RetroGamer84 Before we start, a quick fun fact while the attract demo cycles: Mortal Kombat 3 was shepherded by Midway Games. Ed Boon and John Tobias were still steering the creative ship. The team doubled down on digitized actors and cinematic presentation. MK3 marks a turning point — the last of the big motion-capture, digitized-actor era before sprite overhauls and 3D took over. Arcades poured quarters into Midway’s sound and visual flair for good reason.

GamerFan You can see it in the character portraits and in how each move feels tied to a human performance. We are live on the cabinet—crowd noise, big stereo punch. I’m taking Sonya; you take Liu Kang.

RetroGamer84 On the subject of play, the new toys are obvious. A Run button changes pacing. Multi-tiered stages let you push opponents through floors. The Dial-A-Combo system catalogs strings of moves by number. It shakes up the familiar formula from earlier games. The Run button makes footsies feel more like sprint engagements. Risky, but rewarding.

GamerFan The engine feels faster, but not always cleaner. Combos are heavier, the dial-a-combo can be a godsend when you want flashy sequences without frantic input timing, but it can also neuter the improvisational feel that manual combos gave you before. Some characters have combos that flow beautifully, others feel clunkier. That variability is the rough edge.

RetroGamer84 Gameplay highlights as we fight across stages: the multi-level playfields are a standout. There was a perfect moment just now where I uppercut you through the wooden platform and watched your health bar drop while you tried to scramble back up—pure arcade theater. Stage fatalities are more elaborate, and the stage transitions give every match a cinematic peak beyond the final finish.

GamerFan And the roster additions help mix things up. Kabal’s speed is genuinely disruptive, Sheeva’s size changes spacing, and the cyborg ninjas bring that cold mechanical feel. Boss fights are still set-pieces. Motaro’s anti-gravity stomp and the eventual Shao Kahn finale test everything you’ve been using in the tower of matches.

RetroGamer84 Speaking of Shao Kahn, a memorable moment so far was reaching the mid-boss Motaro. He feels like a gauntlet in and of himself: the camera pulls back, you realize he springs between wide-screen frames, and his reach is merciless. We had to adapt—use juggles, bait his long stomps, and punish the recovery. The final confrontation with Shao Kahn later is theatrical: his taunts, his unusually punishing unblockable hammer, and the absurdity of the health-sapping strafe that makes every landed blow count.

GamerFan Final boss anecdote: after more than a few quarters’ worth of tries, I realized the safest way was to treat him like an aggressive grappler. Use the Run sparingly, bait the hammer overhead, then punish his recovery with a strong combo and a projectile. Also, if you keep an eye on the “ring out” opportunities in multi-tier stages, you can sometimes regress the pacing in your favor. It is satisfying to take him down, but it demands patience.

RetroGamer84 Hot tips from the cabinet, while the attract mode replays my favorite fatality in the background:

  • Conserve the Run: use it to close space and punish predictable defensive habits, not for continuous button mashing.
  • Memorize two dial-a-combo sequences per character: one for opening pressure and one to finish when the opponent is stunned.
  • Watch stage boundaries: multi-level stages allow ring-outs and extra damage on transitions—control the screen to force these moments.
  • Against bosses like Motaro and Shao Kahn, bait the heavy telegraphed hits and counter immediately—don’t try to trade when you do not have reach.
  • Experiment with Vs. codes pre-match when you and a friend both want to spice up a character—some codes bend move sets in fun and unexpected ways.

GamerFan The presentation remains one of the strongest pillars. The digitized visuals still sell hits — the blood spatter and the character portrait animations are a show. On the other hand, the mix can feel inconsistent: some sprites look polished while others are cramped or chopped, and the removal of certain beloved characters from earlier installments drew a lot of comments from the community at the arcade. It is a trade-off between spectacle and roster continuity.

RetroGamer84 The control responsiveness is generally solid, but precision inputs for some of the more intricate manual combos can feel finicky at times. The AI on higher difficulty levels becomes relentless not because it is brilliant, but because it reacts with frame-perfect counters. That makes for tense matches, but occasionally it feels like the opponent is enjoying mechanical perks rather than tactical superiority.

GamerFan Sound design deserves praise. The punch hits, the announcer, and the ominous Shao Kahn horn during the final fights are excellent at building tension. Also, for those on PC versions who dabble with the networking option, the introduction to online play is an intriguing glimpse into the future—even if current implementations are jittery.

RetroGamer84 So where does that leave us? Candidly, the game is a clear evolution with high production values and several worthwhile innovations—multi-level arenas and the Run button refresh combat—but it also stumbles in balance and roster decisions. It is not flawless, but it is compelling and arcade-worthy.

GamerFan We both agree on the conclusion: this one earns a solid B. Play it for spectacle, competitive local sparring, and the memorable boss set pieces; be prepared for uneven balance and the occasional mechanical quirk. Now, rematch?

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