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Street Fighter III: New Generation

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Title Screen

Street Fighter III: New Generation

Developer: Capcom
Publisher: Capcom
Platform: Arcade (CPS3)
Released in JP: February 1997
Released in US: March 1997

AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
SoundIcon.png This game has unused sounds.

PrereleaseIcon.png This game has a prerelease article

To do:
Unused voice clips?

The first game in the fourth Street Fighter subseries, after Street Fighter Alpha. It threw out a large portion of the Street Fighter cast in favor of adding all-new ones, including a new lead character, Alex, who was prominently featured alongside the series' symbolic Ryu and Ken. However, since the first entry into the III series was fairly rushed, a few characters had to be left out, one of which ended up having pieces left in the game.


Read about prerelease information and/or media for this game.
Prerelease Info



Set 200EB43 to 06 to select the unfinished character Hugo, who would not become fully playable until the next version, 2nd Impact. Hugo will have heavy outlining on his movement frames and no attacks nor frames for receiving damage, as well as have Gill for his opponent every time.

His stun bar is abnormally long, longer even than Gill's in this game.

Unused Super Art Icons

This would likely be renamed Gigas Breaker.

This would likely be renamed Megaton Press. Kickass name too.

This would likely be renamed Hammer Mountain (Or Hammer Frenzy depending on region).
Hacking the game to select Hugo also reveals 3 unused Super Art selection icons. They all have a "1P HUGO" string overlapping the input sprites. Furthermore the input sprites used for these are nothing like the ones usually used for Super Art icons, as these use individual arrow and letters. Usually the other input sprites use swiveling joystick motion images.

Even further still, the names of Hugo's Super Arts here are nothing like he would have in later versions of SF3, with things such as "Titan Riot" and "Hyper Knuckle".

Hugo's Unused Stage

Notice how it says Moscow despite the spotlight being on Munich, Germany.

Round 1 variant takes place in Munich, during Oktoberfest, which explains the drunkards in the background.

Round 2 version.
Hugo's stage from 2nd Impact is also within New Generation. Unlike Hugo himself however, the stage is surprisingly very complete indeed. The only problem with it is it's using Gill's stage theme. This stage also has different round variants and breakable barrels in one corner of the stage. Ironically the 2nd Impact version has no 2nd round changes.

The stage is a whimsical beer tent in Munich, Germany, during Oktoberfest.

When selected it will go to Munich, Germany on the map, but the stage name will read "Moscow", which is Necro's stage. This is due to Necro and Hugo's bit numbers being next to each other (Necro is 05 and Hugo is 04).

Unused Wide Screen Mode


By setting the game's region value to 0x9y, with 'y' being the actual region, the game puts itself into a dummied-out wide screen mode, which would later be an actual setting in Street Fighter III: 2nd Impact. This seems to have been removed at the last minute, as it's just about complete, with only a small amount of visual glitching on the Vs. Screen. Why it was removed is anybody's guess.

Placeholder Ghost


Loaded with the main menu is this interesting placeholder graphic that bears a striking resemblance with the ghosts in Pac-Man.

Unused Sounds

Announcer: Gill

Announcer: Gill wins!

As Gill is unplayable in the arcade version of New Generation, the announcer's sound effects 'Gill' and 'Gill Wins!' exist in the ROM. The former would have been used on the character select screen if Gill was selected and the latter in versus matches if Gill won a round. Both sounds cannot be heard in-game under normal circumstances. These are used in the Dreamcast port, where Gill can be unlocked as a playable character.

A version of the festive 'Jingle Bells' theme can also be heard in the game's sound test mode (number 20) but isn't heard anywhere in-game. This was likely used in the 1996 location test build of the game, which had a Happy Christmas and New Year messages for the player.

(Source: Rage Quitter 87)