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Viewtiful Joe (video game)
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==Gameplay== ''Viewtiful Joe''{{'}}s core gameplay is similar to a traditional side-scrolling [[beat 'em up]]. Taking control of Joe, the player is mostly limited to moving left, right, up, and down on a fixed 2D path. The game contains platforming elements, such as the ability to jump and double jump. Combat consists of fighting multiple enemies on screen at once, with the enemies appearing from all directions, including the foreground and background. Joe has the ability to punch, kick, and dodge—which he can do by leaping upward or ducking. Dodging enemies' attacks successfully temporarily dazes them, leaving them wide open for attack.<ref name="EuroG">{{cite web | author=Bramwell, Tom | date=13 October 2003 | title=''Viewtiful Joe'' Review // GC | url=http://www.eurogamer.net/articles/r_viewtifuljoe_gc | publisher=Eurogamer | access-date=2009-02-22 | url-status=live | archive-url=https://web.archive.org/web/20081229130920/http://www.eurogamer.net/articles/r_viewtifuljoe_gc | archive-date=29 December 2008 }}</ref> The player has certain number of [[Health (gaming)|hit points]] in the form of "Life Marks" located above the VFX Gauge, which decrease whenever Joe takes damage. Health can be restored by picking up [[hamburger]]s.<ref name="book2">{{cite book | year=2003 | editor=Capcom staff| title=Viewtiful Joe instruction manual | page=15 | publisher=Capcom Entertainment Inc.}}</ref> [[File:Viewtiful-joe-gameplay.jpg|left|thumb|The Mach Speed VFX Power allows Viewtiful Joe to attack multiple enemies on screen at once.|alt=Several copies of a character in a red superhero uniform attack grey-colored enemies onscreen. Three hearts are displayed at the top of the screen next to the word "Life". Below that is a blue bar fixated between the word "VFX" and a few film canister symbols. A larger version of the symbol is displayed at the right along with a time and four-digit score. The letter V is repeated across the left of the screen.]] ''Viewtiful Joe'' features unique gameplay elements in the form of Joe's "Viewtiful Effects (VFX) Power", which is designed to emulate camera tricks seen in films.<ref name="book1">{{cite book | year=2003 | editor=Capcom staff| title=Viewtiful Joe instruction manual | pages=19–21 | publisher=[[Capcom|Capcom Entertainment Inc.]]}}</ref> VFX Power is used in both battling enemies, and solving various puzzles. These three powers are limited by the "VFX Gauge" located at the top of the screen. Normally, the meter is full, giving the player access to Joe's super powers via his Viewtiful Joe transformation. The meter slowly empties when an ability is in use. Once it depletes, Viewtiful Joe changes to normal Joe, lowering his attack and defense and leaving him temporarily devoid of VFX Power.<ref name="book2"/><ref name="GYG">{{cite web | author=Padilla, Raymond | date=8 October 2003 | title=Reviews: ''Viewtiful Joe ''(GC) | url=http://archive.gamespy.com/reviews/october03/viewtifuljoegcn/ | publisher=[[GameSpy]] | access-date=2009-02-22 | url-status=dead | archive-url=https://web.archive.org/web/20111219175950/http://archive.gamespy.com/reviews/october03/viewtifuljoegcn/ | archive-date=19 December 2011 }}</ref> The VFX Gauge automatically refills over time, and can also be manually filled by picking up bottles of "VFX Juice". The first VFX Power is "Slow", which [[Bullet Time|slows time]], causing the player's attacks to be more powerful, increasing Joe's reflexes, and allowing him to dodge attacks more easily. The second VFX Power, "[[Mach number|Mach Speed]]", allows Joe to move at a faster speed, creating multiple after-images of him when he unleashes a flurry of attacks on all enemies on the screen.<ref name="IGNP"/> It can additionally cause his attacks to envelop Joe in a temporary heat shield, rendering him immune to flame attacks and setting enemies on fire when struck. The last VFX Power, "Zoom In", causes a camera [[close-up]] of Joe, powering up his normal attacks, granting him a set of new attacks, and paralyzing all lesser foes in proximity to him. However, any damage dealt to Joe whilst zoomed in is increased too.<ref name="book1"/> Any two VFX Powers can be combined.<ref name="EuroP"/><ref name="IGNP">{{cite web |author=Dunham, Jeremy |date=20 August 2004 |title=''Viewtiful Joe'' Review |url=http://ps2.ign.com/articles/540/540668p1.html |publisher=IGN |access-date=2006-06-05 |url-status=live |archive-url=https://web.archive.org/web/20060625170644/http://ps2.ign.com/articles/540/540668p1.html |archive-date=25 June 2006 }}</ref> The VFX Gauge can be extended by collecting a certain number of V-Films present in each [[Level (video games)|stage]].<ref name="EuroG"/> The bar reverts to its normal length when a new stage begins.<ref name="book2"/> Defeating enemies gives the player "V-Points" in the form of small and large coins, while using special attacks gives them "V-Marks", or "Viewtifuls", which can be converted into V-Points. Viewtifuls can be quickly gained by using [[Combo (gaming)|combos]] or long chains of attacks.<ref>{{cite book | year=2003 | editor=Capcom staff| title=Viewtiful Joe instruction manual | page=23 | publisher=Capcom Entertainment Inc.}}</ref><ref name="GYP">{{cite web | author=Williams, Bryn | date=23 August 2004 | title=Reviews: ''Viewtiful Joe'' (PS2) | url=http://ps2.gamespy.com/playstation-2/viewtiful-joe/541460p1.html | publisher=GameSpy | access-date=2009-02-22 | url-status=live | archive-url=https://web.archive.org/web/20081012004143/http://ps2.gamespy.com/playstation-2/viewtiful-joe/541460p1.html | archive-date=12 October 2008 }}</ref> For example, while using Slow, striking a dazed enemy sets up all other enemies on the screen for a chain reaction, causing all points accrued during the duration of Slow to be multiplied by the number of enemies struck. If used deftly, the player will accumulate a large number of Viewtifuls due to the multiplier effect called "X-Bonus". Each stage in ''Viewtiful Joe'' consists of several interconnected missions, or scenes, that the player must complete in order to advance.<ref>{{cite book | year=2003 | editor=Capcom staff| title=''Viewtiful Joe'' instruction manual | page=17 | publisher=Capcom Entertainment Inc.}}</ref> When completing the stage, the player is graded on the number of V-Points earned, the amount of time taken, and how much damage Joe took. V-Points can be used between stages to purchase new abilities, expendable weapons (which include the "Voomerang" and "Shocking Pink Bombs"), more health, and health-restorative items.<ref name="IGNP"/><ref name="GSG">{{cite web | author=Gerstmann, Jeff | date=6 October 2003 | title=''Viewtiful Joe'' for GameCube Review | url=http://www.gamespot.com/gamecube/action/viewtifuljoe/review.html | publisher=GameSpot | access-date=2009-02-22 | url-status=live | archive-url=https://web.archive.org/web/20090317180814/http://www.gamespot.com/gamecube/action/viewtifuljoe/review.html | archive-date=17 March 2009 }}</ref> Clearing the game on various difficulties allows players to play as different characters such as Silvia, Captain Blue and Alastor, with the PlayStation 2 version also allowing players to play as ''[[Devil May Cry]]''{{'}}s [[Dante (Devil May Cry)|Dante]].
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