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Thrill Kill

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Title Screen

Thrill Kill

Developer: Paradox Development
Platform: PlayStation


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


ProtoIcon.png This game has a prototype article

This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

Thrill Kill may be one of the best-known games to never hit store shelves: A four-way fighting game starring a cast of twisted characters who have died and descended into Hell and are fighting for a second chance at life, the game featured over-the-top and graphic finishing moves called "Thrill Kills" and a fair bit of BDSM imagery. Naturally, controversy ensued and the game was threatened with an AO rating from the ESRB (something usually only seen with sexually-explicit games), and a fair amount of hype followed because of this.

While the game was finished, intended publisher Virgin Interactive was acquired by Electronic Arts in Summer 1998. Not long after, EA cancelled the game's release, afraid that such a game might harm their image (they've since proven that they can do that just fine on their own). Not all was lost, though, as various builds were leaked and the game was widely bootlegged. Paradox ended up using the engine created for Thrill Kill in their future games Wu Tang: Shaolin Style, X-Men: Mutant Academy 1 and 2, and Rock 'Em Sock 'Em Robots Arena.

This page covers the October 13, 1998 build of the game.

Hmmm...
To do:
FRONT/MAINMENU.DAT seems to contain some unused menu graphics. Figure out how to extract them.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Graphics

ThrillKill Win.png

Loaded into VRAM during fights, but never displayed.

ThrillKill Font.png

Same as above, possibly a debug font.

ThrillKill Numbers.png

A small set of numbers that doesn't seem to be loaded at any point.

Unused Music

These tracks are excluded from the music player in the audio settings.

The track that plays on the continue screen and whenever a "thrill kill" is activated and stops after the move is performed. In both cases, it cuts off early, meaning at least half of it is never heard in-game.

The music heard during a dance finisher. Only the first 20 seconds or so can be heard in-game at most.

The music heard during the credits FMV. The version in the video runs for 6:29 while this version is only 4:19.

Unused Sounds

The winner is never announced, but clips of the announcer doing so exist in each character's folder.

Clip Subtitle
Belladonna Wins
Cain Wins
Cleetus Wins
Dr. Faustus Wins
Imp Wins
Judas Wins
Mammoth Wins
Marukka Wins
Odd-Ball Wins
Tormentor Wins
Violet Wins

This sound was used in some builds of the game to replace the sound of Cleetus biting into the leg he carries around.

An effect that sounds like a gunshot.

Development-Related Text

Miscellaneous strings found at the beginning of GAME.EXE.

Hand Glow
Background
ALL PLAYERS
PLAYER 0
GAME PAUSED
ALL PLAYER
CONFIRM QUIT
CONTROLLER 0 UNPLUGGED
NO CONTROLLERS CONNECTED
BACKGRND.c
File %s line %d
BloodSpray
Bloodpool
Red Smoke
FloorCrack
Lightening
Lght Target
Shockwave
REPLAY.c
MESHFX.c
snddrv.c
JOYDRV.c
TODANIM.c
SCREEN.c
Object does not have model number
index != -1
PSXLIB.c
temp<MAX_SPRITES
FPS:%d.%02d
 Frames:%d.%02d
no_sprites-SPRITE_IND_OFFSET<MAX_SPRITES
no_objects<MAX_OBJECTS
header_p->tod_p == (u_long *)-1 || header_p->reference_p == (short *)-1
header_p->tod_p != (u_long *)-1 || header_p->reference_p != (short *)-1
total_sub_objects<SUB_OBJECT_MAX
Has sprites
On texture %d
((*addr) & 0xff) == 0x10
G_Sprite_ind<MAX_SPRITES
load_info->highest_clut < 32
type %d
type == -111
tmdprim_p->n0.vx == tmdprim_p->n1.vx
tmdprim_p->n0.vy == tmdprim_p->n1.vy
tmdprim_p->n0.vz == tmdprim_p->n1.vz
tmdprim_p->n0.vx == tmdprim_p->n2.vx
tmdprim_p->n0.vy == tmdprim_p->n2.vy
tmdprim_p->n0.vz == tmdprim_p->n2.vz
sgn(v1.vx)==sgn(v2.vx)
sgn(v1.vy)==sgn(v2.vy)
sgn(v1.vz)==sgn(v2.vz)
type == -1
*tmdp==0x41
Err %s %d char %d tmdprim.v_ofs != (SVECTOR *)temp
((*todp) & 0xff) == 0x50
\PSXDATA\ANIMATEC.DTA
Too little high mem %d
k<MAX_ANIMATIONS
Invalid Sprite Type
index<MAX_OBJECTS
Err: MAX_SPRITES should %d
err no palette anim
"err no palette anim"
num_frames %d
Err frame %d part %d no before EOA
number_of_frames<maxf
DO_ANIM.c
Err Old animation type with translations no longer supported
Err Compressed animation type no longer supported
nptr %d
nptr < 5
model %d,sub object %d ,packet %d, type %d
Object does not have model number
index != -1
LoadImage2
id  =%08x
mode=%08x
timaddr=%08x
analizing TMD...
id=%08X, flags=%d, nobj=%d, objid=%d
vert=%08X, nvert=%d
norm=%08X, nnorm=%d
prim=%08X, nprim=%d

...And at the end:

init
Flash
Block
Shadow
Glow
Blood
Blood2
Chain
Hair
Panel
Flame
Wing
Effects
QUIT
RESUME
YES
TWEAK.c
<<<<
DEBUG.c
Smoke
Explode
fir
ape
cnt
haf
can
imp
dmn
dom
doc
jes
tor
needed
h %d
1==0
k>=1
DRAW.c
k>0
1==0