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Guides


Playstation : Jojo's Bizarre Adventure Reviews

Gas Gauge: 75
Gas Gauge 75
Below are user reviews of Jojo's Bizarre Adventure and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Jojo's Bizarre Adventure. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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ReviewsScore
Game Spot 80
IGN 70






User Reviews (1 - 4 of 4)

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well..

4 Rating: 4, Useful: 0 / 2
Date: December 25, 2001
Author: Amazon User

this game is fun but it might not win the fighting race there's tekken,street fighter,marvel vs. capcom, and mortal kombat but it's made from a little spice called capcom. This spice made rez evil,street fighter,and mega man wich are all great games who knows it might get a 2nd game.

A great Japanese anime game

5 Rating: 5, Useful: 2 / 6
Date: June 15, 2001
Author: Amazon User

This is a great game from Capcom since the other games start to tone down. I myself am a great Capcom Fan who know Characters' data. The animation is sharp with great playing factors.A friend asked me if any characters from this game would be in Marvel V.S Capcom 3 if there is one at Japan. I told him the movements would change the game because it is only 3 attacks from weak to strong attack. And it might be imposible to try to have a Stand button Pros:Great game play and easy secrets

Cons:The stands should be better in color

Guilty Gears Has Met Its Match

4 Rating: 4, Useful: 2 / 4
Date: November 22, 2001
Author: Amazon User

Jojo's Bizarre Adventure is sincerely an astonishing mark on how the PlayStation can engineer the art of 2D. The PlayStation is known to be among the weakest machines for managing 2D mêlées, yet Capcom has triumphed to deliver a surprising Fighter. When Marvel Vs. Capcom came out on the PSX, its speed was just a slump of languid gobbledygook. Amending the original pace, and filled with outrageous and succinct Gameplay, Jojo's Bizarre Adventure winches to a winning presentation.

Although the PlayStation port doesn't bundle as much animation as the arcade version, its own electrical speed is well-above the standard. Full of dashing fury, each fighter has their special and signature moves. Formulated in the ironclad core of 2D engagement, the newest addition to the fighting field is an element called Stance. A Stance is a character's transformation into a more superior warrior. Elevated with raw strength, enhanced blocking, and the unlocking of new combat moves, the activation of a Stance will quickly enfeeble challengers. Shown as a meter, if an opponent should successfully pounce the player while on Stance, a fraction of the bar will disband. When empty, the player will be forced into a neutralized state, allowing the challenger to freely lash a ferocity of attacks. Likewise, Jojo's Bizarre Adventure presents modes ranging from Arcade, Versus, and an in-depth Story Mode. Jam-packed with one-on-one brawling, the breakneck action revolves in an intensity similar to the arcade.

The graphical paste for the PlayStation mirrors an animated fighting scene. Several moves spectacularly blast firepower on the screen. The coloring-scheme goes extremely well with the comely characters. Guilty Gears, a thundering fast and profound fighter, has met its match. However, on the musical plane, the game abates with the existence of shoddy retro Pop. The music, ensuing as a mental distraction, should've been a slashing of brutal guitars and deafening drumming. Enjoying the game, my CD player's volume maximized with real, slamming music.

To its closing stages, fighter fans will genuinely discover that Jojo's Bizarre Adventure is an irresistible escape to hand-to-hand mayhem. Thinning out the classical fighting mechanics, the Replay Value has hard-wearing measurements. However, like all Fighters, once a more highly developed one disburses, the hankering for the previously played game is left with a frosting of dust. After purchasing Marvel Vs. Capcom 2 for the Dreamcast, I haven't buried myself into Jojo's Bizarre Adventure for quite some time, but will hold it in high esteem.

Excellent PSX port!

5 Rating: 5, Useful: 19 / 20
Date: May 11, 2000
Author: Amazon User

Unlike a lot of other recent capcom games for the PSX, fans will be glad to find that Jojo's suffers very little despite the limitations of this aging system. A particularly amazing feat given that Jojo's runs on the same board that Street Fighter 3 does, and that the game often has up to four people on the screen at once! Although Jojo's is not without its flaws, this is a very playable and highly enjoyable version. After hours of game play, the biggest drawback I've noted is the pan-in/pan-out funtion that the arcade version and dreamcast have (allowing character to space themselves out a lot farther). Moves which formerly had limited range now go the entire length of the screen, and certain characters (notably Mahrahia) become increasingly annoying without the ability to move out of the range of their moves. On the whole though, I am amazed at how much they were able to retain for the psx release. As to the game itself, it is hard to say if Jojo's is for everyone. The plot is strange to say the least (an aspect that might have been aided if I had read the manga), and to make this matter worse, the psx version has omitted the original story mode, turning it into a purely arcade fighting mode. This means you will be missing the actual story for each character, however the PSX version has a 'super story mode', which will fill in enough of the gaps for you to figure out what is going on. Completion of the super story mode is also something you'll want to do (even though it is often less than rewarding) so you can unlock the hidden characters. As to the game itself, Jojo's is in a lot of ways the perfect fighter for the PSX because it uses a four button system instead of the standard six. Although this might make Jojo's seemed a bit dumbed down, most of the characters weild a 'stand'--a second character which can fight for the first character (? ) The stand is a sort of psychic projection, and actually adds a significant new dimension to game play. Having your stand on gives you access to other moves, prevents you from taking block damage, activates chain combos and generally gives you more range. The disadvantages however keep the stand in balence. Stands can be broken making you vulnerable immediately following a stand crush. Stands are often larger then you so can be hit more readily (this is really notable with Iggy), and while they can often seperate from your main character, this sometimes leaves you open to attacks if your opponent gets past your stand. The result of this new system is a far more in depth game play, where characters are in general closer to Gen then Ryu. You will constantly need to be deciding whether to attack with or without your stand (sometimes super moves without stands are stronger). Another aspect is dodging--a manuver you can't do if you have your stand on. Although Jojo's may seem a bit cumbersome at first, repeated plays will reveal that this is a very involved and involving game that will earn dozens of hours of game play. The biggest fault I can find is the lack of a world tour or survival mode as the arcade mode is easily beat. Where Jojo's shines is in versus, so if you have a street fighter friend, you will definitely want to be picking up this title soon.


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