the cutting room mirror

Thrill Kill

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

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.

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