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THE IMPACT OF 3rd STRIKE STREET FIGHTEr III

Issue 259

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Retro Gamer

THEY SAY THIRD TIME'S A CHARM, ALTHOUGH STREET FIGHTER III DIDN'T IGNITE FIGHTING GAMES IN THE SAME WAY AS ITS PREDECESSOR UNTIL 3RD STRIKE. MEMBERS OF THE FIGHTING GAME COMMUNITY TELL US HOW THIS COMEBACK CEMENTED ITS PLACE IN THE HISTORY OF 2D FIGHTERS

- ALAN WEN

THE IMPACT OF 3rd STRIKE STREET FIGHTEr III

When Capcom released Street Fighter II in the arcades in the early Nineties, it revolutionised the fighting game genre forever. By the end of that decade however, the gaming landscape was looking very different. Arcades were on the decline as technological leaps in hardware meant you could essentially have arcade-quality experiences at home. 3D graphics also gave rise to 3D fighters like Virtua Fighter, Tekken and Soulcalibur (a trend Capcom admittedly also tried to capitalise on with spin-off Street Fighter EX with less success). Taking this into account, Street Fighter III, another sprites-based fighter didn’t feel like the evolution of the series that many hoped for when it made its arcade debut in 1997. So how did its third iteration beat the odds becoming fondly remembered as one of the greatest 2D fighters of that generation?

The arcade scene may have been on the wane, but not long after the 1999 launch of 3rd Strike, or to give its full title, Street Fighter III: 3rd Strike – Fight For The Future, was also the birth of Shoryuken.com, named after the iconic Street Fighter special move. The success of SFII had been instrumental in creating a tournament scene where highly competitive communities were organising tournaments at their local arcades, but now there was a website that became a dedicated forum to the genre, where the fighting game community (referred to as the FGC going forward) was formed not just in the US but worldwide. To look back at 3rd Strike’s legacy, we spoke to former editor-in-chief of Shoryuken Adam Heart, now a game designer at Iron Galaxy Studios, developer of

Retro Gamer

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RICHIE SHOEMAKER

PC Zone is one of those magazines that fans still champion long after its closure, and Richie Shoemaker's five years on its staff make him a familiar face to many of them. We learn about his start in games media, how he launched a single-game magazine that outlasted many more mainstream titles, and why he's recently returned to print magazines

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IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

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WITH ITS INSTANTLY CATCHY AND ENERGETIC MELODY, CRISP DIGITAL SAMPLES AND ARPEGGIOS, BARRY LEITCH'S LAYERED, SOARING TITLE TUNE FOR GREMLIN'S LOTUS TURBO CHALLENGE 2 (OR LOTUS II: RECS AS IT'S KNOWN ON THE MEGA DRIVE) QUICKLY DROVE GAMERS CRAZY WITH EXCITEMENT

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THE MAKING OF DRAKAN

EVERYONE KNOWS LARA CROFT, THE TOUGH 3D ACTION HEROINE. BUT HOW MUCH COOLER WOULD SHE BE IF SHE COULDN'T JUST JUMP AND SHOOT, BUT COULD ALSO DISH IT OUT IN HAND-TO-HAND COMBAT AND RIDE A FIRE-BREATHING DRAGON? WELL, THEN HER NAME WOULD NO LONGER BE LARA, BUT RYNN

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TIGER-HELI ESTABLISHED TOAPLAN'S REPUTATION AS A SHOOTING GAME POWERHOUSE, EMERGING AS ONE OF THE MOST IMPORTANT, INFLUENTIAL RELEASES THE GENRE HAS EVER SEEN. AND IT'S STILL NOT DONE. LATER THIS YEAR TIGER-HELI LANDS ON ATARI CONSOLES. BUT WHAT MADE IT SUCH A SPECIAL GAME?

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SOUL READER 1&2 REMASTERED

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