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Mortal kombat 12 logo
Mortal kombat 12 logo












mortal kombat 12 logo
  1. MORTAL KOMBAT 12 LOGO SOFTWARE
  2. MORTAL KOMBAT 12 LOGO CODE

Fink and the team at Sculptured brainstormed ideas for new finishers. “They turned around to us and said, ‘Okay, no blood, and no decapitation,’” says James Fink, product tester at Acclaim.īanning decapitations meant new fatalities for Sub-Zero, Johnny Cage, and Raiden. Nintendo also established a guideline for fatalities. Sculptured reworked the sweat so it sprayed into the air and then dissipated.

mortal kombat 12 logo

Gray blood, jokingly called sweat by the developers, was deemed permissible so long as gobs of the stuff didn’t splatter over the ground the way it did in the arcade. It’s just gray sweat, or fairy dust, or whatever you want to call it.” “If you think about it,” says Holmes, “the blood is still there. “We’d say, ‘What if it’s sweat flying off? We’d just make the blood translucent.’ And Nintendo was like, ‘Oh. Is this blood toned down enough? No? Okay, is this toned down enough?”Īfter several rounds of back-and-forth, Peters gave Nintendo what they wanted. “As we got the game up and running, we would have to test the fence. What frustrated Peters was that Nintendo provided little guidance. Unsurprisingly, most approvals failed to meet Nintendo’s standards. Nintendo would get back to Acclaim, and Acclaim would pass their feedback to Peters, who shared it with the team. He would show the latest builds to managers at Acclaim, who sent them to Nintendo for approval.

MORTAL KOMBAT 12 LOGO CODE

While Sculptured Software’s engineers translated the arcade version’s code to the Super Nintendo and their artists processed characters and arenas, Peters spent much of his time on the phone. “The blood and guts were so over the top that they were cartoonish,” says Peters. While he understood Nintendo looking out for its family-friendly reputation, he thought MK’s violence wasn’t worth all the fuss.

MORTAL KOMBAT 12 LOGO SOFTWARE

Jeff Peters was the project manager at Sculptured Software charged with leading a small team in converting the arcade game to the 16-bit console. “There were versions from Sculptured that had blood,” says Rob Holmes. Early on, however, the Super NES port looked markedly different. By release, blood had been changed to sweat, and tamer finishing moves had replaced their grisly arcade counterparts. Over the winter and spring of 1993, Sculptured Software and Acclaim struggled to meet Nintendo’s stringent demands for a sanitized version of Mortal Kombat on Super NES.














Mortal kombat 12 logo