On March 27, 1996, Capcom announced that
Street Fighter III was in development during a meeting in Tokyo. They later stated that development took more than two years. Production at
Capcom on the first game in the series started in 1994, and was initially planned to be a separate fighting game franchise entirely.
Street Fighter II series producer Noritaka Funamizu felt fatigued with the
Street Fighter franchise due to dwindling sales on home consoles, and the emerging
3D fighting game market thanks to titles such as
Virtua Fighter. Capcom however insisted to stick with 2D
sprites for their games, and to this end started development on the
CPS-3 arcade hardware to support higher color counts for said sprites. When executives at the company pushed for a follow-up to
II, Funamizu instead wanted to try and make a new game entirely. At this point, producer Tomoshi Sadamoto at the company had started work on a game titled
New Generation. Capcom character designer
Akira Yasuda felt that the game's roster lacked personality. Additionally he asserted the company was likely going to make the game into a
Street Fighter title, and suggested pre-emptively to add that franchise's protagonist
Ryu to the game's roster. He proved correct, as the game was re-christened
Street Fighter III: New Generation'. Though several other characters were also initially considered for inclusion from the
Street Fighter II roster, particularly Ken and
Chun-Li, the development team instead chose to focus on a mostly original cast. This proved some difficulty however for Sadamoto as he felt most of the designs were not as well established as those in
II, and had particular difficulty in creating female character designs. Yasuda however suggested to make the first female character a ninja, stating "Ninjas are cool!" While this led to the creation of Ibuki, another idea suggested was to introduce a character that was "Yuki in Africa" based on model
Yuki Uchida. Yasuda designed the character, leading to the creation of Elena, which helped solidify the development team's vision for the rest of the game's roster. As development progressed Ken was later also added to the roster. The finalized cast however still proved difficult to create. Yasuda continued to work on the character designs, attempting to stay within Sadamoto's design constraints unlike previous games where he made the design choices more directly. In an interview with gaming website
Polygon, when asked if in retrospect the game would have done better if it had not been a
Street Fighter title, Yasuda stated while he liked some of the characters, "if I had to change the past, I'd rather just not have worked on that game at all". Meanwhile, Capcom's North American branch's design support for the title, Chris Tang, expressed shock at seeing the new character designs once they were revealed, with the character Oro in particular causing him to question if Yasuda had left Capcom. Other issues arose from a lack of software support to develop for the CPS-3 hardware, and the amount of detail the higher resolutions demanded of the designs. Character balance also proved an issue, as unlike other Capcom fighting games each developer was in charge of fine tuning their own character's gameplay, resulting in some feeling more suitable for
Street Fighters gameplay, while others felt more in line with Capcom's
Darkstalkers fighting game franchise. 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 on the market at the time. This prompted rumors that it would be ported to the then-upcoming
Panasonic M2. In January 1997,
IGN witnessed a demonstration of the game in development on
Nintendo 64 and
64DD; 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", 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. 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, 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."
Release The game's name as it appears on the arcade cabinet is
Three: A New Generation of Street Fighters. 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.
Soundtrack 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. ==Reception==