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Spark the Electric Jester 3

From PCGamingWiki, the wiki about fixing PC games
Spark the Electric Jester 3
Spark the Electric Jester 3 cover
Developers
Feperd Games
Engines
Unity 2020[Note 1]
Release dates
Windows August 15, 2022
Taxonomy
Monetization One-time game purchase
Microtransactions None
Modes Singleplayer
Pacing Real-time
Perspectives Third-person
Controls Direct control
Genres Action, Hack and slash, Platform
Vehicles Automobile, Flight
Art styles Cartoon
Themes Fantasy
Series Spark the Electric Jester
Spark the Electric Jester 3 on HowLongToBeat
Spark the Electric Jester 3 on IGDB
Spark the Electric Jester 3 on MobyGames
Spark the Electric Jester
Spark the Electric Jester 2017
Spark the Electric Jester 2 2019
Spark the Electric Jester 3 2022

Spark the Electric Jester 3 is a singleplayer third-person action, hack and slash and platform game in the Spark the Electric Jester series.

General information

Steam Community Discussions

Availability

Source DRM Notes Keys OS
Steam
DRM-free after installation through Steam client (notes may include more details)
Can be played without Steam running.[2]
Windows

Demo

A free demo is available on Steam which includes all levels in the first two areas of the game. The only missing content is plot cutscenes and the training stage.
Progress in the demo does not carry over to the full game.

Monetization

Type Notes
One-time game purchase The game requires an upfront purchase to access.

Microtransactions

Type Notes
No microtransactions Game does not contain any microtransactions.

Game data

Configuration file(s) location

System Location
Windows HKEY_CURRENT_USER\SOFTWARE\Feperd Games\Spark the Electric Jester 3
Steam Play (Linux) <SteamLibrary-folder>/steamapps/compatdata/1629530/pfx/[Note 2]

Save game data location

System Location
Windows <path-to-game>\Spark the Electric Jester 3_Data\*.save[Note 3]
Steam Play (Linux) <SteamLibrary-folder>/steamapps/compatdata/1629530/pfx/[Note 2]

Save game cloud syncing

System Native Notes
Steam Cloud

Video

Graphics settings
Graphics settings

Graphics feature State Notes
Widescreen resolution
Multi-monitor
Cutscenes suffer from Vert- in ultrawide resolutions. A workaround is alt-tabbing away from the game when a cutscene begins and turning off Nvidia Surround or Eyefinity. Upon returning to the game, this one will autocorrect its resolution and display the cutscene properly. Do not attempt to pause the cutscene with Start/Menu/Options/Escape before alt-tabbing, as doing so will skip it.
Ultra-widescreen
Cutscenes suffer from Vert- in ultrawide resolutions. A workaround is alt-tabbing away from the game when a cutscene begins and changing the system resolution to a 16:9 or 4:3 aspect ratio. Upon returning to the game, this one will autocorrect its resolution and display the cutscene properly. Do not attempt to pause the cutscene with Start/Menu/Options/Escape before alt-tabbing, as doing so will skip it.
4K Ultra HD
Field of view (FOV)
Windowed
Borderless fullscreen windowed
Enable windowed mode and use the -popupwindow parameter (or see the glossary page).
Anisotropic filtering (AF)
Anti-aliasing (AA)
FXAA only (low, normal, high, and extreme settings).
High-fidelity upscaling
See the glossary page for potential workarounds.
Vertical sync (Vsync)
60 FPS and 120+ FPS
Fixed FPS values: 30, 60, 120, 140, unlocked.
High dynamic range display (HDR)
Ray tracing (RT)
Color blind mode
Primarily impacts visual distinction of the 3 enemy attack warning types. However, they have differing audio, and the yellow warning is rotated so it appears as an X rather than a +.
The game engine may allow for manual configuration of the game via its variables. See the Unity page for more details.
Custom graphics settings will get overwritten if the resolution is set to “current”; see custom graphics settings get overwritten by a preset when entering levels.

Input

General settings
General settings

Keyboard and mouse State Notes
Remapping
See the glossary page for potential workarounds.
Mouse acceleration
Mouse sensitivity
Camera becomes slower at higher framerates.
Mouse input in menus
Mouse Y-axis inversion
Controller
Controller support
Using a controller is strongly recommended, instead of keyboard controls without analogue control, as the game’s movement demands a high degree of precision.
Full controller support
Controller remapping
See the glossary page for potential workarounds.
Controller sensitivity
Controller Y-axis inversion
Controller types
XInput-compatible controllers
Xbox button prompts
Impulse Trigger vibration
PlayStation controllers
PlayStation button prompts
Light bar support
Adaptive trigger support
DualSense haptic feedback support
Connection modes
Generic/other controllers
See the glossary page for potential workarounds.
Additional information
Controller hotplugging
Haptic feedback
Digital movement supported
Simultaneous controller+KB/M

Controls

There is no native control rebinding whatsoever. The controls change substantially when using vehicles, so those using external remapping tools may need multiple profiles they can switch between for everything to control comfortably.
The game does not make all its control binds known, especially for keyboard controls. They are listed below in detail, for reference:
Controls
Keyboard XInput On foot On rail Car Airship Menu
Esc / Enter Menu/Start
  • Pause
  • Unpause / Back
WASD / Left stick analogue
  • Move
  • Choose target rail
  • [left/right] Steer
  • [forward] Accelerate
  • Move longitudinally & laterally
  • Change selection
Mouse movement Right stick analogue
  • Move camera
  • Move camera
  • Aim
Space A
  • Jump
  • Double Jump
  • [Special Move] Down Dash
  • Jump
  • [Special Move] Down Dash
  • Accelerate
  • Dash
  • Select
F
  • Down Dash
E / C B
  • Jester Dash
  • Jester Swipe
  • Get on vehicle
  • [Special Move] Charged Jester Dash
  • Switch rails
  • Get off
  • Get off
  • Back
LCtrl / B
  • Charged Jester Dash
Left mouse button / Z X
  • Light attacks
  • [Special Move] Slot 2 Ability
  • Crouch
  • Drift
  • Fire
Right mouse button / X Y
  • Heavy attacks
  • [Special Move] Slot 1 Ability
  • Regen Brake
  • Boost
  • Missile Attack
  • [shop] Remove
R LB
  • Parry / Block
  • [Special Move] Slot 3 Ability
  • Dash
Q RB
  • Jester Power ability
  • [Special Move] Slot 4 Ability
  • Change camera
  • Fire
  • [shop] Assign
LAlt / C LT
  • Special Move modifier
  • Brake
  • Move down
  • [map] Zoom in
LShift RT
  • Dash
  • Dash
  • [hold] Rail Boost
  • Accelerate
  • Move up
  • [map] Zoom out
1234 D‐Pad
  • Use Slot Power
  • Change selection (only in some menus)
  • [shop] Choose slot
Push left stick
  • Reset camera
  • Reset camera
Push right stick
  • Restart to checkpoint
← Backspace View/Select
  • Restart to checkpoint
Alt+ Enter
  • Toggle fullscreen
When also using a controller, LCtrl / B will perform an “instant” Charged Jester Dash, and cannot be held to charge one. C can be used to consistently charge a Charged Jester Dash when using simultaneous controller+KBM instead. (Note that this is because C acts as two controller buttons.)
Ctrl / B, F, and 1234 / D‐Pad can be held without changing the functions of any other inputs, unlike the other inputs for accessing these functions.

Audio

Audio feature State Notes
Separate volume controls
Music and sound effects can only be fully muted during gameplay; in menus and cutscenes, they will still be faintly audible even on the lowest setting.
Surround sound
Subtitles
All dialogue during pre‐rendered cutscenes is subtitled as there is no voice acting.
Closed captions
Mute on focus lost
Royalty free audio

Localizations

Language UI Audio Sub Notes
English
The only applicable audio is some song lyrics.
French
Fan translation.

Issues unresolved

Mouse cursor not captured during Mecha Madness

In the stage “Mecha Madness”, the mouse cursor is not captured during gameplay, so when using the mouse to control the camera and attack, moving the mouse too far can result in clicking off the game and losing focus (during which the game does not pause). The only mitigations are to either limit the game to fullscreen mode on one monitor (so the game cannot be clicked off of), or to use a controller.

Issues fixed

Custom graphics settings get overwritten by a preset when entering levels

If the resolution is set to “current” while other graphics options have been customized (so “quality level” is “custom”), a random preset will be selected the next time a level is selected from the map screen (and possibly in other circumstances as well).
Set resolution to a specific value
  • Set the resolution to anything besides “current” when not using a preset.

Controller vibrates with vibration unchecked

After booting the game with the “vibration” setting unchecked, the controller may still rumble anyway.
Turn the “vibration” setting on and off again.

Other information

API

Executable 32-bit 64-bit Notes
Windows

Middleware

No middleware information; you can edit this page to add it.

System requirements

Windows
Minimum Recommended
Operating system (OS) 7, 8, 10
Processor (CPU) Intel Core i3
System memory (RAM) 8 GB
Hard disk drive (HDD) 32 GB
Video card (GPU) Nvidia GeForce GTX 760
DirectX 11 compatible
A 64-bit operating system is required.


Notes

  1. Unity engine build: 2020.3.1f1[1]
  2. 2.0 2.1 Notes regarding Steam Play (Linux) data:
  3. When running this game without elevated privileges (Run as administrator option), write operations against a location below %PROGRAMFILES%, %PROGRAMDATA%, or %WINDIR% might be redirected to %LOCALAPPDATA%\VirtualStore on Windows Vista and later (more details).

References

  1. Verified by User:Gfd on 2023-03-30
  2. Verified by User:Gfd on 2023-03-30