These were just like Fatalities from Mortal Kombat, and served little purpose other than to stroke one's ego. Characters also had No Mercy moves (named so because early versions of the arcade game would yell "No Mercy!" after a character lost the rest of his energy). If you knew all the character's normal moves, you could do a Ultra by guessing). When a character was near defeat, it was possible to do an Ultra combo, different for each character, but for each, was certain a move executed at the end of a combo that under normal conditions would just execute that special attack. While it was possible to do 10,11,12, to 24-27 and even infinite(!) * combos, each successive hit did much less damage than the hit before. Characters could juggle characters after executing a combo, and combos could be broken, causing the player to 'power up', and capable of doing a few more hits per combo. ![]() ![]() Each combo, when finished, would cause the announcer to yell out the combo type, with more fervor in the voice as the amount of hits increased. While Mortal Kombat revolutionized the during-combat announcer with cries of " Excellent!" and " Outstanding!", Killer Instinct took it a step further. Killer Instinct simplified this process greatly, and among some fighting game purists, was shunned for doing so. you had to have good timing, and had to be quick. While combos could be done in other fighting games to date, they were done manually, i.e. Pressing (a) certain button(s) after using an attack could allow the move to be chained with another move, thus creating multiple hit combos. Each character had 4-7 special attacks, much like previous games (the standard hurl a fireball, do a flip kick, throw yourself as a human projectile). The game play hinged on KI's combo system. ![]() This made for shorter fights than most traditional 3-round fighting games. When a player loses his first bar, he starts over again with the second, and the other player keeps his current life. Instead of rounds as in previous fighting games, each player has two life bars. While the textures were not very detailed by today's standards, at time it was a graphical experience not previously seen in any fighting game. The only popular fighting game to use polygons at this point was Virtua Fighter, and that made use of shaded polygons. The graphics seemed light-years ahead of other games, as the characters were rendered as texture mapped polygons set against scaling 3 dimensional backgrounds. Killer Instinct was released in the arcades in 1994, when most of the arcade goers were tied up with Street Fighter 2 Championship Edition and Mortal Kombat 2.
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