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* TheComputerIsACheatingBastard: The computer pretty much performs {{combo breaker}}s at will. In the second game, it almost always counters your combo opener with [[TacticalRockPaperScissors the move that trumps it]]. One saving grace; the computer will never have magical immunity to the TacticalRockPaperScissors; if you respond to the computer opponent's opener with the appropriate counter, it ''will'' work, every time. The games are also quite infamous for the computer controlled characters hit harder then human ones. Get into a mirror match with the computer and trade blows, you will lose.



* TheComputerIsACheatingBastard: The computer pretty much performs {{combo breaker}}s at will. In the second game, it almost always counters your combo opener with [[TacticalRockPaperScissors the move that trumps it]]. One saving grace; the computer will never have magical immunity to the TacticalRockPaperScissors; if you respond to the computer opponent's opener with the appropriate counter, it ''will'' work, every time. The games are also quite infamous for the computer controlled characters hit harder then human ones. Get into a mirror match with the computer and trade blows, you will lose.
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Add tropes for finishing moves.

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* CoupDeGrace: An Ultimate Combo is a FinishingMove that kills your opponent in one or a few lethal hits.


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* DeathOfAThousandCuts: An Ultra Combo is a FinishingMove where a large number of attacks are used to beat the opponent to death.


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* FinishingMove: You can kill an opponent in the danger state with an [[DeathByAThousandCuts Ultra Combo]], an [[CoupDeGrace Ultimate Combo]], or sometimes a StageFatality.
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** ''Killer Instinct Gold'' (1996, then-exclusive to the UsefulNotes/Nintendo64)

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** ''Killer Instinct Gold'' (1996, then-exclusive to the UsefulNotes/Nintendo64)Platform/Nintendo64)
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The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 development meant it would miss that target date and system. Ports to the Super Nintendo and Game Boy released in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.

to:

The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 development meant it would miss that target date and system. Ports to the Super Nintendo and Game Boy were released in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.
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Added info about the recent rerelease of the SNES game on NSO.


The original arcade games are included with the base game and season two (respectively) of ''Killer Instinct 2013'', and have a modern, dedicated, bundled home cabinet courtesy of [=Arcade1up=]. ''Killer Instinct Gold'' was also included on the ''Rare Replay'' compilation for the Xbox One, although the Nintendo logo is omitted from this iteration.

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The original arcade games are included with the base game and season two (respectively) of ''Killer Instinct 2013'', and have a modern, dedicated, bundled home cabinet courtesy of [=Arcade1up=]. ''Killer Instinct Gold'' was also included on the ''Rare Replay'' compilation for the Xbox One, although the Nintendo logo is omitted from this iteration.
iteration. The SNES port of the first game was rereleased on Platform/NintendoSwitch as part of the Nintendo Switch Online service on February 21, 2024.
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Crosswicking new trope.

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* PreEndingCredits: In the entries subjected to EasyModeMockery, players are allowed to play all the way until Fulgore in the lower difficulty settings, after which the credits begin to roll. In order to fight against Eyedol, the player must defeat Fulgore in a higher difficulty setting.
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Wick cleaning


->''"Available for your home in 1995, only on [[UsefulNotes/Nintendo64 Nintendo Ultra 64]]..."''

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->''"Available for your home in 1995, only on [[UsefulNotes/Nintendo64 [[Platform/Nintendo64 Nintendo Ultra 64]]..."''



''Killer Instinct'' is a series of {{fighting game}}s developed by Creator/{{Rare}} originally for the arcade and Nintendo's mid-90s consoles and UsefulNotes/GameBoy, then developed by Creator/DoubleHelixGames and later Creator/IronGalaxyStudios for Microsoft's UsefulNotes/XboxOne and PC. The series comprises the following games:

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''Killer Instinct'' is a series of {{fighting game}}s developed by Creator/{{Rare}} originally for the arcade and Nintendo's mid-90s consoles and UsefulNotes/GameBoy, Platform/GameBoy, then developed by Creator/DoubleHelixGames and later Creator/IronGalaxyStudios for Microsoft's UsefulNotes/XboxOne Platform/XboxOne and PC. The series comprises the following games:



Finally at [=E3=] 2013, Microsoft announced a new KI game, a reboot of the series titled simply ''[[VideoGame/KillerInstinct2013 Killer Instinct]]'', developed by Creator/DoubleHelixGames (as Rare was preoccupied with ''VideoGame/SeaOfThieves'') for the UsefulNotes/XboxOne. It was one of the flagship launch titles for the system, and ushered in a free-to-play rotating model to the genre that allowed players to sample characters on a weekly basis, in addition to a fully-priced base game and "seasonal" DLC which are now common practice for fighting games.

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Finally at [=E3=] 2013, Microsoft announced a new KI game, a reboot of the series titled simply ''[[VideoGame/KillerInstinct2013 Killer Instinct]]'', developed by Creator/DoubleHelixGames (as Rare was preoccupied with ''VideoGame/SeaOfThieves'') for the UsefulNotes/XboxOne.Platform/XboxOne. It was one of the flagship launch titles for the system, and ushered in a free-to-play rotating model to the genre that allowed players to sample characters on a weekly basis, in addition to a fully-priced base game and "seasonal" DLC which are now common practice for fighting games.



* DeathCryEcho

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* %%* DeathCryEcho



* DigitizedSprites: At least with the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] port of the first game and UsefulNotes/{{Nintendo 64}} port of the second.

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* DigitizedSprites: At least with the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] port of the first game and UsefulNotes/{{Nintendo Platform/{{Nintendo 64}} port of the second.



** B. Orchid homages [[Comicbook/TeenTitans Cheshire]] from Creator/DCComics. Orchid may have received a homage of her own in [[Comicbook/{{Thunderbolts}} Joystick]] from Marvel Comics.
** The entire series and the characters are one huge homage to various cult classics: for example, Jago is a homage to various ninja flicks that were popular in the 80's and 90's, while Eyedol's design references the cyclops from [[Film/The7thVoyageOfSinbad The 7th Voyage of Sinbad]].

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** B. Orchid homages [[Comicbook/TeenTitans [[ComicBook/TeenTitans Cheshire]] from Creator/DCComics. Orchid may have received a homage of her own in [[Comicbook/{{Thunderbolts}} [[ComicBook/{{Thunderbolts}} Joystick]] from Marvel Comics.
** The entire series and the characters are one huge homage to various cult classics: for example, Jago is a homage to various ninja flicks that were popular in the 80's and 90's, while Eyedol's design references the cyclops from [[Film/The7thVoyageOfSinbad ''[[Film/The7thVoyageOfSinbad The 7th Voyage of Sinbad]].Sinbad]]''.



* 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 ''VideoGame/SpiderManAndVenomMaximumCarnage''.) 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=].

to:

* 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 ''VideoGame/SpiderManAndVenomMaximumCarnage''.) 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.Platform/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, Platform/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=].



* StageFatality: Cinder, Orchid and Spinal's stages are buildings where the loser can be knocked off the edge. The Sky Stage can be fallen off of from either side regardless of health. Eyedol has a unique stage fatality (and a different death cinematic) if he's knocked off the lava bridge instead of punched out on his feet. A popular UrbanLegendOfZelda maintained that Thunder's stage contained a a stage fatality; it didn't.

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* StageFatality: Cinder, Orchid and Spinal's stages are buildings where the loser can be knocked off the edge. The Sky Stage can be fallen off of from either side regardless of health. Eyedol has a unique stage fatality (and a different death cinematic) if he's knocked off the lava bridge instead of punched out on his feet. A popular UrbanLegendOfZelda maintained that Thunder's stage contained a a stage fatality; it didn't.
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Per TRS, Feelies is now Trivia.


* {{Feelies}}: The game was released with a soundtrack album, ''Killer Cuts''.



* {{Feelies}}: ''KI Gold'' had its own soundtrack CD called ''Gold Cuts''.
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Updating Link


* 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=].

to:

* 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''.''VideoGame/SpiderManAndVenomMaximumCarnage''.) 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=].
Is there an issue? Send a MessageReason:
None


The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 hardware meant it would miss that target date and system. Ports to the Super Nintendo and Game Boy released in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.

to:

The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 hardware development meant it would miss that target date and system. Ports to the Super Nintendo and Game Boy released in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.
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None


* ''VideoGame/KillerInstinct2013''

to:

* ''VideoGame/KillerInstinct2013''
''[[VideoGame/KillerInstinct2013 Killer Instinct]]'' (2013)
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None


Finally at [=E3=] 2013, Microsoft announced a new KI game, a reboot of the series titled simply ''[[VideoGame/KillerInstinct2013 Killer Instinct]]'', developed by Creator/DoubleHelixGames for the UsefulNotes/XboxOne. It was one of the flagship launch titles for the system, and ushered in a free-to-play rotating model to the genre that allowed players to sample characters on a weekly basis, in addition to a fully-priced base game and "seasonal" DLC which are now common practice for fighting games.

to:

Finally at [=E3=] 2013, Microsoft announced a new KI game, a reboot of the series titled simply ''[[VideoGame/KillerInstinct2013 Killer Instinct]]'', developed by Creator/DoubleHelixGames (as Rare was preoccupied with ''VideoGame/SeaOfThieves'') for the UsefulNotes/XboxOne. It was one of the flagship launch titles for the system, and ushered in a free-to-play rotating model to the genre that allowed players to sample characters on a weekly basis, in addition to a fully-priced base game and "seasonal" DLC which are now common practice for fighting games.
Is there an issue? Send a MessageReason:
None


The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 hardware meant it would miss a 1995 home conversion. Ports to the Super Nintendo and Game Boy released in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.

to:

The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 hardware meant it would miss a 1995 home conversion.that target date and system. Ports to the Super Nintendo and Game Boy released in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.
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** '''The system''': ''Killer Instinct'' combos follow a strict process of opening with a special move (called Openers by the community), linking together auto-doubles[[note]]If you crave a little more technique, you can use Manual hits instead, which are more difficult to break[[/note]] and more special moves, before finally ending in a finisher that shaves off a ton of health.[[note]][[note]]A full combo in ''Killer Instinct 2'' goes Opener --> Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Linker Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Finisher[[/note]] However, the combo system has an out for players who are observant enough to know how their opponent is trying to combo them.
** '''The counters''': A "Combo Breaker" occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation by pressing the two light, medium or heavy buttons corresponding to what type of autodouble is being performed. This forces players to be keenly aware of what buttons their opponent is pressing even mid combo, and keeps things interesting and engaging the entire match.

to:

** '''The system''': ''Killer Instinct'' combos follow a strict process of opening with a special move (called Openers by the community), linking together auto-doubles[[note]]If you crave a little more technique, you can use Manual hits instead, which are more difficult to break[[/note]] and more special moves, before finally ending in a finisher that shaves off a ton of health.[[note]][[note]]A [[note]]A full combo in ''Killer Instinct 2'' goes Opener --> Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Linker Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Finisher[[/note]] However, the combo system has an out for players who are observant enough to know how their opponent is trying to combo them.
them...
** '''The counters''': A "Combo Breaker" occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation by pressing the two light, medium or heavy buttons corresponding to what type of autodouble is being performed. This forces players to be keenly aware of what buttons their opponent is pressing even mid combo, and keeps things interesting and engaging mid-combo; guessing wrong means the entire match.victim will be locked out of being able to break free.
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* {{Combos}}: The signature emphasis of the series, and arguably the TropeCodifier, as it was the second[[note]]after ''Super VideoGame/StreetFighterII''[[/note]] FightingGame to count combo hits and the third to use chain combos[[note]]after ''VideoGame/{{Darkstalkers}}'' and ''VideoGame/XMenChildrenOfTheAtom''; later games like ''VideoGame/StreetFighterAlpha'' and ''VideoGame/MortalKombat3'' would adopt the system[[/note]], with the combo level, determined by the number of hits, bellowed out by the game's announcer. Unlike competing series at the time, normals and specials don't dish numerous damage on their own, meaning novice players will not get far without combos. Successsful offense comes from deploying a specific chain of combination attacks:

to:

* {{Combos}}: The signature emphasis of the series, and arguably the TropeCodifier, as it was the second[[note]]after ''Super VideoGame/StreetFighterII''[[/note]] FightingGame to count combo hits and the third to use chain combos[[note]]after ''VideoGame/{{Darkstalkers}}'' and ''VideoGame/XMenChildrenOfTheAtom''; later games like ''VideoGame/StreetFighterAlpha'' and ''VideoGame/MortalKombat3'' would adopt the system[[/note]], with the combo level, determined by the number of hits, bellowed out by the game's announcer. Unlike competing series at the time, normals and specials don't dish numerous damage on their own, meaning novice players will not get far without combos. Successsful Successful offense comes from deploying a specific chain of combination attacks:
Is there an issue? Send a MessageReason:
None


* {{Combos}}: The signature emphasis of the series, and arguably the TropeCodifier, as it was the second[[note]]after ''Super VideoGame/StreetFighterII''[[/note]]FightingGame to count combo hits and the third to use chain combos[[note]]after ''VideoGame/{{Darkstalkers}}'' and ''VideoGame/XMenChildrenOfTheAtom''; later games like ''VideoGame/StreetFighterAlpha'' and ''VideoGame/MortalKombat3'' would adopt the system[[/note]], with the combo level, determined by the number of hits, bellowed out by the game's announcer. Unlike competing series at the time, normals and specials don't dish numerous damage on their own, meaning novice players will not get far without them. Successsful offense comes from deploying a specific chain of combination attacks:

to:

* {{Combos}}: The signature emphasis of the series, and arguably the TropeCodifier, as it was the second[[note]]after ''Super VideoGame/StreetFighterII''[[/note]]FightingGame VideoGame/StreetFighterII''[[/note]] FightingGame to count combo hits and the third to use chain combos[[note]]after ''VideoGame/{{Darkstalkers}}'' and ''VideoGame/XMenChildrenOfTheAtom''; later games like ''VideoGame/StreetFighterAlpha'' and ''VideoGame/MortalKombat3'' would adopt the system[[/note]], with the combo level, determined by the number of hits, bellowed out by the game's announcer. Unlike competing series at the time, normals and specials don't dish numerous damage on their own, meaning novice players will not get far without them.combos. Successsful offense comes from deploying a specific chain of combination attacks:
Is there an issue? Send a MessageReason:
None


-->'''The system''': ''Killer Instinct'' combos follow a strict process of opening with a special move (called Openers by the community), linking together auto-doubles[[note]]If you crave a little more technique, you can use Manual hits instead, which are more difficult to break[[/note]] and more special moves, before finally ending in a finisher that shaves off a ton of health.[[note]][[note]]A full combo in ''Killer Instinct 2'' goes Opener --> Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Linker Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Finisher[[/note]] However, the combo system has an out for players who are observant enough to know how their opponent is trying to combo them.
-->'''The counters''': A "Combo Breaker" occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation by pressing the two light, medium or heavy buttons corresponding to what type of autodouble is being performed. This forces players to be keenly aware of what buttons their opponent is pressing even mid combo, and keeps things interesting and engaging the entire match.

to:

-->'''The **'''The system''': ''Killer Instinct'' combos follow a strict process of opening with a special move (called Openers by the community), linking together auto-doubles[[note]]If you crave a little more technique, you can use Manual hits instead, which are more difficult to break[[/note]] and more special moves, before finally ending in a finisher that shaves off a ton of health.[[note]][[note]]A full combo in ''Killer Instinct 2'' goes Opener --> Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Linker Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Finisher[[/note]] However, the combo system has an out for players who are observant enough to know how their opponent is trying to combo them.
-->'''The ** '''The counters''': A "Combo Breaker" occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation by pressing the two light, medium or heavy buttons corresponding to what type of autodouble is being performed. This forces players to be keenly aware of what buttons their opponent is pressing even mid combo, and keeps things interesting and engaging the entire match.
Is there an issue? Send a MessageReason:
None


The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 hardware meant it would miss a 1995 home conversion. Ports to the Super Nintendo and Game Boy released the following year in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.

A sequel called ''Killer Instinct 2'' was released in 1996, followed by an updated version, titled ''Killer Instinct Gold'', releasing for the Nintendo 64 a couple months after its launch. However, the series would remain dormant for 17 years after; Rare internally had a policy about developing games with a diversifying mindset and were internally hesitant about a third entry. Complicating matters were Microsoft eventually buying Rare in late 2002, severing their long-standing relationship with Nintendo, and like several of their properties from the 1990s, ''Killer Instinct'' would remain in limbo.

to:

The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who also did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay, becoming one of the most profitable arcade cabinets of 1994. However, despite the arcade's famous attract mode promise, delays in the Nintendo 64 hardware meant it would miss a 1995 home conversion. Ports to the Super Nintendo and Game Boy released the following year in its place (both developed by Rare), with the former becoming a best-seller, selling over three million copies.

A sequel called sequel, ''Killer Instinct 2'' 2'', was released in 1996, followed by an updated version, titled ''Killer Instinct Gold'', releasing for the Nintendo 64 a couple months after its launch. However, the series would remain dormant for 17 years after; Rare internally had a policy about developing games with a diversifying mindset and were internally hesitant about a third entry. Complicating matters were Microsoft eventually buying Rare in late 2002, severing their long-standing relationship with Nintendo, and like several of their properties from the 1990s, ''Killer Instinct'' would remain in limbo.
Is there an issue? Send a MessageReason:
None


Released in 1994, ''Killer Instinct'''s main attraction is its high-number combo system, which formed the nucleus of the gameplay in a way not standardized in the genre at the time the original game released, in addition to its over-the-top style, utilizing pre-rendered sprites and backgrounds (as opposed to the popular fighting-game aesthetics of sprites or digitized graphics), rendered cinemas, and CD-quality music. To accompany this, the cabinet had an internal hard drive, the first arcade game to house such a drive in addition to [=ROMs=]. The game was a notable collaboration between Rare (the developer), Nintendo (the publisher, looking to alter its kid-oriented image after briefly losing the console market share to Sega in 1993), and Midway (the cabinet manufacturer, as Nintendo had no dedicated arcade division; it was an added bonus that Midway's mature-audience arcade dominance would help give the game immediate credibility).

to:

Released in 1994, ''Killer Instinct'''s main attraction is its high-number combo system, which formed the nucleus of the gameplay in a way not standardized in the genre at the time the original game released, in addition to its released. The game also had a noticeable over-the-top style, utilizing pre-rendered sprites and backgrounds (as opposed to the popular fighting-game aesthetics of sprites or digitized graphics), rendered cinemas, and CD-quality music.music, and a LargeHam announcer ("ULTRAAAA COMBOOOO!"). To accompany this, the cabinet had an internal hard drive, the first arcade game to house such a drive in addition to [=ROMs=]. The game was a notable collaboration between Rare (the developer), Nintendo (the publisher, looking to alter its kid-oriented image after briefly losing the console market share to Sega in 1993), and Midway (the cabinet manufacturer, as Nintendo had no dedicated arcade division; it was an added bonus that Midway's mature-audience arcade dominance would help give the game immediate credibility).
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None


''Killer Instinct'''s main attraction is its high-number combo system, which formed the nucleus of the gameplay in a way not standardized in the genre at the time the original game released, in addition to its over-the-top style, utilizing pre-rendered sprites and backgrounds (as opposed to the popular fighting-game aesthetics of sprites or digitized graphics), rendered cinemas, and CD-quality music. To accompany this, the cabinet had an internal hard drive, the first arcade game to house such a drive in addition to [=ROMs=]. The game was a notable collaboration between Rare (the developer), Nintendo (the publisher, looking to alter its kid-oriented image after briefly losing the console market share to Sega in 1993), and Midway (the cabinet manufacturer, as Nintendo had no dedicated arcade division; it was an added bonus that Midway's mature-audience arcade dominance would help give the game immediate credibility).

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Released in 1994, ''Killer Instinct'''s main attraction is its high-number combo system, which formed the nucleus of the gameplay in a way not standardized in the genre at the time the original game released, in addition to its over-the-top style, utilizing pre-rendered sprites and backgrounds (as opposed to the popular fighting-game aesthetics of sprites or digitized graphics), rendered cinemas, and CD-quality music. To accompany this, the cabinet had an internal hard drive, the first arcade game to house such a drive in addition to [=ROMs=]. The game was a notable collaboration between Rare (the developer), Nintendo (the publisher, looking to alter its kid-oriented image after briefly losing the console market share to Sega in 1993), and Midway (the cabinet manufacturer, as Nintendo had no dedicated arcade division; it was an added bonus that Midway's mature-audience arcade dominance would help give the game immediate credibility).
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''Killer Instinct'''s main attraction is its high-number combo system, which formed the nucleus of the gameplay in a way not standardized in the genre at the time the original game released, and its flashy style, with pre-rendered sprites and backgrounds (as opposed to the popular fighting-game aesthetics of sprites or digitized graphics), rendered cinemas, and CD-quality music. To accompany this, the cabinet had an internal hard drive, the first arcade game to utilize one in addition to [=ROMs=]. The game was a notable collaboration between Rare (the developer), Nintendo (the publisher, looking to alter its kid-oriented image after briefly losing the console market share to Sega in 1993), and Midway (the cabinet manufacturer, as Nintendo had no dedicated arcade division; it was an added bonus that Midway's mature-audience arcade dominance would help give the game immediate credibility).

to:

''Killer Instinct'''s main attraction is its high-number combo system, which formed the nucleus of the gameplay in a way not standardized in the genre at the time the original game released, and in addition to its flashy over-the-top style, with utilizing pre-rendered sprites and backgrounds (as opposed to the popular fighting-game aesthetics of sprites or digitized graphics), rendered cinemas, and CD-quality music. To accompany this, the cabinet had an internal hard drive, the first arcade game to utilize one house such a drive in addition to [=ROMs=]. The game was a notable collaboration between Rare (the developer), Nintendo (the publisher, looking to alter its kid-oriented image after briefly losing the console market share to Sega in 1993), and Midway (the cabinet manufacturer, as Nintendo had no dedicated arcade division; it was an added bonus that Midway's mature-audience arcade dominance would help give the game immediate credibility).

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