Stage fatalities added to the Subway and Bell Tower stages.Added the "Rellim Ohcanep" Galaxian minigame.Added the Animalities for Sindel, Kabal, Cyrax and Sektor.The AAMA warning during the attract mode now has some additional blue gradients.Motaro and Shao Kahn turn white instead of blue when frozen.Computer only does combos for finishing moves.Ending credits have yet to be implemented.Shao Kahn's fancy death sequence is not yet implemented - he just falls over.The AAMA warning during the attract mode has an all-black backdrop.This can be further proof that the ninjas were planned for inclusion at one point. JOHHNY CAGE TRANSFORMATION ACTIVATED Win TextĪs in Mortal Kombat II, there's win text in the ROM (starting at 0x02993E) for characters that don't actually appear in the game. For those wondering, Johnny Cage is supposed to be dead in this game, plot-wise.Ī related line can be found at 0x0299BA, after all other match end text, with Johnny's name spelled incorrectly: The two in this game are "JOHNNY CAGE TRANSFORMATIONS" (replacing Kano Transformations) and "SHAWN ATTACKS" (left as-is). Like Mortal Kombat II, there are a few fake audits. A similar sprite is present in Mortal Kombat Trilogy, although that one is shown to be rising out of the ground.Īll text is found in chip MK321u.bin, interleaved. He only has a vertical downward swing in the final game.Ī drill meant to be used as either Shao Kahn's Fatality, or merely a special move. Shao Kahn swinging his sledgehammer horizontally. Unknown Nightwolf sprite, but perhaps it was meant for his holy light Fatality? Nightwolf swinging an axe with no green glow applied to it. The mouth moving sprites also go with this, which seems to imply that Motaro was going to have a taunt where he spoke or simply speak at the end of the round. This was used in Mortal Kombat Trilogy as, appropriately, his throw move. Looks like Motaro was going to throw the opponent over his head. Seems to go with the other front leg raising sprites. It also seems to have been meant to be used in combination with the teleportation move. Could have been meant for a victory pose. Perhaps evidence that Motaro was meant to be a playable character? This was eventually used for Motaro's win screen when beating the game in Mortal Kombat Trilogy (except the N64 version). This was later used for Classic Sub-Zero's friendship in Mortal Kombat Trilogy, as a variant of jack-in-the-box Friendship that Scorpion and Reptile had in Ultimate Mortal Kombat 3. This was later used for Ermac's Animality in Mortal Kombat Trilogy. Perhaps evidence that the ninjas were planned for inclusion at one point. Early gameplay footage shows this and several other bell sprites used in the Bell Tower's foreground and background.Įvidently, Sheeva was supposed to have a unique skeleton sprite for Kano's skeleton rip Fatality. Using a MAME cheat to break the screen limitations (so you can walk off the edge) reveals an actual BELL in the Bell Tower background. (Source: Original TCRF research) Unused Sprites Bell Penacho/Miller Game: Jumps to that Galaga-type minigame.This displays the selected character's ending and the game credits. Character Endings: Jumps to a new sub-menu.The number of wins seems to be random, but it increases every time. Enter Initials: Jumps to the high score initials screen.Volume Adjust: Identical to normal test menu.Sec Chip Failure Error Traps System Lockups Illegal Opcodes Game Audits: Acts like the normal test menu, but with four extra audits on the first page:.Coin Bookkeeping: Identical to normal test menu.Put the following MAME code in mk3.xml to simplify the code to 2P Block Diagnostics Tests: Identical to normal test menu. The code is even more difficult to enter than the past two games' codes, and often needs to be entered two or more times in a row in order for it to take effect. The EJB Menu is an alternate test menu that can be accessed through this button code in attract mode:ġP Block (×5), 2P Block (×10), 1P Block (×3), 2P Block, 1P Block (×2), 2P Block (×2), 1P Block (×3), 2P Block (×3).
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