Killer Instinct Gold
(LAST UPDATE: 6/30/2009)

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Developer(s): Rare
Publisher(s): Nintendo
Platform(s): Nintendo 64
Release Date(s): November 26th 1996
Characters: Orchid, Jago, Combo, Glacius, Maya, Tusk, Kim Wu, Sabrewulf, Fulgore, Spinal, Gargos
Related Games: Killer Instinct, Killer Instinct 2

Story: Eyedol's death at the hands of Orchid in the previous game accidently set off a time warp sending everyone back 2000 years and allowed Gargos to escape from Limbo. Now, 2000 years in the past, warriors that survived Killer Instinct (1) and several new faces fight for the right to face the Demon Lord Gargos in combat. Some, like T.J. Combo, just want to get home. Others, like Tusk, want to bring an end to Gargos and his reign of evil. This time there is no tournament or prize money, just a fight to the finish with the fate of the future hanging in the balance.

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Review: Killer Instinct Gold is essentially the home version of Killer Instinct 2, ported over to the Nintendo 64, and it came with quite a few differences. Unlike the FMV-animated stages of the arcade version, the backgrounds in the N64 version were fully rendered in 3D, offering much better camera angles (and if you ask me, overall better graphics) than found in the arcade version. The re-done stages also offered new "stage fatalities", as fighters could get knocked off of the stage when their health bar is low. Although the stage graphics improved, the animated endings from the arcade version didn't make the cut and the 2D characters sprites were at a slightly lower resolution and also lost some animations.

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   The home version included some cool exclusive modes such as Team Battle, Team Elimination Battle (which introduced seamless 11 VS 11 fights!), Training, Advanced Training, and further unlockable content like a generous variety of character costume colors... Hey, it was satisfying "customization" for back then. There was also an unlockable Extra Options mode where you could change the games speed, and even make adjustments to the actual gameplay... Infinite super meter power FTW! The BGMs were also re-mixed for the N64 version, and some tracks were actually pretty damn good... My personal favorite: Jago's Stage... That track is still badass to this day.

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   The overall gameplay felt a bit smoother and "lighter" than the arcade Killer Instinct 2, but still carried the same core elements of KI2. Throws were added to the system, to remedy players who over-used blocking in the original Killer Instinct. Normal special moves no longer are judged on priority, but instead follow a three tiered  "rock, paper, scissors" system in which certain special moves will always break another special moves... Though the system was considered flawed in high level play. A new super meter was added to store energy for super moves and super linkers. On top of the gameplay tweaks, many new moves and changes were made to the returning characters, but unfortunately Chief Thunder, Riptor, and Cinder did still didn't make the return... No console exclusive characters?  Boooooooo! 

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Gameplay Engine
 7.5 / 10
Story / Theme
 7 / 10
Overall Graphics
 8 / 10
Animation
 7.5 / 10
Music / Sound Effects
 9.5 / 10
Innovation
 6.5 / 10
Customization
 8.5 / 10
Options / Extras
 8 / 10
Intro / Presentation
 5 / 10
Replayability / Fun
 8.5 / 10
"Ouch" Factor
 9 / 10
Characters
 7 / 10
BOTTOM LINE

8 / 10

Closing Comment: Killer Instinct Gold was one of the ONLY fighting games worth playing for the N64, and is easily one of the best fighters to ever come out for the system (though that's really not saying much). As a fan of the series, it satisfied... I actually got a really positive vibe from this game, and honestly played the hell out of it back in the day. 

   It never seemed to get old whipping out 59-hit combos on my buddies that never played or heard of Killer Instinct before. The "Team Elimination" battle was especially fun... 11 VS 11 battles were a epic!!! I was eons better than my friends at the time, so it was pretty damn fun picking like 4 characters VS my friend's team of 11 characters (and still beating them of course). Good times... That mode really made this game if you ask me.
~F.Yagami, Webmaster of TFG
 
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