( Street Fighter 3 planner, Capcom Japan)Īfter working on 19XX, I was trying to figure out what kind of project I should do next, and my boss at the time, Funamizu, asked me to try designing a new kind of shoot-'em-up. But as planner Shinichiro Obata says, that wasn’t the only reason the game took so long to make. Street Fighter 3 was to be a showcase of Capcom’s technical abilities and new CPS-3 arcade hardware, with extensive resources poured into the game’s 2D visuals. The team expanded in 1995 as more staff became available, yet it took until early 1997 for Capcom to ship the game to arcades - an anomaly at a time when most of Capcom’s fighting games took a year or less to develop, and a counterpoint to the fast-tracked Street Fighter Alpha. At the time, there were team members who weren't really open to or supportive of that idea.Ĭapcom kicked off Street Fighter 3’s development in 1994 - originally as a new IP - using a small team led by producer Tomoshi Sadamoto. The characters didn't seem to have a lot of personality, so I proposed that they add Ryu and turn the game into a Street Fighter game.
I remember seeing the initial concept of Sadamoto's game and thinking, You know, they're probably going to want to turn this into a Street Fighter game anyway.
#Street fighter iii 3rd strike platforms series#
The development team made subtle changes to the series’ mechanics, added a parry system that allowed players to counter attacks, and took a bold chance by wiping clean the character roster, only bringing back series mainstays Ryu and Ken.Īs quickly became clear, the market Capcom entered in 1997 was far different from the one it had dominated in 1991. In 1997, Capcom released Street Fighter 3: New Generation, showing its work by underlining the word “Three” front and center on the game’s arcade marquee.įlying in opposition to market trends and most of the circulated rumors, Capcom delivered a 2D game with highly detailed art and animation - which led to many calling it one of the best-looking 2D games on the market. Graphic: James Bareham/Polygon | Source images: CapcomĪs it turned out, for about half of that six-year stretch, Capcom had been working on Street Fighter 3 - it just hadn’t told anyone. In arcades around the world, players told the same joke: “Can’t Capcom count to three?”Īs the second game released on Capcom’s CPS-3 arcade hardware, Street Fighter 3 features 2D visuals that arguably haven’t been topped since, even 20 years later. Throughout magazines like GameFan and Electronic Gaming Monthly, reports and rumors circulated that the game would have 3D graphics, that it might be developed in the U.S., that it would run on Nintendo’s Ultra 64 arcade hardware, and that it would be exclusive to Nintendo’s next home console. in Torrance, California, employees signed customers up for imaginary pre-orders.
#Street fighter iii 3rd strike platforms software#
On the Usenet newsgroup 2, players posted prank links promising nonexistent screenshots and test site details.Īt a Software Etc. We’ll have more info for you next month and maybe a big surprise. This new game will incorporate two new 16 bit processors created by Capcom, which will be running parallel to each other (parallel processing). Street Fighter 3 is only a working title (even the name may change). As far as new characters, we know about two so far, Chun Li’s younger sister, and Bison’s mentor (who will be the last boss), his name is Shadow Lu. There will also be one command that all the characters can use. And there’s no more charging to do moves like Guile’s sonic boom or Blanka’s spinning ball from part 2. Instead of 3 special moves per character, there are now 5, and there is no more lag time after throwing a fireball, you can now automatically connect it with a dragon punch.
You know what that means… 14 new characters! Now, when Ryu does his fireball, he has an aura around him, and Sagat can now do a tiger knee helicopter kick. “This new version will incorporate only two of the original cast from part two, Ryu and Sagat.