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Spark the Electric Jester/Unused Abilities

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This is a sub-page of Spark the Electric Jester.

The final game contains a few unused abilities. Sadly, none of them are scrapped planned abilities.

All unused abilities have an early version of Fark's move list on the pause screen.

These abilities can be accessed by using a memory editor and changing address BC0708.

STEJ UnusedAbilityPause.png

Sonic Chrono Adventure Leftovers

As this game was built on top of one of LakeFeperd's previous Sonic fan games, Sonic Chrono Adventure, all of the abilities from that game exist in some form in the final release of Spark the Electric Jester.

None of these abilities have proper sprites, and instead use a placeholder Spark head sprite.

An interesting thing to note is that Spark is built off of the character Gerem from Chrono Adventure, which is why his ability ID for his base form is 7.

Sonic

STEJ UnusedSonic.png

Ability ID: 0

Sonic is in a very broken state in the final game. He is practically non-functional, with no special moves. By pressing Down, he can actually still roll, although it does not damage enemies.

This is due to the fact that Spark the Electric Jester uses a proper attacking system, while the base Sonic from the Sonic Worlds engine (of which Chrono Adventure and Spark the Electric Jester both use) does not have proper "attacks."

Tails

STEJ UnusedTails.png

Ability ID: 1

Tails is in a very broken state in the final game. He is practically non-functional, but retains his flying abilities from Chrono Adventure (where he was also unused). He can also roll, like Sonic still can.

You can use the flying abilities by jumping, and then continuously pressing the jump button while in air, exactly like how Tails functions in normal Sonic games.

Jet Shoes

STEJ UnusedJetShoes.png

Ability ID: 2

The Jet Shoes function nearly the same as they do in Chrono Adventure. Pressing the attack button will shoot you towards the direction you're facing with a little power. By charging it, you can get more power out of the burst. When charging, you can choose the direction you want to go in. This ability can also be used in mid-air. He can still roll, as well.

If you charge beyond the initial "yellow charge" and attempt to shoot upwards, it won't work correctly. The reason behind this is unknown. It is likely due to the fact that the ability was not reprogrammed to work with this game's attack system.

Red Sword

STEJ UnusedRedSword.png

Ability ID: 3

The Red Sword is slightly less broken than the other abilities, and still retains some functionality. Pressing the attack button makes you briefly flash, and then puts you into an "attack" state where bumping into enemies damages them. The only way to exit this state is to restart the stage. The reason behind this is unknown. It is likely due to the fact that the ability was not reprogrammed to work with this game's attack system. Just like Chrono Adventure, he can't roll.

Boost Shoes

STEJ UnusedBoostShoes.png

Ability ID: 4

The Boost Shoes retain full functionality from Chrono Adventure. Holding down the attack button makes you boost, akin to the Boost games from the Sonic series. Running into enemies while boosting will damage them.

The boost runs on a gauge, which is automatically refilled by waiting. Like with the Red Sword ability, you can't roll while using this one.

Bumper Gloves

STEJ UnusedBumperGloves.png

Ability ID: 5

The Bumper Gloves are in a very broken state in the final game. They are practically non-functional, with the special move having no usage. Pressing the attack button plays a sound, but has no visible effect. You can also roll with this one.

Polem Sonic

STEJ UnusedPolemSonic.png

Ability ID: 6

Polem Sonic retains full functionality from Chrono Adventure. Pressing the attack button shoots a fireball, which damages enemies. He also has faster acceleration and deceleration stats, being near-instant, as the stage he was used in was more focused around precise platforming. No rolling, by the way.

Metronic

STEJ UnusedMetronic.png

Ability ID: 8 (Spark himself is ID 7.)

Metronic is slightly less broken than the other abilities, and still retains some functionality. Pressing the attack button shoots out a large fireball that damages enemies. Pressing the jump button while in mid-air boosts you down quickly.

Getting damaged removes this ability and sets you to Sonic, which reflects how it worked in Chrono Adventure. Like with most other abilities, rolling is still functional.

(Source: Original TCRF research)

Other

Early Spark

Ability ID: 14

There is what appears to be an early version of Spark left over. It doesn't have its own sprites, and instead takes them from the last ability used. This allows you to view some unused attack frames of certain abilities.

If the sprites used are Spark's, you can see that they match up perfectly.

Early Fark

Ability ID: 25

Much like the early Spark, there is also an early Fark left over. It doesn't have its own sprites, and instead takes them from the last ability used. Attack effects are placeholders.

If the sprites used are Fark's, you can see that they match up perfectly.

(Source: Original TCRF research)