Killer Instinct 2 | |
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Arcade flyer for Killer Instinct 2
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Developer(s) | Rare |
Publisher(s) |
Midway Games Nintendo |
Designer(s) | Chris Tilston Kevin Bayliss Mark Betteridge |
Composer(s) | Robin Beanland |
Series | Killer Instinct |
Platform(s) | Arcade, Nintendo 64, Xbox One |
Release |
Arcade Nintendo 64 Xbox One
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Genre(s) | Fighting game |
Mode(s) | Up to 2 players simultaneously |
Cabinet | Upright |
Arcade system | Killer Instinct MIPS Based Hardware System |
CPU | R4600 |
Sound | Midway Digital Compression System (DCS) – Amplified Mono |
Display | Raster, Standard Resolution (Horizontal) CRT Color |
Killer Instinct 2 is a fighting video game developed by Rare and manufactured by Midway for arcades in 1996 as a sequel to Killer Instinct (1994). A modified version of Killer Instinct 2, licensed by Nintendo, was published for the Nintendo 64 as Killer Instinct Gold that same year. A Super Nintendo Entertainment System version of Killer Instinct 2 was developed and completed, but never released. A digital port of the game for Xbox One is bundled with the second season of Killer Instinct (2013) under the title Killer Instinct 2 Classic.
As with most fighting games and indeed its predecessor, two characters square off with the goal of depleting the opponent's life bar. As with the original Killer Instinct, when a player's original life bar is fully depleted, he or she will fall to the ground, and immediately begin on his or her second lifebar.
As with the first game, Killer Instinct 2 relies on an automatic combo subsystem in its matches. The matches, as with Killer Instinct, revolve around a three strength system (Quick, Medium and Fierce). However, normal moves have lost a lot of their priority and range, as well as gaining extra recovery time. Throws have been added into the game to deal with blocking characters (as opposed to the top attack in Killer Instinct). Additionally, characters can be knocked down much easier with normal moves than in the first game, ending the possibility of opening with a 'glitch' combo and also weakening the effectiveness of normal moves. Normal special moves no longer are judged on priority, but instead follow a three tiered 'rock, paper, scissors' system, in which a certain special move will always break another certain special move (similar to the three tiered system in Soulcalibur).
Additionally, a Super bar has been added to the game (similar to Street Fighter Alpha or the The King of Fighters series). This super bar fills as a fighter takes damage or executes an attack that is blocked by the opponent. After the bar reaches a certain point, the player can use a multi-hit Super Move which is usually an extended version of a normal special move.