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Home » Article » Arts-and-Entertainment Nintendo DS Jump Superstars Review
Jeromy filed under "Arts-and-Entertainment"
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Jump Superstars plays like no other 2D fighter ever created. It
feels like a hybrid of Smash Brothers and Mario Brothers with
fighting mechanics Street Fighter would be envious of. From the
first fight you can feel the influence Nintendo had on the
development of Jump Superstars as the arenas and sound effects
are reminiscent of the original Super Mario Brothers. So did
Nintendo of Japan and Jump Magazine do the Jump Manga world a
great service by creating this 2D fighter? Let’s dive in and
find out.
Get Ready!
The first step on the way to becoming the ultimate Manga fighter
champion is to select one of the starting Koma compilations.
Koma are spaces occupied by a series of characters that a player
can use once engaged in battle. When in battle, Koma will appear
on the DS touch screen. This Koma screen consists of a 4 x 5
grid which can hold up to twenty Koma. These Koma are
distributed to create either a battle character, a support
character, or a help character.
Koma
* 1 Koma is a help character * 2-3 Koma are a support character
* 4-6 Koma are battle characters
Battle characters are what the player controls in battle. If
more than one battle character is available, the player can swap
between them while fighting. A support character is one that
when activated comes out for a short period of time to unleash a
special attack on the other players. This type of Koma requires
that the player has at least one special attack meter filled up.
The special attack meter can be filled by collecting the Mario
Brothers like coins throughout the battle. A help character is
one that heals, fills the special attack meter, or boosts a
battle character. This type of Koma also requires at least one
special attack meter to be full.
GO!!
With an initial Koma selected the single player game awaits.
Once entered, the single player game consists of a world map
where players move between different challenges. The challenges
alternate between straight up battles and missions. Missions
require that some sort of goal is met like destroying all the
walls in the arena or not getting hit by the other player.
So with a battle or mission selected the real meat of the game
begins. Jumping or double jumping around the platforms gets you
moving and in position to unleash an attack. Two buttons are
used for normal attacks, one is used for the battle characters’
special attack, and the touch screen is used to unleash
support/help/battle character attacks. Along with these basic
attacks, many combos are available where the battle characters
join forces to unleash major damage.
After beating the snot out of the opponents, they’ll eventually
turn a light gray color which means they’re almost done for.
With a few more hits they’ll be KO’d. KO is what Jump Superstars
uses to determine the winner. If you KO someone else you get a
point, if you get KO’d you lose a point. The total is tallied up
at the end of the battle and the KO point leader wins if playing
a straight up battle.
After each battle or mission the results are displayed along
with a list of all the sub goals that were completed. That’s
right there are sub goals within each battle. Each time you get
a certain number of sub goals completed you unlock more Koma but
that’s not the only way to unlock Koma. There are also times
where a silhouette of a character and a saying appear. If you
drag the correct Manga character onto the silhouette you unlock
the Koma which are called Serif Koma. The last way to unlock
Koma is by far the most inventive. The player has to buy or
download a copy of Jump Magazine for the month of August 2005.
In this magazine there is a page with patterns that are to be
placed over the DS touch screen and traced. If traced correctly
the Koma is unlocked. How’s that for a serious marketing tie in?
All these Koma, once unlocked, come to a grand total of over 150
and let me tell you it takes a very long time to unlock all of
them.
After a battle or mission it’s back to the world map to move
along to the next challenge. Each challenge takes place in a
world. There are four worlds in the Jump Superstars universe to
conquer and the first time fighting through these worlds doesn’t
take all that long. That’s if you ignore sub goals and side
missions and just plow on through to the end. I think all in all
each world took about an hour to two hours or a little more to
complete the first time through. But then if you want all the
Koma it will take six or seven times that to go back and
complete every sub goal.
Clear!
All in all the game is absolutely packed with content that looks
and feels like the inside of a Manga. The graphics of Jump
Superstars are very clean and well animated and most of the
time, look like a smoother version of a Gameboy Advance game.
When the special attacks and combos get going on the screen it
becomes a true DS game as the GBA would never be able to handle
it. All of the menus, world map, arenas, and characters are
standard 2D sprites and are for the most part very visually
appealing.
The sounds of Jump Superstars are much like the sights, low key
but well implemented. The really impressive part for the DS is
when four players butt heads with huge combos which result in a
huge amount of sounds being mixed together at the same time. It
really shows off what the DS sound system is capable of. Along
with the technical feats there are fun nostalgia inducing sounds
as well. This is best illustrated by the coin sound effect which
is identical to the Super Mario coin sound effect that we’ve all
been hearing for years. Another well executed feature of Jump
Superstars is the use of the Touch Screen. This is the first
case I can think of where the stylus just won’t cut it as
character selection on the Touch Screen is best executed by
using your thumbs. This gives the feel of having an extra
controller embedded in the DS. It’s like having one more D-Pad
that is easily accessible and useable right at your thumb tips.
I have to admit that at first I was trying to use the regular
stylus quite awkwardly but once I discovered the thumb
configuration there was no going back.
When the single player game has become tiresome there’s still
much more to do. The best of which is the multiplayer. This
alone could have been a stand alone game that would have sold
through the roof. AI bots are one thing but playing against a
real human is a whole other deal. While playing multiplayer it’s
possible to share one game between up to four players, but if
you do that you’ll have to use the Koma of whoever is hosting
the game. Otherwise if you have your own game cartridge you can
use your own Koma and even swap Koma between your friends. This
is definitely a case of DS WiFi at its best. The multiplayer
replay value alone is worth the cost of the cartridge. Let’s
just hope that for Jump Superstars 2, which must already be in
development, the WiFi multiplayer gameplay goes online.
Verdict
So if you like the gameplay you’ll have a ton of replay value
here. The problem is that this replay value feels and is
extremely reliant on repetition. Many of the missions are nearly
identical and all the battles are very similar. This fact alone
is why I think most 2D fighters’ single player game is always
short. But as I said, if you’re really into the battles or want
a game you can come back to time and time again without
completing it, then this might be a smart buy just for longevity
and multiplayer.
Japanese
As with most fighting games, the Japanese text plays a small
role in the actual gameplay. With that said, all of Jump
Superstars can be enjoyed without understanding one bit of
Japanese. The only problems you might encounter are not
understanding what the goals of a particular mission are.
Thankfully this is an extremely popular import and there are
many FAQs available which I will reference at the end of this
review.
Worldwide Release So will you be seeing this on store shelves in
your part of the world? Not a chance. IGN sums it up best by
saying, “Given the licensing complexities, it'd be virtually
impossible to release this title outside Japan. For example, the
US license of Dragon Ball is exclusively held by Atari, while
One Piece is handled by Bandai.” So import this one as it’ll
never reach your neck of the woods.
Pros
* All your favorite Jump Manga characters * Deep battle system
* Huge amount of replay value * Japanese doesn't hinder gameplay
Cons
* Repetitive Single Player
Overall Score 9.0
About the author:
Jeromy is the webmaster of http://www.gamebrink.com/
GameBrink.Com Import Video Game Compare.
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