JoJo's Bizarre Adventure: Heritage for the Future
JoJo's Bizarre Adventure (ジョジョの奇妙な冒険 JoJo no Kimyō na Bōken) is the name commonly given to any one of the versions and ports of a fighting game developed by Capcom, that was based on the third part of JoJo's Bizarre Adventure, Stardust Crusaders.
It was originally released as an arcade game on December 2, 1998 on the CPS-3 board system; this version was known outside Japan as JoJo's Venture. An updated version of the game was released on September 13, 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), also known as HFTF, becoming the sixth and last game released for the CPS-3. Console ports of this version for the PlayStation and Dreamcast were released later that year, while a high-definition version titled JoJo's Bizarre Adventure HD Ver. was released for PlayStation Network and Xbox Live Arcade in August 2012.
The games were developed by the same team responsible for the Street Fighter III series. 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, where a character's Stand can be summoned or dismissed at will by the player, resulting in variations on the character's move list and abilities.
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. Araki patterned most of Midler's revised design from Yukako Yamagishi from Diamond is Unbreakable, having similar body builds.
The game prominently features illustrations straight from the manga, some with unique touches just for the game. Most notable in the game is the face-shot of a defeated enemy if finished off with a super combo move, whose animation also reflects the kind of damage received; the portrait would be riddled with bullet holes, bisected or bloodied, depending on the finishing move.
Later revisions of the games include shoutouts to other parts of the series.
This game 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 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 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 time damage is dealt or taken.
The game uses a simplified 4-button control scheme, consisting of three attacks (light, medium, and heavy) and a Stand button, which switches the character's Stand On and Off (see Stand Mode below). Push blocking is possible to force attacking foes a set distance whilst blocking an attack, as well as inputting all 3 basic attack buttons for a forward-yet-somewhat-laggy invulnerable dodge.
Fighting with the Stand Mode "On" enhances both the character's offensive and defensive abilities; these improvements heavily depend on 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.
Stands themselves tend to act as akin to the source material, physical extensions of their users, where damage inflicted upon them carries over to the User via mirroring the connecting attack's hit effects. They also act very akin to avatar/puppet-based characters in other fighting games, being able to act as disjointed-attacking entities separate of their user/wielder, allowing for plenty of offensive gimmicks.
Most of the game's specific mechanics derive from the introduced Stand Mode. For example, the aforementioned aspects of Stands and their users sharing their taken damage upon one or the other 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; if a character is damaged while their Stand is far away, the damage received is doubled. 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 Crash takes effect, 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/Stand Mode, though; some of these "passive" Stand Users introduce even more complex and specific mechanics into the game, such as Hol Horse's Emperor, a gun Stand, or Mariah's magnetic Stand Bastet. Characters like Chaka and Joseph however, have their stands wielded as "weapon" Stands. Only changing their base moveset without any disjointed entity beside them.
Most passive users only summon Stands for a brief attack/animation before they vanish unless called again, but the Stand can still be attacked directly with the same kind of damage mechanics. Furthermore, passive Stand Users may also have their own animations recovery/function independently of their Stand's animations moreso than active Users.
The functions of each Stand create strong differences between the characters, and force often radically different offensive approaches for each one; this "character-dependent gameplay" style would be later present in posterior fighting games, such as the latter entries of the Guilty Gear series, which, interestingly enough, also contains Rock and pop music references.
For the most part regardless of a Stand being either an active type or passive type, a victim being "sandwiched" between a Stand and their User has their blocking orientation based on their position towards the User, and not the Stand. Though the approach varies for most standard active and passive Stand Users, both mainly focus on attacking/acting in a disjointed manner different from one another, creating all sorts of offensive mixups.
Another feature is the Tandem mode only for active and weapon Stand Users. Upon executing the command with 1 stock of super meter to expend, it functions akin to a super, only during the period of the rather extensive startup flash, inputs can be rapidly done within the set interval to allow the Stand to perform the inputted button commands on their own while the User is free to do as they please, though controlling the Stand directly with a special-move-command of any sort will cancel the Stand's input-predetermined onslaught early. Weapon Stand Users on the other hand, only access a "custom combo" mode where nearly all of their moves are freely-self-cancel-able into one another for the duration.
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. This mechanic would later be incorporated into future JoJo games, such as All Star Battle In some cases, clashing can lead to a Blazing Fists Match. (see below)
Blazing Fists Match
One of the lesser-known features of the game, but also one of the more impressive, is a Blazing Fists Match, caused when two certain opposing special moves performed by certain characters at the very same time collide; the player/s are then 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.
Bonus Stages and Special Battles
Across the game, and if certain conditions are met, the player will have to clear special stages and face secret opponents. In these battles, special rules are applied in order to reenact certain chapters of the original manga that were less "translatable" under the normal circumstances of the 1v1 battles.
Such characters include:
- Impostor Captain Tennille, Nena, ZZ and Telence T. D'Arby, which are not fought directly. Instead, their respective battle is narrated somewhat close to the manga, with the occasional quick-time-event appearing as the sprite of an incoming hazard or attack appears on the screen. Said QTE involves choosing the right direction out of four, which is always the highlighted arrow.
- Forever is fought in Jotaro's point of view. Instead of a classic fight, the game turns into a shooter. The screen is static and Forever can appear from several places, sending objects at the screen/at Jotaro. The player must shoot Forever and his projectiles (represented as Star Platinum punching) to deplete Forever's health bar. Forever can occasionally take the runaway girl hostage, forbidding Jotaro from punching the ape.
- Arabia Fats and Kenny G are fought through a similar type of minigame. Instead of fighting them the player must find the hidden enemy in the background, helped by small hints on a secondary screen (a reflection in Arabia Fats' case and the actual position of Kenny G in his case although the complex background compensates). The player must find them four times before the timer expires.
- Daniel J. D'Arby is fought through three unique minigames reflecting how the Joestar Group gambled against him in the manga. First is a betting game in which Polnareff must pick a piece of fish out of two choices. Second is a minigame in which Joseph and D'Arby must put coins in a glass of water. They can choose how many coins they put in the glass, but the player must press a button at the right moment, represented as two cursors panning across a bar at different speeds to have matching positions. The more coins one puts, the more difficult the timing is. Finally, Jotaro challenges D'Arby to a poker minigame.
- N'Doul is not fought conventionally. Instead, Jotaro finds himself on a corridor level and must reach N'Doul at the end of the level while avoiding Geb's attacks by jumping or dashing.
- Vanilla Ice and Mannish Boy (or rather Death Thirteen) can be fought in a 1v1 fight using the main gameplay, but are not playable otherwise.
The Super Story mode has a last minor gameplay feature known as "secret factors". As nods to the story of Stardust Crusaders, playing out the scenario akin to official canon will activate these factors. If the player activates the scenario correctly, it gives them a high ranking upon winning the scenario. This is a unique feature that also celebrates its source material and rewards fans and readers of the series.
JoJo's Bizarre Adventure: Heritage for the Future
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) is an updated version of the game, released on September 13, 1999, on the CPS-3 arcade system. This version featured eight additional playable characters and adjustments to the game for balancing purposes.
Differences between JoJo's Venture and Heritage for the Future
- The Guard Cancel motion was changed, now having similarity to the Darkstalkers series.
- New moves for several of the returning characters. (Notably, Jotaro, who gains new variations for his Blazing Strike, among others)
- A minor change to Jotaro's Puttsun Ora, now performable in the air.
- DIO is now selectable from the beginning and does not require the unlocking codes as seen in JoJo's Venture. (He can be unlocked through the character select screen or permanently via the service menu previously)
- All hidden characters are time-released (arcade), alternatively unlockable through the arcade game's service menu, or requires finishing the game with certain characters (console).
- Vanilla Ice becomes a playable character, vastly different from his NPC mini-boss version.
- In HFTF, Vanilla Ice's boss AI is more or less manageable and possibly toned down across all difficulties. In JoJo's Venture, his AI is notoriously difficult especially without the knowledge of dodging and other of the game's mechanics.
- A major variation of Polnareff is available (Anubis Polnareff, referred to as Black Polnareff in the localization).
- Three brand new characters are selectable (Pet Shop, Mariah, and Hol Horse).
- There are four additional hidden characters (Rubber Soul, Khan, Fearless Kakyoin, and Hol Horse w/ Boingo).
- The overall motif, including opening and closing credits as well as the character select theme, are different.
- The "Survival" option has been replaced by a 10-battle "Challenge Mode".
- Cosmetic changes for all characters, including more color variations per button, including the Start button.
- As with the change of motif, the Super Combo character cutscene is now different and dynamic in nature, as is the Super Combo chime. The Tandem Attack cutscene is different as well, now resembling zooming starfield over yellow background, reminiscent of the Street Fighter Alpha/Zero series.
- Some extra sound effects have been added and changed, including the aforementioned Super Combo chime, and the K.O. sound effect, new to HFTF.
- Of special note is that the Super Combo chime would be reverted to JoJo's Venture in the game's Dreamcast port, and the HD Version.
- During period between rounds, the current power stock amount carries over in JoJo's Venture. However, they reset back to Level 1 in HFTF, as a possible rebalancing or programming oversight.
- Proud Lineage Joseph gets new sprites with clothing that matches his Part 2 appearance rather than keeping the prior Joseph's clothing.
A PlayStation port was released on October 14, 1999, which features all characters and some modes from the CPS-3 arcade version. The port is noted to have a few unnoticeable missing frames and lower quality sprites due to hardware limitations, however, it includes an exclusive "Super Story Mode" that adapts the entirety of Part 3, as well as bonus content on the PocketStation. The port does not include the "challenge mode" from the arcade version, and several visual effects had to be downplayed to improve performance on the PlayStation.
The game primarily uses the motif of JoJo's Venture, while the character select screen is from HFTF.
Super Story Mode
The Super Story Mode uses cutscenes similar to the CPS-3 game, but with major graphics downgrade. It does, however, feature characters and scenarios not found in the arcade game, most notably in character sprite form.
Failure to complete the Super Story Mode scenarios does not impede progress, and the character is allowed to continue as many times as necessary. However, some branching paths require revisiting a particular chapter to backtrack and play other chapters. If the chapter introduces a new mechanic, an instruction guide will be displayed first prior to the game's proper starting.
Several enemies that weren't present in the previous version make an appearance uniquely in the story mode, sometimes accompanied by a change in gameplay:
- Gray Fly, or rather Tower of Gray, can be fought by Kakyoin in a 1v1 fight using the main gameplay. However, Tower of Gray is not playable.
- Enya the Hag can be fought by Jotaro in a 1v1 fight using the main gameplay but with additional subtleties. Enya is assisted by a horde of zombies who will come from both sides of the screen. There are three variants, the classic zombie, the leaping zombie, and the baby zombie. Jotaro must fight off the zombies, avoid Justice by jumping and deplete Enya's health bar.
- Steely Dan, or rather Lovers, is fought like a side-scrolling shoot 'em up. Kakyoin and Polnareff send in Hierophant Green and Silver Chariot inside of Joseph's brain. The two Stands form a pair and must navigate two levels, either shooting Lovers clones or slashing them. At the end of each level, Lovers appears as a boss and must be defeated. The second time it appears, it also summons a mass of tentacles from the flesh bud to attack Hierophant Green and Silver Chariot, and the Stands must cut through them to damage Lovers.
- Cameo or rather Judgement can be fought by Avdol in a 1v1 fight using the main gameplay. Judgement can summon clay golems of Avdol or Sherry Polnareff to assist him.
The PocketStation is a Japanese only memory card peripheral for the Sony PlayStation. Released in 1999, it was designed to be the company's early attempt at a handheld system. The device requires physical connection to a PlayStation's memory card slot to utilize its storage functionality, however it is also capable of running standalone software typically included as bonus content on the discs of compatible PS1 games. The PlayStation port of JoJo's Bizarre Adventure: Heritage for the Future includes a PocketStation game titled JOJO POKE (ジョジョポケ), which features seven mini-games themed after Stardust Crusaders.
- Independent Arm (インディーズアーム): The player control's Hierophant Green's arm and moves around a square avoiding obstacles and collecting coins in numerical order. The gameplay is not unlike Centipede.
- Flip over the Tarot! (タロットをめくれッ！): A memory game that involves the player flipping over tarot cards in the right order.
- Speed! (スピード！): The player lines up the reticle with the arrow in order to catch Lovers with Star Platinum.
- Find the Coffee Flavor! (コーヒー味をさがせッ！): A Shell game variant where the player selects the correct flavored gum.
- Oh..Bravo!! (おお…ブラボー！！): A game requiring the player to stab falling coins with Silver Chariot. The coins make a sound when stabbed, reproducing Polnareff's theme in Heritage for the Future.
- Run, Joseph! (走れッ！ ジョセフ): A vertically scrolling game that involves Joseph running and jumping over obstacles.
- Adventure Mode (冒険モード): A game that encompasses the other six mini-games. Players complete games in order to progress forward on a "Travel Trail" map. Doing so unlocks gallery portraits of characters featured in Stardust Crusaders.
A Dreamcast port was released on Oct 31, 1999, featuring assets and performance that matched closer to the original arcade version. Along with improved gameplay and shorter loading times, this version includes an "Alessi Mode," but does not have the "Super Story Mode" present in the PlayStation port.
The Dreamcast version features a Alessi Mode, which allows de-aged characters to be played in a set of rules (Both players fighting as the kid counterparts for the whole round or the characters turning into children during a Stand Crash). This mode is unlocked by finishing Challenge mode with Alessi.
- Kid forms (Jotaro, Kakyoin - both versions, the only difference being that Fearless Kakyoin holds a painting canvas as a kid - Avdol, Polnareff, Devo, Midler, Pet Shop, Vanilla Ice, Alessi)
- Young Joseph (Joseph)
- Teenage Joseph (Young Joseph)
- Iggy's older design (Iggy)
- Disguised Fat Woman (Rubber Soul)
- Boingo (Hol Horse paired with Boingo; the de-aged Hol Horse trades places with Boingo under his crate)
- Unnamed boy possessed by Anubis (Chaka, Anubis Polnareff)
- Unnamed cow possessed by Anubis (Khan)
- Unnamed boy with Hanged Man in his eyes (Hol Horse paired with J. Geil)
- Unnamed old woman from Mariah's fight (Mariah)
- Nukesaku (DIO)
- Wang Chan (Shadow DIO)
JoJo's Bizarre Adventure HD Ver.
The game, apart from upscaled graphics, includes tweaked dialogue and fonts as well. Notably, it uses the super chime from the first JoJo's Venture, similar to the earlier Dreamcast port. Transparency has also been properly applied, replacing the sprite flashing once used. There are options to use the original graphics style, however.
The HD re-release was delisted from Xbox Live Arcade and PSN in September 2014. It is assumed that this is a result of Capcom no longer holding the license to create or distribute JoJo's Bizarre Adventure games, which was acquired by Bandai Namco Games.
The HD update features the option to play in either the classic arcade-style or an “Arcade SD Mode,” which has pixel-like art like the original games. Unlike the PlayStation port, this version of the game does not include the "Super Story Mode."
The game supports online play that includes the ability to filter opponents by location and connection speed, similar to the lobby systems seen in newer Capcom fighting games such as Super Street Fighter IV and Marvel vs. Capcom 3.
The online mode introduces a new eight-player multiplayer mode where players can compete (while waiting to compete) for a chance to compete in the final showdown.
Differences from the manga and game
- Jotaro removes Kakyoin's flesh bud on the spot after defeating him as an antagonist. In the manga (as well as the anime adaptations), Jotaro takes him home and relieves him of DIO's slavery.
- Perhaps due to programming constraints, much of their character story is not logically explained. One example is in Kakyoin's storyline, where after encountering Jotaro, his story shifts to Devo, fresh out of victimizing Polnareff, instead of introducing Polnareff in Hong Kong first.
- Some character interactions to scenes were cut in the arcade version, possibly to make the pacing appropriate to a fighting game. Many of these were later introduced in the PlayStation port's Super Story Mode.
- Many character-altering injuries were downplayed or outright cut, such as with Polnareff and Iggy.
- The playable villains in the story have some of their storyline and concepts fleshed out. One example is Anubis, where the potential of betraying DIO is expounded. Most villains first introduced in JoJo's Venture will almost always turn on DIO in their Story Mode.
- New scenarios were also written for Fearless Kakyoin, to explain his lengthy hospital stay just for the game, in his case, being haunted anew by Death Thirteen while recuperating. Meanwhile, Young Joseph was given a new storyline in the HFTF update, gaining a rivalry with Alessi. The rest of the cast, except for Mariah and Midler, were given storylines consistent with their source material.
- Midler is seen in a new character design that has been the result of the collaboration of Araki and CAPCOM, at the latter's request. She has been drawn by Araki in this new design ever since.
- However, in the Stardust Crusaders anime adaptation, her character design was reverted to the manga appearance.
- Jotaro taunts N'Doul instead of talking to him after defeating the latter. This was properly represented later in the game's Super Story Mode.
- In the English version of the game, the Super Story Mode sequence of Cameo has Polnareff and Avdol simply dropping pebbles and other debris on his breathing pipe. The Japanese version retains the two urinating into his breathing pipe.
- Steely Dan's brutal punishment by Jotaro in Super Story Mode is remarkably shorter than in the manga. This is probably because of memory constraints in the PlayStation, where the mode is only available. In addition, much of the scenes depicting Jotaro's suffering from the hands of Steely Dan was cut.
- Enya is killed after being defeated by Jotaro in Super Story Mode, whereas in the manga and anime, Steely Dan executes her.
- In the Japanese version, on N'Doul's bonus stage, he reacts to the dead helicopter pilot watch's alarm and cuts his hand. This was cut in the English version, but can be enabled.
- DIO's explosive death is more violent here, where only his bloodied lower torso is left. In the manga and anime, his upper torso remains, sans his decimated head.
- If the game is set to certain regions or the game's regulation is set to enabled or, in the HD remake, expressions are disabled, DIO simply flies off-screen to his doom.
- Perhaps due to being untranslatable in a fighting game, Joseph's prank on Jotaro shortly after being revived was cut as well. This scene is simplified in Jotaro's ending into Joseph being revived without the prank.
- While D'Arby's minigames are rigged on the first play to lose all the time when played in the gallery, it is possible to legitimately win in D'Arby's minigames. There are reports, however, of people winning legitimately on D'Arby's minigames on the first try in Super Story Mode, without resorting to bluffing in his poker game.
Many of the names in the game's English localisation have been changed due to copyright or other issues. The following are name changes that are significant:
- Proud Lineage Joseph (誇り高き血統ジョセフ) was renamed as JoJo.
- Evil Incarnate Dio!! (邪悪の化身ディオ!!) was renamed as Shadow DIO.
- Anubis Dual-Wielded Polnareff (アヌビス二刀流ポルナレフ) was renamed as Black Polnareff.
- Fear Transcended Kakyoin (恐怖をのり越えた花京院) was renamed as New Kakyoin.
- J. Geil was renamed as J. Gale.
- Enya was renamed as N-Yah.
- Devo the Cursed was renamed as D'Bo, the Cursed One.
- Vanilla Ice was renamed as Iced. However, the English version still references the original namesake with his new win quote "You had a problem, I just solved it".
- Mariah was renamed as Mahrahia, an exaggeration of her original name.
- Kenny G was renamed as Ken-E Gee.
- Steely Dan was renamed as S-Terry Dan, a distortion of the original name.
- Oingo and Boingo were renamed as Oing and Voing.
- Empress was renamed as The Empress, though not much was changed.
- Anubis was given two different names: the Anubis Sword and the Anubis Stand.
- Some characters had only one letter changed, like Chaka to Chaca, Rubber Soul to Robber Soul, Iggy to Iggi, Khan to Kan, Arabia Fats to Alabia Fats, N'Doul to N'Dool, Cameo to Kameo, Holy Kujo to Holley, and Alessi to Alessy.
- The game's name is derived from Stardust Crusaders' original name during serialization in Weekly Shonen Jump, Part 3 Jotaro Kujo: Heritage for the Future.
- The characters introduced in the Heritage for the Future update have no A.I. (Artificial Intelligence) at all. It wasn't until the PlayStation port that Capcom gave those characters A.I for the Super Story Mode.
- In the game's Secret File, there are concept artwork of Roses, Kars, Wamuu, Esidisi, Wired Beck, and Stroheim from Battle Tendency, indicating that they were originally set to appear in the game during development.
- 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. It has been reused in Capcom vs. SNK 2, Capcom Fighting Evolution, Marvel Vs. Capcom 2, and even in the Street Fighter IV series.
- Regarding the Darkstalkers series, DIO in both his playable versions uses a type of voice filter akin to one of the games' characters, Jedah Dohma (from Vampire Savior), alongside also being voiced by the same voice actor as Jedah (Isshin Chiba) in the same fashion. This adaptation/form of media is the only one where Dio's voice was rendered as such, as in all other cases he speaks normally without any notable filters/distortions.
- Some of the visual effects used in the game, particularly the sparks, dust, and super sparks have been borrowed from Capcom's Marvel VS series.
- The game pays homage or picks up inspirations from other JoJo-related media that came before it:
- The normal color scheme used for The World's armor and skin bears a resemblance to the one used on its appearance in the 1993 OVA. The color scheme on its armor even uses the same one from the OVA.
- One of Avdol's alternate color schemes turns his coat red and shirt to yellow, similar to his appearance from the 1993 and 2001 OVA. The same goes for Joseph Joestar, Polnareff, and Anubis Polnareff, both of them having alternate color schemes that resemble their OVA appearance.
- Hacking the game reveals an unused variation of DIO's mansion stage, where a window is wide open, sunlight flowing into DIO's coffin. This is a canon event referenced in the manga, mirrored by the Anime and OVA.
- One of Iggy's special moves makes him create a giant wave of sand in the opponent's direction, similar to how he attacked Vanilla Ice in the OVA.
- DIO’s Road Roller super move has him pummeling the steamroller repeatedly until it explodes. This reference mirrors to the 1993 OVA where DIO’s tank truck explodes after pummeling it.
- Besides being based on Part 3 (Stardust Crusaders), this is the first game to have elements from more than one JoJo saga.
- Part 1: Wang Chan as Shadow DIO's "child" form during Alessi's Stand ability, a shot of the Stone Mask appears when a character is Stand crashed and both versions of DIO have Space Ripper Stingy Eyes as a special move.
- Part 2: Young Joseph is a playable character, Caesar appears in the Young Joseph's special move that contains several manga panel flashbacks as well as Lisa Lisa doing the same for Old Joseph's version, the Red Stone of Aja is used as one of Young Joseph's supers and the crossbow he used against Wamuu, as well as the coke bottle during his introduction scene, appears in his moveset.
- Part 4: The arrow appears during Polnareff "Requiem" super, one of Jotaro's alternate color scheme recolors his coat, hat and pants white, much like his Part 4 outfit and in one of DIO's alternate color schemes, The World is pink and blue giving it an appearance similar to Crazy Diamond.
- Part 5: Chariot Requiem appears as a super combo for Polnareff and one of his win quotes translates to "We'll meet again in the future...in Italy" and the icon for Italy in the story mode is Giorno Giovanna's ladybug brooch.
- Iggy's second special is a reference to the Shun Goku Satsu used by Akuma from the Street Fighter series. This is further evidenced in the game's debug mode where an unused graphic shows kanji with the word "dog" (犬, "inu") stylized in a similar manner to Akuma's "heaven" kanji (天, "ten")
- Another connection to Street Fighter is found in the animation used for the round announcements as the SFX is burrowed from a frame used in Ryu's Shin Shoryuken from Street Fighter III: The New Generation.
- Heritage for the Future marks the first time that a JoJo-based game has seen an English release, albeit with changed names to avert possible legal issues. Heritage is notable for introducing the sometimes absurd localization to the franchise, although none of these localized names have been used since.
- The game's English version logo seems to had become the de facto English logo of the entire franchise, as even All Star Battle had adapted the overall look of the English language logo, which was first seen in this game. However, as of Eyes of Heaven, all English logos of the series now follow the one introduced by Crunchyroll.
- The HD version is the first console release of the game overseas in which the player can decensor the game, via the "Expressions" option. Setting it to "Original" restores red blood graphics as well as DIO's Story Mode defeat animation of him exploding violently.
- For its PlayStation release, the game has sketchy censorship even in its Japanese version. It did not retain much of the violent animations in Arcade Mode, such as DIO's explosive death.
- Despite Alessi's name being changed in the international release, Young Joseph's opening still has the original name. This was fixed in the console and HD versions of the game.
- Later JoJo games pay homages or made references to this game:
- The underlying mechanics of All Star Battle, and by extension, Eyes of Heaven largely borrows a lot from this game.
- In All Star Battle, Part 1 Dio's Space Ripper Stingy Eyes HHA uses the exact same animation (Including Dio rearing backward) as DIO's version of said move in this game, and DIO's HHA move in ASB is very similar to Shadow DIO's "Checkmate!" super.
- All Star Battle has two alternate free-DLC costumes for Jotaro and Polnareff, based on promotional material for the game.
- GioGio's Bizarre Adventure, also by Capcom, features an orchestrated rendition of Polnareff's theme and the villain's intro theme in Story Mode from this game.
- Most M.U.G.E.N. characters based on JoJo’s Bizarre Adventure are built on or completely ripped from Heritage.
- Heritage still has a large, healthy community on FightCade
- Five of the game's voice actors, Mitsuaki Madono (Kakyoin), Hōchū Ōtsuka (Young Joseph), Sho Hayami (Vanilla Ice), Wataru Takagi (Cameo) and Toru Okawa (Joseph Joestar) return to voice different characters in All Star Battle. Madono voices Part 8's Josuke, Hōchu voices Hol Horse, Hayami voices Enrico Pucci, Takagi voices Okuyasu Nijimura and Okawa voices Weather Report.
- Hayami reprised his role as Vanilla Ice in the Stardust Crusaders anime, which carried over to Eyes of Heaven. As a result, Pucci is voiced by a new voice actor.
- Takagi reprised his role of Okuyasu in Eyes of Heaven and Part 4 anime.
- Okawa voices the narrator in all anime seasons and reprised his role of Weather Report in Eyes of Heaven.
- The game has extensive fourth-wall interactions, such as characters frequently being aware of the 'player'.
- Devo outright threatens to curse the 'player' next in his ending.
- Mariah flirts with the 'player' in her ending, with no story-centric dialogue in her story mode.
- Anubis Polnareff attacks the 'player' after running out of victims in his ending.
- Alessi talks to the 'player' in one of his win-poses.
- Both DIOs interact with the player. Shadow DIO and DIO have the Kisama, miteiru na! (You... you saw me!) gesture, with the addition of DIO attacking the 'player' with The World in his win-pose.
- Joseph will sometimes show a spirit photograph of DIO to the 'player' in one of his win-poses.
- Some of Vanilla Ice's win-poses will have Cream stare at the 'player' menacingly.
- One of Hol Horse's win-poses has Hanged Man creep up to the player's point of view in a menacing manner. One of his moves involves him shooting the player's 'camera', creating shards of glass for Hanged Man to travel along with.
- Holding Light Attack and pressing start with Kakyoin, Fearless Kakyoin, and Vanilla Ice will show a different taunt.
- Chaka has a win quote that says "It was most likely when the opponent pressed start after losing to some character"
- Joseph Joestar and Midler have a special intro
- Iggy and Vanilla Ice have a special intro
- Hol Horse has a different taunt when fighting against Polnareff
- Hol Horse will say "Aye aye sir" when he shoots a single bullet with his special after the opponent is caught by the Hanged Man special
- Jotaro, Joseph, Kakyoin, Devo, Polnareff, Avdol, and Fearless Kakyoin have a special intro where they yell "DIO" when fighting against DIO.
- If the player is using either DIO, Jotaro, or Shadow DIO and they are caught in stopped time, they can input the time stop command and enter or even effectively steal the stopped time. This tactic was previously unknown in mainstream gameplay until made popular by the HD re-release, as an achievement. This tactic is also the final Secret Factor in the game, not counting the interlude chapters.
- There is a glitch where if someone loses a round, the player can perform a time stop with DIO or Jotaro and the opponent will be frozen between rounds. If the opponent is hit during the freeze, they automatically lose the round.
- There is another glitch where if Avdol turns on Stand, plants his Ankh Super, and holds one attack button, he can remain invincible for 2 seconds.
- Pressing stand and then spamming up and down quickly with Hol Horse & Boingo will spawn a Boingo in the air that can hurt the enemy and will go away after Hol Horse gets hit or if he is off-screen. He can spawn as many as he wants.
- In JoJo's Venture, it is possible to moonwalk by spamming left and right, and then holding one of the directions.
- Xbox Achievements
- JoJo's Bizarre Adventure by Capcom (Japanese)
- JoJo's Bizarre Adventure: Heritage for the Future by Capcom (Japanese)
- JoJo's Bizarre Adventure HD Ver. Official website (Japanese)