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Jump Super Stars
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| Jump Super Stars | |
|---|---|
| Developer | Ganbarion |
| Publisher | Nintendo |
| Directors | Takao Nakano Tōru Haga |
| Producers | Chikako Yamakura Hitoshi Yamagami |
| Designers | Hiroshi Tsurumoto Takahiro Hayashi Tōru Haga |
| Programmer | Tsuyoshi Kumagai |
| Artists | Aki Sakurai Chiharu Sakiyama Sachiko Nakamichi |
| Composer | Yūichi Hirose[1] |
| Platform | Nintendo DS |
| Release |
|
| Genre | Fighting |
| Modes | Single-player, multiplayer |
Jump Super Stars[a] is a 2D crossover fighting game for the Nintendo DS, based on Weekly Shōnen Jump characters. It was developed by Ganbarion and published by Nintendo. The game was released on August 8, 2005, in Japan and accompanied the release of a red Nintendo DS. A sequel, Jump Ultimate Stars, was released in Japan on November 23, 2006.
Gameplay
[edit]
Jump Super Stars features characters from the Japanese manga magazine Weekly Shōnen Jump. The game supports 2-4 players in multiplayer and features over 75 missions.
Koma (panel) is the term for the characters that the player can use in the game. Each koma uses from 1 to 7 squares of the koma deck at the bottom screen of the Nintendo DS. The deck has 20 squares (4 x 5) for the player to place their koma.
There are three types of koma: help koma, support koma and battle koma.
- Help koma are only one square large. They'll boost up or help players in the game, but they will not appear on Battle Screen.
- Support koma are two to three squares large. These koma will show up briefly on the battle screen to help the player, generally by attacking, blocking, restoring health, or some other move.
- Battle koma are four to seven squares large, and these koma fight throughout each round. These koma represents the characters that the player controls in the battle screen, and the player can switch between characters by tapping their koma in the koma deck like a tag battle.
The player can build and store up to ten koma decks, and each deck must have at least one help koma, one support koma and one battle koma to be valid for use in battle. There are also a set of predefined decks that the player can use, but the player cannot change or delete those. It is also possible to exchange decks between friends, but they won't be able to edit the decks.
Ally boosting is done by placing koma next to each other in the deck maker. If the koma placed next to each other are "compatible", their attributes will go up. Battle characters can get a longer health bar, or increase the maximum number of special attack gauges.
Represented series
[edit]This is a list of represented series in Jump Super Stars. Most of the main characters from each series appear as characters within the games. There are 27 series in total.
- 4 characters (1 Battle, 2 Support, 1 Help)
- Eve is a selectable character.
- Train Heartnet and Sven Vollfied are support characters.
- 6 characters (1 Battle, 1 Support, 4 Help)
- Ichigo Kurosaki is a selectable character.
- Rukia Kuchiki is a support character.
- 11 characters (2 Battle, 2 Support, 7 Help)
- Bobobo-bo Bo-bobo and Don Patch are selectable characters.
- Jelly Jiggler and Gasser are support characters.
- 3 characters (1 Battle, 0 Support, 2 Help)
- Kazuki Muto is a selectable character.
- 3 characters (0 Battle, 2 Support, 1 Help)
- Light Yagami and L are support characters.
- 3 characters (1 Battle, 0 Support, 2 Help)
- Allen Walker is a selectable character.
- 15 characters (5 Battle, 1 Support, 9 Help)
- Goku, Vegeta, Gohan, Piccolo and Gotenks are selectable characters.
- Krillin is a support character.
- 3 characters (2 Battle, 0 Support, 1 Help)
- Arale Norimaki and Dr. Mashirito are selectable characters.
- 7 characters (0 Battle, 3 Support, 4 Help)
- Sena Kobayakawa, Yoichi Hiruma and Ryokan Kurita are support characters.
- 8 characters (1 Battle, 2 Support, 5 Help)
- Gintoki Sakata is a selectable character.
- Shinpachi Shimura and Kagura are support characters.
- 6 characters (1 Battle, 2 Support, 3 Help)
- Gon Freecss is a selectable character.
- Killua Zoldyck and Kurapika are support characters.
- 1 character (0 Battle, 1 Support, 0 Help)
- Hikaru Shindo (paired with Sai Fujiwara) is a support character.
- 2 characters (2 Battle, 0 Support, 0 Help)
- Jotaro Kujo (with Star Platinum) and Dio Brando (with The World) are selectable characters.
- 7 characters (1 Battle, 3 Support, 3 Help)
- Kankichi Ryotsu is a selectable character.
- Daijiro Ohara, Keiichi Nakagawa and Reiko Katherine Akimoto are support characters.
- 4 characters (0 Battle, 1 Support, 3 Help)
- Amakuni Saruno is a support character.
- 12 characters (4 Battle, 4 Support, 4 Help)
- Naruto Uzumaki, Sasuke Uchiha, Sakura Haruno and Kakashi Hatake are selectable characters.
- Shikamaru Nara, Rock Lee, Neji Hyuga and Hinata Hyuga are support characters.
- 8 characters (5 Battle, 2 Support, 1 Help)
- Monkey D. Luffy, Roronoa Zoro, Nami, Sanji and Nico Robin are selectable characters.
- Usopp and Tony Tony Chopper are support characters.
- 6 characters (1 Battle, 2 Support, 3 Help)
- Junichi Jaguar is a selectable character.
- Piyohiko and Hammer are support characters.
- 4 characters (1 Battle, 1 Support, 2 Help)
- Tsuna Sawada (paired with Reborn) is a selectable character.
- Lambo is a support character.
- 4 characters (1 Battle, 2 Support, 1 Help)
- Himura Kenshin is a selectable character.
- Sagara Sanosuke and Saitō Hajime are support characters.
- 7 characters (2 Battle, 1 Support, 4 Help)
- Yoh Asakura and Anna Kyoyama are selectable characters.
- Hao Asakura is a support character.
- 4 characters (0 Battle, 2 Support, 2 Help)
- Hanamichi Sakuragi and Kaede Rukawa are support characters.
- 2 characters (0 Battle, 1 Support, 1 Help)
- Gyro Zeppeli is a support character.
- 7 character (0 Battle, 4 Support, 3 Help)
- Aya Toujou, Tsukasa Nishino, Satsuki Kitaoji and Yui Minamito are support characters.
- 9 character (0 Battle, 6 Support, 3 Help)
- Ryoma Echizen, Kunimitsu Tezuka, Shusuke Fuji, Eiji Kikumaru (with Shuichiro Oishi),
Takeshi Momoshiro and Kaoru Kaido are support characters.
- 6 character (1 Battle, 0 Support, 5 Help)
- Yugi Mutou is a selectable character.
- 4 character (1 Battle, 2 Support, 1 Help)
- Yusuke Urameshi is a selectable character.
- Kurama and Hiei are support characters.
Development and release
[edit]Jump Super Stars was first revealed in an issue of Weekly Shōnen Jump.[29] Ganbarion was commissioned to develop the game by Hitoshi Yamagami, the head of Nintendo SPD at the time, and the development team had less than a year to finish the title.[30] Jump Super Stars was later shown at Jump Festa 2005, the same event where Nintendo revealed plans to release games based on Eyeshield 21.[31]
Video game company Tommo had exclusive distribution rights to sell Jump Super Stars (and Jump Ultimate Stars) in North America through retailers such as Best Buy and Fry's Electronics. Many small business received minimal stock of these games.[citation needed]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 80/100[32] |
| Publication | Score |
|---|---|
| Consoles + | 17/20[33] |
| Famitsu | 32/40[34] |
| Gamekult | |
| GamesTM | 7/10[36] |
| Hardcore Gamer | 4/5[37] |
| NGC Magazine | 4/5[38] |
| Nintendo Life | 9/10[39] |
| Nintendo World Report | 9/10[40] |
| X-Play | |
| Play | 6.5/10[42] |
This section needs expansion. You can help by adding missing information. (April 2023) |
Jump Super Stars garnered "generally favorable reviews", according to review aggregator site Metacritic.[32] The game sold between 202,139 and 220,912 copies in its first week of availability on the market, according to Famitsu and Media Create.[43][44] It became one of Japan's best-selling games in 2005, selling between 464,076 and 549,265 copies during its lifetime.[43][45]
Notes
[edit]References
[edit]- ^ "サウンドディレクションのお仕事:廣瀬 祐一さん(株式会社ガンバリオン) - ゲームのお仕事ウォッチ". Archived from the original on February 28, 2017.
- ^ "キャラクター紹介 BLACK CAT" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 BLEACH" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 ボボボーボ・ボーボボ (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 武装錬金 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 DEATH NOTE" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 D. GRAY-MAN" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 DRAGON BALL" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 Dr. スランプ" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 アイシールド21 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 銀魂 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 HUNTER × HUNTER" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 ヒカルの碁 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 ジョジョの奇妙な冒険 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 こちら葛飾区亀有公園前派出所 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 Mr. FULLSWING" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 NARUTO -ナルト-" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 ONE PIECE" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 ピューと吹く! ジャガー (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 家庭教師ヒットマンリボーン! (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 るろうに剣心 -明治剣客浪漫譚- (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 シャーマンキング (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 SLAM DUNK" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "キャラクター紹介 STEEL BALL RUN" (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 いちご100% (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 テニスの王子様 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 遊☆戯☆王 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ キャラクター紹介 幽☆遊☆白書 (in Japanese). Nintendo. Retrieved December 9, 2018.
- ^ "Shonen Jump all-star game to hit DS". GameSpot. October 4, 2004. Retrieved October 8, 2024.
- ^ "Iwata Asks: Pandora's Tower for Wii". Nintendo. Retrieved October 8, 2024.
- ^ "Eye Shield 21 Bound for GameCube and DS". IGN. December 23, 2004. Retrieved October 8, 2024.
- ^ a b "Jump Superstars (ds) reviews". Metacritic. CBS Interactive. August 8, 2005. Archived from the original on January 30, 2010. Retrieved April 29, 2023.
- ^ Andreyev, Daniel (October 2005). "Test: Jump Super Stars (Import) — Le premier jeu culte de la DS!". Consoles + (in French). No. 165. Future France SAS. pp. 130–131.
- ^ "NEW GAMES CROSS REVIEW: ジャンプスーパースターズ". Famitsu (in Japanese). No. 872. Enterbrain. August 26, 2005. (Transcription by Famitsu.com. Archived 2019-09-12 at the Wayback Machine).
- ^ Luu, Frédéric (August 12, 2005). "Test: Jump Super Stars, une pluie d'étoiles". Gamekult (in French). CNET Networks. Archived from the original on June 14, 2020. Retrieved April 7, 2023.
- ^ "Jump Super Stars". GamesTM. No. 36. Highbury Entertainment. September 8, 2005.
- ^ Ashby, Alicia (November 2005). "Japan: Jump Superstars". Hardcore Gamer. Vol. 1, no. 5. Prima Games. pp. 84–85.
- ^ Evans, Geraint (November 2005). "NGC Pocket Reviews: Jump! Superstars — A Smash Bros clone with manga characters? It might just work..." NGC Magazine. No. 112. Future plc. pp. 52–53.
- ^ Bowskill, Thomas (January 2, 2006). "Jump Superstars Review (DS) — Characters from Japanese manga Jump's franchise's all duke it out in a Smash Brothers style game". Nintendo Life. Nlife Media. Archived from the original on April 4, 2012. Retrieved April 7, 2023.
- ^ Shughart, Ty (August 17, 2005). "Jump Super Stars Review — DO-DO-DO-DO-DO-DO-WWRRRRYYYYYYYYYYYYYYY!!!". Nintendo World Report. NINWR, LLC. Archived from the original on April 29, 2019. Retrieved April 7, 2023.
- ^ Satterfield, Shane (September 27, 2005). "Jump Superstars Import Review". X-Play. G4 Media. Archived from the original on December 20, 2005. Retrieved April 6, 2023.
- ^ Kohama, Dai (December 2005). "Play Japan - Game Review: Jump Super Stars — The ultimate dream match?". Play. No. 48. Fusion Publishing. p. 88.
- ^ a b "Game Search". Game Data Library. Archived from the original on January 1, 2023. Retrieved April 7, 2023.
- ^ Jenkins, David (August 19, 2005). "Japanese Sales Charts, Week Ending August 14th". Gamasutra. CMP Media. Archived from the original on November 20, 2005. Retrieved April 7, 2023.
- ^ Famitsu, Weekly (January 21, 2009). "2005年テレビゲームソフト売り上げTOP500". geimin.net. Archived from the original on January 27, 2009. Retrieved June 28, 2023.
External links
[edit]- Official website at Nintendo (in Japanese)
- Official website at Ganbarion (in Japanese)
Jump Super Stars
View on GrokipediaOverview
Concept and Premise
Jump Super Stars is a 2D fighting game developed by Ganbarion and published by Nintendo exclusively for the Nintendo DS, with its release in Japan on August 8, 2005.[2] The title draws from the rich roster of Shueisha's Weekly Shōnen Jump manga magazine, assembling iconic characters into crossover battles that highlight the interconnected universe of popular series.[3] At its core, the game's premise centers on players constructing customizable teams to compete in fast-paced, arena-style fights. Participants build "koma" decks—manga panel-inspired cards representing characters in battle, support, and help roles—selecting from over 400 koma across 27 Jump series, including 34 fully playable battle characters such as Goku from Dragon Ball and Monkey D. Luffy from One Piece.[4][5] This deck-building mechanic allows for strategic team assembly, where koma of varying sizes (1 to 7 panels) fit into a limited grid on the DS touch screen, enabling switches between fighters during combat to exploit strengths against opponents.[6] The game's unique crossover appeal stems from its expansive integration of Jump properties, marking Nintendo's first major handheld title to feature such a diverse array of anime and manga icons in a unified fighting format.[7] This broad representation fosters dream matchups between heroes from disparate worlds, like Naruto Uzumaki clashing with Ichigo Kurosaki from Bleach, emphasizing thematic unity within the Jump franchise.[8] Jump Super Stars emerged amid Nintendo's longstanding interest in manga crossovers, evolving from earlier console efforts like the 1991 Famicom Jump: Hero Retsuden, which similarly pitted Jump protagonists against one another.[9] By adapting this concept to the DS's dual-screen and touch capabilities, the game revitalized the formula for a new era of portable gaming.[7]Platforms and Compatibility
Jump Super Stars was developed exclusively for the Nintendo DS handheld console, leveraging its dual-screen setup and touch-sensitive lower screen to facilitate core gameplay elements such as character switching and deck management during battles.[3][10] The game launched as a full retail title on August 8, 2005, in Japan, with no official releases in other regions, though physical imports have allowed limited access elsewhere.[2][10] It was bundled with a limited-edition red Nintendo DS console upon release, representing one of Nintendo's initial efforts to pair specific hardware variants with software titles to enhance market appeal.[11][12] As a standard Nintendo DS game, Jump Super Stars is fully compatible with the original Nintendo DS and Nintendo DS Lite systems without requiring additional adapters, and it also runs on later compatible hardware including the DSi, 3DS, and New 3DS families due to backward compatibility features.[13][14] However, there is no official Western localization, restricting broader accessibility beyond imported Japanese cartridges.[2] The title utilizes the conventional Nintendo DS Game Card format, measuring approximately 3.5 cm by 3.3 cm with a capacity typical for mid-2000s DS releases, and as of 2025, no digital re-release or port to modern platforms has been made available.[15][16]Gameplay
Core Mechanics
Jump Super Stars features a unique Koma system at its core, where players construct a deck on a 4x5 grid comprising 20 squares to define their combat capabilities.[4] Koma are panels representing characters from various Shonen Jump series, categorized into three main types based on their size and function: Help Koma occupy 1 square and provide passive boosts such as increased attack power or defensive enhancements to adjacent Battle Koma; Support Koma span 2-3 squares and can be activated temporarily during battles to assist with attacks, blocks, or other effects; and Battle Koma cover 4-7 squares, serving as the primary fighters that players control directly in combat.[17][18] This grid-based deck building encourages strategic placement, as positioning compatible Koma adjacent to one another unlocks synergies like amplified power or special team abilities.[4] Combat unfolds in real-time 2D side-scrolling arenas, supporting battles with up to four Battle Koma per side in a team format. Players switch between their active Battle Koma by tapping the corresponding panel on the Nintendo DS touch screen, allowing for dynamic tag-team maneuvers without pausing the action. Attacks consist of basic combos executed via button presses, special moves that consume a super meter filled by landing hits or collecting on-screen coins, and synergy-based team attacks triggered by compatible adjacent Koma in the deck, such as boosting an ally's power or enabling joint assaults.[4][6] The super meter accumulates stocks for enhanced abilities, including Help and Support activations, emphasizing timing and resource management over complex inputs.[4] The control scheme is streamlined for accessibility, utilizing the D-pad for movement—including jumps, dashes, and directional modifiers—while face buttons handle attacks, guards, and special inputs; for instance, basic attacks using the B button with D-pad directions for variations such as upward or dashing strikes, while blocking is performed by holding Down on the D-pad + R button. The touch screen facilitates deck navigation, Koma switching, and Support summons, integrating the DS hardware seamlessly into the fighting flow without requiring intricate quarter-circle motions typical of traditional fighters.[19][20] Victory is achieved by depleting the opponent's collective health bar across their team of Battle Koma, either through direct damage, knockouts via super moves, or ring-outs by forcing characters off the stage after breaking environmental walls; battles can involve up to 4-on-4 matchups, with some modes incorporating mission-specific objectives like surviving time limits or capturing items.[4][21] Customization adds depth through unlocking new Koma via progression in single-player modes and mixing them from different series in the Deck Maker, enabling players to tailor strategies around synergies and preferred playstyles, such as aggressive rushdown or defensive setups. For example, specific character abilities like Goku's energy blasts can be enhanced by nearby Dragon Ball Help Koma.[4][22]Game Modes and Multiplayer
Jump Super Stars offers a variety of play formats centered around its deathmatch-style battles, with single-player progression emphasizing collection and completion. The primary single-player mode, J-Adventure, is a story-driven campaign structured as a map across four themed worlds representing Shonen Jump series, featuring over 75 missions divided into battle and objective-based stages.[23][22] Players progress through these stages to unlock new Koma panels, with missions involving objectives such as defeating enemy teams, achieving specific combos, avoiding damage, or destroying environmental objects like barrels, and difficulty scales across worlds from introductory tutorials to boss encounters with series antagonists.[24][22] Complementing J-Adventure, Free Battle mode allows customizable single-player or AI matches, where players select decks, stages (such as generic arenas or themed fields), and rules including time limits (30, 60, or 90 seconds), item usage, and team battle options, with adjustable AI difficulty levels for opponents labeled as COM 2 or COM 3 to suit different skill levels.[23][22] Training mode, accessible via the Deck Maker or before entering battles, provides a practice environment against a dummy opponent to test Koma switching and combos without time pressure, including tutorials on core mechanics like blocking and character natures (Power, Knowledge, or Laughter).[19][22] A Koma Gallery serves as a collection viewer for unlocked artwork and panel details, toggleable to display character information or source manga chapters.[23] Multiplayer supports local wireless connectivity for 2 to 4 players using the Nintendo DS's built-in features, limited to ad-hoc play without online functionality due to hardware constraints of the era.[11][25] Versus battles form the core, playable in multi-cart mode for full access to unlocked decks or single-cart Download Play for simplified matches with premade random decks, while Deck Send enables sharing custom decks between players.[23][22] Co-op elements appear in team battle variants, where players can ally against AI or opponents in mission-like scenarios, though primary focus remains competitive deathmatches on selectable stages.[26][22]Characters
Represented Series
Jump Super Stars incorporates characters from 27 manga series serialized in Weekly Shōnen Jump, the influential Japanese anthology magazine launched in 1968 that has shaped shōnen manga culture.[4] These series form the core of the game's crossover appeal, drawing exclusively from Jump's catalog to celebrate its legacy of action, adventure, and diverse storytelling targeted at young male readers.[4] The full list of represented series includes: Black Cat, Bleach, Bobobo-bo Bo-bobo, Buso Renkin, Death Note, D.Gray-man, Dragon Ball, Dr. Slump, Eyeshield 21, Gintama, Hunter × Hunter, Hikaru no Go, JoJo's Bizarre Adventure, Kochikame, Mr. Fullswing, Naruto, One Piece, Pyu to Fuku! Jaguar, Reborn!, Rurouni Kenshin, Shaman King, Slam Dunk, Steel Ball Run, Strawberry 100%, The Prince of Tennis, Yu-Gi-Oh!, and Yu Yu Hakusho.[8] Series selection emphasized titles active or recently concluded around the game's 2005 release, prioritizing those with strong reader popularity and genre variety—ranging from high-stakes shōnen action and supernatural thrillers to sports dramas and comedic romps—to appeal to a broad fanbase.[4] This approach ensured a balanced roster, blending long-running ongoing hits like Naruto and One Piece with established classics such as Dragon Ball and Slam Dunk, while excluding any properties outside Weekly Shōnen Jump's publications.[4] The inclusion highlights the magazine's more than three-decade evolution, encompassing early comedic works like Dr. Slump (serialized starting in 1980) and modern suspense tales like Death Note (serialized from 2003 to 2006), underscoring Jump's role in fostering generational icons across eras.[4][27]Roster and Koma System
Jump Super Stars features a roster of 34 playable Battle Koma characters drawn from 15 Shōnen Jump series, alongside numerous Support and Help Koma for deck customization.[11] These Battle Koma serve as the primary fighters, each occupying 4 to 7 squares on the 4x5 deck grid, with larger sizes generally unlocking more powerful forms and abilities tied to the character's original series lore.[22] For instance, Son Goku from Dragon Ball employs energy blasts like the Kamehameha in his 4-Koma form, escalating to Super Saiyan transformations and the Genki Dama in higher-Koma variants for devastating area attacks.[22] Character abilities emphasize series-specific traits while integrating into the grid-based combat system, promoting strategic placement for synergies. Monkey D. Luffy from One Piece delivers stretchy punches such as Gomu Gomu no Bazooka in his 5-Koma configuration, allowing charged rapid strikes that reflect his rubber physiology.[22] Similarly, Naruto Uzumaki from Naruto summons shadow clones via Kage Bunshin no Jutsu for multi-hit combos in his 6-Koma state, enhancing crowd control.[22] Jotaro Kujo from JoJo's Bizarre Adventure utilizes Star Platinum for time-stopping rushes in his 6-Koma form, enabling brief invincibility and rapid "Ora Ora" barrages.[22] Support Koma, like Light Yagami from Death Note, provide utility through debuffs such as confusion effects in his 2-Koma panel, targeting enemies to disrupt their actions without direct combat involvement.[22] The Koma system structures characters into a deck of up to 20 panels, where Battle Koma form the core team of up to three active fighters, complemented by 2-3 square Support Koma for temporary assists and 1-square Help Koma for passive boosts like health recovery or stat enhancements.[22] Integration emphasizes synergies, such as Dragon Ball characters granting mutual attack boosts when placed adjacently, or cross-series tag attacks like Luffy's Gomu Gomu no Ora Ora collaboration with Jotaro for combined stretch-and-punch assaults.[22] Characters are unlocked progressively through mission completions, revealing higher-Koma versions that expand ability sets.[22] Balance across the roster incorporates variety in playstyles, categorized by attributes like Power for close-range brawlers (e.g., Roronoa Zoro's sword slashes), Knowledge for tactical ranged attackers (e.g., Kakashi Hatake's Sharingan-enhanced strikes), and Laughter for unpredictable utility (e.g., Bobobo-bo Bo-bobo's absurd critical hits).[22] This design avoids overpowered crossovers by tying strengths to attribute matchups and grid positioning, ensuring no single character dominates all scenarios. Some entries, like Bobobo-bo Bo-bobo from his self-titled series, incorporate humorous non-combat moves such as the "Hanage Shinken" nose hair techniques in his 6-Koma form, delivering absurd critical hits that align with the series' comedic tone.[22]Development
Production Team and Inspirations
Jump Super Stars was developed by Ganbarion, a Japanese video game studio founded on August 13, 1999, and known for creating action-oriented titles based on licensed manga and anime properties, including several One Piece games. The studio was commissioned by Nintendo's Software Planning & Development (SPD) division to handle production, marking one of Ganbarion's early collaborations with the publisher on a major crossover project.[28][29] Key leadership included directors Takao Nakano and Tōru Haga from Ganbarion, with production led by Chikako Yamakura—Ganbarion's president who contributed to planning and settings—and Hitoshi Yamagami from Nintendo SPD. Yamagami, then head of the division, initiated contact with Ganbarion in 2004 after a 20-minute meeting, selecting the team for their experience with character-driven action games and enthusiasm for Shueisha's Weekly Shōnen Jump content.[29] The game's concept was inspired by earlier Weekly Shōnen Jump crossover video games, such as the 1988 Famicom title Famicom Jump: Hero Retsuden and its 1991 sequel Famicom Jump II: Saikyo no Shichinin, which assembled heroes from multiple Jump series into ensemble adventures. Developers also drew from the magazine's longstanding character popularity polls to prioritize fan-favorite figures, seeking to translate the high-energy battles and dramatic flair of Jump manga into a portable format suited to the Nintendo DS's dual-screen capabilities. Development began in 2004, with the project receiving its public preview at Jump Festa 2005, where playable demos highlighted the crossover roster and touch-screen mechanics.[30] Collaboration with Shueisha was integral, providing detailed guidance on character likenesses, signature movesets, and overall fidelity to the source material to maintain authenticity across the represented series.[29]Design Process and Challenges
The development of Jump Super Stars was initiated in the summer of 2004 by Ganbarion, following a proposal from Nintendo producer Hitoshi Yamagami during a meeting where the studio's passion for Weekly Shōnen Jump manga was evident.[31] The project was completed in under one year, culminating in its August 2005 release for the Nintendo DS, with the team maintaining tight weekly deadlines and conducting daily two-hour phone calls with Nintendo for progress updates.[32] This accelerated timeline included rapid prototyping, as a playable demo was prepared within three to four months for showcase at Jump Festa 2005, emphasizing early integration of DS touch screen features like tapping the bottom-screen deck UI to summon supports during battles.[32][30] Key challenges arose from optimizing the game for the DS's hardware constraints, including limited processing power that necessitated simple 2D sprite animations and a compact deck-building interface on the dual screens to avoid performance issues in multiplayer modes.[4] Balancing the roster—featuring 34 battle characters from 15 Jump series alongside over 120 support and help Koma, totaling around 160 characters across 27 series—proved difficult without introducing canon conflicts, leading the team to prioritize neutral crossover interactions and rock-paper-scissors type matchups (Power, Knowledge, Laughter) to ensure fair synergies while avoiding imbalances from overpowered combinations. The initial announcement focused on 9 series, but the roster expanded during development.[4] The limited 20-slot deck size further complicated this, as it forced strategic choices that could unbalance matches if certain high-impact supports were overutilized.[4] Design decisions focused on accessibility, with simplified fighting controls—primarily directional inputs and a single attack button for basic moves, specials, and jumps—to appeal to non-gamers and Jump fans unfamiliar with complex fighters, eschewing command inputs entirely.[4] Rather than a deep narrative, the team emphasized fan-service missions in J-Adventure mode, where players complete series-specific objectives like defeating enemies in themed arenas to unlock Koma, fostering enjoyment through character interactions over plot continuity.[4] Extensive testing of synergies, such as tag-team supers linking compatible characters, was conducted iteratively from early builds, with final tweaks prioritizing multiplayer stability by cutting risky features that could cause lag in wireless sessions.[32] Additionally, blanks for special moves from ongoing manga were left in prototypes and updated close to launch to incorporate the latest developments from licensed series.[32]Release
Launch and Regional Availability
Jump Super Stars was released on August 8, 2005, exclusively in Japan for the Nintendo DS by Nintendo and Ganbarion.[33][34] The launch was timed to coincide with the debut of a special red Nintendo DS model, offered as a promotional tie-in to drive hardware adoption among manga enthusiasts.[35] Marketing efforts centered on the game's ties to Shueisha's Weekly Shōnen Jump, with advertisements and character reveals in the magazine generating pre-launch excitement for the crossover roster drawn from its serialized titles.[33] Demos were showcased at Jump Festa 2005, allowing attendees to experience the "dream battles" between iconic Jump characters, while collaborative promotions with Shueisha integrated game artwork into manga issues to heighten visibility among readers. The distribution was limited to physical DS cartridges, with no digital edition available at the time due to the platform's early lifecycle.[36] The title saw no official localization or release outside Japan, attributed to complex cross-licensing agreements involving multiple manga publishers.[34] However, limited imports became available in North America through gray market distribution, appearing in select retailers like Best Buy starting around 2006 to cater to dedicated fans seeking the Japanese version.[37] This exclusivity reinforced the game's status as a Japan-centric celebration of Shōnen Jump's legacy, appealing primarily to domestic audiences familiar with the source material.Bundling and Initial Sales
Jump Super Stars was released exclusively in Japan on August 8, 2005, by Nintendo, coinciding with the launch of a limited-edition red Nintendo DS model. This simultaneous release served as a key promotional strategy, tying the game's Shōnen Jump crossover appeal to the hardware's vibrant color scheme, which featured artwork inspired by the featured manga series. Although not offered as a formal hardware-software bundle in retail stores, the red DS was marketed in tandem with the game through import channels and official announcements, enhancing its launch visibility among target demographics.[38] The game experienced robust initial sales, moving 220,912 units during its debut week according to Media Create tracking.[39] This strong opening positioned it as one of the top-performing Nintendo DS titles at launch, reflecting high anticipation from Weekly Shōnen Jump enthusiasts. By the end of 2005, it had accumulated approximately 464,000 units sold, securing 19th place on Japan's annual software charts and underscoring its commercial viability as a Japan-only release.[39]Reception and Legacy
Critical Response
Jump Super Stars garnered generally favorable critical reception, particularly from Japanese outlets and Western importers, with scores typically ranging from 7 to 9 out of 10. Famitsu magazine awarded the game 32 out of 40 in its cross-review system (8, 8, 9, 7 from the four critics), highlighting its strong crossover appeal among Weekly Shōnen Jump series.[40] Western previews and import reviews, such as Nintendo Life's 9/10 and Nintendo World Report's category scores averaging around 9/10, echoed this positivity while noting its niche appeal to anime fans.[41][42] Critics praised the game's innovative use of the Nintendo DS touch screen for deck-building and character tagging, which added a strategic layer to the brawler gameplay and made customization feel intuitive once mastered.[42][43] The faithful portrayals of over 150 characters from Jump titles like Dragon Ball, Naruto, and One Piece were lauded for their fluid sprite animations and authentic personalities, creating a vibrant homage to the source material.[41][42] Additionally, the addictive variety in mission-based stages—ranging from survival challenges to objective-driven battles—provided engaging progression through its 300-stage adventure mode.[43][41] However, reviewers frequently criticized the steep learning curve associated with Koma (panel) management, including the tedious process of unlocking and matching characters to build decks, which was exacerbated by the game's all-Japanese interface.[41][42] The lack of English localization severely limited global accessibility, forcing importers to rely on external guides and translations, as noted in multiple previews.[43][41] Single-player content was also seen as relatively short and unchallenging after completion, with limited post-game modes reducing long-term solo appeal.[41][43] Overall, the game was often described as a heartfelt "love letter to Jump fans," bolstered by high replayability through deck customization and multiplayer, though its barriers hindered broader adoption.[42][43]Commercial Performance and Impact
Jump Super Stars achieved lifetime sales of 517,514 units in Japan according to Media Create data.[44] By Famitsu estimates, the figure reached approximately 549,265 units, reflecting steady demand throughout its lifecycle despite no international release.[45] These numbers were modest compared to Nintendo's blockbuster titles like New Super Mario Bros. but represented strong success within the party fighter genre, particularly for a Japan-exclusive launch. The game played a pivotal role in popularizing Weekly Shōnen Jump crossovers on home consoles, blending characters from diverse manga series into a cohesive multiplayer experience that captured the magazine's ensemble spirit.[4] Its innovative use of the DS's dual screens and touch controls for team-building and battles helped demonstrate the handheld's viability for fast-paced party fighters, influencing perceptions of portable gaming hardware's potential beyond traditional RPGs and puzzles.[46] In the West, where no official localization occurred, the title fostered dedicated import communities through fan translation guides and online forums, driving demand for Japanese DS imports.[47] Jump Super Stars' legacy is evident in its direct sequel, Jump Ultimate Stars (2006), which expanded the roster to over 40 series and refined the Koma support system while maintaining the DS-exclusive format.[48] This success paved the way for subsequent Jump crossover titles, including the console-based J-Stars Victory VS series and the 2019 arena fighter Jump Force, which shifted to 3D but echoed the multiplayer crossover formula on non-Nintendo platforms.[49] As of 2025, no official remakes or ports have been announced, leaving Western interest sustained primarily through emulation and fan patches amid limited sales data outside Japan.[50]References
- https://strategywiki.org/wiki/Jump_Super_Stars/Controls
- https://strategywiki.org/wiki/Jump_Super_Stars/Gameplay
