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1997 video game From Wikipedia, the free encyclopedia
Street Fighter III: New Generation (Japanese: ストリートファイターIII -New Generation-) is a 1997 fighting game in Capcom's Street Fighter series, originally released as a coin-operated arcade game. The game, which was designed as a direct sequel to Street Fighter II (1991), initially discarded every previous character except for Ryu and Ken (hence the "New Generation" subtitle), introducing an all-new roster led by Alex. Likewise, a new antagonist named Gill took over M. Bison's role from the previous games as the new boss character.
Street Fighter III | |
---|---|
Developer(s) | Capcom |
Publisher(s) | Arcade Capcom Dreamcast |
Producer(s) | Tomoshi Sadamoto Noritaka Funamizu (general producer) Yoshiki Okamoto (general producer) |
Designer(s) | Yasuhiro Seto Tomonori Ohmura Shinichiro Obata |
Programmer(s) | Kazuhito Nakai Tate Yas |
Artist(s) | Ball Boy Q Yu-suke D Kurita |
Composer(s) | Hideki Okugawa Yuki Iwai |
Series | Street Fighter |
Platform(s) | Arcade, Dreamcast |
Release | Arcade Dreamcast |
Genre(s) | Fighting |
Mode(s) | Up to 2 players simultaneously |
Arcade system | CP System III |
Street Fighter III was produced for the CD-ROM-based CP System III hardware,[5] which allowed for more elaborate 2D graphics than the CPS II-based Street Fighter Alpha games (the previous incarnation of the Street Fighter series), while revamping many of the play mechanics. Despite the popularity of 3D polygonal fighting games at the time, Capcom decided to keep this game in 2D; 3D graphics was instead implemented in the spin-off game, Street Fighter EX.
Street Fighter III was followed by two updates: Street Fighter III: 2nd Impact in 1997 and Street Fighter III: 3rd Strike in 1999. A single home version of the game was released for the Dreamcast in 1999 and 2000, in a two-in-one compilation titled Street Fighter III: Double Impact, which also includes 2nd Impact. Street Fighter III received a mainly positive reception, although did not manage to be a hit like its predecessor; it was followed up by Street Fighter IV (2008).
Like its predecessors, Street Fighter III is a one-on-one fighting game, in which two fighters use a variety of attacks and special moves to knock out their opponent. The gameplay of the original Street Fighter III has several new abilities and features introduced. Some abilities are also taken from other Capcom fighting games, such as players being able to dash or retreat like in the Darkstalkers series,[6] as well as performing super jumps and quick stands after falling from an attack like in X-Men: Children of the Atom. The game also introduced leap attacks, which are small jumping attacks used against crouching opponents. As well, the player cannot perform aerial guards like in the Street Fighter Alpha series, which are replaced by parrying ("blocking" in the Japanese version).[7]
The 1994 fighting game Samurai Shodown II is often credited with the first parry system. The main new feature is the ability to parry an opponent's attack, by deflecting any incoming attack without receiving damage. At the exact moment an opponent's attack is about to hit his or her character, the player can move the controller toward or down to parry the attack without receiving damage, leaving the opponent vulnerable for a counterattack. Additionally, this allows the player to defend against Special Moves and even Super Arts without sustaining the normal minor damage that blocking normally would incur. However, parrying requires precise timing.[7]
The other new feature introduced in Street Fighter III is Super Arts. This is a powerful special move similar to a Super Combo in Super Turbo and the Alpha games.[7] After selecting a character, the player will be prompted to select from one of three character-specific Super Arts to use in battle.[7] Like the Super Combo gauge in previous games, the player has a Super Art gauge which will fill up as the player performs regular and special moves against an opponent. The player can only perform a Super Art once the gauge is filled.[7] Depending on the Super Art chosen by the player, the length of the Super Art gauge will vary, as well as the amount of filled Super Art gauges the player can stock up. The players can now cancel a special move into a Super Art, a technique borrowed from Street Fighter EX.
Among the elaborated sprites include multiple hit stun sprites, including a new "turned-around state," in which a character is turned around (his or her back faces the opponent) after being hit. Only certain attacks can put characters in a turned-around state, and grabs and throws can now be comboed, as it typically takes longer for an attacked character to recover from this new type of hit stun.
Capcom announced that Street Fighter III was in development during a March 27, 1996 meeting in Tokyo.[8] They later stated that development took more than two years.[9]
The game was first unveiled at the September 1996 Japan Amusement Machine and Marketing Association show, in the form of a few minutes of footage incorporated into Capcom's PR demo tape.[10] In an interview shortly before this show, Capcom senior planner Shinji Mikami stated that it would be impossible to convert Street Fighter III to any of the home consoles then on the market.[11] This prompted rumors that it would be ported to the then-upcoming Panasonic M2.[12][13] In January 1997, IGN witnessed a demonstration of the game in development on Nintendo 64 and 64DD, so IGN and its anonymous insider speculated that the game might join the launch of the upcoming 64DD peripheral in Japan, which was scheduled for late 1997. Capcom referred to the Nintendo 64 release as "just a rumor",[14] and Nintendo would coincidentally delay the launch of the 64DD peripheral until December 1999 anyway. Amending Mikami's earlier statement, in late 1997 Capcom said it might be possible to port Street Fighter III to the Sega Saturn if one of the console's RAM expansion cartridges were used.[15]
Because this and the next two Street Fighter III games run on the CPS III engine, more elaborate 2D sprites were created. Each character is made up from approximately 700–1200 individually drawn frames of animation,[7][16] with the game running at 60 frames per second.
General producer Noritaka Funamizu explained the controversial decision to keep the series in 2D: "We feel that 3D is not really suitable for the head-to-head fighting ... and, to be frank, Capcom doesn't really have the techniques to display high quality graphics in 3D."[17]
The game's name as it appears on the arcade cabinet is Three: A New Generation of Street Fighters.[9][18]
In 1999, Capcom released Street Fighter III: Double Impact (Street Fighter III: W Impact in Japan) for the Dreamcast, a compilation containing the original game and 2nd Impact. The compilation features an Arcade, Versus, Training, and Option Mode for both games, as well as a "Parry Attack Mode" in 2nd Impact, where the player can test parrying skills in the game's bonus round. This compilation also allows players to use Gill (in both games) and Shin Akuma (in 2nd Impact only), who are exclusively computer-controlled characters in the arcade version.
New Generation was re-released in 2018 as part of the Street Fighter 30th Anniversary Collection for the PlayStation 4, Xbox One, PC, and Nintendo Switch.
The soundtrack to the first game in the series was released on CD by First Smile Entertainment in 1997, and the 3rd Strike original soundtrack was released by Mars Colony Music in 2000 with an arranged version afterward. The soundtrack to 3rd Strike features three songs and announcer tracks by Canadian rapper Infinite. The themes for the games are predominantly drum and bass, with some jazz, hip-hop, house and techno elements. Yuki Iwai worked on the soundtracks for New Generation and 2nd Impact, and Hideki Okugawa worked on all three games.
Publication | Score |
---|---|
Famitsu | Dreamcast: 31/40[19] |
Next Generation | Arcade: [20] Dreamcast: [21] |
In Japan, Game Machine listed Street Fighter III on their April 1, 1997 issue as being the most successful arcade game of the month.[22] However, the game struggled to break even in Japan, with a high budget of 1 billion yen ($8 million), while only selling 1,000 cabinets.[23] Worldwide arcade sales estimates range from between 1,000 and 10,000 units sold.[23]
Next Generation reviewed the arcade version of the game, rating it four stars out of five, and stated that "The great mystery is why Capcom called this SFIII instead of leaving that honor for a more powerful and revolutionary 3D title. Gameplay in the SF series reached the ceiling of 2D possibilities a while ago, and as good as this game admittedly is, besides the stunning graphics there's little to distinguish it from the 11 games before."[20] GamePro similarly remarked that while the graphics are outstanding and the controls are flawless, the game lacks the innovation and series evolution that players expected it to deliver. They also said the new characters are a mix, with some of them seeming like they would be more appropriate for the Darkstalkers series, and concluded that the game "makes you look forward to the next SF installment rather than getting you excited about playing this one repeatedly".[24]
Famitsu magazine scored Street Fighter III: Double Impact, the Dreamcast version of the game, 31 out of 40.[19]
Jim Preston reviewed the Dreamcast version of the game for Next Generation, rating it three stars out of five, and stated that "It's a no-frills port of the arcade game that is great at a party but pointless for single players."[21]
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