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Kimi ga Shine: Tasuketsu Death Game

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Title Screen

Kimi ga Shine: Tasuketsu Death Game

Developer: Nankidai
Publisher: Nankidai
Platform: Windows
Released internationally: August 28, 2017


GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • The files for the original release have a lot more unused graphics than are present in the fan translation.
  • Add a revisional differences section for the updates the game has received to add new parts.

Kimi ga Shine: Tasuketsu Death Game (or "Your Turn To Die: Death Game by Majority") follows high school student Sara Chidouin, who, alongside other people similar to her, is forced into a death game filled with trials, attractions, and Murderer Games (aren't those synonyms?).

May or may not remind you of a certain other visual novel.

Should come at no surprise that some heavy spoilers may be mentioned here, so be warned.

Sub-Page

YYTD sacrifice.png
Unused Text
Given the type of game this is, you should expect a lot of this...

Unused Graphics

CGs

YTTD sarawithsage.png

A CG of Sara holding the Sage card. Was to be used in a cut scene with Sara starting with the Sage during the card trading in Chapter 2-2, which never happens in the final game.

YTTD Alicedeathunused.png

An early version of Alice's Death CG during near the end of Chapter 1, Part 2. This version appears to use his in-game sprite, along with a clearer wound outline and partly visible ribcage.

Yttd kannacg.png

A CG of a crudely-drawn Kanna covered up with tons of blood. Where it would've been used is unknown, though it probably would've been related to Kanna dying in some way.

YTTD 2maingame.png

An alternate version of a CG used during the 2nd Main Game that has both Reko and Alice present, which isn't possible in the final game.

YTTD 2-1 scrapped scene noel and sou.png

An unfinished CG of Sou trying to take back Kai's laptop from Ranger. Associated with an unused event where.... Sou tries to take back Kai's laptop from Ranger.

Backgrounds

Two unused versions of the Central Hall; one of its initial state with no characters present, and one with Q-taro, Sou, and the stairs to 2F.

The Bar, with the sliding door closed and no characters present. In the final game, Mishima and Gin are always there before the door is opened, and it never closes again afterwards.

YTTD parallaxes 14-5.png

The Pink Room, with the vent on the wall missing.

YTTD parallaxes 16-1.png

An unknown room that has a checkerboard pattern on the floor, viewed from above. Interestingly, this is the only non-placeholder background image in the game that doesn't include any extra black space to account for the UI, implying that it might be left over from an earlier stage of development.

YTTD parallaxes 20-2.png

The mirror room, with some of its puzzle elements present. In the final game, those elements are handled by separate images rather than being baked into the background like this.

YTTD parallaxes 21-2.png

The hidden room on 1F, with Sou's shoes visible; this is another case of a graphic that's instead stored in a separate image layered onto the regular background in the final game.

YTTD parallaxes 27-2.png

The White Room, with the lights off. Presumably meant for the 1F/2F exploration segment in 2-2, but in the final game this room can't be entered at that point.

The Main Game Grounds background has quite a few unused variations:

  • Two versions with the bottom of the hourglass podiums filled with "sand", one formatted for regular scenes and one for Discussions.
  • Two versions of the background used for the first part of the second Main Game, but with brighter colors compared to the used one.
  • Two versions of the background used for the second part of the second Main Game; one uses darker colors than the used background, and the other uses the same colors but is formatted for the standard interface instead of the Discussion one (whereas in the final game, that background is only used during a Discussion segment).
  • A version of the background used for the final part of the second Main Game with darker colors than the used one.

Two alternate versions of the 3F Lobby; the first matches the image used for the hallucination "negotiations" scene on Day 3 of 2-1, but in the final game that's handled by a sprite overlay rather than a background change. The second is similar to the Lobby's standard daytime background, but with the stool in the center of the room removed for some reason.

YTTD parallaxes 44-1.png

The front side of Kanna's First Trial room. Once again, the used version of this image is stored as a regular sprite rather than as a background, oddly enough.

YTTD parallaxes 46-2.png

The Impression Room from the Final Attraction, with the loose tile removed. In the final game this change is, you guessed it, handled by layering a separate image of the hole over the regular background instead.

YTTD parallaxes 47-3.png

The Room of Lies, with the pillar closed and both Ranger and Safalin present; this particular combination of elements is never shown in the final game.

YTTD parallaxes 49-1.png

From its positioning and appearance, this background was probably meant for Nao's death scene, which instead reuses the background from the similar scene with Joe in 1-2. The used background has the bottom half of the sprite for Sara's hand baked in, but it's absent in this version.

YTTD parallaxes 58-7.png

The Cemetery, with all coffins opened and the central marker shifted downwards compared to its normal position. The former is yet another dynamic element that's instead handled by separate images, while the latter never happens at all.

A version of the boxing ring on 4F with orange ropes and posts rather than the multicolor setup seen in the final game, and one that resembles the backgrounds used for this room's puzzle segment, but without the rising "magma".

YTTD parallaxes 63-7.png

The 4F locker room, with only two lockers open rather than three.

YTTD parallaxes 64-5.png

A version of the damaged Discussion Room background that's formatted for a Discussion segment, which never happens there in the final game.

YTTD parallaxes 67-4.png

The 5F elevator room, with "Midori" looking out from an open elevator door. At last, the final instance of "used version layers separate images instead of changing the background"!

The Security Office on 5F with the monitors in their initial configuration; the used version of the first image is stored as a background-sized regular sprite rather than as a background in the final game, while the second image is never used at all.

YTTD parallaxes 71-2.png

The police station from Keiji's flashback at the Police Box on 5F, which is stored as a background-sized regular sprite rather than as a background in the final game.

YTTD parallaxes 73-1.png

A version of the Banquet Grounds background that has an elevated floor and is formatted for a regular scene rather than a Discussion, a combination that never happens in the final game.

YTTD parallaxes 74-3.png

The operating room on 4F, with dim lighting and a second door in place of the drink machine. Also, both doors and the tool bench are shifted to the right compared to the used background, for some reason.

YTTD parallaxes 78-1.png

An unused monitor readout, featuring what appears to be the AI-Ceiver in the center.

YTTD parallaxes 79-1.png

The Dummies Control System's readout on Ranmaru's status, which is stored as a background-sized regular sprite rather than as a background in the final game.

YTTD parallaxes 81-1.png

What appears to be the inside of an elevator, possibly one of the ones on 4F and 5F.

YTTD parallaxes 82-1.png

A simple white screen.

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A bright green screen without any space for the UI, presumably meant as a placeholder. Its filename labels it as "sample" (見本).

Sprites

Joe

Q-Taro

Reko

Nao

Kai

Alice

Mishima

Maple

Other

YTTD Mai8.png

An unused sprite of an alternate facial expression for Mai Tsurugi during the Maple fight.

YTTD Unused Anzu painting room sprite.png

An unused piece of pixel art of Anzu Kinashi, meant for when she was in the Art Gallery.

YTTD Unused Prize Exchange Sprites.jpg

Unused prize exchange icons of Mishima, Joe, and Kai. Similar icons are used in the hallucinatory negotiation sequence involving them on Day 3, Noon.

Unused Music

kakure2
kakure3
keiji-han3
Log
michi
sin1
sin2
sin3
sin4
sin5
sin7

These music tracks aren't referenced anywhere in the game's script.

Unused Sounds

botan_b20
button19
click05
costume-drama1
select04
SIN-cursor9
SIN-decision18
SIN-Rei-Yumesaki-E01-Image_Cute
SIN-tokei2
wallet1
WON-baratto01
WON-robo3

These sounds aren't referenced anywhere in the game's script.

ata_a26

This sound is only called in an unused alternate version of Alice's death scene in Chapter 2-1, rendering it effectively unused as well. In the used version of the scene, no sound is played at that point.