ui_test.dat in ui_000.pkz contains screenshots of the game in an earlier state of development, as well as some test graphics.
UI mockups over an early screenshot of the game. There are major differences in Bayonetta's design, and five Umbran Tears of Blood can be seen in the upper left corner (only three are in each level in the final). An ad for "Ark Mall", a location in Astral Chain, is visible in the background.The character select screen. Here, Jeanne uses her design from Bayonetta 2. Also, Bayonetta 3's model seems to have noticeably larger breasts compared to the final game.Graphics of the "3" in the game's logo disintegrating.Early renders of Pannus and Congestus, a screenshot from the first game, and a Muspelheim graphic from the second game. There is also text translating to "Phantasmaraneae" and "Spinner of Flame", as well as "Strider" and "Lost Faerie".Screenshots of Bayonetta battling a Floccus, and the subscreen.A barely-visible portion of the game's logo.A screenshot of one of Jeanne's spy Chapters. Her gun's name is spelled "All For One" instead of "All 4 One", and the Halo symbol on the door is simpler than in the final.A mockup of stat boost UI icons, with an in-game screenshot in the background.
ui_core_gb.dat contains early versions of "core" UI elements that are seen often in-game, such as icons for characters, Demon Slave summons, and items.
Controller buttons. The colors for the "Jump", "Shoot", and "Punch" buttons are swapped around.Unfinished Demon Slave icons. Every Demon other than Madama Butterfly, Gomorrah, Phantasmaraneae, Malphas, and Cheshire simply has their name placed on top of an early Gomorrah icon.Various menu elements. The controller buttons' colors are swapped here as well, and Jeanne's character icon is a copy of Bayonetta's with a "J" above it.Early weapon icons. Colour My World only has two guns visible, and Abracadabra is missing its top hat. Dead End Express's icon is flat and simple. G-Pillar and Cruel Altea look the most different, with the former appearing sleeker and less club-like, and the latter only being a single gauntlet. The rest of the weapons have their corresponding Demon's name placed over Colour My World's icon.Placeholder Accessory icons, taken directly from Bayonetta 2.Item icons. The various books from the Archives menu have their names put on top of the Witch's Recipes book.Placeholder character renders for Bayonetta, Jeanne, Viola, and Rodin, which show a slightly earlier design for Bayonetta. She has smaller glasses, no lipstick, and large purple flowers on her wrists and earrings.Torture Attack graphics, using the "Wheel of Torture" attack as a placeholder.More character icon placeholders for Bayonetta, Viola, and Jeanne, this time with Bayonetta's watch visible.Placeholder Bewitchment icons, taken directly from Bayonetta 2.
ui_hud_gb.dat includes HUD graphics seen while in combat.
A collection of Combo meter elements from Bayonetta 2, and individual letters from the game's demonic script.An assortment of small HUD icons and effect graphics. Included are a small icon of Love is Blue with the word 仮 ("temporary") over it and icons of Sin Gomorrah and Arch-Iridescent with earlier designs.The Verse Results cut-in, and medals copied from Bayonetta 2.Graphics relating to the game over screen and failing an Alfheim.Torture Attack icons-- the skull missile and "Kurohige Kiki Ippatsu" icons differ from the final's.Graphics for the "Jeanne's Spy Action" minigame in the Gates of Hell. The game's title is different, and most of the weapon and food icons are altered.A name and designation for a Homunculus. The text translates to "Pannus".
ui_menu_gb.dat has unused textures for menu elements.
Menu-related icons. Of note are placeholder Gomorrah and Stratus renders and footprints, a unique "Bayo Maker" icon, the Pure Platinum trophy from Bayonetta 2, and the name of an Angel not seen in this game-- "Fearless".Icons possibly intended for the scrapped customization option called "Bayo Maker", seen in the Unused Text sub-page.Copies of the possible "Bayo Maker" icons, and placeholder Archives menu books.Copies of the previous placeholder Archives.
miscTex_000.pkz contains textures primarily relating to character renders and names.
homname_010.dat is an unused or scrapped Homunculus. It has a strange designation entirely different than the ones used in-game-- "h525-Planarianus-θ". Its name and the in-game Homunculi script both translate to "Pannus", an enemy used in the final.
homname_022.dat is another unused Homunculus, named "Chronos". Chronos's filename number, 022, corresponds to Congestus's files, meaning this could be an earlier version of it. Like the above homname_010.dat, it has a designation unlike the ones seen in the final, and its name in the Homunculi font translates to "Opacus", another enemy used in the final.
Singularity Chaos, Balance, and Definition all have a placeholder enemy intro render that uses an image of Pannus.
Madama Khepri is an Infernal Demon used by Rosa in Bayonetta 2. During the game's development, she ended up being cut, to an extent-- though she had full-body concept art prepared, due to time constraints, only her limbs were modeled and used in-game.
Eight years after the release of the previous game, Madama Khepri's chance for a full-body model debut once again fell victim to time constraints. She has name and alias textures in the files, as well as a placeholder render for the "Infernal Demons" book.
The following unused Infernal Demon textures do not have corresponding aliases, solely names. They suggest that Mictlantecuhtli's Formation Y and Formation X forms, Labolas's Cluster Mode form, and the Umbran Armor would have had their own "Infernal Demons" book entries.
To do:
Translate Baal Zebul's Japanese aliases in order to properly compare them.
Baal Zebul has early textures for her alias. In English, the sole difference is that the letters are in lowercase. In Japanese, however, the alias's meaning differs entirely.
There are unused names, aliases, and footprints for Enzo β2, Inspector Enzeau, and the Japanese, Chinese, and French soldiers. The footprint design seen here uses the bottom of Bayonetta's shoe as a placeholder.
Inside the tutorial_pic folder are what seem to be three placeholders for the tutorial on using Congestus' powers. Notably, Bayonetta is still in her adult body after activating its ability.
The stageresult_pic folder contains three early versions of the result screen backgrounds for the Prologue, Phenomenal Remnant 11, and Phenomenal Remnant 12.
The aptly-named effect_000.pkz holds textures for all the effects used throughout the game.
506.wta contains enemy health bar textures that are not seen in-game. They are also not referenced in the game's resource.bxm file, which lists each .wta and the appropriate model they should be applied to. Thus, the purpose of these health bars remains unknown.
An Angel's health bar from Bayonetta.Gomorrah's health bar from Bayonetta 2.A yellow line representing the health itself.An Angel's health bar from Bayonetta 2, but with a black gem in its center rather than a blue one.A slightly-altered version of the Bayonetta 2 Angel health bar. For some reason, the pointed left end of Balder's Bayonetta 2 health bar has been added to it.The health bar with cracks emerging from the gem in the center.The cracks continue to spread down the left side of the bar.The health bar exploding outwards.
Textures for Rosa's chains from her outfit in Bayonetta 2 are leftover in Rosa β4's model files.
et0400.dat is an unused shirt for Viola. The kanji, 魂, translates to "soul" or "willpower".
The extracted texture.The texture applied to Viola's model in-game.
pl0000 and pl3200 both contain a texture for an early design of Bayonetta 3's torso, seen in an early screenshot of the game. The texture in pl0000 is very low resolution, however a higher quality texture exists in pl3200 (dark eve's file)".
The extracted texture.Comparison between prototype (left) and final game (right) Note that this is a recreation.Prototype screenshot found in ui_test.dat.
Singularity Chaos's model (em2600.dat) contains an early texture and normal map for Singularity Definition's torso, arms, and legs.