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Killer Instinct 3/4 Micro Center Arcade Kit

$15.00$199.00

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Killer Instinct 3/4 Micro Center Arcade Kit

  • High resolution print on Air Egress channel vinyl for bubble-free installation.
  • Side art laminated with Luster finish film.
  • Control panel laminated with a tough texture finish
  • Includes, marquee, control panel, both sides, bezel, front panel and kick panel
  • Printed 1/4″ – 1″ bleed all around.
  • Not affiliated with Micro Center, but we are a customer, they make great kits.
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$15.00$199.00

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Full Kit Marquee Bezel Control Panel Control Panel Front Kickplate Side Art
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Killer Instinct 3/4 Micro Center Arcade Kit

Includes Marquee, Full Side art, Control panel, Kick Plate, Front Panel, and optional bezel

We print with sufficient bleed to account for any small miss measurements, and angles. In short, you stick them on, and then use the current wood as a trim guide. Cut with an exacto, or small box cutter to cut them down to size once stuck to the cabinet. We have found this is a much easier process than pre-cutting it and trying to align everything perfectly, because you really only get one try.

An arcade fighting game developed by Rare and published by Midway. Initially released in arcades in 1994, the game advertised it would launch in 1995 for an intended “Nintendo Ultra 64” home console. The Ultra 64 eventually materialized as the Nintendo 64, but never received a version of the original Killer Instinct. Instead, the game received a high-profile launch on the SNES which bundled a CD of remixed game tracks with a limited edition black-colored cartridge, as well as a release on the Game Boy handheld the following year. Both the SNES and Game Boy versions were published by Nintendo. A digital port, titled Killer Instinct Classic, was released as part of a bundle with its 2013 sequel’s first season on Xbox One.

A 1996 arcade-only game developed by Rare, licensed by Nintendo, and manufactured by Midway. It was the sequel to Killer Instinct. The game was also ported to the SNES, but never released.[1] Like its predecessor, the game features two 8-way joysticks with six buttons each for attacks (three punches and three kicks), allowing for both a single player mode or a two player versus mode. It was later ported to the Nintendo 64 console under the name Killer Instinct Gold, and the port was published by Nintendo. A digital port, titled Killer Instinct 2 Classic, was released as part of a bundle with its 2013 sequel’s second season on Xbox One. Killer Instinct Gold was also included as part of the Rare Replay compilation release.

Killer Instinct is a fighting game featuring one-on-one combat. The game borrows the attack set of Street Fighter and is also inspired by the finishing moves from Mortal Kombat.[7]

There are also several features that distinguish it from other franchises:

  • A double energy bar: instead of winning two rounds, each player has two 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 bout.
  • Automatic combos: rather than press 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 causes the character to deliver a string of hits).
  • Finishing moves: Present in the first and second games and bearing resemblance to Mortal Kombat’s Fatalities, each character has at least two moves known as No Mercy (Danger Move in later revisions) in order to kill the opponent in a violent manner. One of these No Mercy moves can be executed at the end of a combo (which is labeled as an Ultimate combo), when the opponents life bar flashes red (when his or her second bar is going to be depleted), although it uses a different combination of movements. Unlike a Mortal Kombat Fatality, the No Mercy move does not involve gore and dismemberment. Another finisher is the Humiliation, that forces the opponent to dance (the dance style depends on the character), but this can only be used if the player has his or her first life bar. Finishing moves that kill the opponent can change the ending that the player receives upon winning the game if the opponent is significant to the player’s story in Killer Instinct 2.
  • Ultra Combo: Another finisher; it 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+ hits. Ultra combos kill the opponent, which can change the ending that the player receives upon winning the game if the opponent is significant to the player’s story and if the game implements multiple endings per character.
    • Stage Ultra: Similar to the ultra combo including the fact that it kills the victim, but is unique to the fighting stage and positioning of fighters. When performed correctly it can be as simple as knocking a player out of or off a building to sealing them away in a magical book.
  • Combo Breaker: 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 (i.e. to break a Medium auto-double, the player must use a Quick breaker). 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 starburst will appear at the tip of the breaker’s health bar, enabling advanced versions of some special moves that require a different command.
    • In the 2013 Xbox One title, the breaking methods are more specific, where the break must be the same strength as the opponent’s chosen attack, openers/enders cannot be broken (unless the combo is opener->ender). If successful, the player knocks away his or her opponent but does no damage. If the strength of the break or the timing of the break are not correct, the breaking player is locked out from attempting another break for 3 seconds.

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