Killer Instinct 2
Killer Instinct 2 |
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Developer: Rare This game has unused graphics. |
After the first game became an instant Arcade classic, RARE released Killer Instinct 2, which brought more of the same to the table, but with a lot of refinements. It was later ported to the Nintendo 64 as Killer Instinct Gold.
Contents
Unused Endings
The game has a lot of unused endings that were probably going to be triggered depending on what parts of a stage you destroyed. But according to Chris Tilston, one of the game's main designers and programmers, they were never tied to the game due to a lack of time. The way the endings work is that there is a main ending screen, then, depending if you performed a fatality on a certain character(s) or destroyed something in a certain stage (or did both), you get a second, third and even fourth variable screen (Fulgore and Jago were supposed to have up to 8 variations!).
<cheat desc="Enable Unused Ending"> <comment>Complete game with the these characters to see their unused endings.</comment> <parameter> <item value="0x00">Fulgore 1</item> <item value="0x01">TJ Combo 1</item> <item value="0x02">TJ Combo 2</item> <item value="0x03">Jago 1</item> <item value="0x04">Jago 2</item> <item value="0x05">Jago 3</item> <item value="0x06">Jago 4</item> <item value="0x07">Spinal 1</item> <item value="0x08">Spinal 2</item> <item value="0x09">Sabrewulf 1</item> <item value="0x0A">Sabrewulf 2</item> <item value="0x0B">Maya 1</item> <item value="0x0C">Maya 2</item> </parameter> <script state="run"> <action condition="(param==0x00)">maincpu.pb@887F5740=01</action> <!-- Fulgore 1--> <action condition="(param==0x00)">maincpu.pb@887F5748=01</action> <!-- Fulgore 1--> <action condition="(param==0x00)">maincpu.pb@887F574D=01</action> <!-- Fulgore 1--> <action condition="(param==0x01)">maincpu.pb@887F5743=00</action> <!-- TJ Combo 1--> <action condition="(param==0x01)">maincpu.pb@887F574E=01</action> <!-- TJ Combo 1--> <action condition="(param==0x02)">maincpu.pb@887F5743=01</action> <!-- TJ Combo 2--> <action condition="(param==0x02)">maincpu.pb@887F574E=01</action> <!-- TJ Combo 2--> <action condition="(param==0x03)">maincpu.pb@887F5745=00</action> <!-- Jago 1--> <action condition="(param==0x03)">maincpu.pb@887F5748=00</action> <!-- Jago 1--> <action condition="(param==0x03)">maincpu.pb@887F574D=01</action> <!-- Jago 1--> <action condition="(param==0x04)">maincpu.pb@887F5745=01</action> <!-- Jago 2--> <action condition="(param==0x04)">maincpu.pb@887F5748=00</action> <!-- Jago 2--> <action condition="(param==0x04)">maincpu.pb@887F574D=01</action> <!-- Jago 2--> <action condition="(param==0x05)">maincpu.pb@887F5745=00</action> <!-- Jago 3--> <action condition="(param==0x05)">maincpu.pb@887F5748=01</action> <!-- Jago 3--> <action condition="(param==0x05)">maincpu.pb@887F574D=01</action> <!-- Jago 3--> <action condition="(param==0x06)">maincpu.pb@887F5745=01</action> <!-- Jago 4--> <action condition="(param==0x06)">maincpu.pb@887F5748=01</action> <!-- Jago 4--> <action condition="(param==0x06)">maincpu.pb@887F574D=01</action> <!-- Jago 4--> <action condition="(param==0x07)">maincpu.pb@887F574F=01</action> <!-- Spinal 1--> <action condition="(param==0x07)">maincpu.pb@887F5746=00</action> <!-- Spinal 1--> <action condition="(param==0x08)">maincpu.pb@887F574F=01</action> <!-- Spinal 2--> <action condition="(param==0x08)">maincpu.pb@887F5746=01</action> <!-- Spinal 2--> <action condition="(param==0x09)">maincpu.pb@887F5744=00</action> <!-- Sabrewulf 1--> <action condition="(param==0x09)">maincpu.pb@887F5751=01</action> <!-- Sabrewulf 1--> <action condition="(param==0x0A)">maincpu.pb@887F5744=01</action> <!-- Sabrewulf 2--> <action condition="(param==0x0A)">maincpu.pb@887F5751=01</action> <!-- Sabrewulf 2--> <action condition="(param==0x0B)">maincpu.pb@887F5743=00</action> <!-- Maya 1--> <action condition="(param==0x0B)">maincpu.pb@887F5752=01</action> <!-- Maya 1--> <action condition="(param==0x0C)">maincpu.pb@887F5743=01</action> <!-- Maya 2--> <action condition="(param==0x0C)">maincpu.pb@887F5752=01</action> <!-- Maya 2--> </script> </cheat>
TJ Combo
Spinal
Sabrewulf
Maya
Fulgore
Jago
Unused Text
There is plenty of unused text in this game to go around including unused endings, and early character lists.
Endings
Jago
Jago has several unused endings, but these three, for one reason or another, do not trigger properly when the flags are set accordingly.
Ending #
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Requirements
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Resulting Text
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1-1-B
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JAGO AND ORCHID UTTERLY DESTROY THE REMNANTS OF THE ULTRATECH CORPORATION. THE FORCES OF GOOD ARE VICTORIOUS ONCE MORE. |
1-1-A
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FULGORE SURVIVES AND REBUILDS ULTRATECH FROM ITS BURNING ASHES. JAGO AND ORCHID WILL RISE AND FACE THIS FOE AGAIN AS A TEAM. |
1-1-B
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JAGO AND ORCHID UTTERLY DESTROY THE REMNANTS OF THE ULTRATECH CORPORATION. THE FORCES OF GOOD ARE VICTORIOUS ONCE MORE. |
Early Diagnostic Information
While battling on Kim Wu's stage, it is possible to find this text allocated at a dynamic location in memory. It is currently unknown why her stage triggers this text to be loaded into memory. Note that version 1.0 of the disk image has never been dumped, and is believed to no longer exist.
KI2 disk version 1.0 Copyright Rare/Nintendo 1995 KI2 V1.0
Character Listings
The game contains two character lists that show a progression in character development up until the release.
Name List 1
Within this listing found at address 88031C3B, only the characters from the previous game are named excluding an early name for Kim Wu "Kung Kim". All others go by a generic entry instead of their final names. One name to point out is "Vampire" which went unused in the final game. The concept for a vampire character wouldn't be introduced until Killer Instinct (2013) with the introduction of Mira.
.JAGO .COMBO .SPINAL .BARBARIAN .GLACIUS .FULGORE .KUNG KIM .SABREWULF .ORCHID .AMAZON .VAMPIRE
Name List 2
This list at address 8803B503 contains elements from the game further in development. Notice that most characters now have their proper names, but "Vampire" is now listed along with "Gargos", a boss character who later appeared playable with a secret code in the N64 port. The standing and walking animations were made and inserted, according to the game designer.
.FULGORE.COMBO .ORCHID.JAGO .GLACIUS.TUSK .SPINAL.KIM WU .SABREWULF.MAYA .VAMPIRE.GARGOS
To do: Find the Vampire character sprites |
Unused Graphics
Several unused screens are present within the game including endings, and public service announcement screens.
Tusk
Grouped together with Tusk's ending screens is a possible early rendering of a final ending screen. The lighting, pose, and viewing angle are slightly different between the two. The unused one is also missing background elements found in the final, such as what appears to be a colosseum.
Unused | Final |
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Public Service Announcements
Like the first game, Killer Instinct 2 features PSA screens that yet again go unused. Some of them look to have gotten a few graphic retouches from their last iterations found in the first game.
Unused Moves
Orchid's 2nd Danger Move
Orchid was unfortunate to only possess one known Danger Move in the arcade game, when all other characters were given two. A second Danger Move does exist for her, though it appears it was not completed in time for the game's debut in arcades. The animation still left in the game makes it apparent that Rare was going for a remake of her original "Frog Stomp" finisher from the first game. Her second Danger Move move was finally completed for the Nintendo 64 console port Killer Instinct Gold, in which she uses her "Fire Cat" morph to engulf her victim in flames.
Orchid's Leap/Pounce
Orchid evidently had a leap/pounce type move, which allowed her to smash her opponent with a single downward thrust; either as a juggle move, or possibly as an air take down move. The move does not appear to have distance limitations, though it was not finished—it does not have any effect on the opponent. This means it was most likely discarded early on in development. It may have been scrapped due to its awkward animation, though it could have been for other reasons entirely.
Gargos' Triple Fireball Projectile
In the final release of the game, Gargos was only able to unleash a long flame projectile, in addition to his air fireball move. It appears he originally had a fireball move similar to Eyedol from the first game; in which he unleashed three fireballs horizontally at the opponent. The fireballs can be launched in two speed variations: medium and fast, and inflict moderate damage on the opponent. The second fireball always knocks the opponent down, which causes the third to never make contact. The move seems to be complete, but may not have been included, as Gargos is already relatively overpowered.
Glacius' Finisher Test Setup
An early finisher for Glacius that was possibly used to test screen-darkening and other match-ending routines. Tiny character sprites of Glacius were used in place of projectiles, as no finished projectiles were included in the game at the time of its implementation. This information was provided by one of the game's developers.
Fulgore's Finisher Test Setup
An early finisher for Fulgore that was possibly used to test screen-darkening and other match-ending routines. Tiny character sprites of Fulgore were used in place of projectiles, as no finished projectiles were included in the game at the time of its implementation. As with the above, this information was provided by one of the game's developers.
Kim Wu's Spirit Move
It has been rumored for some time that Kim Wu originally had a "Spirit" move similar to Jago early in development. In the below unused move animation, you will notice that Kim Wu looks toward the sky while holding her hands up. An unseen light source casts down upon her animation frames, then she returns to her original stance. Judging by the duration of the animation (which is not used elsewhere), it's possible that this is her long lost "Spirit" move animation.
Maya's Forward Leap
The animation below depicts Maya leaping forward, belly down, instead of her final belly up leap animation. It is evident that at one point in development, she was going to leap using this animation instead. If you look closely, you can see that her arms were not attached to her model when this animation was created. It was most likely scrapped due to its awkward animation in comparison to the final version's animation.
Maya's Look Back Stab
The animation below depicts Maya performing a "Look Back Stab" animation similar to her profile FMV. It might have originally been part of a move (similar to T.J. Combo's "Behind the Back"), where she would run past the opponent, and be in position to inflict damage. It is currently not possible to deal damage with the move, as it always strikes away from the opponent.
Oddities
Orchid's Reused KI1 Frames
Due to lack of time, or laziness, Rare decided to re-use animation frames of Orchid's "Fire Cat" move from the first game. The animation usually plays so quickly that these frames would be hard to notice, though in the slowed down morph animation below, you will notice she reverts to her KI1 appearance when executing the move. Upon completion of the move, the same animation is played in reverse to revert to her KI2 appearance.
Orchid´s Reused KI1 Voice
Perhaps also due to lack of time or laziness, several of the Kim Wu voice clips (namely, her damaged voice clips) seem to be directly reused from Orchid's KI1 voice clips.
Unused Sounds
There are several unused sounds in this game, mostly carry overs from the first game. There are, however, a few new ones as well including weapon sounds, voice tracks, and an early version of the game's title announcement.
General
Game Title Announcement Voice Track
This is an early version of the game's title announcement in a much more sinister voice, that was later replaced by the shortened, and cleaned up final version "KI 2".
Finisher/Status Announcement Voice Track
Possibly a new type of finisher similar to "Humiliation" from the first game, or even a status shout-out similar to "Perfect" after defeating the opponent. Due to the presence of unused sprites for all characters forcing the opponent to do something and also dancing, it is likely that this "Domination" finisher was supposed to be "Humillation" returning from KI1 with a new name.
Left Voice Track
Possibly part of an early demo tutorial, early development tools, or even an early speaker channel test.
Right Voice Track
Possibly part of an early demo tutorial, early development tools, or even an early speaker channel test.
Weapons
Whip 1
The first in a series of whip noises. Most likely used in early development when finalizing what weapons certain characters would wield. This track is also present in the first game.
Whip 2
The second in a series of whip noises. Most likely used in early development when finalizing what weapons certain characters would wield. This track is also present in the first game.
Whip 3
The third in a series of whip noises. Most likely used in early development when finalizing what weapons certain characters would wield. This track is also present in the first game.
Jago
Unknown Purpose Voice Track 1
Possibly an early voice track from one of his existing moves, or a new move entirely.
Unknown Purpose Voice Track 2
Possibly an early voice track from one of his existing moves, or a new move entirely.
Unknown Purpose Voice Track 3
Possibly an early voice track from one of his existing moves, or a new move entirely.
Unknown Purpose Voice Track 4
Possibly an early voice track from one of his existing moves, or a new move entirely.
Alt. Win Pose Voice Track 1
Most likely an early alternative voice track to be used during his victory pose.
Alt. Win Pose Voice Track 2
Most likely an early alternative voice track to be used during his victory pose.
Kim Wu
Unknown Purpose Voice Track 1
Possibly an early voice track from one of her already existing moves, or a new move entirely.
Unknown Purpose Voice Track 2
Possibly an early voice track for her Fireflower move (uses the track "Ochi-Fire"). From the audio, it sounds like she says "Tonfa Fire", which would indicate that she originally had Orchid's weapon early in development.
Unknown Purpose Voice Track 3
Possibly an early voice track from one of her existing moves, or a new move entirely.
Unknown Purpose Voice Track 4
Possibly an early voice track from one of her existing moves, or a new move entirely.
Unknown Purpose Voice Track 5
Possibly an early voice track from one of her existing moves, or a new move entirely.
Alt. Projectile Voice Track 1
Possibly an early voice track for her projectile move which sounds like "Nunchuck".
Alt. Projectile Voice Track 2
Possibly an early voice track for her projectile move which sounds like "Nunchuck Laser".
T.J. Combo
Alt. Win Pose Voice Track 1
Most likely an early alternative voice track to be used during his victory pose.
Gargos
Alt. Win Pose Voice Track
Most likely an early alternative voice track to be used during his victory pose.
References
The Killer Instinct series
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Arcade | Killer Instinct • Killer Instinct 2 |
SNES | Killer Instinct |
Game Boy | Killer Instinct |
Nintendo 64 | Killer Instinct Gold |
Xbox One, Windows, Xbox Series X | Killer Instinct (2013) (Prototypes) |
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