This page details development materials of Devil May Cry 2.
"Guidepost for the Hunters" Chapter 5 Clause 4
Script DocumentMy name is... DANTE!
Bike Stage LeftoversYeah, let's go all the way to Hell!
Unused EventsShowtime!Videos#
Diesel Logo#
Path: si\scroll\2D\TGS用\+DIESEL.avi
The Diesel logo spot that appears at the end of the TGS 2002 trailer.
Divinity Statue#
shop.avi |
shop30.avi |
Final |
|---|---|---|
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Path: si\scroll\2D\avi\
Two early animated backgrounds for the Divinity Statue, akin to the animated backgrounds used in the previous game. The final game uses a different, static image for the background.
コンポ 8.avi#
Path: devil2\char\pit\コンポ 8.avi
A mockup video for obtaining a Red Orb. File name reads "Konpo 8" (i.e. Composition 8, referring to UI composition.) The caption is placeholder text:
Caption |
|---|
レッドオーブ |
Animation Tests#
Plutonian#
The folder si\motion\モーションリスト\鉄球魔人指定書\鉄球軌道モーション\ contains test animations for Plutonian.
Name |
Reference |
Animation |
|---|---|---|
em23-114 |
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em23-115 |
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There exist reference videos for two of Plutonian's attack animations. He is referred to here as Tekkyūmajin ("Iron Ball Demon"). They were recorded right outside Capcom's head office in Osaka, Japan.
Puia#
Path: si\model\em01\em01_000\RENDER_PICTURES\tori.𝓃.pic
Date Modified: November 26, 2001
A render of a simplistic, untextured Puia hopping in-place.
Orangguerra#
Test |
In-game |
|---|---|
Path: si\event\3b\RENDER_PICTURES\SARU_ALL2.avi
A test render of the introductory cutscene for the Orangguerra fight, with no sound and flat lighting. "SARU" is the Japanese word for monkey.
Path: 'si\event\event\6d\RENDER_PICTURES\death.AVI''
A cut animation of Orangguerra's death, the final game uses a more generic death scene. The animation file for this exact scene can be found in
Elevator#
Path: devil2\doc\st07\eleveter.1.avi
A test render of the elevator you ride up to get to Arius' office.
Clock Tower#
Path: devil2\doc\st01\st01_03f.avi
Animation Tests#
Arius#
Path: si\event\face_DB\face_SYACHOU\SCENES\testmodeling.1-0.dsc
A test for the face animations for Arius - referred to here as Syachou ("president" in Japanese) - featuring a textureless, bald Arius head with no eyes.
Bike#
Path: devil2\tools\src\モーションのエクスポータ\SAAPHIRE\database\SAA_DB\SCENES\Bike.1-0.dsc
Date Modified: April 9th, 2001
A simple test animation of a stick figure riding a bicycle down a path, included with the software ACR Motion Export that is present in the source repository.
Menu Graphics#
Title Screen#
Early |
Final |
|---|---|
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si\scroll\2D\座標用\タイトルモト.psd contains an earlier rendition of the title screen graphics.
Loading Screens#
Early |
Final |
|---|---|
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si\scroll\2D\nowloading contains two earlier loading screens for Dante and Lucia. Interestingly, these are in the same style as the loading screens for the unlockable characters i.e. with red "Now Loading" text and using their actual models instead of key art.
Save Menu Text#
Early |
Final |
|---|---|
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Path: si\scroll\2D\座標用\save00 のコピー.psd
A revision of a PSD file used to layout textures for the save menu before export contains a couple of minor differences from the actual texture used in the final game. "DATA" here is misspelled as "DATE" (which happens to be what the text directly below it is in the final texture), "NORMAL" is misspelled as "NOMAL" and "DMC2" lacks the full series name on top.
More importantly, "EASY" is present where "BLOODY PALACE" should be. The original version of the game's manual even describes an "Easy Automatic Mode" (this isn't even the only feature it erroneously claims to be in the game), but given this is not technically the same thing (just "easy" implies non-automatic), and the wording in the manual appears to have been taken from Devil May Cry's manual and re-worded slightly, it's not clear exactly how this Easy Mode would have worked.
Unused Controller Button Icons#
Path: si\scroll\2D\ps2.pic
The final game does use graphics for L1 and R1 in the File menu, but not these ones. The document si\scroll\2D\2Dについてreadme.txt helpfully tells us this about this graphic:
"ps2...Probably not used (although I have sent it to the software)"
Unused Mission Start Backgrounds#
Mission 11#
mapm13a.pic (Unused) |
mapm13.pic (Used) |
|---|---|
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An unused variant image with a much more distant shot of Bolverk and a red line along the bottom.
Menu Layouts#
The folder si\scroll\2D\座標用\座標用2 contains several design documents for the layouts of various menus.
Main Menu#
Layout |
Final |
|---|---|
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Layout document for the main menu. Identical to the main menu of the retail Japanese Lucia disc.
Concept Art#
Lower Town#
Concept art for Lower Town is embedded in one of the title screen layout PSDs. This art is featured in the Devil May Cry: 3142 Graphic Arts book.
Main Key Art#

Embedded in the same PSD are high-res promotional art for Dante and Lucia, both used extensively in the game's promotional material.
Arius' Helicopter#
A concept piece of the helicopter used by Arius. Going through the image's layers reveals that it was used to determine the placement of the UROBOROS logo.
Path: si\model\em47\âìâSônéF.psd
Early Dante#
Path: si\scroll\SCR\st03\st03_00d\PICTURES/dante.pic
Located in the texture path for a section of the factory, a cutout of Dante's early design can be found, its not used in the scene file whatsoever.
Developer Desktop Screenshots#



Embedded in a couple of the UI layout design documents are screenshots of the desktop of Takayuki Nakayama, who is credited with Interface Design for the game.
Dante Fighting Arius-Argosax#
A couple of the UI layout design documents for the pause menu have this curious screenshot in the background. It features Dante fighting Arius-Argosax - a boss which is normally only fought by Lucia in the final game - in the Dante's Mission 17 boss fight arena. There is at least one other hint in the source repository that Dante was meant to fight a transformed Arius.
Early Text Revisions#
Weapon Descriptions#
Name |
Early |
Final |
|---|---|---|
Sparda |
Once wielded by Dante's father, the sword's shape forms to the holder's will. |
The Dark Knight's beloved sword. |
Luce & Ombra |
The "Light & Shadow" fire bullets with magic power. |
Destructive twin-pistols featuring rapid-fire. |
devil2\doc\テキスト\日本語と英語\☆File\☆Item\☆ウェポンファイル用説明メッセージ日本語.txt contains a slightly earlier revision of the weapon description texts. The earlier description for Luce & Ombra reuses the "fire bullets with magic power" part of the description for Ebony and Ivory.
Unused Animations#
pl00_352#
Name |
Description |
|---|---|
小ずり下がり(後から)中キャンセル攻撃 |
0F~38Fまで武器を手に差し替えます。※このモーションは使用しません。 剣構え(基本ポ-ズ)には5Fの補完をいれてつなぎます。 |
pl00_455#
Name |
Description |
|---|---|
寝ながら射撃(真上) |
10F(左手)、14F(右手)で射撃します。※このモーションは使用しません。 |
You cannot attack while lying down in the final game.
Unused Weapons#
Dante's Greatsword#
Path: data\data\pw00_060.*
Date Modified: April 17, 2002
Referred to in si\motion\モーションリスト\ID番号_リスト.txt as ダンテ大剣 ("Dante's Greatsword"). The textures are misaligned on the sword's guard, probably because the textures don't even match the kind of sword this model is of (it uses a virtually unchanged Alastor texture.)
Black Sword#
Path: data\data\pw00_030.*
Date Modified: March 14, 2002
The document si\model\武器リスト(4).txt refers to this as simply ブラック剣 ("Black Sword"). It also uses Alastor's texture, but with the blade section blacked out. You can also see this specific sword in early promotional material.
Unused Weapon Obtain Graphics#
The default weapons have associated graphics for picking them up (the item displayed centre-screen, its name at the top, and its description at the bottom). Since they cannot be obtained this way, these graphics go unused.
Models#
Within both the games data folder and inside the Softimage 3D backup, a number of unused models can be found.
Dante#
Placeholder#
Path: si\motion\pl00\MODELS\pl000-null.𝑛-0.hrc
Date Modified: March 12, 2002
An obvious placeholder model used to test animations. Several copies of this model are present, dating back as far as March 12, 2002; nearly a year before the game's release. The face texture is even older, dating all the way back to October 19, 2001.
Placeholder (Cutscene)#
Path: devil2\data\data\pl00_dm00.*
A weird amalgamation of the head of Dante's cutscene model from the previous game, and the body of the aforementioned placeholder model.
Pre-E3#

Path: si\model\pl00\pl00_000\pl00_000.mod*
Date Modified: May 7, 2002
The earliest model for Dante currently available. Able to be seen in the E3 2002 trailer alongside early promotional material. The files for his coat and hair are missing unfortunately. The files themselves were last modified about 2 weeks before E3 2002.
Pre-E3 (Revised)#
Date Modified: May 10, 2002
Path: Devil2\devil2\data\data\pl00_m00.mod
Another amalgamation of Dante, more resembling his final appearance with the cutscene model head placed onto the in-game model. This looks to have been the transition point between Dante's all-red coat and his final black-and-red coat.
Unused Lucia Models#
March 5, 2002#
Date Modified: March 5, 2002
A much earlier model of Lucia with lighter skin.
Unused Diesel Costume#
Date Modified: September 9, 2002
Matier#
Path: si\model\em22\em22_d00\MODELS\ofset_end-null_id058.1-0.hrc
An earlier model of Matier, featuring different colored clothing. She also appears to be blind in her right eye, unlike in the final game.
High Poly Msira#
An unused high-polygon cutscene model of the Msira enemy. It uses both an older texture set and UV layout than the final game, along with being higher-poly. This could very likely be the same model used in the E3 2002 Trailer for Devil May Cry 2. The Msira used in the mission 1 demo is the same model used for gameplay.
Bike#
Early#
The source repository contains an earlier version of the bike model with a Geryon logo, misspelled as "Geryone" (almost entirely obscured, except for the dolphin and the 'G'.) The script document mentions this logo, but the bike in the actual game is nameless.
Shadow Model#
Self explanatory. The front wheel is actually bigger than the rear wheel for some reason.
Cat Pictures#
The document si\scroll\2D\excel\missionselect.xls contains two images of a cat.

Cut Enemies#
Armor#
Path: si\model\em02\yoroi-null_id004.1-0.hrc
Between the entries for Puia and Orangguerra is a very simplistic, spear-wielding humanoid enemy.
It is referred to as yoroi ("armor") in its source files.
Additionally, there is a piece of concept art for him in the document si\scroll\2D\excel\モンスターリスト伊津野.xls (translation: "Monster List Izuno.xls"), which also includes what appears to be a cut-off piece of concept art for Dante resembling his placeholder model (note his red shirt and exposed chest.)
This document further some input (assumedly from Hideaki Itsuno, given the document's name) as to the desired behavior of this enemy in-game:
- "Gun attacks are ineffective."
- "When defeated, the armor shatters."
- "There is a certain strength that makes one feel a bit uneasy when it appears, somewhat strong."
- "Movement is relatively slow."
- "Attack power is high."
With regard to its appearance, he has this to say:
- "I want the color to indicate that guns are ineffective."
- "I want the armor to be able to shatter when defeated."
Matier#
An obvious test enemy, referred to as both Matier and "Baba" (Japanese slang for an old woman). When spawned in, she will visually fade in, and will periodically charge at Dante while making monster sounds. Other than this, she and Dante cannot interact with each other in any way.
Slime#
Only an ID and a name remain of this enemy: em26 スライム ("slime"). This is a reference to the Slime enemies found in Dragon Quest.
When spawned using the debug enemy spawner, it appears in-game as a triangle with a black-ish texture that cannot be interacted with in any way.
Leftovers from Other Games#
Devil May Cry Leftovers#
Memory Card Icon#
Path: si\model\memory_icon\MODELS\memory_icon-null1_3_1.𝑛-0.hrc
The memory card icon from the previous game.
Trish Texture#
Devil May Cry (256px) |
em2403.pic (1500px) |
|---|---|
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Path: si\model\ew\ew03_000\ew03_000\PICTURES\em2403.pic
Bizarrely, in the folder for one of Orangguerra's animations, there's a high resolution texture for Trish's face (specifically her DMC1 texture; her playable incarnation in this game uses a new face texture.)
Mobile Suit Gundam: Federation vs. Zeon Leftover#
Path: devil2\char\sys\sys2.tm2
A UI texture from Mobile Suit Gundam: Federation vs. Zeon, a game developed by the same Capcom studio.
There are actually a handful of references to that game in a way that suggest Devil May Cry 2 was developed using that game as a base. For example, the game's source and debug menu both refer to the HUD as the "cockpit", which only really makes sense in the context of a Gundam game.
Capcom vs. SNK 2 Leftover#
Path: devil2\char\hddrc\icon_30.ico
The HDD save icon from the Japanese version of Capcom vs. SNK 2, another game developed by Capcom Production Studio 1. The game supports saving to the PS2's hard drive instead of the Memory Card.
Developer Comments#
Happy Man With Sign#
/****************************************************************/
/****************************************************************/
/* ┏━━━━━┓ */
/* ┃ しにがみ ┃ */
/* ┗━━━━━┛ */
/* \(´∀`)/ */
/* ( へ */
/* く */
/* */
/****************************************************************/
/****************************************************************/
A man frolicking with a happy expression, holding up a sign with text on it. There are a few comments in this format. This one reads "death".
JIRO.ADX#
The final game contains an unused music track called jiro.adx. This track is also present in the source repository, and the source code gives us slightly more context as to this track's original purpose. sound.c contains a table named edemo_bgm_tbl to determine which audio track is played during which real-time cutscenes (referred to as "event demos" in the source code). This table uses jiro.adx as a placeholder for places in the table where the associated cutscene doesn't have its own audio track.
Truck Windshield Screenshot#
Texture |
Original Source Screenshot |
|---|---|
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The windshield of the truck destroyed by the Infested Tank in Mission 5 displays a promotional screenshot from Capcom’s E3 2002 press kit.
Early Location Revisions#
Upper Highway#
Path: 'SI/EVENT/2E/MODELS/04_syusei-null156.3-0.hrc'
An early version of West Street used in the source animation folder for Dante's first encounter with the Infested Chopper features an undestroyed and significantly different highway. (Bridge model shown in isolation for clarity.)
Extended Lower Town#
The source animation for Dante's encounter with the Goatling boss uses an earlier iteration of the third section of Lower. In this version, the bridge that Dante later jumps across on the motorcycle is replaced with a solid wall. Additionally, a gate and several gargoyles are present where a plain wall appears in the final game. Additionally, a mock up design document for the mission start screen reveals that this would have led to another section of lower.

Path: "\si\scroll\2D\ì+òWùp\ì+òWÄwÆFùp512.psd" Path: ''si\event\66\MODELS'
References#
- Capcom hack: Up to 350,000 people's information stolen. BBC News. 16 November 2020.↩︎


















