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Komiko Kids: Billy's Quest for Cash!

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Title Screen

Komiko Kids: Billy's Quest for Cash!

Developer: NukeOTron
Publisher: NukeOTron
Platform: Windows
Released internationally: February 19, 2015


CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


Komiko Kids: Billy's Quest for Cash! is a freeware indie game by NukeOTron. It involves whacking everything that moves and chasing a flying rocket castle. Fun, isn't it?

Unused Screens

The game contains several unused map screens, titled MapA, MapB, MapC, MapD, MapE, MapF and MapRoom. The only difference between them is the object that is used on them (see below, Unused Objects section).

Here's how the unused map screen looks like (taken from decompiled game files, the game only displays a 320x240 portion around the unused BillyMap object):

KomikoKids-Map.png

Unused Code/Objects

The game contains several unused objects, all of them coded and ready to be placed. Most of them are related to the unused map screen.

ToSchool

This unused object uses the empty heart container sprite and is used to move Billy to the school area on the unused map screens. Its code goes unused, just like the map screens it's used on. The code for this object is:

Create Event:
Set Alarm 0 to 120

Alarm 0 Event:
Set a path for the instance: Applies to: Object: BillyMap, Path: KomikoToSchool,
                             Speed: 1, At end: Stop, Relative: Absolute

Collision with BillyMap event:
Set variable BillyMap.Mov to 1

ToSea

This unused object uses the empty heart container sprite and is used to move Billy to the sea area on the unused map screens. Its code goes unused, just like the map screens it's used on. The code for this object is:

Create Event:
Set Alarm 0 to 120

Alarm 0 Event:
Set a path for the instance: Applies to: Object: BillyMap, Path: SchoolToSea,
                             Speed: 1, At end: Stop, Relative: Absolute

Collision with BillyMap event:
Set variable BillyMap.Mov to 1

ToCrypt

This unused object uses the empty heart container sprite and is used to move Billy to the crypt area on the unused map screens. Its code goes unused, just like the map screens it's used on. The code for this object is:

Create Event:
Set Alarm 0 to 120

Alarm 0 Event:
Set a path for the instance: Applies to: Object: BillyMap, Path: SeaToCrypt,
                             Speed: 1, At end: Stop, Relative: Absolute

Collision with BillyMap event:
Set variable BillyMap.Mov to 1

ToWacky

This unused object uses the empty heart container sprite and is used to move Billy to the wacky area on the unused map screens. Its code goes unused, just like the map screens it's used on. The code for this object is:

Create Event:
Set Alarm 0 to 120

Alarm 0 Event:
Set a path for the instance: Applies to: Object: BillyMap, Path: CryptToWacky,
                             Speed: 1, At end: Stop, Relative: Absolute

Collision with BillyMap event:
Set variable BillyMap.Mov to 1

ToVolcano

This unused object uses the empty heart container sprite and is used to move Billy to the volcano area on the unused map screens. Its code goes unused, just like the map screens it's used on. The code for this object is:

Create Event:
Set Alarm 0 to 120

Alarm 0 Event:
Set a path for the instance: Applies to: Object: BillyMap, Path: WackyToVolcano,
                             Speed: 1, At end: Stop, Relative: Absolute

Collision with BillyMap event:
Set variable BillyMap.Mov to 1

ToCastle

This unused object uses the empty heart container sprite and is used to move Billy to the castle area on the unused map screens. Its code goes unused, just like the map screens it's used on. The code for this object is:

Create Event:
Set Alarm 0 to 120

Alarm 0 Event:
Set a path for the instance: Applies to: Object: BillyMap, Path: VolcanoToCastle,
                             Speed: 1, At end: Stop, Relative: Absolute

Collision with BillyMap event:
Set variable BillyMap.Mov to 1

BillyMap

This unused object uses the unused BillyMap sprite strip. It's used for the map screens.

Create Event:
Set variable Bip to 0
Play sound sound44
Set variable Mov to 0
Set variable Fade to 1
Set variable background_visible[7] to 1
Set Alarm 0 to 15

Alarm 0 Event:
If Bip is equal to 0
Set variable Bip to 1
Else
Set variable Bip to 0
Set Alarm 0 to 15

Alarm 1 Event:
Set variable Mov to 1

Step Event:
Set variable image_single to ((direction/45)*2)+Bip
If Mov is equal to 1
Start of a block
Set variable Fade to 2
End of a block
If Fade is equal to 1
Start of a block
If background_alpha[7] is larger than 0
Set variable background_alpha[7] to -.03125
Else
Set variable Fade to 0
End of a block
If Fade is equal to 2
Start of a block
If background_alpha[7] is smaller than 1
Set variable background_alpha[7] to .03125
Else
Go to next room
End of a block

Unused Sprites

sprite0

Technically used for the GameBegin (title screen) object, but never actually seen on-screen. Probably an early prototype version of Billy.

KomikoKids-EarlyBilly strip4.png

sprite145

An unused BONUS graphic, probably meant for bonus stages, when you get the 1UP.

KomikoKids-sprite145.png

sprite200

Unused map graphics for Billy. To be used with the unused map screens mentioned before.

KomikoKids-sprite200 strip16.png

Unused Sounds

sound66

Scrapped voice acting! This was supposed to play when you don't get 100% items. Curiously, the final game still mentions NukeOTron in "Voices" in the staff roll!

Here's NukeOTron's message:

NukeOTron here. Well, the thing is, sure, you beat the game, but you didn't complete all the big goals.
That is to say, in order for you to really beat the game, you must:

1) Collect over million dollars
2) Collect all the diamonds
3) Collect all the little fuzzies
4) Collect all the blue hearts
and 5) Beat the game within 30 minutes on the game clock.

I know it sounds tough, but it's possible. And I've made sure of it.
Anyway, good luck. You will need it.

Password/Debug Menu

KomikoKids-Debug.png

Pressing Up, A and Space at the same time on the title screen makes the game go to the debug menu. Here you can type various hardcoded passwords ("ROGORQUEI" shows a full list) to test various aspects of the game.

Code Message (Effect)
BMITCHELL Championship Mode activated!
HAVEHEART All hearts collected! (Gives all blue hearts)
LOTSACASH A million dollars collected! (Gives 1 million $)
SHINYROCK All diamonds collected! (Gives all diamonds)
CLOCKSTOP Time isn't of the essence! (Stops the timer)
WARPDRIVE Stage Select activated! (Stage Select, more info below)
ONLYBEONE Immortality activated! (Immortality, you get hit but don't lose health)
LIVEAGAIN 30 1UPs activated! (30 lives)
WARMFUZZY All fuzzies collected (Gives all fuzzies).
IMAWESOME Secret developer message (more info below).
AAAAAAAAA Another developer message (more info below).
LETSBEGIN Starts the game.
ROGORQUEI Shows the password list.

Stage Select

KomikoKids-Select.png

Typing "WARPDRIVE" in the Password/Debug Menu makes the game go to the level select. Here, you can select any part of any stage in the game.

Developer's Messages

Typing "IMAWESOME" or "AAAAAAAAA" in the Password/Debug Menu makes the game display two short developer's messages, then return to the Password/Debug Menu. The second message is a reference to the famous British WW2 poster, Keep Calm and Carry On.