February 3rd, 1998
12:00 PM CST -
Thanks to a gracious go ahead by ratman @ rat.org, TRMK now has FAQ's for MK1, MK2, and MK3, in the Moves Lists and FAQs section. If you don't see your console's FAQs, more will be added sometime before this weekend
12:01 PM CST -
MKX, by the way of Dungeon Master, have discovered two new fatalities for Sub-Zero and Tanya. kn0wledge, our Chicago correspondent, has confirmed these movements to work. Sub-Zero's is an new rendition of his MK2 freeze and shatter fatality. Tanya's is a derivation of her neck twist "breaker" move that twists her opponents neck 360 degrees. As soon as Revision 3 hit the Texas area, we'll have exclusive screenshots, and if all goes well, a couple of movies of the new fatalities. Here are the movements.
Sub-Zero's Shattering Uppercut: B - B - D - B+HP (outside sweep)Tanya's Neck Twist: D - F - D - F - HK (close)
February 7th, 1998
12:00 PM CST -
Revision 7.01 of TRMK's Mortal Kombat 4 Fullscale Text FAQ, by The IceMaster, is now available via the World Wide Web, File Trasfer Protocol (FTP), and the alt.games.mk USENET Newsgroup.
12:01 PM CST -
Special thanks to BADRoCK who sent along a few noticable diffrences in Revision 3, which is now being shipped nationwide in North America to a local arcade near you. Some of the following may have been stated before; however, since the wide release of Revision 3 has occured they need to be re-addressed.
  • Everyone’s damage has been handicapped so the game is more even. It’s more difficult to reach maximum damage than the first versions.
  • When Fujin pulls out his weapon during a combo, it fires 3 quick shots forward instad of 1 shot like before.
  • Everyone has new combos.
    • HP - HP - HK - Uppercut. (4 hit pop-up combo)
      • The second HP animation is a really awesome palm smash looking hit.

    • HP - HK - D+HK. (3 hit pop-up combo)
      • The last hit is their D+HK animation, but characters who dont have that move can also do this combo.

  • Kai has a new move Lunging boot kick: HCF+LK.
  • Kai now has Quan Chi’s old weapon (small curved knife)
  • Johnny Cage has a new breaker. He gets horizontal against the opponent and smacks them with his feet.
  • Johnny Cage has a new weapon. Its like a larger version of Jareks sword and acts very similar.
  • Quan Chi's new weapon acts the sams as the club, but looks different. Its a wood handle with a spiked ball on the end.
  • Now when you do Scorpions fire breath fatality, it says "Toasty! 3D!"
  • You can no longer perform moves during Shinnoks ending animation.
  • On Reptile’s stage, there are large spiked metal balls to throw.
  • Endings are subtitled.
  • HP juggles are more difficult than before. Example: in v2 you could do a pop-up combo and then run forward and do HP, HP, then finish the juggle. In v3 either the pop-up combos dont go as far or runs are faster because often times you run right past the midair opponent, or the first HP makes them crossover behind you. Its very weird and/or annoying.
  • Computer AI has been improved, but it still has some bugs (e.g. the ability to stand and block sweeps, etc.)

February 8th, 1998
12:00 PM CST -
Many sources had reported that certain features would be put into Revision 3. BADRoCK sends a list of them that didn't make it.

  • Jax does NOT have a gotcha grab.
  • There are no new backgrounds.
  • Shinnok is still the game's end boss
  • Jarek doesnt have any new moves
February 9th, 1998
12:00 PM CST -
Kai's second fatality has been sent in to us by David Tinsely this morning. TRMK Staff member, SekTrax has confirmed this to be a working fatality in Revision 3. Kai levitates his opponent then shoots a fireball at their head. The opponent's head explodes and the rest of their body falls to the floor. Here is the move.
Kai's Head Explode Fatality: U - U - U - D - BL (outside sweep)

Once again I would like to reiterate TRMK's stance on incoming fatalities and moves. TRMK will confirm the move in question before it posts to the public. This greatly reduces the chances of us posting something that doesn't work, or doesn't exist. It may make us late in reporting, but on the upside you can trust it to work 100% of the time
February 13th, 1998
12:00 PM CST -
With Revision 3 finally making its way around the country, TRMK presents to you our Printable Mini Moves List for Revision 3. It is totally up to date with all of new Goro's Lair and second fatalities discovered so far. You can also access it from the MK4 Moves Page
12:01 PM CST -
BADRoCK has confirmed the movement for Jarek and Sub-Zero's Ceiling Spikes Stage Fatality in Revision 3, originally sent to us by Moe.
Jarek's Goro's Lair Fatality: B - F - F - LP
Sub-Zero's Goro's Lair Fatality: D - D - D - LK
February 15th, 1998
12:00 PM CST -
Revision 7.02 of TRMK's Mortal Kombat 4 Weekly Text FAQ by The IceMaster is now available for download via the World Wide Web, FTP, and the alt.games.mk USENET Newsgroup
12:01 PM CST -
BADRoCK has confirmed Fujin's second fatality to work. Fujin leans forward and blows wind at his opponent, and their skin flys back in pieces (head, hands, arms, legs, etc.) leaving the Meat carcass behind to fall on the ground. Here is the movement.
Fujin's Wind Skinner: D - F - F - U - BL (outside sweep)
February 17th, 1998
12:00 PM CST -
SekTrax has confirmed and simplified Cage's second fatality, sent in to us by JMK and CMDC0511. Here is the motion.
Cage's Uppercut Fatality: D - D - F - D - BL (close)
February 21st, 1998
12:00 PM CST -
Revision 7.03 of TRMK's Mortal Kombat 4 Fullscale Text FAQ by The IceMaster, which includes any new information found since last weekend, is now available for download via the World Wide Web, FTP, and the alt.games.mk USENET Newsgroup.
12:01 PM CST -
Slowly but surely it appears that MK4 Revision 3 is spreading across the continent. Correspondent TetterkeT reports that MK4 is now in arcades in the Central California area. It may just be a short matter of time before it arrives in your town, so grab our Mini Moves List and be prepared
February 22nd, 1998
12:00 PM CST -
SekTrax has confirmed Scorpion's Stage Fatality on Goro's Lair, found by Brandon Trickey and Colin Jackson at Timeout in Fairview Heights, IL. Here is the motion:
Scorpion's Goro's Lair Stage Fatality: B - F - F - LK
February 26th, 1998
12:00 PM CST -
Apparently, when BADRoCK tried the CPU Fatality Code twice, it was simply coincidence that the CPU actually did Fatalities in both instances. There have been numerous reports that this code is in fact false. BADRoCK sends his condolences for the confusion
12:01 PM CST -
In efforts to redeem himself, BADRoCK, has uncovered an unique glitch in Revision 3. This glitch allows your character to become invisible and disable collision boxes in 2 on 2 play. Here is a more detailed description.
Play a 2 on 2 game. Have one team consist of any character you want and the character you would like to be invisible. On the other team, pick Sub-Zero and any other character. Now have the first character of team #1 on danger and in the corner. With team #2's Sub Zero standing right next to them, have team #1's character jump straight up in the corner. While they are at the peak of their jump, have team #2's Sub Zero do a up-forward hop kick with HK, immediatly followed by a Ice Clone. The hop kick will kill the character, and they will become frozen simultaneously with the explosion, making all the exploding body parts frozen as well. The second team member is now invisible! Better yet, this glitch turns off collisions, so he can only be damaged with throws and breaks. Be careful, if the invisible character loses it will crash the game. You should be able to do some fatalities while your character is invisible as well.
February 27th, 1998
12:00 PM CST -
If your worried that the home versions won't be strong enough translations, the MK4 Revision 3 JAMMA conversion kit
is now available, and sells for $2095 (8380 quarters) at
Video Connections. For a couple of thousand dollars, you will have a flawless arcade conversion of MK4 in your house, and won't have to wait until June 23rd or worry about having more to do in the game after you beat all your friends and Shinnok. Not a bad deal, eh?

12:01 PM CST -
Mortal Kombat 4 on the home gaming platforms will feature tons of exclusive modes of play, more than twice as many
options as in an earlier fighting game released on the Nintendo64. We are currently unsure of what those options specifically will be, but we know there will be the most a Mortal Kombat game has ever offerred on any platform. The Nintendo64 version will be stored on a 128 megabit cartridge instead of a 96 mbit cart like MK Trilogy. MK4 will use at least 32 mbits of the space for sound which will allow higher quality sound effects and music, unlike Trilogy's 8 mbits of muffled low quality audio. For the Playstation port, space usage is minimized in many ways, in order to free up room for the elaborate fully rendered endings being done by the arcade development team themselves. We're not talking about the arcade's real-time endings, which will still appear in the N64 version, but rather, fully rendered animations similar to the ones seen in Tekken 2 for the PlayStation. Believe it or not, both home console versions will maintain the fluid frame rate of 60fps. The Windows 95 PC CD-ROM version of MK4 will utilize Microsoft's Direct3D. Although it isn't a requirement, you will need a D3D compatible video card to fully experience many of the cool features and high frame rates, and it also makes use of the 3Dfx Voodoo chipset if your card is equipped with it. You can still play MK4 if you have a normal 2D card without D3D capabilities, but you'll be missing out on most of the graphical features. Expect a simultaneous release for the console versions, which will be distributed by Midway Home Entertainment, the recently projected release date was Tuesday, June 23. A release date has yet to be determined for the Win95 version, to be distributed by GT Interactive Software. Keep checking back here at TRMK as we bring you the latest on the home versions of Mortal Kombat 4.

February 28th, 1998
12:00 PM CST -
Special thanks to Ermac who sent in Jax's, Johnny Cage's, and Kai's Goro's Lair fatalities, found by Dungeon Master and posted on MKX. Here are the movements:

Jax's Goro's Lair Fatality: F - F - B - HPCage's Goro's Lair Fatality: B - F - F - LKKai Goro's Lair Fatality: B - F - D - HK

That leaves only Raiden's, Fujin's and Shinnok's Goro's Stage fatalites left to be found in Revision 3. The Revision 3 Mini Moves List has been updated with these moves.
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