VETERAN • 1992-1995 • 11-14 YEARS OLD

MORTAL KOMBAT

The Birth of Ultra-Violence in Gaming

When I was 11 years old in 1992, Mortal Kombat introduced me to a level of violence gaming had never seen before. At 43 years old, I still remember every fatality.

Mortal Kombat (1992) - The Genesis

Developed by Midway Games (Ed Boon and John Tobias), Mortal Kombat revolutionized fighting games by using digitized sprites of real actors instead of hand-drawn sprites like Street Fighter II.

  • Released: October 1992 (Arcade)
  • Technology: Motion capture with real actors
  • Budget: $10 million (massive for 1992)
  • Controversy: Led to the creation of ESRB rating system

"The game was so violent that U.S. Congress held hearings about video game violence in 1993. This directly led to the ESRB (Entertainment Software Rating Board) creation in 1994."

Mortal Kombat II (1993) - Perfection

Released just one year later, MKII fixed everything wrong with MK1 and became the highest-grossing fighting game of all time at that point.

  • More characters (12 total)
  • Multiple fatalities per character
  • Introduction of Babalities, Friendships
  • Smoother gameplay and improved graphics

Mortal Kombat 3 & Ultimate MK3 (1995-1996)

Introduced run button, dial-a-kombos, and cybernetic ninjas. Ultimate MK3 added back fan-favorite characters and became the competitive standard.

Technical Innovation

MK's digitized graphics used proprietary motion capture technology that captured martial artists performing moves in front of green screen. This created a realistic, visceral feeling that hand-drawn sprites couldn't match.

[ Archive_Data: Gameplay Footage ]

[ MK 1 (1992) ]
[ MK II (1993) ]
[ MK 3 (1995) ]
[ MK 1 (2023 Reboot) ]