If you played this game, you'll remember these lines: ULTRA!!! ULTRA!!! ULTRA!!! ULTRA!!! ULTRA!!!

User Rating: 9 | Killer Instinct SNES
Back in the day, this game was played countless times by my cousins! I still remember the first time I was introduced to this game, by my cousin. So I did not know anything about this game until I saw my cousin playing this.

Story: 8/10
- The storyline is all right. Ultratech is a very powerful megacorporation (entities which, in this future setting, have replaced all governments) which organizes a tournament called "Killer Instinct". Along with regular participants, experimental creatures created by Ultratech also fight in the tournament so their strength can be tested. Ultratech also discovers a technology to make bridges between dimensions, and releases a 2-headed monster called Eyedol and Gargos from this dimensional prison.

Gameplay: 9/10
- The gameplay is fantastic! Killer Instinct plays like many other fighting games, in which the player controls a character in order to beat an opponent in a 1 on 1 encounter. The game borrows the attack set of Street Fighter and is also inspired by the finishing moves from Mortal Kombat. There are also several features that distinguish it from other franchises: they had a double energy bar which instead of winning 2 rounds, each player has 2 bars of energy. If a character finishes with his or her opponent's first life bar, the fight stops and resumes like a round, but the winning character still keeps whatever amount of energy he or she had at that moment. The player who depletes his or her opponent's second life bar wins the fight. Their were automatic combos which rather than pressing the necessary buttons in order to deliver the individual attacks that form a combo, in Killer Instinct, the combos are automated and can be enabled by inputting a determined button or special move (which led to the character to deliver a string of hits). Their is also an Ultra Combo, which is another finisher that operates like an Ultimate combo, though this one allows the character to deliver a long string of hits as the combo finisher instead, usually surpassing 20 hits, and can sometimes reach upwards of 80 and over. Lastly is the Combo Breaker, in which the player who is being caught in a combo may break out of it by performing a combo breaker move. The combo breaker is a designated special move of the player's character. A combo can be broken at either the auto-double or linker stage. To successfully break an auto-double, the player must use the breaker move at a strength lower than the auto-double itself. The combo can also be broken at the linker stage. At this stage the player can use any strength of breaker, making long combos a risky affair. Also, after performing a combo breaker, a white star burst will appear at the tip of the breaker's health bar, enabling advanced versions of some special moves that require a different command. Even though the controls were kind of "sluggish", I still see why they were playing this game so many times!

Graphics: 9/10
- The graphics are really fine! This game had the same type of revolutionary graphics as of Donkey Kong Country. So everything looked very well.

Sound: 9/10
- The sound effects of the game are nice. The music is great! You got to love those old '90s beats that was in the game.

Overall, I give this game a 9 out of 10. I will always remember this game as the only game whose cartridge was colored black, because you know that all the other game's cartridges was of grey color. Like I said before, all my cousins loved this game, and played it like, all the time. Now that I think about my cousin introducing this game to me 12 years ago now, he let me borrow it, and to this day, that is why I have it. So after all, that should let you know that I never game this game back to him!