Komiko Kids: Billy's Quest for Cash!
Komiko Kids: Billy's Quest for Cash! |
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Developer: NukeOTron
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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?
Contents
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):
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.
sprite145
An unused BONUS graphic, probably meant for bonus stages, when you get the 1UP.
sprite200
Unused map graphics for Billy. To be used with the unused map screens mentioned before.
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
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) |
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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
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.
- Pages missing developer references
- Games developed by NukeOTron
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- Games released in 2015
- Games released in February
- Games released on February 19
- Games with unused code
- Games with hidden developer messages
- Games with unused objects
- Games with unused graphics
- Games with unused sounds
- Games with debugging functions
- Games with hidden level selects
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