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Courage in Creep TV

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Title Screen

Courage in Creep TV

Developer: Netbaby World AB[1]
Publisher: Cartoon Network[1]
Platform: Adobe Shockwave
Released internationally: 2002[1]


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.


In Creep TV, Courage the Cowardly Dog has to rescue his owners, Eustice and Muriel, from mysterious ghosts who draw energy from TV signals. The game has secret codes and hidden maps that went undiscovered until 20 years after its release.

Secret Codes

One of the game scripts, CustomCode.class in the rpgMoto cast, reveals two secret codes that are meant to have special functions when typed into the game window.

on searchKeys me
  keyBuffer = keyBuffer.char[2] & the keyPressed
  if keyBuffer contains "daScore" then
    parent.messageManager.newMessage([color(#rgb, 234, 137, 79), "* SECRET CODE! *", #br, color(#rgb, 240, 232, 224), "Ghost Buster Count Enabled!"], #center, 120, [#txt_align: #center])
    parent.soundPump.playSFX("fanfar.sfx")
    parent.inventoryGUI.score_visible = 1
    keyBuffer = "                    "
  else
    if keyBuffer contains "mirage" then
      parent.messageManager.newMessage([color(#rgb, 234, 137, 79), "* SECRET CODE! *", #br, color(#rgb, 240, 232, 224), "Go Desert Hunting!!"], #center, 120, [#txt_align: #center])
      parent.soundPump.playSFX("fanfar.sfx")
      desertHunter = 1
      parent.hero.flagSet(#hunter)
      keyBuffer = "                    "
    end if
  end if
end

Due to a bug in the code, the keyBuffer only ever stores the last two characters typed so it will never recognize the entire codes. Editing the script to to fix this bug does allow the codes to be entered.

daScore

The code daScore shows the following message on-screen:

The hidden message reads "♡ SECRET CODE! ♡ Ghost Buster Count Enabled!"

Once enabled, it shows a score in the top-left corner which keeps track of how many ghosts you've defeated with the remote control.

The "Ghosts Zapped" counter displays in the top-left corner of the screen.

mirage

The code mirage shows the following message:

The hidden message reads "♡ SECRET CODE! ♡ Go Desert Hunting!!

Once this code is enabled, the plain to the north and south of the house becomes infinite, unlocking the hidden maps described below.

Hidden Maps

Once the mirage code is enabled, you can access the map out_infiniteplain by walking north or south of the house. These maps repeat infinitely to the north, south, and east. There are two special, hidden maps that can be accessed by following specific routes through the infinite plain.

When you first enter the infinite plain the game begins tracking your infX and infY coordinates, starting with (1,1).

  • Going south adds 1 to infY.
  • Going north subtracts one from infY.
  • Going east adds 1 to infX 1.

out_infiniteplaintoo

This hidden map is always located at (6,15) on the infinite plain. To find it:

  • Enter the infinite plain south of the house
  • Walk south 14 times
  • Walk east 5 times.

The map data is as follows:

;OUTSIDE HOUSE - INFINITE PLAIN mkII, 16*12

START_GFX
IP0
IP1
IP2
IP3
IP4
IP5
IP6
IP7 000 000 000 000 000 000 000 000 IPG
IP8
IP9
IPA
IPB
END_GFX

START_WALL
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
END_WALL

START_EVENT

;EXIT NORTH
AUTO STOP TILE=1,1
fade [#target_blend:0, #speed:25]
wait [#frames:5]
do [#statement:"obw.rpgMoto.customCode.exitInfinity(#north,#plain)"]
fade [#target_blend:100, #speed:25]
LINK TO TILE=1,2
LINK TO TILE=1,3
LINK TO TILE=1,4
LINK TO TILE=1,5
LINK TO TILE=1,6
LINK TO TILE=1,7
LINK TO TILE=1,8
LINK TO TILE=1,9
LINK TO TILE=1,10
LINK TO TILE=1,11
LINK TO TILE=1,12
LINK TO TILE=1,13
LINK TO TILE=1,14
LINK TO TILE=1,15
LINK TO TILE=1,16

;EXIT EAST
AUTO STOP TILE=2,16
fade [#target_blend:0, #speed:25]
wait [#frames:5]
do [#statement:"obw.rpgMoto.customCode.exitInfinity(#east,#plain)"]
fade [#target_blend:100, #speed:25]
LINK TO TILE=3,16
LINK TO TILE=4,16
LINK TO TILE=5,16
LINK TO TILE=6,16
LINK TO TILE=7,16
LINK TO TILE=8,16
LINK TO TILE=9,16
LINK TO TILE=10,16
LINK TO TILE=11,16

;EXIT SOUTH
AUTO STOP TILE=12,1
fade [#target_blend:0, #speed:25]
wait [#frames:5]
do [#statement:"obw.rpgMoto.customCode.exitInfinity(#south,#plain)"]
fade [#target_blend:100, #speed:25]
LINK TO TILE=12,2
LINK TO TILE=12,3
LINK TO TILE=12,4
LINK TO TILE=12,5
LINK TO TILE=12,6
LINK TO TILE=12,7
LINK TO TILE=12,8
LINK TO TILE=12,9
LINK TO TILE=12,10
LINK TO TILE=12,11
LINK TO TILE=12,12
LINK TO TILE=12,13
LINK TO TILE=12,14
LINK TO TILE=12,15
LINK TO TILE=12,16

;EXIT WEST
AUTO STOP TILE=2,1
fade [#target_blend:0, #speed:25]
wait [#frames:5]
do [#statement:"obw.rpgMoto.customCode.exitInfinity(#west,#plain)"]
fade [#target_blend:100, #speed:25]
LINK TO TILE=3,1
LINK TO TILE=4,1
LINK TO TILE=5,1
LINK TO TILE=6,1
LINK TO TILE=7,1
LINK TO TILE=8,1
LINK TO TILE=9,1
LINK TO TILE=10,1
LINK TO TILE=11,1

;object
ACTION ONCE STOP TILE=7,9
item [#name:"glasses"]
sfx [#play:"fanfar.sfx"]
gfx [#room:#out_infiniteplaintoo, #row:8, #col:10, #tile:"000"]
msg [#text:["Ahh! A pair of glasses!",#br,"I've been looking for",#br,"these all over the place."]]
LINK TO TILE=7,10
LINK TO TILE=7,11
LINK TO TILE=8,9
LINK TO TILE=8,10
LINK TO TILE=8,11
LINK TO TILE=9,9
LINK TO TILE=9,10
LINK TO TILE=9,11

END_EVENT

The map is nearly identical to the original infinite plain, except there is a small black spot on the ground at row 7, column 9 (near the center of the map). Interacting with this spot adds the glasses to your inventory.

Picking up the glasses displays a message that reads "Ahh! A pair of glasses! I've been looking for these all over the place."

The glasses are an unused item referenced only in the hidden maps.

CreepTV box gasses.png

out_infiniteplaindeux

This hidden map is always located at (12,-9) on the infinite plain. To find it:

  • Enter the infinite plain north of the house
  • Walk north 8 times
  • Walk 11 times.

The map data is as follows:

;OUTSIDE HOUSE - INFINITE PLAIN mkIII deux deluxe, 13*10

START_GFX
ZP0
ZP1
ZP2
ZP3
ZP4
ZP5
ZP6
ZP7
ZP8
ZP9
END_GFX

START_WALL
1111111111111
1111111111111
1111111111111
1111111111111
1111111111111
1111111111111
1111111111111
0000000011111
0000000011111
0000000011111
END_WALL

START_EVENT


;EXIT SOUTH
AUTO STOP TILE=10,1
fade [#target_blend:0, #speed:25]
wait [#frames:5]
do [#statement:"obw.rpgMoto.customCode.setInfXY(1,-1)"]
do [#statement:"obw.rpgMoto.customCode.setInfinityMode(#north_plain)"]
move [#room:#out_infiniteplain, #dest:point(128,174)]
fade [#target_blend:100, #speed:25]
LINK TO TILE=10,2
LINK TO TILE=10,3
LINK TO TILE=10,4
LINK TO TILE=10,5
LINK TO TILE=10,6
LINK TO TILE=10,7
LINK TO TILE=10,8
LINK TO TILE=10,9
LINK TO TILE=10,10
LINK TO TILE=10,11
LINK TO TILE=10,12
LINK TO TILE=10,13

;EXIT WEST
AUTO STOP TILE=7,1
fade [#target_blend:0, #speed:25]
wait [#frames:5]
do [#statement:"obw.rpgMoto.customCode.setInfXY(1,-1)"]
do [#statement:"obw.rpgMoto.customCode.setInfinityMode(#north_plain)"]
move [#room:#out_infiniteplain, #dest:point(128,174)]
fade [#target_blend:100, #speed:25]
LINK TO TILE=8,1
LINK TO TILE=9,1
LINK TO TILE=10,1

;object
ACTION STOP USE=glasses TILE=8,2
msg [#text:["Wee...amazing! You found it!",#br,"GOOD DOG!"], #txt_align:#center]
msg [#text:#deux, #pos:#center]
ELSE
msg [#text:["STUPID DOG!!!"]]
LINK TO TILE=8,3
LINK TO TILE=8,4

END_EVENT

This hidden map has an oasis, three palm trees, and a wooden sign. Trying to read the sign without the glasses displays the following message:

Reading the sign without the glasses shows a message that says "STUPID DOG!!!"

If you use the glasses on the sign, this message is displayed instead:

Reading the sign with the glasses shows a message that says "Wee...amazing! You found it! GOOD DOG!"

References