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Retro Magazine 1

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those<br />

games where one<br />

man against the<br />

machine always drew<br />

a crowd of people.<br />

But what was great in<br />

one-player was expanded<br />

exponentially in two-player, with the satisfaction<br />

of beating the machine itself not half as much as<br />

defeating the man standing next to you, destroying his<br />

pride and scarring his soul. Whether it was your best friend or some random kid<br />

you met in the arcade, nothing mattered except sending that person home licking<br />

their wounds and hanging their head in the wake of your bare-knuckle skills.<br />

Attack of the clones<br />

chance to finally play as one of the four bosses, Balrog, Vega, Sagat, and the big<br />

baddie M. Bison. While the ending sequence for each boss was essentially the same –<br />

with the evil hordes taking over the world – the attraction of being able to finally use<br />

moves like the Tiger Uppercut and Bison’s all-powerful Psycho Crusher was a big draw,<br />

and unsurprisingly, Champion Edition was a big hit.<br />

The success of Champion Edition brought on a whole host of illegal pirate versions<br />

of the game, with faster speeds and some outrageous moves. Now every man and his<br />

fish could walk into a seedy arcade, funfair, or takeaway and experience a more<br />

intense, if illegal, Street Fighter experience. Now Ryu could shoot a volley of fireballs<br />

that covered the whole screen, any character could teleport, and you could switch<br />

between characters mid-game. The games had titles like Rainbow Edition and Blackbelt<br />

Edition, and while they looked cool, the lack of any kind of rules to these special<br />

moves rendered them unplayable.<br />

As a result, Capcom went back to the drawing board, and beat the pirates at their<br />

own game by releasing Street Fighter II: Hyper Fighting. This version had similarly<br />

Never one to overlook a potential franchise, Capcom released a new version of Street<br />

Fighter II in 1992. Champion Edition wasn’t that different to the original game, with<br />

Capcom keeping the tried-and-trusted formula but making some small alterations. On<br />

the visual side, each character had some brand new threads, but everyone also had<br />

their moves beefed up. Ken’s Dragon Punch had a further range, Ryu’s fireball was more<br />

powerful, and every character was stronger. However, the biggest addition was the<br />

radical moves, but was much more stable. The main attraction of Hyper Fighting was its<br />

increased speed, but Capcom again gave all the characters new outfits and another<br />

increased level of power and strength. Now Ken was able to fly across the screen with<br />

his Dragon Punch, and he and Ryu could reach higher with their Hurricane Kicks.<br />

Blanka received a new cannonball attack and Dhalsim was blessed with the best move<br />

of all – the ability to teleport. Hyper Fighting was, expectedly, a huge success, but this<br />

wasn’t the end for the series just yet. Capcom was only just getting started.<br />

**64**

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