Jojo's Bizarre Adventure

What we have here is like 65-75% of an actual game. Capcom didn't really get a chance to finish it, even after another revision.

There are a lot things that were removed from both games, Jojo's Venture and Jojo's Bizarre Adventure. Every time I work on ripping stuff, I discover something new. This may take a while to complete.

Content Found in Jojo's Bizarre Adventure/Jojo's Venture
A lot of the content found in this game can be found in both games. Instead of writing a small sentence for each object found, I'll use these pictures to show if the content exists in both games or just that one. Most of the time, I'll just add the information that I found to the page of the game that I was in, but I will notice later that it can be found the previous game as well.

This shows that the content can only be found in Jojo's Venture.

This shows that the content can only be found in Jojo's Bizarre Adventure.

This shows that the content was found in both games.

[[file:Bizarre venture.png]] Developer Mode
In order to access the hidden developer menu, the second byte of the arcade game's region value needs to be set to "7". Once done, the following options are available:
 * Pressing button 5 during gameplay will pause the gameplay until it is pressed again.
 * Pressing button 6 during gameplay will slow the game down. Pressing it while paused from button five will act as a frame advance.
 * Holding button 1 while activating the service menu will open a developer's test menu.



[[file:Bizarre venture.png]] Regional Differences
Being how this game is based off of a Japanese Manga that didn't see any sort of media before this game, there are some regional differences between the USA/European versions of this game. Most of these are mainly just adding small Japanese lettering to show a sound effect for an attack that they removed in all English versions.

Some censorship was also done, such as recolouring most of the in-game blood effects to white. Its possible to reverse most of these changes in the international versions of the arcade game by turning the "Regulation" option OFF in the DIP switches, as well as in the HD rerelease, where it is under "Expressions". Changing it to "Original" removes the censorship.

The KO screen provided more of an explanation concerning the losing character's defeat. The kanji used (usually read as "saikifunou") mean "no hope of recovery", or alternatively, "disabled for life". The reading provided, however, is "ritaiya" (as in retire), in katakana. I will work out what this translates to at a later time.

Polnareff has an attack that transforms his Stand into its Requiem form from part 5 of the manga (Vento Aureo) and puts the opponent to sleep so they changed the effects of the standard "Zzz" balloon depending on which version you're in.

The text for the "Here Comes A New Challenger!!" is different in the different regions, more than just one being in English while the other in Japanese.

There are differences on what the text specifically is depending on if you are a Hero, Villain, or A Female. For heroes, the text essentially reads "A new stand user, huh!" (arate no sutando tsukai ka!). The text for villains (nanimono da!?) and females (nanimono!?) is basically the same and both read "Who are you!?"

Dio has a special cutscene death animation when beaten by most JJV characters. In the censored/US version, Dio merely flies offscreen.

In the JP/uncensored version of the game, Dio instead glows red, splits apart and violently explodes, his arm flying at the camera and his legs being the only part of him left, much like his death in the manga.

One bizarre (no pun intended) change is the colour of the blade on Chaka's sword. In the US/censored version, the blade is coloured brown. In the JP/Uncensored version, it is silver. Khan and Black Polnareff's swords remain unchanged in both versions, oddly enough as all 3 characters are technically using the same sword in the storyline.

When playing the N'Doul bonus stage, the unconscious bodies of various other hero characters can be seen in the background. Notably, one of them is a dead Speedwagon Foundation helicopter pilot. This character was removed from the US/censored version of the game. This is because not long after you start the stage, one of N'Doul's Geb water hands attacks the pilot's beeping wristwatch and cuts his hand off like in the manga (N'Doul is blind and his stand was reacting to the watch's alarm)

D'Arby in the continue screen says different line between regions. He will ask "Geemu suzukeru kana?" instead of "Continue?" in the other regions. The text at the top is also replaced to reflect the changes.

[[file:Bizarre venture.png]] Unused PlayStation Button Text


This text can be found in the Text debug. It appears they had a plan to release this on the PlayStation the whole time.

[[file:Bizarre venture.png]] The Iggy/Akuma Raging Demon Sprite


This sprite is to be used for the Iggy Raging Demon Super. It is currently unknown what calls it for use or if it can be even used in-game as I and many others have not seen it before.
 * I have been told that this does appear in game but it is extremely rare, so until I get evidence of it, it will stay on here.

[[file:Bizarre venture.png]]Hidden word at the top of the Desert Town Stage


This is found at the very top of the desert town stage. It translates to "invisible" (みえず).

[[file:Bizarre venture.png]] Unused Victory Logos


You never get to play as Death 13 so you would never see this in a multilayer match, but sprites exist for it.
 * Multiplayer Winning Logo sprites exist for just about everyone in this game who was cut. I will find/add them later.

[[file:Bizarre venture.png]] Hidden message in Avdol/Magician Red's Sprites


This can be found with Avdol's sprites. It translates to "Vibrate" which is most likely correct since there is another frame of the same sprite that shifted upwards by one pixel, right after this one in the graphics test menu.

This single frame was found with Magician Red's sprites. It can be roughly translated as "Take this! Red Bind!!"

[[file:Bizarre venture.png]] Unused Avdol Special/Super Animation


This set of unfinished animation can be found in both games. It is possible that it was to be an unused super that would have also gone with the bigger sprites for his guard cancel fire effect.

[[file:Bizarre adventure.png]] Multiple Petshop Super Sprites
One of Petshop's Special's is him summoning a giant ice ball down to hit his opponents.



The game has data for 3 different sizes of the sprite for the ice ball but only uses the smallest one and makes it bigger with the zooming capabilities of the CPS3 board.
 * The game technically has two sprites for each size since uses one frame for the incoming attack and then the next one clips a little of off the bottom for when it sits on the ground for around a second.

[[file:Bizarre adventure.png]] Anubis Silver Chariot sprite concept drawing


This single frame was found under Anubis Silver Chariot's sprite list. It is a scanned attack that was never finished. The default palette was used to take this picture.



This frame is more complete than the above.



This is concept artwork (same source as above) of the removed move.

[[file:Bizarre venture.png]] Curious Story Mode "Iggy" Message
This message occurs near the end of Polnareff's story mode. Iggy runs forward and dies to Vanilla Ice's hand and the game prompts this message:



This is curious since this happen on the Euro setting, which is normally in English. There is an English version of this sprite as well:



Now why this is in the game, it could be another instance of rushed development, which is very obvious as we look at all of the unfinished content still in the game. This scene could have had different sprites that were to be implemented or was to have a drawn picture or maybe something else.
 * Another note is that this spells Iggy with the y instead of i.

[[File:Bizarre_adventure.png]] Unused Vanilla Iced Animation


This animation shows Cream eating Avdol's arms, which was most likely to appear during story mode. Maybe they thought it went too far and edited the scene late in development.
 * This also shows up in Cream's move animation checker in the development menu, meaning the animation can be displayed if it were ever called to.
 * This was also used in the PSX version.

[[file:Bizarre venture.png]]Joseph Unused Sprites




This set of sprites for Joseph swinging on his Stand was maybe to be used for a cut-scene (Most likely while Dio was chasing Joseph around Cairo near the end of the game since Joseph moves around like this in the original manga and anime).

[[file:Bizarre adventure.png]] Rubber Soul Unused Sprites


These two files are from an animation set where Rubber Soul changes back to his regular self while on the floor. They go unused as far as I'm concerned as I've never seen them used in game.

It is likely this was meant to be a special liedown sprite for Rubber Soul when he was defeated, since Jotaro also has a unique liedown sprite when he is beaten in game.



This random head is a marker for unused sprite locations just like the red "x" boxes like the ones in the Unused/Unfinished Animation Frames section. I guess they had a sense of humor when developing this game.


 * There are a lot of them (around 100-150ish unused sprites with this marker in place) so I guess they just took Kakyoin's entire sprite base and pasted it onto Rubber Soul.


 * The stretch that is performed in Rubber Soul's intro was built into the sprite so each sprite was manually stretched, meaning that the CPS-3's built-in sprite zoom isn't in use.

[[file:Bizarre adventure.png]] Tower of Gray/Gray Fly
Tower of Grey/Grey Fly is in the game's roster and he can be selected via using the debug mode or the developer mode. The information for assembling what the sprite looks like is unfinished and thus it uses Jotaro's sprite assembly method. Grey fly has sprites for the beetle and the stand user, all inside the game. They are all mostly finished (around 95% done).


 * This is how Grey Fly appears in game.


 * Grey Fly has Winning VS logo files, death animation, and an in-game fight portrait.

ANIMATION

All animation was taken from the Object Test in the Dev Menu. These are approximations on what the move was most likely to be (a little was based off of the PSX version). The last frame of the animation is extended for 5 more frames.




 * This serves as on of the attacks that Grey Fly has. In the PSX version, it forces a wall bounce.




 * This is also an attack, in which Grey Fly would just headbutt the opponent several times as based off of the PSX version.




 * This is another attack used by Grey Fly.




 * This is a set of hurt and death animations for Grey Fly.




 * This is a set of animation for how Grey Fly would have most likely gotten around the screen.




 * This is a set of animation most likely to be used for a cut-scene where the stand user (unknowns to the Heroes) would have seen the blood on the wall and freaked out and fell down (a more direct translation from the manga).




 * This is a set of animation, also more likely to have been used in a cut-scene, where the stand user would have shown that he was the one in control of Grey Fly.




 * This is a set of animation, that once again was to be used in a cut-scene, where the stand user is killed.

[[file:Bizarre venture.png]] Playable N'Dool
N'Dool is one of the most curious cases of content cut from this game. He appears normally as a sub-boss in a mini-game, where you have to run across a giant field.

But through using basic MAME or Final Burn Alpha cheats, you can play as him. He is an unfinished character in the game's roster.



He has "Here Comes A New Challenger!!" artwork assets.



He doesn't have normal character select screen art (or a reference in the game that makes his results screen be his character select screen art. He does have VS screen artwork not seen normally.



This is him normally in the game. The only sprites of him (not his stand being used) are of him sitting down, then of him falling down.
 * He has normal portrait artwork for the HUD, which has frames for standing, attacking ,and getting hurt.
 * His stand can be turned on and off like everyone else.
 * He has a dash that sends him flying in the direction that he is facing and does not stop.
 * He has no throw or any supers.
 * Activating his stand lets you activate several of the attacks that are used during the normally played mini-boss version of him.
 * The only way to actually see him in a fight is to start the 2nd round as the game starts him way off (as he would have normally would be for the sub-boss level). When the next round starts, it re-spawns him normally, like everyone else.



He has text displaying that he has won (which isn't too surprising since a lot of cut characters have the same kind of text).



One of the strongest evidences supporting that he was to be playable is that he has an alternate pallet for VS mode.



Although he doesn't have any normal supers, we can hack the character slots to show that his VS screen portrait was set up properly for activation of any super's that he was to have.

All these signs would point to him being playable at some point but there is one fairly big case against it and that's that a lot of his water sprites have the desert reflections drawn directly into them. It takes a while to finish sprites so this decision had to have been made at an early point in development to have him only appear as a mini-boss.

There is some evidence (more so at than others compared to what was found in the Jojo's Bizarre Adventure Secret File) that shows that he was meant to be playable at some point during planning.



This artwork taken from the Jojo's Bizarre Adventure Secret File Brochure shows how N'Dool would have possibly fought.



Concept artwork for N'Dool as a child (from the same source as above).