a a, ,d88 888a 88888 a 88888a 88888 a888 888888 88888 a888888 888888 88888 a8888888 888888 88888888888" I L L E R 888888, N S T I N C T 88888 8888a 8888888' 88888 88888a 888888 88888 "8888888" 8888" 8" On Super Nintendo FAQ Version 2.0 This current FAQ has been made on 9-29-95: 10:00 P.M. PST Last FAQ made on 9-8-95 (version 1.3). Changes from FAQ 1.3: Game Genie Codes!!! Now at Game Genie Code Section... Discussion about altered or missing fatalities (Miscellaneous Section), Stage and Music Selection Chart for VS. Mode only, (Stage and Music Select Chart Section) Some Sabrewulf Stuff (Miscellaneous Section) Combo Breaker Code found (DOH! I knew I got that code wrong the first time! Sorry!) Review on Nintendo Killer Instinct Buyers Guide Section added Stage and Music Select Codes and Descriptions Section added For the next FAQ, I will have some combos for each character, and the highest attainable Ultra Combos so far. Hopefully, this FAQ will be finalized soon! ____________________________________________________________________ The names of the stages are taken from the Nintendo Killer Instinct Players Guide (page 5, see Work Cited section for more info), because I can't think of a better way of naming these stages. I don't want to be a plagiarist, so I'm stressing this beforehand. * = only seen in 2-player mode, Tournament Mode, and Practice Mode This means you won't see these stages on 1-player mode. Up and Quick Punch: Ice Temple Up and Medium Punch: Skull Chamber * Up and Fierce Punch: Ice Statue * Up and Quick Kick: Castle Rooftop Up and Medium Kick: City Rooftop Up and Fierce Kick: Desert Rooftop Down and Quick Punch: Desert Bridge Down and Medium Punch: Palace Interior Down and Fierce Punch: Lava Bridge Down and Quick Kick: City Street * Down and Medium Kick: Castle Interior Down and Fierce Kick: Industrial Complex And of course, the Sky Stage code... * Sky Stage Code: Both players hit Down and Medium Kick when choosing your character. Don't know if it has to be simultaneous (in the arcade, you didn't have to be) or if you have to hold it down until the fight screen appears, but I do it anyway to make sure. There is no audible or visible sign that you've enter the code right, but this code should work. There are some stages you can't choose ( i.e. Jago's Tiger Shrine Stage or TJ Combo's Gym), and I'm not sure if they are choosable at all. Any new codes you found? Send me e-mail at the address at the end of the FAQ. If it works, I will give you credit for helping me by adding your name to the FAQ. ____________________ Game Genie Code Section... This is Orlando Fernandez's Game Genie FAQ. Everything is intact, and if you have any questions about his codes, e-mail him (not me, I don't have a Game Genie). SPECIAL NOTE: You must additionally use Galoob's published master code 3C61-D4DF for any of these codes to work. *COSMETICS* OCF1 9987-CD61 Nintendo & Rareware logos don't zoom in during intro OCF2 F287-C701 Nintendo and Rareware logos don't zoom out during intro OCF3 EE87-C4D1 Neat twinkle effect before logos in intro OCF4 E1E0-34AF Bars don't move on Fighter Select (don't random select) OCF5 1B6E-37D7 Near-invisible damage meters OCF6 3E64-34AF No scores shown during fight OCF7 5BE2-3DD2 Combo hits/points not shown during fight *BASIC MATCH MOVES 'N HITS* OCF8 AC2D-44D7 No Projectiles OCF9 2B27-44D7 Invisible Projectiles OCF10 ACB6-44D7 Player 1 stuck on left but can fight/ Player 2 can't combo him/her OCF11 D033-17AF Player 2/CPU invisible (minor glitches, combo slowdowns) OCF12 3633-17AF Player 2/CPU invis. B (less glitch, invis. projectiles) OCF13 45C0-37D7 Players sometimes repel each other / Super fast Projectiles / Blood Stays on Screen OCF14 EEB1-1F0F No Jumps A -fighters pose oddly instead (Fulgore's invisible,Glacius quick kicks, Orchid game freezes, etc. Experiment.) OCF15 DDB1-140F No Jumps B -everyone "flutters" instead OCF16 B5B0-17AF Players can't jump forward/back OCF17 64B1-17AF Jump Higher and Slower OCF18 DDB1-170F Up Jumps Lower / Forward Jumps Mega-High OCF19 DDB1-1F6F Up Jumps Mega-High / Back Jumps High / Forward Jump makes player "flutter" -Crazy Takeoff: Forward Jump - Up Jump OCF20 64B1-1FAF Push Up to Teleport to Right Side / Players can walk through each other OCF21 1B6E-47D7 Players can only inflict damage medium range (good 2-playerlike practice mode) OCF22 53C9-C4AF CPU has 1-hit kill! OCF23 53C8-37AF 1-hit dizzies possible (including Combo Breakers)! OCF24 64B6-CFAF Mega non-combo hits & points possible (Turn off genie until you make a hit, then immediately turn on. Turn off when enough. Can cause super delayed landings and dizzies on opponent. Occasional game freeze.) OCF25 64B6-4FAF When loser loses meter, freezes (turn off genie to unfreeze). During freeze on "danger", have infinite time to do no-mercies/humiliations. -vs. frozen Jago, can also practice moves slow motion. OCF26 4583-1F67 Chief Thunder's Phoenix becomes a neoned Head Attack w/ "Combo Breaker!" sound, then next hit as long range. -Cinder's Inferno becomes strange -Eyedol's projectile becomes moving silhouette -most other player's projectiles cause game freeze. OCF27 D082-CDA7 Player 2 Orchid Always Wins! OCF28 D08C-1D6F Opponent Invisible upon each Hit A -nearly completely invisible when Ultra'ed! (Killer Instinct's answer to MK3's Psycho Kombat???) OCF29 D08C-1F0F Opponent Invisible upon each Hit B -opponent in strange invisible/freeze pose when hit -humiliation/no-mercy victim animation altered (like Orchid's "Flash" No-Mercy sometimes) *COMBOS* OCF30 53BF-37AF Combos can sometimes be avoided/blocked! (tap back few times or jump away) OCF31 D08C-17AF Combo Handicap A -harder to do chained combos & Ultras (esp over 4 hits) OCF32 D08C-1FAF Combo Handicap B -even harder for chains (esp. over 3 hits), Ultras virtually impossible! OCF33 D08C-176F Combo Handicap C -combo handicap A's effects, plus... -combos unannounced -combos do more damage (Orchid's 23 can wipe you out!) -some hits don't push back opponent OCF34 D08C-146F Combo Booster! (combo enders disabled except for CPU) -for e.g., Orchid can combo past her 23 to infinity!) -combos unannounced + do more damage OCF35 D08C-170F Combo Interrupt -combo booster's effects, plus... -can counter combo anytime! (don't need Combo Breakers) *MATCH ENDINGS* OCF36 ACBE-44D7 Rooftop knock-offs disabled (roofs incl. Sky Stage's) OCF37 EEB0-1FD7 Victim falls off rooftops unexpected ways periodically (once Combo's Charge & Punch bounced victim in air first, Orchid's Spinning Slash shot 'em right down,etc) OCF38 EEB0-1DA7 Get Pushed/Hopped Rightwards after Knocking Off Victim from Rooftop OCF39 EEB0-1F07 Victim never bounces in air after rooftop knock-off OCF40 EEB0-1D07 Screen left-scrolls after victim knocked off rooftop OCF41 D0A3-1F0F Humiliations Last Shorter OCF42 536F-4DA7 No-Mercy's/Humiliations Declared 1-hit Ultimates??? (with a whopperload of bonus points; fool new players!) -- In the Works: ------------- 5B2B-37D2 Graphics are scambled & Sound is altered/silent, eventual blackout. 5BE4-CDD2 Neon Graphics when Player 1 chooses on Fighter Select, occasions of game freeze, esp. when Player 2 plays 0087-C4D1 Little Laser Light Twinkle Show during Intro (game freezes) -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Please send any ?s, problems, or comments to ocfernan@mailbox.syr.edu. Distribution whole or part is welcome but don't sell and respect credit. Fight On! -OCF "This game brought to you by Ultratech!" ____________________ KI Soundtrack... The complimentary CD is very well done, and features lots of remixed songs from the original arcade game. Some are almost exactly the same, and some are remade and sound even better. It also has two original songs not in the arcade. Also included is the Humiliation track, which isn't too hard to find. Very well done by Rare, and hopefully more video game companies will start making more soundtracks for their games. I think it would do very well here as it does in Japan, where video game soundtracks are abundant. ____________________ Nintendo Killer Instinct Players Guide... Well, I have made a little review on this book too, to help people decide if this book suits their needs. The players guide is very nice, with very helpful tips and information on playing KI for SNES. The guide covers all the characters' basic moves, Danger Moves (ending moves or "fatalities"), Combo Breakers, Humiliations, Air Doubles, Ultra Combos, Ultimate Combos, and lots more. Some cool new pics of the characters are in here, too (if you like looking at new pics of KI characters). Also in there are listings of combos for each characters' section in 4 different categories (Beginner, Intermediate, Advanced, and Elite) that are easy to understand. There is also a combo chart section that shows what you can do to open a combo, what you can stick in between, and what you can end the combo with. At the end of the book is the section, "Psycho Combos", which has all these rad combos that are either flashy or unbreakable combos. For example, the infamous C. Thunder "Slowdown" combo is in there. The only drawback I saw in this guide is that it doesn't tell you how to get the most hits out of an Ultra Combo to get the most amount of hits possible. I guess it's up us to find out. I would recommend this book, especially if you want to get better at the Arcade version of KI. I've used this guide to help me play Spinal at the arcades, and I've improved tremendously (with that, and having KI at home to practice with). You'll improve on KI in no time with this book. ____________________ Special Thanks... Just want to acknowledge the people who helped me make the FAQ better. Here are their names, in alphabetical order... Stanley Lee Bertrand Geoff Coovert Jenn Dolari Orlando Fernandez Patrik Outericky And all the KI guys and gals who live for the fight... ____________________ Work Cited Section... Killer Instinct Nintendo Player's Guide. Redmond, WA: ----------------------------------------------- Nintendo/Rare, 1995 ____________________ End... Well, that does it for now. I will revise the FAQ soon, and hopefully I'll have more time to play the game (I have school, you know). Any questions or help you can give me? E-mail to... (eddyt@neuromancer.hacks.arizona.edu) to reach me. This FAQ is for free distribution, and not to be altered in any way. Again, this is just a brief review of KI SNES and a buyers guide for those thinking of purchasing. Thanks for reading, and see you in the next FAQ. _____________________________________________________________________ Eddy Tang a.k.a. "The Badmother" Homepage Address= http://neuromancer.hacks.arizona.edu/~eddyt ______________________________________________________________________