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UNDER NIGHT IN-BIRTH Exe:Late (Windows)

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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
07 - 08: Forward Knife Throw Shot
10 - 14: Knife Throw Hit Falling
15 - 16: Knife Throw Hit
17 - 19: Flip Jump Back Knife Throw Missed Land

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)
09 (Landing)

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
08: 5B (missed 2nd sprite)

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.

"Veil Off" = Liberate
"Concentration" = Convert Charge
"Chain Shift" = Reverse Convert
"Infinite Worth EXS" = SP Attack
"Shield" = Barrier
"GRD Gauge" = Guard Vector

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.

const def_AISW_EXSkill = "EX SKILL";
const def_AISW_WorthSkill = "WORTH SKILL";
const def_AISW_FaultGuard = "FAULT GUARD";
const def_AISW_ReverseBeat = "REVERSE LINK"; // パッシングリンクのリバビ
const def_AISW_GRDAction = "GRD SKILL"; // 仮
const def_AISW_FirstAttack = "FIRST ATTACK";

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.