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.

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


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
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)


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)


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

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!

                                "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 
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
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



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...


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