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Killer Instinct Gold (e)

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Subject: KI GOLD FAQ v1.20
From: YCJY54C@prodigy.com (Mr. Charlie F. Grey)
Newsgroups: alt.games.ki

#  / #
# /  #
#>   # GOLD for N64 FAQ version 1.20
# \  #
#  \ #

Version 1.20 - Dec 02 1996 by ICEOUT MKT.
What's new:
*Extra colors code added
*Highest midmatch combo for Combo.
*GARGOS code confirmed!
*2 combos for each character

KI goes 3D(well almost) in KI GOLD! In this version
for the N64, all stages are 3-D rendered and there
more zooming and some awesome effects. It is almost
completely like the arcade original in terms of
gameplay and graphics with a few new things thrown in.

1)Basic Options
ARCADE
TEAM
TEAM ELIMINATION
TOURNAMENT
TRAINING
FOCUSED TRAINING
OPTIONS
Hit Z to bring up the highest recorded combos and
damages for each character. Everything in this
mode is saved on the cartridge.

New features:
Practice Mode: Here you can take two players and
practice combos and techniques without a timer
and with a constantly full SUPER bar. The only
moves you can't do here are Ultras and Ultimates.
Hit Z to bring up a moves list.

Team/Team Elimination/Tournament:
These are special head-to-head modes for you and
a friend. In team mode you can select the size of
your team(2-11) and even all of same character!
In Tournament mode you can name your character.

Training:
A brand new feature in KI is the training mode.
Here you try to copy what the "master" says.
If you can duplicate the increasingly tricky
moves(5 in each section), you "PASS" and get
graded on your speed. The sections are:
1)SPECIAL MOVES
2)AUTODOUBLES
3)COMBOS
4)COUNTERS
5)COMBO BREAKERS
If you finish all five sections with a character,
you're supposed to get a "gold" version of that
character.
Focused Training lets you select a specific
training section.

Options and Cheats:

GAME SPEED
DIFFICULTY(see note)
TRAINING DIFFICULTY

MUSIC
RANDOM SELECT AFTER X WINS
TIMER ON/OFF
THROWS ON/OFF
BLOOD LEVEL

To gain access to other cheats, you must beat the
final boss in 1-player mode.
VERY EASY(no boss) you get a message
EASY-opens level 1 cheats
NORMAL-opens level 2 cheats
HARD-opens level 3 cheats
VERY HARD-opens level 4 cheats, MASTER level
MASTER-opens level 5 cheats

LEVEL 1:
THROW DAMAGE
EASY BREAKERS
INVISO TAG- last player to score a hit stays
invisible
AERIAL CAMERA
LEVEL 2:
FULL SUPER BAR
FULL BREAKERS
POWERED FINISHERS-enders always at full level!
LEVEL 3:
MISSILES
FAST FIREBALLS
AUTODOUBLES ON/OFF
LEVEL 4:
EARLY UMTIMATES: Can do Ultimate anytime on
opponent with red lifebar.
KNOCKDOWNS: Turning it off allows for significantly
longer combos! T.J. can do a 30+ hit mid-match
combo without SUPERs!
QUICK OPENERS
CHEAP JUGGLES: Nearly anything juggles w/o throw
Level 5:
BLOCKING ON/OFF
New game speed- "LUDICROUS" speed!

2)Terminology
LEGEND:
1= quick punch(B button)
2= medium punch(C-left)
3= fierce punch(C-up)
4= quick kick(A button)
5= medium kick(C-down)
6= fierce kick(C-right)

( )=charge/release
B=back DB=down-back D=down DF=down-forward
F=forward  QCF=D,DF,F  QCB=D,DB,B
HCF=B,DB,D,DF,F  HCB=F,DF,D,DB,B
FDF=F,D,DF  BDB=B,D,DB

AUTODOUBLE: A 2-hit attack done after certain
special moves that hit. In GOLD the system is
Opener uses 3/6 -> autodouble is 2/5
Opener uses 2/5 -> follow with 1/4
Opener uses 1/4 -> use 3/6
One exception is Spinal's air kick, follow with
the F+3 move instead.

LINKER: Keeps a combo going. Can be followed with
a autodouble except for T.J.'s freight train attack.
Use too many and the combo will end with a knockdown.

ENDER: A special move with a finishes the combo in
style! Each fighter has four enders to begin with,
they start at one hit but each different one you use
in a match they increase up to 4 hits. Do the first
four in a match and you gain access to a 5th ender
that does 5 hits!

SUPER: Special moves that can only be done when
your SUPER bar is lit up to a certain degree(about
3-6 squares). It is built up by performing blocked
hits or getting hit repeatedly.
Super Linkers can only be done in a combo and they
add 5 hits. Other SUPERs dizzy your opponent,
destroy their SUPER bar, or hit multiple times for
up to 40% damage!

ULTRA: The big finishing combo! When your opponents'
lifebar is flashing red and in a combo, this motion
sets it off and the camera zooms in close! Do the
BONUS within the first five hits and you should get
some extra hits at the end. An ULTRA can be broken
during the first five hits by an opponent using their
ULTRA BONUS move!
The length of the combo depends on the number of
enders built up during the match:
0 or 1:14 hits
2: 18 hits
3: 22 hits
4: 26 hits
5: 30 hits
An ultra after 5 enders and the bonus done is 34 hits!
FIRST ROUND ULTRAS are done when your opponents' green
lifebar is empty, in a combo. These are always 7 hits
and one ender must be done first or they won't work.

ULTIMATE: Each fighter has 2 of these, one that can
be done out of a combo and one in a combo only. Do
these when your opponents' lifebar is flashing red.
An out-of-combo Ultimate can be blocked or counter-
attacked!

PARRY: Hitting B+1 repeatedly will cause your
player(except for Spinal, who can't parry.) to
"twitch". If their opponent tries certain special
or basic moves, "poof" they are counter-stunned.
Follow these very quickly with a Dizzy or Special.
The Dizzy dizzies and the Special is a 3-hit combo
opener. (Gargos cannot parry either.)

RECOVERY: Do as you are getting up from a knockdown.
Certain SUPERs can also be done at this time.

COMBO BREAKER: If you are quick you can break combos!
If you are caught in a combo, do your combo breaker
with 1/2/3 if they are using 4/5/6 and vice versa.
Punch breaks kick, kick breaks punch. The timing is
easy against autodoubles, but tough against manuals.

PRESSURE: A 2-hit attack that can be done at anytime,
it can also juggle and start a combo. It also moves
you forward a little.

AIR JUGGLE: After a combo that knocks them up into
the air, this move can add another hit before they
land. Some fighters have more than one!

AIR DOUBLE: Both players must be in midair. If
you score the inital hit, you can add quick second
hit if you're really really quick, which in turn
can be followed up with another juggle!
Jump with 3/6-use 2/5  2/5->1/4  1/4->3/6

TRANSITION:
You can "interrupt" certain moves and fake them out
by going into another!

TURTLEBREAKER: Must be blocked standing.
POP-UP: Hits them upward, follow with juggle.

3) Moves and Kodes
STAGE SELECT for 2-player games:
First player selects stage, the second will select
music. Do these as you choose your character.
U+1: CASTLE
Stage Kill: Far right(break the wall first)
D+1: BRIDGE
Stage Kill: Near center
U+2: JUNGLE
Stage Kill:(unknown)
D+2: DUNGEON
Stage Kill: Anywhere
U+3: SPACESHIP
Stage Kill: (unknown)
D+3: STREET
Stage Kill: Near the train tracks(new for GOLD!)
U+4: STONEHENDGE
Stage Kill: (unknown)
D+4: DOJO ROOFTOP
Stage Kill: Either side
U+5: MUSEUM
Stage Kill:(unknown)
D+5: SHIP
Stage Kill: Far right(break the crates first)
U+6: HELIPAD
Stage Kill: Far left(break the drums first)
D+6: none
SKY STAGE: Both players select with D+5
Stage Kill: Any corner, anytime!

To do a stage kill, uppercut or do a combo that
knocks them upward. If this drains their lifebar
, they get "KNOCKED OFF"!

T.J. Combo:
Backfist: (B)-F+1
Double Backfist: (F)-B+1 or (B)-HCF+1(2 hits)
Roll&punch:(B)-F+2 or (F)-B+2
2x roll&punch:(B)-HCF+2
Linkable punches:(D),2,2(2 hits)
Powerline:(B)-F+3
Weak Powerline:(B)-HCF+3
Cyclone Punch:(3)
Uppercut:D+3(pop-up)
Switch sides:(B)-F+4 or (F)-B+4
Tremor:(B)-F+5 or (F)-B+5
Air tremor:(in air)HCT+5
Skullkrusher:(B)-F+6(t.breaker)
Freight Train:(in combo)(B)-F+6,F+6(4 hits)
Roll away:B-B

TRANSITIONS:
Powerline (B)-F+3 or (B)-HCT+3 to:
stop:(F)-B+3
roll&punch:(F)-B+2
double backfist:(F)-B+1
switch sides:(F)-B+4

Combobreaker:(B)-F+x
T.breaker:B+2
Recovery:(B)-F+4/5/6
Throw:F+2(B+2 to reverse)
Pressure:F+6
Air Juggles:(B)-F+3 / (3)
Air Double:(F)-B+4/5/6
Dizzy:(B)-F+3
Special:(B)-F+2

SUPER:
Super Freight Train:HCB-F+3(5 hits)
Dizzy Tremor:HCB+5
Shadow Roll:HCB-F+2(3 hits)

(in combo only)
Backhand Barrage:HCB-F+1
Rolling Thunder:HCB-F+2

ULTRA: (F)-B+3
BONUS/ULTRA BREAKER:HCB-F+3
FIRST ROUND:(B)-F+6
Ultimate Gunshot:(F)-HCB+6
Ultimate PowerPunch:(4),release in combo

ENDERS:
(B)-F+1
(B)-F+3
(B)-F+4
(B)-F+5
5th: (B)-F+6

COMBO1:D+6 D+3 (3)
COMBO2:(B)-HCT+2 (B)4 HCT+2 (B)4 F+6-(F)+6 B+1 F+6

24 HITS/52%:
(parry)B-F+2 (B)4 HCF+2 (B)4 HCF+2 (B)4 F+6-F+6
F+2 jump (F)6 B+5 F+6

SPINAL:
Energy shield:(B)+1 (1) to maintain
Soul drain:QCF+1
Sword dash:QCF+2
Skull summon:QCB+2
Flame blade:QCF+3
Sword Swat:D+3(pop-up)
Teleport:QCB+4/5/6(need a skull)
Skull fire:QCF+4/5/6(need a skull)
Sword skrape:D+6(short) or DF+6(long)
Air kick:(in air)D+6
Run:F-F
Back away:B-B

Combobreaker:QCB+x
T.breaker:B+3
Recovery:D+3 or QCF+3
Throw:F+6(B+6 to reverse)
Pressure:F+3
Air Juggle:QCF+2 / QCF+4/5/6(need skull)
Air Double:D+4/5/6

SUPER:
Grim reaper:QCB-HCF+3(t.breaker)
Skull cluster:QCB-HCF+6(or HCF+6 in combo)(5 hits)
Dizzy Skull:QCB-HCF+5
Six skull summon:QCB+3

Wild slashes:HCF-B+2
Super skrape:HCF-B+6

ULTRA:QCB+3
BONUS/ULTRABREAKER:QCB-HCF+6
FIRST ROUND:QCF+3
Ultimate Skull Drop:QCF-QCF+1
Ultimate Electricity:D-D+4(in combo)

ENDERS:
QCB+4
QCB+5
QCB+6
QCB+2
5th:QCF+1

COMBO1:DF+6 2 F+6 jump 6 D+5 QCF+6(need skull)
COMBO2:QCF+2 4 QCF+3 5 HCF+6(need SUPER energy!)

MAYA:
Cobra Bite:B-F+1 or F-B+1
Savage Blade:B-F+2
Mantis:B-F+3
Lightining Strike:(in air):F-B+3
Jungle Leap:B-F+4/6
Air Leap:(in air):B-F+4
Flip Kick:B-F+5
Upper Kick:D+6(pop-up)

TRANSITIONS:
Jungle Leap B-F+6 to:
Air Leap:B-F+4
Jungle Leap B-F+4/6 to:
Lightning Strike:F-B+3

Combobreaker:B,F+x
T.breaker:B+3
Recovery:B-F+1
Throw:F+3(B+3 to reverse)
Pressure:F+6
Dizzy:B-F+1
Special:B-F+2
Air Juggle:B-F+6
Air Double:F-B+4/5/6

SUPER:
Tree Cutter:HCB-F+6(5 hits)
Long-range Mantis:HCB-F+3

Multi-Slicer:HCB-F+2
Just for kicks:HCB-F+5

ULTRA:F-B+6
BONUS/ULTRABREAKER:HCB-F+6
FIRST ROUND:F-B+3
Ultimate Shrink Ray:HCF-B+1
Ultimate Elephant:HCB-F+4(in combo)

ENDERS:
B-F+1
B-F+3
B-F+4
B-F+6
5th:F-B+1

COMBO1:Jump 6 DB+2 F+2 B-F+3
COMBO2:B-F+2 4 B-F+2 4 F+3 F+6

GLACIUS:
Ice grip:QCF+1
Shoulder:QCF+2
Switch Blade:QCF+3(pop-up)
Uppercut:D+3(pop-up)
Artic Blast:QCB+1/2/3
Water Morph:QCF+4 (4) to regain energy
Water Punch:QCF+5(weak)/QCF+6(knockdown)
*water morph/punch can also be done in air
Disco Kick:D+6(2 hits/low)

TRANSITIONS:
Water Punch QCF+5/6 to:
water morph:QCF+4
Water Punch QCF+5 to:
from behind:HCB+6

Combobreaker:QCF+x
T.breaker:B+3
Recovery:QCF+3/6
Throw:F+3(B+3 to reverse)
Pressure:F+6
Dizzy:QCF+3
Special:QCF+5
Air Juggle:QCF+6
Air Double:QCF+4/5/6

SUPER:
Power Slam:HCF-B+1(6 hits outside combo,5 in one)
Ice breath:HCB-F+3(5 hits outside combo,2-3 in one)
Teleport-behind punch:HCB+6

Axe attack:HCF-B+2
Punch frenzy:HCF-B+6

ULTRA:QCF+4
BONUS/ULTRABREAKER:HCF-B+1
FIRST ROUND:QCB+4
Ultimate 3-D Ice Shatter:BDB 4
Ultimate Icicle Stab:HCB-F+5(in combo)

ENDERS:
QCF+1
QCF+3
QCB+3
QCF+6
5th:QCF+4

COMBO 1:Jump 6 D+6 QCF+6 QCF+6
COMBO 2:Jump 3 QCF+2 1 QCF+3 QCF+6

SABRE WULF:
Super Howl:B-F+1
Claw Roll:B-F+2(2 hits)
Body Lunge:B-F+3 (3) to delay
Claw Upper:D+3(on jumping opponent)
Fake Howl:B-F+4
Claw Spin:B-F+5(2 hits)
Sabre Flip:B-F+6(pop-up)
Quick hop forward:F-F
Quick hop back:B-B
*all can be done as F-B+x as well
TRANSITIONS:
Hop forward F-F to:
double claw roll or spin:B+2/5(4 hits!)
Lunge delay B-F+(3) to:
cancel:2

Combobreaker:B-F+x
T.breaker:B+3
Recovery:B-F+6
Pressure:F+6
Dizzy:B-F+6
Special:B-F+5
Air Juggle:B-F+3
Air Double:F-B+1/2/3

SUPER:
Loopy Kick:HCB-F+6(5 hits)
Flaming Bat:HCB-F+3
Static Dizzy:(in air)HCB+3

Pizza Cutter:HCB-F+2
Spinning Doom:HCB-F+5

ULTRA:B-F+4
BONUS/ULTRABREAKER:HCB-F+6
FIRST ROUND:F-B+4
Ultimate Bat Attack:(1) for 5 seconds
Ultimate Shock Therapy:(6)(release in combo)

ENDERS:
B-F+1
B-F+3
B-F+5
B-F+6
5th:B-F+4

COMBO1:F-F-B+2 4 B-F+2 4 B+6-F+6 B-F+3
COMBO2:Jump 6 F-B+2 4 B-F+6

TUSK:
Backstab:HCB+1(near)
Web of Death:HCB+3
Double Web:HCB+3-F+3
Conqueror:FDF 1/2/3
Uppercut:D+3(pop-up)
High/Low:F+3(2 hits)
Skull Splitter:HCF+6(t.breaker)
Fake Splitter:HCF+4
Boot Kick:HCB+4/5/6

Combobreaker:FDF+x
T.breaker:B+3
Recovery:FDF+1/2/3
Throw:F+6(B+6 to reverse)
Dizzy:FDF 1
Special:HCB+3
Air Juggles:FDF 1 / HCB+3 / HCF+6
Air Double:HCB+4/5/6

SUPER:
Destroyer:QCB-HCF+3(5 hits)
Fire Wave:HCF-B+4(6 hits)
*can also be done in air
Somersault kick:HCF-B+6(4 hits)

Circles of doom:HCF-B+3
Kick krazy:HCB-F+6

ULTRA:HCB+2
BONUS/ULTRABREAKER:QCB-HCF+3
FIRST ROUND:HCF+2
Ultimate Firestorm:QCF-QCF+2
Ultimate Dino Chomp:FDF 5(in combo)

ENDERS:
HCB+1
FDF 3
HCB+6
HCF+6
5th:FDF 1

COMBO1:HCF+6 2 D+3 HCB+3 HCF+6(double juggle!)
COMBO2:D+6 HCB+3 2 HCB+3 2 FDF 3

JAGO:
Fireball:QCF+1/2/3
Uppercut:FDF 1/2/3(pop-up)
Sword:HCB+2
Double Sword:HCB+3(2 hits)
Uppercut:D+3(on jumping opponent)
Palm Strike combo:3-2 or 6-2(3 hits)
Flying kick:HCB+4/5/6
Double hit kick:HCB+6-B-F+6(2 hits)
Ninja Slide:HCF+4/5/6
Fake Fireball:QCF+4

TRANSITION:
Uppercut FDF 1/2/3 to:
Flying kick:HCB+4/5/6

Combobreaker:FDF+x
T.breaker:B+3
Recovery:FDF 1/2/3
Throw:F+3(B+3 to reverse)
Pressure:F+6
Dizzy:FDF 1
Special:HCB+5
Air Juggle:HCF+6
Air Double:HCB+4/5/6

SUPER:
Roman Candle:QCB-HCF+3(5 hits)
Turbo flying kick:HCB-F+5
White fireball:HCB+1

Turbo kicks:HCB-F+5
Slider:HCF-B+6

ULTRA:HCB+4
BONUS/ULTRABREAKER:QCB-HCF+3
FIRST ROUND:HCF+4
Ultimate Dragon Fireball:HCB-F+2
Ultimate Ghost Blade:FDF 6(in combo)

ENDERS:
FDF 3
QCF+3
HCB+3
HCB+6
5th:FDF 2

COMBO1:Jump 3 3 HCB+3 FDF 3
COMBO2:HCB+4 3 HCB+4 3 F+3 jump 6 HCB+5 F+6

KIM WU:
Fire flower:QCF+1
Floating fireball:QCF+2/3
Air fireball:(in air):QCF+1/2/3
Downward fireball:(in air):QCB+1/2/3
Firecracker:HCB+2
Double firecracker:HCB+3(2 hits)
Slide kick:HCB+4/5
Tornado kick:HCB+6(2 hits)
Upper kick:HCF+5(pop-up)
Split kick:HCF+6(t.breaker)
Roll behind:F-F

Combobreaker:FDF+x
T.breaker:B+6
Recovery:FDF 1/2/3
Throw:F+3(B+3 to reverse)
Pressure:F+6
Dizzy:HCB+2
Special:HCB+5
Air Juggle:HCF+6
Air Double:QCF+1/2/3

SUPER:
Flaming Dragon:QCB-HCF+3(5 hits)
Shadow kick:HCB-F+6
Air blast:(in air):HCF-B+2(5 hits)

Cyclone kicks:HCB-F+6
Whip Lash:HCB-F+3

ULTRA:HCF+4
BONUS/ULTRABREAKER:QCB-HCF+3
FIRST ROUND:HCB+4
Ultimate Ribcrusher:B-F-HCF+5
Ultimate Fire Star:HCF-B+4(in combo)

COMBO1:Jump 6 F+6 F+3 F+6
COMBO2:HCB+6 5 6 5 HCB+6(HARD!)

ORCHID:
Tonfa Fire:QCF+1/2/3
Ichi:HCB+2
Ichi-Ni:HCB+2-F+2(2 hits)
Ichi-Ni-San:HCB+2-F+2-B+2(3 hits)
San:HCB+3
Uppercut:D+3(on jumping opponent)
Flik Flak:HCB+4/5/6(2 hits)
Slide:HCF+4/5/6
Air Buster:FDF 4/5/6
Fake fire:QCF+4
Double sweep:D+6(2 hits)

Combobreaker:FDF+x
T.breaker:B+3
Recovery:FDF 4/5/6
Throw:F+3(B+3 to reverse)
Pressure:F+6
Dizzy:FDF 4
Special:HCB+2
Air Juggle:HCF+6
Air Triple:HCB+4/5/6

SUPER:
Gravity Kicks:QCB-HCF+6(5 hits)
Neon Tiger:HCB-F+5(2 hits)

Tiger assault:HCB-F+5
Baton battering:HCF-B+3

ULTRA:HCB+1/4
BONUS/ULTRABREAKER:QCB-HCT+6
FIRST ROUND:HCF+3/4
Ultimate Shocker:BDB 5
Ultimate Tiger Kill:HCB-F+3(NEW!)(in combo)

ENDERS:
HCB+3
HCB+6
HCF+6
FDF 6
5th:QCT 1

COMBO1:HCB+4 3 HCB+4 3 6 HCB+6 HCF+6
COMBO2:HCB+2 F+2 B+2 HCF+6

FULGORE:
Laser Storm:QCF+1/2/3
Fake storm:QCB+1
Uppercut:FDF 1/2/3(pop-up)
Eye Beam near:HCB+2
Eye Beam far:HCB+3
Slide punch:D+3
Force field:HCB+4 (4) to maintain
Blade Dash:HCF+5/6 or (B)-F+5/6
Teleport:BDB 1/2/3/4/5/6(button determines place)

TRANSITION:
Uppercut FDF 1/2/3 to:
Air eye beam:HCB+3

Combobreaker:FDF+x
T.breaker:B+6(2 hits)
Recovery:FDF 1/2/3
Pressure:B+3
Dizzy:FDF 1
Special:HCF+5
Air Juggle:HCB+3
Air Double:FDF+1/2/3

SUPER:
Rocket Uppercut:QCB-HCT+3(5 hits)
Target Lock-on:HCF+4
Triple laser storm:HCF+1(after lock-on)
Inviso:HCB+6(HCB+6 again to cancel)
Air eye beam:(in air):HCB+3

Chest Rays:HCB-F+4
Slashing good time:HCF-B+6

ULTRA:FDF 4
BONUS/ULTRABREAKER:QCB-HCF+3
FIRST ROUND:FDF 1
Ultimate Death Ray:HCF-B+2
Ultimate Robo Morph:F-HCF+5(in combo)

ENDERS:
QCF+2
FDF 3
HCB+3
HCF+6
5th:FDF 1

COMBO1:Jump 3 D+3 QCF+3
COMBO2:HCF+6 5 FDF 3 HCB+3

GARGOS:
To play as Gargos, wait until the bio screen appears,
and tap these buttons: Z A R Z A B(listen for a laugh)
(code confirmed by PJPierce)

Fire Breath:QCF+1(4 hits)
Running Uppercut:FDF 3(pop-up)
Flight:(in air),up+3
Gesture:HCB+3 (3) to maintain(reflects fireballs)
Air Fireball:(in air)QCF+1/2/3
Shoulder Slide:HCB+5/6
Leapfrog Attack:HCF+6(t.breaker)
*Can also be done in air
Air punch:Jump 1/2/3/4/5/6(same with all buttons)
Uppercut:D+3(on jumping opponent)
Low Blow:D+6
*These are the only croching attacks he has!

TRANSITIONS:
During flight to:
Air Fireball:QCF+1/2/3
Land:6

Combobreaker:FDF+x
T.breaker:B+3
Recovery:FDF 3
Throw:F+3(B+3 to reverse)
Pressure:F+6
Air Juggle:HCF+6

ENDERS:
FDF 3

COMBO1:F+6 QCF+1
COMBO2:HCF+6 5 FDF 3 HCF+6

The following moves cannot be done on Gargos:
Throw  Stage Kill  Ultimate
Doing Spinal's morphing first round Ultra just
does Gargos' ending, which proves Gargos dosen't
have an Ultra combo.
Gargos can be used in Arcade Mode only.

Extra Color cheat:
At bio screen: enter Z A B Z A L and listen for
"welcome". You will have access to every fighters'
gold,white.and shadow costume colors!

Credits:
PJPierce: sent me Gargos code
Robert Knechtle:sent me extra color code

Where you can find this FAQ:
ICEOUT's GOLD Page:
http://pages.prodigy.com/ycjy54c/gold.txt

Ultimate Legality(pic of Fulgore holding up sign.)
Killer Instinct and all associations
(c)1994-96 Nintendo
Nintendo 64 (c) Nintendo  "ULTIMATE COMBO..."