JoJo's Venture

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JoJo's Venture (ジョジョの奇妙な冒険, JoJo no Kimyō na Bōken, lit. "JoJo's Bizarre Adventure") is an arcade game developed by Capcom based on the third part of JoJo's Bizarre Adventure, Stardust Crusaders. It was released on December 2, 1998, on the CPS-3 board system. JoJo's Venture and its revisions were among the first pieces of JoJo-related media released in North America, exposing the series and its characters to many Western players and audiences for the first time.

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.

The game would receive a revision in 1999 titled Heritage for the Future in Japan, with the Western release being simply named JoJo's Bizarre Adventure. Both games were later ported to the Sega Dreamcast.


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.

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 three 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 Story Mode as certain characters.

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, 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).


If certain attacks of the same strength and intensity occur at the same time and collide, clashing occurs. 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 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.


DIOAvCapcom.png ShadowDIOAvCapcom.png

The World

Game Modes

JoJo's Venture contains the following game modes:

Versus Mode
Versus Mode (バーサスモード, Bāsasu Mōdo)
Venture Versus Mode.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)
Venture Story Mode 1.png
HFTF Venture Story.png
Venture Story Mode 2.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.


Playable Characters in JoJo's Venture
Heritage for the Future/Joseph Joestar
No Stand


Expand/Collapse All

Link to this section Promotional Material (Arcade)
Link to this section Promotional Trailers



Name Changes

As JoJo's Venture marks the first time that a JoJo game was released outside Japan, 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:
Young Joseph (若ジョセフ) JoJo

Iggy Iggi

Devo the Cursed D'bo, the Cursed one

Vanilla Ice Iced

Chaka Chaca

Alessi Alessy

N'Doul N'Dool

Holy Kujo Holley Kujo


All instances of blood in the game are colored white, with the exception of Midler's Arcade Mode ending, where it is instead colored green. The same applies to Shadow DIO's glass of wine. Similarly, the red fade at the end of each of Devo the Cursed's cutscenes in Story Mode is instead tinted green. DIO's defeat in Story Mode is changed to him being sent flying off-screen (where he presumably dies). Near the start of N'Doul's bonus stage, an animation of Geb reacting to the dead helicopter pilot's watch alarm and cutting off his hand has been removed,[5] and the blade of Chaka's sword is changed to a wooden brown color in every sprite it appears in. These changes, unlike the name changes, can be reverted by disabling the game's regulation in its service menu.

Sega Dreamcast Version

Both JoJo's Venture and its later revision would later be ported to the Sega Dreamcast under the latter's title, allowing the player to choose which revision 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 JoJo's Venture contains the following new game modes:

Survival Mode
Survival Mode (サバイバルモード, Sabaibaru Mōdo)
Similarly to Heritage for the Future's Challenge Mode, this mode features a gauntlet of single-round matches on a single health bar and Super Combo Gauge. Unlike Challenge Mode, the gauntlet continues endlessly until the player is defeated. In addition, the player is not offered the opportunity to choose a gauge to refill after each match: instead, a small portion of health is automatically restored.

Training Mode
Training Mode (トレーニングモード, Torēningu Mōdo)
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)


This mode is unlocked after defeating 15 or more enemies in Survival Mode. 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 (ネットワーク, Nettowāku)
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.

Link to this section Promotional Material (Dreamcast)


  • While some of its sound effects have been borrowed from the Darkstalkers series, the unique sound effects used in this game have been recycled several times in other titles from Capcom, including Capcom vs. SNK 2, Capcom Fighting Evolution, Marvel vs. Capcom 2, and even the Street Fighter series.
    • Regarding the Darkstalkers series, Shadow DIO uses a voice filter similar to that used by one of the games' characters, Jedah Dohma (from Vampire Savior). In addition, DIO is voiced by the same voice actor as Jedah (Isshin Chiba) in this game. This adaptation is the only time DIO's voice is rendered with a filter; in all other adaptations, he speaks without any notable filters or distortions.
    • Some of the visual effects used in this game (particularly the sparks, dust, and super sparks) have been borrowed from Capcom's Marvel vs. series.
  • GioGio's Bizarre Adventure, another JoJo game developed by Capcom, features an orchestral rendition of Polnareff's theme as the background music for Chapter 11-1. In addition, some cutscenes use the villain intro theme from this game's Story Mode.
  • The underlying mechanics of All-Star Battle (and by extension, Eyes of Heaven) borrow heavily from this game. In addition, All-Star Battle has two DLC costumes for Jotaro and Polnareff based on promotional material for this game.[6]
  • 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 ().
  • Four of the game's voice actors return to voice different characters in All-Star Battle: Mitsuaki Madono (Kakyoin), Hōchū Ōtsuka (Young Joseph), Sho Hayami (Vanilla Ice), and Toru Okawa (Joseph Joestar). Madono voices Part 8's Josuke, Hōchu voices Hol Horse, Hayami voices Enrico Pucci, and Okawa voices Weather Report.
    • Hayami reprised his role as Vanilla Ice in the Stardust Crusaders anime adaptation and Eyes of Heaven. As a result, Pucci is instead voiced by Jouji Nakata in the latter.
    • Okawa voices the narrator in the anime, and reprises his role as Weather Report in Eyes of Heaven.



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