| Killer Instinct | |
|---|---|
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| Developer(s) | Rareware |
| Publisher(s) | Midway/Rareware (Arcade) Nintendo (SNES, Game Boy) |
| Designer(s) | Chris Tilston Kevin Bayliss Mark Betteridge |
| Composer(s) | Robin Beanland Graeme Norgate |
| Platform(s) | Arcade, Super NES, Game Boy |
| Release date(s) | Arcade October 1994 Super NES August 1, 1995 Game Boy November 1995 |
| Genre(s) | Fighting |
| Mode(s) | Up to 2 players simultaneously |
| Media | ROM & HDD |
| Input methods | Joystick; 6 buttons |
| Cabinet | Upright |
| Arcade system | Proprietary MIPS Based Hardware System |
| CPU | R4600 |
| Sound | Midway Digital Compression System (DCS) |
Killer Instinct is a fighting game developed by Rare and published by Midway and Nintendo. Initially released in arcades in 1994, and rumored to use an "Ultra 64" hardware engine, in reality the proprietary arcade hardware was co-developed by Rare and Midway. The game received a high profile launch on the Super Nintendo, as well as on the Game Boy. Its popularity led to a sequel, Killer Instinct 2.
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Ultratech is a very powerful megacorporation (entities which, in this future setting, have replaced all governments) which organizes a tournament called Killer Instinct. Along with regular participants, experimental creatures created by Ultratech also fight in the tournament so their strength can be tested. Ultratech also discovers a technology to make bridges between dimensions, and releases a two-headed monster called Eyedol and Gargos from this dimensional prison.
Only 1 year old, Fulgore is a cyborg, part of a cybernetic project developed by Ultratech, the masterminds behind the Killer Instinct fighting tournament, and the penultimate opponent in the Single Player Mode. Fulgore was entered into the tournament to test its fighting capabilities. If successful, the Fulgore unit would be placed in mass production. During the first Killer Instinct tournament, Fulgore met its end at the hands of Jago. A newer version of Fulgore was produced for the second fighting tournament.
Fulgore has two No Mercy moves, one in which it removes its head, revealing a large turret-like gun which shoots the enemy repeatedly. The other uses a laser beam from its eyes to reduce the opponent to ashes.
A criminal who was promised early release by Ultratech in exchange for participating in chemical weapons research. As a result of an accident during testing, his body is composed entirely of flame. He is promised a return to his original form if he is able to defeat Glacius in the tournament. In the early development stages of the game his name was Meltdown, but this was soon afterwards changed to Cinder.
Cinder has two No Mercy moves; the first creates a pool of magma under the opponent, who melts into it. The second shoots them with flames to reduce them to ashes.
An alien who was captured by Ultratech and promised freedom if he wins the tournament. He gets his nickname from his body's icy liquid composition and ability to shapeshift. He is one of the few characters that maintained his original name throughout early development.
He uses three different No Mercy moves, one where he becomes a gel-like mass and absorbs the opponent (similar to the Blob), one in which he uses his finger as a syringe to inject the enemy with a substance that turns them to ice, and the last of which he turns into a pool of boiling water that the enemy drowns in.
A Tibetan monk following the Tiger Spirit, which later turns out to be Gargos in the second Killer Instinct, is on the path of enlightenment to defeat the evil within him. He believes it is his destiny to destroy Ultratech. He has many of the same moves as Street Fighter's Ryu and Ken characters, including the fireball and spinning uppercut. His No Mercy moves consist of stabbing the enemy with his sword, and meditating, which causes a car to fall on the opponent.
A genetically engineered velociraptor-human hybrid created as a prototype by Ultratech. The tournament serves to test its abilities as a killing machine. It has three No Mercy moves: one in which it spits acid on the enemy, one in which it stabs the foe with its tail, and one in which it runs at the enemy and eats them.
Count Von Sabrewulf is stricken by lycanthropy, and is promised a cure by Ultratech if he wins the tournament. This is a semi-cameo appearance of Sabreman, known from Rare's 1984 game Sabre Wulf. Sabrewulf fights in his inherited castle as his home level, with biting and claw attacks, and the ability to howl and use his Flaming Bat, though sometimes they will not be flaming. He has two No Mercy moves, one where he slams the foe into the screen, and one in which he stabs the enemy with an elongated claw.
While he seems to fight for sheer enjoyment, it is more likely he is battling simply because he lost his memory after death, since his brain couldn't regenerate. He is the third to last opponent in the Single Player Mode and carries a sword and shield, and has the ability to teleport and physically morph himself into a grayscale version of his opponents during combos. He has an odd quirk in that, in order to perform certain moves, he must gather energy (represented by tokens shaped like skulls under his life bar in the SNES version, and by skulls floating around his person in the arcade and gold versions) by either absorbing opponents projectile energy attacks (with his shield in absorbing position), or performing combo breakers. Despite requiring these tokens, his special moves are not particularly stronger than normal special attacks. He can store up to five skull tokens, to the point of overloading if he absorbs any more energy.[citation needed] He uses two No Mercy moves, one where he repeatedly stabs the enemy with a spike on his shield, and another where he summons ghostly skeletal hands to drag his opponent underground. In the SNES version, the latter move was changed to him simply summoning a bolt of lightning to strike down his opponent.
A former heavyweight boxing champion for 5 years. He was stripped of his title and kicked out of the circuit when it was discovered that his arms had cybernetic implants which greatly helped his boxing ability. Ultratech promises him his title will be returned if he wins the tournament. Combo has two No Mercy moves, one where he snaps the opponent's neck, and the other where he punches the opponent into the screen.
A Native American Chief, armed with twin tomahawks, who enters the tournament to find out what happened to his missing brother Eagle in the previous year's tournament.
He has two No Mercy moves: in the first he calls down a bolt of lightning to strike the enemy, and in the second he knocks the opponent into the air leaving various objects behind (depending on the opponent.)
Hired by Ultratech as a secretary, she is actually a spy working for an unknown party and, along with Jago, appears to be the heroine of the game franchise. Her full name is Black Orchid. She has two No Mercy moves, the first in which she gives her opponent a heart attack by unzipping her uniform's top and flashing her large breasts(away from the camera) at them. (Male opponents get startled by the sight; however, if the opponent is another Orchid, she will just stomp the ground in spite), and the other in which she turns the opponent into a frog, then (at the player's option) stomps on them.
The final boss, Eyedol, is a two-headed, ancient mystical warlord who was trapped in a dimensional prison in the distant past. Ultratech released him to be the final combatant in the tournament. It is shown in Killer Instinct 2 that the person Eyedol was trapped in combat with was Gargos, the final boss of that game. Eyedol is the only character that does not have an icon in the character select screen, however in both the arcade and Super Nintendo versions he is a secret character that can be played as by selecting a specific character (Riptor in earlier arcade versions and Cinder in later arcade versions and in the Super NES version) and pressing a combination of buttons before a round begins. He is also the only character in the game with no special finishing moves, such as No Mercy moves, ultra combos, or humiliations that the other characters possess; however, he more than compensates for this lack of ability with a limited ability to heal.
Killer Instinct plays like many other fighting games, in which the player controls a character in order to beat an opponent in a one-on-one encounter. The game borrows the attack set of Street Fighter and is also inspired by the finishing moves from Mortal Kombat. There are also several features that distinguish it from other franchises:
There were no direct ports of either Killer Instinct or Killer Instinct 2 for the Nintendo 64 despite the arcade game's attract mode promising it was coming to the Nintendo Ultra 64. Instead a special version was released called Killer Instinct Gold, which is based on Killer Instinct 2.
Due to memory limitations on the Nintendo 64 hardware and cartridges (only up to 60 MBS), the pre-rendered FMV-flipbook backgrounds were replaced with realtime-rendered low poly backgrounds. The characters' graphics remained as pre-rendered sprites, however.
A Super NES port was released. While it has many of the features the arcade version had, many features were altered, downsampled, or removed. The graphic detail was vastly reduced and the character sprites were smaller. The stages with a 3D panning camera were simplified into a 2D panning view using parallax scrolling for the background and mode 7 for the ground or arena, simulating thus, a pseudo-3D effect. Zooming and scaling were removed. Some of the stages were redesigned. The full motion videos that showed the characters after a victory were replaced by still images. Voice samples and sound effects were shortened.[citation needed]
Most of the characters preserved their special moves and danger moves. However, some of the special graphical effects — notably the shadow move effect — were removed. In addition, the skulls that surround Spinal when he absorbs projectiles are shown under his energy bar instead.
To make up for the loss of overall quality, some other modes were added, such as a training mode, a tournament mode (used for multi-player purposes), and other options.
In spite of the hardware limitations and drastic changes necessary to port this game to the Super Nintendo, the port was well received by critics and is a fan favorite to many gamers.
The Super Nintendo version was packaged with a sixteen track audio compact disc soundtrack album entitled Killer Cuts featuring arrangements of music from the game. Killer Cuts was later sold through Nintendo Power's Super Power Supplies mail order service in both CD and cassette form.[citation needed]
The Super NES game was packaged in a black casing in Europe, Japan, Australia, Canada, and the United States, as instead of the standard grey shell.[citation needed]
A Game Boy port was also made, but sacrifices were necessary due to the system's limitations. As a result, neither Cinder or Riptor appear, and the moves were heavily altered due to the more limited controls of the portable. The game supports some coloring when played in a Super Game Boy. Super Game Boy also allowed for a two player versus match to be played by inserting a second controller. Sabrewulf's moves were also altered severely.
An arranged soundtrack CD featuring original music from Killer Instinct was released as a pack-in for the Super Nintendo release of the game.
It was rated the 148th best game made on a Nintendo System in Nintendo Power's Top 200 Games list.[2] Screwattack listed it as the 5th best fighting game of all time, and as the 19th best Super Nintendo game of all time.[3][4]
Donkey Kong Country 2: Diddy's Kong Quest featured several cameos of Killer Instinct, since the SNES version was released just some months before DKC2. In the Monkey Museum (where players go to Cranky Kong for tips on the stages), a poster of Chief Thunder can be seen. Also, in the amusement park section of the Krazy Kremland zone, there is a tent reading KI Here and 2 KI arcades (which is where this zone's Swanky's Bonus Bonanza is located).
In Conker's Bad Fur Day, if Conker is left idle for time enough, he will sometimes pull a Game Boy Color from his pocket and start playing the portable port of KI. By looking closely, the cartridge label can be seen as well, and while Conker is playing, one of three different songs of that port can be heard: the title theme, Sabrewulf's or Jago's stage music as well as repeated playbacks of Jago's shouts (in a very high pitch).
On October 10, 2008, Rare announced that some Killer Instinct characters would be making an appearance in their game, Viva Piñata: Trouble in Paradise. They released Piñata Cards of Orchid, Fulgore, and Tusk that, when held up to an Xbox Live Vision Camera, would reproduce the corresponding Piñata in the game.[5]
In Banjo-Kazooie: Nuts & Bolts, a weapon item called "Fulgore's Fist" appears, referencing Fulgore. It is a large red metal fist that clenches with acceleration, and can punch enemies and obstacles. In addition, a character named Jolly Dodger (who sells the player "black market" items) has an idle animation in which he looks around, shushes the player and pulls out a suitcase filled with copies of Killer Instinct 3 for the Xbox 360, all of which have "Rating Pending" ESRB ratings on them.
In "Grabbed by the Ghoulies", the game room on shelves features a "Killer Instinct III" Xbox game.
In "Conker: Live & Reloaded", if Conker is left idle for some time, he pulls out a magazine containing a "Killer Instinct 3" logo on the back of it. Also, a demo of the game features a "Killer Instinct 3" logo with a date of 200X.
In an interview with website 1UP, Rare studio manager, Mark Betteridge, revealed that Rare would like to bring the classic Killer Instinct coin-op to Xbox LIVE Arcade.[6]
On November 30, 2009, Mark Betteridge announced that they may produce Killer Instinct 3 for Project Natal.[7].
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| Killer Instinct | |
|---|---|
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| Developer(s) | Rare |
| Publisher(s) |
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| Designer(s) | Chris Tilston, Kevin Bayliss, Mark Betteridge |
| Release date(s) |
October, 1994
November, 1995
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| Genre(s) | Fighting |
| System(s) | Arcade, Game Boy, SNES |
| Mode(s) | Single player, Multiplayer |
| Followed by | Killer Instinct 2 |
| Series | Killer Instinct |
Killer Instinct is a fighting game developed by Rare and published by Midway and Nintendo. Initially released in arcades in 1994, and rumored to use an "Ultra 64" hardware engine, in reality the proprietary arcade hardware was co-developed by Rare and Midway. The game received a high profile launch on the Super Nintendo, as well as on the Game Boy. Its popularity led to a sequel, Killer Instinct 2.
In the game, Ultratech is a very powerful megacorporation (entities which, in this future setting, have replaced all governments) which organizes a tournament called Killer Instinct. Along with regular participants, experimental creatures created by Ultratech also fight in the tournament so their strength can be tested. Ultratech also discovered a technology to make bridges between dimensions, and releases from this dimensional prison a two-headed monster called Eyedol, an ancient warrior that was locked away along with his rival, Gargos, who would become the enemy in Killer Instinct's sequel.
![]() The arcade version of the game. |
![]() The Game Boy cover art. |
| Killer Instinct | |
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| Developer(s) | Rare |
| Publisher(s) | Nintendo, Midway |
| Engine | Ultra 64 |
| Release date | 1994 (NA) |
| Genre | 2D fighter |
| Mode(s) | Single player, 1-2 players |
| Age rating(s) | ESRB: T |
| Platform(s) | SNES, Arcade, Game Boy |
| Credits | Soundtrack | Codes | Walkthrough | |
Killer Instinct is an arcade game released in 1994. It was ported to the Super Nintendo and Gameboy systems. It was rumored to be the game that would showcase the features of Nintendo's then-upcoming 64-bit game system that eventually became the Nintendo 64. It was followed in the arcades by Killer Instinct 2 and on the Nintendo 64 by Killer Instinct Gold.
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It is important to keep in mind that the player may finish the combo after any part by simply not inputting any move, using a non-designated special attack, or using a standard move that is not designated as an auto double in the current sequence (the latter two could be considered 'finishers' in their own right), in addition to the sequences below.
If the opposing player's life is very low on their second life bar, there are two special combo endings which can be performed. The first can be done after at least a 2 hit combo and is the most well known move in Killer Instinct, the Ultra combo, which does a visually impressive automatic 18 hit combo ender similar in style to Ultimate Mortal Kombat 3's Brutalities. The second can be done after at least a 3 hit combo, the Ultimate, which performs a no mercy finishing move on the opponent. Both of these special combo enders function as 'instant-kill' moves, similar to Guilty Gear XX or Samurai Shodown V.
1. Opener (either designated specials moves, jump-in attack, or "top attack.")
2. Auto-double (a specific strength button that is determined by which strength special attack the player used.) If it is after a jump-in attack, it will always be one strength lower then the jump-in attack. If it is after a top attack, it will always be Medium.)
3. At this point the player has two possible choices. S/he end the combo with an end special, which is a specified special attack (which will result in a special finisher.) Or, the player could use a linker, which is a single special move of certain strength.
4. At this point, again, the player has two possible choices. S/he could use an end special (as noted above) or a second auto-double (which will follow the linker, and therefore always be a punch or kick of certain strength, since the linker is always a fixed special attack of certain strength.)
5. End special (a specified special attack.)
Additionally, players can create speed-up, slow-down, and shadow combos by using certain moves, though generally these are graphical changes that result in little gameplay difference. Finally, players have found certain moves or combinations of moves that can be incorporated into or instigate combos outside of this system. Some of these do, in fact, lead to infinites as seen in other fighting games. There is little doubt that these moves were probably not pre-planned.
After a combo is successfully completed without being broken, bonus points are awarded based on the number of hits:
While combos have the potential to be damaging due to the initial difficulty required to 'break' out of one, it is important to note that they are quite dangerous to use. They can only be initiated by fairly high-risk attacks, and can be broken fairly easily if they become too long. Additionally, damage scaling is very severe, meaning that the damage of every successive hit will become smaller. Beyond the fourth or fifth hits, subsequent hits will do negligible, if any, damage (but instead, they reward big points).
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