the cutting room mirror

Unused Graphics

This is a sub-page of JoJo's Venture.

Note that much of the graphics in this game can also be found in the JoJo's Bizarre Adventure: Heritage For The Future update, but exceptions will be pointed out.

Playable Characters#

Jotaro#

Jotaro's feet lifting off the ground as he initiates the Blazing Fists duel mechanic. In-game Jotaro uses his jumping attack pose instead of this one. It should be noted that both Old Joseph and DIO have a special animation for Blazing Fists that resembles this one. This animation references the beginning of the battle between Jotaro and DIO and would've been a nice small detail have they decided to use it.

Unused sprite with a weird mark on it, most likely a placeholder.

Hierophant Green#

Hierophant Green has unique animations for neutral jump light and heavy attacks. This would be the medium attack version but for whatever reason it is unused. It has all the data in the game to make it functional, hitboxes and attack properties. In Heritage For The Future update, sprites from this animation are reused as New Kakyoin's standing medium attack.

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Two unused sprites that resemble a blocking stance. It's hard to tell where these would fit as they're not a part of any animations.

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One of Hierophant Green's arms while he performs his signature Emerald Splash special attack. Seems like at some point this may have been used to overlay the arm in front of other sprites, but since Hierophant Green is usually in full view during his attacks, this seems to be completely redundant and therefore, unused.

Magician's Red#

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An unused Stand Off heavy attack where Avdol would call upon Magician's Red to perform a strike that looks similar to his Uppercut/Guard Cancel move. When hacked into the game the move creates a flame effect similar to Avdol's Guard Cancel, however the pillar is much smaller and animates differently. The move has a functional hitbox and attack property and creates a heavy attack hit sound when hitting the opponent, which means that at some point this may have been intended to be one of Avdol's strong command normals.

Jojos-MR-CutscenePipe.gif
A very peculiar animation, most likely intended for a cutscene featuring a cut character, Cameo. It can be found within Magician Red's sprites. What is even more interesting is that despite appearing in both arcade releases, the PSX version which features Cameo and Judgement as a CPU exclusive opponent uses a completely different, less animated lead pipe.

An alternative version of Avdol's ghost after his death during Vanilla Ice's fight. The one seen in-game includes a ghost of Iggy clinging to his back.

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An alternative, unused variant of Magician's Red blocking an attack. There is no animation data associated with it. This would most likely be used when blocking standing attacks on the ground, instead Magician's Red assumes the same blocking position that he does while blocking jumping attacks.

A cut frame from Magician's Red idle pose.

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Placeholder graphics found together with Magician's Red sprites. Two boxes, one with thicker lines.

A weird orange silhouette that could surround Magician's Red at some point during one of its poses.

Some crudely-drawn text reading "Kurae! Reddo Baindo!" (くらえッレッドバイーンド!!). It translates to "Take this! Red Bind!". Red Bind is the name of Avdol's grab, and this was likely supposed to be used with it. This graphic appears right before the sprites for the grab in the sprite viewer.

Old Joseph (Stand Off)#

A longer, unused version of Joseph activating his stand. This animation cannot be observed during normal gameplay as Joseph instantly switches to his Stand On version of this animation which uses different sprites. Despite being very similar, it completely skips the part where Joseph uses his hamon breath. While another version of this animation is technically used during his tandem attack super, only the first two frames of this animation can be seen while performing it due to the animation cancelling near instantly upon activation.

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Two leftover sprites from the animation mentioned above. While these are used in his Hermit Purple version of Stand activation, these duplicates are not used for anything in his Stand Off spritesheet.

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A rather unique set of sprites depicting Joseph deactivating his Stand. What's interesting is that Hermit Purple and Joseph are two separate entities, rarely sharing the same sprite aside from very few exceptions. Hermit Purple's vines appear to be shaded unlike any of its other sprites. Those graphics would be used during the startup of Stand's deactivation sequence, then leading into the animation that is normally used by the game.

Joseph always plays his standing Guard Break animation upon blocking a hit that would result in a stand crash, making this animation go unused.

Intended for a cutscene. This would most likely be used during the rooftop chase with DIO.

Another cutscene animation. Where this could be used is a mystery.

Same as above.

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These would appear at the end of previous animation have the developers put them in it.

Joseph leans forward to catch a breath and talk to his opponent. Could have been intended for a win/time out pose or a taunt.

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Duplicate sprites for Joseph's Stand On crouching sweep attack in his Stand Off spritesheet. None of these sprites are used in any of his animations in Stand Off.

Unused sprite from the startup of Joseph's heavy attack where he performs a kick. Its copy is used in his Stand On animations as well as during Alessi's transformation, meaning that it missing from the Stand Off animation is most likely a mistake.

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Unused sprite from the startup of Joseph's crouching heavy attack where he performs a hammer punch. This frame is also unused for the Child Mode version of his attack.

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Joseph under the influence of Alessi's Stand using his hamon breath during the startup of a medium punch attack. Normally Joseph only uses hamon breath for this animation during his Super move. Since Joseph cannot use supers while transformed by Alessi, this goes unused.

Placeholder graphic that's in place of many cut sprites, mostly located between frames for Joseph's attack animations. It seems like at some point developers really wanted to smooth out Joseph's graphics but ended up removing a lot of them. Still, there are some unused leftovers that made it in like some of the sprites above.

Old Joseph (Hermit Purple)#

A quick horizontal chop. This may have been intended to be his standing light attack but eventually was changed. It has a proper hitbox.

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Unused sprites for Joseph's Stand activation animation and his Stand On standing heavy attack. Once more, his hamon breath is not used during these. The fourth sprite is exclusive to his Stand activation animation...

...while this one is exclusive to his Stand On heavy attack. The only difference is a couple of missing pixels at the end of the cloud of air that he creates with his breath, wow.

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Hamon breathing sprites for Joseph's Hermit Web special move. These also go unused, however...

Jojos-HP-Unused-Hermit-Web-1.gif Jojos-HP-Unused-Hermit-Web-2.gif

...two unused animations of Joseph performing his Hermit Web attack. Those may have been intended for a cutscene at one point. It should be noted that these animations use the unused sprites mentioned above.

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Unused animations of Joseph performing his Overdrive special attack in Stand On, which normally can only be performed in Stand Off. Considering that the animation is not very smooth compared to the actual attack in Stand Off, those may have been intended for a cutscene as well.

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Unused hamon breathing sprites for one of Joseph's Stand On heavy chain combo attacks.

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A whole bunch of unused sprites for Hermit Purple's vines. While animations for these exist in the data, they are unused. What their use would be is also unknown.

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Unused sprites for Joseph's Hermit Web special move. The Heavy version of this move would use diagonal vines for the animation where Joseph pulls the opponent closer after grabbing them but for whatever reason it uses the same sprites as the Light/Medium version, making these angles unused. It looks like at some point this attack may have had a different recovery animation. Whether the move connects or not, the same animation is used for all cases. Animation data for the unused angles and one version of the unused recovery exist within the ROM.

The same placeholder graphic also exists within sprites for Hermit Purple.

Alessi#

A sprite featuring Alessi recoiling after being hit. The red checkbox marks it as a placeholder.

Sethan#

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Alternative set of sprites for Alessi's stand, Sethan, making an appearance. They use brighter colors when compared to sprites used for his Stand On animation.

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Unused sprites of Alessi's AX flying in midair and hitting the ground.

A very rough animation using the above sprites that is set to loop infinitely despite the fact that at the end of the loop the AX is visibly hitting the ground.

Used

Unused

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Alessi receives a new outfit as a part of one of his winposes, dropping his old clothes and weapon on the ground while Sethan covers him up. There are several unused alternative versions of this graphic in the ROM that do not appear at any point in the game.

Chaka (Stand Off)#

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Unused sprites of Chaka being hit. Notice how he's holding the sword's sheath in different hands.

Used

Unused

A sprite of Chaka looking incredibly sad while losing a round by timeout. The sprite where he's not holding the Anubis sword is unused in both Stand Off and Stand On.

It should be noted that duplicate sprites for Chaka's Stand On timeout win and losing poses both exist within his Stand Off spritesheet.

Chaka (Stand On)#

An unused animation for a completely unique special move which seems to reuse a bunch of sprites from other attacks. The animation has 3 versions. While they all appear the same, the special move itself has 3 different sets of unique attack properties, as well as a trail effect that is usually reserved for Chaka's Super moves.

Other Graphics#

file:JoJo's Venture Hol horse.png
A single frame of an idle animation for the unplayable character Hol Horse, one of the mercenaries in the manga that DIO sent to kill JoJo's group. This was later used when he became playable in Bizarre Adventure.

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A defeat portrait for Hol Horse. It's used and unchanged in Bizarre Adventure.

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A defeat portrait for J. Geil, another one of the goons sent to assassinate JoJo's group in the manga.

JoJo's Venture

JoJo's Bizarre Adventure

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HUD icons for Hol Horse; these sprites look different from the ones used in Bizarre Adventure.

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HUD icons for J. Geil's stand, Hanged Man. These cannot be found in Bizarre Adventure.

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Only found in this game is this single sprite for Enya Geil, the old hag who tried to take revenge on JoJo's group for the death of J. Geil, her son. It was meant for a cut minigame involving fighting hordes of Justice's zombies, just like in a chapter of the manga. This sprite was actually used in the ending sequence for a location test build of the game, remnants of which remain in the game's update.

file:JoJo's Venture Enya_death_fix.png
Enya's defeat animation. The PlayStation version puts it to use, but scaled down due to memory constraints.

file:JoJo's Venture Enya_portrait.png
In-game HUD icons for Enya; the palette shown is just a guess. They can't be found in Bizarre Adventure.

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The sprites for the zombies that were meant to be summoned by Enya. They're clearly unfinished, lacking any shadows and details. None of these sprites can be found in Bizarre Adventure.

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HUD Icons for Pet Shop, a defender of Dio's mansion. These are used in Bizarre Adventure, but they are slightly altered.

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Ice effects from X-Men: Children of the Atom that were used by, well, Iceman. They might've been temporary graphics for Pet Shop's ice effects. A single set of animations for his ice octagonal ball attack can also be found.

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A single, unfinished sprite for the Stand "Judgement", whose user in the manga is Cameo.

file:JoJo's Venture Kameo logo.png
A match victory text for Cameo, spelled Kameo to avoid legal issues just like with the rest of the characters with changed names in the non-Japanese sets of the game. This, along with the sprites for his Stand, indicates that he may have been intended to be a playable character. He eventually appears in the PlayStation port's Super Story Mode but as an npc opponent.

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A story mode next-fight Stand text for Judgement.

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Defeat animation for Judgement.

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HUD icons for Judgement. Not found in Bizarre Adventure.

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HUD Icons for Mariah, one of Dio's henchmen who placed magnetism onto Avdol and Joseph. These are used for Bizarre Adventure, but slightly altered.

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A character select portrait of Young Joseph, which possibly would've been shown by doing the legitimate method to unlock him, similar to Shadow Dio. This cannot be found in Bizarre Adventure, which had a complete overhaul of the character select screen.

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Joseph Joestar's defeat catchphrase, familiar for those who read the manga, now in sprite form!

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Sprites for other, less famous things said by Joseph.

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HUD icons for New Kakyoin. These seem to be the only assets found for him, and are not found in Bizarre Adventure.

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The standard "Recycle it, don't trash it!" and "Winners Don't Use Drugs" screens can be viewed in the BG TEST, but they're not used in the US version of the game. They were both taken out of Bizarre Adventure, which had no US release anyway.