If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Bayonetta

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Bayonetta

Developers: PlatinumGames, Nex Entertainment (PS3)
Publishers: Sega (PS3/360/Windows/PS4/Xbox One), Nintendo (Wii U/Switch)
Platforms: PlayStation 3, Xbox 360, Wii U, Nintendo Switch, Windows, PlayStation 4, Xbox One
Released internationally: April 11, 2017[1] (Steam), February 18, 2020 (XB1/PS4)
Released in JP: October 29, 2009[2], May 28, 2020 (PS4)
Released in US: January 5, 2010[3]
Released in EU: January 8, 2010[4]
Released in AU: January 7, 2010


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • The enemy Jeanne from the chapter "The Broken Sky" has unused behaviour for teleporting to the player's location in case they get too far away from the battle. It can be seen when using glitches to activate the battle trigger while out of bounds. If Jeanne is killed outside of the battle arena, attempting to complete the chapter will result in Bayonetta getting stuck in her falling animation, effectively softlocking the game.
  • Look into the Wii U, Switch, and Steam ports (PS4/XB1 as well, if possible) and include differences between them and the original 7th Gen releases in a "Platform Differences" subpage.

Bayonetta can be best described as Devil May Cry with a feminine flair, and a far less controversial DMC than Ninja Theory's. If we ever get a Project X Zone 3, perhaps Dante can finally prove Kamiya wasn't right, right?

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Bayo Pre-rendered models.PNG
Pre-rendered Leftovers
The Wii U and PS3 versions got more than the rest.
Bayo unused rooms thumbnail.png
Unused Rooms
Early versions and tons of test maps!
MovieIcon.png
Unused Cutscenes
AnimationsIcon.png
Unused Animations
DevTextIcon.png
Development-Related Text

Unused Models

  • The models of Bayonetta and the Affinity that were used in an early build of the game (circa 2007) are still left within the files. Bayonetta's model is pl1010.dat, while the Affinity's is et00fb.dat. Bayonetta seems to be cased within a really...ugly...shell for some reason, while the Affinity has no textures present.
  • Another Affinity used in the prototype is in em001f.dat. It has textures, but lacks a halo, tunic, wings, and much of its torso.
  • pl1000.dat is an early model of the hood on Bayonetta's "Old" outfit.
  • A red gem seen in prototype footage is in et000b.dat. It is referred to as "ローズ ハート" ("Rose Heart"), and restores health in the field, similar to the Laurel items.
  • A blue gem seen in prototype footage is in it0002.dat. In the prototype, it is called "ルナ オパール" ("Luna Opal"). It would restore the hair meter, which would allow Bayonetta to trigger Witch Time when full.
  • gm00a0.dat is a lever used in the prototype to change the time of day to night, allowing Bayonetta to Witch Walk. In the prototype, this mechanic is referred to as "ムーンライト・タイマー" ("Moonlight Timer").
  • gm0336.dat is a switch with the Hierarchy of Laguna symbol on it. It is used in the prototype to activate certain events.
  • bm0100.dat contains a cracked mural seen in the background of the prototype's Umbran Training Grounds. On top of the woman's dress, the word "kari" is written (meaning "temporary" in Japanese).
  • bm001a.dat is an animal skull seen in the prototype's graveyard.
  • es0097.dat is a "model" containing joke credits, courtesy of "Lumen Sage Productions". It also has a typo present, spelling "Director" as "Derector", and lots of incorrect grammar, such as "Produced by A Lumen Sage Production", and listing two or more enemies (i.e. Grace & Glory, Braves) as "Himself" rather than "Themselves". It is possible that these credits may have initially been intended for use in the Jubileus boss battle, when the fake credits roll halfway through.
  • et0007.dat contains an unused model of a massive demonic arm. It also has a few simple animations.
  • wp0129.dat contains an hourglass with purple sand, along with a sound file of glass shattering.
  • wp012b.dat contains a flail with a human skull on the end of it. When loaded in-game, it can be broken, creating a purple particle effect. This may indicate it is the scrapped Crystal Skull weapon, which was described as being used to activate Witch Time in the prototype by being broken.
  • it0200 and it020c.dat have a model of an unused Angelic Hymns Gold LP.
  • bm0021.dat is a stack of bags of gunpowder. They are likely inside the structure that explodes in "The Witch Hunts", bm0020.dat, but are never actually seen.
  • et0f00.dat contains a model of Jack Cayman, the protagonist of MadWorld, another PlatinumGames title. It resembles an early design of Jack seen in promotional art.
  • gm0020.dat is a red motorcycle used in the prototype.
  • gm0058.dat is a model of Cheshire laying on its side. Instead of a blue button for its right eye, it has a golden button.
  • gm0083.dat is a model of Kulshedra that is red-colored instead of pink, much like its concept art.


  • gm01d0 through gm01d4.dat contain a model of Fortitudo used in the Records of Time chapter, "The Witch Hunts". However, these files also have sub-models that show an early version of its design.
    • gm01d0.dat is missing much of its gold armor and the spikes on its tail.
    • gm01d2 and gm01d3.dat load the same blue-headed unused model, but they each contain meshes to make them either red or blue. The render of gm01d2.dat has its blue-colored meshes disabled.
    • gm01d1 and gm01d4.dat are mostly similar to the final version, with some minor changes to the gold motifs on them.


Placeholder/Test Models

  • pl003f.dat contains a set of spheres that have some of Bayonetta's textures on them.
  • es0014.dat, es001d.dat, and es0012.dat have a black-and-white screenshot from a very early build, with debug text present in the upper left corner, and some odd gauges in the lower-right.
  • es0600.dat has the same screenshot of an early build, but with a brown tone and a black square in the center of the image.
  • es0603.dat and es0604.dat contain a blurry picture of the inside of the Ithavoll Building.
  • es0605.dat through es0607.dat contain a placeholder image of a still from the intro, with the text "フィルム ベース" ("Film base") on top.
  • es0118.dat is a flat panel containing a placeholder texture.
  • es001a.dat through es001c.dat, es011a.dat through es011c.dat, and es0119.dat are a flat panel containing a color version of the first still shown in the intro, with the number 52 in the bottom-right corner. In the actual intro, the still is in sepia tone, and is actually part of a pre-rendered video.
  • es0096.dat is a simple black cube.
  • et00f0.dat is a black sphere with a white cone.
  • et00f2.dat are two cubes with placeholder textures.
  • et00f3.dat is an untextured spiked ball.
  • et00fe.dat is a pair of legs. Judging by the color of the pants, they may be Rodin's, but the shoes look vastly different.
  • et00ff.dat is a cube and a sphere, both of which have a rose pattern.
  • et0fff.dat contains two flat triangles.
  • et0002.dat is a yellow sphere.
  • et0103.dat is a series of three basic untextured shapes.
  • In many .dats (mostly in the gm folder) is a model of a cube with red crosses on each side.
  • gm0209.dat contains a model of a small arch, with the text "危険!落下注意" ("Danger! Beware of falling") written on top of its texture.
  • gm00f0.dat contains a background used during tutorials in the prototype.
  • gm0415.dat and gm0146.dat contain early versions of the Valkyrie's exterior and interior, used in the "The Broken Sky" Chapter. There are various squares with text on them around the aircraft, describing what events will occur at that location.
  • et0f10.dat is a model of a cube containing even earlier hair textures for Bayonetta's 2007 prototype model. Her bangs and the hair strands framing her face appear thicker.

Unused Textures

The jp folder in data00\id contains HUD and menu textures for the Japanese language version, a few of which are early item or option names.

  • msg110 and msg111.idd contain a texture that says "ローズハトロリポップ" ("Rose Heart Lollipop"). It may be an early name for the Green Herb Lollipop (given the Rose Heart's healing properties in the prototype), or the Bloody Rose Lollipop.
  • msg118 and msg119.idd contain a texture that says "バタフライドリームロリポップ" ("Butterfly Dream Lollipop"). It may be an early name for the Purple Magic Lollipop.
  • msg120.idd is an image that says "The MagicTriton Ouverture". It is placed between various item name graphics, and has no other files within the .idd, so it is difficult to ascertain its meaning.
  • msg125.idd says "コンティニューバレット" ("Continue Bullet"). result300.idd also has a graphic that says "Continue Bullet", but in English.
  • msg126.idd has text that says "レッド・ジユース" ("Red Juice"). It may be an early name for the Red Hot Shot.
  • msg500.idd contains the names of some of the Angel's ranks. One of these is unused-- the rank "Fabula", meaning "fable" in Latin.
  • chapter901.idd is an image of the term "Bonus Roulette". The texture's proximity to other files indicates it may have been some sort of option or game after you clear a chapter.
  • subscr501.idd contains textures for various item names, one of which is "Umbran Elegance #06".
    • It has a placeholder item render in subscrbbe.idd-- a Bloody Rose Lollipop over a pink background.
  • subscrb15 and subscrb97.idd contain renders of Umbran Sisters, the guns used by Bayonetta and the witch apprentices in the past. As one is unable to open the subscreen when utilizing this weapon, these renders go unused.
  • subscr100.idd contains graphics of eight rings with colored bands in the middle, found with other item renders. They may be scrapped accessory options.


  • result800.idd contains graphics for the Leaderboard feature, as well as three textures that appear to be early versions of the Play History screen. Notably, the final difficulty is named "Nonstop ∞ Climax Hard", rather than "Nonstop ∞ Climax". The "All" column is also missing.
  • result9b3.idd is located with the chapter clear screens, and was presumably intended to be "The Witch Hunts"'s clear screen. In the final, the screen fades to white, and you are taken directly to the Prologue chapter select menu.

data13\st0\r000_gr.dat, only found in the PC and PS4 ports, contains textures for an incredibly early version of the game's title menu. SEEDS Inc.'s company logo is present, meaning the game may have been in development even before they merged with ODD Inc. to form PlatinumGames. One of Bayonetta's concept outfits is being used as a placeholder. There is also an option for "Style Select", which includes "A Type", "B Type", and "C Type".

The Japanese text translates to "Temporary room (Forest)", "Temporary room (City)", "City area", and "Lava passage", which likely refers to the cut stage where you'd surf on lava cascading through Vigrid's subway station.

data11\event\ev02.dat has early textures for Applaud's enemy introduction.

r112.dat has a few more early enemy introduction textures in the same style as ev02.dat's.

r1a0.dat contains six unused textures meant for the Records of Time Chapter. Two of these, the PlatinumGames logo and the word "PRESENTS", can be seen in prototype footage.

Bayonetta r531 zodiac.png

r531.dat, the model for Father Balder's room, contains an image of a zodiac wheel that was on the ceiling of the Umbran Training Grounds in the prototype.

PS3/Wii U Exclusive Textures

The PS3 and Wii U versions include textures that cannot be found in any other ports.

  • gauge301.idd, located near player weapon renders, contains a render of the top half of a Brave's pike.
  • subscr080.idd and subscr093.idd, only in the PS3 port, both contain a render of the two Handguns Bayonetta wears on her feet. In the final, the only renders used in-game are those of the Handguns she holds in her hands.
  • subscr310.idd contains early versions of the control help screens.
  • debug000.idd, debug001.idd, debug002.idd, and debug003.idd all contain images leftover from the debugging process. The PS3 textures include alternate phrasings and misspellings.
    • "Justice" in Chapter XI's name is misspelled as "Justince".
    • The Bewitchment "Sapientia - Controller Of The Seas" includes the word "the" and utilizes a dash instead of a comma.
    • A "Shop Menu" for the Gates of Hell, resembling an a-frame menu sign.
    • The "Master Of The Heavens" Bewitchment is called "Father - Master Of The Heavens".
    • A placeholder Little King Zero render that uses a regular Little Devil.
    • Textures for the unused "Danse de la Fée Dragée" Gold LP's name. In this same image, the journal entry "The Faith of Laguna and Development of Vigrid" is instead called "The Laguna Faith And Vigrid's Rise".
  • One image includes all of the following:
    • Two unused Trophies called "Record Otaku" and "Treasure Otaku".
    • "Red Hot Juice", likely an early name for the Red Hot Shot. May be a reference to Phantom's theme in Devil May Cry, "Red-Hot Juice".
    • "Platinum Tickets", the plural form of the single "Platinum Ticket" used in the final.
    • An in-progress Rodin design on the Gold medal, which lacks glasses, and has a pendant or brooch on his chest.
    • An early Fairness/Fearless render similar to one that can be found in the Eyes of Bayonetta artbook.
  • The Wii U debug textures seem mostly similar to the final's graphics.


  • debugfff.idd is a simple white rectangle with the word "test" written on it.
  • A debug font was also left inside these ports.


(Source: Rikan)

Unused Text

The data00\mes folder contains the game's script. rc00.mes has two entries that go unused.

  • A repeating string of numbers, likely used for testing.
1234567890123456789012345678901234567890123456
  • A message intended for the Angel Attack minigame. In the final version, you cannot exit this game by any means other than running out of bullets or exchanging your bullets for Halos.
Bullets remaining. Exit the game?


subscr000.mes has a few unused entries as well, including descriptions for the aforementioned Umbran Sisters weapon and (presumably) Umbran Elegance #06.

Umbran Sisters

Magical weapons used in the Umbran martial techniques collectively known as the Bullet Arts. While resembling a flintlock pistol, the Umbran Sisters have been in use long before the 15th century appearance of the human-crafted flintlocks. Whether it be magical melee attacks, or rapid fire via magically apportioned bullets, the Umbra Sisters are capable of fully exploiting their user's magical abilities.
Umbran Elegance
(Bazillions)

Perfume for witches made from unique fragrances. Will change you into a costume that is a perfect match for Bazillions. 

Perfume for witches made from unique fragrances. Will change you into a costume that is a perfect match for Bazillions. Can only be used with your default, normal costume. 
  • An unused technique that would have been an upgrade to Stiletto.
Super Stiletto

A version of the Stiletto technique that features a longer thrust for added range. Can also be performed in mid-air. (Press [LS] towards an enemy twice quickly [0x1002] [Y]. Can also be executed by holding [RB] and pressing towards an opponent with [LS] [0x1002] [Y].)
  • An unused Angelic Hymns Gold LP, translating to "Dance of the Sugar Plum Fairy". It also has a music track associated with it. Leftover developer text reveals this track was intended to play while crafting the Rodin weapon, but in the final, the weapon is simply given to the player.
Angelic Hymns Gold LP
[0x1001]Danse de la Fée Dragée[0x1001]
  • A number of early descriptions for File submenu options.
View detailed information regarding
techniques.

View detailed information regarding 
standard techniques.

View detailed information regarding
special techniques.

View detailed information regarding
weapon-based techniques.

Handgun

Shotgun

Katana

Whip

Skate

Tonfa

Nunchaku

Claw

See a list of files you have gathered.

Enemy Files

Witch Files

subscr004.mes has additional text for Queen Sheba's guidebook description. This text can also be found in the second game.

Having brough order to Inferno, the sense of fright all hold towards Sheba is the root of her exalted title - Queen. Not a single soul has ever laid eyes on her, and it is said she has no true form. 
  
Instead, the vast darkness that spreads over the entirety of Inferno is said to be Sheba herself. Many witches are said to have experimented with summoning this spirit, only to have the cost be their very lives, as they are dragged into the depths of hell. Even if one were able to summon the Queen, it would most likely be only a sliver of the full power this legendary being possesses.

r110.mes contains what appears to be a description for one of the Golem walls.

The dust has fallen off the moving
wall, revealing a beautiful gold
exterior.[next]The hollow resonance exuded by the
wall is unlike any sort of metal
known to exist.[next]
Hmmm...
To do:
  • Are the two files below in any of the other ports?

r210ev.mes and r210ev_jp.mes are two files only found in the Nintendo Switch port. They contain subtitles meant for the Chapter VI scene where the Beloved attempts to kidnap Cereza, as well as the following scene where it tries to reach for her while being mauled by Gomorrah. Though audio matching these subtitles can be heard during the scenes, none of the subtitles are actually displayed, no matter the voice or subtitle language selected.

r210ev.mes

English Japanese
Little one! チビ!

r210ev_jp.mes

English Japanese Japanese (Translated)
Mummy! マミ! Mummy!
Little one! チビ! Little one!
Go away! キライ! I hate you!


data13\posjump.dat contains .pos files, which hold position and location data, as well as text describing their purpose. Many .pos files exist for locations unreferenced by the final game.

Room Name Description Translated Description
r09e
市場(r09e)
路面電車通路(r09e)
小広場(r09e)ミッション2・3 
分かれ道(r09e)
Market (r09e)
Tramway (r09e)
Small open space (r09e) Mission 2・3
Fork (r09e) 
r040
場所名を入れて
Enter the place name
r053
ミッション24スタート
ロケット2段目
ロケット3段目
ロケット4段目
ロケット5段目
Mission 24 start
Rocket 2nd stage
Rocket 3rd stage
Rocket 4th stage
Rocket 5th stage
r054
ミッション24-2スタート
Mission 24-2 start
r055
ミッション24-3スタート
Mission 24-3 start
r056
ミッション24-4スタート
Mission 24-4 start
r060
竜巻ボスの首
道崩し後半実験
Tornado boss's head
Road break second half experiment
r063
test
test
r068
スタート地点
Starting point
r090
初期位置
Initial position


(Source: Rikan)

Unused Sounds

LRCLfLsRs_master_aif and LRLsRsCLf_master_aif

Found within the test folder of se\core.cpk, there are these two test sound files. The file names and audio suggest it is a kind of multichannel audio test. After all, this was Platinum's first game to use a 5.1 sound setup.

Japanese English
左です。

右です。
真ん中です
左後ろです。
右後ろです。

Here's the left.

Here's the right.
Here's the center.
Here's the back left.
Here's the back right.

Test beep

There are numerous files in the bgm folder that contain a short, .1 second long beep. Whether these files were used for testing or were dummied out is unknown. The full list of files is below.

Filenames
kankyouon_test_multi_wav
kankyouon_test_2_wav
pink_noise_wav
StreamSync_Test_(master)_16l_wav
Surround_test_1_16_wav
Surround_test_2_16_wav
Surround_test_3_16_e_wav
bt_normal1_(master)_16l_test_wav
fx_ame2_multi_(kari)_wav
fx_water_(master)_wav
ot_battle_se_(master)_16l_wav
ot_bossmae_(master)_16l_wav
st_oldcity_x_(master)_16l_wav
st_subway2_(kari)_wav
st_subway3_(master)_16l_wav
st_surf_(master)_16l_wav
st_valley_x_(master)_16l_wav
ev13_x_1_(kari)_16_wav
ev13_x_2_(kari)_16l_wav
ev13_x_3_(kari)_16l_wav
ev13_x_4_(kari)_16_wav
ev13_x_6_(kari)_16l_wav
ev13_x_7_(kari)_16_wav
ev13_x_9_(kari)_16_wav
ev13_x_a_(kari)_16_wav
ev13_x2_1-1_(kari)_16l_wav
ev13_x2_2_(kari)_16_wav
ev13_x2_4_(kari)_16_wav
ev37_4_(master)_16_wav
ev68_(master)_16_wav
eved_(master)_16_wav

1KHz_-20db_Surround_(master)_16l_wav and 1khz_-20dB_wav

These two audio files are beeps that slowly fade out, with the former being 10 seconds long, and the latter being 26 seconds long.

r000_title_str_aif

Inside se\r000.cpk is this leftover sound file that was used in the start-up of the 2007 prototype.

r1c0

Within data12\r1c0.dat are three sound effects leftover from the prototype. They played as Bayonetta struck various poses at the start of the graveyard stage.

ev97_cut00, ev97_cut05, ev97_cut07

Inside se\ev97.cpk are three leftover audio files from an early version of the Chapter I ending cutscene where Gomorrah eats the Beloved. Bayonetta's prototype voice can be heard at the beginning of the first file. Gomorrah's roar lacks its usual elephant-like sound in the second file. Lastly, engine noises, presumably from Jeanne's motorcycle, can be heard in the third file.

tutorial_voice_aif and moon_balder_02_aif

In se\r200.cpk are two unused voice lines spoken by Balder. Given their filenames, and the fact that r200 corresponds to the "The Lost Holy Grounds" chapter, they may have been intended for the chapter's Witch Walk segments.

jg_weapon_shotgun_(master)_16_wav

An unused version of "Trois Marches Militaires", played as Rodin creates the Onyx Roses. There are additional noises of the record player starting up at the beginning, and the crescendo of noise near the end is a bit quieter.

jg_record_confetto_(master)_16_wav

An arrangement of "Dance of the Sugar Plum Fairy", intended to be played when acquiring the unused "Danse de la Fée Dragée" Gold LP.

bt_god_area_(master)_16l_wav

A slightly differently-mixed version of the song "Riders of the Light" is present in the files. This version's filename also differs from the used version, which is titled "bt_normal2_(master)_16_wav".

bgm000_00169

An unused retro version of "One of a Kind" is present in the Switch port's bgm folder at ID 00169 and at ID 00284 in the Wii U port.

Test opening narrations

Hmmm...
To do:
See if the voice files might still be in the game.

During development, different characters of the story voiced the opening narration to see which would fit better. Of course, none of the characters were chosen and the narrator we all know was ultimately used in the final game. Two videos on the official Bayonetta blog featured Luka and the Umbran Elder voicing the opening. The remaining three potential narrators were revealed in a later blog post-- Rodin, Enzo, and Father Balder.

Unused Cinematics

sega_000.sfd is a video containing a static image of the Sega logo, accompanied by the classic "Se-gaaaaa!" jingle. It can be assumed that they were going to use the classic logo due to all of the references and homages this game makes to Sega arcade games, but ended up using the then-current Sega logo instead.

Unused Used

References