Spark the Electric Jester
Spark the Electric Jester |
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Developer: Feperd Games This game has unused areas. This game has a prototype article This game has a prerelease article |
What do you get when you combine Sonic, Kirby, and some original character magic? Well, apparently, you get Spark the Electric Jester.
Sub-Pages
Prototype Info |
Prerelease Info |
Unused Abilities Piles and piles of Spark heads, mixed with some reused fangame code. |
Unused Graphics Even more Spark heads that never saw the light of day (and also a lot more interesting stuff.) |
Unused Dialogue From "Horray, hidden text!!!" to leftover fangame dialogue. |
Unused Frames
Clickteam Fusion 2.5 uses what are known as frames. Each screen of a game made in CTF2.5 is considered a frame. Any unused frames will be listed here.
Level Select
A debug level select used during development to easily access stages for testing can be found through memory editing.
The menu is controlled with Up and Down. Pressing Start on any option will bring you to the respective stage.
- Tutorial: Spark's Story tutorial.
- Stage 1: F.M City
- Stage 2: F.M Canyon
- Stage 3: Network Coast
- Stage 4: Smog Sewer
- Stage 5: Smog City
- Stage 6: Sunset Heights
- Stage 7: Lightoria Bay
- Stage 8: Kerana Forest
- Stage 9: Mare Desert
- Stage 10: Luna Base
- Stage 11: Caria Valley
- Stage 12: Turbulence Plains
- Stage 13: Reynol Complex
- Stage 14: Sunfire Forest
- Stage 15: Megaraph Fleet
- Stage 16: Megaraph Fortress
Offscreen there's an unusable option listed as Stage 9 BOSS which links to a deleted frame, this likely belonged to an old version of the Mare Desert boss fight.
Early Main Menu
The main menu used in the February 2017 public demo. Inputs don't function, and a reset is required to leave the menu.
Testing Stage
A testing stage that was used during development to test various features and gimmicks that can be found in the game. It has a unique tileset and uses older assets for certain things (such as the Wind ability display stand saying Scarf as it was in earlier versions.) This stage is set to play music, which however was deleted from the game.
The warp at the end leads to Mare Desert, suggesting it may have been one of the last stages to receive final touch-ups.
Thanks for Playing
A screen used in a demo to give the player thanks for playing. Any input resets the game.
Unused Tutorial Prompt
An unused version of the tutorial prompt. Controllers do not function on this menu, likely due to the needed extensions not being in the frame. (CTF2.5 does not have native controller support, and requires an extension for controllers. You need to have every extension you want in every single frame or else it won't function in that frame.) This prompt is leftover from the 2015 Kickstarter Demo.
Selecting Yes brings you to the second section of Turbulence Plains, and selecting No resets the game.
Unused Enemies
Flurb
An unused enemy found in FM Canyon which flies away and fires a projectile, said projectile seems to be broken. While last used in the Kickstarter demo it curiously is listed with other FM Canyon enemies in the game's credits where it is called "Flurb".
Lightoria Bay Spear GPA
An unused enemy found in Lightoria Bay which is set to never load in by default, it was never seen in any pre-release screenshots nor was any concept art of it included in the artbook. Given it's simple attack pattern, which only consists of extending a spear towards Spark, it is possibly a really old leftover.
Unused Bosses
To do:
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Tank
The Tank was the mini boss of FM Canyon in the Kickstarter demo, where it's attacks consisted of firing projectiles and a laser at the player.
It was deactivated and moved below the stage by the time of the January 2016 demo.
Razor
The original boss of FM Canyon, which was scrapped once the stage got a rework in the September 2014 demo, during early development.
It has two phases, phase 1 consists of sending out smaller enemies while phase 2 has it attack from various directions with it's sawblades.
BOS(Early Samuku)
An early version of Samuku, Smog Sewer's boss, which was only seen in early footage. It's attack pattern consists of teleporting, dashing, flying, slashing and summoning an aura of flames around itself.
When activated it will bug out, as it shares a functionality with it's used counterpart.
HAMMER_BOSS(Early Megagram)
Placed below the boss arena for Reynol Plateau is an older version of the Megagram boss fight,
which other than the sprites used and some of it's attacks is almost identical to the final version.
Unused Audio
To do:
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Music
Normally unused, still used by 'Razor', an unused boss placed out of bounds in Flower Mountain Canyon.
Horizon Heights Act 2 from Sonic After the Sequel remains in the files due to still being referenced by the music engine from said game, which still is leftover in the event list of every stage.
Another leftover from Sonic After the Sequel. Used as a placeholder track for the first phase of the previously mentioned unused boss.
An early version of the looping part of FM Canyon's background music which is referenced by an unused copy of the music engine in FM Canyon, this version is leftover from the July 2015 Kickstarter demo and not all too different from it's used counterpart.
An older version of Caria Valley's stage music with less reverb, for some reason the intro and loop are combined into a single file for this one internally.
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