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Mortal Kombat 3 - Arcade, SNES, Game Boy, Genesis, Master System, Game Gear, IBM PC, PlayStation, PlayStation 2, Xbox, GameCube, Windows, PSP (1995)
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Genesis Cover
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PlayStation Cover
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After the release of Mortal Kombat 2, the series had nowhere to go but up. Merchandise was being made, comics were being published, and talks of a major motion picture were in the air. With as much popularity as the series had, another sequel was inevitable. But this time around, instead of just taking the original Mortal Kombat and polishing it, a few new ideas were added in. Some of them worked, others not so much. There's a new setting, new gameplay mechanics, new secrets, and of course, new chararacters. On the other hand, though, this is when MK's mechanics started to feel a little tired, and not everybody's going to enjoy the direction this particular entry takes.
It turns out Shao Kahn wasn't quite dead, despite quite clearly turning into stone and exploding at the end of MK2. Not only that, but he has a new plan to conquer Earthrealm, this time skipping over the whole 'tournament' thing entirely. He has Shang Tsung resurrect his dead wife, Queen Sindel, somewhere in the Earthrealm. This somehow creates a loophole allowing Shao Kahn and his army to march straight in. Millions die instantly as Outworld and Earthrealm merge, and most of the survivors are killed by Shao Kahn's army, including Johnny Cage. Raiden manages to protect the lives of the returning characters, but since he has no power in Outworld, he's out of the fight. And so, the survivors have to fight their way to Shao Kahn, kill him once more, and save what's left of the world.
This time around, there are sixteen playable characters, four more than MK2. Robot Smoke is also a secret challenger, unlockable for play by entering a code at the end of the game. Secret playable characters weren't anything new at this point with the introduction of Street Fighter's Akuma, but this is the first time the MK series would do it. Nine of the characters are from the first two games, including the return of Kano and Sonya. One major exclusion, however, is Scorpion, Reptile, and the rest of the ninjas except for Sub-Zero. What happened was that Daniel Pesina, the actor who portrayed Johnny Cage and the male ninjas, ended up doing an advertisement for an MK clone called Bloodstorm. Obviously, he ended up getting fired, Johnny Cage was killed off in-universe by this game's sub-boss, and Midway got a new guy to play Sub-Zero.
Unlike Mortal Kombat 2, which was basically the original game with a bit more polish to it, there are a few new additions to the old combat system this time around. Along with the now standard five button layout, you now also have a Run button. Holding this button down and moving toward the opponent will cause the character to break into a run. There's a new meter under the health bar that ties into this, emptying whenever you run, before refilling a couple of seconds later. The whole run feature helps a lot to crank up the speed of the game, as well as giving it a much more offensive style of play. Hanging back and blocking a lot doesn't help as much as it used to in MK2, since the opponent now has the ability to run right over and hammer on you. And with the new dial-a-combos, it's that much easier to hammer on your opponents.
Dial-a-combos, which are rather common in 3D fighters, but pretty rare in 2D ones, are basically a string of buttons you hit in sequence to pull off an automatic combo. Some characters only have about three or four auto-combos to use, while others, like Sonya, have up to seven. Technically, there's nothing stopping you from still using the traditional juggle combos that you would use in Mortal Kombat 2, although a couple of auto-combos will do just as much damage as one of the more complex custom combos.
On one hand, the auto combos are a good way for anybody new to the game to get in some decent damage without learning the ins and outs of the combo system. The problem is that most of these combos can do around 30% damage to an opponent, so there's a lot of temptation to abuse your standard chain combo instead of using a little creativity. For the most part, the game does play a lot faster than Mortal Kombat II ever did, which might be a good thing for some people, and an issue for others. Besides the new features, though, the controls and actual fighting mechanics are mostly similar, including the rather peculiar way the series handles special move inputs.

The single player mode isn't quite as brutal as what you had to face in Mortal Kombat II, and in the early matches, one could almost say it's fairly reasonable. For the first time, you can select from one of three levels of difficulty after you select a character, which determines how many opponents you have to face, as well as their skill level. Unfortunately, in good old Mortal Kombat tradition, once you get to the bosses, the game takes off the kid gloves and gets mean. Motaro, the sub-boss, follows after Goro and Kintaro before him by teleporting around the screen, blasting you with projectiles, resisting damage, and grabbing you a lot. What's worse is that any projectiles you throw at him will bounce right off of him and into you. This means you basically have to stay within arm's reach, which is basically the worst possible spot to be when fighting him. The only small grace is that he doesn't have the teleport stomp attack Goro and Kintaro had, even if that doesn't help much.
Shao Kahn is once again a cheap bastard who will spend equal amounts of time brutalizing you as he will mocking your pathetic efforts to beat the game. In fact, he has a new line where he lets you know that you do, in fact, suck. Thanks, Midway. And if he wasn't bad enough before, now he can smack you with a hammer to stun you and leave you open for more pain. Beating him this time will give you a flashy animation of all the souls flooding out of his body, before his castle explodes. This is the last time we're going to see Shao Kahn in any of the "main" MK games, so you're probably going to start to miss him after seeing the other losers crawling for the final boss spot.
If one of the bosses ends up draining the credits out of you, you still get one chance to make it all worth it. At the end of a game, you're given a screen where you're instructed to enter the 'Ultimate Kombat Kode.' The kode is made up of ten boxes, each containing a symbol that chat changes when you hit one of the buttons. If you manage to enter the correct code, which involves using both players' buttons, you permanently unlock Robot Smoke as a playable character.
Kombat Kodes apply to the two player mode, as well, where you can enter them on the VS screen before a match starts. While these kodes have only six boxes, you only get a few seconds to enter them, so you'll need the help of the other player to enter them in time. Some of these codes can have more subdued effects on the gameplay, like disabling throwing or giving both players unlimited run time. Others, like Randper Kombat, make it so both players are constantly morph into different characters throughout the fight. Some kodes grant the winner one match against one of the bosses or secret challengers, while others give hints to one of Midway's pinball tables, which isn't really helpful when you're playing Mortal Kombat. There's even a kode that lets you play an incredibly hard version of Galaxian, where the difficulty's cranked so high you'll probably only survive for about five seconds. The Kombat Kodes are a neat idea, although they're a bit too much of a pain to memorize and actually enter to make them worthwhile.
Just like in Mortal Kombat 2, everybody gets two Fatalities, one friendship, and a Babality. Friendships are still worth it for Shao Kahn's dumbfounded "Friendship! Friendship? AGAIN?" This time the Fatalities are a lot more over-the-top, so much so that they're honestly kind of goofy. Sure, you've got some cool ones like Sheeva ripping the skin off of people, or Smoke dropping so many bombs it makes the entire planet explode. Which, in pure Mortal Kombat logic, means that not only does he win, there's still a planet for him to fight the next match on. And then you've got more unusual finishing moves like Liu Kang dropping an MK1 cabinet onto the loser, or Jax growing 100 feet tall before stomping the opponent with his boot, Monty Python style. And that's not even mentioning the number of Fatalities that end with the victim exploding into five legs, three ribcages, and two skulls. Sure, Mortal Kombat isn't that easy to take seriously, anyway. But most of these Fatalities go from 'brutal dismemberment of a beaten opponent' to 'Itchy & Scratchy would think what you just pulled looked stupid.' When your storyline boils down to 'A magical warlord has just slaughtered nearly all of humanity,' zany just doesn't really work.
There's also a new thing you can do at the end of the match, although it's not exactly a finisher. If both fighters have won one round each, the winner fighter can show his opponent mercy when it comes time to finish him. This will give the defeated player a sliver of life back to continue the fight, which while it probably won't help him much, will at least give him a chance to win. You're not doing this for the sportsmanship of it, though, you're doing it for the new –ality: The Animality. The Animality, when performed after a Mercy, has your fighter transform into some kind of animal and do something to murder the opponent. Some of these are fairly logical, like Sub-Zero turning into a polar bear. But then you've got Stryker turning into a T-Rex, or Sindel becoming a scorpion, and things start to get real goofy again.
It's not often a fighting game has a post-apocalyptic scenario, and the change of scenery is rather nice. The first Mortal Kombat had a very Enter the Dragon feel to it, while the second one brought it to a dark, Conan-esque fantasy land with some Asian stylings. A lot of stages set in this game, however, are set in a major city, more than likely New York or Chicago, only there's not a single person around except for the playable characters. There are still a few arenas set in Outworld, like a creepy church, but the stages set in the city are honestly a lot more interesting. The Pit returns for a third time, with the spikes being upgraded to a series of rotating blades, which is much cooler than plain old concrete. There's also a minor gimmick with some of the stages where uppercutting the opponent will sometimes knock them through the ceiling, bringing you both to a different arena. It's kind of a cool idea, except waiting for the transition to play out hurts the flow of the fight.
The game looks and sounds pretty decent, although It's not quite as big a leap as it was from MK1 to MK2. Most of the backgrounds are made from pre-rendered 3D, which tends to clash with the digitized graphics. Some of the music is decent, like the organ piece for the Temple, but the music in the city stages has a more urban, painfully 90's sound to it. There's even a hip-hop remix of the Courtyard stage music from MK1. Steve Ritchie returns as the booming voice of Shao Kahn, although due to his tinnitus, this would sadly be the last time he would do any voice work until the PS2 era. Some of the male fighters tend to shout out this really wimpy sounding "Ow!" when you hit them, too, which really doesn't help make the game any more dignified.
Overall, Mortal Kombat 3 is better than MK2 in some ways, while worse in others. The extra speed is nice, sure, but the new characters and their Fatalities are kind of lame. It doesn't help that Scorpion, the guy people actually think of when they think of Mortal Kombat, isn't actually in the game. The MK team would take some of these problems to heart, and end up fixing some of the issues people had, although this would end up running you about $50-$70 for another home version.
Just like the first two games, MK3 got ported to every console that mattered, and just like always, the ports would vary in quality. The Super Nintendo version isn't so hot in the graphical and sound departments, with sprites that are a little under half the size of the arcade and some rather muffled sound. It plays pretty closely to the arcade, though, once you set the controls to something other than the default layout. What really makes this port interesting, however, are the cheat menus, of which there are three to unlock. Most of these replicate the kombat kodes without actually having to enter them at the VS screen, but you've also got options that let you use Motaro and Shao Kahn as playable characters in VS mode. And yes, they can be just as unfair once you have control over them. Also, there's an option to enable pausing the game. Yes, you have to use cheats to pause the game! There's also a team battle mode like in the port of MK2, if you enjoyed it there.
The Genesis version looks about the same as the Super Nintendo version, if a little more washed out. It plays pretty close to the SNES version, too, which means that despite its grainy look and poor sound quality, it still plays pretty well. Sadly, this game wasn't ported by Probe, so the soundtrack, done by somebody else this time, isn't very memorable compared to the Genesis soundtracks of the first two games. It still plays pretty well, however. There's a few hidden cheat menus here, too, although you don't get as many options to play with, including no cheats that let you pause the game. You still have cheats to enable the bosses if you want to make your friends hate you, at least.
The Game Boy version is probably the worst choice, considering how cut down it is - it only got nine of the fifteen playable characters of the arcade version. While the game generally runs faster than the Game Boy port of MK2, the controls feel much stiffer and harder to use, and you can forget about trying to do combos of any sort. On the plus side, you can unlock Robot Smoke as a playable character, if you're a fan of him.
The Game Gear and Master System versions are based off the Game Boy version, which means they've got the same roster, along with the same issues. The controls are awful, so trying to pull off anything besides your basic moves probably won't work. There's also much less music in this port, and for whatever reason, no music plays during the actual fights at all. The AI feels especially brutal in this port, too, and there's no difficulty options to tone it down so you have any sort of chance. Not that this version is worth beating, anyway.
Tiger also gave this game their very special treatment, although this time it came for the R-Zone. This abominable obscurity is basically a controller and a monocle you strap around your head, to project an unidentifiable mass of red blotches directly onto your retina. The games come in form of LCD screen modules, which are inserted in the monocle part. There was also an ordinary LCD handheld version, though.

One console MK3 never hit was the Jaguar, although it actually got pretty close. Apparently at one point there were plans to make the game a Jaguar exclusive, which would have been an arcade-perfect port programmed by Midway. While the game was presented at a few gaming expos, the Jaguar version was never released, and no known prototypes currently exist. It makes one pause to think, however, where Atari would have been if Mortal Kombat 3 had been their exclusive fighting game, and not Ultra Vortek.
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Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)

Mortal Kombat 3 (Arcade)
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Comparison Screenshots
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Arcade
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IBM PC
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Genesis
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SNES
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Master System
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Game Gear
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Game Boy
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Ultimate Mortal Kombat 3 - Arcade, SNES, Genesis, Saturn, PlayStation, PlayStation 2, Game Boy Advance, Xbox, GameCube, Nintendo DS, Xbox 360, PlayStation 3, Steam, iOS (1995)
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Arcade Flyer
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Genesis Cover
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Mortal Kombat 3 went over decently well, but a lot of people had a few issues with the game. Some characters, like Kabal, were just way too powerful. Other people complained about the lack of series regulars, like Scorpion and Kitana. And so, with a lot of issues needing to be fixed and Mortal Kombat 4 still more than a year away from release, Midway would basically pull a Capcom. While this isn't the only update MK3 would end up getting, this is the version most people have probably actually played. It's also generally considered one of the best Mortal Kombats overall, mostly since it's one of the very few Mortal Kombat games the professional fighting community can actually stand.
The story is more or less exactly the same as Mortal Kombat 3, with the addition of a few new characters either joining in the fight for or against the forces of Shao Kahn. Reptile, Scorpion, and Kitana make returning appearances as playable characters, whereas Jade becomes playable for the first time. Robot Smoke is now selectable from the start, with Mileena, MK2-style Sub-Zero and newcomer Ermac being unlocked with new Ultimate Kombat Kodes. Noob Saibot makes an appearance as a secret challenger, but he's only playable in the internet-enabled Wavenet version of the game (which MAME currently doesn't support). The returning characters have had a few tweaks, too, mostly balancing tweaks. Some of them get new moves, like Stryker, who now actually thinks of using the gun he fires in his win pose in combat. You can now also initiate chain combos from a jumping punch, which makes them a little easier to hit with.

The single player mode has been changed a little, so now you have four difficulties to choose from when you begin a game. Unfortunately, the AI's been made much more brutally unfair compared to the original MK3. Now the AI will counter nearly everything you do from the first few matches, and it'll do it so well that there's absolutely no way it isn't cheating. For example, if you try to jump towards it, it jumps at you and does a kick, every single time. If you try to jump backwards, nine times out of then, it throws a projectile that will more than likely hit you. Anything you try to do, it'll find some way to punish you for it. Even worse, the endurance matches from the original Mortal Kombat have returned, and on higher difficulties you even have to face three opponents on one round. This game does not want you to beat it, ever.
If you manage to beat Shao Kahn this time around, which you probably won't be able to do without some serious cheating or AI exploitation, you're sent to a screen called 'Shao Kahn's Lost Treasures'. From here you select one of twelve different symbols, each one giving you a different prize. These range from getting to see your character's ending. Yes, this time around, you actually have to choose if you want to see your character's ending. Not that it's really worth it, since the unique ending artwork for each character has been replaced with their VS portrait placed next to a bunch of scrolling text. The other treasures do things like starting a fight with either Noob Saibot, Ermac, or both at the same time, the Galaga minigame, and a demonstration of some of the game's Fatalities, among others. The problem is that certain options are only available on higher difficulties, so if you want the good stuff, be prepared to spend a lot of credits.
There's also a couple of new VS modes, if you ever get tired of one-on-one kombat. There's '4 Player 2v2 Kombat,' where two players pick two characters and fight it out. If one characters runs out of health, the other jumps in to continue the fight. There's also '8 Player Tournament Kombat,' where 8 players select a character and fight it out in one-round matches. It's a nice idea, but if you actually run a tournament for this, it's probably better to handle a bracket through paper. You also get the full set of Shao Kahn's Treasures for completing this mode, but if you're playing the actual arcade version, it'll take 8 credits before the game will even let you access it. Unless you happen to own the game and set it to free play.

The game is pretty much the same aside from the new content and balance tweaks, so the rather goofy tone is still in full force. The balancing means that it's actually worth it to play this game competively, unlike most of the Mortal Kombat games, and it's nice to have Scorpion back after his absence. Overall, it's best to forget the original Mortal Kombat 3 happened and go straight for this version instead. This is far from the last we'll see of the MK3 engine, and it's at this point the series starts to look pretty dated compared to the likes of Street Fighter 3 and Tekken 2.
The Super Nintendo and Genesis ports are pretty much just the same ports of MK3 with UMK3's new content added in, which means that while it doesn't look much like the arcade, it at least plays like it. Sheeva's been removed from the game entirely due to memory constraints, and in her place are… try to constrain your excitement here… more ninjas. Noob Saibot and Rain make their first playable appearances here, with their own special moves. All the secret characters are also unlocked from the start, with Smoke's human counterpart being unlockable with a code.
Animalities are gone, and they're replaced with the slightly less goofy Brutalities. These are basically the equivalent of Killer Instinct's Ultra Combos, performed by doing your character's special chain combo when it comes time to finish your opponent. If you do this right, they'll continue to beat on the opponent long after you quit hitting buttons, until they explode into a pile of blood and legs. It's a pretty cool finisher, at least compared to how stupid most of the Animalities were. This port also uses the same cheat menus, which means that yes, you still have to use cheats to be able to pause the game. Talk about arcade perfect.
The Saturn version at its core is still MK3, just with some of the extras from UMK3 added into it, since the Saturn never got a port of the original version. None of the console exclusives from the other versions appear here, which means no Rain or Noob Saibot. It doesn't play that badly, though, and it looks pretty accurate to the arcade version. Just like MK2's Saturn port, however, you do have to deal with the periodic bit of loading during matches and before Fatalities.
The Game Boy Advance version, renamed Mortal Kombat Advance, is nothing short of a complete abomination. This port got farmed out to some developer called Virtucraft, and it's obvious they were trying to rush this thing out as quickly as possible. With the GBA's powerful hardware, you'd expect something at least on the level of the SNES port, but we ended up getting something that'd fit more on the Game Boy Color. For one thing, a couple of attack buttons had to be dropped, which is understandable due to the GBA's button layout. What's less understandable is that for some reason, the AI has become a merciless terminator that even beats out the sheer cheapness of the arcade version. Even worse, it feels like the entire game engine has been recoded, and what's left plays horrendously. Attacks are slow to come out, the physics are incredibly floaty, and pulling off special moves is entirely too difficult. There 's only about two songs that actually play during fights, both of which loop after only a few seconds, and everybody's missing their second Fatality for whatever reason. The only real bright side is that you can unlock Shao Kahn and Motaro as playable characters, but to do that, you have to beat the game, which isn't worth your time at all. Avoid as hard as you possibly can.
The DS version, which drops the number 3 out of the title, looks, sounds, and generally plays exactly like the arcade version. The sprites aren't quite as big due to the DS's small screen, but other than that, it's quite accurate. The bottom screen also shows a move list with Fatalities for your current character while you play, which is handy. There's also online play, if that's your sort of thing. What's more interesting, however, is that this port comes with a version of Deception's Puzzle Kombat mode, with lower poly models fighting on the bottom screen. It's not as good as Puzzle Fighter, but its inclusion is still nice.
The iPhone version has some pretty bad control issues, just like you'd expect from trying to play a fighting game on a touchscreen. They try to make the controls easier by dropping two of the attack buttons and adding a 'Special' button, but it still more than likely won't help much. On the visual side of things, the characters and stages have been completely redone in 3D. The problem is that they animate exactly the same way the original sprites did, which makes the animation look pretty janky. There's also a new mode called 'Shao Karnage,' where you have to get as many hits as you can on Shao Kahn before time runs out. You can also play multiplayer through wifi or Bluetooth, but why not just play the PS3 or 360 versions for that?
Just like the first game, the Arcade Kollection port is pretty much arcade perfect, aside from a few sound issues. It still has the same online issues, however. The Arcade Kollection also doesn't have a port for the original MK3, which is OK, since it's pretty much obsolete.

Ultimate Mortal Kombat 3 (iOS)
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Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)

Ultimate Mortal Kombat 3 (Arcade)
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Comparison Screenshots
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Arcade
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Game Boy Advance
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NDS
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Mortal Kombat Trilogy - PlayStation, Saturn, Nintendo 64, Windows, Game.com (1996)
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Saturn Cover
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Game.com Cover
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It was reasonable enough that Midway would want to give the rather rushed MK3 some extra time in the oven. UMK3 was a big enough improvement to be worth it, especially with the re-inclusion of Scorpion and all of the other ninjas. But with the release of Mortal Kombat Trilogy, Midway's basically making an update of an update. Trilogy is best described as UMK3 with more stuff attached to it, as it shares the same engine, gameplay mechanics, plotline, and almost everything else. The main draw here is that this is basically Midway's crack at one of the "Dream Match" games SNK likes to do every so often. This is also the first Mortal Kombat game that wasn't released in the arcades, which eventually would become the default for the series.
Every character who's made an appearance in an MK game up to this point, playable or otherwise, is available for playing. Yes, that includes the bosses. The biggest new inclusion is Johnny Cage, who got himself a new actor and a new set of sprites. Baraka and Raiden also return from their absence in MK2. While they use the same sprites, they at least have some new special moves, so they're not entirely outclassed by the new cast. You've also got the console exclusives Noob Saibot and Rain available for play, with Noob getting his new moves from the 16-bit UMK3 ports. Certain characters can become 'klassic,' which turns them into their MK1/MK2 incarnations. And since there weren't nearly enough ninjas as it was, you get a choice between a new male or female one, depending on whether you got the cartridge or CD version.
If you've already played UMK3, you're not missing much of anything besides the new characters. There's also a new 'Aggressor' meter, which fills up whenever you hit somebody, with more meter being gained if the opponent blocks. When it fills up, you can… move a little faster and do a little more damage. Supers? What are those? You can also enable automatic combos from the options menu, which makes performing chain combos as easy as mashing a button. As sad as it sounds, the biggest improvement to the gameplay is that you no longer have to unlock a cheat menu to actually pause the game.
The AI in this game is just as brutal as UMK3 before it, so beating the game without either ratcheting the difficulty down or exploiting the AI as much as possible isn't easy. If you beat Shao Khan, though, you get a new set of hidden treasures, including a demonstration of every finishing move in the game. Brutalities return from the home ports of UMK3, where they work the same way, and they've even managed to keep the Animalities in. If you ever actually feel like going through the hassle of using them, anyway.
The CD versions of the game are mostly identical, with their biggest issue being all the loading times. The soundtrack's been redone for the Redbook format, and it sounds a little clearer, if not much different from the arcade version. There's a lot of loading time to deal with between fights and whenever Shang Tsung morphs, which can slow the pace of the game down a good bit. The PC version is probably your best bet, if you can find the fan-made patch to make it run on modern computers. It even has network play, on the incredibly tiny chance it actually works.
The N64 version, on the other hand, actually has quite a few changes and cuts. The 'klassic' characters, Goro, and Kintaro are missing entirely, and Shao Kahn and Motaro have to be unlocked. On the plus side, you get a new 3v3 battle mode, some minor graphical enhancements to the backgrounds, and much less loading to wait through.
The best word to describe Trilogy would be 'unnecessary.' It's not a bad game, since it's basically just an updated version of UMK3, but that's exactly the problem. The series has already had MK3 twice, another version is just reaching Capcom degrees of cash cow milking. The game also barely makes use of the hardware at all, with none of the versions matching up entirely with the arcade games. Sure, it's nice to see Johnny Cage back, but still. The good news is that with the rise of 3D graphics approaching, this was to be the last time we had to see the MK3 engine, right?
At this point, it'd be best to pretend that the series died out for a while shortly after the release of this game. We all know that's not true, of course, but when you look at the truth, with its convouluted plot, lame characters, and kart racing, who can blame somebody for wanting to stretch the truth a little? If you value your sanity, dear reader, you might just want to skip ahead to the reboot released two console generations later, but if you don't…

Mortal Kombat Trilogy (Game.com)
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Mortal Kombat Trilogy (PlayStation)

Mortal Kombat Trilogy (PlayStation)

Mortal Kombat Trilogy (PlayStation)

Mortal Kombat Trilogy (PlayStation)
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Fatalities
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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Mortal Kombat Trilogy (PlayStation)
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