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-->-- '''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well okay, not completely true. The first game did see a [[PolishedPort very good port]] on the UsefulNotes/SuperNintendo and UsefulNotes/GameBoy and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra) 64 in 1996. But that was a port of the ''second'' game.[[/note]]

to:

-->-- '''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well okay, not completely true. The first game did see a [[PolishedPort very good port]] on the UsefulNotes/SuperNintendo UsefulNotes/SuperNintendoEntertainmentSystem and UsefulNotes/GameBoy UsefulNotes/GameBoy, and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra) (Not-So-Ultra-Anymore) 64 in 1996. But that was a port of the ''second'' game.[[/note]]


''KI''-style {{combos}} are great for beginners who are inexperienced at fighting games. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent in a [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic and easy, and can lead to massive double or even triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.

to:

''KI''-style {{combos}} are great for beginners who are inexperienced at fighting games.{{fighting game}}s. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent in a [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic and easy, and can lead to massive double or even triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.


The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingMove Fatalities]] in their otherwise-excellent port of ''Franchise/MortalKombat''. It was Main/TheNineties, so what else was there to do but launch a new IP which would make ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.

to:

The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingMove Fatalities]] in their otherwise-excellent port of ''Franchise/MortalKombat''. It was Main/TheNineties, so what else was there to do but launch a new IP which would make ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or [[NeverSayDie putting the word "Killer" "Killer"]] in the game.


The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingMove Fatalities]] in their otherwise-sterling port of ''Franchise/MortalKombat''. It was Main/TheNineties, so what else was there to do but launch a new IP which would ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.

to:

The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingMove Fatalities]] in their otherwise-sterling otherwise-excellent port of ''Franchise/MortalKombat''. It was Main/TheNineties, so what else was there to do but launch a new IP which would make ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.


''KI''-style {{combos}} are great for beginners who are inexperienced at fighting games. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent trapped in a [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic and easy, and can lead to massive double or even triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.

to:

''KI''-style {{combos}} are great for beginners who are inexperienced at fighting games. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent trapped in a [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic and easy, and can lead to massive double or even triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.


No one touches the original SNES/Arcade ''Killer Instinct'' games anymore, but from the beginning, ''KI''-style {{combos}} were great for beginners who were inexperienced at fighting games. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent trapped in a [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic and easy, and can lead to massive double or even triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.

to:

No one touches the original SNES/Arcade ''Killer Instinct'' games anymore, but from the beginning, ''KI''-style {{combos}} were are great for beginners who were are inexperienced at fighting games. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent trapped in a [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic and easy, and can lead to massive double or even triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.



* EarlyInstallmentWeirdness: ###No one touches the original SNES/Arcade ''Killer Instinct'' games anymore, but ''KI''-style {{combos}} are great for beginners. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) ''[=KI1=]'' has a really wacky combo system, though: More than half the special moves hit multiple times, so you have to chain them together with regular attacks.

to:

* EarlyInstallmentWeirdness: ###No No one touches the original SNES/Arcade ''Killer Instinct'' games anymore, but ''KI''-style {{combos}} are great for beginners. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) anymore. ''[=KI1=]'' has a really wacky combo system, though: More than half the special moves hit multiple times, so you have to chain them together with regular attacks.


The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingMove Fatalities]] in their otherwise-sterling port of ''Franchise/MortalKombat'. It was Main/TheNineties, so what else was there to do but launch a new IP which would ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.

to:

The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingMove Fatalities]] in their otherwise-sterling port of ''Franchise/MortalKombat'.''Franchise/MortalKombat''. It was Main/TheNineties, so what else was there to do but launch a new IP which would ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.


The plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] Ultratech corporation for reasons [[ExcusePlot that are unclear]]. Among the competitors are people who were wronged by Ultratech (most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid) and a few of the company's whacked-out test subjects (including the MascotMook Fulgore).

to:

The plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] Ultratech [=UltraTech=] corporation for reasons [[ExcusePlot that are unclear]]. Among the competitors are people who were wronged by Ultratech [=UltraTech=] (most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid) and a few of the company's whacked-out test subjects (including the MascotMook Fulgore).


Although ''Killer Instinct 2'' kept the framework, the most recent installment upped the ante with features like a CounterAttack ("Shadow Counter"), reversals of Combo Breakers ("Counter Breakers"), and Lockouts that nail you with a counter if you botch a Combo Breaker (to disourage ButtonMashing). "Instinc"t mode also enables unique [[SuperMode temporary buffs]] for each character.

to:

Although ''Killer Instinct 2'' kept the framework, the most recent installment upped the ante with features like a CounterAttack ("Shadow Counter"), reversals of Combo Breakers ("Counter Breakers"), and Lockouts that nail you with a counter if you [[DeathOrGloryAttack botch a Combo Breaker Breaker]] (to disourage discourage ButtonMashing). "Instinc"t "Instinct" mode also enables unique [[SuperMode [[HulkingOut temporary buffs]] for each character.


The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingNove Fatalitisa]] in their otherwise-sterling port of ''Franchise/MortalKombat'. It was Main/TheNineties, so what else was there to do but launch a new IP which would ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.

to:

The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingNove Fatalitisa]] [[FinishingMove Fatalities]] in their otherwise-sterling port of ''Franchise/MortalKombat'. It was Main/TheNineties, so what else was there to do but launch a new IP which would ''Mortal Kombat'' look tame (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.


The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a ton of grief for censoring the [[FinishingNove Fatalitiea]] in the original ''Franchise/MortalKombat'. It was Main/TheNineties, so what else was there to do but launch a new IP which would ''Mortal Kombat'' look tame Even better (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? They even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.

to:

The year was 1994. Creator/{{Nintendo}} were feeling the gaming equivalent of the AnimationAgeGhetto. They got a ton lot of grief for censoring the [[BloodlessCarnage blood]] and [[FinishingNove Fatalitiea]] Fatalitisa]] in the original their otherwise-sterling port of ''Franchise/MortalKombat'. It was Main/TheNineties, so what else was there to do but launch a new IP which would ''Mortal Kombat'' look tame Even better (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? They Nintendo even broke their own long-established rules like allowing a player to control the undead, or putting the word "Killer" in the game.


The year was 1994. Creator/{{Nintendo}} felt they were hurt hard by the perception that they were the video gaming equivalent of the AnimationAgeGhetto. They took a huge hit in censoring the {{Gorn}} in ''Franchise/MortalKombat'' (a quintessential selling point and central draw to the game) and even allowing it in the sequel didn't calm their detractors. What was there to do?

Why, it's Main/TheNineties; what else is there to do but go DarkerAndEdgier! Make a FightingGame that would make ''Mortal Kombat'' look tame, and even make sure to break their own long-established rules (like allowing a player to control the undead or putting the word "Killer" in the title). Even better, get Creator/MidwayGames and Creator/{{Rare}} to develop it. And thus, the seeds of ''Killer Instinct'' were planted.

''Killer Instinct'' is unique among fighting games for its unusual combo system. Rather than having the player string moves that can keep an opponent locked into a hit stun state, combos in ''Killer Instinct'' are very formulaic. Once an opponent is trapped in a combo state, the game's combo system is a heavily enforced structure that, when understood, can lead to massive double-digit or even ''[[UpToEleven triple-digit]]'' combos. However opponents are not without options as performing a ComboBreaker will stop the combo if the opponent is keen enough to know what works in the TacticalRockPaperScissors situation. While ''Killer Instinct 2'' kept most of this framework intact (mostly modifying the breaking rules), the most recent installment upped the ante with features like [[CounterAttack Shadow Counters]], Counter Breakers (Combo Breaker reversals), and Lockout states (what happens when someone botches a Combo Breaker, to prevent ButtonMashing a breaker, or gets nailed with a Counter Breaker). Also introduced is the [[SuperMode Instinct mode]] feature that enables unique temporary buffs for each character.

The game's actual [[ExcusePlot story]] revolves around the eponymous [[TitleDrop Killer Instinct]] [[TournamentArc tournament]], which is being held by the [[TheOmniscientCouncilOfVagueness mysterious]] MegaCorp that is Ultratech for reasons that are not completely revealed, but probably completely evil because that's huge corporations for you. Attracting several desparate competitors in addition to a few of the company's own whacked-out projects, it's not quite known what the result of the tournament will be.

to:

The year was 1994. Creator/{{Nintendo}} felt they were hurt hard by feeling the perception that they were the video gaming equivalent of the AnimationAgeGhetto. They took got a huge hit in ton of grief for censoring the {{Gorn}} in ''Franchise/MortalKombat'' (a quintessential selling point and central draw to the game) and even allowing it [[FinishingNove Fatalitiea]] in the sequel didn't calm their detractors. What original ''Franchise/MortalKombat'. It was there to do?

Why, it's Main/TheNineties;
Main/TheNineties, so what else is was there to do but go DarkerAndEdgier! Make launch a FightingGame that new IP which would make ''Mortal Kombat'' look tame, and tame Even better (even hiring Creator/MidwayGames to co-develop it with Creator/{{Rare}})? They even make sure to break broke their own long-established rules (like like allowing a player to control the undead undead, or putting the word "Killer" in the title). Even better, get Creator/MidwayGames and Creator/{{Rare}} to develop it. And thus, game.

No one touches
the seeds of original SNES/Arcade ''Killer Instinct'' games anymore, but from the beginning, ''KI''-style {{combos}} were planted.

''Killer Instinct'' is unique among
great for beginners who were inexperienced at fighting games for its unusual combo system. Rather than having games. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the player series.) You don't have to expertly string moves that can together to keep an your opponent locked into trapped in a hit stun state, combos [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic. Once an opponent is trapped in a combo state, the game's combo system is a heavily enforced structure that, when understood, formulaic and easy, and can lead to massive double-digit double or even ''[[UpToEleven triple-digit]]'' combos. However opponents are not without options as performing a ComboBreaker will stop the combo triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in the TacticalRockPaperScissors a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. While "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.

Although
''Killer Instinct 2'' kept most of this framework intact (mostly modifying the breaking rules), framework, the most recent installment upped the ante with features like [[CounterAttack Shadow Counters]], Counter a CounterAttack ("Shadow Counter"), reversals of Combo Breakers (Combo ("Counter Breakers"), and Lockouts that nail you with a counter if you botch a Combo Breaker reversals), and Lockout states (what happens when someone botches a Combo Breaker, to prevent ButtonMashing a breaker, or gets nailed with a Counter Breaker). Also introduced is the [[SuperMode Instinct mode]] feature that (to disourage ButtonMashing). "Instinc"t mode also enables unique [[SuperMode temporary buffs buffs]] for each character.

The game's actual [[ExcusePlot story]] plot revolves around the eponymous [[TitleDrop Killer Instinct]] [[TournamentArc tournament]], which is being Instinct tournament held by the [[TheOmniscientCouncilOfVagueness mysterious]] MegaCorp that is [[EvilInc hugely-evil]] Ultratech corporation for reasons [[ExcusePlot that are not completely revealed, but probably completely evil because that's huge corporations for you. Attracting several desparate unclear]]. Among the competitors in addition to are people who were wronged by Ultratech (most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid) and a few of the company's own whacked-out projects, it's not quite known what test subjects (including the result of the tournament will be.
MascotMook Fulgore).

----


Added DiffLines:

* ArcadePerfectPort: As for the presentation: The all-black cartridge was pretty badass. (''{{VideoGame/DOOM}}'' was pretty amazing as well; one of only two blood-red carts, the other being ''ComicBook/MaximumCarnage''.) It was basically ''Mortal Kombat'' but with ''VideoGame/DonkeyKongCountry'' TwoAndAHalfD graphics: they rendered some 3D graphics that the SNES isn't capable of producing on its own, then screenshotted them to make sprites that the SNES can draw. So, was the SNES version a good port? The models were grainer, and the cool fireball glowing effects were gone. The "3D" levels like Orchid's rooftop were flattened and the {{Ring Out}}s were changed... It was a little ''too'' ambitious for the SNES and it shows, especially 20 years later. But in the summer of '94, it was a good conversion. ''KI'' was going to be the flagship "Ultra 64" game; the tease for the imminent UsefulNotes/Nintendo64. Nintendo were advertising CGI cutscenes for ''Killer Instinct'' that wouldn't come to fruition until the console's release two years later. ({{Creator/Sony}} pulled a similar trick with UsefulNotes/PlayStation, by the way: kids were standing in crowds three-deep to watch the intro to ''VideoGame/FinalFantasyVII'' playing on a loop at Gamestop, years before the game was released.) ''KI'' on SNES was Nintendo's apology for the long-overdue [=N64=].


Added DiffLines:

* EarlyInstallmentWeirdness: ###No one touches the original SNES/Arcade ''Killer Instinct'' games anymore, but ''KI''-style {{combos}} are great for beginners. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) ''[=KI1=]'' has a really wacky combo system, though: More than half the special moves hit multiple times, so you have to chain them together with regular attacks.


Has a [[Characters/KillerInstinct character sheet]].

Added DiffLines:

* PreRenderedGraphics: The original arcade version featured pre-rendered backgrounds, sprites, and ending cutscenes.


Why, it's Main/TheNineties ! What else is there to do but go DarkerAndEdgier! Make a FightingGame that would make ''Mortal Kombat'' look tame, and even make sure to break their own long-established rules (like allowing a player to control the undead or putting the word "Killer" in the title). Even better, get Creator/MidwayGames and Creator/{{Rare}} to develop it. And thus, the seeds of ''Killer Instinct'' were planted.

to:

Why, it's Main/TheNineties ! What Main/TheNineties; what else is there to do but go DarkerAndEdgier! Make a FightingGame that would make ''Mortal Kombat'' look tame, and even make sure to break their own long-established rules (like allowing a player to control the undead or putting the word "Killer" in the title). Even better, get Creator/MidwayGames and Creator/{{Rare}} to develop it. And thus, the seeds of ''Killer Instinct'' were planted.

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