JoJo's Bizarre Adventure (video game)

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JoJo's Bizarre Adventure
JoJo's Venture sales flyer.png
Worldwide sales flyer for the original arcade game, which was released as JoJo's Venture outside of Japan. The upgraded version and the console ports were localized under the manga's original title of JoJo's Bizarre Adventure.
Developer(s) Capcom
Publisher(s) Capcom
Platform(s) Arcade, PlayStation, Dreamcast, PlayStation Network, Xbox Live Arcade
Release date(s) Arcade
PlayStation
  • JP October 14, 1999
Dreamcast
PSN
XBLA
Genre(s) Versus fighting
Mode(s) Up to 2 players simultaneously
Cabinet Upright
Arcade system CPS-3
Display Raster, 384 x 224 pixels (Horizontal), 32768 colors

JoJo's Bizarre Adventure (ジョジョの奇妙な冒険 JoJo no Kimyō na Bōken?) is a fighting game developed by Capcom based on Hirohiko Araki's Japanese manga of the same title. The games were developed by the same team who are responsible for the Street Fighter III series.

It was originally released in the arcade in 1998 on the CPS-3 arcade system; this version was known outside Japan as JoJo's Venture. An updated version of the game was released in 1999 as JoJo's Bizarre Adventure: Heritage for the Future (ジョジョの奇妙な冒険 未来への遺産 JoJo no Kimyō na Bōken Mirai e no Isan?), becoming the sixth and last game released for the CPS-3 board. Console ports for the PlayStation and Dreamcast were also released that year. A high-definition version of the game was released on PlayStation Network and Xbox Live Arcade in August 2012.[1]

The game combines Capcom's trademark anime-inspired graphics, as seen in the Darkstalkers series, with the colorful characters and events of Hirohiko Araki's creation, resulting in a highly stylized and detailed visual style. It also features many of the gameplay mechanics seen on previous Capcom fighting games, such as the use of power gauges for super moves, as well as a brand new Stand Mode, consisting on a guardian spirit that accompanies each character and can be summoned or dismissed at will by the player, resulting in variations on the character's move list and abilities.

Original author Hirohiko Araki served as a consultant for the game and created exclusive pieces of artwork for its promotion and packaging; most notably, he developed from scratch a new character design for Midler, since Capcom was interested in using her in the game and she had been only vaguely shown in the original manga.

Story and setting[edit]

Based on the manga's third main story arc, Stardust Crusaders, the game follows a Japanese teenager named Jotaro Kujo, who has developed a supernatural ability known as a "Stand". Approached by his grandfather, Joseph Joestar, Jotaro learns that this power is the result of the influence of the sworn enemy of the Joestar family, a vampire named Dio Brando. As his mother's life is put in danger when she starts developing a Stand that she can't control, Jotaro and Joseph go on a quest to destroy Dio so they can cure her.

Gameplay[edit]

The basic rules of the game are those of a Standard fighting game : one-on-one battles consisting of two or three time-limited rounds, in which the goal is to deplete the adversary's health bar using both regular attacks as well as character-specific special and super moves, which require the input of button combinations and/or spending accumulated energy, outputted in a power gauge which fills with every attack.

The game uses a simplified 4-button control scheme, consisting of three attacks (light, medium and strong) and a Stand button, which switches the character's Stand On and Off (see Stand Mode below)

Stand Mode[edit]

Fighting with the Stand Mode "On" enhances both the character's offensive and defensive abilities; these improvements heavily depend of the character and Stand, but some common ones are for example double jumping, absorbing residual damage when blocking special attacks, powered-up special moves, etc.

Most of the game's specific mechanics derive from the introduced Stand Mode. For example, attacking the physical manifestation of the enemy's Stand will cause damage on both of them; this is a crucial strategic element, since many of the special moves and attacks send the Stand away from the user, adding the difficulty of protecting both of them at the same time. On top of the usual health bar and power gauge, there is a third meter, the Stand Gauge, which decreases when the Stand is damaged and refills when the Stand Mode is switched off; if this gauge is depleted, a Stand Break is caused, and the character is paralyzed and wide open to any attack for an instant.

Other features of the Stand Mode include summoning the Stand with an instant attack, the possibility of "programming" attack patterns on the fly and unleashing them at will, "releasing" the Stand and controlling it directly, and so forth.

Some characters lack an "active" Stand, though; some of these "passive" Stand users introduce even more complex and specific mechanics into the game, such as Hol Horse's gun-Stand or Mariah's magnetic Stand.

The Stands create strong differences between the characters, and force often radically different offensive approaches for each one; this "character-dependent gameplay" style would be present in posterior fighting games, such as the latter entries of the Guilty Gear series; insterestingly enough, both that series and JoJo's Bizarre Adventure include many Rock music references.

Bonus stages and special battles[edit]

Across the game and if certain conditions are met, the player will have to clear special stages and face secret opponents in which special rules apply and which reenact certain chapters of the manga that were less "translatable" as regular combats. Among these special events are a sidescrolling sequence in which the player has to overcome a water Stand and find its user N'Doul, or a special battle against the Death 13 Stand.

Clashing[edit]

Similar to Guilty Gear's system, if certain attacks of the same strength and same intensity occur and collide at the same time, clashing occurs. This only happens with characters with an Active Stand. It is hard to see this system in action as it happens very seldom. Currently, it is unknown if the new Active Stand-wielding characters introduced in the 2nd JoJo game can cause attacks to clash. In some cases, clashing can lead to a Blazing Fists Match. (see below)

Blazing Fists match[edit]

One of the less known features of the game, "Blazing Fists" (オラ無駄合戦 Ora Muda Gassen?), is caused when two certain opposing special moves performed by certain characters at the very same time collide; the player/s are then prompted to quickly bash the attack buttons to win a Blazing Fists duel and decide who will receive the damage, a feature first seen in Samurai Shodown.

Super Story Mode[edit]

Super Story Mode is a single player mode exclusive to the PlayStation port of the game. The mode follows the story of the manga, taking the player through a series of fights as the story progresses. This mode also features various mini-games the player must complete in order to progress, such as driving a car or playing games of chance.

Characters[edit]

^a - Boss character ^b - Introduced in Heritage for the Future

Versions[edit]

North American cover artwork of the Dreamcast version.

Arcade[edit]

The initial arcade release of JoJo's Bizarre Adventure was December 2, 1998. An English-translated version was released in Asia under the shortened title of JoJo's Venture, which predates the officially licensed English adaptations of the original manga and anime (hence the name change). It was followed by a fully revised version titled JoJo's Bizarre Adventure: Heritage for the Future, released on September 13, 1999, which featured eight additional playable characters. An English version that was released in Europe retained the full Japanese title of JoJo's Bizarre Adventure.

Console[edit]

Two console versions were produced. The 1999 PlayStation version is based on JoJo's Venture, but features the additional characters from the second version of the arcade game and an exclusive "Super Story Mode". The Dreamcast version, also released in 1999, features both, the original and revised versions of the arcade game in their original forms.

At San Diego Comic Con 2012, Capcom announced that a high-definition port of the game was currently being developed, reportedly by CyberConnect2, who is also developing the Namco-published JoJo's Bizarre Adventure: All Star Battle. The game was released on PlayStation Network on August 21, 2012 and Xbox Live Arcade on August 22, 2012.[1] This features include graphic filters and online multiplayer, although does not feature the Super Story Mode of the previous console ports.[2]

Reception[edit]

The game was a bestseller in Japan.[3] On release, Famitsu magazine scored both the original PlayStation and updated Dreamcast versions of the game a 31 out of 40.[4][5]

References[edit]

  1. ^ a b "1st Jojo's Bizarre Adventure Fighting Game Remade in HD". Anime News Network. Retrieved 2012-07-15. 
  2. ^ "Jojo's Bizarre Adventure HD Fighting Game's Trailer Posted - Interest". Anime News Network. 2012-09-27. Retrieved 2012-10-01. 
  3. ^ Dengeki PlayStation sales chart, December 1999, published in Official UK PlayStation Magazine issue 53
  4. ^ プレイステーション - ジョジョの奇妙な冒険. Weekly Famitsu. No.915 Pt.2. Pg.22. 30 June 2006.
  5. ^ ドリームキャスト - ジョジョの奇妙な冒険 未来への遺産. Weekly Famitsu. No.915 Pt.2. Pg.50. 30 June 2006.

External links[edit]