
The pixel art from Capcom these days is really good, isn’t it?
The intensity from the original work can be seen in the face made up of just a few dots.
Hey hey!
Mach Aura
Puttunora
>>2
Star finger
>>3
Starbreaker
Silver Chariot!
High Elephant Green!
THE WORLD!
Don’t worry, I went easy on you.
Attached to the Chariots are hints of a Requiem.
Hehehe, sardine, die!!
I like how the hair flows, so I was watching it in training mode.
The dots are amazing, but the original drawing before it was turned into dots is probably super skilled.
This way~
If you look closely, this standing picture doesn’t have many elements of the JoJo art style, but I think it’s impressive how well it fits with JoJo.
I also liked Gundam and Fate character games.
Well, it’s a game overflowing with love for the original, so I guess that means you like it since you’ve been parodying it for a while.
The mini-games were elaborate, too.
At that time, Capcom and Konami’s character games had many hits.
The twitching of the face while entering tandem is subtle.
The victory pose after a round is also really cool.
The reason to still boot up the Dreamcast.
The Sentinel from MvC was also cool.
I liked how the Starfinger collaboration had a sense of doing something technical.
Come at me!
Bring it on!
Bring it on!
I think this guy, Polnareff, makes up about 80% of the tournament with DIO’s legacy.
The song is good.
Although it has created a truly terrible character that will remain in the history of fighting games…
>>27
I’ll overlay the thread image.
The stand was monochrome on the PS version, but the DC version had proper full color.
I guess home consoles have caught up with arcade game performance around that area.
>>31
At the time, the PS version explained that making the stand’s color a single shade was to give it a supernatural feel, and I completely believed that, but looking back now, it seems like just a pretext.
>>34
It’s tough that when actually done, there are some that become single-colored and have a reduced number of anime patterns, making them look all jagged.
With the appearance of NAOMI, Capcom also stopped developing its own hardware.
I like the color of the PS stand as it has a ghostly vibe.
I wanted to do the Super Story Mode DC too.
I love the way this Stapura’s hair looks all tousled.
For some reason, there are a lot of different types of Vanilla Ice’s taunt motions.
Polpol-kun’s theme is nice, isn’t it…?
>>39
I was moved to see it used in a five-part game.
>>41
That was a nice surprise.
I really got fired up.
More! Bring it on!
I feel like Kakyoin was quite bad, though.
>>43
Where abouts?
I thought the way the Hierophant was unraveling was really impressive.
>>44
I simply thought that the dots weren’t very good at that time.
There was a reply above, but it might be exactly that; I was playing the PS version, so the anime has decreased.
>>43
It seems that Kakyoin had to redo it in a hurry because the data was lost once…
I thought it was detailed when I made the opponent a child in Alessi.
It looks like Alessio’s mouth moves as if it’s saying “KONAGAKINCHOKA.”
There are parts where the dot art of Kakyoin’s main body looks like simple drawing.
The previous foundation had good sound quality, but like with other games, the sound is muffled…
There are many misheard lines.
Araki was praising it.
Muda muda muda muda muda muda muda muda muda muda muda muda muda muda muda muda!
>>52
Uda Uda Uda Uda
>>59
Isn’t it the SFC version?!
It seems that if properly utilized, that Kakyoin has the potential to surpass a bird… but that sounds dubious.
>>53
That guy is quite crazy with his barriers, low DAs, drills, and tentacle extensions.
Indeed, it’s just Kakyoin who has this… weird motion or standing picture.
I’ve never seen the DC version.
The developer mentioned in a video that the cursed Devo CPU definitely won’t activate the stand in the first round as a reproduction of the original work.
There was someone with incredible enthusiasm who specifically created a night version for all the stages.
The pet shop was fun because they were talking about how they didn’t have enough adjustment time, which led to that situation.
Pet shops wouldn’t put effort into it if it didn’t have any enthusiasm; no matter how you think about it, it’s not suited for fighting games.
It seems that the line “And then time begins to move” was just said in this game.
>>50
I think the casting in this game is perfect.
I think it was 2nd part Joseph at the arcade back then? I remember the machine stopped when I used him.
Aegis Red Stone from the Strong
I really love things like time stop reversal.
A unique experience that only games can offer.
This is the most extreme high!
It’s amazing that they managed to do this much on the original PlayStation, which was completely unsuited for running a complex 2D fighting game due to its hardware characteristics.
It’s amazing that what we presented as a byproduct is the super story mode.
There are mysteriously many slots for the god Anubis.
I feel like I’ve seen a video where Kakyoin dies if he guards, but I don’t have many opportunities to see the basics being that tightly packed.
That guy is stronger if he doesn’t overcome his fear, right?
The performance of the PS is just too low compared to the Dreamcast.
Well, the opponent of the PS is the Saturn.
Since the PS was released in 1994 and the DC in 1998, if there was no performance difference, that would be worse for the latter.
I love the development story about how they struggled a lot over whether to prioritize the original work and not assign judgments to the stand, or to prioritize gameplay and assign judgments.
I didn’t like the easy infinite from early Iggy more than the pet shop.
Isn’t Kakyoin doing a lot of strange poses? Like punches and taunts?
I thought tandem was innovative, but it didn’t last.
The 4 years from SS to DC feels incredibly short with the current perspective…
First, the setting where another character speaks from your own character is difficult to use outside of JoJo, and the Oricon-style system has a track record of causing problems unless it’s something exceptional.
I quietly liked the game of Kakyoin on Poké Station.
I heard that the effect of the true shoryuken in Street Fighter 3 is reused in the opening sequence of the round.
>>81
I mean, isn’t the hit effect just reused from Street Zero?
In the original story, Midler retired without revealing her appearance, so if it weren’t for this game, she would have remained an unknown entity.