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Shonen

Jump Golden Age

ジャンプ黄金期バトル
Beginnings1984BandShonenKey works35
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What this genre is

Dragon Ball, Fist of the North Star, Saint Seiya. Friendship, effort, victory — plus the tournament-arc formula — carried Jump to a peak circulation of 6.53 million copies.

Shonen — about this band: What the weekly boys' magazines built: effort, friendship, victory — and the dark fantasy that came after.

Connections

Three kinds of line: direct evolution, influence, and born in reaction against.

Flowed into this

Grew out of this

Key works

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Ring ni Kakero (1977)
車田正美 / Weekly Shonen Jump

Boxing with finishing blows that detonate. It brought superhuman staging into sports-and-guts, and became the template for the author's later work and for shonen battles.

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Kinnikuman (1979)
ゆでたまご / Weekly Shonen Jump

Gags and pro-wrestling battles following the growth of a hopeless superhuman. Its cast of odd superhumans and their eraser figures became a social phenomenon.

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Fist of the North Star (1983)
武論尊・原哲夫 / Weekly Shonen Jump

Kenshiro inherits an assassination art passed to one heir per generation, in a wasteland at the end of the world. Gekiga's bodies fused with Jump's battles.

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Dragon Ball (1984)
鳥山明 / Weekly Shonen Jump

From a hunt for seven balls to the summit of the battle manga. One of the largest pop icons of the 20th century, felt across boys' manga, American comics and games alike.

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Saint Seiya (1985)
車田正美 / Weekly Shonen Jump

Boys in sacred cloth fight for the goddess Athena. A stylised beauty drawn from Greek myth and the constellations — and a merchandising hit.

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JoJo's Bizarre Adventure Part 1: Phantom Blood (1987)
荒木飛呂彦 / Weekly Shonen Jump

England, the 19th century. The beginning of the grudge between Jonathan Joestar and Dio, who means to take everything from him. A prologue of stone masks, Ripple, and the Joestar destiny.

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JoJo's Bizarre Adventure Part 2: Battle Tendency (1987)
荒木飛呂彦 / Weekly Shonen Jump

The eve of the Second World War. The freewheeling second-generation Joseph takes on the superhuman Pillar Men with Ripple. Tension and comedy side by side, in the part that settled the series' popularity.

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JoJo's Bizarre Adventure Part 3: Stardust Crusaders (1989)
荒木飛呂彦 / Weekly Shonen Jump

From Japan to Egypt, to strike down the revived DIO. It invented the Stand, and with it changed how boys' manga fights.

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Dragon Quest: The Adventure of Dai (1989)
三条陸・稲田浩司 / Weekly Shonen Jump

The adventure of the hero Dai, set in the world of the Dragon Quest games. Still loved as the finished form of the mainline fantasy battle manga.

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SLAM DUNK (1990)
井上雄彦 / Weekly Shonen Jump

The delinquent Hanamichi Sakuragi discovers basketball. It updated the genes of sports-and-guts with realism and set off a basketball boom in Japan.

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Yu Yu Hakusho (1990)
冨樫義博 / Weekly Shonen Jump

The delinquent Yusuke Urameshi becomes a spirit detective. Spirit-energy battles and a memorable cast carried Jump through the early 1990s.

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Ushio and Tora (1990)
藤田和日郎 / Weekly Shonen Sunday

The mismatched pair of the boy Ushio and the yokai Tora take on great demons. Fierce friendship and forceful drawing make it a masterpiece of the yokai battle manga.

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Grappler Baki (1991)
板垣恵介 / Weekly Shonen Champion

The death matches of Baki Hanma, a fighter in search of being strongest. Excessive anatomy and a fighting theory of its own have earned it a cult following.

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JoJo's Bizarre Adventure Part 4: Diamond is Unbreakable (1992)
荒木飛呂彦 / Weekly Shonen Jump

A serial killer, Yoshikage Kira, hidden in the ordinary life of the fictional town of Morioh. Stand battles brought down into a neighbourhood mystery — the part many fans love best.

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Rurouni Kenshin (1994)
和月伸宏 / Weekly Shonen Jump

Tokyo, 1878. Kenshin Himura, a former assassin sworn never to kill again. The high point of historical setting crossed with a Jump battle manga.

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JoJo's Bizarre Adventure Part 5: Golden Wind (1995)
荒木飛呂彦 / Weekly Shonen Jump

Italy. Giorno and his companions climb toward the top of a gang. A story of fate that resolves in Gold Experience Requiem, a Stand that controls time.

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Yu-Gi-Oh! (1996)
高橋和希 / Weekly Shonen Jump

Games of darkness and card duels. The card game inside the story became a real worldwide product — a monument of the media mix.

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Hoshin Engi (1996)
藤崎竜 / Weekly Shonen Jump

Immortal battles adapted boldly from the Chinese classics. Stylish drawing and a reading of its own earned it a cult following.

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ONE PIECE (1997)
尾田栄一郎 / Weekly Shonen Jump

Luffy's voyage to become King of the Pirates. Holder of the world record for the most copies of a comic by a single author, and Jump's mainline in its present form.

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HUNTER×HUNTER (1998)
冨樫義博 / Weekly Shonen Jump

Gon sets out to become a Hunter and find his absent father Ging. With the meticulous rule design of Nen and fights decided by cunning rather than force, it keeps raising the bar for battle manga.

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Naruto (1999)
岸本斉史 / Weekly Shonen Jump

The hopeless ninja Naruto grows through his bonds with others. Ninjutsu battles and the theme of wanting to be recognised made it a worldwide hit.

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JoJo's Bizarre Adventure Part 6: Stone Ocean (2000)
荒木飛呂彦 / Weekly Shonen Jump

A prison in Florida. Jolyne, wrongly imprisoned, reaches the end of DIO's grudge. The part that closes the destiny running through Parts 1 to 6.

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BLEACH (2001)
久保帯人 / Weekly Shonen Jump

Ichigo Kurosaki fights after gaining the power of a Soul Reaper. Refined page composition and character design made it a flagship of 2000s Jump.

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Fullmetal Alchemist (2001)
荒川弘 / Monthly Shonen Gangan

Two brothers who lost their bodies to alchemy, on the road. The theme of equivalent exchange and tightly repaid foreshadowing make it one of the most complete works a monthly boys' magazine has produced.

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Gintama (2004)
空知英秋 / Weekly Shonen Jump

The odd-jobs man Gintoki Sakata, in an Edo the aliens have arrived in. The gap between all-out crude comedy and genuine seriousness earned it a fervent following.

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Reborn! (2004)
天野明 / Weekly Shonen Jump

Tsuna, a hopeless middle-schooler, is dragged into training as a mafia boss. Its turn from comedy into full battle manga made it popular.

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FAIRY TAIL (2006)
真島ヒロ / Weekly Shonen Magazine

The adventures of the wizards' guild Fairy Tail. Bonds between companions and mainline magic battles won it a worldwide readership.

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Toriko (2008)
島袋光年 / Weekly Shonen Jump

The gourmet hunter Toriko hunts for ultimate ingredients. A boisterous world fusing food with battle.

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Assassination Classroom (2012)
松井優征 / Weekly Shonen Jump

A school story about assassinating Koro-sensei, a mysterious creature who has announced he will destroy the earth. An unusual work built on teaching and growth.

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Food Wars!: Shokugeki no Soma (2012)
附田祐斗・佐伯俊 / Weekly Shonen Jump

Soma Yukihira takes on shokugeki, cooking duels. Battle manga's heat poured into cooking, in a popular Jump food series.

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The Seven Deadly Sins (2012)
鈴木央 / Weekly Shonen Magazine

The adventures of the legendary knights called the Seven Deadly Sins. A mainline fantasy battle manga, and a worldwide hit.

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My Hero Academia (2014)
堀越耕平 / Weekly Shonen Jump

In a world where everyone has a Quirk, the quirkless Izuku Midoriya sets out to be the greatest hero. An American-comics sensibility won it a worldwide audience.

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Dr.STONE (2017)
稲垣理一郎・Boichi / Weekly Shonen Jump

Senku rebuilds a world where humanity has turned to stone, using science. A new angle — winning through science — brought intellectual excitement to a boys' magazine.

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Sakamoto Days (2020)
鈴木祐斗 / Weekly Shonen Jump

Sakamoto, a legendary retired hitman, fights to protect his family. Popular for its refined action staging.

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The Elusive Samurai (2021)
松井優征 / Weekly Shonen Jump

Hojo Tokiyuki, a boy who loses everything when the Kamakura shogunate falls, aims for the top armed only with his one talent: running away. Yusei Matsui turned the Nanboku-cho period, long thought unglamorous, into a battlefield for boys' manga.

Shonen — walk the band

Genres in the same band, in order of year. You are at the highlighted one.

  1. 1950 Monthly Boys' Magazines
  2. 1959 Weekly Shonen Magazines
  3. 1965 Yokai & Horror
  4. 1966 Sports & Guts
  5. 1978 Shonen Rom-Com
  6. 1984 Jump Golden Ageyou are here
  7. 2003 Mind Games
  8. 2009 Dark Fantasy
  9. 2012 Isekai

All genres

About this entry

Genre boundaries are drawn where the network of manga happens to concentrate, not by decree. Years are approximate. Where opinions differ, this page says so rather than picking a winner.