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

Bayonetta 2/Unused Images

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Bayonetta 2.

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!

UI Textures

ui_test.dat in the ui folder is a goldmine of early/test content.

ui_credit.dat, also in the ui folder, has some textures unused in the final called "credit_img". They were probably going to be displayed on the Verse Card that precedes a credits battle as it rotates into place on-screen. The final simply freezes the environment and player/enemy model positions as the card rotates, then unfreezes as the battle begins. The "credit_img" textures also have some minor differences compared to the final.

The uisptex folder has some concept art pieces that are not shown in the game's Gallery. A few of these unused works ended up being printed in the Bayonetta 2 artbook, "The Eyes of Bayonetta 2", each captioned with a title.

  • The works that are artbook-exclusive will have their respective title beneath them. Any image without a title beneath it is in neither the Gallery nor the artbook.
    • An alternate version of used concept art, with an added blimp and angels.
    • A picture of some taxis driving on a metal bridge.
    • A picture that seems to be sequential to the one before it, with taxis and other cars now escaping explosions.
    • Some more chaos from the Prologue, as blimps above the city catch fire during the parade.
    • A picture of the railway in the Prologue.
    • The Prologue's cityscape, after Gomorrah goes berserk.
    • Noatun's main square, containing a different central building and the elevated walkway on the left rather than the right.
    • An image of Noatun's boats, along with with a yacht looming in the background.
    • Two pieces that depict Chapter I's courtyard, each with differences such as a statue instead of a door, a pond, additional greenery, and benches.
    • An image of Bayonetta activating Witch Time with help from the wave summoned by Loki.


These concept pieces also have thumbnails that would have been shown when scrolling through the Gallery.


Luka's journal has some unused textures that reveal the identities of his "lovers" Claire, Ammy, Trish, and Silvia. Bizarrely, there is also a picture of his father in his death throes, with a peace sign and a man's face superimposed over him. The second image shows more unused textures: a picture of Noatun, Bayonetta, and the world map from the first game. The Japanese text on the left says "ファンタズマラネア" ("Phantasmaraneae") and "首なし天使マーク2" ("Headless angel mark 2"). Valor's concept art also labels it as "kubinashi" (首なし, "headless"), so this may be an early or temporary name for it.


When an enemy is first encountered, a screen appears that displays their name, halo, and title, with a few exceptions. These identifiers, along with a render of the enemy, can then be viewed in Lemegeton's Guidebook and the Hierarchy of Laguna.

Labolas one such exception-- it is only fought in a secret Tag Climax verse, and gets no introduction. However, placeholder textures for it still remain in the game. They include an early title ("Fate Destroyer" instead of "Destroyer of Fates"), and renders of an Acceptance. The Japanese version also gives it an additional name: "グラシャ・ラボラス" (Glasya-Labolas). In the final game, it is simply known as "ラボラス" (Labolas).

Japanese English
Bayonetta2 unusedlabolas jp.png
Bayonetta2 unusedlabolas en.png

Wii U uisptex Textures

The Wii U version's uisptex folder contains more unused introduction/Guidebook textures.

  • Two versions of Gomorrah's unused Lemegeton's Guidebook entry, in Japanese and English.
  • Placeholder names for Bayonetta's summons, including "snake" for Hydra, "wild horse" for Diomedes, and "frog" for Baal.
  • Textures intended for Malphas and Hekatoncheir's entries.
  • A texture translating to "Queen Sheba", who is not summoned in this game.
  • A single early render of an Acceptance. There are four sequential files that share this texture, labeled "DemonName_23", "DemonName_24", "DemonName_25", and "DemonName_26".
  • Two textures that contain unused renders of Pride and Hideous-- two Demons that did not get a unique enemy intro in the final.
  • An odd compilation of different Hierarchy of Laguna textures. The text at the top reads "Horse angel" and "Third Sphere Powers". Underneath is the Second Sphere halo, a render of Golem, and the name "Belief".


The Wii U version also contains additional unused location names.

  • Location_00.dat translates to "Ruins of Chaos - Völuspá". Notably, the Japanese characters for "Ruins of Chaos" match ones found on a soundtrack title-- "ST02 Noatun, Ruins Of Chaos". This may mean Völuspá was an early name for Noatun.
  • The Ark would have been a separate location, perhaps leftover from the scrapped puzzle sequence.
  • Five scrapped locations in Inferno-- "Stygian Swamp" would later be referenced in Bayonetta 3.
  • A number of unused and undisplayed Vigrid locations.
  • Two location names intended for the final Chapter. "Fimbulventr" is spelled "Fimdelventr" in these images.

Some Bewitchment icons from the first game were left over.

Other miscellaneous leftover textures can be found scattered throughout the folder as well.

Miscellaneous

Bayonetta2 pf0f.png

Within pf0f.dat in data002\phf is an unused screen meant to be displayed at the end of a demo. The text at the bottom says "This is all you can play in the demo version. Please enjoy the rest of the story in the full version."


Bayonetta2 unusedbuttons.png

One of the character select screen textures contains leftover graphics for Xbox 360 controller buttons.


Bayonetta2 bm0062.png

A background extracted from bm00062.dat, which contains a low resolution model of a portion of Noatun. It shows a blocky, unfinished version of Noatun's main plaza.


Bayonetta2 ArwingGuns.png

A render of the Arwing guns equipped when using the Star Mercenary costumes.

(Source: @pacciuli)


Bayonetta2 missileplaceholder.png

A placeholder image of a missile found alongside the satellite and missile models used in Aesir's battle.


Bayonetta2 unusedmap.png

es1201.dat contains a copy of the world map shown in Chapter I with the kanji for "temporary" (仮) written over it.


Bayonetta2 colorgrid.png

An image with columns of colors and coordinates, titled "colorgrid".


An assortment of small placeholder images-- their filenames are the only clues as to their use.


ev2010.evn, which holds data for the cutscene where Enzo and Bayonetta take a plane to Noatun, contains a large render of Urbane's Angel Arms without any flame effects. There are also three images labeled "portal_test" (likely early textures for the Muspelheim portals), and an image of a plus labeled "mipmap".


Unused Used
Bayonetta2 rodinsignature unused.png Bayonetta2 rodinsignature used.png

An alternate, less-demonic version of Rodin's signature displayed when scanning amiibo.

Cutscene Placeholders

Within the game's data are two sets of placeholder images for event cutscenes, most of which appear to be intended for Chapter XIII. Some pictures use concept art as a background, while some use in-game screenshots. Many of these screenshots display Rosa's model from the first Bayonetta, indicating that her design may not have been finalized at this point of development. She is also referred to in these placeholders simply as "mama" (ママ).


The second set of images remain the same as the previous placeholders, except Rosa's name has been changed from "mama" to "Rosa" (ローサ), and their size has been altered a bit.


Unused Gate

Inside bm100a.dat are several images called "gatepart", each surrounded by words and letters in the in-game angelic language. There is also a piece of background concept art where the exact design of the "gate" in the first image can be seen.


In the same file as the above "gates" is a simple image of a white keyhole. There are also singular angelic words, titled "keyhole_word".

Bayonetta2 keyhole.png

Bayonetta2 keyhole word01.png Bayonetta2 keyhole word02.png Bayonetta2 keyhole word03.png Bayonetta2 keyhole word04.png Bayonetta2 keyhole word05.png

Model Textures

Greed's model, em00d0.dat, contains a single effect model of the gibs that appear when it dies. This effect model contains full textures for a slightly earlier design of Greed's.

Its body is a lighter shade of black, and the purple designs on its skulls are lighter as well. While the final model's horns and shoulder spikes are half grey and half red, the early model's are simply solid red. The black portion of its lower legs are more matte-looking, as it uses a cubemap called "cubemap_leather", rather than "cubemap_iron" in the final.

Early Final
Bayonetta2 em00d0 early.png Bayonetta2 em00d0 final.png


An early texture for the Noatun merchants' flower carts. Details on the top of the canopy are missing, and the prices on the labels have not been translated into Noatun's alphabet.

Early Final
Bayonetta2 yatai flower parts unused.png Bayonetta2 yatai flower parts used.png

Effect Textures

There are two effect textures seen in many files-- an image of an arrow titled "testtex", and a placeholder image with Japanese text on it.

Data for the Chapter select screen is found in rf02.dat, which includes a leftover image of a pawprint called "beyoneko". It was used on the first game's Chapter select map.


rc98.dat contains a stage model used for the Aesir battle in Tag Climax. It also contains effect data for the background of Aesir's second phase, which consists of images of various locations Bayonetta travels to throughout the game.

The screenshots seen in rc98.dat's effect data are from an unfinished build of the game. As the area used for Aesir's second phase is never utilized in Tag Climax, it's likely the developers didn't bother updating this file with the final screenshots.


r340.dat holds data for the Insidious fight in Chapter VII, "The Ark". There is an unused render in this file of a skeletal Scolopendra, presumably related to em0313.dat and the unused phase inside Insidious involving "centipede"s.


(Source: Mysterious Destiny, Rikan)