


Unsurprisingly, most approvals failed to meet Nintendo’s standards. Nintendo would get back to Acclaim, and Acclaim would pass their feedback to Peters, who shared it with the team. He would show the latest builds to managers at Acclaim, who sent them to Nintendo for approval. While Sculptured Software’s engineers translated the arcade version’s code to the Super Nintendo and their artists processed characters and arenas, Peters spent much of his time on the phone. “The blood and guts were so over the top that they were cartoonish,” says Peters. While he understood Nintendo looking out for its family-friendly reputation, he thought MK’s violence wasn’t worth all the fuss. Jeff Peters was the project manager at Sculptured Software charged with leading a small team in converting the arcade game to the 16-bit console. “There were versions from Sculptured that had blood,” says Rob Holmes. Early on, however, the Super NES port looked markedly different.

By release, blood had been changed to sweat, and tamer finishing moves had replaced their grisly arcade counterparts. Over the winter and spring of 1993, Sculptured Software and Acclaim struggled to meet Nintendo’s stringent demands for a sanitized version of Mortal Kombat on Super NES.
