Jenka's Nightmare is a fan-made sequel to the popular indie game Cave Story, and was created by Mark "shmitz" Major in 2009. The game was made to approximately 66-75% completion, and was then abandoned.Many people would later try their hands at making changes and their own endings to Jenka's Nightmare in an attempt to finish what shmitz started. A notable attempt at this completion was made in 2011 by "MagicDoors", with their own unique ending to the game that received mixed reception, and was considered by many to be the 'true' ending to Jenka's Nightmare.In December of 2012, Zachary "ZarroTsu" Baillie quickly picked up the mod himself, and set out to reboot the mod entirely from scratch, using the original mod's story and setting as a base. As of May 4th, 2014, Jenka's Nightmare is finally complete, and is considered to have gone far above and beyond MagicDoors' attempt.The mod occurs after the events of the original game's secret ending, so one can expect this article to be Spoiler heavy. To avoid abusing the Spoiler tag for the entire article, however, All information from the original game will be treated as 'known'. It is highly suggested that you complete the original game before reading this article.
About the game:
Quote, Curly, and Balrog have spent a long year enjoying their new lives away from the island after the events of Cave Story, and the defeat of The Doctor and Ballos. Suddenly, and without warning, they are teleported back to the island by a desperate and defeated Jenka, and immediately separated.From the get-go it's evident that the entire island has been physically changed by some strangeforces acting upon it. What has happened to the island after the previous events? It's up to Quote to find his friends and figure out the mystery behind these new forces, meeting old allies and new enemies along the way.
The tropes listed below are exclusive to Jenka's Nightmare. Tropes specific to the characters and events in the original game will not be included; however, tropes from the original game that are redefined by the new content in Jenka's Nightmare may be.
Air Aided Acrobatics: While in the original game, the mod's version of Grasstown expands upon it spectacularly. Toward the end of Grasstown, you're required to use a series of computer consoles to turn on and off a series of fans so you can climb a series of pillars to reach the warehouse at the far right of the map.
And then you have to fight the boss while also using/competing with fans for horizontal momentum.
Alas, Poor Villain: It's implied that the entire mess is caused by Jenka mourning Ballos' death, and subconsciously trying to destroy the island to erase the memory of his actions.
Apocalyptic Log: There's a hidden diary in Booster's Workshop that helps bridge the gap between Jenka's Nightmare and Cave Story. Obviously, it didn't end very well.
In the Abandoned Facility, you find a series of logs written by someone from a group that was doing research on the island, while trying to coexist with the Mimiga. It... didn't end well, either.
Author Avatar: At any point in the game where you could Sequence Break with some effort, instead of going to the next logical map, you'll be sent to a "Secret Room". Inside this secret room is the present modding author, ZarroTsu, seen to be working on the game while in the game.
Bag of Spilling: Despite the storyline picking up right from the ending of Sacred Grounds in the original, Quote once again begins alone, in a cave, unarmed. Presumably justified by him being unarmed when Jenka teleports the trio, leaving all his hard-won equipment behind... though that doesn't quite explain the recession back to 6 HP.
Bonus Boss: Bro Pignon and his gang, and the fourth Suto fight thereafter.
But Thou Must: Monster X will ask you to get him some Critter Juice, and proceed to loop his dialog through a number of different branches so long as you keep saying 'No'.
The Call Knows Where You Live: Quote, Curly, and Balrog were far away from the island trying to live new lives when Jenka suddenly teleported them back. Sue is brought along as well, much to her displeasure.
In one instance, he's wandering around Sand Zone and is suddenly swallowed whole by a rush of sand filling the area. It never occurs to him to jump out of the way, despite his ability to fly through ceilings.
In another instance immediately after you rescue him, he tosses aside a boulder which not only traps him and Quote in a room together, but also causes the floor under them to collapse, separating the two of them all over again.
Death or Glory Attack: Excalibur. While it could also fall under the Disk One Nuke trope, a considerable drawback is the range - made even smaller than the original game's version of the weapon.
Green-Eyed Monster: Misery has issues with Jenka picking Quote over her own daughter to fix everything.
Hydra Problem: Against the boss of Sand Zone, Deconstructor, smaller floating enemies will bounce around the room. If you shoot one of three 'special' ones, a barrage of new ones will enter the arena depending on how much damage you inflicted.
I'll Kill You!: Suto gets extremely peeved after his continued losing streak.
Infinity+1 Sword: If you play the game through its New Game+ function, loading an old profile wherein you still had the Polar Star at the Prefab House before Sacred Grounds, the eventual conclusion to the Spur subplot will also reward you with the Turbocharge. A little known fact about the Turbocharge: It makes the Spur charge twice as fast, too!
In the Sanctuary, the player is required to run around a maze being followed by a strange flame that will teleport you out if it meets up with you in the same room.
In the original game this was almost certainly a Guide Dang It moment, as not only was the solution completely unexplained, but the rooms were much more broken up and it was difficult to determine when and how the flame would move next.
In Sand Zone, the player is required to shuffle three teleporters around to get around Sand Zone. In order to progress, they need to set any two teleporters to one another, and take the third. This wasn't explained in the original either. At least, not very well...
In the Labyrinth, the player can easily get lost in a looping maze. One hint of the maze's solution is a poem muttered by a Cthulhu:
note Round and round, the clock hand spins; New exits shown where time begins. But in the end, the clock hand stops; the forward path behind us...
A robot in the dead end helps spell it out a little more.
Mutually Exclusive Powerups: New Game+, accessed by carrying over a save file from the end of Cave Story. You get some little trinkets in place of your weapons, and different things happen to your HP depending on what you did/didn't collect...
Also New Game+ exclusive is the Nemesis, obtained by rescuing the Little Man in the original, and then trading one of your weapons for it again. While the Blade is still an option, you can just as easily trade away the Fireball or Bubbler for it instead.
Nerf: The Spur and the Blade suffered a longer charge time and much shorter range, respectively.
No-Gear Level: After battling Suto for the second time at the end of Grasstown, Quote falls down a long shaft and loses his weapons. He is unarmed and defenseless for a brief segment until stumbling across the Fireball, waiting in a chest in a house built under the island.
Screen Shake: The floating island seems to be having some recurring earthquakes.
Secret Level: The Sanctuary, accessed by interacting with a Mimiga statue near the end of the Underside.
If you miss it, you can talk to Jack at Grasstown, and then proceed to the far right of the map. King's spirit will fall down the pit you fell into on your first trip, signifying you can reach the Underside again.
Villain Override: Misery complains that upon trying to get close to Jenka, she gets transformed into "[T]hat... THING", a reference to her twisted form from the original Cave Story's final boss
Villainous Breakdown: Suto gets more and more unhinged each time you fight him. By the 4th fight, he's repeatedly screaming at you to die.
Wake-Up Call Boss: Suto, more or less. He has a lot of pent-up rage he intends to show off:
The second fight with Suto is the earliest instance. Vent Physics blow you around, and his energy balls take multiple hits to destroy — many more if your weapon gets powered down mid-fight.
The fight with the Great White Critter, who happens to have Suto helping her, as well. If you fail to avoid Suto himself, not only will you take damage from his grapple, you're very likely to be thrown into the Great White Critter as well, taking additional damage in the process. note Although, the direction he throws you is simply the opposite as the direction he grabbed you from.
Walking Armory: It's entirely possible to finish the game with every weapon available (except the Fireball and Polar Star), to the point where the weapons menu not only breaks but exceeds the right side of the frame. The Nemesis, however, is sadly New Game+ exclusive.
Welcome to Corneria: Averted again. Almost all of the NP Cs have two pieces of dialog for each step in the story, and it updates regularly after key events.