However, I have left all function and variable names and comments as they were in the original source. This is mostly just cleaning up whitespace, removing unnecessary parens and casts, and omitting code and comments that are not relevant to the explanation. I have refactored code samples from the original source to make the code a bit clearer. The game also refers to all characters as “he”, “guys” (see MKGUYS.C) or “dudes”. There is a macro named MURDER and a function named eat_this_shit. The source code also turns out to be rather violent. The Mortal Kombat games were famously controversial for their excessive violence. My standout memory was getting repeatedly lightning bolted, and then roundhouse kicked right around the screen by my (younger) brother playing Rain. It was basically the same game with added characters and stages and some updated game features. I actually played many hours of Mortal Kombat Trilogy with my brother on his Playstation. In this review I’m going to look at some of the aspects of the implementation that I found interesting. I think more source code bases should have a function to test to see if this is a joke.Īn incomplete, non buildable, copy of the Playstation port of Ultimate Mortal Kombat source code is available at: If (q_is_this_a_joke() = SYSTEM_CARRY_SET) I think it was this snippet from MKBOSS.C that made me interested to read further: It’s also interesting to see how developers of the time approached building game engines for platforms with limited memory and performance.Īlso, sometimes the code is just amusing to read. I think there is something fascinating about projects that, while not the most elegant code, were often developed on tight time constraints, but still produced stable enough products for gamers to spend thousands of hours playing. I enjoy reading source code of old games.
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