Thrill Kill
Thrill Kill |
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Developer: Paradox Development This game has hidden development-related text. This game has a prototype article |
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. |
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.
To do: FRONT/MAINMENU.DAT seems to contain some unused menu graphics. Figure out how to extract them. |
Sub-Page
Prototype Info |
Unused Graphics
Loaded into VRAM during fights, but never displayed.
Same as above, possibly a debug font.
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 |
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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
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