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A playthrough of the sub-boss and hidden character Goro in Dreamcast version of Mortal Kombat 4; Mortal Kombat Gold. Goro's moves: http://www.mortalkombatonline.com/con... The arcade version of Mortal Kombat 4 had no bosses, nor any hidden characters. A Midway game. Without bosses. I can't believe it either. MK4 is something of a black sheep in the series, as it is something of a reboot, though essentially just replaces older (better) characters with newer, shittier designs, such as Jarek replacing Kano and the main villain Shinnok replacing Shang Tsung. MK4 is this odd entry into the game which doesn't fit into the other trilogies. MK1-3 all have similarities, and MK Deadly Alliance to Armageddon are all part of their own trilogy. MK4 sticks out quite a bit, due to essentially being an attempt to bring the series into 3D, but not providing much innovation. This is rather odd too, and the potential for a 3D Mortal Kombat had already be tested with another Midway game known as War Gods, which I'll be covering after this game. MK4 as a game is pretty good. Combos feel a little sloppy, and the introductions of weapons is a bit superfluous, but there's no denying it is in all honesty still a pretty good game, it's just that it should have done more. I did say the series began to stagnate after the second entry, and it would take five years for a new, true MK game to come out, with Deadly Alliance being released in 2002, and even then Deadly Alliance was something of a prototype for the fantastic MK Deception, which was the pinnacle of the series right until MK9. The ports of MK4 attempted to fix its rather more lacklustre aspects, most notably its character roster. MK Gold was an updated version of the game, with graphics closer to the arcade version, five new characters in the form of Cyrax, Kitana, Mileena, Baraka and Kung Lao, who were all great choices to bring back, as well as one exclusive hidden character in the form of Sektor. The original ports had also made Noob Saibot a hidden character, as well as introducing Goro as the sub-boss of the game, to give some more familiarity to it, something which would eventually be done again with MKX. In fact, MKX is this game essentially done right. So, this is first time in a main series game that Goro is playable. And goddamn is it great. Here, Goro is something of a hybrid between himself and Kintaro. He gains Kintaro's teleport stomp, and well as his fireball. He loses his spinning arm attack, but regains his ground stomp, as well as a lunging kick, a more powerful uppercut, and a two-arm swipe. All these are powerful, single hit attacks to knock the opponent or player away from him and cause frustration. What's more, he regains his full chest pound throw from the original game, where he pounds the opponent and then throws them for ludicrous amounts of damage. As you'll see in this video, he is incredibly powerful, due to him taking reduced damage and inflicting increased damage, and as a result is incredibly fun to play as. He just completely demolishes the opponent when used in player hands. He can only fight in his own arena, which itself is a 3D version of Goro's lair from MK1, and even has a new kick-ass theme to boot. Goro was a great addition to the game, and helps to prevent it from utter mediocrity.