1188: Jojo's Bizarre Adventure \\ Dreamcast \\ Menus, modes, options & Jotaro HftF playthrough!
Checking out the menus, options, and game modes in the Japanese version of JoJo's Bizarre Adventure on Dreamcast, then playing through Story mode in the second of the two included arcade versions, JoJo's Bizarre Adventure: Heritage for the Future, as Jotaro Kujo, on the default 4/8 difficulty!
My JoJo's Bizarre Adventure playlist:
https://www.youtube.com/playlist?list=PLZO3OPzPjIzM32Q2K1tSTKbJSwFtGMWlJ
0:00 - start
1:15 - Option
9:50 - JoJo's Venture
12:55 - Survival
18:11 - Attack List awkwardness
27:13 - Arcade (JV) - Jotaro (partial)
33:28 - HftF Training - Jotaro time stop super
42:30 - Challenge
45:33 - Story (HftF) - Jotaro
1:22:46 - ending & credits
1:30:50 - Training - dodge
1:39:59 - wrap!
1:43:10 - looking at screen flashes
Game is wild, man. There's so much weird stuff in the gameplay too, like, here I found I had trouble using Jotaro's dodge (all three attack buttons simultaneously), and he can't use it in Stand mode, but messing around after recording, I found that Joseph has a DIFFERENT, highly effective dodge-roll in his Stand mode! And a lot of the Stands operate wildly differently.
Speaking of wildly different, there's the stage in HftF's Story mode that ISN'T a normal fight at all, but rather you traversing left to right across a long desert stage, being attacked by mystically animated water spouts. = oo Wasn't quite as hard as I'd feared initially, thankfully, but it is kind of an obstacle memorization thing. And some fight stages are just one round rather than best-of-three.
The beginning of Jotaro's Story mode in this version felt a lot tougher than the first three matches the delisted PS3 demo lets you play. And the survival-style Challenge mode in HftF is way harder than the Survival mode in the first arcade version, JoJo's Venture (this disc is a compilation of the first arcade version by Capcom's SFIII team, JoJo's Venture, from 1998, and the 1999 update, JoJo's Bizarre Adventure: Heritage for the Future, which adds eight more playable characters). Challenge mode has the additional twist of letting you choose to replenish part of your health meter or your energy meter after winning one of the single-round matches. Carry a ton of meter with you. Kind of digging that mode.
The fighting choreography--the poses and all--are really good in this game. And the colors! 8 oo The DC version's 240p mode did seem really blocky at first, with those heavy black lines around the characters, but I guess I got used to it pretty fast. Nice and sharp through my Behar Bros "Kuro" VGA box, with its switch that enables VGA output from non-VGA-supporting games. : ) (Looks like they've replaced the Kuro with the "Gekko.")
A few aspects of the interface are bizarre. The Option screen is only available outside the two arcade versions, so if you want to change difficulty, or save, for instance--there doesn't seem to be an auto-save (on the plus side, the save file only takes up 4 blocks on the DC memory card)--you have to quit all the way back to the root menu. And the in-game move list, which only displays four lines at a time, at the top of the screen, entirely replacing the regular game HUD, health bars, etc, can only be scrolled while the game is NOT paused!! = oo (By hitting specifically the button bound to the L+M+H shortcut, NOT by hitting the L, M, and H attack buttons themselves. 'p') So yeah you're probably going to get hit a lot trying to look up your moves with that. : PP And for some reason you can't set the dummy character to CPU mode once you've started Training mode--it's only selectable at the beginning. : P
I've got I think six characters to unlock in HftF--I think by playing through six other characters' Arcade modes?--so I guess I'd better get busy! ~3 supers per character, most qcf+2 buttons, but some like Jotaro's time stop are 5-input strings ala Darkstalkers.
There's an additional gameplay thing I noticed after recording where I think two stands clash, and there's an extended button-banging yelling sequence. ^ _^
"Flash" option (default=OFF) doesn't turn off the regular round start/end or super screen flash FX, which somehow aren't too annoying (they're LAVENDER!!); maybe disables specific strobes? Manual warns about epileptic seizures if enabled. Not in PS3 version.
There are four colors per character, no color preview function as in the PS3 version, so note to self: on my PS4 stick via Brook Super Converter, [] is default, then there's X, /\, and R1 (currently assigned to Taunt aka "Chouhatsu").
Oh I suppose maybe people are emulating the delisted PS3 version these days.
10/29/22
#jojosbizarreadventure #hftf #jojos #jojo #dreamcast #fightinggame #fightinggames #letsplay #videogame #videogames #playthrough #gameplay #jotaro #jotarokujo #jjba
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