I figured it out self

but could you improve it, so the transition between badass mode and normal mode will be smoother?
Here is my whole game code (NB it's not finished)
Rem Project: 2D project
Rem Created: Sunday, October 06, 2013
Rem ***** Main Source File *****
#constant bg 6
#constant platform 2
#constant BGscore 3
Rem *********PLAYER********
#constant _TRUE = 1
#constant _FALSE = 0
#constant _JUMPSPEED 4
#constant _JUMPPOWER 15
x# = 50
y# = 430
speed# = 4
health=100
Rem *********PLAYER_ENEMY********
#constant _TRUE2 = 1
#constant _FALSE2 = 0
#constant _JUMPSPEED2 4
#constant _JUMPPOWER2 15
#constant enemy 7
E# = 50*17
Y2# = 416
speed2# = 4
Health2=100
Rem *********DISPLAY*********
AUTOCAM OFF
BACKDROP ON
COLOR BACKDROP 0
SYNC
SYNC RATE 60
SYNC ON
SET DISPLAY MODE 1024, 512, 32,
Rem *********LOAD_IMAGE**********
Load image "sprites\TRYMS\background.png", bg
Load image "sprites\TRYMS\platform.png", platform
Load image "sprites\TRYMS\SCORE.png", BGscore
Rem *********ENEMY_SPRITE***********
create animated sprite 7, "sprites\TRYMS\sprite2.png", 1,1,7
sprite 7, 32*30, 416, 7
mirror sprite 7
show sprite 7
Rem *********RANDOMBOX_SPRITE***********
create animated sprite 10, "sprites\TRYMS\Randombox.png",1,1,10
sprite 10,32*77, 448,10
show sprite 10
Rem **********COIN_SPRITE***********
create animated sprite 8, "sprites\TRYMS\coin.png",1,1,8
sprite 8,32*77, 448,8
show sprite 8
create animated sprite 9, "sprites\TRYMS\coin.png",1,1,9
sprite 9,32*77, 448,9
show sprite 9
rem ***********ANIMATED_SPRITE**********
create animated sprite 1,"sprites\TRYMS\test.bmp",5,1,1 rem we divide our bmp in five frames
sprite 1,x,430,1
delay=150
x=100
y=200
state=0
Badass= 1
BAM= 0 :rem badass mode flag
coolDown= 0 :rem badass cooldown timer
Rem ********PASTE_IMAGE*********
DO
Paste image bg,0,0
Paste image 2,0,480,1
Paste image 2,32,480,1
Paste image 2,32*2,480,1
Paste image 2,32*3,480,1
Paste image 2,32*4,480,1
Paste image 2,32*5,480,1
Paste image 2,32*6,480,1
Paste image 2,32*7,480,1
Paste image 2,32*8,480,1
Paste image 2,32*9,480,1
Paste image 2,32*10,480,1
Paste image 2,32*11,480,1
Paste image 2,32*12,480,1
Paste image 2,32*13,480,1
Paste image 2,32*14,480,1
Paste image 2,32*15,480,1
Paste image 2,32*16,480,1
Paste image 2,32*17,480,1
Paste image 2,32*18,480,1
Paste image 2,32*19,480,1
Paste image 2,32*20,480,1
Paste image 2,32*21,480,1
Paste image 2,32*22,480,1
Paste image 2,32*23,480,1
Paste image 2,32*24,480,1
Paste image 2,32*25,480,1
Paste image 2,32*26,480,1
Paste image 2,32*27,480,1
Paste image 2,32*28,480,1
Paste image 2,32*29,480,1
Paste image 2,32*30,480,1
Paste image 2,32*31,480,1
Paste image 2,32*32,480,1
Paste image 3,3,20,1
Paste image 3,920,20,1
Rem ***********PLAYER_ANIMATION**********
if leftkey()=1
x=x-1
if state<>3 then state=3 : set sprite frame 1,2
play sprite 1,2,6,80
else
if rightkey()=1
x=x+1
if state<>4 then state=4 : set sprite frame 1,2
play sprite 1,2,6,80
endif
endif
Rem *******RANDOMBOX_COLLISION*********
if sprite collision(1,10)then scale sprite 1,500
if sprite collision(1,10)then y#=225
if y#=225
jump#=0
_jump= _false
endif
if sprite collision(1,10)then text 380,47, "BADASS MODE"
Rem ********SCORE********
Ink rgb(255,0,0),rgb(0,0,0)
Set text font "arial"
Set text size 50
Text 958,47,str$(score2)
Ink rgb(255,0,0),rgb(0,0,0)
Set text font "arial"
Set text size 50
Text 40,47,str$(score)
if sprite hit(1,8)=1 then inc score, 1
if sprite hit(7,8)=1 then inc score, 1
if sprite collision(1,8)then sprite 8,600,600,8
if sprite collision(7,8)then sprite 8,600,600,8
if sprite hit(1,9)=1 then inc score, 1
if sprite hit(7,9)=1 then inc score2, 1
if sprite collision(1,9)then sprite 9,600,600,9
if sprite collision(7,9)then sprite 9,600,600,9
Rem *********COMBO***********
if spacekey()=1 then inc state2,1
if spacekey()=1 then text 300,47,"SPACE"
if spacekey()=0 then state2=0
if keystate(19)=1 then inc state2,1
if keystate(19)=1 then text 460,47,"+ R"
if keystate(19)=0 then state2=0
if keystate(20)=1 then inc state2,1
if keystate(20)=1 then text 540,47,"+ T"
if keystate(20)=0 then state2=0
if state2>3
Seconds=3:
T=Timer()
Repeat
Elapsed=(Timer()-T)/1000
TimeLeft=Seconds-Elapsed
IK blur image 6, 3, 2
IK gradient Radial 6, x, y, 10,10,50,200 ,5 ,2
Sync rate 66
Until TimeLeft<=0
endif
if BAM = 1
scale sprite 1,500
x# = x# + (rightkey()-leftkey())*speed#
sprite 1,x#,y#,1
if upkey() then _Jump = _TRUE
if _Jump = _TRUE
inc jump#,_JUMPSPEED2
y# = y#-_JUMPPOWER2*cos(jump#)
if jump# = 180
y# = 230
jump# = 0
_Jump = _FALSE
ENDIF
ENDIF
ENDIF
Text 170,47,(msg$)
if state2>3 and coolDown <=0
BAM = 1
msg$= "BADASS MODE ACTIVATED!"
coolDown = 1 :rem doesn't actually matter what value this is as long as it's positive.
BAMt= timer()
endif
if BAM = 0 then scale sprite 1, 100
if coolDown >0
coolDown= 15000 - (timer() - BAMt)
if coolDown <10000
BAM= 0
msg$= "COOLDOWN "+str$(cooldown/1000.0)+""
endif
else
msg$= ""
endif
SYNC
Rem ********JUMP_ENEMY*********
E# = E# + (keystate(32)-keystate(30))*speed2#
sprite 7,E#,Y2#,7
if keystate(17) then _Jump2 = _TRUE2
if _Jump2 = _TRUE2
inc jump2#,_JUMPSPEED
Y2# = Y2#-_JUMPPOWER*cos(jump2#)
if jump2# = 180
Y2# = 416
jump2# = 0
_Jump2 = _FALSE2
ENDIF
ENDIF
Rem *********JUMP_PLAYER*********
if Bam = 0
x# = x# + (rightkey()-leftkey())*speed#
sprite 1,x#,y#,1
if upkey() then _Jump = _TRUE
if _Jump = _TRUE
inc jump#,_JUMPSPEED2
y# = y#-_JUMPPOWER2*cos(jump#)
if jump# = 180
y# = 430
jump# = 0
_Jump = _FALSE
ENDIF
ENDIF
ENDIF
Rem *********************
LOOP
Thanks for answer