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UMK3+ Release date set! Change Log inside

The public release for UMK3+ is as follows: Kontributors get early access 9/15, Public release is 9/22!!

Ultimate Mortal Kombat 3 Plus, a Team Plus game!
www.mortalkombatplus.com
Created by TehDrewsus and @ZPaul2Fresh8
Development Tools by Abystus and BRE
Tested by PostMortem and Parallax MKChile


Here's the change log, broken up into a few parts, you can also view it here: UMK3+ Change Log google docs

Finishing Moves:
 Scorpion’s Pack fatality:
o no longer causes crash/reset on Subway stage
o no longer leaves flashing image of Robots when screen fades
o 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:
o Reptile
o Ermac
o Classic Sub Zero
o Human Smoke
o Noob Saibot
o Rain (new character enhancement)
o Jade
o Mileena

 Bloody Skeleton (Sheeva and Sindel fatalities) blood drop X and Y offset corrected for 2 and 4
armed skeletons
 Sheeva’s Ground Pound fatality:
o Correct grunts/screams for all characters
o Correct Blood Palettes on each hit
o Death scream priorities updated to no longer cut off at announcer voice
o 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:
o Robot Smoke
o Mileena
o Jade
o Reptile
o Ermac
o Classic Sub Zero
o Human Smoke
o Noob Saibot (shared with Classic Sub Zero for Lore)
o 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:
o Sektor (Animality)
o Stryker (Animality)
o Liu Kang (Animality)
o Kitana
o Reptile
o Ermac
o Human Smoke
o Rain (new character enhancement)
 Blood “explosion” palettes created for non-red blooded characters
o Also applies to Pit 3 stage fatality
o Blood explosion locations corrected to center on characters
 Stage fatalities no longer create incorrect vertical scrolling under certain conditions
o 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
o 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
o Opponent must be in “dizzy” status to perform stage fatalities

 Ermac and Classic Sub Zero given babality inputs
o Ermac: Down, Down, Down, Run
o 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
o 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:
o 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:
o 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
o Robot Smoke: Down, Forward, Forward, LP
o Human Smoke: Back, Back, Forward, LP
o NOTE: Smoke WILL have Smoke effect when shang morphs into them.
 Shang Tsung morph palettes created for:
o Cyrax
o Robot Smoke
o Jade
o Mileena
o Reptile
o Scorpion
o Ermac
o Classic Sub Zero
o Human Smoke
o Noob Saibot
o Rain (enhancement)
 Reptile:
o Forceball mercy and fatality glitches fixed; Forceball will inactivate and pass opponent
without hitting when finishing move is activated.

o 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:
o 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
 Damage Readout:
o Air throws added to hits and damage percentage
o 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:
o Bridge, Soul Chamber, Bell Tower, Graveyard (MK3)
o 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:
o Player 2 life bar name plate X coordinates adjusted
o Player 2 wins graphics X coordinates adjusted
o Player 2 wins adjusts correctly after 100+ wins
o Double Flawless displayed when winning 2 rounds flawless
 Character animation fixes:
o Male ninja upper body matches lower body when walking
o Unmasked Sub Zero backwards walk animation fixed
o Sonya uppercut recovery fixed
o Kabal round-ending in being swept animation fixed
o Jax being swept animation fixed
o Mileena no longer has “hitch” in stance animation when given control after “FIGHT”
o All Male ninjas have correct stance in 2v2 whether they are in front or back
o Shao Kahn animation corrected returning to ground from rising shoulder charge
o 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
o Kahn is KO’d, wouldn’t announce a winner
o Consistent with MK2
 Longer transition between rounds vs Kahn
o Causes round end Taunt to not bleed over into next round

 Silent Kombat Kode fixes:
o No longer plays round end music
o No longer plays finish him fanfare (will play finisher activation sfx)
o No longer plays stage music after uppercut stage transition
 Stage rotation fixes:
o No longer required to repeat UMK3 stages twice before MK3 stages appear
o Bridge/Soul Chamber/Balcony loop removed
o Uppercut stage transition is remembered and stage is marked in rotation so stage does
not repeat for next match
o Start in random stage within stage rotation
o Human Smoke no longer stage locked to Scislac Busorez in arcade mode
o Noob Saibot no longer stage locked to Noob’s Dorfen

Non-Kombat Fixes
 AAMA screen formatted to center screen, isn’t cut on the right side
 Test Menu no longer cut off at bottom of screen
 Attract Mode:
o Characters no longer fall or go into victory pose during attract mode sequence fights
following game over screen
o Rain given proper life bar name plate
o Rain is no longer palette swapped Reptile (result of Rain addition enhancement)
o All character bios have been added, and all character bios will display throughout attract
mode sequence
o All character bios uniformly formatted and all off screen text issues corrected.
 Select Screen:
o Alternate palette appears on the fly if Player 1 moves to same fighter player 2 is
currently on
o Player 1 no longer takes on alternate palette when player 2 has Shang Tsung highlighted
o 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)
o Noob Saibot now announced as “Toasty!” when selected
o Borders placed around Human Smoke’s and Noob Saibot’s portraits (NOTE: Based on
Juggernaut’s hack select screen bug)
o Blinking Cursors are fully behind characters and in front of portraits on select screen
o Blinking Cursor visual overlap issues alleviated
 Choose Your Destiny Screen:
o Warrior and Master tower text now centered on Towers
o “You will never win” Choose your Destiny audio taunt moved from Warrior to Master
II/Champion
o 2 nd Master tower text replaced with “CHAMPION” graphic
o Fly-ins correct to vertical placement when zooming in

o “Choose your Destiny” text removed with text graphic and dragon icon after tower
selection
 Versus Screen:
o Right Dragon shifted to right to correct screen position
o P1 Vs screen palette created for Jade – P2 was used for Both, more closely resembles P2
outfit.
o P2 Vs screen palettes created for Kitana, Scorpion, Human Smoke, Noob Saibot, and
Rain (as enhancement)
o Black inner vest palette on Scorpion, Human Smoke, and Noob fixed
o Human Smoke P1 versus palette lightened slightly to more accurately resemble in
kombat palette.
 Kontinue Screen:
o Player 1/Player 2 text no longer displays blue if kombat kode is input in kombat
 Kahn Defeat Sequence:
o Kahn now visible in Subway during defeat sequence
o UMK3 stages do not repeat as often
o New stages added to rotation during sequence
o Start button input disabled during defeat sequence
 Reward Selection/Credits:
o Start button disabled during reward selection screen and Credits
o John Turk credited for Classic Sub Zero, Human Smoke, Noob Saibot, Rain

Audio Fixes:
 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
o 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.

Stage Fixes:
 Pit 3 platform lowered so characters don’t look like they’re falling off the stage
 Scorpion’s Layer:
o Skull on right side of stage pulled in to view

o 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.
 Waterfront:
o Light reflection on water aligned correctly
o Purple blocking on left and right sides corrected
o Broken bridge piece in right corner brought back into view
 Temple:
o Columns on top raised so no black bars when jumping
o Broken pieces top right corner of stage are corrected
 Bell Tower:
o Bell is visible in the center of the stage
o 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.

 Kahn’s Kave:
o Parallax issue resolved, Stairs to cave exit no longer shown as broken with void behind
them in corner.
 Scislac Busorez:
o No more black bar when jumping
o This was achieved by moving background assets up, and adding some to the bottom
 Bridge:
o Background layer shifted several pixels right to alleviate unused background space
 Stage Rotation:
o 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


Stages:
 The Bank has been restored!
o Looks identical to MK3, assets ported directly off MK3 graphics chips
o Uppercuts to rooftop
 The Hidden Portal has been restored!
o Identical appearance to MK3, assets ported directly from MK3 graphics
o Corrupted palette on background image fixed
o 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.

o Portal Lightning will occasionally flash and cause a thunder noise (+ Addition)
 Het Suswerd II Stage Added! (PLUS Addition)
o Background is Hidden Portal with Blue coloring instead of red/orange
o Between foreground and background, Pit II bridge looms to assist with corner tracking
 Kahn’s Kave
o Cloud animation at top of stairs to each Kave entrance
o Graphics and palettes existed in ROM, created animation routine
 Jade’s Desert:
o Cyrax is not present writhing in desert if he is a selected fighter
o Check is run for fighters prior to round start and if Cyrax is a fighter, the routine for that
stage animation will not run.

 Graveyard:
o A background layer has been shifted right to reveal Raiden towards left corner of the
stage
 Game Over stage:
o Game over stage randomized at each Game Over instance
o Beware Kahn’s Kave!
 STAGE ORDER:
o Stage order has been updated to manage stage rotation similar to MK3.
o With the “original” setting on in CMOS, Stage rotation is familiar, with notes…
o You will start in random spot in stage rotation like MK3, but stage rotation itself is static.
o 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
o By default, Noob’s Dorfen and Het Suswerd II are accessible by kombat kode only
 ATTRACT MODE:
o Restored Bank and Hidden Portal are now showcased in Attract Mode fighting sequence

Finishers:
 Unmasked Sub Zero
o After Ice Blow fatality, Shao Kahn says “Frosty!”
o Previously unused sound on audio chips
 Cyrax
o 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.
o Fatality spits out less body parts, as this caused screen flicker in 1.2 on some hardware.
 Sindel/Sheeva
o Scream and skin rip fatal updates
o 4 armed skeleton now has green blood drops and sinew
o Reptile’s skeleton now has green blood drops and sinew
 Stage Fatalities
o Heads up display (Lifebars, timer, etc) removed when stage fatals are performed
o Consistent with MK2’s handling of life Heads up display

 Fatality graphic
o Blood drop animation restored!
o Sprites were existing in ROM with palette
o Custom routine created
o 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:
o Palettes added as needed to darkening exclusion table, IE, Noob Saibot, Human Smoke
P2 palette, etc.
Tournament Mode:
 Tournament mode has been updated. Overhaul in Beta 2!
o Tournament mode now has stage rotation, was previously fought all in one stage
o Semi Final and Final fights will be in Scislac Busorez, Hidden Portal, and Het Suswerd II,
respectively
o 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:
 Reward fights from Shao Kahn’s Treasures no longer fought exclusively on Pit 3.
o Reward fights will now take place on a random stage.

Fighters:
 Noob Saibot
o Noob has 2 new palettes in game, P1 and P2 alt. He is no longer a shadow
o Noob also has 2 new Vs screen palettes, P1 and P2 alt.
 Human Smoke/Robot Smoke
o Both Smoke characters will stop smoking when their health bar reaches zero.
o If there are multiple Smoke characters on screen, the amount of smoke emitted by each
is reduced.
 Shang Tsung
o Morph inputs added:
 Noob: Forward, Down, Down, Back, HK
 Rain: Run, Blk, LK
o 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:
o Reptile has a walking animation more similar to his fighting stance
 Nightwolf:
o Nightwolf’s Axe will glow red when used in 4 and 5 hit combos ending with Axe, for the
first axe in combo only.

Misc:
 Wins counters for P1 and P2
o Wins counters in PvP mode will keep a tally now instead of only showing current streak
o Wins in a row tracking kept in memory allowing Longest Winning Streaks to also
function
o 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

 Test Menu
o UMK3+ settings added – more on this in + Additions section!
o Disable Hiddens removed – no need as all characters are unlocked
 Choose your Destiny:
o Taunts for Novice, Warrior, and Master towers modified
o All possible tower combinations enable as hiddens are permanently unlocked
 Character Select Screen:
o Human Smoke and Noob Saibot selectable on select screen (Carryover from Juggernaut
hack). NOTE: Robot Smoke may still morph to Human Smoke during fights
o 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:
o 3 panel coin up screen has been replaced with customizable coin up screen.
o More on this new screen in UMK3+ features under Test Menu
 Endurance matches
o New color E’s created to supplement existing 5 E palettes. Useful when Randomizer is
on and Endurance tower is created.

Rain:
 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:
o Fighting stance and walking animation the same as Reptile – consistent with MK Trilogy
for N64, and to differentiate him from other male ninja.
o Audio (voice, grunts, etc) same as Reptile – consistent with MK Trilogy
 Custom graphics and palettes created for Rain:
o RAIN life bar – previously in attract mode the life bar was blank with text characters of a
different font overlaid.
o Mind Control Orb Projectile – 4 sprites imported onto graphics ROMs
o P2 palette created for Rain
o P1 and P2 Vs screen palettes created
o Baby palette created
o Small character (subway and scorpion’s layer stage fatal) palette created
 Existing graphics used:
o Lightning strike animation (special move and both fatalities) is reused, custom animation
routine of Nightwolf’s Lightning Strike Fatality
o Arm raise on lightning strike is reused Ermac lift animation, arm lowering in recovery is
custom animation, reverse of raising arm.
o Orb splash on hit/block is custom palette and routine of Sonya’s Ring Toss splash on
hit/block
o 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:
o 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 10 th hit in a combo, the roundhouse will trigger a standard roundhouse
reaction. This is to prevent infinite combos.

o 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.

 Lightning Bolt:
o Input: Back, Back, HP
o Similar cooldown to MK Trilogy, with cooldown requirement on hit or miss/block, in
order to prevent spamming
o Does 9h damage on hit, 3h on block. Triggers damage protection on hit
o Hit limit of 2 – disabled after 3 hits in combo
o Ineffective vs bosses
o Jade is NOT immune when using projectile invincibility
 Mind Control Orb:
o Input: Down, Forward, HP
o Opponent control time slightly decreased from Trilogy due to slower speed of UMK3
arcade, otherwise virtually identical to MK Trilogy.
o Maximum and minimum height limits in place for control
o Sets boundary and will not drag Rain across screen when controlling opponent away
from Rain at full screen.
o If Nightwolf reflects projectile he will gain control of Rain
o If hit with another projectile (trade), Rain will lose control of opponent
o Jade is immune with projectile invincibility
o Works versus Shao Kahn
o If CPU Rain, Nightwolf (reflect) or Motaro (reflect) gain control of human player, they
will drag him up and across the screen to them.
o Triggers damage protection on hit
o Does 14h damage on hit, 3h on block
o Hit limit of 3 – disabled after 4 hits
 Kombos:
o HK, HK, LK, HK, Back + HK 25% damage, sends opponent into super roundhouse reaction
o HK, HK, LP, HP 23% damage, – knocks opponent back full screen
o HP, HP, LP, HP 22% damage, knocks opponent back full screen
 Finishers:
o Lightning Storm: Down, Down, Back, Forward, HK from Outside Sweep Range
o Roundhouse Decap: Forward, Forward, Down, HP (close)
 Replaces Trilogy Cheese “Upside Down Uppercut”
o Brutality: HP, HP, BL, LK, HK. BL, LK, HK, BL, HP, LP
o Babality: Forward, Back (Pause), Back, HP
o Friendship: Down, Forward, Forward, Forward, LP Outside of sweep range
o Stage: Forward, Down, Forward, LP

Human Smoke:

 Human Smoke given a second Fatality!
o Smoke Out: Input Forward, Forward, Back, Run from Outside Sweep Distance
o Similar to but replaces Trilogy Cheese Smoke Stretch fatality

Classic Sub Zero:
 Ice Spike Fatality Created!
o Input – Down, Forward, Forward, Forward, HP next to opponent
o NOTE: Will not work if opponent is near corner
o Ice Spike sprites imported into graphics ROMs – Thanks Jens Boffin
o Similar to Trilogy fatal, with a nice twist at the end
 Classic Sub Zero Friendship restored!
o Sprites existed in ROM
o Animation routine created
o Palette created for stalk of jack in the box
o Input – Down, Back, Back, Forward inside sweep distance

Ermac:
 Ermac Friendship created!
o All sprites existing
o Custom animation for Ermac and victim created
o Input – Forward, Forward, Forward, HP outside sweep range
 Ermac Animality restored!
o Sprites existed in ROM
o Animation routine created
o 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!
o Push direction corresponding to side of screen you want character to enter along with
start to have the character tag in from that side.

 Tag requirements:
o Cool down time between tags is approximately 5 seconds
o 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
o 2v2 Tag AND not tag will not allow twin characters on one side using this select screen.
o 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!
o 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
o 123 – 100: P1 Life Bar Like A Boss!
 Same as above, P1 only
o 100 – 123: P2 Life Bar Like A Boss!
 Same as above, P2 only
o ??? - ???: Kombat Zone: Het Suswerd II
o 033 – 330: Kombat Zone: Hidden Portal (MK3 Portal)
o 777 – 777: Run Disabled
 Run Meter will remain at 0 during match
o 123 – 321: “NNROTN DEUTOEAMITI” Block Jabs Disabled
 Anagram of “Tournament Edition”
 Flurry of jabs will stop when block button is pressed
o 222 – 888: Kombat Zone: The Bank
o ??? - ???: Super Uppercuts!
 Literally knock the soul out of your opponent
 Sends your opponent very high in the air!
o ??? - ???: Super Fast Uppercuts!
 A combination of Fast Uppercut Recovery and Super Uppercuts
o ??? - ???: 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:
o Kolorful Kombat
o Super Uppercuts
o Super Fast Uppercuts
o Run Disabled (Does NOT affect CPU!!)
o Block Jabs Disabled
o Dark Kombat
o Silent Kombat
o Throwing Encouraged
o Revision ID
o P1 Half Power
o P2 Half Power
o P1 Quarter Power
o P2 Quarter Power
o Sans Power
o P1 Life bar Like a Boss
o P2 Life bar Like a Boss
o Life bars Like a Boss
o Fast Uppercut Recovery
o Throwing Disabled
o Blocking Disabled
o Unlimited Run
 Notes:
o Some Single Player Kombat Kodes are disabled versus bosses.
o 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!!
o 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.
o All opponents besides bosses will change to endurance battles.
o Tower text will change from its current setting to “Endurance”
o Kahn’s taunt for your tower selection will be different
o Difficulty setting will determine possibility of 3 person endurance matches to be
incorporated during the arcade mode run up towers.

MK3 Storyboards:
 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.
o The MK3 storyboards effectively replace the multiple, quick scene transition action
fights with UMK3 attract mode music.
o Characters still fight as they did previously with a Vs screen prior
o Character bios continue to be shown
o Best winning streaks screen continues to be shown.

Ending Kredits:
 Simple addition of UMK3+ Kredits at the end of Kredit Roll.
o Calls out Plus Team members, Play testers and promoters, Kontributor Kredits, and
Special thanks.
o 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
o Enables ability to press start and change to endurance tower
o Endurance battles prior to bosses will be story line relevant
 Attract Mode: Original and Improved
o Original is UMK3 style attract mode.
o Improved is MK3 style, with MK3 storyboards.
 Game Continuation: On and Off
o Off: Ability to change game mode between matches
o On: Game mode stays between matches (1v1, 2v2)
 Tags in 2 on 2 Kombat
o Off: 2v2 gameplay as standard in UMK3
o On: Tag team kombat enabled
 NOTE: Work In Progress!

 Fighter Select Screen:
o Original: Original Fighter Select Screen
o Improved: New Fighter Select Screen
 NOTE: Tournament Kombat will force original select screen regardless of this
setting.
 Stage Rotation Order:

o Original: Standard stage rotation as described earlier in change log
o 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
o Random: You will fight on a random stage each fight
 Coin Up Stage:
o 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.

 About UMK3+
o Details about UMK3+ including creators, build date, and build name.
o Selecting with input returns to main menu

Easter Eggs:
 Yep.
 Over 20! Find and post to forum at MortalKombatPlus.com
 
Badass. I put countless hours into this game when it was on Xbox 360 circa 2009. Didn't even know this was being worked on.