While i do agree that umk3 is not the best example of "dithering well done" i have to admit that back in the day most of us had a cheap crt-tv showing composite and NOT ultra-sharp RGB over a hd-tv. To get an image that is more close to what we got back than you could get a console, hook it up to a retrotink2x/retroscaler2x, turn on the filter option on the upscaler and turn the "sharpness" on your tv/monitor all the way down... Still pretty grainy but the dithering, together with the bad signal from composite, helps a lot in creating more colors and a better overall-image. Compared to a SNES over composite the SMD got much closer but what made the SMD-Version good was not the look but the feel... The controls are more responsive and the button-layout mimics the arcade. Also, little details in the fatalities made the difference. Look close at Sindel's "Scream-Fatality". On SNES the "Skin" is always a mix of white, black and yellow(?) where on the SMD you have the colors used mainly on the Charakter what makes it feel more realistic and closer to the arcade. Hard to show in a UA-cam video :/ Just my two cents for the people who are not old enough to remember or forgot that not all was crisp and clear back than. Thanks for the great video, by the way ;) Stay healthy, save and have a nice day!
The thing that I take issue with, and not from your comment which was fine and included good information, is there seems to be this movement in the retrogaming scene these days to put CRTs on some kind of pedestal and to look down on anyone that prefers clear pixels because "that wasn't what the developers intended." With that argument, people have to realize most developers were already using VGA during the 16-bit console era and working with much clearer pictures than composite. They were working with connections on displays that didn't really have the color bleed and "blending" associated with low end consumer TVs over RF connections. TVs with composite made dithering incredibly obvious unless the TV was very poor - for the "blending" everyone talks about these days you needed a terrible RF connection which would make the rest of the picture look fuzzy, too. I don't mind if people prefer CRTs, everyone should enjoy their games however they want. I just don't like attempts to rewrite history. Most people in the 80s and 90s wanted to get as clear a picture as possible and there's a contingent in retrogaming today that wants to pretend that things were different than they were during that time. To be clear again, I'm not talking about you, this was just a good place to get that rant out, lol. Appreciate you watching the video and commenting!
@@InglebardGaming yes i get your point. RGB was standart on master system and mega drive but i remember talking to a guy who was in charge for making pixel art in game and he pointed out that part of the usual setup back than included a normal tv to see how it looks... Not all did this and you are totally right that back than high quality existed and was used as a standart. The worst thing than can happen in a community like the one including retro-games is a fight over little nuances ;) while i like the look of a crt i don't use one myself anymore... I also use real hardware AND emulation... A point where i see another bad argument to fight over... The console wars are kind if funny cause the 16bit era was a time where consoles where not just a small pc but an individual system... But in the end we need to realize that we are no kids anymore, can have all the options to play those games and don't need to fight... Or, trying to put it in better words, don't need to force one opinion over the other... There are many ways to enjoy retro gaming ;) Thanks for the nice response. I am still hyped about the SMD Castlevania Port :) sounds, looks and plays great allready! Thumbs up!
@Nobunaga1983 The "blending" you're talking about is bad signal and color bleed. It's the whole reason people used to RGB mod Genesis systems specifically. Also, again, typically the worse the quality of the TV's picture the more "blended" it looked, you had to sacrifice quality and detail for little benefit. As someone who often played on pretty high quality composite monitors, the dithering was super obvious, even on 13 inch monitors.
@@InglebardGamingidk never got this technical in 95, just played the game with standard cables and tube tv. Looked fine. But in this genesis looks a lot sharper than snes
i have played a looot od Sega version as a kid, i have just played on emulator again, man this game was so incredible at the time, it even holds up for me even now, it's crazy, and it's not just pure nostalgia. I will continue to play arcade version after seeing this though. i tried MK trilogy - Dos version with modern patches, bug fixes, fps etc, and mod that imports arcade music into the game, but for some reason i found it much harder than Sega UMK, but i am rusty, so yeah... Edit: i have an update on probably the best way to play arcade version, which is mortal kombat arcade collection, at least on PC, but you must sail the seven seas for that one.
Yeah, when I started playing this again, it had been probably decades since the last time, lol. It was like starting over at the beginning, but after about 20 minutes I found my groove! Still not my favorite MK since I'm not a huge fan of dial-a-combo, but it's still fun and I enjoyed going through it MANY times on several different platforms for this video and beyond. I played some Trilogy for a while after making this.
The thing is if you want better graphics and sound then get the Super NES version, if you want better gameplay and more contents then get the Sega Genesis. Both games aren't as meaty as the arcade game but at least both aren't just inferior versions no new stuff. Both games had 2 exclusives fighters that you can't play in the arcade and a new finisher that is better than the laughable animality seen in the arcade and Sega Saturn versions. Also while the arcade version is missing the Bank stage, the Sega Genesis version retain the Bank stage. Another thing is in both the arcade and Super NES version, Shang Tsung can't morph to Smoke but in the Genesis version Shang Tsung could not only morph to Smoke but he could morph to Rain and Noob Saibot as well.
I definitely didn't bash it. I said it plays better but looks worse, which is an objectively fair assessment. I pointed out the strengths and weaknesses of each.
@@lioneart19 - actually, it's missing 10- Church, Soul Chamber, Subway, Street, Bank, Bell Tower, Balcony, Bridge, Graveyard & Lost (Orange portal). Somehow, even though they used the same amount of memory, the Genesis had 4 more backgrounds (Bank, Subway, Church & Soul Chamber) than the SNES
The SNES version has a lot more detail than the Sega Genesis version, but it still uses the same 4 MB cartridge, they had to cut several stages to maintain the quality.
glad you mentioned the names under the energy bars thing... that always bugged me on the home ports of SNES MK! IDK if it was a technical thing or just an aesthetic choice, but I'm also not a fan. I don't think we owned UMK3 on any systems I think we kinda skipped ahead when trilogy landed on on PS/N64.
There's a lot of loss of colour and quality in the graphics indeed but it's kind of unfair because the home versions where designed to be watch through the filter of old CRT tvs , that smooth out a lot. The Genesis characters look darker with an already very dark game with dark backgrounds , I wonder how the contrast would do in s CRT screen... Since de character sprites are smaller in the home version you can have a lot more screen real estate to benefit the movement in the air like Sindel flying. Silver linnings I would be interested in seeing a comparisson for regular Mk3 because at least it has all the characters and more backgrounds. Fan story from my time: I bought UMK3 for the Snes, but it was a bootleg version that didn't run on my original console ( I never knew why, apparently there was a chip you need to install in your console for that but I never liked the idea of having someone messing with the original hardware of the console), ended trading with some guy for MK 1 😂
The CRT "smoothing" didn't help much unless you had a really bad CRT TV. Back in the 80s and early 90s I had my systems hooked up to either C64 or Amiga composite monitors and the dithering was obvious. From the mid 90s on (32-bit system era) I had most of my systems hooked up via s-video on a bigger TV and dithering was still obvious on that one, too. In my experience CRTs really only hid dithering on these old systems if you had an especially blurry TV or hooked your systems up via RF. Where I do still appreciate CRTs is response time for input which was never something we even had to think about.
The Genesis version actually looks better on a CRT with composite video because of the dithering. even though the coloring still isn't as good as the arcade the dithering does make it look a little more colorful. Emus and the RGB cable end up killing the effect the dithering is trying to display since they disable the effect.
Dithering looked terrible over composite also unless the TV was really blurry. It was very noticeable on the old monitors and TVs I used to use when this stuff was new.
Every Genesis game looks better via composite on a CRT. Games like MK3/UMK3 use dithering to perfection like a ton of other late release Genesis titles. These games via RGB look like a dithered disgusting mess. Not at all what the devs intended these to look like. There's no reason to have it looking like this today with all the top tier composite shaders on emulators or OG hardware.
So Sheeva and Animalities were removed but their phantoms made it into both version. On SNES if you got into 8vs8 fight where fighters are picked randomly it can choose 'E' as your opponent or player character. That's Sheeva. More specifically whatever remains of her. She's glitchy and certain actions will crash the game. BUt some fatalities if you manage to get her to that point will have a few of her sprites. Meanwhile on Genesis, Kabal's animality input wasn't removed and doing it has... Interesting effects.
From what I remember the SNES version had shao khans treasure in the little tournament mode where you set up like a small tree of i think 8 fighters to fight vs other players. it was a weird place for it but i remember having this game and going through that to watch fatalities because i was so bad at making all but a few of them work.
Hi! I am pretty sure that most of the stuff i am writing right now is somewhere in the comments... I arrived late at the party but i think it helps more to repeat interesting stuff... In the end... The more comments, the better, right? So first of all, Kahn's treasure DOES exist on the SNES. Just play through the 8-player tournament. This makes this version the easiest to get to the treasures.
Yes, I ran across that later on. What a weird choice to move it there. If anything they should have just put it in both places, the tournament and the regular ending screen where it is in all the other versions.
The name appears outside of the stamina bar. It’s a development technique that saves ram & aids to not strain the cpu so u don’t have problems and slow down and use up too much resources. I think I makes u able to do 1 sprite instead of layers . It’s something about being a technique that helps the game fit more content & run smoother
Never played this so was interesting to watch. Shame the MD has such a limited colour pallet, the dithering really let's it down, the SNES version looks more solid despite the chunky pixels. This vid interrupted my sunday Columbo viewing, but it was worth it 😅
Sure, on modern high resolution displays, the dithering is highlighted, but for TVs of the time, it looked mostly fine. I found it interesting the remarks about the sound aspects, I wasn't expecting the Genesis release coming out on top, even if slightly, as the scratchiness is something people always mentioned, even at the time. But maybe if we look into it, technically, you might be right. I don't know, I'm a sucker for dirtier looks in these games, though, while not intentional, it gives these games more personality and creepiness. Modern games, mostly from the PS3 era used chromatic aberration and noise effects in many horror games. As a side note, you can notice the arcade capture isn't properly scaled, it should be wider as the image is somewhat squished, during the tower, you can clearly see how the character portraits on the Genesis version at the right, for instance, have a more squarish and natural look to them. All that said, keep in mind that my brother and I played the SNES version at the time, actually from MKII onwards we didn't have the Mega Drive anymore.
For the arcade version I captured it at 1:1 resolution and scaled it proportionally. Might be one of those cases where the larger horizontal resolution of the arcade game makes it look squished when it isn't stretching on a 4:3 CRT. As for the whole CRT dithering thing, I went over that in detail in another reply but to summarize: they didn't hide dithering too much unless you had a particularly blurry CRT or used RF cables. Composite or better and you'd notice dithering strongly on a decent CRT.
@@InglebardGaming In fact, many Midway games use the same board and resolution, we can see how taller and skinnier the characters since MK1 look compared to the console counterparts, it could be they considered this, keeping a higher resolution and that the CRTs from the arcades would stretch it just enough so they would look more natural, but when capturing 1:1 using emulation, they just won't look right. As for CRTs, sure, dithering, color banding and pixelation were always noticeable, even at the time, but it just look way more highlighted in modern displays, thus, making them uglier/worse in hindsight, but in 14", 19" or 21" screens, using analog signals, they just looked OK enough. In fact, using modern technology to pinpoint visuals from anything during the analog era is a stretch, really.
@@roberto1519sir, the programmers did a poor job with the backgrounds. There is no debate. It has nothing to do with intentional design for tech of the time. There are more than enough examples of programmers doing that successfully, this was not done here.
@@TheCubicleReview2 That I agree, if you ask me if there's room for improvement, it surely does, no doubt about it. I only mentioned that in today's crystal clear displays, all the technicalities are highlighted more than ever.
They should of opted for a 8mb cartridge would could of had better looking and sounding and feature complete versions for Sega Genesis and Super Nintendo ports of ultimate mortal Kombat 3.
im sorry.. ive always hated the mk games, but especially 3 and 4.. by then i discovered fantastic fighters from capcom and snk.. but i love watching/ hearing your work on the subject edit: i had an older brother 7 years older and he was obsessed with the MK games, so maybe its just me saying "your games suck, my games are better"..but i was there from the beginning, seeing OG MK show up at our Putt Putt Golf and Games..
I really liked MK1 and 2 when they were new, but never as much as Capcom's fighters. To me there was novelty aspect to MK, but when it came to gameplay I was all in on the SF games.
@@InglebardGaming yeah, i was there for the big "mortal kombat" craze and "mortal monday" for our genesis.. i was down with it until 3 and 4.. like i said, i had an older brother who adored it.., but by then i was just like "these games suck compared to Street Fighter, Fatal Fury and SamSho"..but it didnt matter, the MK train kept going thanks to my older brother.. hell, when that relatively recent Mortal Kombat movie came out, he came over with my nephews and told me how "great" it was, while i still havent watched it..actually, that might be where we split.. going from playing Rambo on the master system together, to playing Mystic Defender and Thunder Force 2 (and dozens others) on Genesis to now being like "uh.. we disagree"..
There's a guy called "Master Linkuei" who made a simple demo of MK3 for the Genesis a couple of years ago with the arcade assets. It really shows how much better the game could have potentially looked on the Sega System. ua-cam.com/video/MjfCLVgNBRM/v-deo.html He also made demos for MK1 and MK2 and they also look much better than the actual ports we got from Probe.
Há também demos de KOF98 e Metal Slug pro Mega Drive que parte o coração, só de imaginar que mesmo KOF94 ou 95 pudessem ser lançados para o Mega ou até o SNES, que eram games que eu e meus irmãos jogávamos tanto nos fliperamas, nós sonhávamos com a possibilidade de ter eles em casa, Street Fighter Alpha, etc, pelo menos, o SNES recebeu uma versão do SFA2 que apesar de comprometida, eu lembro de ter jogado muito e achava inacreditável ter em casa.
I watched your video but it only improved on of the worst stages (the dragon head on the floor). Literally everything else was identical as far as I could see. If you are curious as to the colour count on the desert stage, it is 45. That leaves 1/4 or a whole palette completely unused. Here is the video counting colours. The SNES character select screen breaks the 128 snes colour limit by using mode 3 or 4 for direct colour mode and 1 simple background (not performant enough for use in a game). ua-cam.com/video/8K5lRUeUR5k/v-deo.htmlsi=PlMr9meF3XIU_yE9
oh dear. It does break the 128 colour limit in the next 10 seconds of video. Mode 4 is useable in-game as it uses indexed colour and not direct colour but only 1 background is available.
20:22 Thats bullsxxt because Ultimate mortal kombat trilogy has this fatality and it show you what all those clones doing to you and not fade out developers either ran out of time or was lazy putting this in.
Not sure what you're talking about here. The version of Ultimate Mortal Kombat Trilogy that I played (the latest patch as of this writing) doesn't have the "multiple Scorpion" fatality in it, it's just the standard Scorpion fatality 2 from the regular game where it fades out and then the loser gets burned.
@@InglebardGaming It was on a random message board I saw some time ago when I was searching for specs on another arcade board and one person mentioned it can handle 256 sprites. Given how animated the game is compared to the 16-bit versions it probably is that high or higher since several arcade boards around that time could handle 256 sprites and higher at once.
@HellTantrumbull I would guess that it did way more, personally. Most hardware of that generation handled more than 256, some had no hard limit on the number of sprites at all. But, I've never been able to confirm a number so who knows, maybe they're right.
You didn't see any of that dithering on a tube tv back in the day it all just blended together. The Genesis version looked and played better than the snes version in every way
False. I don't like this misremeberance or myth that dithering wasn't noticeable on CRT TVs and monitors when that is absolutely not true. From very clear 13 inch CRT monitors up to 32 inch sets, dithering was always super apparent. The better your TV or monitor, the more prominent the dithering was. The lower the picture quality of the TV, the less apparent the dithering. So unless someone had a bad TV and was using an RF connection on top of that, dithering was VERY perceptible.
@@InglebardGaming see that's just the thing dude: virtually no one was was playing with scart rgb or pvm monitors back in 1996. You just screwed the rf cable into the back of your tv and played games. Like, who's gonna spend more money and take extra steps to make their games look worse? 😂
@acerimr most people I knew, including me, were using composite cables back then. Even with composite, it was really easy to see the dithering. Almost all TVs after about 1984 or so had composite ports and the cables were super cheap. They didn't provide the best picture, but good composite on a good CRT could be pretty clear. More than clear enough to see every one of those dithered pixels on the screen.
@paulstevens9409 @paulstevens9409, dithering is a technique used where artists place dots of various colors in patterns to sort of simulate being able to display more colors at a time than the hardware is capable of. When you see the speckled dots all over Shao Kahn's stage in the Genesis version, that's a textbook example of dithering.
Uh... what? They're pretty much all in there. You might want to refer to a guide as a few special moves and fatalities are done slightly differently from the arcade version.
I need to play the snes version because I can't get this game anywhere else and I love mortal kombat but have never played this one. So that's why I gotta play it lol. I have an old snes I just need to find umk3 on ebay or something
The combo system is what made me completely lose interest in the series for about a decade after I was sick of MK3. There were also plenty of complaints about it in contemporary reviews, so it's not just something that bothered me. I would argue, though, that it, along with rough 3D visuals, led to MK's decline for about a decade after UMK3 and Trilogy hit the scene. I'd say it really only started to recover around MK9 in 2011.
It is surprising to me that the Genesis version "especially" showed it's age in the graphics department. What you are saying here is that you would expect the SNES to hold up better graphically. But if you include the fact that graphics might include, say, an additional stage or more resolution, then your only hurdle is the 4 colour palettes. But this game does as bad of a job as I've seen digitising graphics and I've seen Road Rash 3. The capabilities of the Genesis far outweigh that of the SNES, so it is more likely to be able to handle more advanced games. Especially given the limitation of the SNES console, it's surprising to me that is is able to move this game, even with just pushing 66% of the pixels the Genesis pushes. I would have been more interested in the aspects of the gameplay because I happen to know that the ai in SNES MK3 is basically broken.
First, you know I'm a huge Genesis fan, so I'm not knocking it, but we ARE talking about hardware that came out (in Japan) in 1988. The small overall palette and only 61 usable colors across four 16 color palettes was a problem for a lot of later games, which is especially a shame since it was originally designed with a larger palette. As arcade hardware advanced and we had games with hundreds of on-screen colors, it became tougher for it to mimic the look of them. The big advantage the SNES has is the size of its palette and on-screen colors, so it's only logical to expect a game that relies on a larger palette for its appearance would look better on it. I don't think you could say that considering the graphics would have to include the missing levels. That's content, not graphics. The levels that are here objectively look significantly better on SNES. It's less cut and dry with the characters. The SNES ones are so much lower res that they're hard to look at up close, but on smaller screens they're less of an issue.
@@InglebardGaming The limited colours were a problem for alot of later games? Such as what? The SNES colours didn't help it at all. Your saying it did. It's logo is literally a palette. But the colours don't help it. It still sucks. What are these 'more modern games' Street Fighter Alpha? No. That won't run on SNES. SNES is an 8bit console. The colour is 15bit master palette. But tile engine is 4bit. Same as Genesis. You get 8 palettes maximum and get the impression they might be tied to layers but this needs more research. The one useful mode of snes is mode 1 which is just 2 bg's + a 2bit bg. Mode 2 gives you column scrolling at the cost of the 3rd bg layer. The other modes are pointless. You need to look at bit values in colour depth as a matter of subtlety. That's all more depth gives you. Less banding. Do you think Super Puzzle Fighter would work on 61 colours? Yes. Real Bout? Just about. Let's look at Samsho on the 16bits (I'm currently playing it.) The SNES game is a game running on an 8bit console. It slows down too much for Earthquake to run properly. So he is pointless. Not very good graphics if they are slowing the whole game down. The little snes characters are like that because the snes cannot move any more pixels than that without creating an input lag which is already bad. The Genesis version has large characters and no slow down. No input lag. Many extra small animations and such to telegraph hit's or blocks and it's an adrenalin fuelled experience simply due to the visual prowess. Even with the backgrounds reduced to almost being illegible in some cases. But the backgrounds are not bad because the vram is maxed out. It's like that because the rom space is not sufficient to include more unique tile to put into the scene. There are no games coming out in 1995 that are needing high colour I can think of that aren't 3D. Those PSX and Satrun 3D games are using 9bit dithered colour by the way for textures. It was actually possible to use a higher colour depth using knowledge of the system not available at the time. So you're wrong.
@@InglebardGaming Look. The System 16 arcade board was not Sega's first arcade board. The boards are designed for speed. Because that's the most exciting thing that people want in a game that isn't a casual game. They reduced the palette memory because it's the fasted memory in the system and by far the most expensive and fastest type. They took out pcm sound and the sprite chip is just a fraction. But the cpu is barely less clock speed. If you can figure out how to get 61 colours to work, your in business. The Mega Drive runs 2D games faster than an Xbox 360 and with less input lag.
@@InglebardGaming The System 16 is from 1986. The SMD is therefore less good than a pretty good 1986 arcade machine. The SNES only has 15bit colour because it's using planar graphic format for efficiency at the cost of speed of drawing pixels as 15 sections of memory are accessed in parallel which is complicated to program and design hardware for. The 256B (256B is left unused) palette address spaces are 2 bytes although only use 1byte/8bit values. This palette memory is a fast as it needs to be. Because the bottlenecks in this system are multiple, before faster palette memory is going to improve rendering speed.
No, OG MK3 was only considered bad because Scorpion wasn't in it. UMK3 is the only game of the classic 3 that anybody takes seriously competitive because it's the only one out of the classic games that's actually a good fighting game and not just about the gore.
There was simply too much (backgrounds, voices, opening/ending pics, animalities, Sheeva) that had to be left out of the 16-bit versions (32-megabits) as they were working with less than 1/6 of the memory of the arcade (200-megs). Would've been cool to see much more focus on making MK Trilogy much better on N64, especially the music & including Kintaro & Goro
Console conversions were almost always on carts with just a fraction of the capacity of the arcade boards. Now, it would have been nice if they had gone with 40-48 megabit carts which would have likely solved the missing stuff issues or even made a version for Sega CD, but they still did pretty well overall considering this was sort of an end of generation game for SNES and Genesis.
@@InglebardGaming - considering that they were 32-megs, you're right. They were decent. Including 2 fighters (Rain & Noob) that the arcade didn't have was a nice consolation. Even 4 more megs would've allowed Sheeva, a couple backgrounds & maybe some sound effects. Good thing we've got hackers/modders who are adding the missing things in
Most people still had 16-bit consoles at that time and the original MK3 was on those consoles, it just didn't make sense to leave those consoles out no matter how compromised the game was. I still think that both the SNES and Sega Genesis offer a good experience considering the hardware limitations.
The Genesis version it's just not good looking at all. The only solution was to adapt the backgrounds to play with the color limitations of the system but I suppose they didn't had the time and the will to do that lol and for a very late release in the console life with new generations already there it wasn't an option.
OK. Here's how your SNES stats are wrong. The cpu is 2.5Mhz. That is the maximum bus speed, regardless of whether or not it is hiRom or loRom used. The controller for the SNES sound is called the SPC700 and is a 1Mhz 6502. The pcm ship is a Samsung (I think) DSP at 2.5Mhz. The resolution can be interlaced for double horizontal resolution, as can the other systems and it also has a never used double vertical resolution as well so is not at all relevant. The Genesis' interlaced mode did actually get used in a game in Sonic 2. The palette of the SNES is 99% of the time 128 on screen colour from 256B of memory. The 4 layers of scrolling was never used as they would all be limited to 3 colours per tile. The max sprites is 128 8x8 pixel sprites but around 80 is fair although the limitations reduce this number to effectively less than 50, in my estimation, 16x16px sprites. Around half the Genesis' sprite capabilities. But you could just say about 80 as per the Genesis although in reality is around half that. The Genesis should be able to address up to 8MB of ROM without mappers and the SNES 4MB.
MK1 is definitely better on the Sega Genesis/Mega Drive, but MK2 and UMK3 are very different. The Sega Genesis leaves a lot to be desired in terms of details due to the limitation of colors and also in the sound quality, especially of the voices. It still does pretty well for a 1988 console running a 1995 game, but the SNES definitely comes out on top here.
They did a nice job overall with both versions, I just wish the SNES version didn't look so pixelly and have so many backgrounds cut out. It easily looks better, but when it comes to gameplay I'd give the Genesis version a very slight edge, it feels a bit more responsive.
@@InglebardGaming I think the main reason the SNES version cut so many stages is precisely because of how detailed it is, after all, backgrounds and details are heavier and the cartridge is only 4 MB, just like the Sega Genesis, but like the Sega version Genesis is considerably less detailed and they managed to fit more stuff inside the cartridge.
Todas las versiones de Sega fueron superiores en jugabilidad, el "peor" port fue el de Mk2, pero luego al ver Mk3 se demostro que pudo tener una mejor version.
Incorrect. If you look at the water in the Genesis version, you'll see each individual horizontal line scrolls at a different speed, which is line scrolling, just like you see on the floors in Street Fighter II and some stages in the MK games. On the SNES it's a regular parallax background where it all just moves as a single layer.
I think the Genesis version still looks awesome, SNES version only looks very marginally better.
While i do agree that umk3 is not the best example of "dithering well done" i have to admit that back in the day most of us had a cheap crt-tv showing composite and NOT ultra-sharp RGB over a hd-tv. To get an image that is more close to what we got back than you could get a console, hook it up to a retrotink2x/retroscaler2x, turn on the filter option on the upscaler and turn the "sharpness" on your tv/monitor all the way down...
Still pretty grainy but the dithering, together with the bad signal from composite, helps a lot in creating more colors and a better overall-image.
Compared to a SNES over composite the SMD got much closer but what made the SMD-Version good was not the look but the feel... The controls are more responsive and the button-layout mimics the arcade. Also, little details in the fatalities made the difference.
Look close at Sindel's "Scream-Fatality". On SNES the "Skin" is always a mix of white, black and yellow(?) where on the SMD you have the colors used mainly on the Charakter what makes it feel more realistic and closer to the arcade.
Hard to show in a UA-cam video :/
Just my two cents for the people who are not old enough to remember or forgot that not all was crisp and clear back than.
Thanks for the great video, by the way ;)
Stay healthy, save and have a nice day!
The thing that I take issue with, and not from your comment which was fine and included good information, is there seems to be this movement in the retrogaming scene these days to put CRTs on some kind of pedestal and to look down on anyone that prefers clear pixels because "that wasn't what the developers intended."
With that argument, people have to realize most developers were already using VGA during the 16-bit console era and working with much clearer pictures than composite. They were working with connections on displays that didn't really have the color bleed and "blending" associated with low end consumer TVs over RF connections. TVs with composite made dithering incredibly obvious unless the TV was very poor - for the "blending" everyone talks about these days you needed a terrible RF connection which would make the rest of the picture look fuzzy, too.
I don't mind if people prefer CRTs, everyone should enjoy their games however they want. I just don't like attempts to rewrite history. Most people in the 80s and 90s wanted to get as clear a picture as possible and there's a contingent in retrogaming today that wants to pretend that things were different than they were during that time.
To be clear again, I'm not talking about you, this was just a good place to get that rant out, lol. Appreciate you watching the video and commenting!
@@InglebardGaming yes i get your point. RGB was standart on master system and mega drive but i remember talking to a guy who was in charge for making pixel art in game and he pointed out that part of the usual setup back than included a normal tv to see how it looks... Not all did this and you are totally right that back than high quality existed and was used as a standart.
The worst thing than can happen in a community like the one including retro-games is a fight over little nuances ;) while i like the look of a crt i don't use one myself anymore... I also use real hardware AND emulation... A point where i see another bad argument to fight over... The console wars are kind if funny cause the 16bit era was a time where consoles where not just a small pc but an individual system... But in the end we need to realize that we are no kids anymore, can have all the options to play those games and don't need to fight... Or, trying to put it in better words, don't need to force one opinion over the other... There are many ways to enjoy retro gaming ;)
Thanks for the nice response.
I am still hyped about the SMD Castlevania Port :) sounds, looks and plays great allready! Thumbs up!
Its quite hard doing such a comparison given the arcade different stages route but you did well..congrats!
Thanks, I wish it had been possible to show the same stuff at all times but it just wasn't with this one.
To be 100% fair, this comparison should be made on a CRT monitor.
All that dithering vanishes
No, it sure doesn't vanish on a crt.
This. Then on Retroarch too: apply ApertureGrill x5 as "On Screen Overlay", then gadapt as Shader.
@@InglebardGamingit does blend together way better on crt
@Nobunaga1983 The "blending" you're talking about is bad signal and color bleed. It's the whole reason people used to RGB mod Genesis systems specifically.
Also, again, typically the worse the quality of the TV's picture the more "blended" it looked, you had to sacrifice quality and detail for little benefit.
As someone who often played on pretty high quality composite monitors, the dithering was super obvious, even on 13 inch monitors.
@@InglebardGamingidk never got this technical in 95, just played the game with standard cables and tube tv. Looked fine. But in this genesis looks a lot sharper than snes
i have played a looot od Sega version as a kid, i have just played on emulator again, man this game was so incredible at the time, it even holds up for me even now, it's crazy, and it's not just pure nostalgia. I will continue to play arcade version after seeing this though. i tried MK trilogy - Dos version with modern patches, bug fixes, fps etc, and mod that imports arcade music into the game, but for some reason i found it much harder than Sega UMK, but i am rusty, so yeah...
Edit: i have an update on probably the best way to play arcade version, which is mortal kombat arcade collection, at least on PC, but you must sail the seven seas for that one.
Yeah, when I started playing this again, it had been probably decades since the last time, lol. It was like starting over at the beginning, but after about 20 minutes I found my groove! Still not my favorite MK since I'm not a huge fan of dial-a-combo, but it's still fun and I enjoyed going through it MANY times on several different platforms for this video and beyond. I played some Trilogy for a while after making this.
The thing is if you want better graphics and sound then get the Super NES version, if you want better gameplay and more contents then get the Sega Genesis. Both games aren't as meaty as the arcade game but at least both aren't just inferior versions no new stuff. Both games had 2 exclusives fighters that you can't play in the arcade and a new finisher that is better than the laughable animality seen in the arcade and Sega Saturn versions. Also while the arcade version is missing the Bank stage, the Sega Genesis version retain the Bank stage. Another thing is in both the arcade and Super NES version, Shang Tsung can't morph to Smoke but in the Genesis version Shang Tsung could not only morph to Smoke but he could morph to Rain and Noob Saibot as well.
Yup, lotta strange stuff exclusive to particular versions with this one.
Sega genesis is the best version why people bash genesis all the time when people do a Genesis vs Super nintendo
I definitely didn't bash it. I said it plays better but looks worse, which is an objectively fair assessment. I pointed out the strengths and weaknesses of each.
the 16 bit ports were 'x-band' classics!
The SNES is missing a lot of stages
It's missing 4.
@@lioneart19 - actually, it's missing 10- Church, Soul Chamber, Subway, Street, Bank, Bell Tower, Balcony, Bridge, Graveyard & Lost (Orange portal). Somehow, even though they used the same amount of memory, the Genesis had 4 more backgrounds (Bank, Subway, Church & Soul Chamber) than the SNES
The SNES version has a lot more detail than the Sega Genesis version, but it still uses the same 4 MB cartridge, they had to cut several stages to maintain the quality.
glad you mentioned the names under the energy bars thing... that always bugged me on the home ports of SNES MK! IDK if it was a technical thing or just an aesthetic choice, but I'm also not a fan. I don't think we owned UMK3 on any systems I think we kinda skipped ahead when trilogy landed on on PS/N64.
I also ended up skipping UMK3 on Saturn because of MK Trilogy. still have my original Trilogy disc I got from Funcoland back then. 😂
I DID get Saturn UMK3 when it was new and skipped Trilogy!
I don’t think snes could put the names in the health bars because it’s resolution was so low
There's a lot of loss of colour and quality in the graphics indeed but it's kind of unfair because the home versions where designed to be watch through the filter of old CRT tvs , that smooth out a lot. The Genesis characters look darker with an already very dark game with dark backgrounds , I wonder how the contrast would do in s CRT screen...
Since de character sprites are smaller in the home version you can have a lot more screen real estate to benefit the movement in the air like Sindel flying. Silver linnings
I would be interested in seeing a comparisson for regular Mk3 because at least it has all the characters and more backgrounds.
Fan story from my time: I bought UMK3 for the Snes, but it was a bootleg version that didn't run on my original console ( I never knew why, apparently there was a chip you need to install in your console for that but I never liked the idea of having someone messing with the original hardware of the console), ended trading with some guy for MK 1 😂
The CRT "smoothing" didn't help much unless you had a really bad CRT TV. Back in the 80s and early 90s I had my systems hooked up to either C64 or Amiga composite monitors and the dithering was obvious. From the mid 90s on (32-bit system era) I had most of my systems hooked up via s-video on a bigger TV and dithering was still obvious on that one, too.
In my experience CRTs really only hid dithering on these old systems if you had an especially blurry TV or hooked your systems up via RF. Where I do still appreciate CRTs is response time for input which was never something we even had to think about.
The Genesis version actually looks better on a CRT with composite video because of the dithering. even though the coloring still isn't as good as the arcade the dithering does make it look a little more colorful.
Emus and the RGB cable end up killing the effect the dithering is trying to display since they disable the effect.
Dithering looked terrible over composite also unless the TV was really blurry. It was very noticeable on the old monitors and TVs I used to use when this stuff was new.
The Genesis version never looked great tbh
@@Isoquant Yup, but there are worse home ports of the time for MK1 and 2 that should be avoided.
@@HellTantrumbull that's a good point. SNES and Genesis ports were both a cut above some of the lesser ports at the time
Every Genesis game looks better via composite on a CRT. Games like MK3/UMK3 use dithering to perfection like a ton of other late release Genesis titles.
These games via RGB look like a dithered disgusting mess. Not at all what the devs intended these to look like. There's no reason to have it looking like this today with all the top tier composite shaders on emulators or OG hardware.
Sega genesis version just fits just right the only thing that bothered me they kept removing characters
So Sheeva and Animalities were removed but their phantoms made it into both version.
On SNES if you got into 8vs8 fight where fighters are picked randomly it can choose 'E' as your opponent or player character. That's Sheeva. More specifically whatever remains of her. She's glitchy and certain actions will crash the game. BUt some fatalities if you manage to get her to that point will have a few of her sprites.
Meanwhile on Genesis, Kabal's animality input wasn't removed and doing it has... Interesting effects.
From what I remember the SNES version had shao khans treasure in the little tournament mode where you set up like a small tree of i think 8 fighters to fight vs other players. it was a weird place for it but i remember having this game and going through that to watch fatalities because i was so bad at making all but a few of them work.
Well. I would have never thought to look there!
Hi! I am pretty sure that most of the stuff i am writing right now is somewhere in the comments... I arrived late at the party but i think it helps more to repeat interesting stuff... In the end... The more comments, the better, right?
So first of all, Kahn's treasure DOES exist on the SNES. Just play through the 8-player tournament. This makes this version the easiest to get to the treasures.
Yes, I ran across that later on. What a weird choice to move it there. If anything they should have just put it in both places, the tournament and the regular ending screen where it is in all the other versions.
The name appears outside of the stamina bar. It’s a development technique that saves ram & aids to not strain the cpu so u don’t have problems and slow down and use up too much resources.
I think I makes u able to do 1 sprite instead of layers .
It’s something about being a technique that helps the game fit more content & run smoother
Never played this so was interesting to watch. Shame the MD has such a limited colour pallet, the dithering really let's it down, the SNES version looks more solid despite the chunky pixels. This vid interrupted my sunday Columbo viewing, but it was worth it 😅
Yeah, weird how the same devs worked on both versions but made them unique and didn't share the character assets. Oh well, sorry Columbo was delayed 😁
Sure, on modern high resolution displays, the dithering is highlighted, but for TVs of the time, it looked mostly fine. I found it interesting the remarks about the sound aspects, I wasn't expecting the Genesis release coming out on top, even if slightly, as the scratchiness is something people always mentioned, even at the time. But maybe if we look into it, technically, you might be right.
I don't know, I'm a sucker for dirtier looks in these games, though, while not intentional, it gives these games more personality and creepiness. Modern games, mostly from the PS3 era used chromatic aberration and noise effects in many horror games.
As a side note, you can notice the arcade capture isn't properly scaled, it should be wider as the image is somewhat squished, during the tower, you can clearly see how the character portraits on the Genesis version at the right, for instance, have a more squarish and natural look to them.
All that said, keep in mind that my brother and I played the SNES version at the time, actually from MKII onwards we didn't have the Mega Drive anymore.
For the arcade version I captured it at 1:1 resolution and scaled it proportionally. Might be one of those cases where the larger horizontal resolution of the arcade game makes it look squished when it isn't stretching on a 4:3 CRT.
As for the whole CRT dithering thing, I went over that in detail in another reply but to summarize: they didn't hide dithering too much unless you had a particularly blurry CRT or used RF cables. Composite or better and you'd notice dithering strongly on a decent CRT.
@@InglebardGaming In fact, many Midway games use the same board and resolution, we can see how taller and skinnier the characters since MK1 look compared to the console counterparts, it could be they considered this, keeping a higher resolution and that the CRTs from the arcades would stretch it just enough so they would look more natural, but when capturing 1:1 using emulation, they just won't look right.
As for CRTs, sure, dithering, color banding and pixelation were always noticeable, even at the time, but it just look way more highlighted in modern displays, thus, making them uglier/worse in hindsight, but in 14", 19" or 21" screens, using analog signals, they just looked OK enough. In fact, using modern technology to pinpoint visuals from anything during the analog era is a stretch, really.
@@roberto1519sir, the programmers did a poor job with the backgrounds. There is no debate. It has nothing to do with intentional design for tech of the time. There are more than enough examples of programmers doing that successfully, this was not done here.
@@TheCubicleReview2 That I agree, if you ask me if there's room for improvement, it surely does, no doubt about it. I only mentioned that in today's crystal clear displays, all the technicalities are highlighted more than ever.
They should of opted for a 8mb cartridge would could of had better looking and sounding and feature complete versions for Sega Genesis and Super Nintendo ports of ultimate mortal Kombat 3.
Memory chips were expensive in the 90s probably wouldn’t be good for retail. Charging 100 bucks for these games probably wouldn’t work
Moooooortaaaaaaaallll kooooooooombaaaaaaaaatt!!! tuts tuts tuts....
im sorry.. ive always hated the mk games, but especially 3 and 4.. by then i discovered fantastic fighters from capcom and snk.. but i love watching/ hearing your work on the subject edit: i had an older brother 7 years older and he was obsessed with the MK games, so maybe its just me saying "your games suck, my games are better"..but i was there from the beginning, seeing OG MK show up at our Putt Putt Golf and Games..
I really liked MK1 and 2 when they were new, but never as much as Capcom's fighters. To me there was novelty aspect to MK, but when it came to gameplay I was all in on the SF games.
@@InglebardGaming yeah, i was there for the big "mortal kombat" craze and "mortal monday" for our genesis.. i was down with it until 3 and 4.. like i said, i had an older brother who adored it.., but by then i was just like "these games suck compared to Street Fighter, Fatal Fury and SamSho"..but it didnt matter, the MK train kept going thanks to my older brother.. hell, when that relatively recent Mortal Kombat movie came out, he came over with my nephews and told me how "great" it was, while i still havent watched it..actually, that might be where we split.. going from playing Rambo on the master system together, to playing Mystic Defender and Thunder Force 2 (and dozens others) on Genesis to now being like "uh.. we disagree"..
There's a guy called "Master Linkuei" who made a simple demo of MK3 for the Genesis a couple of years ago with the arcade assets. It really shows how much better the game could have potentially looked on the Sega System.
ua-cam.com/video/MjfCLVgNBRM/v-deo.html
He also made demos for MK1 and MK2 and they also look much better than the actual ports we got from Probe.
Yup, I know him and his work. I did a few music tracks for his Splatterhouse demo!
Há também demos de KOF98 e Metal Slug pro Mega Drive que parte o coração, só de imaginar que mesmo KOF94 ou 95 pudessem ser lançados para o Mega ou até o SNES, que eram games que eu e meus irmãos jogávamos tanto nos fliperamas, nós sonhávamos com a possibilidade de ter eles em casa, Street Fighter Alpha, etc, pelo menos, o SNES recebeu uma versão do SFA2 que apesar de comprometida, eu lembro de ter jogado muito e achava inacreditável ter em casa.
@@roberto1519 it is unbelievable.
I watched your video but it only improved on of the worst stages (the dragon head on the floor). Literally everything else was identical as far as I could see.
If you are curious as to the colour count on the desert stage, it is 45. That leaves 1/4 or a whole palette completely unused.
Here is the video counting colours. The SNES character select screen breaks the 128 snes colour limit by using mode 3 or 4 for direct colour mode and 1 simple background (not performant enough for use in a game).
ua-cam.com/video/8K5lRUeUR5k/v-deo.htmlsi=PlMr9meF3XIU_yE9
oh dear. It does break the 128 colour limit in the next 10 seconds of video. Mode 4 is useable in-game as it uses indexed colour and not direct colour but only 1 background is available.
20:22 Thats bullsxxt because Ultimate mortal kombat trilogy has this fatality and it show you what all those clones doing to you and not fade out developers either ran out of time or was lazy putting this in.
Not sure what you're talking about here. The version of Ultimate Mortal Kombat Trilogy that I played (the latest patch as of this writing) doesn't have the "multiple Scorpion" fatality in it, it's just the standard Scorpion fatality 2 from the regular game where it fades out and then the loser gets burned.
From what I saw before, the Wolf Unit can have 256 max sprites.
Do you have a link that has that info? I've been trying to find solid information on their T related systems for a while.
@@InglebardGaming It was on a random message board I saw some time ago when I was searching for specs on another arcade board and one person mentioned it can handle 256 sprites. Given how animated the game is compared to the 16-bit versions it probably is that high or higher since several arcade boards around that time could handle 256 sprites and higher at once.
@HellTantrumbull I would guess that it did way more, personally. Most hardware of that generation handled more than 256, some had no hard limit on the number of sprites at all. But, I've never been able to confirm a number so who knows, maybe they're right.
You didn't see any of that dithering on a tube tv back in the day it all just blended together. The Genesis version looked and played better than the snes version in every way
False. I don't like this misremeberance or myth that dithering wasn't noticeable on CRT TVs and monitors when that is absolutely not true.
From very clear 13 inch CRT monitors up to 32 inch sets, dithering was always super apparent. The better your TV or monitor, the more prominent the dithering was. The lower the picture quality of the TV, the less apparent the dithering. So unless someone had a bad TV and was using an RF connection on top of that, dithering was VERY perceptible.
@@InglebardGaming see that's just the thing dude: virtually no one was was playing with scart rgb or pvm monitors back in 1996. You just screwed the rf cable into the back of your tv and played games. Like, who's gonna spend more money and take extra steps to make their games look worse? 😂
@acerimr most people I knew, including me, were using composite cables back then. Even with composite, it was really easy to see the dithering. Almost all TVs after about 1984 or so had composite ports and the cables were super cheap. They didn't provide the best picture, but good composite on a good CRT could be pretty clear. More than clear enough to see every one of those dithered pixels on the screen.
@@InglebardGamingWhat is meant by dithering?
@paulstevens9409 @paulstevens9409, dithering is a technique used where artists place dots of various colors in patterns to sort of simulate being able to display more colors at a time than the hardware is capable of.
When you see the speckled dots all over Shao Kahn's stage in the Genesis version, that's a textbook example of dithering.
Sega won't allow combos or fatalities.why?
Uh... what? They're pretty much all in there. You might want to refer to a guide as a few special moves and fatalities are done slightly differently from the arcade version.
I need to play the snes version because I can't get this game anywhere else and I love mortal kombat but have never played this one. So that's why I gotta play it lol. I have an old snes I just need to find umk3 on ebay or something
The combo system literally saved the franchise and every single Mugen hack has both run and combos. Without those features, the series would have died
The combo system is what made me completely lose interest in the series for about a decade after I was sick of MK3. There were also plenty of complaints about it in contemporary reviews, so it's not just something that bothered me. I would argue, though, that it, along with rough 3D visuals, led to MK's decline for about a decade after UMK3 and Trilogy hit the scene. I'd say it really only started to recover around MK9 in 2011.
Mega bit not byte big difference
It is surprising to me that the Genesis version "especially" showed it's age in the graphics department. What you are saying here is that you would expect the SNES to hold up better graphically. But if you include the fact that graphics might include, say, an additional stage or more resolution, then your only hurdle is the 4 colour palettes. But this game does as bad of a job as I've seen digitising graphics and I've seen Road Rash 3.
The capabilities of the Genesis far outweigh that of the SNES, so it is more likely to be able to handle more advanced games. Especially given the limitation of the SNES console, it's surprising to me that is is able to move this game, even with just pushing 66% of the pixels the Genesis pushes.
I would have been more interested in the aspects of the gameplay because I happen to know that the ai in SNES MK3 is basically broken.
First, you know I'm a huge Genesis fan, so I'm not knocking it, but we ARE talking about hardware that came out (in Japan) in 1988. The small overall palette and only 61 usable colors across four 16 color palettes was a problem for a lot of later games, which is especially a shame since it was originally designed with a larger palette. As arcade hardware advanced and we had games with hundreds of on-screen colors, it became tougher for it to mimic the look of them.
The big advantage the SNES has is the size of its palette and on-screen colors, so it's only logical to expect a game that relies on a larger palette for its appearance would look better on it.
I don't think you could say that considering the graphics would have to include the missing levels. That's content, not graphics. The levels that are here objectively look significantly better on SNES.
It's less cut and dry with the characters. The SNES ones are so much lower res that they're hard to look at up close, but on smaller screens they're less of an issue.
@@InglebardGaming The limited colours were a problem for alot of later games? Such as what?
The SNES colours didn't help it at all. Your saying it did. It's logo is literally a palette. But the colours don't help it. It still sucks.
What are these 'more modern games' Street Fighter Alpha? No. That won't run on SNES. SNES is an 8bit console.
The colour is 15bit master palette. But tile engine is 4bit. Same as Genesis. You get 8 palettes maximum and get the impression they might be tied to layers but this needs more research.
The one useful mode of snes is mode 1 which is just 2 bg's + a 2bit bg. Mode 2 gives you column scrolling at the cost of the 3rd bg layer. The other modes are pointless.
You need to look at bit values in colour depth as a matter of subtlety. That's all more depth gives you. Less banding.
Do you think Super Puzzle Fighter would work on 61 colours? Yes. Real Bout? Just about.
Let's look at Samsho on the 16bits (I'm currently playing it.)
The SNES game is a game running on an 8bit console. It slows down too much for Earthquake to run properly. So he is pointless. Not very good graphics if they are slowing the whole game down.
The little snes characters are like that because the snes cannot move any more pixels than that without creating an input lag which is already bad.
The Genesis version has large characters and no slow down. No input lag. Many extra small animations and such to telegraph hit's or blocks and it's an adrenalin fuelled experience simply due to the visual prowess. Even with the backgrounds reduced to almost being illegible in some cases.
But the backgrounds are not bad because the vram is maxed out. It's like that because the rom space is not sufficient to include more unique tile to put into the scene.
There are no games coming out in 1995 that are needing high colour I can think of that aren't 3D. Those PSX and Satrun 3D games are using 9bit dithered colour by the way for textures. It was actually possible to use a higher colour depth using knowledge of the system not available at the time.
So you're wrong.
@@InglebardGaming Look. The System 16 arcade board was not Sega's first arcade board. The boards are designed for speed. Because that's the most exciting thing that people want in a game that isn't a casual game.
They reduced the palette memory because it's the fasted memory in the system and by far the most expensive and fastest type.
They took out pcm sound and the sprite chip is just a fraction. But the cpu is barely less clock speed.
If you can figure out how to get 61 colours to work, your in business. The Mega Drive runs 2D games faster than an Xbox 360 and with less input lag.
@@iwanttocomplainYou are arrogantly stupid. I don't think you'll take this to heart, but somebody just needed to tell you.
@@InglebardGaming The System 16 is from 1986. The SMD is therefore less good than a pretty good 1986 arcade machine.
The SNES only has 15bit colour because it's using planar graphic format for efficiency at the cost of speed of drawing pixels as 15 sections of memory are accessed in parallel which is complicated to program and design hardware for.
The 256B (256B is left unused) palette address spaces are 2 bytes although only use 1byte/8bit values.
This palette memory is a fast as it needs to be. Because the bottlenecks in this system are multiple, before faster palette memory is going to improve rendering speed.
He just mentioned that this game came out for PlayStation it never did. It came out for Sega Saturn. PlayStation got MK 3 not ultimate.
Yes, I was thinking of the (incredibly similar) Trilogy.
Isn't this the "bad one"?
Never heard it called that before. It fixed some of the mistakes with MK3 so I'd say it was probably the most disappointing one when it launched.
No, OG MK3 was only considered bad because Scorpion wasn't in it. UMK3 is the only game of the classic 3 that anybody takes seriously competitive because it's the only one out of the classic games that's actually a good fighting game and not just about the gore.
Just get the Nintendo DS version.
There was simply too much (backgrounds, voices, opening/ending pics, animalities, Sheeva) that had to be left out of the 16-bit versions (32-megabits) as they were working with less than 1/6 of the memory of the arcade (200-megs). Would've been cool to see much more focus on making MK Trilogy much better on N64, especially the music & including Kintaro & Goro
Console conversions were almost always on carts with just a fraction of the capacity of the arcade boards. Now, it would have been nice if they had gone with 40-48 megabit carts which would have likely solved the missing stuff issues or even made a version for Sega CD, but they still did pretty well overall considering this was sort of an end of generation game for SNES and Genesis.
@@InglebardGaming - considering that they were 32-megs, you're right. They were decent. Including 2 fighters (Rain & Noob) that the arcade didn't have was a nice consolation. Even 4 more megs would've allowed Sheeva, a couple backgrounds & maybe some sound effects. Good thing we've got hackers/modders who are adding the missing things in
Most people still had 16-bit consoles at that time and the original MK3 was on those consoles, it just didn't make sense to leave those consoles out no matter how compromised the game was.
I still think that both the SNES and Sega Genesis offer a good experience considering the hardware limitations.
That's where Ultimate mortal kombat trilogy came and destroyed the original Ultimate mortal kombat 😂
The Genesis version it's just not good looking at all. The only solution was to adapt the backgrounds to play with the color limitations of the system but I suppose they didn't had the time and the will to do that lol and for a very late release in the console life with new generations already there it wasn't an option.
Yeah, they should have taken one look at some of those backgrounds and just went "nope."
Snes best ❤
ever
Sega Genesis is better
OK. Here's how your SNES stats are wrong. The cpu is 2.5Mhz. That is the maximum bus speed, regardless of whether or not it is hiRom or loRom used. The controller for the SNES sound is called the SPC700 and is a 1Mhz 6502. The pcm ship is a Samsung (I think) DSP at 2.5Mhz. The resolution can be interlaced for double horizontal resolution, as can the other systems and it also has a never used double vertical resolution as well so is not at all relevant. The Genesis' interlaced mode did actually get used in a game in Sonic 2. The palette of the SNES is 99% of the time 128 on screen colour from 256B of memory. The 4 layers of scrolling was never used as they would all be limited to 3 colours per tile. The max sprites is 128 8x8 pixel sprites but around 80 is fair although the limitations reduce this number to effectively less than 50, in my estimation, 16x16px sprites. Around half the Genesis' sprite capabilities. But you could just say about 80 as per the Genesis although in reality is around half that. The Genesis should be able to address up to 8MB of ROM without mappers and the SNES 4MB.
If you want to be more accurate, you have to use the word 'nominal' as code for 99.9% of the time or with acceptable performance.
SNES pcm samples and 15bit bitmaps use more rom space so they ran out of space on SNES for cost reasons.
For reference, the Genesis has 128B of palette memory.
All I know is that I wish there was MK on Turbografix
To the snes's 256B.
MK1 is definitely better on the Sega Genesis/Mega Drive, but MK2 and UMK3 are very different.
The Sega Genesis leaves a lot to be desired in terms of details due to the limitation of colors and also in the sound quality, especially of the voices.
It still does pretty well for a 1988 console running a 1995 game, but the SNES definitely comes out on top here.
They did a nice job overall with both versions, I just wish the SNES version didn't look so pixelly and have so many backgrounds cut out. It easily looks better, but when it comes to gameplay I'd give the Genesis version a very slight edge, it feels a bit more responsive.
@@InglebardGaming I think the main reason the SNES version cut so many stages is precisely because of how detailed it is, after all, backgrounds and details are heavier and the cartridge is only 4 MB, just like the Sega Genesis, but like the Sega version Genesis is considerably less detailed and they managed to fit more stuff inside the cartridge.
Todas las versiones de Sega fueron superiores en jugabilidad, el "peor" port fue el de Mk2, pero luego al ver Mk3 se demostro que pudo tener una mejor version.
I never used combos and beat this one way easier than MKII not easier than the original. So combos unnecessary
That scrolling on the water is parallax scrolling.
Incorrect. If you look at the water in the Genesis version, you'll see each individual horizontal line scrolls at a different speed, which is line scrolling, just like you see on the floors in Street Fighter II and some stages in the MK games. On the SNES it's a regular parallax background where it all just moves as a single layer.