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Komiko Kids: Billy's Quest for Cash!

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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?

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#

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.