Ultimate Mortal Kombat 3 Plus, a Team Plus game!
Created by TehDrewsus and ZPaul2Fresh8
Development Tools by Abystus and BRE
Tested by PostMortem and Parallax MKChile
MASTER CHANGE LOG
Scorpion’s Pack fatality:
no longer causes crash/reset on Subway stage
no longer leaves flashing image of Robots when screen fades
brings fighters to correct Y coordinate of floor when reappearing in Scorpion’s Layer
Nightwolf’s Holy Light fatality no longer leaves behind sparks vs Robots
Sindel’s Scream fatality vs mirror match correctly shows P2 image of Sindel instead of corrupted sprite
Sindel’s Scream fatality correct palettes created for:
Classic Sub Zero
Rain (new character enhancement)
Bloody Skeleton (Sheeva and Sindel fatalities) blood drop X and Y offset corrected for 2 and 4 armed skeletons
Sheeva’s Ground Pound fatality:
Correct grunts/screams for all characters
Correct Blood Palettes on each hit
Death scream priorities updated to no longer cut off at announcer voice
Blood follows character’s head on each hit
Jax Grow and Stomp sprites no longer cross/corrupt when performed in corner
Kano’s skeleton rip fatality now produces a four-armed skeleton when performed on Sheeva
Kano’s Eye Laser fatality no longer causes duplicate characters to glow red in 2v2
“Ghost” palettes from Kabal’s scared stiff fatality created for:
Classic Sub Zero
Noob Saibot (shared with Classic Sub Zero for Lore)
Rain (new character enhancement)
Human Smoke cut palette corrected
Reptile cut palette corrected to resemble green blood
Shang Tsung no longer reappears after screen fade to black when performing Classic Sub Zero’s head rip fatality
Player 2 cut palettes created for characters that have dismemberment finishers:
Liu Kang (Animality)
Rain (new character enhancement)
Blood “explosion” palettes created for non-red blooded characters
Also applies to Pit 3 stage fatality
Blood explosion locations corrected to center on characters
Stage fatalities no longer create incorrect vertical scrolling under certain conditions
Opponent must be standing and in “dizzy” status to perform stage fatalities
Stage fatalities no longer whiff when performed by or vs certain characters under certain conditions
Maximum distance requirement modified to perform stage fatality
Stage fatalities can no longer be glitched to perform standard uppercut, allowing additional moves to be done on opponent
Opponent must be in “dizzy” status to perform stage fatalities
Ermac and Classic Sub Zero given babality inputs
Ermac: Down, Down, Down, Run
Classic Sub Zero – Down, Forward, Down, Run
Robot Smoke’s baby palette fixed to accurately reflect color
Animality without performing Mercy first bug fixed
Nightwolf friendship text no longer shows blue when a Kombat Kode is input
Smoke effect on Smoke characters no longer darkens when finisher is performed
Kano/Ermac/Jax/Shang and Usub/Lao/CSub death screams fixed
Were transposed in 1.2, the death scream was given to the incorrect chars
Death scream audio priorities fixed so they aren’t cut by announcer voice
Classic Sub Zero and Human Smoke given Mercy Announcements
When Mercy is performed in 2v2, the correct name is announced every time.
Special Moves and In Kombat Fixes:
Jax P1/P2 disparity:
P2 Jax can now perform Dash Punch while charging LK for Ground Pound
Jax can no longer perform Multiple Ground Pound by pressing and charging LK one frame after releasing LK
Sektor P1/P2 disparity:
P2 Sektor can now fire regular missile while Homing Missile is on screen
Sektor’s Homing Missile finisher and mercy glitches fixed as Homing Missile will inactivate and pass opponent when finishing move is activated.
Shang Tsung given morphs for Robot and Human Smoke
Robot Smoke: Down, Forward, Forward, LP
Human Smoke: Back, Back, Forward, LP
NOTE: Smoke WILL have Smoke effect when shang morphs into them.
Shang Tsung morph palettes created for:
Classic Sub Zero
Forceball mercy and fatality glitches fixed; Forceball will inactivate and pass opponent without hitting when finishing move is activated.
Repeating Reptile’s Invisibility move will now cause Reptile to become visible; as is consistent with Robot Smoke’s Invisibility.
Kano’s Knife Throw now causes blood spatter and opponent grunt (consistent with MK1 move and reaction)
Invisible Character fixes:
Smoke, Reptile, and Ermac while doing air teleport punch now become visible after:
Air throw by Kano, Cyrax, Smoke, Scorpion/HSmoke
First hit of Jax Gotcha Grab
Liu Kang Bicycle Kick
Female ninja now have a vocal sound and sweep noise when performing a sweep
Air throws added to hits and damage percentage
Ermac lift shown as hit in combo and damage percentage added, but does NOT add to kombo hit counting toward hit limit for lift
In Randper Kombat, alternate palettes will appear if a player on either side morphs into the same character as opponent
When mercy is performed, the stage background color will be restored on the following stages:
Bridge, Soul Chamber, Bell Tower, Graveyard (MK3)
Waterfront, Desert (UMK3)
Shang Tsung morph back bug (Tsung Lock) no longer occurs in Randper Kombat
Randper Kombat now allows morphs to Classic Sub Zero and Human Smoke
Heads Up Display Fixes:
Player 2 life bar name plate X coordinates adjusted
Player 2 wins graphics X coordinates adjusted
Player 2 wins adjusts correctly after 100+ wins
Double Flawless displayed when winning 2 rounds flawless
Character animation fixes:
Male ninja upper body matches lower body when walking
Unmasked Sub Zero backwards walk animation fixed
Sonya uppercut recovery fixed
Kabal round-ending in being swept animation fixed
Jax being swept animation fixed
Mileena no longer has “hitch” in stance animation when given control after “FIGHT”
All Male ninjas have correct stance in 2v2 whether they are in front or back
Shao Kahn animation corrected returning to ground from rising shoulder charge
Robot Smoke will now spark during Finish Him
Human Smoke given P2 alternate palette
Human smoke smoking effect restored after uppercut stage transition (H/T Konqrr)
Motaro Green blood restored from MK3
Kahn will not announce round winner vs Kahn in arcade ladder
Kahn is KO’d, wouldn’t announce a winner
Consistent with MK2
Longer transition between rounds vs Kahn
Causes round end Taunt to not bleed over into next round
Silent Kombat Kode fixes:
No longer plays round end music
No longer plays finish him fanfare (will play finisher activation sfx)
No longer plays stage music after uppercut stage transition
Stage rotation fixes:
No longer required to repeat UMK3 stages twice before MK3 stages appear
Bridge/Soul Chamber/Balcony loop removed
Uppercut stage transition is remembered and stage is marked in rotation so stage does not repeat for next match
Start in random stage within stage rotation
Human Smoke no longer stage locked to Scislac Busorez in arcade mode
Noob Saibot no longer stage locked to Noob’s Dorfen
AAMA screen formatted to center screen, isn’t cut on the right side
Test Menu no longer cut off at bottom of screen
Characters no longer fall or go into victory pose during attract mode sequence fights following game over screen
Rain given proper life bar name plate
Rain is no longer palette swapped Reptile (result of Rain addition enhancement)
All character bios have been added, and all character bios will display throughout attract mode sequence
All character bios uniformly formatted and all off screen text issues corrected.
Alternate palette appears on the fly if Player 1 moves to same fighter player 2 is currently on
Player 1 no longer takes on alternate palette when player 2 has Shang Tsung highlighted
Characters in 1v1 on select screen are in front of Human Smoke and Noob Saibot Portraits prior to being selected as well as when selected (NOTE: based on Juggernaut’s hack bug)
Noob Saibot now announced as “Toasty!” when selected
Borders placed around Human Smoke’s and Noob Saibot’s portraits (NOTE: Based on Juggernaut’s hack select screen bug)
Blinking Cursors are fully behind characters and in front of portraits on select screen
Blinking Cursor visual overlap issues alleviated
Choose Your Destiny Screen:
Warrior and Master tower text now centered on Towers
“You will never win” Choose your Destiny audio taunt moved from Warrior to Master II/Champion
2nd Master tower text replaced with “CHAMPION” graphic
Fly-ins correct to vertical placement when zooming in
“Choose your Destiny” text removed with text graphic and dragon icon after tower selection
Right Dragon shifted to right to correct screen position
P1 Vs screen palette created for Jade – P2 was used for Both, more closely resembles P2 outfit.
P2 Vs screen palettes created for Kitana, Scorpion, Human Smoke, Noob Saibot, and Rain (as enhancement)
Black inner vest palette on Scorpion, Human Smoke, and Noob fixed
Human Smoke P1 versus palette lightened slightly to more accurately resemble in kombat palette.
Player 1/Player 2 text no longer displays blue if kombat kode is input in kombat
Kahn Defeat Sequence:
Kahn now visible in Subway during defeat sequence
UMK3 stages do not repeat as often
New stages added to rotation during sequence
Start button input disabled during defeat sequence
Start button disabled during reward selection screen and Credits
John Turk credited for Classic Sub Zero, Human Smoke, Noob Saibot, Rain
Death scream priorities updated to not cut off at announcer voice
Scorpion/Human Smoke Get over here/Come here no longer cut by blood spatter
Reptile acid spit reflection by Nightwolf audio fixed on hit
Kitana, Jade, Scorpion and Reptile give MK3 announcer “wins” voice
Noob Saibot no longer announced as “Kano Wins” when being selected from select screen, entering in 2v2, or morphed in Randper Kombat
Announced as “Toasty!”
Correct stage music plays when uppercut from Bank to Rooftop. While this previously was not an issue because the bank was not in UMK3, MK3 had a bug where upon transition the Street music was played until end of that round.
Pit 3 platform lowered so characters don’t look like they’re falling off the stage
Skull on right side of stage pulled in to view
Odd layering issue fixed that created brown “blank” pixels on right side. NOTE – this probably isn’t visible on CRTs but is visible in MAME and on arcade machines with LCD monitors
Rooftop: moved background layer a few pixels right so it’s centered. NOTE – probably not visible on CRTs but can be seen on MAME and arcade hardware with LCD monitors.
Light reflection on water aligned correctly
Purple blocking on left and right sides corrected
Broken bridge piece in right corner brought back into view
Columns on top raised so no black bars when jumping
Broken pieces top right corner of stage are corrected
Bell is visible in the center of the stage
When certain characters were uppercutted for stage fatal, part of their body could be seen in mid air, not moving, before falling. Adjusted Y coordinate of victim to fix.
Parallax issue resolved, Stairs to cave exit no longer shown as broken with void behind them in corner.
No more black bar when jumping
This was achieved by moving background assets up, and adding some to the bottom
Background layer shifted several pixels right to alleviate unused background space
If you uppercut an opponent to a stage transition, you will finish your match in that stage, but the next fight will NOT repeat the stage you uppercut to.
The Bank has been restored!
Looks identical to MK3, assets ported directly off MK3 graphics chips
Uppercuts to rooftop
The Hidden Portal has been restored!
Identical appearance to MK3, assets ported directly from MK3 graphics
Corrupted palette on background image fixed
Stage background slightly raised compared to MK3 to keep from seeing black bar at top when jumping. Added additional assets under walkway to alleviate black bar at bottom as a result.
Portal Lightning will occasionally flash and cause a thunder noise (+ Addition)
Het Suswerd II Stage Added! (PLUS Addition)
Background is Hidden Portal with Blue coloring instead of red/orange
Between foreground and background, Pit II bridge looms to assist with corner tracking
Cloud animation at top of stairs to each Kave entrance
Graphics and palettes existed in ROM, created animation routine
Cyrax is not present writhing in desert if he is a selected fighter
Check is run for fighters prior to round start and if Cyrax is a fighter, the routine for that stage animation will not run.
A background layer has been shifted right to reveal Raiden towards left corner of the stage
Game Over stage:
Game over stage randomized at each Game Over instance
Beware Kahn’s Kave!
Stage order has been updated to manage stage rotation similar to MK3.
With the “original” setting on in CMOS, Stage rotation is familiar, with notes…
You will start in random spot in stage rotation like MK3, but stage rotation itself is static.
Stage rotation order: Subway, Street, Bank, Rooftop, Soul Chamber, Balcony, Bridge, Bell Tower, Kombat Temple, Graveyard, Pit 3, Hidden Portal, Waterfront, Scorpion’s Layer, Kahn’s Kave, Jade’s Desert, Scislac Busorez
By default, Noob’s Dorfen and Het Suswerd II are accessible by kombat kode only
Restored Bank and Hidden Portal are now showcased in Attract Mode fighting sequence
Unmasked Sub Zero
After Ice Blow fatality, Shao Kahn says “Frosty!”
Previously unused sound on audio chips
Helicopter fatality updated to correctly show blood explosion palettes. While this is technically an addition to UMK3+, it was attempted and failed in MKT by developers. Go check it out sometime.
Fatality spits out less body parts, as this caused screen flicker in 1.2 on some hardware.
Scream and skin rip fatal updates
4 armed skeleton now has green blood drops and sinew
Reptile’s skeleton now has green blood drops and sinew
Heads up display (Lifebars, timer, etc) removed when stage fatals are performed
Consistent with MK2’s handling of life Heads up display
Blood drop animation restored!
Sprites were existing in ROM with palette
Custom routine created
Blood drops randomly from several predetermined locations on graphic, and will not drop in the same place twice in a row.
Palette Darkening Exclusion table:
Palettes added as needed to darkening exclusion table, IE, Noob Saibot, Human Smoke P2 palette, etc.
Tournament mode has been updated. Overhaul in Beta 2!
Tournament mode now has stage rotation, was previously fought all in one stage
Semi Final and Final fights will be in Scislac Busorez, Hidden Portal, and Het Suswerd II, respectively
Flawless victory counts clear out between fights. Previously they did not, which necessitated a fix as Double Flawless will now display if one side wins 2 flawless victories during tournament.
Reward fights from Shao Kahn’s Treasures no longer fought exclusively on Pit 3.
Reward fights will now take place on a random stage.
Noob has 2 new palettes in game, P1 and P2 alt. He is no longer a shadow
Noob also has 2 new Vs screen palettes, P1 and P2 alt.
Human Smoke/Robot Smoke
Both Smoke characters will stop smoking when their health bar reaches zero.
If there are multiple Smoke characters on screen, the amount of smoke emitted by each is reduced.
Morph inputs added:
Noob: Forward, Down, Down, Back, HK
Rain: Run, Blk, LK
Ground eruption recovery time has time added to it if done during Finish Him; this was done to alleviate glitch finisher issues but still allow the move to be performed and not affect actual kombat.
Reptile has a walking animation more similar to his fighting stance
Nightwolf’s Axe will glow red when used in 4 and 5 hit combos ending with Axe, for the first axe in combo only.
Wins counters for P1 and P2
Wins counters in PvP mode will keep a tally now instead of only showing current streak
Wins in a row tracking kept in memory allowing Longest Winning Streaks to also function
Wins in a row will reset when human player enters while another is in arcade mode, when game is reset, at game over, and when losing vs CPU in arcade mode
UMK3+ settings added – more on this in + Additions section!
Disable Hiddens removed – no need as all characters are unlocked
Choose your Destiny:
Taunts for Novice, Warrior, and Master towers modified
All possible tower combinations enable as hiddens are permanently unlocked
Character Select Screen:
Human Smoke and Noob Saibot selectable on select screen (Carryover from Juggernaut hack). NOTE: Robot Smoke may still morph to Human Smoke during fights
When a player presses start to enter the character select screen when it is already running, Shao Kahn will taunt instead of the old 1.2 sound effect
Coin up Screen:
3 panel coin up screen has been replaced with customizable coin up screen.
More on this new screen in UMK3+ features under Test Menu
New color E’s created to supplement existing 5 E palettes. Useful when Randomizer is on and Endurance tower is created.
Rain has been created and is a full featured character! Previously, he existed only as a clone of Reptile with a unique palette. He is only seen in the attract mode for UMK3, and for about two seconds of time. Now he exists as a selectable character in the arcade!
Character bio and ending have been imported from MK Trilogy source code
Featured in Attract Mode fight sequence as himself now, performing a combo vs Shao Kahn, where previously it was Reptile with Rain’s palette
Rain is fully functioning as an AI controlled character, and is seen in towers when Randomizer option is ON in test menu.
Portrait appears on new character select screen, and is accessible on original character select screen – place cursor on Reptile, Press and hold up and start, then press and hold HK while continuing to press and hold up and start, and hold until Explosion sound.
Rain Portrait thanks to Jesse Keiper
Announced on Character Select screen and in 2v2 Entrance with audience “gasp” sound effect
Win announcement is Shao Kahn’s short laugh sound effect
Character physical attributes:
Fighting stance and walking animation the same as Reptile – consistent with MK Trilogy for N64, and to differentiate him from other male ninja.
Audio (voice, grunts, etc) same as Reptile – consistent with MK Trilogy
Custom graphics and palettes created for Rain:
RAIN life bar – previously in attract mode the life bar was blank with text characters of a different font overlaid.
Mind Control Orb Projectile – 4 sprites imported onto graphics ROMs
P2 palette created for Rain
P1 and P2 Vs screen palettes created
Baby palette created
Small character (subway and scorpion’s layer stage fatal) palette created
Existing graphics used:
Lightning strike animation (special move and both fatalities) is reused, custom animation routine of Nightwolf’s Lightning Strike Fatality
Arm raise on lightning strike is reused Ermac lift animation, arm lowering in recovery is custom animation, reverse of raising arm.
Orb splash on hit/block is custom palette and routine of Sonya’s Ring Toss splash on hit/block
Rain drops and flowers on Friendship are reused sprites of Sonya’s Ring Toss splash in a custom animation, and flowers growing in a custom animation sequence.
Super Roundhouse behaves like MK Trilogy, with some exceptions. Due to the speed differences in UMK3 and MK Trilogy the following modifications are made:
Greater cooldown period between super roundhouse and regular roundhouse reaction. Roundhouse, anti air punch, roundhouse will still trigger another super roundhouse.
The trajectory of the super roundhouse is conducive to allowing multiple super round house moves in a combo. The characters have a slight amount more “float” in their flight path, as an exact copy from source code makes any hit after a super roundhouse vs a grounded character nearly impossible to connect.
The super roundhouse reaction also triggers double damage protection in any combo it starts or is involved in. This limits most combos involving one or more super roundhouse kicks to low 40%, however with the right spacing and move combinations more can be had.
After the 10th hit in a combo, the roundhouse will trigger a standard roundhouse reaction. This is to prevent infinite combos.
NOTE: Rain’s Roundhouse animation is 1 tick faster than the other male ninja; consistent with MK Trilogy and the nature of the Super Roundhouse ability.
Input: Back, Back, HP
Similar cooldown to MK Trilogy, with cooldown requirement on hit or miss/block, in order to prevent spamming
Does 9h damage on hit, 3h on block. Triggers damage protection on hit
Hit limit of 2 – disabled after 3 hits in combo
Ineffective vs bosses
Jade is NOT immune when using projectile invincibility
Mind Control Orb:
Input: Down, Forward, HP
Opponent control time slightly decreased from Trilogy due to slower speed of UMK3 arcade, otherwise virtually identical to MK Trilogy.
Maximum and minimum height limits in place for control
Sets boundary and will not drag Rain across screen when controlling opponent away from Rain at full screen.
If Nightwolf reflects projectile he will gain control of Rain
If hit with another projectile (trade), Rain will lose control of opponent
Jade is immune with projectile invincibility
Works versus Shao Kahn
If CPU Rain, Nightwolf (reflect) or Motaro (reflect) gain control of human player, they will drag him up and across the screen to them.
Triggers damage protection on hit
Does 14h damage on hit, 3h on block
Hit limit of 3 – disabled after 4 hits
HK, HK, LK, HK, Back + HK 25% damage, sends opponent into super roundhouse reaction
HK, HK, LP, HP 23% damage, – knocks opponent back full screen
HP, HP, LP, HP 22% damage, knocks opponent back full screen
Lightning Storm: Down, Down, Back, Forward, HK from Outside Sweep Range
Roundhouse Decap: Forward, Forward, Down, HP (close)
Replaces Trilogy Cheese “Upside Down Uppercut”
Brutality: HP, HP, BL, LK, HK. BL, LK, HK, BL, HP, LP
Babality: Forward, Back (Pause), Back, HP
Stage: Forward, Down, Forward, LP
Human Smoke given a second Fatality!
Smoke Out: Input Forward, Forward, Back, Run from Outside Sweep Distance
Similar to but replaces Trilogy Cheese Smoke Stretch fatality
Classic Sub Zero:
Ice Spike Fatality Created!
Input – Down, Forward, Forward, Forward, HP next to opponent
NOTE: Will not work if opponent is near corner
Ice Spike sprites imported into graphics ROMs – Thanks Jens Boffin
Similar to Trilogy fatal, with a nice twist at the end
Classic Sub Zero Friendship restored!
Sprites existed in ROM
Animation routine created
Palette created for stalk of jack in the box
Input – Down, Back, Back, Forward inside sweep distance
Ermac Friendship created!
All sprites existing
Custom animation for Ermac and victim created
Input – Forward, Forward, Forward, HP outside sweep range
Ermac Animality restored!
Sprites existed in ROM
Animation routine created
Input – Back, Back, Forward, Forward, LK up close
2v2 Tag Kombat
2 versus 2 TAG kombat has been implemented!
Selectable from UMK3+ options in Test Menu (see below)
Use start button to tag a character in!
Push direction corresponding to side of screen you want character to enter along with start to have the character tag in from that side.
Cool down time between tags is approximately 5 seconds
May not tag if you are being damaged
New Character Select Screen Option:
New character select screen option available! See test menu section on how to enable
Rearranged portraits with fighter Vs screen poses instead of fighters themselves
Usable in Arcade mode, 1v1 or 2v2
2v2 Tag AND not tag will not allow twin characters on one side using this select screen.
Tournament Kombat will force classic character select screen
No random select implemented, will be for Beta 2.
New Kombat Kodes:
New Kombat Kodes have been created!
123 – 123: Life Bars Like A Boss!
Gives both players Boss life bar
Hits and kombos inflict roughly 2/3 normal damage
Will only take chip damage first hit of auto combo
123 – 100: P1 Life Bar Like A Boss!
Same as above, P1 only
100 – 123: P2 Life Bar Like A Boss!
Same as above, P2 only
??? - ???: Kombat Zone: Het Suswerd II
033 – 330: Kombat Zone: Hidden Portal (MK3 Portal)
777 – 777: Run Disabled
Run Meter will remain at 0 during match
123 – 321: “NNROTN DEUTOEAMITI” Block Jabs Disabled
Anagram of “Tournament Edition”
Flurry of jabs will stop when block button is pressed
222 – 888: Kombat Zone: The Bank
??? - ???: Super Uppercuts!
Literally knock the soul out of your opponent
Sends your opponent very high in the air!
??? - ???: Super Fast Uppercuts!
A combination of Fast Uppercut Recovery and Super Uppercuts
??? - ???: Kolorful Kombat
Like Paintball Mode, but for blood!
Hint: ABYstus is Key!!
Single Player Kombat Kodes
Single Player Kombat Kodes have been added!
Kombat Kodes are a combination of button and/or directional inputs, input by the player prior to each match starting in arcade mode.
To activate, perform the correct inputs before the match starts. The best way to do this is to have the inputs pressed (they are all press and hold button and/or direction) during the ladder transition and continue to hold until round announcement.
A confirmation of kombat kode success will be indicated by kombat kode being displayed at bottom of screen at round start.
Single Player Kombat Kodes:
Super Fast Uppercuts
Run Disabled (Does NOT affect CPU!!)
Block Jabs Disabled
P1 Half Power
P2 Half Power
P1 Quarter Power
P2 Quarter Power
P1 Life bar Like a Boss
P2 Life bar Like a Boss
Life bars Like a Boss
Fast Uppercut Recovery
Some Single Player Kombat Kodes are disabled versus bosses.
Don’t Cheat. You will receive your just deserts.
Arcade Tower Options:
Options enabled by turning Randomizer ON in Test Menu
Randomizer Option makes all 4 towers random at choose your destiny screen, where default action is to pull from several arrays of static tower opponents. Greatly increases replay value!!
Endurance matches in each tower will match your fighter’s storyline, giving a relevant storyline fight.
Pressing start before selecting the tower of your choice will create an Endurance Tower.
All opponents besides bosses will change to endurance battles.
Tower text will change from its current setting to “Endurance”
Kahn’s taunt for your tower selection will be different
Difficulty setting will determine possibility of 3 person endurance matches to be incorporated during the arcade mode run up towers.
MK3 Storyboards have been ported from MK3’s attract mode!
Amazingly brings stunning artwork back to UMK3 that was sorely missing.
This is selectable in UMK3+ options in Test Menu
MK3 Storyboards, when selected, will show MK3 storyboards with graphics as well as character bios.
The MK3 storyboards effectively replace the multiple, quick scene transition action fights with UMK3 attract mode music.
Characters still fight as they did previously with a Vs screen prior
Character bios continue to be shown
Best winning streaks screen continues to be shown.
Simple addition of UMK3+ Kredits at the end of Kredit Roll.
Calls out Plus Team members, Play testers and promoters, Kontributor Kredits, and Special thanks.
A HUGE THANK YOU!!! To all our Kontributors and Supporters! We could not do this without you.
UMK3+ Test Menu Options:
Accessed through Test Menu, and selecting UMK3+ Settings
Randomizer: Randomizes Arcade Mode Tower opponents
Enables ability to press start and change to endurance tower
Endurance battles prior to bosses will be story line relevant
Attract Mode: Original and Improved
Original is UMK3 style attract mode.
Improved is MK3 style, with MK3 storyboards.
Game Continuation: On and Off
Off: Ability to change game mode between matches
On: Game mode stays between matches (1v1, 2v2)
Tags in 2 on 2 Kombat
Off: 2v2 gameplay as standard in UMK3
On: Tag team kombat enabled
NOTE: Work In Progress!
Fighter Select Screen:
Original: Original Fighter Select Screen
Improved: New Fighter Select Screen
NOTE: Tournament Kombat will force original select screen regardless of this setting.
Stage Rotation Order:
Original: Standard stage rotation as described earlier in change log
Expanded: Stages in mostly linear order, only changing to prevent possible stage loops: Subway, Streets, The Bank, Rooftop, Sound Chamber, Balcony, Bridge, Bell Tower, Temple, Graveyard, Pit 3, Water Front, Scorpion’s Lair, Kahn’s Kave, Jade’s Desert, Het Suswerd II, Scislac Busorez, Hidden Portal, Noob’s Dorfen
Random: You will fight on a random stage each fight
Coin Up Stage:
Option to customize Coin Up stage to your liking.
1.2 Select Mode Of Kombat screen has been replaced.
“Off” will default to Kahn’s Kave.
Details about UMK3+ including creators, build date, and build name.
Selecting with input returns to main menu
Over 20! Find and post to forum at MortalKombatPlus.com !!