Killer Instinct (v1.4)
10 genetically engineered fighters engage in 1-on-1 combat in a tournament arranged by the sinister 'Ultratech', the organization behind the genetic creation of the fighters. The tournament soon turns into a battle for survival.
Each player starts the game with 2 energy bars, which represent the amount of health each player has for the entire game. Once the first bar is depleted, the player falls, gets up and starts to use the second energy bar. A voice will subsequently announce either 'Round Two' or 'Killer Instinct!'. The player who wins the first round gets to keep their remaining energy, and still has the second bar to use in future fights. This gives an advantage to the player who wins the first round.
Killer Instinct introduced incredibly complex combos to the fighting genre, as well as including the Fatalities and Humiliations made famous by Midway's "Mortal Kombat" Series.
Each player starts the game with 2 energy bars, which represent the amount of health each player has for the entire game. Once the first bar is depleted, the player falls, gets up and starts to use the second energy bar. A voice will subsequently announce either 'Round Two' or 'Killer Instinct!'. The player who wins the first round gets to keep their remaining energy, and still has the second bar to use in future fights. This gives an advantage to the player who wins the first round.
Killer Instinct introduced incredibly complex combos to the fighting genre, as well as including the Fatalities and Humiliations made famous by Midway's "Mortal Kombat" Series.
Ajouter
Télécharger Killer Instinct (v1.4)
Contenu de la ROM :
Technique
CPU
- maincpu R4600 (little) (@ 100 Mhz)
- dcs ADSP-2105 (@ 10 Mhz)
Chipset
- DMA-driven DAC
Affichage
- Orientation Yoko
- Résolution 255 x 240
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 6
- Type de contrôle joy (8 ways)
Les clones de Killer Instinct (v1.4)
Si vous avez aimé Killer Instinct (v1.4)
Vous aimerez peut-être :
- Beastorizer (USA)
- BioFreaks (prototype)
- Bloody Roar 2 (World)
- Daraku Tenshi - The Fallen Angels
- Fighting Vipers (Revision D)
- Fighting Vipers 2 (Revision A)
- Holosseum (US)
- Killer Instinct (SNES bootleg)
- Killer Instinct 2 (v1.4)
- Last Bronx (Export, Revision A)
- Mace: The Dark Age (boot ROM 1.0ce, HDD 1.0b)
- Pit Fighter (rev 9)
- Rival Schools: United By Fate (Euro 971117)
- Spikeout (Revision C)
- Spikeout Final Edition
- Spikers Battle (GDS-0005)
- Tattoo Assassins (US prototype)
- Toy Fighter
- War Gods (HD 10/09/1996 - Dual Resolution)
Tips sur Killer Instinct (v1.4)
* Basic Controls :
Each player's fighter is controlled using six buttons and one joystick. Anyone familiar with Capcom's 'Street Fighter' series will find KI's button layout familiar. The top row of buttons are for high attacks/punches and the bottom row are for low ones.
The buttons are :
1 = Quick Punch 2 = Middle Punch 3 = Fierce Punch
4 = Quick Kick 5 = Middle Kick 6 = Fierce Kick
Pull the joystick away from your opponent to block.
* Play as Eyedol (on the 1.5d chip) : Select CINDER and when the VS animation starts, hold Right on the joystick and press 1, 4, 3, 5, 2, 6. If you do it right, the game will say 'Eyedol'.
* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method. The selectable levels are as follows;
Mountain Temple : (Up+LP)
Dungeon : (Up+MP)
Mountain Shrine : (Up+HP)
Castle Rofftop : (Up+LK)
City Rooftop in Chicago : (Up+MK)
Desert Rooftop : (Up+HK)
Canyon : (Down+LP)
Altar : (Down+MP)
Warehouse Basement : (Down+HP)
Chicago Alleyway : (Down+LK)
Castle : (Down+MK)
Industrial Warehouse : (Down+HK)
Desert Rooftop : (Down+Start)
Sky top : Player 1 (Down MK), Player 2 (Down+MK)
Boxing Gym : ???
Eydol's Lair : ???
Tiger Shrine : ???
* Last Breath : This allows players one last chance for life, and allows them to gain enough energy to take one more hit. After the voice says 'No Mercy', the player can start rotating the joy stick and mashing the buttons. Their combatant will then get back up and start to fight again. This MUST do this before the opponent starts doing the 'No Mercy' move.
* Power Up : The Power up bar is the white flashing vertical bar that is situated in the player's health bar. This allows the fighters to unleash more devastating moves, such as the Shadow moves and Triple projectiles. The bar is usually 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 the player's gither is not powered up.
* Turbo Mode : During the 'Vs Animation', if both players hold the joystick to the RIGHT, and hold buttons 1+2+3. A 'swish' sound will play indicating that the TURBO mode is now active. It's also possible to activate the TURBO mode in the single player game, but the player must still do the stated actions on the second player controls.
* Combo Breaker : During the 'Vs Animation' (after character selection and just prior to the bout starting), if both players push DOWN and START, the announcer says 'Combo Breaker'. Combo Breakers are now much easier to achieve.
* High Scores Table : During the demo mode, press UP on both joysticks to view the high scores.
* Random Character Select : At the 'Character Select' screen, press UP while pressing START and the game will select a character at random.
* Different Coloured Outfits : Once you have chosen your chosen character (and have not pressed a button) moving the joystick UP and DOWN will allow you to change the colours of your player's outfit.
* Humiliation (Only available if you haven't lost any energy bars during the battle) :
T.J COMBO : (Stand anywhere) Down(x3), LP.
JAGO : (Stand anywhere) Forward, Downforward, Down, Downback, Back, MK.
GLACIUS : (Stand anywhere) Forward(x2), Back, LK.
SPINAL : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, HK.
ORCHID : (Stand anywhere) Forward, DownForward, Down, Downback, Back, HP.
CHIEF THUNDER : (Stand anywhere) Down(x3), Forward, LK.
FULGORE : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, MK.
CINDER : (Stand anywhere) Back(x3), HK.
SABREWULF : (Stand anywhere) Forward(x3), LP.
RIPTOR : (Stand anywhere) Down(x2), Forward(x2), HP.
* No Mercy - T.J COMBO :
1. (Stand close to opponent) Back(x2), Forward(x2), MP - A bell rings, he jabs his opponent in the gut and then turns his back to the viewer, and breaks the opponent's neck.
2. (Stand close to opponent) Back, BackDown, Down, DownForward, Forward, HK - He punches his opponent and then spin punches them into the glass of the screen.
* No Mercy - JAGO :
1. (About 1 person-width away) Back, Forward(x2), LP - Jago takes out his sword and slices his opponent a few times. The last strike hits him in his crotch area.
2. (Stand anywhere) Back(x2), Forward(x2), MP - Jago sits Indian style and meditates while his eyes are glowing. Then a car falls from the sky landing on his opponent.
* No Mercy - GLACIUS :
1. (Stand 2 person-widths away) Back, DownBack, Down, Down-Forward, Forward, MP - Glacius extends a long pick from his hand freezing his opponent by touching them.
2. (Stand 1 person-width away) Forward, Down-Forward, Down, Down-Back, Back, MK - Glacius turns into a liquid metal blob and covers his opponent resulting in the opponent being absorbed.
3. (Stand 2 person-widths away) Back(x3), HK - Glacius turns into a pool of liquid metal and slides under the opponent. The opponent is sucked down into the pool.
* No Mercy - SPINAL :
1. (Stand far from opponent) Back(x3), MK - Another skeleton comes out of the ground and grabs opponent's body, and brings it down with him.
2. (Stand close to opponent) Back(x2), Forward, LK - Spinal slices the opponent with a sword twice and then pierces him with a spike that emerges from his shield three times.
* No Mercy - ORCHID :
1. (Stand 1 person-width away) Down, Forward, Back, LK - The opponent turns into a frog. After that press HK and if you're close enough you will step on them and kill them.
2. (Stand 1 to 6 person-widths away) Back(x2), Forward(x2), LP - Orchid turns to opponent and opens up her shirt to expose chest to them. Opponent falls over dead (Another Orchid just gets upset).
* No Mercy - CHIEF THUNDER :
1. (Stand half a screen away from opponent) Back, Down, Forward, HP - He will do a sort of rain dance, aim his axe at the enemy, who will then go into convulsions as electricity seems to hit him.
2. (Stand close to opponent) Forward, Down, Back, HK - He does a super hatchet uppercut, resulting with various parts remaining of the different opponents.
* No Mercy - FULGORE :
1. (Stand 2 person-widths away) Forward, Down, DownBack, HP - He shoots a laserbeam from his head and fries his opponent.
2. (Stand 3/4 of the screen away) Back, Down, Forward, HK - His head opens up and a Turret gun blows you away.
* No Mercy - CINDER :
1. (Stand 2 person-widths away) Back(x3), MP - Cinder forms a hole on the ground that slides under the opponent and sucks them in.
2. (Stand 2 person-widths away) Back, Down, Forward, LK - Cinder flares up then shoots a flame from his finger and melts the opponent into a pool of liquid.
* No Mercy - SABREWULF :
1. (Stand close to opponent) Back(x3), MK - Sabrewulf extends a claw and rams it into the gut of his opponent.
2. (Stand 1 person-width away) Back(x2), Forward, MP - Sabrewulf spin slaps his opponent onto the glass of the view screen.
* No Mercy - RIPTOR :
1. (Stand close to opponent) Back, Down, Forward, MP - Riptor jumps at his opponent and the screen goes black. Next you see him with a big belly burping and farting.
2. (Stand anywhere) Back(x3), MK - Riptor spits acid at his opponent frying them.
3. (Stand 2 person-widths away) Forward(x2), Back, HK - Riptor slashes the opponent with his tail.
Each player's fighter is controlled using six buttons and one joystick. Anyone familiar with Capcom's 'Street Fighter' series will find KI's button layout familiar. The top row of buttons are for high attacks/punches and the bottom row are for low ones.
The buttons are :
1 = Quick Punch 2 = Middle Punch 3 = Fierce Punch
4 = Quick Kick 5 = Middle Kick 6 = Fierce Kick
Pull the joystick away from your opponent to block.
* Play as Eyedol (on the 1.5d chip) : Select CINDER and when the VS animation starts, hold Right on the joystick and press 1, 4, 3, 5, 2, 6. If you do it right, the game will say 'Eyedol'.
* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method. The selectable levels are as follows;
Mountain Temple : (Up+LP)
Dungeon : (Up+MP)
Mountain Shrine : (Up+HP)
Castle Rofftop : (Up+LK)
City Rooftop in Chicago : (Up+MK)
Desert Rooftop : (Up+HK)
Canyon : (Down+LP)
Altar : (Down+MP)
Warehouse Basement : (Down+HP)
Chicago Alleyway : (Down+LK)
Castle : (Down+MK)
Industrial Warehouse : (Down+HK)
Desert Rooftop : (Down+Start)
Sky top : Player 1 (Down MK), Player 2 (Down+MK)
Boxing Gym : ???
Eydol's Lair : ???
Tiger Shrine : ???
* Last Breath : This allows players one last chance for life, and allows them to gain enough energy to take one more hit. After the voice says 'No Mercy', the player can start rotating the joy stick and mashing the buttons. Their combatant will then get back up and start to fight again. This MUST do this before the opponent starts doing the 'No Mercy' move.
* Power Up : The Power up bar is the white flashing vertical bar that is situated in the player's health bar. This allows the fighters to unleash more devastating moves, such as the Shadow moves and Triple projectiles. The bar is usually 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 the player's gither is not powered up.
* Turbo Mode : During the 'Vs Animation', if both players hold the joystick to the RIGHT, and hold buttons 1+2+3. A 'swish' sound will play indicating that the TURBO mode is now active. It's also possible to activate the TURBO mode in the single player game, but the player must still do the stated actions on the second player controls.
* Combo Breaker : During the 'Vs Animation' (after character selection and just prior to the bout starting), if both players push DOWN and START, the announcer says 'Combo Breaker'. Combo Breakers are now much easier to achieve.
* High Scores Table : During the demo mode, press UP on both joysticks to view the high scores.
* Random Character Select : At the 'Character Select' screen, press UP while pressing START and the game will select a character at random.
* Different Coloured Outfits : Once you have chosen your chosen character (and have not pressed a button) moving the joystick UP and DOWN will allow you to change the colours of your player's outfit.
* Humiliation (Only available if you haven't lost any energy bars during the battle) :
T.J COMBO : (Stand anywhere) Down(x3), LP.
JAGO : (Stand anywhere) Forward, Downforward, Down, Downback, Back, MK.
GLACIUS : (Stand anywhere) Forward(x2), Back, LK.
SPINAL : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, HK.
ORCHID : (Stand anywhere) Forward, DownForward, Down, Downback, Back, HP.
CHIEF THUNDER : (Stand anywhere) Down(x3), Forward, LK.
FULGORE : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, MK.
CINDER : (Stand anywhere) Back(x3), HK.
SABREWULF : (Stand anywhere) Forward(x3), LP.
RIPTOR : (Stand anywhere) Down(x2), Forward(x2), HP.
* No Mercy - T.J COMBO :
1. (Stand close to opponent) Back(x2), Forward(x2), MP - A bell rings, he jabs his opponent in the gut and then turns his back to the viewer, and breaks the opponent's neck.
2. (Stand close to opponent) Back, BackDown, Down, DownForward, Forward, HK - He punches his opponent and then spin punches them into the glass of the screen.
* No Mercy - JAGO :
1. (About 1 person-width away) Back, Forward(x2), LP - Jago takes out his sword and slices his opponent a few times. The last strike hits him in his crotch area.
2. (Stand anywhere) Back(x2), Forward(x2), MP - Jago sits Indian style and meditates while his eyes are glowing. Then a car falls from the sky landing on his opponent.
* No Mercy - GLACIUS :
1. (Stand 2 person-widths away) Back, DownBack, Down, Down-Forward, Forward, MP - Glacius extends a long pick from his hand freezing his opponent by touching them.
2. (Stand 1 person-width away) Forward, Down-Forward, Down, Down-Back, Back, MK - Glacius turns into a liquid metal blob and covers his opponent resulting in the opponent being absorbed.
3. (Stand 2 person-widths away) Back(x3), HK - Glacius turns into a pool of liquid metal and slides under the opponent. The opponent is sucked down into the pool.
* No Mercy - SPINAL :
1. (Stand far from opponent) Back(x3), MK - Another skeleton comes out of the ground and grabs opponent's body, and brings it down with him.
2. (Stand close to opponent) Back(x2), Forward, LK - Spinal slices the opponent with a sword twice and then pierces him with a spike that emerges from his shield three times.
* No Mercy - ORCHID :
1. (Stand 1 person-width away) Down, Forward, Back, LK - The opponent turns into a frog. After that press HK and if you're close enough you will step on them and kill them.
2. (Stand 1 to 6 person-widths away) Back(x2), Forward(x2), LP - Orchid turns to opponent and opens up her shirt to expose chest to them. Opponent falls over dead (Another Orchid just gets upset).
* No Mercy - CHIEF THUNDER :
1. (Stand half a screen away from opponent) Back, Down, Forward, HP - He will do a sort of rain dance, aim his axe at the enemy, who will then go into convulsions as electricity seems to hit him.
2. (Stand close to opponent) Forward, Down, Back, HK - He does a super hatchet uppercut, resulting with various parts remaining of the different opponents.
* No Mercy - FULGORE :
1. (Stand 2 person-widths away) Forward, Down, DownBack, HP - He shoots a laserbeam from his head and fries his opponent.
2. (Stand 3/4 of the screen away) Back, Down, Forward, HK - His head opens up and a Turret gun blows you away.
* No Mercy - CINDER :
1. (Stand 2 person-widths away) Back(x3), MP - Cinder forms a hole on the ground that slides under the opponent and sucks them in.
2. (Stand 2 person-widths away) Back, Down, Forward, LK - Cinder flares up then shoots a flame from his finger and melts the opponent into a pool of liquid.
* No Mercy - SABREWULF :
1. (Stand close to opponent) Back(x3), MK - Sabrewulf extends a claw and rams it into the gut of his opponent.
2. (Stand 1 person-width away) Back(x2), Forward, MP - Sabrewulf spin slaps his opponent onto the glass of the view screen.
* No Mercy - RIPTOR :
1. (Stand close to opponent) Back, Down, Forward, MP - Riptor jumps at his opponent and the screen goes black. Next you see him with a big belly burping and farting.
2. (Stand anywhere) Back(x3), MK - Riptor spits acid at his opponent frying them.
3. (Stand 2 person-widths away) Forward(x2), Back, HK - Riptor slashes the opponent with his tail.
Killer Instinct (v1.4) et M.A.M.E.
0.81u4 [Aaron Giles]
0.63 [Aaron Giles, Bryan McPhail]
HardDisk required
WIP:
- 0.145u1: Miodrag Milanovic fixed Killer Instinct regression, thing is update of features should be done on different place now.
- 0.136u1: Aaron Giles fixed x86 DRC backend codegen bug that broke Killer Instinct. Fixed game hangs at black screen with 32-bit build.
- 0.125u7: Aaron Giles added save state support to the Killer Instinct driver and CAGE audio system. Also fixed mass coin input disables dipswitch access, and thus further coin input during a fight in all sets in Kinst driver and attract mode graphics regression in clones Killer Instinct (v1.3), (v1.4) and (proto v4.7).
- 0.124: Zsolt Vasvari converted Kinst driver to use INDEXED16.
- 0.122u5: Aaron Giles fixed missing sound at bootup.
- 0.119u4: Aaron Giles fixed 64-bit DRC bug that broke Killer Instinct in the previous release.
- 0.119u1: Aaron Giles added preliminary attempt at a new x64 dynamic recompiler for the MIPS 3/4 CPUs. The current version works enough to run a few basic games (kinst, carnevil), but many others fail. Furthermore, this version is already being supplanted by a more advanced version that does register allocation and constant folding. For now it is disabled by default.
- 0.116u4: Zsolt Vasvari fixed timer_set in the MIPS core and Kinst driver.
- 0.107u3: ClawGrip updated Killer Instinct input ports to use IPT_BILL1 for bill acceptors (Dollar Bill).
- 0.101u2: Aaron Giles added MMU support to the non-drc MIPS3 emulator. Converted the Killer Instinct, Seattle, Vegas, and Hyper Neo-Geo 64 drivers to a proper physical memory layout. Disabled the drc MIPS3 core until MMU support is added there as well.
- 30th September 2005: R. Belmont - Fixed a problem where Killer Instinct wouldn't boot.
- 0.91u1: Aaron Giles fixed bug in memory system introduced in 0.91, this was breaking at least Killer Instinct, the Seattle driver and Where's Wally.
- 0.87u3: Aaron Giles added clone Killer Instinct (proto v4.7).
- 0.86u1: Added 'Blood' dipswitch. Changed 'Unknown' to 'Unused' dipswitches.
- 0.84u3: Fixed sound1 roms addresses.
- 0.81u4: Added Killer Instinct (v1.5d) and clone (v1.3). Killer Instinct Fixes [Aaron Giles]: Cleaned up memory maps. Found second bitmap page, fixing a bunch of video problems and romoving an egregious hack. Fixed sound reset and initialization. All diagnostics pass. Fixed coinage dipswitches. Added 2 alternate ROM sets for each game. This fixes two reported bugs. Also fixed the MIPS 3/4 x86 dynamic recompiler. This fixed another crash bug. Changed 'Killer Instinct (v1.0)' to clone 'Killer Instinct (v1.4)'. Renamed (kinst) to (kinst14).
- 4th April 2004: Aaron Giles - Fixing most of the Killer Instinct bugs.
- 0.79u2: Replaced Custom sound with DMA-driven DAC.
- 0.78u4: Changed region cpu2 to sound1.
- 0.77: Changed ADSP2105 CPU2 clock speed to 10MHz.
- 0.76u2: Changed ADSP2105 clock speed to 10240000 Hz.
- 0.74: Changed ADSP2105 clock speed to 10MHz.
- 0.65: Aaron Giles fixed Killer Instinct from crashing at fatalities.
- 0.63: Aaron Giles and Bryan McPhail added Killer Instinct (v1.0) (Rare 1994). MIPS III/IV CPU cores [Aaron Giles]. Several tests hang because of our hacking screen flipping code.
- 8th December 2002: Aaron Giles included a perfectly working driver for Killer Instinct and Killer Instinct 2 written by him and Bryan McPhail (sorry, your 3 GHz P4's are obsolete now).
- 1st April 2000: Guru - Dumped Killer Instinct (Alt) (Nintendo/Rare).
LEVELS: 11
Other Emulators:
* KIAME
* Ultra64
Romset: 4608 kb / 9 files / 4.25 zip
Harddisk: 125 MB (CYLS: 419, HEADS: 13, SECS: 47 - Compressed: 91.2)
0.63 [Aaron Giles, Bryan McPhail]
HardDisk required
WIP:
- 0.145u1: Miodrag Milanovic fixed Killer Instinct regression, thing is update of features should be done on different place now.
- 0.136u1: Aaron Giles fixed x86 DRC backend codegen bug that broke Killer Instinct. Fixed game hangs at black screen with 32-bit build.
- 0.125u7: Aaron Giles added save state support to the Killer Instinct driver and CAGE audio system. Also fixed mass coin input disables dipswitch access, and thus further coin input during a fight in all sets in Kinst driver and attract mode graphics regression in clones Killer Instinct (v1.3), (v1.4) and (proto v4.7).
- 0.124: Zsolt Vasvari converted Kinst driver to use INDEXED16.
- 0.122u5: Aaron Giles fixed missing sound at bootup.
- 0.119u4: Aaron Giles fixed 64-bit DRC bug that broke Killer Instinct in the previous release.
- 0.119u1: Aaron Giles added preliminary attempt at a new x64 dynamic recompiler for the MIPS 3/4 CPUs. The current version works enough to run a few basic games (kinst, carnevil), but many others fail. Furthermore, this version is already being supplanted by a more advanced version that does register allocation and constant folding. For now it is disabled by default.
- 0.116u4: Zsolt Vasvari fixed timer_set in the MIPS core and Kinst driver.
- 0.107u3: ClawGrip updated Killer Instinct input ports to use IPT_BILL1 for bill acceptors (Dollar Bill).
- 0.101u2: Aaron Giles added MMU support to the non-drc MIPS3 emulator. Converted the Killer Instinct, Seattle, Vegas, and Hyper Neo-Geo 64 drivers to a proper physical memory layout. Disabled the drc MIPS3 core until MMU support is added there as well.
- 30th September 2005: R. Belmont - Fixed a problem where Killer Instinct wouldn't boot.
- 0.91u1: Aaron Giles fixed bug in memory system introduced in 0.91, this was breaking at least Killer Instinct, the Seattle driver and Where's Wally.
- 0.87u3: Aaron Giles added clone Killer Instinct (proto v4.7).
- 0.86u1: Added 'Blood' dipswitch. Changed 'Unknown' to 'Unused' dipswitches.
- 0.84u3: Fixed sound1 roms addresses.
- 0.81u4: Added Killer Instinct (v1.5d) and clone (v1.3). Killer Instinct Fixes [Aaron Giles]: Cleaned up memory maps. Found second bitmap page, fixing a bunch of video problems and romoving an egregious hack. Fixed sound reset and initialization. All diagnostics pass. Fixed coinage dipswitches. Added 2 alternate ROM sets for each game. This fixes two reported bugs. Also fixed the MIPS 3/4 x86 dynamic recompiler. This fixed another crash bug. Changed 'Killer Instinct (v1.0)' to clone 'Killer Instinct (v1.4)'. Renamed (kinst) to (kinst14).
- 4th April 2004: Aaron Giles - Fixing most of the Killer Instinct bugs.
- 0.79u2: Replaced Custom sound with DMA-driven DAC.
- 0.78u4: Changed region cpu2 to sound1.
- 0.77: Changed ADSP2105 CPU2 clock speed to 10MHz.
- 0.76u2: Changed ADSP2105 clock speed to 10240000 Hz.
- 0.74: Changed ADSP2105 clock speed to 10MHz.
- 0.65: Aaron Giles fixed Killer Instinct from crashing at fatalities.
- 0.63: Aaron Giles and Bryan McPhail added Killer Instinct (v1.0) (Rare 1994). MIPS III/IV CPU cores [Aaron Giles]. Several tests hang because of our hacking screen flipping code.
- 8th December 2002: Aaron Giles included a perfectly working driver for Killer Instinct and Killer Instinct 2 written by him and Bryan McPhail (sorry, your 3 GHz P4's are obsolete now).
- 1st April 2000: Guru - Dumped Killer Instinct (Alt) (Nintendo/Rare).
LEVELS: 11
Other Emulators:
* KIAME
* Ultra64
Romset: 4608 kb / 9 files / 4.25 zip
Harddisk: 125 MB (CYLS: 419, HEADS: 13, SECS: 47 - Compressed: 91.2)