Courage in Creep TV
Courage in Creep TV |
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Developer: Netbaby World AB[1]
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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.
Contents
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:
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.
mirage
The code mirage
shows the following message:
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.
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.
The glasses are an unused item referenced only in the hidden maps.
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 east 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:
If you use the glasses on the sign, this message is displayed instead:
References
The Courage the Cowardly Dog series
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Adobe Shockwave | Courage in Creep TV |
Adobe Flash | Slide Puzzler |
See Also | |
Cartoon Network |
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Netbaby World AB
Games > Games by platform > Adobe Shockwave games
Games > Games by publisher > Games published by Cartoon Network
Games > Games by release date > Games released in 2002
Games > Games by series > Courage the Cowardly Dog series