Don't you dare to jump in the corner - MK1 [SNES, 1993]

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In the original Mortal Kombat, the characters had limited sprites and animation frames, and the collision detection system could sometimes behave unexpectedly, especially near the edges of the screen. Players discovered that certain moves and attacks, when executed near the corners of the screen, could lead to peculiar outcomes.

One example involved trapping an opponent in the corner and executing a series of rapid punches or kicks. Due to the limited sprite animations and the way the game processed collisions, the opponent might have difficulty escaping or countering the onslaught effectively. This wasn't a glitch per se, but rather an exploitation of the game's mechanics and limitations.

Players also noticed that some special moves or attacks could behave differently when performed in close proximity to the screen's edge. These corner-related tactics became part of the strategic repertoire for those who delved deeply into the game's mechanics and sought to gain an advantage over their opponents.

It's important to note that game development during the early 1990s, when Mortal Kombat was released, often involved navigating technical constraints and limitations. As a result, unintended quirks and exploits were not uncommon in games from that era. These aspects contributed to the charm and uniqueness of each game, creating a space for players to discover hidden tactics and strategies.

While these corner-related tactics weren't explicitly designed by the developers, they became part of the lore of Mortal Kombat 1 on the SNES, adding an extra layer of depth to the competitive scene and discussions among players. The Mortal Kombat series has evolved significantly since its inception, with subsequent games addressing and refining these aspects of gameplay.