Jump Super Stars is a 2-D Platform Fighter game for the Nintendo DS published by Nintendo in Japan in 2005. It gathers many of the popular characters from Weekly Shonen Jump in a Super Smash Bros.-style battle royale. In most stages, your objective is to simply knock out your opponents more often than they KO you, either by depleting their Hit Points or knocking them off the stage. However, some missions require you to collect the most/all of a certain item, and a few (and many unlock goals in otherwise normal stages) have more unusual goals.The unique feature of Jump Super Stars is how a team is built. Each character has from 1-8 koma (manga panels), each of a different size and shape. The touch screen has a 5 x 4 grid to place koma on, and the koma you place there form your deck. The size of each koma determines if it is a help (1 panel; provides a bonus to adjacent characters), support (2-3 panels; performs a single attack) or battle character (4+ panels; the playable characters). You must have one of each type of koma in your deck. Most fighting is done with the basic buttons, but using support characters, switching battle characters and activating some special attacks require touching the appropriate koma, while the battle takes place on the upper screen.In 2006, a sequel, Jump Ultimate Stars was released. In addition to adding game modes and many new characters, each fighter got at least two basic attacks and a powerful finisher. The unlock system was also much improved; you earned points during battle, which you could spend to unlock characters, stages or other features. You could also play online via Nintendo WiFi Connection.In 2009, a Spiritual Successor of sorts was made, Sunday VS Magazine: Shuuketsu! Choujou Daikessen, with another set of manga characters from Shueshias's rivals, Kodansha and Shogakukan.A second Spiritual Successor, J Stars Victory VS, was announced in 2012 for Weekly Shonen Jump's 45th anniversary on the PS3 and Vita.Manga represented in this series:
JoJo's Bizarre Adventure / Steel Ball Run (these series were treated separately in Super Stars, but between both games Hirohiko Araki had retconned SBR into JoJo's continuity, so they were united in Ultimate Stars)
A.I. Roulette: The AI will usually throw out attacks at random, never comboing, using Supports in completely useless situations, failing to block moves that have to charge up for several seconds, walking straight into a pit (especially when afflicted with most status effects), and spamming useless "touch" attacks over and over, among other things.
Awesome but Impractical: Ichigo, Naruto and Luffy's 8 Koma forms. They've got impressive special attacks, but all of them come out very slowly, making them harder to land. Their 7 Koma specials are much quicker and to the point.
Also, Kenshiro 7 in Ultimate Stars. If the attack connects, it's sure to throw your opponent far away, but 1. you must be just next to him/her so it can connect (it is a short-range radial attack), and 2. Kenshiro takes long enough to load that he may get hit and break the attack.
Dio Brando's 5-Koma version can pull off the infamous 'Road Roller' move, but it's useless compared to his 6-Koma version's Time Stop ability (" Toki wo tomare!!").
Fate. After getting it you have 10 seconds until you are killed no matter what. Sounds powerful, right? Well, it would be, were it not easily countered. If you have any ability or koma that removes all negative status effects on you, then it's gone like that. Don't have any? Well you can get confused or poisoned and it will override fate. Even playing a no items mode, there are still opponent attacks that might get you inflicted. Also, most of the time it's a huge pain just to land an attack that gives it, aside from Kenshiro's 5koma, that it would be easier just to remove the hp.
Combination Attack: Jump Super Stars let you combine two character's attacks, sometimes getting unique attacks such as Naruto and Goku's Rasengan/Genki-Dama. Jump Ultimate Stars lets you do a successive combination attack, where each playable character does a small melee attack followed up by the initiator launching one of their special attacks.
Some of the attacks are... bizarre. Like Kakashi and Gintoki teaming up and recovering health and earning a victory point by reading porn. Or Sanji and Kazuki using their "seduction" techniques as a form of recovery (notably, when Kazuki tried it in his series, it didn't work).
Crisis Crossover: Dr. Mashirita is stirring up trouble in the Jump universe, and it's up to the player to bring all of the available Weekly Shonen Jump heroes and heroines together to fight this threat. See Excuse Plot below.
Double Jump: All characters - certain characters can innately triple jump, and others can get the ability with the right helpers.
Fanservice: All choices show koma that have women in... pleasing fashion.
Fake Difficulty: When setting the AI to "Hard" mode (as if it made any difference, see AI Roulette above) it will automatically assume a guarding stance immediately after you press any attack button.
Additionally, some missions require you to finish your opponents with either a Special attack or a Support Character. This is VERY HARD to do in some stages where the opponent keeps falling off (That is, FALLING OFF ENTIRELY ON THEIR OWN and not being thrown/punched/kicked/kamehamehadokened/etc. off) the stage thanks to the aforementioned Artificial Stupidity and either coming back with full health (you have to weaken them again before using said move to finish) or dying (making the mission unwinnable).
The Fake Difficulty in these cases doesn't really lie in beating your opponents, but in accomplishing every set of conditions for every mission.
That's more of a brick joke, to clarify, because Yugi appeared in one chapter of the manga as Bobobo's finishing move, and that came from Yugi's artist drawing a picture of Yugi popping out from Bobobo's afro.
Late Arrival Spoiler: The koma in question are culled directly from the original manga, and they do contain spoilers (Sakuragi 3, for example, is the very last panel in the whole Slam Dunk story). Arguably, some characters' mere inclusion counts. (or do you think it's just coincidence that they decided to include Aizen, Gin and Tousen in the game at the same time?)
Marth Debuted in Smash Bros.: Several of the manga series weren't released outside of Japan before Jump Super Stars was released. In fact, given the sheer number of series featured in the game that have since been translated, it's possible that this was deliberately invoked.
The Missingno.: The Black Koma. It can only be unlocked by using an Action Replay or similar, but it grants infinite SP.
Mr. Exposition: Aside from the Jump Pirate (the logo of Shonen Jump), each series in Ultimate Stars has an unlockable one to explain everything in the menus. Among them Bulma, Tsunade, Chopper, Lin and Botan.
Mythology Gag: All over the place. Every single move performed by every single character is a reference to an action done sometime, somewhere, in their respective manga.
Plank Gag: One of Gintoki's attacks. The attack might be based on chapter 9 of Gintama (where he has to fix a customer's roof while the Shinsengumi are after him), but the actual gag doesn't happen there.
More precisely one just have to wonder how Ryotsu from the decades-long popular Kochikame who is just a regular police officer can even land a hit on monsters like Visored Ichigo, Gear 2nd/3rd Luffy and Kyuubi Naruto, or even more ridiculous against characters who can easily destroy planets or subdue Gods, Vegetto and Sagittarius Seiya respectively.
Practical Taunt: Some characters' taunts have special effects; for example, Eve gets a super jump which reaches higher than her innate triple jump.
Shout-Out: You can actually replicate Yugi coming out of Bobobo's afro thing from the manga.
Skip of Innocence: One of Misa Amane's supports has her doing this. If an opponent attacks her, Rem appears and inflicts the death timer effect on them.
The Smurfette Principle: Perhaps owing to its shounen roots, there are very few female characters. Ultimate Stars, counting the help koma, has 68 female characters out of over 300 (and that's counting characters who share koma sets), which amounts to around 20% of the total. And, out of the 55 fighters, we have nine (16% total): Arale, Anna, Eve, Kagura, Lenalee, Nami, Robin, Rukia and Sakura.
The Ichigo 100% and I"s koma sets somewhat avert this, since their character roster combined is 90% female (only two characters in the former are male).
Tactical Rock-Paper-Scissors: Each player and support character is categorized into three types: Strength/Power (red), Humor/Laughter (yellow), and Intelligence/Knowledge (green). Understanding how they cancel each other out is crucial to progress within the game: powerful characters cause more damage to intelligent characters, who do more damage to funny characters, who cause more damage to the powerful ones (this also applies to the damage assist characters - the ones who take up two to three koma - can cause). Note that the same character may be represented by different types according to their koma. For example, there are two Dio 5 that can be obtained: one is power-type (The One Withthe steamroller), while the other is knowledge-type. Knowing which one to put in your koma grid is important.