Posts Tagged ‘arcades’

GI visits Lost Ark Video Games

Lyndsey Hicks, editor-in-chief

Gaming Insurrection has a long history of making impromptu road trips in search of arcades and game stores. We love the thrill of the hunt, and traveling in general, so when we have the chance to get out and see different things that involves gaming, we do it.

Imagine our luck then when we stumbled upon Lost Ark Video Games in Greensboro, N.C. Lost Ark is a small shop that sells games and — surprise! — features an arcade filled with pinball machines and cabinets. Import and domestic games are offered for systems from the days of the Atari through the modern consoles. There are quite a few fighting game machines (i.e. Ultimate Mortal Kombat 3 and Super Street Fighter II Turbo), but there are some gems, such as Vs. Super Mario Bros., Vs. Ice Climbers and a Nintendo Play Choice that features Super Mario Bros. 1 to 3.

While we were out, we decided to document the experience. Look for a longer feature sometime in the new year. In the meantime, visit Lost Ark at

YouTube Preview Image


08 2012

News update: Mortal Kombat arcade collection announced!

NetherRealm Studios will push MK1-3 package to market later this year

By Lyndsey Mosley/Gaming Insurrection

In a reversal of a published story this quarter in GI, NetherRealm Studios has announced the Mortal Kombat Arcade Kollection for later this summer.

The actual collection, a downloadable title, will feature MK1, MKII and Ultimate MK3 and will be released for the PlayStation 3, Xbox 360 and PC. Other features included are online play for the three games,  leaderboards and support for Achievements and Trophies.

A tournament stick will be released. The Klassic arcade stick, from Performance Designed Products, will retail for $129.99 at GameStop and will include a download token for the collection. PDP released the companion tournament controller for the recent Mortal Kombat, the reboot of the series from NetherRealm, the new studio led by Mortal Kombat co-creator Ed Boon.

GI recently published a story in its Retro Game Corner section for 2Q2011 that focused on the rumors of an HD collection being released in the near future. The collection comes on the heels of MKII being removed from the PlayStation Network and Ultimate MK3 being removed from Xbox Live Arcade.



05 2011

Editorial #05: Growing up with Tekken

Gaming Insurrection is generally behind the curve when it comes to playing the latest titles, even if they are favorites.

Case in point: We just acquired Tekken 6 for Xbox 360, about a full year after it was released. I’m not traditionally a Tekken player but Associate Editor Jamie is. I owned Tekken Tag and Tekken 4 when we met and I bought Tekken 5 for him when it was released for the PS2 in 2005. You could say we love Tekken in our household.

When Tekken first hit the scene in 1994, I heartily ignored it. That was a mistake that I concede now, but I paid no attention to Namco’s signature brawler. I was heavily engrossed with Mortal Kombat and I wish I hadn’t been.

I would have learned how to play, took the time to learn to combo system and paid more attention to the storyline. Tekkne had style even back then with its blocky polygonal plastic graphics. The music wasn’t too much of anything special but it had a certain style to it that other games at the time, such as Street Fighter, were missing.

I dismissed the first game and barely acknowledged the second game until the third game came out. The only reason why I noticed Tekken 3 was because the guy I was dating at the time was into it and had to have it for his PlayStation. It was all he talked about, so I figured after two years I needed to see what the hoopla was about. I bought the game as a college freshman in 1999 and attempted to play it. I spent six months just messing around in training mode before I even made it to the arcade mode. By then, Tekken Tag had been released. It was then that I decided that I would never be a serious Tekken player. I know just enough with four or five characters to be able to bluff my way through a match and be dangerous, but nothing concrete enough to be good by any stretch of the imagination. I actually prefer to watch others play and soak up the Tekken atmosphere.

In the 10 years that I have watched the game, I’ve learned a few things. The first is that Tekken is a game about basics. That is, if you don’t have the basics down, you will never “get it.” You will never be good at the game, no matter how much you play against people or read FAQs, if you don’t understand how the series’ engine works. The second is that Tekken is a game about skill. To be truly good at it, you need to be innovative with combos and you need to have the core system down to a science. The third is if you hadn’t started with the first two games in the series, you will not do well. You need to have knowledge of the early days of Tekken or an uncanny knowledge of fighting games in general to be able to start with the series in three and after and do well at all. As I came to understand, I couldn’t just pick up three and start from there.

Despite not being able to play the game well, I do enjoy Tekken. I appreciate it for what it’s done for the genre. I think of Tekken as the forefather of style in fighting games, a series as much about how it looks and sounds as it plays. While you’ll never see me enter tournaments or do a Game Night match for any Tekken game, I do play the game from time to time. I’m actually good at the minigames, such as Tekken Beach Ball and especially Tekken Bowl. Because Tekken Force is tied into the fighting portion of the series, I tend to stay away from it in any version that it shows up. While I’m watching Tekken matches, I tend to listen to the music or pick up new details about the backgrounds that I hadn’t noticed before.

The best part of Tekken, for me so far, has been the soundtrack. I am an avid fan of the series sound direction and it’s customary for me to find the soundtrack for a new version. Chances are there is something on it that I will like. On each soundtrack I have my favorites that stick out as the “Tekken sound.” My favorite overall is Tekken Tag and Tekken 5 runs a close second. I’d be remiss in not mentioning that the Tekken 4 and 5 soundtracks grew on me after hearing them so much courtesy of the “Prince of the Iron Fist” that I live with. My partner is a Tekken player and was for some time before I met him, so Tekken gets much love in our home.

With the announcement of Tekken Tag 2 and Tekken vs. Street Fighter, you can be assured someone at Gaming Insurrection will be playing or listening to one of the best fighting game series ever made.

Lyndsey Mosley

Editor, Gaming Insurrection

Tekken statistics

Games in the series owned: 6 (including arcade versions of 1, 2 and 3 packaged with Tekken 5)

Favorite characters (mine): Ling Xiayou, Hwoarang, Unknown, Kazuya Mishima, Sergei Dragunov, Zafina

Favorite tracks

Tekken Tag: Unknown (arcade and home), School, Hwoarang , Jin, Staff Roll, Ogre, Character Select, Result, Continue, Yoshimitsu, Strike

Tekken 4: Jet, Fear, Kitsch, Gym, Hex, Lights, The Inner Shrine, Touch and Go

Tekken 5: The Finalizer, Who’s Afraid Of, Those Who Go To Heaven

Tekken 6: Scenario Map, Staff Roll A, City After Dark Theme, Never Ending-Game Over/Continue, Sacred Dark (Azazel’s Chamber)

Listen to our Editor’s Weekly Podcast on Tekken: Episode #19 – Everything Tekken



09 2010

GI Show Episode 06 is available!

In the sixth episode, Lyndsey and Jamie make their way back from a beach trip in search of arcades. The search gets mixed reviews from the editors. You can watch the episode below or on our Youtube user site: GamingInsurrection.

YouTube Preview Image


11 2009

The Gaming Insurrection Show Episode 05 is available

In the latest episode of the Gaming Insurrection Show, Lyndsey and Marcus continue their conversation about the old days of gaming and what affect growing up then had on their lives as gamers.

This is the second part of a two-part video from Gaming Insurrection. You can watch it here or directly on our YouTube channel by going here.

YouTube Preview Image


11 2009

The Gaming Insurrection Show Episode 04 now posted

The Gaming Insurrection Show – Episode 04: Editors Talk Old School Part 1 is now available!

YouTube Preview Image

This week’s episode is the beginning of a two-parter on gaming memories. I sit down with former Contributing Editor Marcus Barnes to talk about our gaming past while living in our hometown of Columbia, S.C. You can watch the episode here or on our YouTube profile.


10 2009

The Gaming Insurrection Show: Episode 03

Gaming Insurrection is back with a new episode of the Gaming Insurrection Show. Join us as we play Marvel vs. Capcom for the Sega Dreamcast.

YouTube Preview Image

In this episode of the GI Show, Associate Editor Jamie Mosley and Contributing Editor Marcus Barnes have a little competition in the classic Capcom fighting game MvC. Editor Lyndsey M. Mosley provides commentary and films. You can watch the video here or on our YouTube channel.


10 2009

Pics from arcade road trip

I finally got around to adding the pictures from the road trip that the hubby and I took a while back. So far, there are two that I really wanted to show. They are the TMNT 4 machine and the Metal Slug 2 machine.

Here they are:

We discovered Metal Slug 2 off the side of Marvel vs. Capcom 2. It was in working order, it seems.

We found a TMNT IV arcade machine over in the kiddie section. This is a rare machine.

I have a couple more that I hope to put up in a little while.

— Lyndsey


05 2009

Marvel vs. Capcom strategy talk part 2 – Top tier character discussion

Welcome back to part II of the Marvel vs. Capcom 2 strategy talk. In this session we’ll talk about the beast that is top-tier teams.

Part II – Top-tier characters

Before you talk about teams in MvC2 you need to talk about the characters that make up the teams. There are 56 characters in the game, split evenly between the two sides. Of the 56, there are at best 10 top-tier characters. What do we mean by top-tier? Well, top tier means they are the best of the best. These characters dominate matchups and are the widely used characters come tournament time. All of the top tiers have been used at some point in the tournament scene, and if you watch tournament videos you will see these characters present in just about every match.

Now, that isn’t to say that none of the characters are unusable. Every character in the game has the ability to dominate a matchup in the right hands. Frequently you will see a high-level player using what’s considered a low-tier character if they’re trying a new team for challenge or fun. Remember: Playing different characters can be fun and add challenge to the game.

Now, on to the list of top tiers (in no particular order, *= top-tier assist):

1. Cable

2. Sentinel

3. Dr. Doom

4. Blackheart*

5. Storm

6. Magneto

7. Captain Commando*

8. Cammy

9. Psylocke*

10. Spiral

Each of these characters has a reason to be top tier: either for their assist or their point characteristics. In the case of Captain Commando, Psylocke, Blackheart and even Cammy, their anti-air assists are tops in stopping and locking down. Cable and Magneto can dismantle teams by themselves. Doom, Cammy, Storm and Spiral can be great characters on point (Cammy and Storm, especially).

Coming up: Part III – Basic MvC2 play tips we’ve learned along the way


05 2009

Marvel vs. Capcom 2 strategy talk

Watch the video and then we’ll discuss …

Player 1 is yours truly. Player 2 is Jamie.

Welcome to Marvel vs Capcom 2 class. This is the first in a series of ongoing looks at one of the most divisive fighting games to come out in recent memory. A staple of any arcade in the United States (and maybe Japan, if you’re lucky), MvC2 has been known to divide and bring together based on its mash-up of 56 characters with 3-on-3 fighting.

A little about me

I am a longtime player, having started playing MvC2 in February 2000. The first character I ever chose was Ruby Heart and after about two months of playing settled on a team that I still use to this day: Ruby/Doom/Cable. I use other teams (Doom/Black Heart/Cable, Sentinel/Ken/Cable, among others) but I feel most comfortable with my primary team because I can play all three characters well on point if needed.

I am a member of the forums on and have, from time to time, written a few posts for the Ruby Heart thread in the MvC2 strategy section. I have competed in a number of tournaments in the Southeast in my 12 years of playing MvC2, and I own the Dreamcast and Xbox 360 versions of the game. I do not profess to being a great player; I just enjoy healthy, constructive competition. I pick up strategy and ideas from playing and watching matches, something I enjoy immensely. A semi-interesting note: To date, I have cosplayed as Ruby Heart and Akuma.

Before we before start
We’re here to talk strategy and fighting, not bash characters or competitors. We will point out faults and strengths alike, and we will respect the strategy and skill level of all who play. We will not demean anyone.

This series of strategy assumes that you, the reader, have some type of exposure to the game and have at least played more than once. This is intended to be general strategy with a little bit of advanced talk. If you don’t know what delayed hyper combos are or understand the game engine on the basic level, stop reading right now and play the game until you do. Training mode on the Dreamcast version provides a wealth of opportunities and information just waiting to be discovered.

On with the show …

Some terms you need to know before you read this:

1. Point character – Your main character is on-screen at the time. For example, if you use the team Ruby/Doom/Cable and Doom and Cable are your assists at the time, Ruby has to be your point character.

2. Hit spiral – Not to be confused with the character of the same name in the game. Hit spiral can be described as the state that the opponent character or yourself is in if the character is hit by a tag in. It’s a special stun type that is only achieved by several moves in the game, one of which being actually hit by a character’s tag in.

3. DHC Delayed hyper combo. Say you have Ruby/Doom/Cable and you perform Ruby’s Partennaire super. As the super connects and the cannons fire, you can switch Doom in by either performing the Electric Cage super (QCF+2P) or Sphere Flame (QCF+2K) or Photon Array (HCB+2P), and then Cable (if you have enough super levels) to do Hyper Viper Beam (QCF+2P) or Time Flip (QCF+2K). Keep in mind that some supers cannot be DHCed into or out of, such as Sakura’s Level 3 change super.

4. QCF, etc. – Quarter circle forward, 2K= 2 kicks, 2P= 2 punches, HCB= half circle back

Part I – Character team ups/combinations

In the variable cast of 56, there are several potent two-character teams or duos that you can make. Yes, the teams are three-character based, but two of the three characters always make an impact because you can only call one assist at a time during the normal course of play. With your character on point and an assist behind them ready to come out, who you choose to pair and what assist type makes a difference. Here’s a list of known assists and their assist types that you should choose (point character is listed first):

1. Strider/Doom – You choose Doom’s rocks (Anti-air assist Beta-type) for the inevitable Strider Ouroboros, which does a lot of damage including cross ups and chip.

2. Blackheart/Doom or Doom/Blackheart– Call Blackheart’s jumping fierce air demons as Doom calls rocks as an assist. Conversely, Blackheart’s Inferno (Anti-air assist Beta-type) with Doom on point directing should control movement on all sides. Doom controls the tempo of the match while on point as Blackheart narrows down and traps.

3. Ruby Heart/Doom – A personal favorite, Ruby calls Sublimination as Doom calls rocks to control space. This is a decent trap team in that, with the Sublimination keeping the opponent’s point character locked down and blocking some (and I use that term lightly) assists from coming out, Doom can also prevent stuff from moving forward and touching Ruby. If Doom is taken out though, it’s going to be hard for Ruby. Real hard.

4. Magneto/Psylocke – One of the ultimate trap teams in the game, Mags and Psylocke can destroy opponent’s point characters within seconds in the right hands. Good Magneto players will attest to the fact that all they are waiting on is for you to screw up and get hit by Psylocke (Anti-air Alpha assist) so they can roll in, pop you up, chain combo into hyper grav, Magnetic Tempest. Rinse and repeat ad nausea. With at least two of those, you will be dead or very close, depending on who you are. Psylocke’s assist is perfect in this instance because she pops you up just enough that Magneto can hit his launcher with little trouble.

5. Spiral/Sentinel – I haven’t played this team much at all, but I have played against a very good version of it. Basically, Spiral calls Dancing Swords and throws them across the screen with jab as Sentinel (Ground type Gamma-assist) calls drones on assist. With this combination it’s easy to control space and your opponent. It’s literally called “Wall of Swords.” When you see it done correctly, you will know why.

6. Sentinel/Doom – Again, another controlling space duo. With Sentinel on point Doom can call rocks all day as Sentinel calls ground drones into Hyper Sentinel Force. Lots of chip damage being done here and pinning down of the opponent’s point.

Who your third character is, is solely up to you. I personally play alot of Ruby/Doom/Cable and Sentinel/Doom/Blackheart, which encompasses some of the above teams. I’ve found a few that I like to combine for non-tournament level matches, and that’s come from experimentation and practice.

COMING UP: Part II – Top tier teams and what they mean.


05 2009