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UNDER NIGHT IN-BIRTH Exe:Late is a revision of the 2D fighting game UNDER NIGHT IN-BIRTH, which was initially released on the Sega RingEdge 2.
Unused Sprites#
The content below details various unused sprites that can be found within UNDER NIGHT IN-BIRTH and its three revisions: UNDER NIGHT IN-BIRTH Exe:Late, UNDER NIGHT IN-BIRTH Exe:Late[st], and UNDER NIGHT IN-BIRTH Exe:Late [cl-r] prior to being removed in UNDER NIGHT IN-BIRTH II Sys:Celes. Some sprites in the table below were once used in pre-release trailers of the first game's original incarnation, and officially in BlazBlue: Cross Tag Battle, including the team-up sprites which are unique to the latter game.
- Hyde
Animation Set |
Sprite File Number(s) |
Notes |
001 |
08 |
Shadow Scare (Sword Twirl Effect Ender). Without effect, it is a sprite file 001_11, but without sword sprite on Hyde |
102 |
01 - 03 |
Dash Attack version of 3B which was seen in the original version of first game's teaser, and gameplay trailers |
301 |
00 - 01, and 09 |
Air Dark Lotus. Also only seen in the original version of first game's teaser, and gameplay trailers |
320 |
02 |
Unused part of Air Red Claver Slash |
402 |
10 sprites |
Unused Alternate Run |
403 |
09 |
Assault/Air Dash Forward |
646 |
Five sprites |
Yuzuriha Team Win Pose. Only in BlazBlue: Cross Tag Battle |
654 |
Nine sprites |
Seth Team Intro Pose. Only in BlazBlue: Cross Tag Battle |
800 |
03 |
Ground Recovery |
801 |
Four sprites |
Ground Recovery Landing (Neutral/Forward) |
803 |
00 |
Ground Recovery |
806 |
15 - 25 |
Back Throw |
- Linne
Animation Set |
Sprite File Number(s) |
Notes |
000 |
01 - 08 |
Standing Idle. Also only seen in the original version of first game's teaser, and gameplay trailers |
102 |
Six sprites |
Unused Crouching Upward Slash |
300 |
11 |
Mujin |
301 |
19 sprites |
00 - 06: Forward Knife Throw |
301 |
00 - 16 |
Flip Jump Back Knife Throw |
401 |
00 |
Assault Air Dash (Start) |
402 |
05 |
Air Dash (Forward) |
504 |
Six sprites |
Air version of Elusive Flash Dodge |
600 |
17 |
Face to Floor Down. Non-Fixed Leg version |
601 |
10 |
Sweeped/Wall Bounced Land |
604 |
Five sprites |
Air Recovery |
637 |
Four sprites |
Waldstein Team Intro Pose. Only in BlazBlue: Cross Tag Battle |
700 |
05 - 06 |
Chip KO/Crumple |
- Waldstein
Animation Set |
Sprite File Number(s) |
Notes |
001 |
00 |
Unused Starting 5A |
301 |
00 |
Unused Starting 3C |
332 |
09 - 11 |
Unused Durchbohren End Landing |
380 |
04 - 05 |
Wirbelwind (No Cancel to 2nd, and 3rd hits) |
637 |
Six sprites |
Linne Team Intro Pose. Only in BlazBlue: Cross Tag Battle |
404 |
09 |
Assault/Air Dash Forward Landing |
801 |
Five sprites |
Ground Recovery Landing (Neutral/Forward) |
900 |
00 |
Unused Intro Landing |
800 |
03 |
Ground Recovery |
801 |
Five Sprites |
Ground Recovery Landing (Neutral/Forward) |
- Gordeau
Animation Set |
Sprite File Number(s) |
Notes |
001 |
Four sprites |
Unused Punch |
303 |
09 - 10 |
Grim Reaper (One-Hit only) |
311 |
00, and 17 |
Air version of Assimilation. Sprite file 311_17 is an unused separate kick effect after Air Assimilation hit |
390 |
09 -11 |
Soul Exodus (Missed Hit). Used in BlazBlue: Cross Tag Battle |
391 |
02 - 03 |
Soul Exodus (Missed Hit, and 1st On-Hit). Used in BlazBlue: Cross Tag Battle |
404 |
06 (Before Flip Forward) |
Assault/Air Dash Forward. 404_06 is missing duster's inner neck line |
604 |
00 - 02 |
Air Recovery |
700 |
06 - 07 |
Chip KO/Crumple |
800 |
03 |
Ground Recovery |
801 |
00 |
Starting Ground Recovery Landing (Neutral/Forward) |
- Merkava
Animation Set |
Sprite File Number(s) |
Notes |
005 |
00 |
Starting 4B, but without an arm wing |
404 |
09 |
Assault/Air Dash Forward Landing |
803 |
03 - 05 |
Ground Recovery |
- Seth
Animation Set |
Sprite File Number(s) |
Notes |
002 |
05, and 08 |
05: Knee Dash B only |
300 |
05 - 08 |
Dual Piercing Vengeance(?) |
302 |
03 - 04 |
EX Dual Piercing Vengeance (Reverse Animation from 04 to 03) |
311 |
00 - 06 |
Piercing Penetration (Starting, and Flip Back) |
350 |
00 - 02, and 08 |
Vanishing Confusion (B Starter, and A Starter) |
395 |
05 |
Abyssal Geometry (Dagger Up) |
404 |
10 - 12 |
Air Dash (Forward Landing)/Assault |
601 |
00 |
Pushback'ed |
654 |
10 sprites |
Hyde Team Intro Pose. Only in BlazBlue: Cross Tag Battle |
950 |
10 |
Match Win Pose |
999 |
07, and 09 - 12 |
Infinite Worth (EXS) |
- Yuzuriha
Animation Set |
Sprite File Number(s) |
Notes |
000 |
35 |
Standing Idle |
300 |
05 |
Stance of Mighty Qi and Quiet Heart |
316 |
04 |
Multi-layer One Ring |
330 |
00, and 06 - 07 |
Dash C |
390 |
00 - 06 |
Unused Iaijutsu Dash Slash |
636 |
Five sprites |
Platinum Team Intro/Win Pose. Only in BlazBlue: Cross Tag Battle |
646 |
Seven sprites |
Hyde Team Win Pose. Only in BlazBlue: Cross Tag Battle |
800 |
03 |
Ground Recovery |
951 |
05 - 06 |
Match Win Pose Mouth Talking |
- Chaos
Animation Set |
Sprite File Number(s) |
Notes |
325 |
Nine sprites |
Unused Rising Azhi Dahaka Slash Summon |
601 |
07 |
Sweeped/Wall Bounced |
- Azhi Dahaka
Animation Set |
Sprite File Number(s) |
Notes |
310 |
01 - 02 |
That's A Prey A (Close-Ranged) |
601 |
Eight sprites |
Unused Rising Slash |
- Nanase
Animation Set |
Sprite File Number(s) |
Notes |
002 |
11 Sprites |
Unknown Upward Slash. 002_01 sprite removed from Sys:Celes disc, thereby reduced to 10 sprites |
601 |
07 |
Sweeped/Wall Bounced |
801 |
00 |
Ground Recovery Landing (Neutral/Forward) |
XXX999 |
Four sprites |
Unknown Small Square Boxes |
- Byakuya
Animation Set |
Sprite File Number(s) |
Notes |
104 |
00 |
3C Starter |
301 |
04 |
How Shall I Cook You? Follow-Up 1 (Falling & Landing) |
401 |
04 |
Air Dash (Forward) |
601 |
08 |
Sweeped/Wall Bounced |
803 |
Four Sprites |
Ground Landing Recovery (Neutral/Forward) |
804 |
00 |
Ground Landing Recovery (Backward) |
- Phonon
Animation Set |
Sprite File Number(s) |
Notes |
404 |
05 |
Air Dash (Forward) |
- Mika
Animation Set |
Sprite File Number(s) |
Notes |
003 |
06 |
5C |
201 |
08 - 09 |
j.AA (right punch only instead of two times double punches) |
601 |
07 |
Sweeped/Wall Bounced |
644 |
10 sprites |
Akihiko Team Intro Pose. Only in BlazBlue: Cross Tag Battle |
900 |
05 - 10 |
Alternate Intro Pose against specific opponents. Only mouth and one facial expression changes |
950 |
00 |
Match Win Landing |
- Wagner
Animation Set |
Sprite File Number(s) |
Notes |
390 |
10 - 11 |
Hitze Falke (Missed Attack Landing) |
404 |
04 |
Air Dash (Forward) |
601 |
07 |
Sweeped/Wall Bounced |
602 |
08 |
Launched (Falling) |
- Enkidu
Animation Set |
Sprite File Number(s) |
Notes |
104 |
17 |
3C (Cancel Attack) |
803 |
00 |
Ground Landing Recovery (Neutral/Forward) |
- Londrekia
Animation Set |
Sprite File Number(s) |
Notes |
350 |
27 |
6B (Riddle Staff Return) |
390 |
21 |
Hail Storm (Riddle Staff Return) |
601 |
08 |
Sweeped/Wall Bounced |
700 |
05 |
Chip KO/Crumple |
999 |
19 |
Infinite Worth (EXS) |
- Eltnum
Animation Set |
Sprite File Number(s) |
Notes |
000 |
01 |
Idle Taunt |
800 |
03 |
Ground Recover |
801 |
00 |
Ground Landing Recovery (Neutral/Forward) |
- Akatsuki
Animation Set |
Sprite File Number(s) |
Notes |
020 |
13 sprites |
Armored Piercing Fist. Has a Helm Crusher from sprite files 020_00 - 020_05 |
601 |
07 |
Sweeped/Wall Bounced |
803 |
00 |
Ground Recovery |
Unused Announcer Lines#
In the unpacked directory, \se\normal_se_list.txt includes a complete list of the game's sound effects. Within this list, there exists mention of some Announcer files that are not used in the final game.
// st[128] = { file=anopath+"Winner_YouWin", type=0 }; // DLC用 |
Winner Announcer for DLC |
// st[129] = { file=anopath+"Winner_YouLose", type=0 }; // DLC用 |
Loser Announcer for DLC |
// st[130] = { file=anopath+"Battle_CounterEX", type=-1 }; // (未使用)フェイタルカウンターヒット |
Unused Announcer Line for "Fatal Counter" |
// st[133] = { file=anopath+"Call_Great", type=-1 }; // (未使用)勝利評価グレイト |
Unused Announcer Line for "Victory Evaluation: Great" |
// st[134] = { file=anopath+"Battle_FirstAttack", type=-1 }; // (未使用)ファーストアタックボーナス |
Unused Announcer Line for "First Attack Bonus" |
Unused Mechanics#
In \script\btl_Define.txt and \script\btl_StdCommdandTbl.txt, there is a debug table including system mechanics that did not make it to the final build.
const Def_Dbg_AssaultCansel = 0; //アサルトキャンセルを実装するかどうか |
Whether to implement Assault Cancel or not |
const Def_Dbg_GuardCancelAssault = 0; //GCアサルトを実装するかどうか |
Whether to implement Guard Cancel Assault or not |
const Def_Dbg_AssaultAutoVector = 1; //アサルトを距離によって変化させるかどうか |
Whether the Assault changes depending the distance or not |
const Def_Dbg_GuardCancelAttack = 1; //ガードキャンセルを実装するかどうか 1:通常 2:テスト |
Whether to implement Guard Cancel or not |
const Def_Dbg_ExSkillABButton = 0; //EX技をA+BにするかCにするか 0:C 1:A+B |
Whether EX Attacks are done with C button or A+B |
const Def_Dbg_SpSkillVOCSCancel = 1; //SP技をVO中ならCS条件でキャンセルできるようにするか |
Whether when having CS, you could cancel SP Attacks during VO |
In addition, some mechanics are referred to with different terms in the code.
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"Veil Off" = Liberate |
Unused Screen Annotations#
In script\btl_Define.txt and \script\btl_StdCommdandTbl.txt, there are several lines of cut screen annotations that would have shown during gameplay.
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const def_AISW_EXSkill = "EX SKILL"; |
Unfinished Characters#
The characters Wagner and Mika have placeholders set in the victory quote table, indicating they were planned for future releases of UNDER NIGHT.
Unused Music#
Nanase's theme is in the build files, but with a different soundfont.
An unused BGM for Infinite Worth EXS special attacks is also included in the game's files. It is an arrange of Thousands in the Scarlet Darkness.
Unused Moves#
Originally, "Infinite Worth EXS" moves could only be used as a finisher when the opponent had under 30% of health left, so for that reason, the move animations were intended to be much longer.
Voice line lists reveal that the lines said during each IW would also be much longer, as shown below.
Linne's Infinite Worth EXS: full quote
The manifestation acting on my will (我が招来に呼応せし顕現 )
The cadence and perpetuity coming from beyond (彼方よりの鳴動、悠久 )
My upcoming strike will grant a hollow demise (これよりの一振り、虚ろの終焉 )
You can't hope to evade or block it (かわすことも受けることもかな叶わぬ!)
The true blade which mows even gods, God Mower: Blazing Flash! (神をも薙ぐ真なる刀、神薙・焔一閃!)
Yuzuriha's "yuz_se_list" file reveals that she initially had a projectile move called "Fifth Type: Vivid" (草月一刀流抜刀術伍之型:鮮), tied to a 180 command input. It is described as a shockwave that would be released as Yuzuriha swings her sword. Eltnum's sound effect file also reveals another scrapped move, "Transfer Ride" (トランスファーライド), that would be performed with the 22x input. Eltnum would have run towards the opponent, grabbed them with her legs, and then slammed them into the ground in spinning fashion, not too dissimilar from her Slide Air move (which is only usable in mid-air).
References#
Credit to Sourenga for the content of this page.
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The UNDER NIGHT IN-BIRTH series | |
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Windows |
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Arcade |
UNDER NIGHT-IN BIRTH Exe:Late • UNDER NIGHT IN-BIRTH Exe:Late[st] |
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Windows, PlayStation 4, Nintendo Switch |
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