Hidden finishers - awesome info

AM01

New member
Just got the kollectors guide tonight, and I noticed that on each laminated move card for each fighter, there is from head start the finishing moves for fatality 1, fatality 2, stage fatality, and two blank spaces below so you can fill up as you unlock the game. Now, considering the brutality files have been found on the final version of the game (script) and there are TWO blank spaces on each characters card, I think chances for brutalities being in the game have just skyrocketed. May the quest begin!
 
"I noticed that on each laminated move card for each fighter,"

some characters like scorpion, reptile and sub zero have their classic as well as their two standard fatalities, a stage fatality and a babality. i don't why other fighters would have five slots for finishing moves.
 
"I noticed that on each laminated move card for each fighter,"

some characters like scorpion, reptile and sub zero have their classic as well as their two standard fatalities, a stage fatality and a babality. i don't why other fighters would have five slots for finishing moves.


Assumption 1: The publisher had only one preprinted (were too lazy and/or too cheap to make another for the other characters) form and they chose the fighters with the classic outfit as the draft.

Assumption 2: The other characters have also secret fatalities but according to the coalesced.ini [1], except scorpion, sub-zero and reptile nobody has a third fatality mapped.

Assumption 3: A slot for the Brutality combination? Maybe, maybe not. Babalities aren't mapped in the coalesced.ini file, just the reference for the baby models. Therefore could Brutalities be an extensive combination of x-rays and the regular game play damage model.




[1]: Source for an excerpt of the ini file: http://www.xpgamesaves.com/topic/16552-mortal-combat-coalesced/
 
assumption 3

when i was reading the code, that had me stumped. with babalities only being referenced in the baby files. could that mean other stuff could be hidden in non corresponding files?
 
assumption 3

when i was reading the code, that had me stumped. with babalities only being referenced in the baby files. could that mean other stuff could be hidden in non corresponding files?

I also think this is the case. The coalesced.ini is just a global configuration file which only maps different components in the game. As you already noticed, stage fatalities and their prerequisites are in the corresponding files. Only the red skulls are referenced in the coalesced.ini. Moreover only the costumes references are in the coalesced.ini but not the prerequisites of unlocking them. They will be most likely in the corresponding file.

We just need a decompiler in order to read the code but this will take at least a year before someone is able to accomplish something.

But one thing is for sure. By having fatalities referenced and fatality files just being small instruction files for the graphics engine. NRS's words about releasing fatalities in the future have at least a credibility now, because it is possible and the amount of work is much less than by pre-rendering them.
 
Just got the kollectors guide tonight, and I noticed that on each laminated move card for each fighter, there is from head start the finishing moves for fatality 1, fatality 2, stage fatality, and two blank spaces below so you can fill up as you unlock the game. Now, considering the brutality files have been found on the final version of the game (script) and there are TWO blank spaces on each characters card, I think chances for brutalities being in the game have just skyrocketed. May the quest begin!

How do you rate the guide and can you say if the concept art section looks the same as in the Kollecters Edition Artbook?

How many pages of Concept Art?
Whats the Tune Included with the Book?
Whats the inside NRS Studios feature like?

Anything else you want to share?
 
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