DEVELOPER / PUBLISHER

Midway Manufacturing Company
Acclaim Entertainment

Year

1994

Genre

Versus Fighting

Mode

1 - 2 players

Story

NOTHING, NOTHING CAN PREPARE YOU!

500 years ago, the shapeshifter Shang Tsung™  was banished from the Outworld to the Mother Realm (Earth) for his crimes. There, with the aid of his pupil Goro, a hideous half-human dragon, he was to atone for his crimes by unbalancing the furies of the realm, allowing his master Shao Kahn and his minions to enter the dominion and rule forever.

He was defeated.

He returned to the Outworld a failure, facing execution at the hands of Shao Kahn™, supreme ruler of the Outworld, the Astral Planes of Shokan and the surrounding kingdoms. With the apparent demise of Goro, his fate seemed sealed. But Tsung told Kahn of his plan for revenge, a plot so evil and twisted even Kahn was persuaded to grant him one final opportunity to redeem himself. He cleverly lured his adversaries to the bizarre Outworld where they would face a new challenge – a tournament hosted by Shao Kahn himself.

Today, the Tournament Begins… Again!

Buttons
Manette Super Nintendo

THE ART OF KOMBAT II:

THE BASIC DEFENSIVE MOVE:

The art of Kombat is as it has been for thousands of years. A wise warrior will begin his training with the art of defense. Far more valuable than learning how to inflict blows is learning how to avoid or deflect them, for an opponent who attacks is an opponent who is vulnerable to attack. Defensive lessons are as follows (based on default settings):

CONTROL PAD ARROWS

Up
To Jump:
Press the CONTROL PAD UP

To Flip Forward or Back:
Press the CONTROL PAD UP + LEFT or RIGHT

Down
Pour vous accroupir :
appuyez sur le BOUTON-D vers le BAS.

Right and left
To Move Forward or Back:
Press the CONTROL PAD LEFT or RIGHT

L button

To Block:
Press the L or R BUTTON

RBUTTON

To Block:
Press the L or R BUTTON

THE BASIC DEFENSIVE MOVES:

Once defense has been mastered, a warrior can begin to learn the fundamental offensive moves – the punches and kicks. In combination with strong defensive tactics, these moves are enough to defeat most foes. The fundamental offensive moves are as follows:

X button

To Kick (High):
Press the X BUTTON

A button

To Kick (Low):
Press the A BUTTON

B button

To Punch (Low):
Press the B BUTTON

Y button

To Punch (High):
Press the Y BUTTON

THE BASIC OFFENSIVE MOVES:

The advanced moves use the basic moves as building blocks to form powerful maneuvers. However, although they do more damage, they also are slower. The advanced moves are as follows:

To Uppercut:
Press CROUCH + HIGH PUNCH

To Foot Sweep:
Press AWAY + LOW KICK

To Roundhouse:
Press AWAY + HIGH KICK

To execute a Flying Punch:
JUMP or FLIP + LOW or HIGH PUNCH

To execute a Flying Kick:
JUMP or FLIP + LOW or HIGH KICK

SPECIAL MOVES:

While being a master of Kombat may be enough to win any Earth contest, winning a contest in the hostile Outworld requires more of a warrior. In preparation for this tournament, every warrior has perfected several special moves. These moves often draw upon spiritual or supernatural energies, extreme physical conditioning, or mutant abilities for their effectiveness, and can be especially potent, often devastating an opponent.

WARRIOR WISDOM:

  • Patience is a warrior’s greatest ally. Wait for your opponent to attack, then counterattack him when he is most vulnerable.
  • Timing is crucial to landing many moves. Practice often to learn timing secrets.
  • With practice, a combination of moves can be learned which allow a warrior to hit his opponent several times before he has an opportunity to defend himself, making them an invaluable tool.
  • Every warrior has different strengths and weaknesses in terms of speed and movement. Discovering these styles allows you to both use them better and kombat them better.

Quick reference chart

 NORMAL+TOWARD+AWAY+UP+DOWN
B BUTTON
Low Punch / Throw
Low Punch / Throw
Low Punch
Flying Punch
Crouched Punch
BUTTON
High Punch
High Punch
High Punch
Flying Punch
Uppercut
BUTTON
Low Kick
Low Kick
Foot Sweep
Flying Kick
Crouched Low Kick
BUTTON
High Kick
High Kick
Roundhouse
Flying Kick
Crouched High Kick
L or R BUTTON
Block
Block
Block
Block
Block

SPECIAL MOVES:

Liu Kang™

  • Standard Fireball:
    Towards, Towards, High Punch
  • Crouching Fireball:
    Towards, Towards, Low Punch
  • Flying Kick:
    Towards, Towards, High Kick
  • Bicycle Kick:
    Hold Low Kick for 5 seconds then release

KUNG LAO™

  • Teleport:
    Down, Up
  • Hat Throw:
    Away, Towards, Low Punch
  • Bullet Kick:
    Down + High Kick at the peak of any jump
  • Whirlwind Spin:
    Up, Up, Low Kick (Keep tapping Low Kick to keep spinning)

JOHNNY CAGE™

  • Green Flame (Low):
    Half Circle Away to Towards, Low Punch

  • Green Flame (High):
    Half Circle Towards to Away, High Punch

  • Shadow Kick:
    Away, Towards, Low Kick

  • Shadow Uppercut:
    Away, Down, Away, High Punch

  • Low Blow:
    Block + Low Punch

REPTILE™

  • Acid Spit:
    Towards, Towards, High Punch
  • Force Ball:
    Away, Away, High Punch + Low Punch
  • Invisibility:
    Up, Up, Down, High Punch
  • Slide:
    Away + Block + Low Punch + Low Kick

SUB ZERO™

  • Deep Freeze:
    Down to Towards, Low Punch

  • Ground Freeze:
    Down to Away, Low Kick

  • Slide:
    Away + Block + Low Punch + Low Kick

SHANG TSUNG™

  • Flames:
    Away, Away, High Punch (one)
    Away, Away, Towards, High Punch (Two)
    Away, Away, Towards, Towards, High Punch (Three)
  • Métamorphoses :
    Liu Kang : Away, Towards, Towards, Block
    Kung Lao : Away, Down, Away, High Kick
    Johnny Cage : Away, Away, Down, Low Punch
    Reptile : Block + Up, Down + High Punch
    Sub Zero : Towards, Down, Towards, High Punch
    Kitana : Block, Block, Block
    Jax : Down, Towards, Away, High Kick
    Mileena : Hold High Punch for 2 seconds then release
    Baraka : Down, Down, Low Kick
    Scorpion : Up, Up
    Rayden : Down, Away, Towards, Low Kick

KITANA™

  • Fan Swipe:
    High Punch + Away

  • Fan Throw:
    Towards, Towards, High Punch + Low Punch

  • Fan Lift:
    Away, Away, Away, High Punch

  • Square Wave Punch:
    Half Circle Towards to Away, High Punch

JAX™

  • Ground Pound:
    Hold Low Kick for 3 seconds, then release.
  • Grab:
    Towards, Towards, Low Punch
  • Sonic Wave:
    Half circle, Towards to Away, High Kick
  • Backbreaker:
    Block, while in air with opponent

MILEENA™

  • Teleport Kick:
    Towards, Towards, Low Kick

  • Roll Attack:
    Away, Away,
    Down, High Kick

  • Sai Throw:
    Hold High Punch for 2 seconds then release

BARAKA™

  • Blade Swipe:
    Away + High Punch
  • Blade Spark:
    Down to Away, High Punch
  • Blade Fury:
    Away, Away, Away, Low Punch
  • Double Kick:
    Tap High Kick 3 times when close to your opponent

SCORPION™

  • Spear:
    Away, Away, Low Punch

  • Decoy:
    Down to Away, High Punch

  • Scissor Takedown:
    Towards to Away, Low Kick

  • Air Throw:
    Block, while in air with opponent

RAYDEN™

  • Lightning Bolt:
    Down to Towards, Low Punch
  • Flying Thunderbolt:
    Away, Away, Towards
  • Teleport:
    Down, Up
  • Shock:
    Hold High Punch for 5 seconds, then release when next to a standing opponent

Kintaro™

With Goro™  missing, Kintaro steps up to take his place as ruler supreme of Shao Kahn’s armies. Stronger and more agile than his predecessor he is enraged by Goro’s defeat. Kintaro vows to take revenge on the Earth warriors responsible.

SHAO KAHN™

The supreme ruler of the Outworld, Shao Kahn™  governs the Astral Planes of Shokan and all surrounding kingdoms. Five hundred years ago he banished the shapeshifter Shang Tsung™ -into the Mother Realm (Earth) to pay for his crimes. Shang Tsung was to unbalance the furies and create a weakness in Earth’s dimensional gates. This weakness in the gates would allow Kahn and his minions to forever walk the Earth and plague its inhabitants to a dark and chaotic existence. Only then would Shang Tsung be cleared of his offense and the curse be lifted.

How to play

LET THE TOURNAMENT BEGIN!

  • 1. Make sure the power switch is OFF.
  • 2. Insert your Mortal Kombat® II Game Pak as described in your Super Nintendo Entertainment System manual.
  • 3. Turn the power switch ON. When you see the Mortal Kombat® II title screen, press the START button to advance to the Options screen.

START begins a one-player battle for the title of Grand Champion. First, however, a fighter must be selected. The warrior selection screen has pictures of all the warriors available to a player. To select a warrior, move the colored frame onto a warrior using the CONTROL PAD ARROWS. When your choice is framed, press the A or B button to select him. To select a warrior randomly, leave the frame on the initial warrior (Liu Kang  for Player 1, Reptile for Player 2) and press UP and the START BUTTON.

Should a second player desire to join the tournament, he may do so at any time by pressing his START BUTTON. This will then return both players to the “Choose Your Fighter” screen where they again must choose their warriors. Both players may choose the same warrior. When this happens, the two will be distinguished by color. The players will then battle one another with the winner continuing onward in the tournament, and the loser’s game ending.

If you wish to choose one of the various options within the OPTION MENU, press the D-PAD to the RIGHT and press START. The OPTION MENU will present you with the following options:

MUSIC

allows you to turn the game music on or off.

DIFFICULTY

allows you to choose whether the game will be Very Easy, Easy, Medium, Hard or Very Hard.

HANDICAP

is a feature designed to let two players of different skill levels battle on an equal basis. You can increase or decrease your handicap by moving the D-PAD RIGHT OR LEFT. HANDICAP only works when in 2-player mode.

BUTTON CONFIGURATION

allows you to select which buttons will operate which moves. To select a move, use the UP and DOWN CONTROL PAD ARROWS. To change the control, press the button you desire to use when the move is selected. Keep in mind that when you change one button, the move which originally used that button is also switched. To leave BUTTON CONFIGURATION, press the START BUTTON.

To exit the options screen and return to the main title screen, press the START BUTTON.

To pause the games, press the start button on the battle plan.

RULES OF THE OUTWORLD

The Outworld tournament first tests a warrior’s fighting skill by pitting him against each of the formidable Earth warriors. In all Mortal Kombat II battles, meters in the upper-left and upper-right corners of the screen measure the health of the warriors.

The meters begin each round completely green, but each time a warrior is hit, an amount of red signifying the degree of injury is added to his meter. When a warrior’s bar becomes completely red, he is knocked out and the round goes to his opponent. Should time run out before either kombatant is knocked out, the warrior with less injury is declared the victor. The first warrior to win two rounds takes the match and moves on to his next opponent.

NOTE: If five rounds pass without a match winner, both kombatants will be disqualified from the tournament.

Once a warrior has defeated the other kombatants in the tournament, he then takes on the first of his Outworld hosts, the demon Shang Tsung™ . His youth restored by his master Shao Kahn, Tsung possesses both powerful magic and considerable physical skill.

Should a warrior defeat Tsung, his next opponent is the massive Kintaro. Kintaro is of the same race of half-human dragons which spawned Goro.

Enraged at his comrade’s death at the hands of a mere mortal, Kintaro sought entrance to the tournament to seek revenge. Shao Kahn granted him this privilege in exchange for his servitude.

Defeating Kintaro proves a warrior worthy of meeting Shao Kahn, supreme ruler of the Outworld, in battle. Defeat him to end his rule and become the Supreme Warrior in the Outworld realm!

Instructions booklet

See

Merci à…

Notice, scan & OCR : io
Mise en page : Badi

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