Jenkins Gets a Job is a game based on the Jenkins webcomic. Explore Monkey Corp! Push boxes! Fight nepotism!
Unused Graphics#
General#
An unused desktop icon for the game. This icon can be seen in the taskbar when running the game through the Godot Editor or when exported to desktop platforms, but it's unseen in the final as the game can only be played on its itch.io webpage.
Another unused desktop icon for the game. Despite the filename labeling it as "unused," this icon got used as the favicon for the game's itch.io page instead of the other icon.
A debug indicator that displays when the game is running in debug mode (e.g. through the Godot Editor).
A quitting indicator. Unused as the only way to quit the game is to close the tab.
Dialogue Portraits#
Several unused dialogue portraits for Jenkins, who has no dialogue in the final game.
Several unused dialogue portraits for our fearless CEO, Mr. Keegs.
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An unused portrait for both the male rival and the female rival.
Several unused dialogue portraits for Junior. In the final game, Junior doesn't do much aside from congratulating Jenkins for getting a job at the end of the game. The last portrait in particular is unfinished, with his thinking hand not connected to his right arm.
Several unused dialogue portraits for Butch. In the final game, Butch doesn't do much aside from being in the middle of a game...at the end of the game.
Main Menu#
Folders with Quit Option#
Unused variants of the folder used in the main menu that have a quit option. A quit option isn't shown in the final game as it's not needed for HTML5 games; the player could just quit by closing the tab. These graphics can be loaded into the game by navigating to Globals.gd and setting the can_quit variable to true. The quit option is selectable and quits the game as intended.
Old Job Application#
An old version of the job application you fill out when first booting up the game. Interestingly, this job application has two additional questions and is integrated into the folder; the final only asks for your name and is a separate sheet of paper. No variant of this application without the quit option exists.
Old Main Menu#
An old version of the main menu, with no folder, a "quit" option, and the arrow baked in. No graphic for the arrow pointing to the quit option exists.
An unused background for the main menu, which is just a squiggly line.
Interview#
Interview Room Background#
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An old version of the interview room's background. The old graphic has a filing cabinet not seen in the final. The table seen in the old background was moved to the interviewer's graphics in the final.
Interview Question#
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An old version of the faces seen during the interview at the beginning. The old graphic has fewer faces and Jenkins's portrait has less contrast.
A green checkmark meant to identify the correct face during the interview at the beginning. The final game uses a green circle instead, likely to make the face more visible.
Unused Music/Unheard Segments#
Turkey in the Straw#
m_turkey_in_the_straw.ogg is a very peculiar rendition of Turkey in the Straw, a public domain American folk tune. Purpose unknown. It also isn't present in the official OST upload.
Turning Alarm Off Song (Unheard Segment)#
The song that plays upon turning off the fire alarm for the first time only plays for about 7 seconds before the ambience music starts playing, forcing the Turning Alarm Off Song to stop prematurely. The full version can still be heard in the official OST upload.
YOU... Won? (Unheard Segment)#
The song that plays upon shaking Mr. Keegs' hand at the start of the game only plays for about 3 seconds before suddenly stopping, leaving the ending unused. The full version can still be heard in the official OST upload.
Elevator (Unheard Segment)#
The song that plays in the elevator only plays for about 3 seconds before you exit the elevator. Despite this, the music track used in the elevator is 30 seconds long. The full version can be heard in the official OST upload.
Unused Sound Effects#
Interviewer Voices#
Unused voices for the Interviewer at the start of the game. The Interviewer uses a generic blipping voice in the final.
Unused Text#
dialogue.txt, the text file where most of the game's dialogue is stored, has a lot of unused content.
Emails#
Dear Mr. Jenkins,
Employee Orientation is starting now. Why aren't you here yet?
Everyone else is here!
Signed, Mr. Keegs
An unused email from Mr. Keegs, urging the player to head down to Employee Orientation.
Dear valued employees,
The elevator has now been fixed.
Feel free to use it to go to the next floor.
Signed, Monkey Corp
An unused email signaling that the elevator has been fixed. In the final game, using the elevator is not necessary to beat the game as by the time the player can use the elevator, they're already on the floor they need to be at.
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An old version of the email read just before the staircase to Level 1. The final version is longer and is attributed to the Angry Guy Who Punches Faces.
Whatever "Caracas" is, it doesn't sound important.
An unused line for the email right before fighting the rival at the end of the game. Purpose unknown.
You got an email!
yo big b howd ur interview go?
its taking a long time no?
is that good or bad???
are they making u do stupid tests lol
i wouldnt do that for all the monkey cola in the world
your brother, junior
An unused email from Junior, asking Jenkins about his work experience.
Congratulations on finishing Employee Orientation.
You're ready to work at Monkey Corp!
Signed, Mr. Keegs
An unused email from Mr. Keegs, signaling the end of Employee Orientation.
Please come in today. Even thought it's Saturday.
There's an emergency on Level 3.
Signed, Mr. Keegs
An unused email from Mr. Keegs. Not only does it mention the unused level 3, but it's also sent on a Saturday. The final game ends with the objective "Enjoy your Saturday," so maybe the game was going to be longer?
Dialogue#
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Unused variants of lines the interviewer says to the player upon ending their interview.
And there's no 1-to-1 relationship between the number of offenses and the number of strikes.
An unused line for the baseball player's explanation of reputation.
The work day isn’t over until I go home, sit on the couch and unhook my glasses.
Unused line of dialogue for the intern, meant for the end of the day.
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Unused dialogue for the dog, meant for the end of the day.
What happened down there?
You’re the first of us Jenkins brothers to reach employment!
Unused lines meant for talking to Junior for the first time after beating the game.
I can't believe you make Monkey Cola!
An unused line meant for subsequent attempts to talk to Junior after beating the game.
It’s incredible that someone with no SKILLS could get a job.
Me, why—the only SKILL I know is HANDSHAKE.
Say—that could come in pretty handy for you on your first day.
Here, I’ll teach it to you!
Unused dialogue for the start of an encounter with Junior, meant to serve as a tutorial on encounters. The final game has the intern take Junior's place in introducing the player to encounters.
Whoa. That HANDSHAKE was so great I forgot all about standing in front of the stairs!
I suppose I can just do that some other time.
Unused dialogue for after the encounter with Junior.
Want to practice again?
Unused dialogue for initiating the encounter with Junior again.
Object Text#
(There isn't a song.)
An unused line meant to accompany the prompt for turning the alarm back on, pointing out that it doesn't have a song.
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An unused, longer version of the ancient poem in the box puzzle room guarding the yellow ink. Interestingly, the unused poem mentions four pressure plates; the final puzzle only has three.
An even more ancient poem in this conference room goes, "Push the switches four, and ye shall open yonder door."
Why it's like that? I'm not sure. It makes morning standup quite a chore."
An unused poem for a second box puzzle, mentioning switches instead of pressure plates. Maybe the path leading to the yellow ink would've been longer?
ROOM 116 - This is the room Elvis stayed in during his ELVIS BECOMES A SQUATTER tour.
ROOM 117 - Bathroom (used by Elvis -- DO NOT CLEAN)
ROOM 118 - Bathroom (cleaned by Elvis to pay off his rent in 1954 -- DO NOT GET DIRTY)
ROOM 119 - Labor Supply
ROOM 120 - Labor Demand
ROOM 121 - Brainstorm Zone - No Idea Is Too Stupid
Unused room sign text for various rooms on Level 1. The final game only has Room 101 on Level 1.
LEVEL 3
Unused text mentioning Level 3. In the final game, the player only has access to Levels 1 and 2.
ROOM 301 - Cola Tasting Division
ROOM 302 - Cola Gargling Division
ROOM 303 - Cola Emesis Division
Unused room sign text for rooms on Level 3.
Encounter Text#
Encounter.gd stores most of the text seen during enemy encounters.
Okay, pretend I'm one of your coworkers or something.
And I'm mad at you, or you want to impress me.
Just try a HANDSHAKE!
It'll lower their aggression, as if they were an enemy in a video game.
The analogy's not perfect, but whatever.
Unused intro for an equally unused Junior encounter. The intern takes Junior's place as the player's introduction to encounters in the final game.
If any of your coworkers get mad at you, just try a HANDSHAKE!
Unused intro line for subsequent Junior encounters.
Nice handshake!
You're ready for whatever comes your way at work.
Unused lines for successfully shaking Junior's hand.
Whoops! Let's try that again.
Try giving me a handshake.
Unused lines for failing to shake Junior's hand.
Development Text#
Hello. I am an entity. You should hopefully never read this during normal gameplay!
Test dialogue for entities, pointing out that it should never be used during normal gameplay.
Your game is messed up
This should never happen
This should ACTUALLY never happen
This should REALLY ACTUALLY never happen
Warning text indicating that something went wrong.
Development Tools#
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Jenkins Gets a Job comes with a map editor. To access it, run the game in the Godot Editor and press the spacebar whenever you are in a room.
Keybinds#
- Space to enter/exit the editor
- T to type in a room name to switch to
- . (Period) to draw tiles
- Q to erase tiles
- Y to create a new room
- W to select which object you want to place
- A and D to jump to the previous and next object respectively (objects are sorted alphabetically)
- F to flip tiles
Revisional Differences#
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v1.0.3#
Not the launch version, but the earliest version available as the previous versions were replaced before they could be archived.
- Physics model is now called at a fixed 60 FPS to fix various glitches caused by variations in frame rates.2
- Display is now capped at 60 Hz to fix a bug where the game speed would be faster than intended on higher refresh rates.3
v1.0.5#
- Debug mode is enabled by default, presumably on accident.
Internal Project Name#
Jenkins Gets a Job is named "Jenkins_Game" internally, as seen in the "application/config/name" setting.