A few months down the road, the game was released again, this time for the Sega CD. This incarnation was perhaps the most arcade perfect version to be released on home consoles up until recently. The graphics were polished, the sound was CD quality, and all the extras a MK fan could hope for were included, making this the definitive home version from its initial release. The less said about the handheld versions, the better, however. While the Game Gear version was passable, both it and the horrendous Gameboy versions suffered from the lack of button options, as well as graphical prowess. The Gameboy version, however, was the only one to include Goro (the game’s sub-boss) as a playable character upon completion.

Recently, the game was released in an arcade-perfect translation as a part of the “Kollector’s Edition” of MORTAL KOMBAT: DECEPTION for Xbox and PS2. Playing the game now is a good throwback to fighting games gone-by, but is supremely tame by today’s standards, in both graphics and control.

One Gamer’s Opinion:

MORTAL KOMBAT II – 1994 – SNES, GENESIS, 32X, SATURN, GAMEBOY, GAME GEAR

Due to the success of the original game, the game’s creators, Ed Boon and John Tobias, had a bigger budget to work with, and so, gave the fans just what they wanted: More MORTAL. The sequel incorporated many things they wished for the original, such as more characters and tighter graphics, with each character receiving a few more frames of animation for their moves. They still used live actors in the roles, digitizing their moves into the game, but the technology was better, so things looked even more realistic, despite the copious amounts of cartoonish crimson flying around.

Now, more Kombatants are all fine and dandy, but what fans were really “klamoring” for were more Fatalities. Well, fans got them, and the gore the merrier. In response to the newly formed video games ratings board, however, the developers included two new moves, “Babalities” and “Friendships”, as non-lethal (and humorous) ways to finish off your opponents. “Friendships” were usually wacky poses, with the winning fighter offering something to their dizzy foe, such as flowers, or Johnny Cage’s autograph. “Babalities” were just what they sounded like: the winner would transform his or her opponent into a baby. Weird, but a nice diversion from just ripping someone’s spleen out.

The game also offered two instances of area specific fatalities. In the original game, performing an uppercut move on the “Pit” stage would knock your opponent onto the spikes below. Now there was a new pit…with spikes on the ceiling above you. There was also an acid bath, where your opponents would go for a dip after a hard battle to cool off…as well as melt away the pounds.

The home versions, however, were still not quite able to capture the same feel of the arcade game. Nintendo finally gave in to the violence, as its edited form, despite having better graphics and control, suffered in sales. As home console technology improved, later releases of the game continued to replicate the arcade experience better. The 32X version for the Genesis ad-on was quite sharp, but the Saturn version was the best yet, only offering a slight lag in certain moves as the disc loaded them. Again, the handheld versions suffered from lack of buttons, and both were really only worth owning if you gave that much of a “krap” about the series. To this day, MKII remains as one of the best and deepest 2D fighters around.

One Gamer’s Opinion:

MORTAL KOMBAT 3 – 1995 – PSONE, SNES, GENESIS, GAME BOY

By now, the developers and creators of the franchise knew they had a hit on their hands, and so they decided to just pile on what worked. This meant that the graphics looked even better (yet still retained the digital actors), and that they had to keep adding things in order to “improve” the mechanics of the title. Sometimes, this is not always the best idea.

For MK3, such improvements included not one but TWO fatalities for each character, as well as several different area-specific fatalities. However, no longer were these executed with a simple uppercut. Now, each character had a different button combination to perform for each stage specific fatality they wished to perform. Add to this the now standard “Friendships” and “Babalities”, we had something called a “Mercy” move. When the game prompted you to “Finish” your opponent, you could execute a button combination to actually revive them with a small fraction of health. This was usually done to humiliate them with defeating them again, but sometimes players could make a miraculous comeback. The “Mercy” was also connected to another new fatality form, the “Animality”. Here, after performing a “Mercy” and defeating your foe again in the third round, you could transform into an animal and destroy them as nature intended it…like a giant spider…or, y’know, whatever.

For lack of a better term, and at the risk of another pun, this all seemed to be “overkill”. The internet wasn’t quite as prominent as it is today, and discovering all these different controller combinations cost you a lot of quarters and trail and error. And despite the game’s numerous fatalities, many of them didn’t quite seem to have the same blood lust as their predecessors, even including two fatalities you can’t even SEE, with the screen fading to black and the actual demise of your foe a mystery. Then, there’s the inclusion of a 6th button to the game. The developers added a “Run” button, used to have your character sprint up to their opponent to dish out a little up-close pain. This button not only served as another thing to hit to enter fatality combinations, but was also directly connected to what many gamers affectionately refer to as “dial-a-combo”.

“Dial-A-Combo”, or “Dial-In-Combos” resulted from hitting attack buttons at specific times in specific orders, but almost at a methodic, dialing pace, to rack up huge amounts of damage. The problem was, with out these specific dialed in button presses, casual gamers who weren’t accustomed to this new combo feature would either get severely trounced, or button mash their way to glory. Sure, it looked cool when you actually performed a 16 hit juggling combo, but it was another case of remembering button presses, and dialing it in rather than actually playing a fighting game and using strategy,
where as the 10 year old punk next to you in just wailing away on the controller, and achieving the same result with a series of smaller combos.

The home console versions of the game at this point were fairly indistinguishable. However, the fledgling Playstation system got first dibs, and had the game a few months before the older 16-bit systems could get it. As such, the 32-bit powerhouse had the best graphics of the other versions, but again experienced lag, especially with the dialed in combos, slowing the response time of the fighters even more.

Both MKII and MK3 were included on MIDWAY ARCADE TREASURES 2 last year for PS2, Xbox and Gamecube in arcade perfect translations. While MKII is worth owning in just about any form, MK3 is universally thought of as the downfall of the series.

One Gamer’s Opinion:

ULTIMATE MORTAL KOMBAT 3 – 1996 – SNES, GENESIS, SATURN

In order to re-spark interest in the waning series, the developers re-released the game with a few adjustments. Dubbed ULTIMATE MK3, this version included many characters left out of the original MK3, as well as a tightening of the gameplay. Characters and stages from the first two games were brought back, making this game essentially a “MK Greatest Hits”.

Fans didn’t seem to care. It wasn’t MK4, and it resembled MK3, so most folks didn’t even notice the difference between the two games. Sure, it was essentially an upgrade anyway, but it still had those crummy dial-in combos.

Admittedly, the home consoles faired a bit better with this one, as the Playstation got left out in the cold on the ULTIMATE version of the game, with series supporters Nintendo and Sega getting the rights to the home versions. Sure, those systems were on their way out, but what better send-off than the best version of…well, okay, a mediocre fighter, but still the hottest bloodfest around. But even the hottest bloodfests can make for lukewarm fighters, as this one proved.

One Gamer’s Opinion:

MORTAL KOMBAT 4 – 1998 – PSONE, N64; - 1999 – GAMEBOY COLOR

After a two year hiatus, MK returned, and this time was in full 3D. Gone were the digitized actors, and new features were plentiful for the new title. Other than being able to dodge projectile attacks by moving your character to the foreground or background, MK4 also featured the introduction of weapons to the MK universe.

Through a specific controller action (different for each character) your Kombatant was able to pull out a weapon and cause a good deal of damage, even heaving it at you foe. The move was just like any other special attack. The only drawback is that if you were hit even once, you would drop the weapon, and it lay on the ground, free for your opponent to pick up and use on you.

The dial-in combos returned, but they weren’t nearly as annoying as they were in the last two previous games, as the combos now had a weird ‘restriction” to keep everything even. At most, a combo could only be up to six hits, and only take away up to 40% of your foes health. Kind of cheap for the combo fans, but just right for the newbies trying
to even the playing field. Each character also had two fatalities each, but gone were the other crazy “-alities”. Just simple blood and gore. Sadly, most felt that the fatalities were too simple, not really maintaining that gory edge seen since the first two games.

While the 3D graphics certainly aren’t anything compared to today’s games, they did well for the time, and gave the series a new light. However, this was to be the last MK seen in the arcades, as the home console market practically negated the need for coin-op machines anymore. The home console versions themselves maintained the look and feel of the arcade game, but the Gameboy Color one still couldn’t quite get the control right.

One Gamer’s Opinion:

MORTAL KOMBAT: DEADLY ALLIANCE – 2002 – PS2, XBOX, GAMECUBE, GAMEBOY ADVANCE

It would be four years until fighting fans saw the return of a “traditional” MORTAL KOMBAT game. For many the wait was even longer, as the game went through numerous delays before its final release.

At its release, it was heralded as the return of the fighting franchise the fans loved. However, looking back at the game today, you can tell that it was really finished the way the developers wanted. Personally, it’s probably my least favorite in the series, but that’s mostly from an aesthetic level. I just hate the fact that the whole thing controls with the d-pad and not the analog stick. For a 3D game, that just simply will not do.

However, it certainly looked good. The graphics were the best the series had seen yet, and the audio was top-notch as well. The GBA version of the game also faired well, as they were finally able to adapt a semblance of the move set for the characters that worked well.

Since this title was a console exclusive and no longer in the arcade market, there were
extras not usually found in a MK game, such as the inclusion of a new “training” mode of sorts called “Konquest”. Here, you would select a character from the roster of fighters and take them through various training trails, in order to acclimate yourself with their moves, as well as helping you learn the various new combos and MKs newest feature, different fighting styles. Through the press of the left shoulder or trigger button, you could flip between one of two fighting styles, unique to that character. The third press of the button would produce that character’s weapon, no need for a special move to brandish it now. This gave all the characters at least triple the amount of moves and combos they would normally have had in the game, and was a refreshing change for the series.

There was also the introduction of “Koins”. After each battle, either in normal “Arcade” mode or in “Konquest”, you would win a set amount of colored “koins”, which were then used in the “Krypt”. There you’d find numerous lettered tombs, each containing a special secret for the game, including con…erm, “koncept” art, movies, and even new characters to play or arenas to battle in. This kept players fighting through the game in a desperate attempt to unlock all the secrets held within. It was a bit of a cheap strategy, but it worked, as some of the more difficult to unlock characters were the more rewarding fighters.

As far as gore and bloodshed, it was still there, but the characters only had one fatality a piece, and they were still the light side of tame. Still, things seemed to be shaping up.

One Gamer’s Opinion:

MORTAL KOMBAT: DECEPTION – 2004 – PS2, XBOX; - 2005 – GAMECUBE

Last year’s effort truly was a landmark title, as the culmination of the efforts from all the previous titles came to fruition in this game. Not only did it feature stellar gameplay and moves, initially began in DEADLY ALLAINCE, but it also added three whole new gameplay options, making this title one the most complete and diverse MK titles ever.

Firstly, playing DECEPTION tells you what kind of game DEADLY ALLAINCE could have been, if they had actually finished what they had intended. Full analog control is one thing, but the amount of moves and characters were increased, and the animations were more fluid and realistic. There were the included stage fatalities as well, were just about every background you fought in had some deathtrap hidden, triggered by a powerful hit to send your opponent into it’s clutches.

While the gameplay is the best the series has seen, what drew in fans even more were the newer gameplay modes. First, there’s “Chess Kombat”, where you select fighters for pieces, and have them battle out over who gets to move to which square. Not quite every character moved like a traditional chess piece, but it added a new variety and flavor to the MK license. Certain pieces could also be given special duties, such as a healer, or setting up traps along the board for your opponents to fall into when they stepped on that square. You could even have teleporters drop a foe right on a trap, bringing about a satisfying piece capture.

Then there’s “Puzzle Kombat”, where super deformed versions of the fighter battled it out at the bottom of the screen, while you played a Tetris-like falling “koin” game above. The more “koins” you deleted from your board, the more powerful move the fighters performed. It played very much like SUPER PUZZLE FIGHTER did, which used characters from the STREET FIGHTER and DARKSTALKERS series’. Only more bloody.

Finally, there was the all new “Konquest” Mode. Here, the mode had been redesigned as a sort of RPG for the fighting game set. You assumed the role of Shujinko, a shaolin monk who wishes to train for the Mortal Kombat Tournament. As you travel around the worlds, you’d fight opponents and increase your training, gathering coins and skills as you progressed. It was a rather deep mode to be included in a fighting game, and took a good amount of time to accomplish, as well as helping you to unlock some other characters in the game by finding chest scattered around the worlds. At the end of it, Shujinko is an old man, but now a fighter in the Tournament, and his character becomes unlocked.

What’s even better for this game is that all but the Konquest mode were also playable online (all except the Gamecube version, released a year later. In it’s place, they received two exclusive fighters, Motaro and Shao Kahn from MKII). MORTAL KOMBAT was online ready for the first time on both PS2 and Xbox, and offered frenetic fast-paced fighting action for all with a broadband connection and a lust for blood and gore. Each character had two fatalities each as well, and the crimson flowed like so much red pudding, dripping down every surface in the game. The series had returned to it’s former glory, and fighting fans rejoiced once again.

One Gamer’s Opinion:

KOMPILATIONS

As the series made it’s way from Konsole to Konsole, certain versions wound up not getting translated, or certain systems got special versions that included more than the original game. Here are those two “greatest hits” kollections.

MORTAL KOMBAT TRILOGY – 1996 – PSONE, N64; - 1997 – SATURN

Built off the MK3 and UMK3 engine, MORTAL KOMBAT TRILOGY was presented to fans of the series on PSOne and N64 who wished for an even MORE Ultimate version of the game. Sadly, all they got was a buggy, laggy piece of shit. Sure, it had the most fighters ever in a MK game, but at what a sacrifice were they brought to them.

Firstly, the game DID include many fighters from the series (at the time) three games, including many of the stages and most of the weird fatalities and moves. However, as I said, the game was built off the MK3 engine, and the damn dial-a-combos were still
included, making button mashing a must for some poorly ported early characters. Also, especially prevalent on the PSOne version, there was noticeable lag whenever Shang Tsung would morph to different characters, or fireballs would be thrown.

Both versions experienced freeze and delay in moves, and I even had my PSOne version crash several times after defeating the final boss. I wouldn’t get an ending, just a black screen. No credits, nothing. And this was on three separate copies. Buggy from beginning to end, this title is only for the die-hard fan who longs to see match-ups gone awry.

One Gamer’s Opinion:

MORTAL KOMBAT GOLD – 1999 – DREAMCAST

This one is slightly better. Built from the MK4 engine and including all of your favorite characters rendered in 3D (many for the first time, and not to be seen again) the Dreamcast-exclusive game featured the best graphics from these models. Control was responsive, and the music and sound effects rung well. The only draw back to the title was that it was released at a time when the first SOUL CALIBUR was dominating the system, and its dial-in combos just weren’t going to keep it running along well. Still, as a compilation of the fighters and moves, it was the best thing to come along for fans of the series who wanted a bit more for MK4.

One Gamer’s Opinion:

KOMPACT KOMBAT

While most of the games had been ported to the handheld consoles, there were a few titles that were exclusives as well.

MORTAL KOMBAT I & II – 1998 – GAMEBOY

This title is exactly what it claims: both MORTAL KOMBAT and MORTAL KOMBAT II presented on one cartridge. Sadly, they didn’t change the control or the graphics, so it still sucks balls. But now you have one shitty game taking up space in your game rack rather than two.

One Gamer’s Opinion:

MORTAL KOMBAT ADVANCE – 2001 – GAMEBOY ADVANCE

The series first foray onto the 32-bit handheld, this title was built from the MK3 engine, but also seemed to suffer the same fate as it’s earlier Gameboy brethren. Action was choppy, backgrounds were muddy, and control was practically non-existent. Still shots looked okay, but once you saw the game in action, you’d think you were having a seizure, or at least some horrible hallucination. Characters would teleport across the screen rather than walk, and animations were so choppy entire frames were missing, making weird jumps across the screen. Fans were beginning to think they’d never be able to take MK on the go with them. Thankfully, the port of MK:DA changed all that, with a solid translation of the console’s action and graphics. Rather than trying to render everything in 3D, MK:DA for GBA opted to use the SNES Mode 7 Graphics to give it a 3D feel, and it worked well. However, that was MK:DA, and this is MKA. And MKA sucks. Most of the characters are just the palette swapped ninjas, and everything just feels…phoned in.

One Gamer’s Opinion:

MORTAL KOMBAT: TOURNAMENT EDITION – 2003 – GAMEBOY ADVANCE

Taking a hint from the previously mentioned MK:DA for GBA, MK:TE finally gets it as right as it’s ever been for the handheld fighters. Solid action, control and audio, gave fans the total portable package in carnage and mayhem. The character selection is top-notch for the series, brining in fan favorites and heavy hitters from the series, featuring the best roster for any of the handhelds. This title could almost be listed under “Kompilations”, but the handheld element of it makes it the perfect kompact kombat. If you’re looking for the definitive gore-fest for on-the-go, this is the one for you.

One Gamer’s Opinion:

KOMBAT KWESTS

As well-known as the series is for solid one-on-one fighting action, it’s also well known for having shitty spin-off games based in the MK universe. The least said about these titles the better, but these quests (or kwests, if you prefer) at least deserve a mention.

MORTAL KOMBAT MYTHOLOGIES: SUB ZERO – 1997 – PSONE, N64

Good lord, where does one begin? Horrid control, terrible graphics and pathetic audio mar this title from beginning to end. Taking one of my favorite characters and sticking him in his own action/adventure/RPG game in the MK universe SEEMED like a good idea, but a little follow-up to actually make a GAME would have been nice. Still using the digitized actors didn’t help, but the graphics look like a dead moose throwing up on a dead squirrel. Never have I had a character so difficult to control. You actually have to press a button to TURN THE CHARACTER AROUND TO FACE THE OPPOSITE DIRECTION. The live action cut-scenes are laughably bad, and so is the game as a whole. Seriously one of the worst games ever made.

One Gamer’s Opinion:

MORTAL KOMBAT: SPECIAL FORCES – 2000 – PSONE

Sadly, this one isn’t much better. Sure, they go the pseudo-top down 3D route, and give you a semi-decent action title, where you play as Jax, trying to hunt down Kano and his Black Dragon Clan. There’re special moves and fatalities, but it’s all so…bland. And ugly. And tiresome. And boring. And…just plain bad. It’s obvious from these two titles that side games set in the MK universe just plain don’t work.

One Gamer’s Opinion:

KURRENT KOMBAT

Or do they? Midway is hoping that you’ll forget about those two forgettable (and practically unplayable) games when you pick up their newest entry into the MK mythos. And the good news is, you just might…

MORTAL KOMBAT: SHAOLIN MONKS – 2005 – PS2, XBOX

Taking place between MK and MKII, after Lui Kang has become the champion of the Mortal Kombat Tournament on Earthrealm, Shang Tsung is not taking his defeat lightly, and is attempting to move the contest (as well as the kombatants) to his realm of Outworld. You assume the role of one of the two Shaolin monks, Lui Kang or Lung Lao, in an action adventure beat ‘em up.

The game is actually better than one would expect. Sporting some very fresh looking 3D graphics, you make your way through various stages from the early days of the MK franchise, fighting otherworldly demons and Oni, as well as familiar characters from the series. Johnny Cage lends a hand, while Baraka tries to end your kwest. Each setting offers ample opportunity to beat down your foes, and there are various area-specific traps with which to dispatch you opponents. However, just beating them to a bloody pulp relents more experience points, which you use to buy upgrades for your move set, as well as combos.

The fighting is surprisingly deep, as you can use multidirectional attacks as enemies surround you. There’s even the ability to utilize fatalities in a fight. Build up your special meter and press the appropriate button to begin the sequence. Enter the proper button combination and you can quickly kill most tough foes. You’re even given the fatality button combinations the first time you’re to do the attack. Forget how? Conveniently, all moves and attacks motions are stored in the pause menu for access in case you can’t remember them all. There’re even specific fatalities you must perform on boss characters. Each character has a total of 10 finishing moves, as well as two new
finishers, called “Multalities” and “Brutalities”. “Multalities” are performed the same way as Fatalities, only they’re able to take out multiple enemies within the range of the attack. Build up your fatality meter to the second point to execute these. “Brutalities” act as a rage meter. When performed with your fatality meter filled up to the third point, executing this maneuver allows you to slice through multiple foes in a sort of supped up adrenaline attack, tearing the opposition to ribbons.

As you progress, you obtain new abilities to help you advance through the stages of the game. Sadly, this showcases the titles poor level design, as many areas need to be revisited once new abilities are obtained to allow proper passage through the arena. Many times I actually became stuck, as I traveled in the wrong direction without a certain ability, and was unable to return due to being trapped behind something that needed a skill I did not yet possess. Also, many stages don’t contain enough save points. Several times I found myself wishing for one at one section, then at yet another, I felt overcome by the glut of many in one area.

Aside from some sloppy level mechanics, the game as a whole truly is fun, if not a bit short and repetitive. Thankfully, there’s a decent amount of replay value, as there are two characters that can be unlocked for the main game. Friends will also enjoy the two player “Ko-op” mode, and will find the most benefits and rewards from playing in this mode, as many cool items and kontent can only be unlocked this way. The game is rounded out with a stylish play on the main game kombat in a versus mode, and clever gamers will even be able to unlock the entire MORTAL KOMBAT II game.

MORTAL KOMBAT: SHAOLIN MONKS is a pleasant surprise, offering a good deal of fun and replay for a series that doesn’t have such a great track record for spin-offs. This is supposed to signify that the series will be making a new title every year, alternating between fighting games and action. Hopefully, it can only continue to improve.

One Gamer’s Opinion:

I won’t touch on the films, suffice to say that the first one is probably the most successful translation of a game to a movie, while the second film serves only to cheapen the franchise. I still maintain the thought that the title should not have been “Mortal Kombat: Annihilation”, but rather “All The Characters From The Mortal Kombat Games, For Five Minutes, Within Five Minutes of Each Other”, but perhaps that’s a bit large to fit on a marquee. The TV series, from what little I was able to see, was decent, following Kung Lao and a younger Sub-Zero and, I believe, Kitana. If all goes well, we may see a DVD release eventually, as they’re putting damn near EVERY TV show EVER on DVD.

But with that, it’s time to “finish” the ol’ column. Next up for Video Game 101? Another controversial series known as Grand Theft Auto. Until next time, friends…

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