Street Fighter III explained

Street Fighter III
Developer:Capcom
Publisher:Arcade
Capcom
Dreamcast
Producer:Tomoshi Sadamoto
Noritaka Funamizu (general producer)
Yoshiki Okamoto (general producer)
Designer:Yasuhiro Seto
Tomonori Ohmura
Shinichiro Obata
Composer:Hideki Okugawa
Yuki Iwai
Programmer:Kazuhito Nakai
Tate
Yas
Artist:Ball Boy
Q
Yu-suke
D Kurita
Series:Street Fighter
Release:Arcade
Dreamcast
Genre:Fighting
Modes:Up to 2 players simultaneously
Arcade System:CP System III
Platforms:Arcade, Dreamcast

is a fighting game in Capcom's Street Fighter series, originally released as a coin-operated arcade game in 1997. The game's name as it appears on the cabinet is Three: A New Generation of Street Fighters.[1] Street Fighter III was produced for the CD-ROM-based CP System III hardware,[2] 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. The game, which was designed as a direct sequel to Street Fighter II, 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. Bisons role from the previous games as the new boss character.

Street Fighter III was followed by two updates: in 1997 and in 1999. A single home version of the game was released for the Dreamcast in a two-in-one compilation titled Street Fighter III: Double Impact, which also includes 2nd Impact. It was followed by Street Fighter IV, which was released in 2008.

Gameplay

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,[3] 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).[4]

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.[4]

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.[4] After selecting a character, the player will be prompted to select from one of three character-specific Super Arts to use in battle.[4] 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.[4] 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.

Characters

Development

Capcom announced that Street Fighter III was in development during a March 27, 1996 meeting in Tokyo.[5] They later stated that development took more than two years.[1]

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.[6] 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.[7] This prompted rumors that it would be ported to the then-upcoming Panasonic M2.[8] [9] 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",[10] 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.[11]

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,[4] [12] 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."[13]

Release

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.

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.

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.

Reception

In Japan, Game Machine listed Street Fighter III on their April 1, 1997 issue as being the most successful arcade game of the month.[14] 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. Worldwide arcade sales estimates range from between 1,000 and 10,000 units sold.[15]

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."[16] 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".[17]

Famitsu magazine scored Street Fighter III: Double Impact, the Dreamcast version of the game, 31 out of 40.[18]

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."[19]

References

External links

Notes and References

  1. Marcus. Webb. Street Fighter 3 Arrives . . 29. Imagine Media. May 1997 . 28 . The game had its U.S. debut at a mid-March tradeshow..
  2. Webb. Marcus . Street Fighter 3 in December. Next Generation. 23 . . November 1996. 22.
  3. Finally Street Fighter 3!. . 16. Emap International Limited. February 1997. 6–7.
  4. Rewriting the Street Fighter Legend. Electronic Gaming Monthly. 92. Ziff Davis. March 1997 . 64–76.
  5. Webb . Marcus . Capcom's Plan . Next Generation. 20. . August 1996. 18.
  6. Levy. Stuart . Semrad. Ed . Sushi-X. JAMMA: Capcom Finally Unveils Street Fighter III!!! . Electronic Gaming Monthly. 88 . Ziff Davis. November 1996 . 162–9.
  7. The Capcom Interview. Sega Saturn Magazine. 12 . Emap International Limited. October 1996. 19.
  8. News - E3 '96: 3DO? - M2 Dream List. 3DO Magazine. 12. Paragon Publishing. July 1996. 4.
  9. The Q . Gaming Gossip. Electronic Gaming Monthly. 89. Ziff Davis. December 1996. 34.
  10. Web site: Street Fighter III Aims for 64DD. IGN . March 26, 1997 . February 23, 2019.
  11. Ed . Semrad . OP: Ed . Electronic Gaming Monthly. 100 . . November 1997. 238.
  12. Web site: Capcom USA Interested in Return to Games with 2D Art . Crunchyroll . January 5, 2012 . December 21, 2013.
  13. 2D or Not 2D? Capcom Answers with SFIII . . 26. Imagine Media. February 1997. 23.
  14. Game Machine's Best Hit Games 25 - TVゲーム機ーソフトウェア (Video Game Software). Game Machine. 538. Amusement Press, Inc.. 1 April 1997. 25. ja.
  15. News: Leone . Matt . Street Fighter 3: An oral history . 29 April 2021 . . 8 December 2020 . live . https://web.archive.org/web/20201218024356/https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history . 18 December 2020.
  16. Finals. Next Generation. 31. Imagine Media. July 1997 . 173.
  17. Johnny Ballgame . Major Mike. Arcade Review: Street Fighter III. . 105 . . June 1997. 31.
  18. ドリームキャスト - ストリートファイターIII ダブルインパクト . Famitsu . 915 Pt.2 . 50 . June 30, 2006 . ja . print.
  19. Preston. Jim. Finals. Next Generation. 3. 10. Imagine Media. October 2000. 110.