Super Chicken Jumper is an auto-runner game where you play as a chicken trying to save the world from doom.
PostFx Bundle Leftover#
In the game files, there is a leftover HTML file named 'how to use.html' from a tool used for the game's development.
Unused Enemies#
Angel Eye#
The Angel Eye was an enemy intended to be part of the Real Moon Demon Boss fight. He would go up and down repeatedly while shooting projectiles, after seven seconds it despawns and the game crashes.
sprite235#
The actual name of this enemy is unknown, its referred as sprite235 in the game files, judging by the appearance, probably this enemy is related to the Moon stage in some way. Also, it strongly resembles the All-Seeing Eye symbol.
Early Snowman Sprite#
Seems to be an early version of the snowman enemy seen on the North Pole stage. This sprite has three frames, showing the snowman damaged. Supposedly this was a feature that when the snowman was damaged, it would have one snowball lost, so, the snowman would die with three hits. Probably was removed because it would make the stage way too hard.
Alternative Skeleton Sprite#
An alternative sprite of the Cannon Skeleton enemy seen on the Cemetery, this sprite has a visible more black coloration, and less detail.
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Old Fish Sprite#
An old version of the fish sprite seen on the Farm Level.
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Early Forest Witch#
An early low-detail version of the Forest Witch boss with a purple outline. This sprite can be seen on the Official Super Chicken Jumper Trailer.
Early Crystal Wolf#
An lesser detailed version of the Crystal Wolf seen on the North Pole stage. Supposedly used in early versions of the game.
Early Death Sprite#
An early sprite for the Death Boss fight seen on Cemetery, it has less detail and a completely different silhouette.
White Crystal Wolf#
An scrapped version of the Crystal Wolf sprite that has the crystals of the wolf colored white, which is normally seen as red, this sprite also lacks some detailing.
Unused Weapons And Items#
Glasses#
The glasses has no major effect at the player, it's just a 'style item'
Sword#
Drill#
Watch on YouTubeThe drill, just like the Uzi, has a cooldown mechanic, i.e, it overheats if you use it for too much time without stopping.
Parachute#
A parachute, it would slow down the player's fall, as seen on the Official Super Chicken Jumper Trailer '
Unused Icons#
Nuclear Weapon Icon#
An icon for the Nuclear Weapon, which is currently obtainable through a password, but this icon indicates that the Nuclear Weapon was once planned to be a weapon that could be unlocked with no cheats. As it can be seen on the Official Super Chicken Jumper Trailer, it was planned to be a single-use weapon, but this idea was scrapped, and now this weapon is only obtainable via cheat codes.
Bottle Icon#
An icon for a item that resembles a potion or a bottle with a liquid.
Unused Graphics#
spr_go#
A crude drawing of the word "GO", most likely just used as a placeholder.
Mobile Leftovers#
There are several mobile leftovers which were never used on the Windows PC version.
Early Controls Menu#
Seems to be an earlier version of the menu, as it lacks some detailing and some keys.
Alternative Forest Background#
An alternative version of the Forest background, it has crosses on the ground and what seems to be a lantern on a tree, while the used background, not.
background0#
A background that was used when the game was a "Google T-Rex Game Copy", as said by the GEMAPLYS, the developer of the game in the Nivram interview. (Portuguese)
spr_angel2#
There are four unused sprites for a supposedly unused attack of the Real Moon Demon boss, this sprites most likely have something to do with the unused Angel Eye enemy.
sprite305_asasasasa#
A crudely drawn low-quality sprite of what seems to be the Bloodthirsty Vampire Dragon The Size of A Mountain, This is likely some sort of placeholder used to test the boss in early stages.
Unused Animations#
Unused Explosion Animation#
An unused explosion animation, it was probably scrapped because it didn't fit very well with the game's style. Oddly enough, there is a duplicate of this animation in the game files called spr_explosion_backup
Debug Mode#

A very simple debug mode exists in the game's files. It can be re-enabled by placing obj_debug in any map of the game, and playing that map, by doing that, the debug mode is activated.
When activated this debug mode shows the FPS Count, the Object Count, and also makes the player invulnerable to any type of damage. Also, it creates a weird black rectangle that seems to reflect stuff on the screen.