JoJo's Bizarre Adventure: Heritage for the Future

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For other usages of the term "Heritage for the Future", see the disambiguation page.

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), simply called JoJo's Bizarre Adventure in the West, is an arcade game developed by Capcom based on the third part of JoJo's Bizarre Adventure, Stardust Crusaders. It was released on September 13, 1999, on the CPS-3 arcade system. As a revision of JoJo's Venture, Heritage for the Future adds eight playable characters and adjusts several aspects of the game.

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 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: a character's Stand can be summoned or dismissed at will by the player, resulting in variations in the character's move list and abilities.

Heritage for the Future and its earlier revision were ported to the Sega Dreamcast. Much later, in 2012, Heritage for the Future was ported to Xbox Live Arcade and PlayStation Network.

Gameplay

The basic gameplay mechanics 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 Vitality Gauge using regular attacks and character-specific special and super moves. Special and super moves require the input of button combinations and/or accumulated energy, which is displayed in a Super Combo Gauge that increases every time damage is dealt or taken, or when certain moves whiff.

The game uses a simplified four-button control scheme, consisting of three attack buttons (light, medium, and heavy) and a Stand button, which switches the character's Stand Mode on or off. Pressing all three attack buttons triggers a invulnerable forward dodge; pressing the three buttons while blocking pushes the opponent back a set distance. Depending on which button is used to select a character, a different color palette will be used for that character.

The game's six unlockable characters can either be unlocked via time release or the game's service menu in the original arcade version; in the Dreamcast rerelease, they can be obtained by clearing Challenge Mode as certain characters. None of the new characters have AI programmed for them, so they cannot be fought in Story or Challenge Mode.

Stand Mode

Fighting with Stand Mode on enhances a character's offensive and defensive abilities; these improvements heavily depend on the character and Stand, but the most common benefits are double jumping, absorbing residual damage when blocking special attacks, and more powerful special moves.

Stands themselves are physical extensions of their users, and thus damage and attack effects inflicted upon one carries over to its user. Like avatar/puppet-based characters in other fighting games, Stands are able to act independently of their users, allowing for several offensive gimmicks.

Most of the game's unique mechanics derive from the introduced Stand Mode. Many special moves and attacks send a combatant's Stand away from its user, making it more difficult to protect both at the same time; each character's orientation is based on their position towards their opponent, and not necessarily the opponent's Stand. If a character is damaged while their Stand is far away, the damage received is doubled. On top of the Vitality Gauge and Super Combo Gauge, there is a third gauge, the Stand Gauge, which decreases when a character's Stand is damaged and refills when Stand Mode is switched off. If this gauge is depleted, a Stand Crash occurs, leaving the character paralyzed and open to attack for a moment.

Another feature of Stands is Tandem Attack, which can be executed once a character has one stock of the Super Combo Gauge to expend. During the extended startup flash, inputs can be provided for the character's Stand; the Stand will then perform these button inputs on their own as a Program Attack, leaving the user free to do as they please and attack simultaneously. Controlling the Stand directly by performing a special move will cancel the Stand's predetermined onslaught early, however. Weapon Stand users—Alessi, Chaka, and Joseph Joestar—who are unable to separate their Stand from themselves, can instead perform a Real Time Attack, in which most of their moves can be chained into one another until the stock is emptied.

The mechanics of each Stand create strong differences between the game's characters, and force different offensive approaches for each one. This "character-dependent gameplay" style would inspire several subsequent fighting games, such as the latter entries of the Guilty Gear series (which, interestingly enough, also contains rock and pop music references).

Clashing

If certain attacks of the same strength and intensity occur at the same time and collide, clashing occurs. This only happens with characters with an Active Stand. It is hard to see this system in action as it happens very infrequently. This mechanic would later be incorporated into future JoJo games, such as All-Star Battle.

In some cases, when two certain opposing special moves are performed at the very same time, a Blazing Fists Match can occur. When this happens, both combatants are prompted to rapidly tap the attack buttons to win the duel and decide who will receive damage, a feature first seen in Samurai Shodown. This feature has since been adopted and expanded in All-Star Battle.

Changes in Heritage for the Future

Every starting character from JoJo's Venture is available from the start, along with DIO and five new characters: Hol Horse, Anubis Dual-Wielding Polnareff, Mariah, Pet Shop, and a newly-playable Vanilla Ice. The names of Young Joseph (若ジョセフ) and Shadow DIO (影DIO) were changed to Proud Lineage Joseph (誇り高き血統ジョセフ) and Evil Incarnate DIO (邪悪の化身ディオ!!) respectively. In addition, four new hidden characters have been added, these being Rubber Soul, Khan, Hol Horse & Boingo, and Fearless Kakyoin. Furthermore, there have been several balance changes for the returning cast from JoJo's Venture, such as new moves, mechanical changes to certain characters and buffs. Additional palettes for each character have also been added to be used with the attack and Start buttons, bringing the number of palettes for each character up from two to five. Less significantly, Vanilla Ice's boss AI has been toned down, and Proud Lineage Joseph now wears his tank top from Battle Tendency.

Venture's menu systems have been entirely redesigned, and a new Challenge Mode has been added as a second single-player option. Sound effects throughout the game have been added or changed, and the startup animations for super moves and Tandem Attacks have been altered. The input to perform a Guard Cancel was also slightly changed, now resembling the method seen in the Darkstalkers series. New variants were also added for several stages.

Cast

DIOAvCapcom.png ShadowDIOAvCapcom.png

The World
MariahAvCapcom.png
N'DoulAvHftF.png
Geb
BoingoAvCapcom.png
Tohth
NukesakuAVhftf.png

Game Modes

Heritage for the Future contains the following game modes:

Versus ModeStory ModeChallenge Mode
Versus Mode
Versus Mode (バーサスモード, Bāsasu Mōdo)
HFTF Versus Mode.png
HFTFVScreen.png
Two players duke it out in direct combat. After defeating the other player, the winner proceeds to Story Mode until the second player inserts another coin to play again.
Story Mode
Story Mode (ストーリーモード, Sutōrī Mōdo)
HFTF Story Mode.png
HFTF Chaka 8.png
HFTF DIO 1.png
The player plays through the story of a selected character, including a unique set of fights and special intro and ending cutscenes. The player's score at the end of the game is saved to a leaderboard that can be seen during the game's idle demo sequence.
Challenge Mode
Challenge Mode (チャレンジモード, Charenji Mōdo)
HFTF Challenge Mode.png
HFTF Challenge Mode 2.png
HFTF JoJo 4.png
This mode is exclusive to Heritage for the Future. In Challenge Mode, the player progresses through ten single-round matches on a single health bar and Super Combo Gauge. After finishing a match, the player has the option to either recover their health or fill their Super Combo Gauge. Upon finishing the final battle or losing a match, the player's total points are tallied up and given a ranking, along with a special comment from Joseph Joestar. The player's score is then saved to a leaderboard that can be seen during the game's idle demo sequence.
Secret Unlockables
S.DIO Cha A.png
While holding Start, hover over DIO and press Up three times. Unlocked permanently via time-release.
YJoJoAChallenger.png
While holding Start, hover over Joseph and press Up three times. Unlocked permanently via time-release.
RSoulChaA.png
Time-release.
KhanChaA.png
Time-release.
HoingoChaA.png
Time-release.
NKakAChallenger.png
Time-release.

Characters

PlayableMinor
Playable Characters in Heritage for the Future

KhanAvCapcom.png KhanAnubisAvCapcom.gif

Passive

Other Versions

Sega Dreamcast

Both Heritage for the Future and its earlier iteration were ported to the Sega Dreamcast under the former's title, allowing the player to choose which version they want to play. The Dreamcast port features a handful of new modes, along with more options for existing ones, such as being able to select difficulty in Story Mode or set handicaps in Versus Mode.

The Sega Dreamcast version of Heritage for the Future contains the following new game modes:

Training ModeAlessi ModeNetwork
Training Mode
Training Mode (トレーニングモード, Torēningu Mōdo)
HftFTraining1.png
HftFTraining2.png
This mode allows the player to practice character attacks, skills, and combos using various battle settings and opponent behaviors. The player can also choose to display attack data, combo data, and damage.
Alessi Mode
Alessi Mode (アレッシーモード, Aresshī Mōdo)

HftFAlessiMode.png

This mode is unlocked after beating Challenge Mode as Alessi. Alessi Mode is not a mode in and of itself: it is instead a menu that allows the player to set one of three gameplay modifiers based on Sethan's ability for Versus Mode. Depending on the selected modifier, a character will morph into children during the match either after a Stand Crash, in alternation every ten seconds, or for the entire match.
Network
Network (ネットワーク, Nettowāku)
DreamcastNetwork1.png
DreamcastNetwork2.png
DreamcastNetwork3.png
This mode is exclusively available in the For Matching Service edition of the game, and is accessible via the main menu. From this mode, the player can either visit the game's Japanese homepage via the Dream Passport browser or connect to Capcom's servers to access the game's online matchup functionality. Both the homepage and the game's servers are currently defunct, however.
Secret Unlockables
S.DIO Cha A.png
Complete Challenge Mode as DIO.
YJoJoAChallenger.png
Complete Challenge Mode as Joseph.
RSoulChaA.png
Complete Challenge Mode as Jotaro.
KhanChaA.png
Complete Challenge Mode as Anubis Dual-Wielding Polnareff.
HoingoChaA.png
Complete Challenge Mode as Hol Horse.
NKakAChallenger.png
Complete Challenge Mode as Kakyoin.

JoJo's Bizarre Adventure HD Ver. (PSN/XBLA)

In 2012, Heritage for the Future was ported to Xbox Live Arcade and PlayStation Network with upscaled graphics and online play, as JoJo's Bizarre Adventure HD Ver., though this version was delisted in 2014.[8]

The online component featured the ability to filter opponents by location and connection speed in a similar manner to newer Capcom fighting games such as Super Street Fighter IV and Marvel vs. Capcom 3. It also introduced a new eight-player tournament mode, where players could compete for a chance to battle in the final showdown.

HD Ver. Achievements/Trophies
HFTF Ach01.png
Standing the Test of Time
Complete Story Mode or Challenge Mode for any character on any difficulty without using continues.
Gold trophy.png
(100 Gamerscore)
HFTF Ach02.png
Stardust Crusaders
Win a fight with 22 different characters.
Silver trophy.png
(40 Gamerscore)
HFTF Ach03.png
Patty Cake, Patty Cake
Activate a Blazing Fists match.
Silver trophy.png
(40 Gamerscore)
HFTF Ach04.png
The World is Your Oyster
Counter a time-freeze.
Silver trophy.png
(40 Gamerscore)
HFTF Ach05.png
Never Saw it Coming
K.O. N'Dool via Perfect in bonus stage.
Silver trophy.png
(40 Gamerscore)
HFTF Ach06.png
Mad with Power
Down an opponent with a Super Combo.
Bronze trophy.png
(20 Gamerscore)
HFTF Ach07.png
This is Where You Fall Down
Down an opponent without using a Super Combo or Tandem Attack.
Bronze trophy.png
(20 Gamerscore)
HFTF Ach08.png
Crash and Burn
Down an opponent while they are Stand Crashed.
Bronze trophy.png
(20 Gamerscore)
HFTF Ach09.png
The Kid Gloves are Off
Down an opponent while in child form.
Bronze trophy.png
(20 Gamerscore)
HFTF Ach10.png
Strong and Attractive
Raise Mahrahia's magnetic power to maximum level.
Bronze trophy.png
(20 Gamerscore)
HFTF Ach11.png
Out of the Cage
Win one Ranked Match online.
Bronze trophy.png
(20 Gamerscore)
HFTF Ach12.png
Show and Tell
Upload replay data.
Bronze trophy.png
(20 Gamerscore)

Localization

Name Changes

The game's English localization changes the names of several characters to avert possible legal issues. Most of these localized names have never been used since.

LocalizationLink to this section
Name Variants:
Iggy Iggi

Devo the Cursed D'Bo, the cursed one

Chaka Chaca

Alessi Alessy

Vanilla Ice Iced

J. Geil J. Gale

Anubis Dual-Wielding Polnareff Black Polnareff

Mariah Mahrahia

Evil Incarnate DIO Shadow DIO

Proud Lineage Joseph JoJo

Rubber Soul Robber Soul

Boingo Voing

Khan Kan

Fearless Kakyoin New Kakyoin

N'Doul N'Dool

Holy Kujo Holley Kujo

Enya N-Yah


Regional Differences

K.O.New ChallengerTranslation

The kanji for "retired" (再起不能(リタイヤ)) hovers over the "K.O." text in the Japanese region, whereas all other regions remove it.

Japanese English

HFTFKOJ.png HFTFKOE.png

In the Japanese region setting, the character you play as determines the new challenger screen: the protagonists say "A new Stand user?!" (新手のスタンド使いか!), the villains (and JoJo) say "Who the hell are you?!" (何者だ!?), and female characters say "Who are you?" (何者!?). This did not carry over to other region settings, which instead use "Here comes a new challnger!!" (sic) for all characters.

Hero New Challenger Text (Japanese) Villain New Challenger Text (Japanese)

HFTF Kakyoin 11.png HFTF DIO 12.png
Female New Challenger Text (Japanese) English

HFTF Mariah 11.png HFTF English NewChallenger.png

One of the strangest results of Western localization was the translation of Japanese into English, in which much of the original Japanese script is exaggerated or outright discarded for dramatic appeal. This is especially apparent in characters' victory quotes in Versus Mode, but can be seen in Story Mode as well.

Japanese English

HFTF Jotaro 12.png "Get lost." (消えな) HFTF Translation.png
NoPicAvailable.png NoPicAvailable.png

Censorship

International releases went through censorship for some of the presentation and explicit content to accommodate younger, foreign audiences. While Western releases had fairly standard changes for the time, Asian releases were more severe due to Korean censorship of Japanese media. All Japanese text and dialogue was removed, replaced with English or grunting for the voice acting specifically.

BloodExplicit ContentOtherPorts

All instances of blood in the game are recolored white (like sweat), barring some exceptions. Midler's Story Mode ending is also affected, unlike in Venture.

Regulation Off Regulation On

HFTF Khan 4.png HFTF Regulation On.png
HFTF Airplane.png HFTF Airplane Regulation On.png
ArcadeMidlerEnding.png ArcadeMidlerEnding Regulation On.png

Instances of gore and cutscenes that were considered too intense were altered.

Regulation Off Regulation On

Venture DIO Death Regulation Off.png Venture DIO Death Regulation On.png
HFTF Geb.png HFTF Geb Regulation On.png
HFTF Jotaro 8.png Venture Censorship.png

There are a small number of other mild changes, such as the Anubis sword being recolored to a wooden brown color or DIO's wine being recolored (though this could also be a simple palette oversight).

Regulation Off Regulation On

HFTF Anubis Regulation Off.png HFTF Anubis Regulation On.png
HFTF Wine Regulation.png HFTF Wine Regulation On.png

In the original arcade release, the fade at the end of Devo's cutscenes and during Midler's ending in Story Mode is tinted green. Midler's blood in her ending is also colored green and black, despite not appearing at all when regulation is disabled. In the Sega Dreamcast and HD Ver. ports of the game, both are instead colored red.

Arcade Dreamcast/HD Ver.

ArcadeMidlerEnding.png DCMidlerEnding.png
ArcadeDevoFade1.png DCDevoFade1.png
ArcadeMidlerFade.png DCMidlerFade.png

Gallery

Expand/Collapse All

Link to this section Promotional Material (Arcade)
Link to this section Promotional Material (Dreamcast)
Link to this section HD Ver. Screenshots
Link to this section HD Ver. Trailers
Link to this section Promotional Trailers

Manuals

Arcade Operator's ManualJP Dreamcast ManualEN Dreamcast Manual


Trivia

  • The game's name is based on Stardust Crusaders's original name during serialization in Weekly Shonen Jump, Part 3 Jotaro Kujo: Heritage for the Future.[9]
  • GioGio's Bizarre Adventure, another game developed by Capcom features an orchestral rendition of Polnareff's theme as the background music for Chapter 11-1. Some cutscenes also use the villain intro theme from this game's Story Mode.
  • The underlying mechanics of All-Star Battle are based on the Capcom fighting games. In addition, All-Star Battle has two DLC costumes for Jotaro and Polnareff based on promotional material for JoJo's Venture.[10]
HFTF RU Mistake.png
HFTF Nile Mistake.png
  • The travel maps featured in Story Mode contain errors, mostly anachronistic oversights due to Stardust Crusaders being set in the 80s:
  • Iggy's Sand Storm super move is a reference to the Shun Goku Satsu move used by Akuma in the Street Fighter series. This is further evidenced in the game's debug mode, where an unused graphic shows the kanji for the word dog () stylized in a similar manner to Akuma's kanji for heaven ().
  • In Capcom's "Super Elections" survey for their 40th anniversary, Heritage for the Future ranked 179th with 126 votes for the "Which of the following Capcom games do you like the best?" question.[11]

References

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