We just reached 30,000 articles on this wiki! 🥳
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Street Fighter III: New Generation

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Street Fighter III: New Generation

Developer: Capcom
Publisher: Capcom
Platform: Arcade (CP System III)
Released in JP: February 1997[1]
Released in US: March 1997[2]


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


PrereleaseIcon.png This game has a prerelease article

Street Fighter III: New Generation is the first game in the fourth Street Fighter subseries, notable for taking 2D graphics to the next level thanks to the CPS-3, at the expense of PS1 and Saturn ports. It also made the controversial decision to throw out a large portion of the cast from previous games in favor of all-new characters. It also didn't help that, at the game's release, the fighting game market was oversaturated, and audiences were mostly craving newly-trending 3D graphics.

Sub-Page

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

Hugo

Sfiii0000.png Arcsf3-hugo.png

Set 200EB43 to 06 to select unfinished character Hugo, who debuted in Final Fight with the name of Andore. He would not become fully playable until Street Fighter III: 2nd Impact. He has heavy outlining and unpolished shading on most of his movement sprites along with frame numbers next to him, plus no attacks nor frames for receiving damage, as well as having Gill be his opponent every time. Also, his stun bar is abnormally long, even longer than Gill's.

There are also three Super Art selection icons for him on the character select screen. They all have the input combination and have a "1P HUGO" string overlapping them. Furthermore, the input sprites seen in these are not the same used for the other characters' Super Art icons and are otherwise unused: they use individual arrows and letters instead of the swiveling joystick motion and button images.

Even further still, the names of Hugo's Super Arts are different here than in the later updates, the possible renames were: Giant Pile Driver to Gigas Breaker, Titan Riot to Megaton Press, and Hyper Knuckle to Hammer Mountain (Hammer Frenzy outside Japan).

Unused Widescreen Mode

SF3NG-Wide.png
By setting the game's region value to 0x9y, with y being the actual region, the game puts itself into a dummied-out widescreen mode, which would later be an actual setting in the game's next update, 2nd Impact. This seems to have been removed late, as it's just about complete, with only a small amount of visual glitching on the "VS" screen.

Unused Stage

Sfiii0005.png Sfiii0003.png

Round 2 version.
Hugo's stage in 2nd Impact, which takes place in a whimsical beer tent during Oktoberfest in Munich, Germany, is present within this game. Unlike Hugo himself, the stage is surprisingly very complete, only it using Gill's stage music. This stage also has different round variants and breakable barrels in one corner. The 2nd Impact version of this stage has no Round 2 changes, just like with the rest of the returning stages from this one.

On the "VS" screen, the stage's location incorrectly reads "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 Graphics

SFIII-ghost.png
Loaded with the main menu is this interesting placeholder graphic that bears a striking resemblance to the ghosts from Pac-Man.

Unused Sounds

ID Sound Notes
20
A rendition of the festive Jingle Bells music. This was possibly used in the 1996 location test build of the game, which had Merry Christmas and Happy New Year messages for the player.
B0
Round victory and character select announcer voice clips, respectively, for Gill. These can be heard by using cheats to play as him, but they're usually not heard in-game since Gill is normally unplayable. They can be heard in the Double Impact port for the Dreamcast, where Gill can be unlocked as a playable character.
C0


(Source: Rage Quitter 87)

References