Killer Instinct
Killer Instinct is a fighting game by Rare and Nintendo. Initially released in arcades in 1994, and claiming to use an "Ultra 64" hardware engine. The game received a high profile launch on the Super Nintendo, as well as on the Game Boy. more...
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It led to a sequel, Killer Instinct 2.
Developed using SGI computers and 3D modeling software from Alias, Killer Instinct was considered a graphical leader when it was released. It featured animated backgrounds that were pre-rendered movies which changed angles depending on the character location. This technique causes the backgrounds to have an unprecedented three dimensional look — a look far better than was possible at the time in real time 3D rendering. (Bram Stoker's Dracula for the Sega CD later used this technique.) The characters were pre-rendered sprites, although many players at the time thought the characters were rendered in real time 3D. Killer Instinct was also the first arcade game with an internal hard disk.
Combos
Standard Flow
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. Finally, if the opposing player's lifebar is in critical condition, the player can use an Ultra (a super-long auto-combo, similar to Ultimate Mortal Kombat 3's Brutalities) or Ultimate (one of the character's finishing moves) combo ender at any phase following the first auto-double. These 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.
Read more at Wikipedia.org
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