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Bayonetta/Unused Rooms

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This is a sub-page of Bayonetta.

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.
Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!

The Wii U and PlayStation 3 ports of Bayonetta contain over 100 unused rooms, primarily in the st0 folder. These .dat files include not only early versions of locations visited in the final game, but also rooms used for testing during development. Some of them even include non-model data, such as audio, animations, and effect textures. Additionally, a handful of prototype rooms can also be found in the st1, st2, st3, and st4 folders.

st0

r001, r005, r007

Bayonetta r001 3.png

A test room with a few objects scattered around, and four images on the the walls. On one wall is an image of SMPTE color bars. On another wall is a series of three locations-- the Vidyasagar Setu, a sunflower field, and the Louvre.

r001.dat is the largest file in st0 by a wide margin due to the amount of effect models and textures it contains. Many effect textures match those found in the final's core.dat, but a few are unused, including semi-transparent skulls and light effects.

r002

Contains some leftover effect data.

r003, r021

Bayonetta r003.png

A debugging room with a large rectangular platform, a staircase, and a sloped surface.

These files include five animations for Affinity-- swooping down, hovering for a few moments, and landing. Additionally, there is a single animation of Bayonetta leaping in the air and landing in her breakdance pose. All of these animations can be seen in the final game.

r004

Contains empty .eff and .scr files.

r006

Bayonetta r006.png

The exterior of a building along with a fountain. It leads into a group of bare trees upon a flat plane of grass. Its skybox is an image of waterfalls.

r008

Bayonetta r008.png

Five cubes oriented in a cross shape on a flat plane. Their textures read "+Z", "-Z", "+Y", "-Y", "+X", and "-X", each communicating their placement upon the plane.

r009

Contains an empty .eff file.

r00a

Bayo room00a.png

Contains a T-shaped hallway that may be an early version of Vigrid station's exit. Five misaligned meshes of stained glass are present, four of which are called "ev_door". Presumably, their proper location is within the semicircular gaps above the wooden doors. The fifth one is a ring-shaped mesh meant to be embedded in the ceiling.

Bayonetta r00a interior.png

Several art pieces are in the room, such as stained glass depictions of budding flowers, and images of Saint Leopold. There is also a statue of the Virgin Mary cradling an infant Jesus, which can be found in many other prototype rooms. It is based on a statue originally carved by French sculptor Henri Bouriché.

r00b

Bayo room00b.PNG

Contains 5 planes oriented horizontally, each with a wall, 4 cubes, and 3 spheres. Written above each plane is "SCR03", "SCR02", and "SCR01". "SCR02" is repeated thrice, with the one on the far right also labeled "HDRIR".

r00c

Bayonetta r00c overhead.png

A hallway utilizing the same exterior as r006. Across from the fountain is a statue of the Virgin Mary. Rather than trees, this room instead has a descending staircase.

The grey stone walls and floor, fountain, and stairway are reminiscent of those found at the start of Chapter VI: The Gates of Paradise. In fact, on the wall next to one of the entryway arches is a single lantern. This tiny detail managed to be retained all the way to the final version of the level!

r00d

Contains 36 kilobytes of effect data.

r00e

Bayo room00e.PNG

Contains a model of a cube on a flat plane. It also has a second submodel identical to the first.

r00f

Contains 32 kilobytes of effect data.

r010

Bayonetta r010 overhead.png

An early version of the first area of Chapter I, Vigrid's station. There is a single railway line rather than two. Other features include a room hidden behind a breakable wall, a hole above the track patched with wooden boards, and posters for various media. There is also a waterway to the right of the track.

The file contains audio, most of which matches the final's-- apart from one file, which is the same sound effect that plays as the stone bridge lowers in the 2007 prototype.

r011

Bayonetta r011.png

A curved pathway leading through a cloud-covered town. Beside this model is a circular arrangement of houses with a statue in the middle. It seems to be a combination of both r013 and r016.

r012

Contains effect data for some shrubbery.

r013

Bayonetta r013 2.png

The circular arrangement of houses found in r011. A statue sits atop the fountain, behind which is a staircase leading to a building labeled "START". The words "R011 BOSS ROOM HAKO" are above the building in the background.

r014

Contains empty .eff and .sev files.

r015

A rectangular room with textures of materials such as water, dirt, and concrete on the walls and floor. It may be for testing audio affected by these varying surfaces, such as footsteps.

r016

Bayonetta r016 overhead.png

The pathway portion of r011, but slightly more detailed. There is water surrounding the city, as well as a different skybox.

Bayonetta r016.png

The clouds have been disabled in this render to improve visibility.

r018

Bayonetta r018.png

Three houses surrounded by rocky walls. It uses the same skybox as r016.

r019

Contains 24 kilobytes of effect data, and a whopping 6 megabytes of collision data-- many times larger than the average .col file.

r01a

Bayonetta r01a 1.png

A version of the Prologue graveyard with three distinct levels. The top level has a coffin on one end, while the middle has a Virgin Mary statue. These levels are connected to each other by curved pathways. The jagged mass of rocks to the left of the coffin is a single mesh that is for some reason named "church".

r01c

Bayonetta r01c overhead.png

Another T-shaped hallway like r00a that resembles Vigrid station's exit. Gone are the clouds and Virgin Mary statue, but the statue's shadow remains baked into the floor's texture.

r01d

Bayonetta r01d overhead.png

A hallway similar in structure to r00c, but lacking the statue and lampposts. It has a different skybox, and background geometry similar to Vigrid's in the final.

r01e

Bayonetta r01e.png

Another three-doored building exterior leading into a group of bare trees. Essentially the same as r006, but with baked-in lighting.

r01f

Bayonetta r01f overhead.png

Likely an early version of Chapter IX: Paradiso - A Remembrance of Time. This appears to be a surreal version of the stairway leading to Vigrid's fountain plaza.

Bayonetta r01f plaza.png

The station exit is replaced by a tree, and its doorway is a reflective sphere. A tree with a reflective sphere in place of its leaves is floating in mid-air. Two models of the Umbran Clock Tower are embedded within the ground, upon one of which is yet another sphere. A massive tree is protruding from the opposite side of the area. This design aspect is revisited in r02b.

Bayonetta r01f.png

Hidden off to one side is a separate model of the original fountain area.

r020

Bayonetta r020.png

A flat plane with text that reads "R020" and a downward-pointing arrow.

r022

Bayonetta r022.png

A flat plane with text that reads "R022" and a downward-pointing arrow.

r023

Bayonetta r023.png

A flat plane with text that reads "R023" and a downward-pointing arrow.

r024

Bayonetta r024.png

A flat plane with text that reads "R020" and a downward-pointing arrow.

r025

Bayonetta r025.png

A flat plane containing a portal and many meshes named "MIRROR_test". These meshes appear reflective depending on the light direction, and the cubemap used for the reflection is the "Garden of Light" Paradiso area found in Chapter III.

r026

Bayonetta r026.png

A room filled with objects of varying sizes labeled with measurements. Likely used to compare the scale of models against one another.

r027

Bayonetta r027.png

Some buildings surrounded by rocky walls and water. The pathway leading to the fountain in the center seems to emerge directly from the water. The blue building with a gold circular motif on its gable is called "station", meaning it could be an early version of Vigrid station.

Its cubemap seems to have been created using a room similar to r016.

r028

Bayonetta r028 1.png

An early version of some sort of plaza. There are umbrella-covered tables, trash bins, grouped seats like those found in r010, signboards, and a bus. On one side of the area is a large structure with steps that seem to be taken from the testing rooms.

Bayonetta r028 2.png

Again, the blue building is called "station", so this area may be the entrance or exit to said station. The large building on the opposite end of the area is called "house".

The maps on the signboards in this room are taken from real-life locations.

r02a

Bayonetta r02a 1.png

A version of Vigrid's fountain square that is covered in clouds and overgrown by plants. The passageway that would have led to the bridge to the city has a different design. Alfheim islands are floating in the background. Lastly, for some reason, there are a few empty holes in the ground.

r02b

Bayonetta r02b overhead.png

The stairway portion of the Vigrid fountain square. The stairs lead into an enormous tree protruding outwards. This room also has holes in the floor.

r030

Bayonetta r030.png

A tunnel with a texture covering one of its entryways. The texture reads "Mission 03-2 start". This texture is also found in r050, the lava surfing segment.

r032

Completely empty.

r033

Bayonetta r033.png

A skybox of a sunset.

r034

Bayonetta r034 2.png

A model of interconnected pipes and a valve.

r035

Bayonetta r035.png

A model of Vigrid's fountain square, very close if not matching its final design. Vigrid Station is textureless, and all the trees lack leaves.

r036

Bayonetta r036.png

The bridge leading into Vigrid city. The city itself is unfinished; there are merely textureless blocks in the place of buildings. One portion in the center of the city closely resembles an area seen in the 2007 prototype.

r037

Bayonetta r037 4.png

The city portion of r036, separated into its own file.

r038

Only seems to contain collision data.

r039, r095

Bayonetta r039.png

The same testing room as r003 and r021, minus the ramp.

r040

A stone statue of an angel. It made its way into the final game, placed atop the Jubileus statue alongside other angels.

r041

Bayonetta r041.png

Isla del Sol after the battle with Father Balder. The Ithavoll Building has been destroyed and the sun is setting.

r050

Bayonetta r050.png

A series of lava-filled subway tunnels. The passageways are marked with textures describing what event will take place at that location. In the center is an early Vigrid station like that in r010. This is more than likely the scrapped lava-surfing stage mentioned by Kamiya in his developer commentary series.

r051

Bayonetta r051 overhead.png

Another early Vigrid station, also with textures labeling important areas.

Bayonetta r051 sideroom.png

This version contains a tall, cylindrical room in which the player would solve a puzzle by rolling a ball onto a switch.

A strange, reversed audio file of a person whispering is also present.

r052

Bayonetta r052 1.png

An extremely primitive Isla del Sol. Specifically, this appears to be the shoot-em-up portion, occurring inside the city rather than over the sea. The city is shaped like an infinity sign, a symbol thematically relevant to Bayonetta. However, this shape may simply have been the easiest way to repeat the flight path, in order to create the illusion of a longer stage.

Bayonetta r052 2.png

Flat textures of Fortitudo's early concept art float in the air, presumably marking where enemies would spawn.

r053

Bayonetta r053.png

An early rocket ascending from Earth. Atop the rocket is an early, never-before-seen design for the Jubileus statue. It takes inspiration from the Statue of Liberty, which would make an appearance thirteen years later in the third game.

r054

Bayonetta r054.png

The early Jubileus statue surrounded by various asteroids in space.

r055

Bayonetta r055.png

Jubileus inside of a sphere with angelic patterns across it, likely an early version of her boss fight arena. Tubes around the interior of the sphere connect to her body. When creating Jubileus, the developers envisioned her as still being young and inside her "womb",[1] which is likely what this imagery is meant to evoke.

r056

Bayonetta r056.png

Jubileus descending back to Earth, surrounded by shards of her "womb". The skybox is tinted red.

r057

Bayonetta r057.png

A square room with lava covering the walls and floor. There are flat rocky paths along the walls. The pink circular textures in this room indicate areas where enemies would spawn infinitely. These areas would have to be blocked in order to stop them. A smaller rectangular room is hidden by the lava, containing another pink spawn indicator.

r058

Bayonetta r058.png

An early version of the first area in Chapter IX: Paradiso - A Remembrance of Time. Cubes are suspended in the air around the starting point. The floating platforms used to navigate to the fountain area also use the cubes' texture instead of angelic ones. The passageway that would normally lead to the bridge has been replaced with more pieces of the floating Clock Tower. In the final, this area is a small room with an Umbran Resting Place.

r059

Bayonetta r059.png

A flat plane with a large circular hole in it floating above a smaller circle. These meshes are called "sea". The moon can also be seen in the background.

r060

Bayonetta r060.png

An early version of Crescent Valley. Every model uses the same brick texture, apart from the platforms that break in the final, which are a solid red color. The entire area is floating outside of its skybox, which is a cloudy sky.

r061

Bayonetta r061.png

More test pieces from Crescent Valley, this time with a different brick texture. The meshes are named "hyou_bridge_test".

r062

Bayonetta r062.png

The graveyard seen in the 2007 prototype.

r063

Bayonetta r063.png

A convex, circular model of a portion of Earth.

r065

Bayonetta r065.png

The interior of some kind of machinery, likely either the inside of the Valkyrie's turbines or the top of the Ithavoll Building.

r066

Bayonetta r066.png

The courtyard area of Vigrid. Seems similar to the final game.

r067

Bayonetta r067.png

The interior of the train Bayonetta rides into Vigrid. Seems similar to the final design.

r068

Bayonetta r068.png

An early version of Crescent Valley, like r060. The broken bridge section is missing.

r069

Bayonetta r069.png

A single ornate chair atop a vast plane.

r070

Contains a very small .cut file.

r080

Contains an effect file with an image of SMPTE color bars.

r090

Contains collision data.

r091

Bayonetta r091.png

An early design for the stairway leading to Vigrid's fountain. The stones around the fountain are differently-designed and the area as a whole is much larger.

r092

Contains 8 kilobytes of data.

r093

Contains effect textures for raindrops.

r094

Bayonetta r094.png

A flat, rocky plane inside a skybox with a blue sky and grassy mountains.

r096

Bayonetta r096.png

The same area as r094, but it now contains a rectangular colosseum with two platforms inside of it. Possibly an early version of Fortitudo's boss battle arena.

r09c

Bayonetta r09c.png

An early version of Vigrid's catacombs. In the center of the room are metal walkways and support beams.

r09d

Bayonetta r09d.png

A tiny portion of an early Vigrid city, with some houses of varying colors scattered about. Behind one of the buildings is a semi-transparent sphere bearing a stone brick texture.

r09e

Bayonetta r09e.png

A work-in-progress version of Chapter III: The Burning Ground. The lava is represented by flat orange textures. The church is missing and the houses lack roofs. In addition, the colosseum's design is less detailed.

r0a1

Bayonetta r0a1.png

A bunch of Vigrid's background geometry, two parallel rows of houses connected by archways, and the Arc de Triomphe. There is no collision in this room.

r0c0

Bayo room0c0 noesis.PNG

This odd room does not match the game's artstyle at all. This a leftover room from MadWorld-- a game developed and published only on the Nintendo Wii. When forced to load in-game, the map does not fully load and has no collision.

r0d0

This seems to be an extremely early version of the Witch Walk segment inside the Ithavoll Building's peak. Interestingly, a texture depicting Buddha is included. This could represent Jubileus, but it is still odd since to the game primarily draws on Christianity for its enemy ideas and imagery.

r0e1, r0e2, r0e3, r0e4

The same test room as r003, but these also contain a few effect models.

r0f0

Bayonetta r0f0.png

A flat white circle with alpha transparency around its outside edge.

r0f1

Bayonetta r0f1.png

A black triangle called "r0f1_dummy". This file contains idle animations for all of Bayonetta's summons, including the Little Devils and Queen Sheba. There is also a 4-frame animation for Bayonetta where she is t-posing.

r0ff

Bayonetta r0ff 2.png

Vigrid's city plaza. Appears close to the final model.

st1

r100

A flat triangle called "kanoke_dummy", including textures for Bayonetta's coffin used in pre-rendered flashback scenes. Effect models of the moon and a rock are also present. Its effect textures are of smoke, a normal map for animated water, and angelic text. This angelic text translates to various descriptors for Vigrid.

Texture Translation
Bayonetta r100tex.png The town of the man in the moon
Land of the fertility
A town of time
The village where the bellvv
Sounds through
A village of the prayer
A city of the waking
The sea of life
Usually high speed
Middle high speed
It loses 10 minutes
The forerunner
Late departure

r101

The lake area where Antonio Redgrave discovers Bayonetta's coffin, seen in pre-rendered flashbacks. Contains effect textures of raindrop impacts. The Wii U version is missing its textures, and the PS3 version's model materials do not display properly.

r116

An empty file.

r117

An empty file.

r11c

40 kilobytes of effect data.

r12e

Bayonetta r12e.png

An early Vigrid plaza that's missing textures. The stairs are straight, and there is no elevated platform next to them. A baked-in shadow for a tree is in the center of the area.

r131

Bayonetta r131.png

The path leading into the city, just beyond the Golem wall. Seems close to final.

r136

Bayonetta r136 2.png

A black cube.

r14a

Bayonetta r14a.png

Bits of rocks and pointed stalagmites emerging from the ground.

r15a

Bayonetta r15a.png

An early version of Fortitudo's colosseum. It is broken into pieces. Above it is the Earth, surrounded in a blue aura.

r15b

Bayonetta r15b.png

The same skybox used in r15a, but lacking any color. The earth is gone and replaced by clouds. May be some sort of skybox for Purgatorio, given its greyscale hue.

r160

Completely empty.

st2

r205

Completely empty.

r206

Completely empty.

st3

r324

Bayonetta r324.png

The Vigrid church that Bayonetta finds Cereza in during Chapter I. Its floor is missing.

r326

Completely empty.

st4

r407

Bayonetta r407 overhead.png

An work-in-progress version of the Valkyrie's interior.

Bayonetta r407 interior.png

The design is blocked out using simple geometry.

PS3-Exclusive Rooms

Hmmm...
To do:
  • Most of these rooms refuse to load in model viewers. Images may be able to be obtained by loading them in-game.

Not only does the PlayStation 3 port contain all of the files listed above, it even has some files not found in the Wii U version.

r017

An enormous file, the size of which rivals r001. It crashes the model viewer. Contains effect data and models.

r01b

Contains model and effect data, but cannot be opened in a model viewer.

r029

Contains model data, but cannot be opened in a model viewer.

r02c

Bayonetta r02c.png

A flat plane with a tile texture on it. The file also contains textures for grass, dirt, and a version of the tiles with transparency.

r031

Contains model data, but cannot be opened in a model viewer.

r099

Contains model data, but cannot be opened in a model viewer.

r09a

Contains model data, but cannot be opened in a model viewer.

r09b

Contains model data, but cannot be opened in a model viewer.

r0a0

Bayonetta r0a0.png

The measurement test room (r026), but with three more models-- a realistic dog called "Dog_hiRez", a large female model laid flat on the floor, and a male model called "mocap_rig".

r0b0

Bayonetta r0b0.png

A sphere with grasslike texture, as well as materials for other plant and stone textures.

r102

Bayonetta r102.png

Early Vigrid station tunnels. The alcove where the key is found is missing, and in the place of the Golem wall is a pink square with text on it.

r103

Bayonetta r103.png

More early Vigrid station tunnels. There is a key difference in its design-- after the long gap filled with water is a small square room containing a hallway entrance. This segment's design is also present in r051.

r104

Contains model data, but cannot be opened in a model viewer.

This file contains cubemap image data in the .DDS format, unlike any other file in this port. The cubemap depicts the area inside Vigrid station that the player reaches after ascending upon the Golem elevator. This version of the area seems to be absent from the model files.

r105

Contains model data, but cannot be opened in a model viewer.

r107

Contains model and effect data, but cannot be opened in a model viewer.

r119

Bayonetta r119.png

The collapsed bridge area at the start of Chapter II. Seems close to the final.

r11a

Bayonetta r11a.png

Early Vigrid plaza. A statue of a woman (using Bayonetta's model) is in the center, alongside a wooden table and wicker baskets.

Bayonetta r11a stairs.png

The staircase here is identical to the one seen in the 2007 prototype.

r11b

Bayonetta r11b.png

A primitive Vigrid with red text at locations of importance. There are two simple-looking colosseums, the furthest of which would likely be loaded in as you progress through the tunnels attached to it.

Some points of interest include an area labeled "lava surfing", a building labeled "pavilion" where the church is in the final, and a placeholder model for the runaway tram.

r11d

Contains model data, but cannot be opened in a model viewer. Shares mesh names with r11b.

r121

Bayonetta r121.png

The pathway into Vigrid city, consisting more of shrubbery than buildings.

r127

Contains model data, but cannot be opened in a model viewer.

r128

Contains model data, but cannot be opened in a model viewer.

r129

Contains model data, but cannot be opened in a model viewer.

r13a

Contains model data, but cannot be opened in a model viewer.

r1b3

Bayonetta r1b3.png

A variety of buildings, probably intended for the Prologue car ride with Enzo.

r1b5

Contains model data, but cannot be opened in a model viewer.

(Source: Rikan, Pearl23)

References