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Killer Instinct

Este artículo es un esbozo sobre un juego.

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Killer Instinct

Portada de Killer Instinct
Desarrollador
Distribuidor
Estados Unidos
1994 (recreativa), Agosto de 1995 (Super Nintendo), Noviembre de 1995 (Game Boy)
Europa
1994 (recreativa), 21/9/1995 (Super Nintendo), Noviembre de 1995 (Game Boy)
Género
Jugadores
1-2
ESRB
T (Teen)
Plataformas
Medio
Hilos oficiales



Imagen de la recreativa de Killer Instinct.

Killer Instinct es un videojuego de Lucha 2D con gráficos pre-renderizados desarrollado en 1994 por Rare para la placa de recreativa Ultra 64 y después convertido al sistema doméstico de videojuegos Super Nintendo.


Fue continuado en 1996 con su secuela Killer Instinct 2 en recreativa (Killer Instinct Gold en Nintendo 64) y en 2013 por Killer Instinct para Xbox One.


Contenido

Desarrollo

Argumento

Una Mega-Corporación llamada Ultratech organiza un torneo consistente en luchas hasta la muerte. Ultratech ha introducido a algunos de sus prototipos experimentales en la contienda, así como otros participantes. La mayoría de los otros participantes tienen algún tipo de motivación para unirse al torneo, normalmente debido a algo que Ultratech les ha prometido (por ejemplo, en el caso de Sabrewulf, Ultratech le promete curarle de su licantropía). Ultratech descubre una manera de desatar un antiguo guerrero llamado Eyedol y lo introduce en el torneo.


Máquinas, seres de hielo, hombres lobo y muchos otros luchadores potenciales entran en el torneo Killer Instinct por dinero, sangre, mandato o venganza. No obstante, el anhelo en todas sus mentes es derrotar a Eyedol; el último "proyecto" de la Mega-Corporación Ultratech. Es una prueba de valor, fuerza y deseo; requerirá de un Instinto Asesino.


"Do You Have The Instinct?

Prologue: A wind-swept battlefield of the distant past, littered with the debris of war. Above the moans and cries of the defeated can still be heard the clashing sounds of a single titanic confrontation. Two great warlords, leaders of their now smashed armies, are locked in battle, with the world itself as the prize. But this epic battle is not to have a conclusion. Suddenly, the warlords were engulfed in a nimbus of light, and vanished from the face of the earth, banished to the realm of Limbo. The battle-weary heroes whose spell had trapped the warlords heaved a sigh of relief. Armageddon had been averted, for now.

Future: The world has seen much progress in the centuries since the warlords were banished, not all of it for good. Pollution as weakened the environment. Governments have fallen. Chaos rules, with huge mega-corporations battling and destroying each other for shares of the world’s wealth.

In this bleak world, single corporation, Ultratech, rises above the others. Rather than joining in direct battles with their competitors, Ultratech has profited from their suffering by selling them the very weapons they use against each other. Sales of weaponry are not the only source of profit for Ultratech, however. Their entertainment division produces the top rated television broadcast of the future, the Killer Instinct tournament, which also serves as a testing ground for Ultratech’s weapons. The winners of the tournament are promised whatever they desire. The losers suffer a significantly poorer fate.

It is into this bloody contest that our heroes have been drawn. T. J. Combo, disgraded heavyweight champion of the world who seeks redemption. Glacius, a captured alien fighting for his life and a chance escape. And the deadly robot Fulgore, programmed by Ultratech with a Killer Instinct and the freedom to use it. Each fights for his or her own reasons, but each has the same goal: win the tournament and destroy all opponents.

It will take more than radical moves and deadly special attacks to win this tournament. It will take a will, a desire; it will take a Killer Instinct."


Personajes

T.J. Combo

Description: Height: 6'1" Weight: 220 Age: 25 A young looking African-American boxer. He wears black shorts and an American flag pattern tank top. He is huge and pretty powerful. It might have been better to digitize him rather than render, cause he looks a little too plastic-like.


"Undisputed heavyweight champion for Five years, stripped of his title when found using cybernetically enhanced arms. Now broke, he enters the Ultratech contest for the love of money."


Jago

Description: Height: 5'6" Weight: 190 Age: 21

A Tibetan Warrior monk, who calls on the power of the Tiger to discover his destiny. Overseen by the Tiger Spirit, Jago must enter the contest and destroy the evil within.

He wears a sword strapped across his back like Conan and wears a mask sort of like the ninjas in MKII. The sword is used for close range attacks.


Glacius

Description: Height: 6'3" Weight: 300 Age: UNKNOWN

An alien being from a distant planet. Crash landing on Earth, he was captured by Ultratech, hoping to prove the aliens are inferior, they force Glacius to fight for his life.


A ice creature who looks like he is from Terminator 2. He has these weird fang like features on his face. He has many moves that are easy to do, but connecting with the moves can be difficult.


Spinal

Description: Height: 5'5" Weight: 110 Age: 2650

An unprecedented discovery in cell regeneration, Ultratech have recreated an ancient warrior from the past. Having no memory, and lacking in purpose he fights regardless.

He's a Skeleton warrior. He wields a huge scimitar in his left hand and a shield in his right. Wears a red bandanna around his head. And he lets loose this really evil (ala Tales from the Crypt) laugh when he wins.

Spinal can Morph into the other characters, but only the character he is fighting against!


B. Orchid

Description: Height: 5'6" Weight: 125 Age: 23

A secret agent sent to investigate the mysterious disappearances that surround the Ultratech contest. Her true identity and abilities are shrouded in secret.

She wears a green jumpsuit and wields two little sticks (sorta like nunchuks without the chain). These sticks glow when she hits and can magically lengthen to about 3' so they can be used like light sabres for some specialty moves. She moves very quickly but, her moves don't do much damage. But can do some easy combos! On her jumpsuit are the words HOT on both sides.


Chief Thunder

Description: Height: 6'2" Weight: 280 Age: 42

Mystical defender of native Americans, Thunder enters the contest in order to uncover the mystery surrounding his brother's disappearance in the previous year's tournament.

A Native American chief with tomahawks. Very quick, very strong, very cool graphically.


Fulgore

Description: Height: 6'5" Weight: 560 Age: 1

A prototype cybernetic soldier developed by Ultratech, entered into the contest as a final tests of it's capabilities before mass production can begin.

He is a grayish metallic looking guy with blue veins running all over the surface. He has two large blue glowing sloth-like claws on each hand. He also has a funky looking crest on his head. He has VERY fast kicks, and combos. Looks like a next generation predator.


Cinder (Formerly Meltdown)

Description: Height: 6'2" Weight: 195 Age: 31

A convict, experimented on by Ultratech. A failed chemical weapon test mutated his body turning him into living flame. If he defeats Glacius, he enters the fray.

He is similar to Glacius but he is made of fire! He always has a glow around him and little puffs of flame coming off him floating upward. My complaint here is that if player two chooses him, he look's like Glacius with a red flame around him.


Sabrewulf

Description: Height: 5'11" Weight: 400 Age: 45

Afflicted with the disease Lycanthropy. Spending most of his life as a recluse, Sabrewulf enters the tournament on the promise of a cure if victorious.

Grayish colored wolf/werewolf wearing some torn up green clothing. Very cool blood dripping from his mouth all the time. Probably the best guy for beginners.


Riptor

Description: Height: 7'0 Weight: 700 Age: 4

A product of Ultratech's DNA manipulation project. By mixing human and reptilian genes, they hope to cross intelligence and ferocity in a lethal fighting machine.

Two-legged raptor type dinosaur. Reddish orange in color. When he gets hit he bleeds purple blood. Seems a little out of place in this game.


Eyedol

He is the 'boss' character. He is a 2 headed giant, wielding a big club. He swings his club like a baseball bat, he spits fireballs, sometimes 3 in a row. (more once I see him!). Es seleccionable por el jugador mediante la inserción de un truco de comandos.

Play As Eyedol: Pick Riptor and hold 1,2,4 and left till the VS screen pops up, then hold 2,3,6 and right till you hear EYEDOL! You can even play 2 player! His combos are TOUGH, and he is a tough one to play. Use his Golf Swing a lot!


Mecánica de juego

Asaltos

Each player starts with 2 bars of energy to use for the entire game. (Think of it as one LARGE bar but only half is shown on screen at a time.) Once the first bar is gone, the player falls, gets up and starts to use the second bar of energy. A voice will say ROUND 2 or Killer Instinct! The player who wins the first round gets to keep their remaining energy plus still has the second bar to use. This makes it more fair to the person who wins the first round. So, if you weren't paying attention, and lost big time the first round... chances are very slim for a come-back!


Last Breath: This allows you one last chance for life. You get enough energy to take one more hit! I have won matches using this, and really upset some people! After the voice says 'No Mercy' start rotating your stick and mashing buttons, your guy will get back up and start to fight again! You MUST do this before the other person start's doing the No Mercy! If you are the winning person and do not want your opponent to come back

with his 'Last Breath' you must just hit them again, and forget about the No Mercy! If you comeback you will get a FLASHING bar. (Power Up)


Power Up

The Power up bar is the white flashing vertical bar in your health bar. This means you will be able to do many more devastating moves such as the Shadow moves and Triple projectiles. Most times the bar is powered up by doing a combo breaker. Sabrewulf can get it by doing his Energy Howl, and Spinal can get it by obtaining skulls. If the bar is NOT flashing, then you are not powered up.

Combos

A combo is a consecutive series of hits (punches/kicks/specialty moves) without your opponent being able to retaliate. These are not all confirmed and don't work all the time. Each character's combos are discussed in detail in their section of the FAQ. They've given each combo a "name" and when you complete one the game will flash it up on the screen (similar to PR) and speak it, like "Hyper Combo"! The game is basically a "Combo" game. The whole object is to get massive combo moves.

The "names" are as follows: (some might have changed!)

3 Hits: Triple Combo
4 Hits: Super Combo
5 Hits: Hyper Combo
6 Hits: Brutal Combo
7 Hits: Master Combo
8 Hits: Awesome Combo
9 Hits: Blaster Combo
10 Hits: Monster Combo
11 Hits: King Combo
12 or more Hits: Killer Combo
Then ULTRA combos are special combos at the end of the match.

Ending with a ULTIMATE combo will end with a No Mercy. (I will add these as I get them) Here is some news! There IS a Ultimate combo for EACH No Mercy, not just 1!

FREE Seconds: There are ways to get a 'free' second hit for combos. The buttons are joined together. (I will probably regret telling this because I already get my butt kicked enough by combos!) The buttons joined are 1 and 4, 2 and 6, 3 and 5. In other words, if I jump at a person and press 2, then after hitting I press 6, it will do a total of 3 (maybe more) moves. So the last move is a free-bee. The idea to combos are to see what moves go together, or flow together. If you are using Jago, and have his sword out, you might as well use it a few times before putting it away right? These only work on a jump in attack.

Each player also has a combo that will make their opponent dizzy. (opponent hunches over like at end of a match) This will allow you to do another big combo without your opponent being able to block it. These are in each section in ().

    • I have been told that Dizzy's will NOT be in the next chip release (1.5)

or are atleast harder to do.

Each character's section includes a "COMBO MOVES:" section. These tell you how many hits you will get with is after doing a special move. For example. Spinal: After doing a charge then a B,3 Will make it a 3 hit move. These will hopefully help in the construction of combos.


Each Character will now have a Combo Ender section. These are moves done towards the end of combos that usually throw your opponent up into the air, allowing you to do a Air Juggle afterwards. Knowing these will help with creating your OWN combos and not just using the ones in the FAQ's.

Each player also has a combo breaker. These are described in each character's section. Basically it stops your opponent from finishing a big combo.


Speed Combos
This description is in it's own description because it's new after that it

will be up in the combo section with the rest of the stuff people just skip over. I do not know to many of these but they are being worked on. Speed combos are combos that are done by holding buttons or different joystick movements to Speed up the combos.


Combo Ender


Combo Breaker
Combo Breakers are a special type of move in which a character interrupts a combo being performed by the attacker.
Combo breakers can only be done when your opponent is doing a combo on you.

You do a combo breaker when the opponent starts to do multiple hits on you during a fight. Also, if you do a combo breaker, you can do more hits than usual when you do a combo on someone.

Ultra Combo
Ultra cmobos can only be done when your opponent's life bar is red, almost to

no energy is left, the opponent's life bar is flashing while red, and you're in the middle of a combo. When your doing a combo, the move mentioned for each character is what you do to the opponent in the middle of a combo. Make sure you continue to do the combo or the ultra combo will not go off properly.



Knockdown Attack

These are ways of fighting back after being knocked down. For example, if you are playing orchid, you get comboed against and knocked down, charging back, then forward +6 when getting up will do her forward cartwheel. These moves are almost un-blockable, but most opponents have backed-up before you get up anyway.


Reverse Control Move (RCM)

El Movimiento de Control Inverso (Reverse Control Move o RCM) es These are moves that will surprise your opponent like your walking forwards then all of a sudden you in their face pounding them. These will be written as RCM's.


Air Juggle

Basically they are a special move done after you have knocked your opponent into the air, hitting them on the way down. After a player gets a Combo Breaker, most Projectile Attacks will throw 3 projectiles.


Combos Aéreos

These Air Combos are moves done after kicking your opponent while in the air. Each characters Air Combo's will be listed in their own section. There are a few way's to do them, but basically there are two standard

moves. Both require that you jump in and kick your opponent first. Finally people are starting to find 2 kinds of Air combos! Orchid can do her Spinning attack in the air also! People are starting to do 3 hit combos in the air.


Cargando

Certain actions will cause your character to become "charged." In this state the white bar at the end of your energy bar pulses, and you have certain special powers. First of all, certain special moves, when done in a combo, will develop a "shadow" and do incredible damage - which moves do this is different for each character. Second, "air juggling" will be tripled - if you knock your opponent far into the air, you can normally do some move (like Glacius's Melt-Uppercut) that will knock them into the air AGAIN when they come down. When "charged," the "air juggle" will hit three times. Third, you seem to just do more damage when charged. This would account for people's tendencies to get miraculous victories after coming back from the dead.

To become "charged," there are three appearent methods. First, break a combo. As soon as you do a Combo Breaker, you become charged. Second, come back from the dead. A person who has broken out of the Danger state stays charged until either he or his opponent is dead. Finally, two characters can charge themselves. Sabrewulf's Wolf Howl move will cause him to become charged for no appearent reason, and if Spinal absorbs a special move with his shield, it will charge him.

This has nothing to do with moves listed as "charges" below -- that's just a generic term for a move that causes you to rush forward and hit your opponent.

Movimientos Danger

Victorias

Supreme Victory y Awesome Victory
If you do a Danger Move, a Humiliation, or an Ultimate combo to

finish off your opponent, you'll get an "Awesome victory" at the character win screen. If you do an Ultra, or nothing but you're still on your first energy bar after killing your opponent, you'll get a "Supreme victory". If you don't do anything to your opponent and you're in your second bar of life, you won't even GET a character win screen.


Perfect
If you absolutely rule at the game, and have lost absolutely NO

energy when you toasted your opponent, at the character win screen the announcer will shout out "PERFECT!" for the world to hear.


Ultimate Victories
If you win without completely losing your first bar of energy it is

considered an "Ultimate Victory" and the character gets a close up animation!

No Mercys

Similares a los "fatalities" de la saga Mortal Kombat, los No Mercy son When you defeat your opponent the computer yells "NO MERCY" and that is your chance to kill him. (ie Finish HIM! from MK) These "No Mercy's" are also described in each character's section of the FAQ. In version 1.4 'No Mercy' has been changed to Danger! I am assuming this is a bug, because it's a little too late to be telling the person danger, when they're dead! They should go back to the old version where it said 'Danger' when the red bar flashed, and 'No Mercy!' when your leaning over.


Cómo hacer un "No Mercy": the opponent must have lost all of their energy and the game say "DANGER!". Once the screen starts to fade, stand at the distance mentioned for that character, then do the move mentioned for that character, then they will do a type of fatality on the opponent. Try not to take too long to do this move, or the opponent will just fall to the ground.

Humillación

Se ejecutan como los "No Mercy". Después de que la máquina grite "No Mercy", hacer uno de estos hará que el adversario sea humillado. Solamente pueden hacerse si el jugador no ha perdido una barra de energía.


Cómo hacer un "Humiliation": the opponent must have lost all of their energy, you must still be on your first life (GREENISH/YELLOW), then stand anywhere on the screen and do the move mentioned for that character. The humiliation move is about the same as doing a friendship in Mortal Kombat, only the opponent gets to humiliate themselves, not you. What happens is the opponent does a dance for you while disco music is playing in the background.


Movimientos de Sombra

Los Shadow Moves son movimientos que se pueden realizar cuando la barra de "Power Up" está centelleando. Si el jugador efectúa un movimiento especial, un contorno plateado seguirá al personaje en cada movimiento.

Los Combos de Sombra requieren que se mantengan presionados múltiples botones. Son de difícil realización, similares a los Speed Combos.


Escenarios

Escenario de Killer Instinct.
Canyon
City Rooftop in Chicago
Castle Rooftop
Boxing Gym
Chicago Alleyway
Chateau
Mountain Shrine (¿Ice Temple?)
Mountain Temple
Industrial Warehouse
Warehouse Basement
Eyedol's Lair
Desert Roof Top
Bloody Alter
Tiger Shrine
Wooden Bridge, ¿Lava Bridge?
Room w/fireplace
Small Sky Arena
Factory
Infinite Caves
Ice Sculpture


Dungeon (Escenario secreto)
Sky Rooftop (escenario secreto)


Tirar al adversario del escenario

Se pueden tirar del borde del escenario a los oponentes al final del combate en los cuatro escenarios que tienen lugar en tejados.

Killer Cuts

Los primeros dos millones de cartuchos comprados vinieron con un CD llamado "Killer Cuts" que contenía música del juego. Las pistas de sonido incluyen palabras, ruidos y algunas otras cosas interesantes que no se encontraban en el juego. Esta es una lista detallada de las pistas del CD:

1. Orchid's stage
2. "Humiliation" music remix
3. Glacius's stage
4. Chief Thunder's stage
5. New song?
6. Jago's stage
7. Fulgore's stage
8. Killer Instinct theme
9. T.J. Combo's stage
10. Street stage
11. Cinder's stage
12. Sabrewulf's stage
13. Spinal's stage
14. Riptor's stage
15. Ending music
16-29. Pistas de audio vacías para ocultar la número 30.
30. Humiliation music (pista de audio secreta)


Creadores de Killer Instinct

  • Programación 3D - Robert Harrison.
  • Diseño Adicional - Ken Lobb.
  • Gráficos Adicionales - Dave Child, Keri Gunn, Adrian Smith, Carl Tilley.
  • Programación Adicional - Malcolm McLean, Richard Wilson.
  • Background Design and Models Chris Seavor

Background Design and Models Tim Stamper

  • Modelos y Diseño de Personajes - Kevin Bayliss.
  • Voces de Personajes - Kevin Bayliss, Dave Child, Eveline Fischer, Ken Lobb, Isaac Marshall, Faye Newborough, Chris Seavor, Dean Smith, Louise Stamper, Henry Sterchi, Chris Sutherland, Keiko Tamura.
  • Game Design Kevin Bayliss

Game Design Mark Betteridge Game Design Chris Tilston

  • Gameplay Programmer Chris Tilston
  • Hardware Design Pete Cox

Hardware Design Chris Stamper

  • Head Programmer Mark Betteridge
  • Music and Sound Robin Beanland

Music and Sound Graeme Norgate

  • Technical Programmer Martin Hollis


Super Nintendo:
  • 3D Programmer R. Harrison
  • Additional Programming O. Norton

Additional Programming P. Wattis

  • Background Design C. Seavor

Background Design T. Stamper

  • Character Design K. Bayliss
  • Game Design M. Betteridge

Game Design C. Tilston

  • Gameplay Programmer C. Tilston

Graphic Artist D. Smith Head Programmer M. Betteridge Head Programmer S. Patrick Music R. Beanland Music Graeme Norgate Support Programming J. Stafford Technical Programmer M. Hollis Voice Acting K. Lobb Voice Acting I. Marshall Voice Acting F. Newborough Voice Acting H. Sterchi Voice Acting C. Sutherland Voice Acting K. Tamura


Game Boy:
  • Gráficos - Kevin Bayliss, Keri Gunn, Dean Smith.
  • Música - Graeme Norgate.
  • Programación - Robert Harrison.


Curiosidades

  • Killer Instinct es el primer videojuego de recreativa que almacena información en un disco duro.
  • Aunque el videojuego fue desarrollado por Rare, el mueble en el que funcionaba la recreativa fue fabricado por Midway.
  • El Doctor Greene de la teleserie Urgencias (Anthony Edwards) juega a Killer Instinct en un episodio de la misma.

Enlaces relacionados