A Reverse Platformer
@Stage\n\nwhen I receive [go v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [platformer v]\nforever\n    play sound (pick random (2) to (4)) until done\n    wait (2) seconds\nend\n\nwhen I receive [cutscene v]\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\nstop [other scripts in sprite v]\nstop all sounds\nwait (5.5) seconds\nrepeat until <(part) = [Music]>\n    play sound [It's A Mystery v] until done\nend\nstop all sounds\n\nwhen I receive [music v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n    play sound (pick random (5) to (7)) until done\n    wait (2) seconds\nend\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\nforever\n    play sound [It's A Mystery v] until done\nend\n\nwhen I receive [music 2 v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n    play sound (pick random (9) to (12)) until done\n    wait (2) seconds\nend\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\nstop all sounds\nrepeat until <(part) = [Music]>\n    play sound [It's A Mystery v] until done\nend\nstop all sounds\n\nwhen I receive [final music v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n    play sound [Undertale - Megalovania v] until done\n    wait (1) seconds\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\n\nbroadcast (Cutscene2 v)\n\nwhen flag clicked\nif <(username) = [chipm0nk]> then\n    set [chipmonk seen? v] to [YES!]\nend\n\n@BLANK\n\n@INTRO\n\ndefine Smooth Glide x (x) y (y) direction (direction) size (size) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (direction)) = (round (direction))> and <(round (size)) = (round (size))>>>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    turn right (((direction) - (direction)) / (3)) degrees\n    change size by (((size) - (size)) / (speed))\nend\n\ndefine CLONE (id) quantity (amount)\nset [id v] to (id)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (0) seconds\nset [watched? v] to [1]\nplay sound [Naeleck & Hige Driver - Virtual Gaming \(Tokyo Machine Remix\) v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [part v] to [N/A]\ngo to x: (0) y: (0)\nset [spin v] to [0]\npoint in direction (90)\nhide\nswitch costume to (1 v)\nset size to (200) %\nclear graphic effects\nwait (0) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nclear graphic effects\nwait (6) seconds\nswitch costume to (2 v)\nset size to (100) %\nSmooth Glide x [0] y [0] direction [90] size [200] speed [20]\nwait (4.5) seconds\nset [part v] to [Wait]\nCLONE [2] quantity [1]\nwait (0) seconds\nCLONE [3] quantity [1]\nwait (0.5) seconds\nset [part v] to [WORDS]\nswitch costume to (3 v)\nwait (1) seconds\nset [part v] to [Wait]\nCLONE [4] quantity [1]\nrepeat (3)\n    wait (1) seconds\n    next costume\n    set [part v] to [0]\n    wait (1) seconds\nend\nrepeat (2)\n    wait (.5) seconds\n    next costume\n    set [part v] to [0]\n    wait (.5) seconds\nend\nwait (1) seconds\nset [part v] to [STOP]\nswitch costume to (9 v)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nwait (3) seconds\nbroadcast (Intro v)\n\nwhen I start as a clone\nif <(id) = [1]> then\n    point in direction (90)\n    go to [back v] layer\n    clear graphic effects\n    switch costume to (wind v)\n    go to x: (258) y: (pick random (-241) to (241))\n    set size to (50) %\n    show\n    repeat until <<(x position) = [-258]> or <[-259] > (x position)>>\n        change x by (-10)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nforever\n    wait (0) seconds\n    if <(part) = [Wait]> then\n        wait (1) seconds\n    end\n    CLONE [1] quantity [1]\n    if <(part) = [Wait]> then\n        wait (1) seconds\n    end\n    if <(part) = [STOP]> then\n        stop [this script v]\n    end\n    wait (.2) seconds\nend\n\nwhen I start as a clone\nif <(id) = [2]> then\n    point in direction (90)\n    go to [front v] layer\n    clear graphic effects\n    switch costume to (t1 v)\n    go to x: (-35) y: (0)\n    set size to (100) %\n    show\n    repeat (9)\n        change x by (10)\n    end\n    wait until <(part) = [WORDS]>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [3]> then\n    point in direction (90)\n    go to [front v] layer\n    clear graphic effects\n    switch costume to (t2 v)\n    go to x: (50) y: (0)\n    set size to (100) %\n    show\n    repeat (10)\n        change x by (-10)\n    end\n    wait until <(part) = [WORDS]>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    point in direction (90)\n    clear graphic effects\n    go to [front v] layer\n    switch costume to (transition v)\n    repeat (4)\n        go to x: (-400) y: (0)\n        show\n        repeat (80)\n            change x by (10)\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\nswitch costume to (name v)\nset size to (200) %\ngo to x: (0) y: (80)\nclear graphic effects\nCLONE [5] quantity [1]\nwait (0) seconds\nCLONE [7] quantity [1]\nwait (0) seconds\nshow\nforever\n    set [spin v] to (((Spin) + (10)) mod (360))\n    turn right (([sin v] of ((Spin) + (100)) ) * (0.5)) degrees\n    change size by (([sin v] of (Spin) ) * (0.5))\n    change y by (([sin v] of (Spin) ) * (0.5))\n    change x by (([sin v] of ((Spin) + (100)) ) * (0.5))\nend\n\nwhen flag clicked\nset [spin v] to [0]\nerase all\n\nwhen I receive [intro v]\nwait (0) seconds\nforever\n    erase all\n    SHADOW\n    wait (0) seconds\nend\n\ndefine SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\nwhen I start as a clone\nif <(id) = [5]> then\n    point in direction (90)\n    clear graphic effects\n    switch costume to (sun v)\n    go to x: (225) y: (170)\n    set size to (100) %\n    show\n    repeat until <(part) = [Play]>\n        turn right (1) degrees\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [6]> then\n    point in direction (90)\n    go to [back v] layer\n    clear graphic effects\n    set [color v] effect to (pick random (1) to (100))\n    switch costume to (pick random (16) to (21))\n    go to x: (pick random (258) to (-258)) y: (-241)\n    set size to (50) %\n    show\n    repeat until <<(y position) = [180]> or <(y position) > [180]>>\n        change y by (5)\n    end\n    delete this clone\nend\n\nwhen I receive [intro v]\nwait (1) seconds\nforever\n    CLONE [6] quantity [1]\n    wait (.2) seconds\nend\n\nwhen I start as a clone\nif <(id) = [7]> then\n    wait (0) seconds\n    forever\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            stop [other scripts in sprite v]\n            stop all sounds\n            play sound [CHOSEN v] until done\n            wait (.5) seconds\n            repeat (25)\n                change [ghost v] effect by (4)\n                change size by (-2)\n            end\n            wait (1) seconds\n            set [part v] to [Play]\n            broadcast (Go v)\n            stop [this script v]\n        end\n    end\nend\n\nwhen I start as a clone\nif <(id) = [7]> then\n    go to x: (0) y: (-85)\n    point in direction (90)\n    clear graphic effects\n    go to [front v] layer\n    switch costume to (play v)\n    show\n    repeat until <(part) = [Play]>\n        clear graphic effects\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (20)\n            change size by (((300) - (size)) / (5))\n        end\n        change size by (((200) - (size)) / (5))\n    end\n    delete this clone\nend\n\nwhen flag clicked\n\nplay sound [GOT EM v] until done\nplay sound [got em music v] until done\n\nwhen I receive [go v]\nerase all\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [platformer v]\n\nforever\n    play sound (pick random (2) to (21)) until done\nend\n\nwhen I receive [intro v]\nwait (0) seconds\nrepeat until <(part) = [Play]>\n    clear graphic effects\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n        change size by (((300) - (size)) / (5))\n    end\n    change size by (((200) - (size)) / (5))\nend\n\nset [watched? v] to [0]\n\nwhen flag clicked\nif <(Watched?) = [1]> then\n    stop [other scripts in sprite v]\n    broadcast (Intro v)\n    repeat until <(part) = [Play]>\n        play sound (pick random (4) to (13)) until done\n        wait (5) seconds\n    end\n    stop all sounds\nend\n\n@Glitch\n\nwhen I receive [go v]\nset size to (150) %\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\npoint in direction (90)\nshow\nstart sound [Glitch Sound Effects2 v]\nwait (1) seconds\nrepeat (3)\n    repeat (20)\n        switch costume to (pick random (1) to (4))\n        go to x: (pick random (-10) to (10)) y: (0)\n    end\n    switch costume to (costume1 v)\n    wait (2) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\npoint in direction (90)\n\n@Text Engine by squig3\n\ndefine wait\nshow\ngo to x: ((-188) + (386)) y: ((textbox.y) + (-62))\ngo to [front v] layer\nrepeat until <not <mouse down?>>\n    switch costume to (join [wait] (((round ((timer) / (0.1))) mod (7)) + (1)))\nend\nrepeat until <mouse down?>\n    switch costume to (join [wait] (((round ((timer) / (0.1))) mod (7)) + (1)))\nend\nhide\nwait until <not <mouse down?>>\n\nwhen I receive [text.newline v]\nif <not <(Text Engine by squig3: behavior) = [&]>> then\n    if <(Text Engine by squig3: txt.line) = [1]> then\n        delete this clone\n    end\n    if <(Text Engine by squig3: txt.line) = [2]> then\n        glide (0.1) secs to x: (x position) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n        set [text engine by squig3: txt.line v] to [1]\n    end\nend\n\nwhen I receive [text.remove v]\ndelete this clone\n\ndefine type (txt) n (name)\nset [brightness v] effect to (100)\nif <<(name) = []> or <(name) = [#]>> then\n    set [textbox.hasname? v] to [0]\nelse\n    set [text engine by squig3: behavior v] to [&]\n    set [text engine by squig3: behavior v] to [g]\n    nm (name)\n    set [textbox.hasname? v] to [1]\nend\nset [text engine by squig3: i v] to [1]\ngo to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\nhide\nset [text engine by squig3: behavior v] to [n]\nset [text engine by squig3: txt.line v] to [1]\nrepeat (length of (txt))\n    if <(letter (Text Engine by squig3: i) of (txt)) = [@]> then\n    if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n        wait\n        broadcast (text.remove v)\n        nm (name)\n        go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n        set [text engine by squig3: txt.line v] to [1]\n        set [text engine by squig3: behavior v] to [n]\n        change [text engine by squig3: i v] by (2)\n        if <(Text Engine by squig3: i) > (length of (txt))> then\n            broadcast (text.remove v)\n            stop [this script v]\n        end\n    end\n    if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n        if <(Text Engine by squig3: txt.line) > [1]> then\n            wait\n        end\n        change [text engine by squig3: txt.line v] by (1)\n        change [text engine by squig3: i v] by (2)\n        if <(Text Engine by squig3: txt.line) = [2]> then\n            go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n        end\n        if <(Text Engine by squig3: txt.line) > [2]> then\n            go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n            broadcast (text.newline v) and wait\n        end\n    end\n    if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n        set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n        change [text engine by squig3: i v] by (3)\n    end\n    switch costume to (letter (Text Engine by squig3: i) of (txt))\n    if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n        create clone of (_myself_ v)\n        change x by (14)\n        if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n            change x by (-4)\n        end\n        if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n            change x by (2)\n        end\n        change [text engine by squig3: i v] by (1)\n        start sound [plat4 v]\n        if <<mouse down?> and <(Text Engine by squig3: i) > [10]>> then\n            if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n                wait\n                broadcast (text.remove v)\n                nm (name)\n                go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n                set [text engine by squig3: txt.line v] to [1]\n                set [text engine by squig3: behavior v] to [n]\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: i) > (length of (txt))> then\n                    broadcast (text.remove v)\n                    stop [this script v]\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n                if <(Text Engine by squig3: txt.line) > [1]> then\n                    wait\n                end\n                change [text engine by squig3: txt.line v] by (1)\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: txt.line) = [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                end\n                if <(Text Engine by squig3: txt.line) > [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                    broadcast (text.newline v) and wait\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n                set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n                change [text engine by squig3: i v] by (3)\n            end\n            switch costume to (letter (Text Engine by squig3: i) of (txt))\n            if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n                create clone of (_myself_ v)\n                change x by (14)\n                if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (-4)\n                end\n                if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (2)\n                end\n                change [text engine by squig3: i v] by (1)\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n                wait\n                broadcast (text.remove v)\n                nm (name)\n                go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n                set [text engine by squig3: txt.line v] to [1]\n                set [text engine by squig3: behavior v] to [n]\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: i) > (length of (txt))> then\n                    broadcast (text.remove v)\n                    stop [this script v]\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n                if <(Text Engine by squig3: txt.line) > [1]> then\n                    wait\n                end\n                change [text engine by squig3: txt.line v] by (1)\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: txt.line) = [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                end\n                if <(Text Engine by squig3: txt.line) > [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                    broadcast (text.newline v) and wait\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n                set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n                change [text engine by squig3: i v] by (3)\n            end\n            switch costume to (letter (Text Engine by squig3: i) of (txt))\n            if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n                create clone of (_myself_ v)\n                change x by (14)\n                if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (-4)\n                end\n                if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (2)\n                end\n                change [text engine by squig3: i v] by (1)\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n                wait\n                broadcast (text.remove v)\n                nm (name)\n                go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n                set [text engine by squig3: txt.line v] to [1]\n                set [text engine by squig3: behavior v] to [n]\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: i) > (length of (txt))> then\n                    broadcast (text.remove v)\n                    stop [this script v]\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n                if <(Text Engine by squig3: txt.line) > [1]> then\n                    wait\n                end\n                change [text engine by squig3: txt.line v] by (1)\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: txt.line) = [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                end\n                if <(Text Engine by squig3: txt.line) > [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                    broadcast (text.newline v) and wait\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n                set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n                change [text engine by squig3: i v] by (3)\n            end\n            switch costume to (letter (Text Engine by squig3: i) of (txt))\n            if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n                create clone of (_myself_ v)\n                change x by (14)\n                if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (-4)\n                end\n                if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (2)\n                end\n                change [text engine by squig3: i v] by (1)\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n                wait\n                broadcast (text.remove v)\n                nm (name)\n                go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n                set [text engine by squig3: txt.line v] to [1]\n                set [text engine by squig3: behavior v] to [n]\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: i) > (length of (txt))> then\n                    broadcast (text.remove v)\n                    stop [this script v]\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n                if <(Text Engine by squig3: txt.line) > [1]> then\n                    wait\n                end\n                change [text engine by squig3: txt.line v] by (1)\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: txt.line) = [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                end\n                if <(Text Engine by squig3: txt.line) > [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                    broadcast (text.newline v) and wait\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n                set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n                change [text engine by squig3: i v] by (3)\n            end\n            switch costume to (letter (Text Engine by squig3: i) of (txt))\n            if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n                create clone of (_myself_ v)\n                change x by (14)\n                if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (-4)\n                end\n                if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (2)\n                end\n                change [text engine by squig3: i v] by (1)\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n                wait\n                broadcast (text.remove v)\n                nm (name)\n                go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n                set [text engine by squig3: txt.line v] to [1]\n                set [text engine by squig3: behavior v] to [n]\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: i) > (length of (txt))> then\n                    broadcast (text.remove v)\n                    stop [this script v]\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n                if <(Text Engine by squig3: txt.line) > [1]> then\n                    wait\n                end\n                change [text engine by squig3: txt.line v] by (1)\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: txt.line) = [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                end\n                if <(Text Engine by squig3: txt.line) > [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                    broadcast (text.newline v) and wait\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n                set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n                change [text engine by squig3: i v] by (3)\n            end\n            switch costume to (letter (Text Engine by squig3: i) of (txt))\n            if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n                create clone of (_myself_ v)\n                change x by (14)\n                if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (-4)\n                end\n                if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (2)\n                end\n                change [text engine by squig3: i v] by (1)\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n                wait\n                broadcast (text.remove v)\n                nm (name)\n                go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n                set [text engine by squig3: txt.line v] to [1]\n                set [text engine by squig3: behavior v] to [n]\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: i) > (length of (txt))> then\n                    broadcast (text.remove v)\n                    stop [this script v]\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n                if <(Text Engine by squig3: txt.line) > [1]> then\n                    wait\n                end\n                change [text engine by squig3: txt.line v] by (1)\n                change [text engine by squig3: i v] by (2)\n                if <(Text Engine by squig3: txt.line) = [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                end\n                if <(Text Engine by squig3: txt.line) > [2]> then\n                    go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n                    broadcast (text.newline v) and wait\n                end\n            end\n            if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n                set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n                change [text engine by squig3: i v] by (3)\n            end\n            switch costume to (letter (Text Engine by squig3: i) of (txt))\n            if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n                create clone of (_myself_ v)\n                change x by (14)\n                if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (-4)\n                end\n                if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n                    change x by (2)\n                end\n                change [text engine by squig3: i v] by (1)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [x v] to (x position)\nset [y v] to (y position)\nif <(x position) > [230]> then\n    delete this clone\nend\nif <(Text Engine by squig3: behavior) = [n]> then\n    stop [this script v]\nend\nif <(Text Engine by squig3: behavior) = [#]> then\n    set [color v] effect to (32)\n    set [brightness v] effect to (0)\n    stop [this script v]\nend\nif <(Text Engine by squig3: behavior) = [&]> then\n    set [ghost v] effect to (50)\n    stop [this script v]\nend\nforever\n    if <(Text Engine by squig3: behavior) = [s]> then\n        go to x: (((pick random (1) to (-1)) * (1)) + (x)) y: (((pick random (1) to (-1)) * (1)) + (y))\n    end\n    if <(Text Engine by squig3: behavior) = [w]> then\n        go to x: (x) y: ((([sin v] of (((timer) * (520)) + (((x) * (-2)) + ((y) * (3)))) ) * (2)) + (y))\n    end\nend\n\ndefine #end\nset [textbox.shown v] to [0]\nbroadcast (text.remove v) and wait\n\ndefine nm (n)\nif <not <(n) = [#]>> then\n    set [text engine by squig3: name.i v] to [1]\n    go to x: ((textbox.x) - (4)) y: ((textbox.y) + (6))\n    repeat (length of (n))\n        switch costume to (letter (Text Engine by squig3: name.i) of (n))\n        create clone of (_myself_ v)\n        change x by (14)\n        if <[kerning short v] contains (letter (Text Engine by squig3: name.i) of (n))?> then\n            change x by (-4)\n        end\n        if <[kerning long v] contains (letter (Text Engine by squig3: name.i) of (n))?> then\n            change x by (2)\n        end\n        change [text engine by squig3: name.i v] by (1)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show char name v]\nset [brightness v] effect to (100)\nset [textbox.x v] to [-220]\nset [textbox.y v] to [160]\nnm [???]\n\nwhen flag clicked\nset [textbox.y v] to [-99]\nset [textbox.x v] to [-188]\nhide\ndelete this clone\n\nwhen I receive [go v]\nwait (11) seconds\ntype [um...hello? /] n [Player]\ntype [is anyone there? /] n [Player]\ntype [... /] n [Player]\ntype [\[s\] HUH?!/] n [Unknown]\ntype [\[s\] What are you doing here?! /] n [Unknown]\ntype [To play a platformer./] n [Player]\ntype [Obviously  /] n [Player]\ntype [\[#\]oh.../] n [Unknown]\ntype [._./] n [Player]\ntype [Anywaays, i don't have time for  + this,/] n [Unknown]\ntype [so how about you play this hard + platformer?/] n [Unknown]\ntype [\[#\]OK! I LOVE A GOOD CHALLENGE! /] n [Player]\ntype [Well, i don't think you'll + like this/] n [Unknown]\ntype [because the goal changes/] n [Unknown]\ntype [..../] n [Player]\ntype [\[s\] HUH?!/] n [Player]\ntype [OK! BYE!/] n [Unknown]\ntype [sigh -_-/] n [Player]\n#end\nbroadcast (platformer v)\n\nwhen I receive [cutscene2 v]\nswitch backdrop to (backdrop4 v)\ntype [..../] n [Unknown]\ntype [Fascinating../] n [Unknown]\ntype [OH! YOU'RE BACK!/] n [Player]\ntype [Yes I am/] n [Unknown]\ntype [Who was the guy that + was in the cutscene?/] n [Player]\ntype [Oh, the stickman?/] n [Unknown]\ntype [Yeah./] n [Player]\ntype [Well, he's the guy that is+  doing the text./] n [Unknown]\ntype [\[#\] In This Platformer/] n [Unknown]\ntype [\[&\]  you won't see him again + though../] n [Unknown]\ntype [Because...I'm finished what I +  was doing, so I'm free/] n [Unknown]\ntype [\[s\]AND IT'S TIME FOR THE LAST + PART!/] n [Unknown]\ntype [.../] n [Player]\ntype [sigh.../] n [Player]\ntype [BUT THIS TIME...ITS IN PIXEL!/] n [Unkown]\ntype [\[s\] WAIT WHAT?!/] n [Player]\ntype [\[w\]HAHAHAHAHA!/] n [Unkown]\ntype [\[s\] THERE'S  ALSO A TIMER!/] n [Unkown]\ntype [\[w\] GOOD LUCK!/] n [Unkown]\n#end\nbroadcast (Pixel Timer v)\nwait (0) seconds\nbroadcast (Music 2 v)\nwait (.1) seconds\nbroadcast (Round 3 v)\n\nwhen I receive [cutscene 3 v]\nswitch backdrop to (backdrop4 v)\ntype [\[s\]HOW?!/] n [Unknown]\ntype [\[s\] HOW DID YOU BEAT THIS?!/] n [Unknown]\ntype [Because.../] n [Player]\ntype [\[w\] I'm like that /] n [Player]\ntype [.../] n [Unknown]\ntype [YOU KNOW WHAT/] n [Unknown]\ntype [?/] n [Player]\ntype [\[s\]It's time for you to + fight a boss/] n [Unknown]\ntype [\[w\]WHICH IS ME!/] n [Unknown]\ntype [uh...but how can you do that? + I don't even know you./] n [Player]\ntype [Well, I'm a pretty popular + scratcher./] n [Unknown]\ntype [And a lot of people know me../] n [Unknown]\ntype [ok...?/] n [Player]\ntype [The name is..../] n [Unknown]\ntype [..../] n [Unknown]\ntype [FUNNYTOONS/] n [FunnyToons]\ntype [?!/] n [Player]\ntype [Wait a minute..+ \[s\] I KNOW YOU!/] n [Player]\ntype [\[s\] You are the scratcher + that got 1k in 1 month/] n [Player]\ntype [Indeed.../] n [FunnyToons]\ntype [\[#\]AND NOW YOU'LL HAVE TO + DEFEAT ME!/] n [FunnyToons]\ntype [\[w\] HAHAHAHAHAHAHAHAHA/] n [FunnyToons]\ntype [..../] n [Player]\ntype [\[&\] *gulp*/] n [Player]\n#end\nbroadcast (Cutscene4 v)\n\n@PLAYER\n\ndefine Touching Level\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    set [leveltouch v] to [1]\nelse\n    set [leveltouch v] to [0]\nend\n\ndefine Control - UP and Down\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n    if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n        set [jumping v] to [1]\n        set [jump falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to ((direction) / ((90) * (7)))\n    end\n    if <<(jump falling) < [3]> and <(jumping) = [0]>> then\n        set [jumping v] to [1]\n        set [jump falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (jump DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (force)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (gravity)\nif <(wall slide) > [0]> then\n    Check Slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\n    end\nend\n\ndefine Move in steps (steps)\nchange [jump falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Touching Level\n    if <(leveltouch) > [0]> then\n        Collide X - Slope\n    end\n    set [last value v] to (y position)\n    if <<touching (trampoline v)?> or > then\n        set [speed y v] to [27]\n    end\n    change y by ((speed y) / (steps))\n    Touching Level\n    if <(leveltouch) > [0]> then\n        Collide Y: Down Slope\n    end\nend\n\ndefine Collide X - Slope\nCheck Slide\nchange y by (1)\nTouching Level\nif <(leveltouch) > [0]> then\n    change y by (1)\n    Touching Level\n    if <(leveltouch) > [0]> then\n        change y by (-2)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nslide\n\ndefine Check Slide\nif <(jump falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nset rotation style [left-right v]\nTouching Level\nset [wall slide v] to (leveltouch)\nset rotation style [don't rotate v]\n\ndefine Controls - Left and Right\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n    change [speed x v] by ((0) - (acceleration))\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    change [speed x v] by (acceleration)\nend\nset [speed x v] to ((speed x) * (slowed))\nif <<(jump falling) > [2]> and <(wall slide) < [1]>> then\n    set [speed x v] to ((speed x) * (0.98))\n    stop [this script v]\nend\n\ndefine Collide Y: Down Slope\nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(jump falling) > [0]> then\n    set [jump falling v] to [0]\n    slide\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine slide\nchange y by (-2)\nchange x by (1)\nTouching Level\nif <(leveltouch) < [1]> then\n    set [jump falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nTouching Level\nif <(leveltouch) < [1]> then\n    set [jump falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen flag clicked\nRESET\n\ndefine RESET\nhide\nset size to (100) %\ngo to x: (-192) y: (-85)\npoint in direction (90)\nset rotation style [left-right v]\nset [jump duration v] to [6]\nset [speed y v] to [0]\nset [jump falling v] to [0]\nset [force v] to [12]\nset [slowed v] to [0.8]\nset [acceleration v] to [1.5]\nset [jump falling v] to [99]\nset [gravity v] to [-1]\nclear graphic effects\n\nwhen I receive [platformer v]\nclear graphic effects\nswitch backdrop to (backdrop5 v)\nshow\nforever\n    Control - UP and Down\n    Controls - Left and Right\n    Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n    if <(Level) = [7]> then\n        if <(y position) < [-178]> then\n            repeat (25)\n                change [ghost v] effect by (4)\n            end\n            go to x: (250) y: (-90)\n            broadcast (Again v)\n            clear graphic effects\n        end\n    end\n    if <(y position) < [-196]> then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n        if <(Level) = [1]> then\n            go to x: (192) y: (-85)\n        else\n            if <(Level) = [2]> then\n                go to x: (192) y: (-85)\n            else\n                if <(Level) = [3]> then\n                    go to x: (-192) y: (-49)\n                else\n                    if <(Level) = [4]> then\n                        go to x: (228) y: (170)\n                    else\n                        if <(Level) = [5]> then\n                            go to x: (0) y: (0)\n                        else\n                            if <(Level) = [6]> then\n                                go to x: (-250) y: (-90)\n                            else\n                                if <(Level) = [8]> then\n                                    go to x: (-250) y: (-90)\n                                else\n                                    if <(Level) = [9]> then\n                                        go to x: (250) y: (-90)\n                                    else\n                                        if <(Level) = [10]> then\n                                            go to x: (-135) y: (160)\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n            broadcast (Again v)\n            clear graphic effects\n        end\n    end\n    if  then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n        if <(Level) = [1]> then\n            go to x: (192) y: (-85)\n        else\n            if <(Level) = [2]> then\n                go to x: (192) y: (-85)\n            else\n                if <(Level) = [3]> then\n                    go to x: (-192) y: (-49)\n                else\n                    if <(Level) = [4]> then\n                        go to x: (228) y: (170)\n                    else\n                        if <(Level) = [5]> then\n                            go to x: (0) y: (0)\n                        else\n                            if <(Level) = [6]> then\n                                go to x: (-250) y: (-90)\n                            else\n                                if <(Level) = [7]> then\n                                    go to x: (250) y: (-90)\n                                else\n                                    if <(Level) = [8]> then\n                                        go to x: (-250) y: (-90)\n                                    else\n                                        if <(Level) = [8]> then\n                                            go to x: (250) y: (-90)\n                                        else\n                                            if <(Level) = [9]> then\n                                                go to x: (250) y: (-90)\n                                            else\n                                                if <(Level) = [10]> then\n                                                    go to x: (-135) y: (160)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n            broadcast (Again v)\n            clear graphic effects\n        end\n    end\n    if <(Level) = [1]> then\n        if <(x position) > [250]> then\n            change [level v] by (1)\n            broadcast (next level v)\n            go to x: (192) y: (-85)\n        end\n    else\n        if <(Level) = [2]> then\n            if <[-250] > (x position)> then\n                change [level v] by (1)\n                broadcast (next level v)\n                go to x: (-192) y: (-49)\n            end\n        else\n            if <(Level) = [3]> then\n                if <(x position) > [250]> then\n                    change [level v] by (1)\n                    broadcast (next level v)\n                    go to x: (228) y: (170)\n                end\n            else\n                if <(Level) = [4]> then\n                    if <<(x position) > [235]> and <[-130] > (y position)>> then\n                        change [level v] by (1)\n                        broadcast (next level v)\n                        go to x: (0) y: (0)\n                    end\n                else\n                    if <(Level) = [5]> then\n                        if <(x position) > [250]> then\n                            set [level v] to [1]\n                            broadcast (Again v)\n                            go to x: (-192) y: (-85)\n                        else\n                            if <[-250] > (x position)> then\n                                change [level v] by (1)\n                                broadcast (next level v)\n                                go to x: (-250) y: (-85)\n                            end\n                        end\n                    else\n                        if <(Level) = [6]> then\n                            if <(x position) > [250]> then\n                                change [level v] by (1)\n                                broadcast (next level v)\n                                go to x: (250) y: (-90)\n                                set size to (30) %\n                            end\n                        else\n                            if <(Level) = [7]> then\n                                if <<(x position) > [230]> and <(y position) > [59]>> then\n                                    change [level v] by (1)\n                                    broadcast (next level v)\n                                    go to x: (-250) y: (-90)\n                                    set size to (100) %\n                                end\n                            else\n                                if <(Level) = [8]> then\n                                    if <(x position) > [230]> then\n                                        change [level v] by (1)\n                                        broadcast (next level v)\n                                        go to x: (250) y: (-90)\n                                        set size to (100) %\n                                    end\n                                else\n                                    if <(Level) = [9]> then\n                                        if <<[-250] > (x position)> and <(y position) > [146]>> then\n                                            change [level v] by (1)\n                                            broadcast (next level v)\n                                            go to x: (-135) y: (160)\n                                            set size to (100) %\n                                        end\n                                    else\n                                        if <(Level) = [10]> then\n                                            if <<[-250] > (x position)> and <(y position) > [-115]>> then\n                                                change [level v] by (1)\n                                                broadcast (Cutscene v)\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [platformer v]\nforever\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        switch costume to (up v)\n        create clone of (_myself_ v)\n    else\n        if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            switch costume to (right v)\n            create clone of (_myself_ v)\n        else\n            if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n                switch costume to (left v)\n                create clone of (_myself_ v)\n            else\n                switch costume to (idle v)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nrepeat (10)\n    switch costume to (clone trail v)\n    change size by (-2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 2 v]\nclear graphic effects\nswitch backdrop to (backdrop5 v)\nwait (0) seconds\nif <(Level) = [11]> then\n    go to x: (-177) y: (20)\nelse\n    if <(Level) = [12]> then\n        go to x: (210) y: (94)\n    else\n        if <(Level) = [13]> then\n            go to x: (-183) y: (0)\n        else\n            if <(Level) = [14]> then\n                go to x: (-189) y: (-47)\n            else\n                if <(Level) = [15]> then\n                    go to x: (230) y: (105)\n                else\n                    if <(Level) = [16]> then\n                        go to x: (-182) y: (-65)\n                    else\n                        if <(Level) = [17]> then\n                            go to x: (202) y: (-61)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nshow\nforever\n    Control - UP and Down\n    Controls - Left and Right\n    Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n    if <(y position) < [-196]> then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n        if <(Level) = [11]> then\n            go to x: (-177) y: (20)\n        else\n            if <(Level) = [12]> then\n                go to x: (210) y: (94)\n            else\n                if <(Level) = [13]> then\n                    go to x: (-183) y: (0)\n                else\n                    if <(Level) = [14]> then\n                        go to x: (-189) y: (-47)\n                    else\n                        if <(Level) = [15]> then\n                            go to x: (230) y: (105)\n                        else\n                            if <(Level) = [16]> then\n                                go to x: (-182) y: (-65)\n                            else\n                                if <(Level) = [17]> then\n                                    go to x: (202) y: (-61)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        broadcast (Round 2 v)\n        clear graphic effects\n    end\n    if  then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n        if <(Level) = [11]> then\n            go to x: (-177) y: (20)\n        else\n            if <(Level) = [12]> then\n                go to x: (210) y: (94)\n            else\n                if <(Level) = [13]> then\n                    go to x: (-183) y: (0)\n                else\n                    if <(Level) = [14]> then\n                        go to x: (-189) y: (-47)\n                    else\n                        if <(Level) = [15]> then\n                            go to x: (230) y: (105)\n                        else\n                            if <(Level) = [16]> then\n                                go to x: (-182) y: (-65)\n                            else\n                                if <(Level) = [17]> then\n                                    go to x: (202) y: (-61)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        broadcast (Round 2 v)\n        clear graphic effects\n    end\n    if <(Level) = [11]> then\n        if <(x position) > [250]> then\n            change [level v] by (1)\n            broadcast (next level v)\n            go to x: (210) y: (94)\n        end\n    else\n        if <(Level) = [12]> then\n            if <[-250] > (x position)> then\n                change [level v] by (1)\n                broadcast (next level v)\n                go to x: (-183) y: (0)\n            end\n        else\n            if <(Level) = [13]> then\n                if <(x position) > [250]> then\n                    change [level v] by (1)\n                    broadcast (next level v)\n                    go to x: (-190) y: (-45)\n                end\n            else\n                if <(Level) = [14]> then\n                    if <(x position) > [250]> then\n                        change [level v] by (1)\n                        broadcast (next level v)\n                        go to x: (230) y: (105)\n                    end\n                else\n                    if <(Level) = [15]> then\n                        if <[-250] > (x position)> then\n                            change [level v] by (1)\n                            broadcast (next level v)\n                            go to x: (-182) y: (-65)\n                        end\n                    else\n                        if <(Level) = [16]> then\n                            if <(x position) > [250]> then\n                                change [level v] by (1)\n                                broadcast (next level v)\n                                go to x: (202) y: (-61)\n                            end\n                        else\n                            if <(Level) = [17]> then\n                                if <[-250] > (x position)> then\n                                    change [level v] by (1)\n                                    broadcast (Cutscene2 v)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [round 2 v]\nforever\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        switch costume to (up v)\n        create clone of (_myself_ v)\n    else\n        if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            switch costume to (right v)\n            create clone of (_myself_ v)\n        else\n            if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n                switch costume to (left v)\n                create clone of (_myself_ v)\n            else\n                switch costume to (idle v)\n            end\n        end\n    end\nend\n\nbroadcast (platformer v)\n\nwhen I receive [round 2 v]\ndelete this clone\n\nwhen I receive [music v]\nRESET\n\nset [level v] to [1]\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss v]\n\nclear graphic effects\nswitch backdrop to (backdrop9 v)\nwait (0) seconds\ngo to x: (-198) y: (-46)\nshow\nforever\n    Control - UP and Down\n    Controls - Left and Right\n    Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n    if <(y position) < [-196]> then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n    end\n    if <<touching (boss v)?> and <(Attack) = [NO]>> then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n        broadcast (HP v)\n        wait (0) seconds\n        broadcast (Final Music v)\n        wait (0) seconds\n        broadcast (Boss v)\n    end\nend\n\nwhen I receive [hp v]\nwait (0) seconds\nforever\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        switch costume to (up v)\n        create clone of (_myself_ v)\n    else\n        if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            switch costume to (right v)\n            create clone of (_myself_ v)\n        else\n            if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n                switch costume to (left v)\n                create clone of (_myself_ v)\n            else\n                switch costume to (idle v)\n            end\n        end\n    end\nend\n\nwhen I receive [boss v]\nwait (0) seconds\nforever\n    if <<touching (boss v)?> and <(Attack) = [YES]>> then\n        set [speed y v] to [10]\n        change [boss hp v] by (-5)\n        wait until <not <touching (boss v)?>>\n    end\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss v]\ndelete this clone\n\nwhen I receive [hp v]\nclear graphic effects\nswitch backdrop to (backdrop9 v)\nwait (0) seconds\ngo to x: (-198) y: (-46)\nshow\nforever\n    Control - UP and Down\n    Controls - Left and Right\n    Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n    if <(y position) < [-196]> then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n    end\n    if <<touching (boss v)?> and <(Attack) = [NO]>> then\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n        wait (0) seconds\n        broadcast (Final Music v)\n        clear graphic effects\n        switch backdrop to (backdrop9 v)\n        go to x: (-198) y: (-46)\n        wait (0) seconds\n        show\n        wait (0) seconds\n        broadcast (Boss v)\n    end\nend\n\n@Level\n\ndefine SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-5)\nchange x by (-10)\nstamp\nchange y by (5)\nchange x by (10)\nclear graphic effects\n\ndefine OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [platformer v]\nshow\nswitch costume to (Level)\n\nwhen I receive [next level v]\ngo to x: (36) y: (28)\nerase all\nswitch costume to (Level)\nwait (0) seconds\nif <(costume [number v]) = [12]> then\n    OUTLINE\n    SHADOW\nend\nif <(costume [number v]) = [13]> then\n    Layer\nend\nif <(costume [number v]) = [16]> then\n    set [ghost v] effect to (100)\nend\nif <not <(costume [number v]) = [16]>> then\n    clear graphic effects\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset size to (93) %\ngo to x: (36) y: (28)\nerase all\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\nif <(costume [number v]) = [34]> then\nif <(costume [number v]) = [35]> then\nif <(costume [number v]) = [36]> then\n\nwait (0) seconds\nif <(costume [number v]) = [23]> then\n    reset timer\n    forever\nelse\n    stop [this script v]\nend\n\nwhen I receive [again v]\nclear graphic effects\nerase all\nswitch costume to (Level)\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 2 v]\ngo to x: (36) y: (28)\nshow\nerase all\nswitch costume to (Level)\nwait (0) seconds\nif <not <(costume [number v]) = [16]>> then\n    clear graphic effects\nend\nif <(costume [number v]) = [12]> then\n    OUTLINE\n    SHADOW\nend\nif <(costume [number v]) = [13]> then\n    Layer\nend\nif <(costume [number v]) = [16]> then\n    set [ghost v] effect to (100)\nend\n\ndefine Layer\ngo to x: (0) y: (0)\nrepeat (30)\n    create clone of (_myself_ v)\n    change x by (-0.5)\n    change y by (-2)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nclear graphic effects\n\nwhen I receive [boss v]\nswitch costume to (boss level v)\ngo to x: (-6) y: (-10)\nshow\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@Danger\n\nwhen I receive [next level v]\nbroadcast (Delete v)\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\ngo to [back v] layer\nswitch costume to (join [costume] (Level))\nif <(costume [number v]) = [6]> then\n    repeat until <not <(costume [number v]) = [6]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [12]> then\n    repeat until <not <(costume [number v]) = [12]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [13]> then\n    go to [front v] layer\n    Layer\nend\nif <(costume [number v]) = [14]> then\n    repeat until <not <(costume [number v]) = [14]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [15]> then\n    repeat until <not <(costume [number v]) = [15]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer v]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\n\ngo to x: (36) y: (28)\npoint in direction (90)\nnext costume\nif <(costume [number v]) = [19]> then\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [25]> then\n    hide\n    wait (1) seconds\n    show\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [27]> then\n    go to x: (59) y: (-155)\n    set [spin v] to [20]\n    repeat until <not <(costume [number v]) = [27]>>\n        repeat (40)\n            turn right (spin) degrees\n            change [spin v] by (-1)\n        end\n        repeat (40)\n            turn right (spin) degrees\n            change [spin v] by (1)\n        end\n    end\nend\nif <(costume [number v]) = [28]> then\n    go to x: (59) y: (-148)\n    set [motion s v] to [0]\n    repeat until <not <(costume [number v]) = [28]>>\n        repeat (20)\n            change x by (motion s)\n            change [motion s v] by (-1)\n        end\n        set [motion s v] to [0]\n        repeat (20)\n            change x by (motion s)\n            change [motion s v] by (1)\n        end\n        set [motion s v] to [0]\n    end\nend\nif <(costume [number v]) = [29]> then\n    go to x: (82) y: (-148)\n    set [motion s v] to [0]\n    repeat until <not <(costume [number v]) = [29]>>\n        repeat (10)\n            change x by (motion s)\n            change [motion s v] by (-1)\n        end\n        set [motion s v] to [0]\n        repeat (10)\n            change x by (motion s)\n            change [motion s v] by (1)\n        end\n        set [motion s v] to [0]\n    end\nend\nif <(costume [number v]) = [32]> then\n    forever\n        set y to ((10) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [37]> then\n    create clone of (_myself_ v)\nend\nif <(costume [number v]) = [38]> then\n    wait (0) seconds\n    go to x: (59) y: (-155)\n    set [motion s v] to [0]\n    repeat until <not <(costume [number v]) = [38]>>\n        repeat (15)\n            change x by (motion s)\n            change [motion s v] by (-1)\n        end\n        set [motion s v] to [0]\n        repeat (15)\n            change x by (motion s)\n            change [motion s v] by (1)\n        end\n        set [motion s v] to [0]\n    end\nend\nif <(costume [number v]) = [39]> then\n    go to x: (59) y: (-155)\nend\n\nwhen I receive [again v]\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (join [costume] (Level))\nif <(costume [number v]) = [6]> then\n    repeat until <not <(costume [number v]) = [6]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\n\nwhen I receive [round 2 v]\nbroadcast (Delete v)\nswitch costume to (join [costume] (Level))\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nwait (0) seconds\nif <(costume [number v]) = [11]> then\n    repeat until <not <(costume [number v]) = [11]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [13]> then\n    go to [front v] layer\n    Layer\nend\nif <(costume [number v]) = [14]> then\n    repeat until <not <(costume [number v]) = [14]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\nif <(costume [number v]) = [15]> then\n    repeat until <not <(costume [number v]) = [15]>>\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\n\ndefine Layer\ngo to x: (0) y: (0)\nrepeat (20)\n    create clone of (_myself_ v)\n    change x by (-0.5)\n    change y by (-3)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@Text\n\nwhen flag clicked\nclear graphic effects\nset [level v] to [1]\nset size to (100) %\nswitch costume to (text1 v)\nhide\ngo to x: (0) y: (122)\n\nwhen I receive [next level v]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [4]> or <<(Level) = [5]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [10]> or >>>>>>> then\n    go to [front v] layer\n    switch costume to (join [Text] (Level))\n    go to x: (0) y: (190)\n    show\n    wait (.1) seconds\n    glide (0.1) secs to x: (0) y: (122)\n    wait until <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n    wait until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\n    glide (0.1) secs to x: (0) y: (190)\n    hide\nelse\n    hide\nend\n\nwhen I receive [platformer v]\ngo to [front v] layer\nswitch costume to (join [Text] (Level))\ngo to x: (0) y: (190)\nshow\nwait (.1) seconds\nglide (0.1) secs to x: (0) y: (122)\nwait until <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nwait until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\nglide (0.1) secs to x: (0) y: (190)\nhide\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [music v]\ngo to [front v] layer\nswitch costume to (join [Text] (Level))\ngo to x: (0) y: (190)\nshow\nwait (.1) seconds\nglide (0.1) secs to x: (0) y: (122)\nwait until <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nwait until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\nglide (0.1) secs to x: (0) y: (190)\nhide\n\ndefine Layer\ngo to x: (0) y: (0)\nrepeat (30)\n    create clone of (_myself_ v)\n    change x by (-0.5)\n    change y by (-3)\nend\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\n@ARROW\n\ndefine SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [platformer v]\nswitch costume to (Level)\nshow\n\nwhen I receive [next level v]\nclear graphic effects\nerase all\nswitch costume to (Level)\nif <(costume [number v]) = [13]> then\n    Layer\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (36) y: (28)\nerase all\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\nwait (0) seconds\nif <(costume [number v]) = [23]> then\n    reset timer\n    forever\nelse\n    stop [this script v]\nend\n\nwhen I receive [again v]\nclear graphic effects\nerase all\nswitch costume to (Level)\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 2 v]\nshow\nclear graphic effects\nerase all\nswitch costume to (Level)\nif <(costume [number v]) = [13]> then\n    Layer\nend\n\ndefine Layer\ngo to x: (36) y: (28)\nrepeat (4)\n    create clone of (_myself_ v)\n    change x by (-1)\n    change y by (-1)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\n@Cutscene\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (0 v)\nclear graphic effects\nhide\nset size to (120) %\n\nwhen I receive [cutscene v]\nswitch backdrop to (backdrop5 v)\nswitch costume to (0 v)\nshow\nwait (1) seconds\nstart sound [Low Whoosh v]\nrepeat (7)\n    next costume\n    wait (0.06) seconds\nend\nwait (2) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nwait (2) seconds\nset [part v] to [HIDE]\nswitch costume to (8 v)\nswitch backdrop to (backdrop4 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nrepeat (9)\n    wait until <<key (space v) pressed?> or <mouse down?>>\n    wait until <not <<key (space v) pressed?> or <mouse down?>>>\n    start sound [Hurt v]\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    next costume\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nset [part v] to [Music]\nbroadcast (Music v)\nwait (0) seconds\nbroadcast (Round 2 v)\n\nwhen I receive [cutscene4 v]\ngo to x: (0) y: (0)\nswitch costume to (18 v)\nset [ghost v] effect to (100)\nshow\nwait (3) seconds\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\nrepeat (7)\n    wait until <<key (space v) pressed?> or <mouse down?>>\n    wait until <not <<key (space v) pressed?> or <mouse down?>>>\n    start sound [Hurt v]\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    next costume\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nwait (4) seconds\nswitch backdrop to (backdrop8 v)\nswitch costume to (31 v)\nshow\nrepeat (6)\n    wait until <<key (space v) pressed?> or <mouse down?>>\n    wait until <not <<key (space v) pressed?> or <mouse down?>>>\n    start sound [Hurt v]\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    next costume\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nset [part v] to [Music]\nwait (4) seconds\nswitch backdrop to (backdrop8 v)\nswitch costume to (31 v)\nbroadcast (HP v)\nwait (0) seconds\nbroadcast (Final Music v)\nbroadcast (Boss v)\nwait (0) seconds\nbroadcast (Boss Timer v)\n\nwhen I receive [final cutscene v]\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\nset [part v] to [0]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\ngo to [front v] layer\nswitch costume to (anim0 v)\nset size to (120) %\nwait (2) seconds\nshow\nswitch backdrop to (backdrop5 v)\nstart sound [Sneaky Adventure v]\nwait (5) seconds\nstart sound [Kirby screaming and falling \(1\) v]\nrepeat (14)\n    next costume\nend\nwait (1) seconds\nswitch costume to (anim15 v)\nwait (3) seconds\nstart sound [pop v]\nswitch costume to (anim16 v)\nset size to (200) %\nwait (2) seconds\nstart sound [oh_ v]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nrepeat (50)\n    change [brightness v] effect by (-1)\nend\nstart sound [oh no \(1\) v]\nswitch costume to (anim17 v)\nrepeat until <(part) = [STOP]>\n    go to x: (pick random (10) to (-10)) y: (pick random (10) to (-10))\nend\nstop all sounds\nhide\nwait (4) seconds\nswitch costume to (33 v)\ngo to x: (-11) y: (-24)\nclear graphic effects\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nstart sound [Hurt v]\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nnext costume\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nstart sound [Hurt v]\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nbroadcast (End v)\n\nwhen I start as a clone\nswitch costume to (dark v)\ngo to x: (300) y: (0)\ngo to [front v] layer\nshow\nglide (3) secs to x: (200) y: (0)\nset [part v] to [STOP]\ndelete this clone\n\n@Zoom\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\nset size to (100) %\n\nwhen I receive [cutscene v]\nset [part v] to [0]\nswitch costume to (0 v)\ngo to [front v] layer\nshow\nwait until <(part) = [HIDE]>\nhide\n\nbroadcast (Cutscene v)\n\n@Pixel Player\n\ndefine Move in steps (steps)\nchange [jump falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Touching Level\n    if <(leveltouch) > [0]> then\n        Collide X - Slope\n    end\n    set [last value v] to (y position)\n    if <touching (trampoline v)?> then\n        set [speed y v] to [27]\n    end\n    change y by ((speed y) / (steps))\n    Touching Level\n    if <(leveltouch) > [0]> then\n        Collide Y: Down Slope\n    end\nend\n\ndefine Touching Level\nif <<touching (pixel level v)?> or <touching (block v)?>> then\n    set [leveltouch v] to [1]\n    if <touching (block v)?> then\n        set [part v] to [Touch]\n    end\nelse\n    set [leveltouch v] to [0]\nend\n\ndefine Collide X - Slope\nCheck Slide\nchange y by (1)\nTouching Level\nif <(leveltouch) > [0]> then\n    change y by (1)\n    Touching Level\n    if <(leveltouch) > [0]> then\n        change y by (-2)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nslide\n\ndefine Check Slide\nif <(jump falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nset rotation style [left-right v]\nTouching Level\nset [wall slide v] to (leveltouch)\nset rotation style [don't rotate v]\n\ndefine Controls - Left and Right\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n    change [speed x v] by ((0) - (acceleration))\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    change [speed x v] by (acceleration)\nend\nset [speed x v] to ((speed x) * (slowed))\nif <<(jump falling) > [2]> and <(wall slide) < [1]>> then\n    set [speed x v] to ((speed x) * (0.98))\n    stop [this script v]\nend\n\ndefine Collide Y: Down Slope\nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(jump falling) > [0]> then\n    set [jump falling v] to [0]\n    slide\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine slide\nchange y by (-2)\nchange x by (1)\nTouching Level\nif <(leveltouch) < [1]> then\n    set [jump falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nTouching Level\nif <(leveltouch) < [1]> then\n    set [jump falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine RESET\nhide\nset size to (150) %\ngo to x: (-153) y: (-120)\npoint in direction (90)\nset rotation style [left-right v]\nset [jump duration v] to [6]\nset [speed y v] to [0]\nset [jump falling v] to [0]\nset [force v] to [12]\nset [slowed v] to [0.8]\nset [acceleration v] to [1.5]\nset [jump falling v] to [99]\nset [gravity v] to [-1]\nclear graphic effects\n\ndefine Control - UP and Down\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n    if <<(jump falling) < [3]> and <(jumping) = [0]>> then\n        set [jumping v] to [1]\n        set [jump falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (jump DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (force)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (gravity)\n\nif <(jumping) = [0]> then\n    set [jumping v] to [1]\n    set [jump falling v] to [3]\n    set [wall slide v] to [0]\n    turn right (180) degrees\n    set [speed x v] to ((direction) / ((90) * (7)))\nend\n\nif <(wall slide) > [0]> then\n    Check Slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\n    end\nend\n\nwhen I start as a clone\nrepeat (10)\n    switch costume to (clone trail v)\n    change size by (-4)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [round 3 v]\nforever\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        switch costume to (up v)\n        create clone of (_myself_ v)\n    else\n        if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            switch costume to (right v)\n            create clone of (_myself_ v)\n        else\n            if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n                switch costume to (left v)\n                create clone of (_myself_ v)\n            else\n                switch costume to (idle v)\n            end\n        end\n    end\nend\n\nwhen I receive [round 3 v]\nset size to (150) %\ngo to x: (item (Level) of [player pos x v]) y: (item (Level) of [player pos y v])\nclear graphic effects\nshow\nforever\n    Control - UP and Down\n    Controls - Left and Right\n    Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n    if <<touching (goal v)?> and <(Key) > [0]>> then\n        stop [other scripts in sprite v]\n        broadcast (Change v)\n        stop [this script v]\n    end\n    if <(y position) < [-179]> then\n        stop [other scripts in sprite v]\n        repeat (50)\n            change [ghost v] effect by (2)\n        end\n        go to x: (Player Pos X) y: (Player Pos Y)\n        broadcast (Round 3 v)\n    end\n    if  then\n        stop [other scripts in sprite v]\n        repeat (25)\n            change [ghost v] effect by (4)\n        end\n        go to x: (Player Pos X) y: (Player Pos Y)\n        broadcast (Round 3 v)\n    end\nend\n\nwhen I receive [next v]\ngo to x: (item (Level) of [player pos x v]) y: (item (Level) of [player pos y v])\n\nwhen flag clicked\nRESET\n\nbroadcast (Change v) and wait\ngo to x: (Player Pos X) y: (Player Pos Y)\nclear graphic effects\nshow\n\nwhen I receive [change v]\nstart sound [Homing v]\nrepeat (20)\n    change [ghost v] effect by (5)\n    change size by (-1)\nend\nchange [level v] by (1)\nwait (.1) seconds\nif <(Level) = [11]> then\n    broadcast (Cutscene 3 v)\n    stop [this script v]\nelse\n    go to x: (item (Level) of [player pos x v]) y: (item (Level) of [player pos y v])\n    broadcast (Next v)\n    wait (0) seconds\n    broadcast (Round 3 v)\nend\n\nwhen flag clicked\ndelete all of [player pos x v]\ndelete all of [player pos y v]\nadd [-153] to [player pos x v]\nadd [-121] to [player pos y v]\nadd [-160] to [player pos x v]\nadd [108] to [player pos y v]\nadd [-157] to [player pos x v]\nadd [-130] to [player pos y v]\nadd [162] to [player pos x v]\nadd [130] to [player pos y v]\nadd [-165] to [player pos x v]\nadd [-133] to [player pos y v]\nadd [-150] to [player pos x v]\nadd [-80] to [player pos y v]\nadd [-161] to [player pos x v]\nadd [-121] to [player pos y v]\nadd [-161] to [player pos x v]\nadd [-129] to [player pos y v]\nadd [-169] to [player pos x v]\nadd [-70] to [player pos y v]\nadd [-168] to [player pos x v]\nadd [-126] to [player pos y v]\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 3 v]\nforever\n    if <key (r v) pressed?> then\n        wait until <not <key (r v) pressed?>>\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        stop [other scripts in sprite v]\n        broadcast (Round 3 v)\n    end\nend\n\n@Pixel Level\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nclear graphic effects\nerase all\nswitch costume to (Level)\nif <(Level) = [9]> then\n    switch backdrop to (backdrop7 v)\nend\n\nwhen I receive [round 3 v]\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nerase all\nswitch costume to (Level)\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset size to (400) %\ngo to x: (0) y: (0)\nerase all\n\nwhen I receive [music 2 v]\nset [level v] to [1]\nswitch backdrop to (backdrop6 v)\nswitch costume to (1 v)\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Goal\n\nwhen flag clicked\nshow list [goal position x v]\nshow list [goal position y v]\nshow list [player pos x v]\nshow list [player pos y v]\ngo to x: (0) y: (0)\nset size to (150) %\nclear graphic effects\nswitch costume to (goal6 v)\nhide\n\nwhen I receive [music 2 v]\nshow\ngo to x: (item (Level) of [goal position x v]) y: (item (Level) of [goal position y v])\nforever\n    switch costume to (goal1 v)\n    repeat (5)\n        wait (.1) seconds\n        next costume\n    end\n    wait (.1) seconds\nend\n\nwhen I receive [next v]\ngo to x: (item (Level) of [goal position x v]) y: (item (Level) of [goal position y v])\n\nwhen flag clicked\ndelete all of [goal position x v]\ndelete all of [goal position y v]\nadd [105] to [goal position x v]\nadd [105] to [goal position y v]\nadd [-156] to [goal position x v]\nadd [-145] to [goal position y v]\nadd [-157] to [goal position x v]\nadd [41] to [goal position y v]\nadd [-67] to [goal position x v]\nadd [-15] to [goal position y v]\nadd [162] to [goal position x v]\nadd [105] to [goal position y v]\nadd [-134] to [goal position x v]\nadd [56] to [goal position y v]\nadd [161] to [goal position x v]\nadd [52] to [goal position y v]\nadd [163] to [goal position x v]\nadd [-154] to [goal position y v]\nadd [163] to [goal position x v]\nadd [-154] to [goal position y v]\nadd [162] to [goal position x v]\nadd [-151] to [goal position y v]\n\nwhen I receive [round 3 v]\ngo to x: (item (Level) of [goal position x v]) y: (item (Level) of [goal position y v])\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Danger2\n\nwhen I receive [round 3 v]\ngo to [back v] layer\nclear graphic effects\nif <(Level) = [1]> then\n    hide\nend\nif <(Level) = [9]> then\n    go to x: (-135) y: (164)\n    wait (0) seconds\n    Clone Spike [30]\nend\nif <(Level) = [10]> then\n    go to x: (-135) y: (164)\n    wait (0) seconds\n    Clone Spike [30]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [next v]\nset [part v] to [0]\ngo to [back v] layer\npoint in direction (90)\nclear graphic effects\nif <(Level) = [2]> then\n    switch costume to (2 v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    show\nelse\n    if <(Level) = [3]> then\n        hide\n        switch costume to (cannon v)\n        set size to (200) %\n        go to x: (164) y: (-158)\n        CLONE [1] quantity [1]\n        wait (0) seconds\n        CLONE [2] quantity [1]\n        wait (0) seconds\n    else\n        if <(Level) = [4]> then\n            hide\n            switch costume to (cannon v)\n            set size to (200) %\n            go to x: (164) y: (-158)\n            wait (0) seconds\n            CLONE [5] quantity [1]\n        else\n            if <(Level) = [5]> then\n                hide\n                switch costume to (cannon v)\n                set size to (200) %\n                go to x: (164) y: (-158)\n                CLONE [6] quantity [1]\n                wait (0) seconds\n                CLONE [4] quantity [1]\n                wait (0) seconds\n            else\n                if <(Level) = [6]> then\n                    hide\n                    CLONE [8] quantity [1]\n                    wait (0) seconds\n                else\n                    if <(Level) = [7]> then\n                        hide\n                    else\n                        if <(Level) = [8]> then\n                            hide\n                            CLONE [9] quantity [1]\n                            wait (0) seconds\n                            CLONE [10] quantity [1]\n                            wait (0) seconds\n                            CLONE [11] quantity [1]\n                            wait (0) seconds\n                            CLONE [12] quantity [1]\n                            wait (0) seconds\n                        else\n                            if <(Level) = [9]> then\n                                go to x: (-135) y: (164)\n                                hide\n                                wait (0) seconds\n                                Clone Spike [30]\n                            else\n                                if <(Level) = [10]> then\n                                    go to x: (-135) y: (164)\n                                    hide\n                                    wait (0) seconds\n                                    Clone Spike [30]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine CLONE (id) quantity (amount)\nset [id v] to (id)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n    point in direction (90)\n    switch costume to (cannon v)\n    set size to (200) %\n    go to x: (164) y: (46)\n    show\n    repeat until <not <(Level) = [3]>>\n        wait (3) seconds\n        CLONE [3] quantity [1]\n    end\n    delete this clone\nend\n\nswitch costume to (Level)\n\nwhen I start as a clone\nif <(ID) = [1]> then\n    point in direction (90)\n    switch costume to (cannon v)\n    set size to (200) %\n    go to x: (164) y: (-158)\n    show\n    repeat until <not <(Level) = [3]>>\n        wait (3) seconds\n        CLONE [3] quantity [1]\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n    start sound [laser shot v]\n    point in direction (90)\n    switch costume to (pix ball v)\n    set size to (150) %\n    show\n    repeat until <<touching (pixel level v)?> or <(part) = [Stop]>>\n        change x by (-5)\n    end\n    delete this clone\nend\n\nwhen I receive [change v]\nstop [other scripts in sprite v]\nset [part v] to [Stop]\n\nwhen I receive [next v]\nset [part v] to [0]\ndelete this clone\n\nwhen I receive [round 3 v]\nset [part v] to [0]\n\nwhen I start as a clone\nif <(ID) = [4]> then\n    switch costume to (cannon2 v)\n    set size to (200) %\n    go to x: (-164) y: (-52)\n    show\n    repeat until <not <(Level) = [5]>>\n        wait (3) seconds\n        CLONE [7] quantity [1]\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n    point in direction (90)\n    switch costume to (cannon v)\n    set size to (200) %\n    go to x: (164) y: (-158)\n    show\n    repeat until <not <(Level) = [4]>>\n        wait (3) seconds\n        CLONE [3] quantity [1]\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [6]> then\n    point in direction (90)\n    switch costume to (cannon v)\n    set size to (200) %\n    go to x: (164) y: (-158)\n    show\n    repeat until <not <(Level) = [5]>>\n        wait (3) seconds\n        CLONE [3] quantity [1]\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [7]> then\n    start sound [laser shot v]\n    point in direction (90)\n    switch costume to (pix ball v)\n    set size to (150) %\n    show\n    repeat until <<touching (pixel level v)?> or <(part) = [Stop]>>\n        change x by (5)\n    end\n    delete this clone\nend\n\npoint in direction (90)\n\nwhen I start as a clone\nif <(ID) = [8]> then\n    point in direction (90)\n    switch costume to (cannon v)\n    set size to (200) %\n    go to x: (164) y: (-158)\n    show\n    repeat until <not <(Level) = [6]>>\n        wait (3) seconds\n        CLONE [3] quantity [1]\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [9]> then\n    point in direction (90)\n    switch costume to (cannon3 v)\n    set size to (250) %\n    go to x: (-83) y: (150)\n    show\n    repeat until <not <(Level) = [8]>>\n        play sound [Panic Code Red Alert Alarm Sound Effect v] until done\n        CLONE [Laser] quantity [1]\n        wait (3) seconds\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [10]> then\n    point in direction (90)\n    switch costume to (cannon3 v)\n    set size to (250) %\n    go to x: (-20) y: (150)\n    show\n    repeat until <not <(Level) = [8]>>\n        wait (2.37) seconds\n        CLONE [Laser] quantity [1]\n        wait (3) seconds\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [11]> then\n    point in direction (90)\n    switch costume to (cannon3 v)\n    set size to (250) %\n    go to x: (50) y: (150)\n    show\n    repeat until <not <(Level) = [8]>>\n        wait (2.37) seconds\n        CLONE [Laser] quantity [1]\n        wait (3) seconds\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [12]> then\n    point in direction (90)\n    switch costume to (cannon3 v)\n    set size to (250) %\n    go to x: (100) y: (150)\n    show\n    repeat until <not <(Level) = [8]>>\n        wait (2.37) seconds\n        CLONE [Laser] quantity [1]\n        wait (3) seconds\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Laser]> then\n    go to [back v] layer\n    set y to (-10)\n    start sound [laser shot v]\n    point in direction (90)\n    switch costume to (laser v)\n    set size to (500) %\n    show\n    change x by (-10)\n    wait (3) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Spike]> then\n    point in direction (30)\n    switch costume to (fall spike v)\n    set size to (100) %\n    show\n    forever\n        switch costume to (fall spike\(hitbox\) v)\n        if <touching (pixel player v)?> then\n            switch costume to (fall spike v)\n            change y by (-5)\n            repeat until <<touching (pixel level v)?> or <touching (_edge_ v)?>>\n                change [speed v] by (-0.5)\n                change y by (Speed)\n            end\n            delete this clone\n        else\n            switch costume to (fall spike v)\n        end\n    end\nend\n\nswitch costume to (2 v)\n\nchange x by (-10)\nwait (3) seconds\ndelete this clone\n\nswitch costume to (laser v)\n\nset [level v] to [9]\n\nwhen I receive [round 3 v]\nif <<(Level) = [9]> or <(Level) = [10]>> then\n    set [speed v] to [0]\n    delete this clone\nend\n\ndefine Clone Spike (amount)\nrepeat (amount)\n    CLONE [Spike] quantity [1]\n    wait (0) seconds\n    change x by (10)\nend\n\npoint in direction (30)\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Key\n\nwhen flag clicked\nshow list [key x v]\nshow list [key y v]\ngo to x: (0) y: (0)\nset size to (50) %\nclear graphic effects\nswitch costume to (1 v)\nhide\n\nwhen I receive [next v]\nset [key v] to [1]\nif <<(Level) = [1]> or <<(Level) = [6]> or <<(Level) = [8]> or >>> then\n    hide\nelse\n    go to x: (item (Level) of [key x v]) y: (item (Level) of [key y v])\n    set [key v] to [0]\n    show\nend\n\nwhen flag clicked\nhide variable [key v]\nshow list [key x v]\nshow list [key y v]\ndelete all of [key x v]\ndelete all of [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [130] to [key x v]\nadd [-10] to [key y v]\nadd [-97] to [key x v]\nadd [-145] to [key y v]\nadd [169] to [key x v]\nadd [-15] to [key y v]\nadd [169] to [key x v]\nadd [-38] to [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [0] to [key x v]\nadd [0] to [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [-146] to [key x v]\nadd [11] to [key y v]\n\nwhen I receive [round 3 v]\nset [key v] to [1]\nif <<(Level) = [1]> or <<(Level) = [6]> or <<(Level) = [8]> or >>> then\n    hide\nelse\n    set [key v] to [0]\n    clear graphic effects\n    show\n    wait until <touching (pixel player v)?>\n    start sound [Collect v]\n    hide\n    change [key v] by (1)\nend\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Block\n\nwhen I receive [next v]\nif <(Level) = [6]> then\n    hide\n    Clone At [-95] [-122]\n    Clone At [-85] [-122]\n    Clone At [-75] [-122]\n    Clone At [-65] [-122]\n    Clone At [-7] [-95]\n    Clone At [4] [-95]\n    Clone At [10] [-95]\n    Clone At [73] [-63]\n    Clone At [80] [-63]\n    Clone At [90] [-63]\n    Clone At [134] [-27]\n    Clone At [144] [-27]\n    Clone At [154] [-27]\n    Clone At [164] [-27]\n    Clone At [0] [39]\n    Clone At [-10] [39]\n    Clone At [-20] [39]\n    Clone At [-30] [39]\nelse\n    if <(Level) = [10]> then\n        hide\n        Clone At [30] [-62]\n        Clone At [19] [-56]\n        Clone At [-30] [-44]\n        Clone At [-128] [-7]\n        Clone At [-138] [-7]\n        Clone At [-148] [-7]\n        Clone At [-158] [-7]\n        Clone At [-168] [-7]\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nswitch costume to (dissapear v)\nhide\n\ndefine Clone At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat until <not <<(Level) = [6]> or <<(Level) = [10]> or <(part) = [Stop]>>>>\n    show\n    wait until <(part) = [Touch]>\n    repeat (4)\n        set [ghost v] effect to (30)\n        wait (.07) seconds\n        set [ghost v] effect to (0)\n        wait (.5) seconds\n    end\n    hide\n    set [part v] to [0]\n    wait (5) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nif <(part) = [Stop]> then\n    delete this clone\nend\n\nshow\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Boss\n\ndefine Smooth Glide x (x) y (y) direction (direction) size (size) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (direction)) = (round (direction))> and <(round (size)) = (round (size))>>>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    turn right (((direction) - (direction)) / (speed)) degrees\n    change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nclear graphic effects\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\ndefine CLONE (id) quantity (amount)\nset [id \(boss\) v] to (id)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [boss v]\nrepeat until <<(Boss HP) = [15]> or <(Boss HP) < [15]>>\n    set [part v] to [0]\n    Attack\n    wait (1) seconds\nend\nstop [this script v]\n\ndefine Attack\nset size to (150) %\nhide\nset [attack v] to [YES]\ngo to x: (0) y: (53)\nCLONE [NONE] quantity [1]\nwait (14) seconds\nset [part v] to [Start]\npoint in direction (90)\nwait (.2) seconds\nswitch costume to (face v)\nshow\nset [attack v] to [DANGER]\nwait (2) seconds\nset [attack v] to [NO]\nCLONE [Face] quantity [1]\nhide\ngo to x: (280) y: (-142)\nrepeat (14)\n    CLONE [Spike] quantity (pick random (1) to (4))\n    wait (1) seconds\nend\nset [part v] to [GO]\nwait until <(part) = [Next]>\nwait (1) seconds\ngo to x: (280) y: (-142)\nrepeat (20)\n    CLONE [Spike2] quantity [1]\n    change x by (-30)\n    wait (.08) seconds\nend\nwait (.1) seconds\nset size to (250) %\ngo to x: (-83) y: (160)\nCLONE [Canon] quantity [1]\nwait (0) seconds\ngo to x: (12) y: (160)\nCLONE [Canon2] quantity [1]\nwait (0) seconds\ngo to x: (158) y: (160)\nCLONE [Canon3] quantity [1]\nwait until <(part) = [Follow]>\nCLONE [Follow] quantity [1]\nwait until <(part) = [SAW]>\nwait (2) seconds\nCLONE [SAW] quantity [1]\nwait (15) seconds\nset [part v] to [UNSAW]\nwait (1) seconds\nrepeat (10)\n    CLONE [Acid] quantity [3]\n    wait (1) seconds\nend\nwait (4) seconds\n\ngo to x: (280) y: (53)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [NONE]> then\n    point in direction (90)\n    switch costume to (face2 v)\n    set size to (150) %\n    go to x: (0) y: (53)\n    show\n    set rotation style [all around v]\n    repeat until <(part) = [Start]>\n        turn right (3) degrees\n    end\n    Smooth Glide x [0] y [53] direction [90] size [150] speed [5]\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Face]> then\n    point in direction (90)\n    switch costume to (face3 v)\n    set size to (150) %\n    go to x: (0) y: (53)\n    show\n    wait until <(part) = [GO]>\n    Smooth Glide x [0] y [220] direction [90] size [150] speed [3]\n    go to x: (-205) y: (223)\n    go to [back v] layer\n    repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n        turn right (3) degrees\n        change y by (-5)\n    end\n    hide\n    wait (.5) seconds\n    show\n    go to x: (-90) y: (223)\n    repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n        turn right (3) degrees\n        change y by (-5)\n    end\n    hide\n    wait (.5) seconds\n    show\n    go to x: (0) y: (223)\n    repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n        turn right (3) degrees\n        change y by (-5)\n    end\n    hide\n    wait (.5) seconds\n    show\n    go to x: (90) y: (223)\n    repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n        turn right (3) degrees\n        change y by (-5)\n    end\n    hide\n    wait (.5) seconds\n    show\n    go to x: (205) y: (223)\n    repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n        turn right (3) degrees\n        change y by (-5)\n    end\n    set [part v] to [Next]\n    delete this clone\nend\n\nrepeat until <<(x position) = [285]> or <(x position) > [285]>>\n    turn right (3) degrees\n    change x by (5)\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Spike]> then\n    point in direction (90)\n    switch costume to (spike v)\n    set y to (-142)\n    set size to (100) %\n    change x by (10)\n    show\n    repeat until <<(x position) = [-239]> or <[-239] > (x position)>>\n        change x by (-5)\n    end\n    delete this clone\nend\n\ngo to x: (0) y: (53)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Spike2]> then\n    point in direction (90)\n    switch costume to (spike v)\n    set y to (-142)\n    set size to (50) %\n    show\n    repeat (10)\n        change [ghost v] effect by (-5)\n        change size by (5)\n    end\n    repeat (20)\n        change size by (-5)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Laser]> then\n    set y to (-10)\n    go to [back v] layer\n    start sound [laser shot v]\n    point in direction (90)\n    switch costume to (laser v)\n    set size to (500) %\n    show\n    change x by (-10)\n    wait (3) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon]> then\n    point in direction (90)\n    switch costume to (cannon3 v)\n    set size to (250) %\n    show\n    play sound [Panic Code Red Alert Alarm Sound Effect v] until done\n    wait (0) seconds\n    CLONE [Laser] quantity [1]\n    wait (3) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Follow]> then\n    go to x: (154) y: (147)\n    point in direction (90)\n    switch costume to (cannon3 v)\n    set size to (500) %\n    show\n    repeat (5)\n        repeat (7)\n            glide (1) secs to x: ([x position v] of [player v]) y: (y position)\n        end\n        wait (2) seconds\n        CLONE [Laser2] quantity [1]\n        wait (3) seconds\n    end\n    set [part v] to [SAW]\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon2]> then\n    point in direction (90)\n    switch costume to (cannon3 v)\n    set size to (250) %\n    go to x: (12) y: (160)\n    show\n    wait (3) seconds\n    CLONE [Laser] quantity [1]\n    wait (3) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon3]> then\n    point in direction (90)\n    set size to (250) %\n    switch costume to (cannon3 v)\n    show\n    wait (3.5) seconds\n    CLONE [Laser] quantity [1]\n    wait (3) seconds\n    set [part v] to [Follow]\n    delete this clone\nend\n\nglide (1) secs to (player v)\ngo to x: (59) y: (-148)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW]> then\n    point in direction (90)\n    switch costume to (saw v)\n    go to x: (59) y: (-155)\n    go to [back v] layer\n    set size to (100) %\n    show\n    set [spin v] to [20]\n    repeat until <(part) = [UNSAW]>\n        repeat (40)\n            turn right (spin) degrees\n            change [spin v] by (-1)\n        end\n        repeat (40)\n            turn right (spin) degrees\n            change [spin v] by (1)\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW]> then\n    go to x: (59) y: (-155)\n    set [motion s v] to [0]\n    repeat until <(part) = [UNSAW]>\n        repeat (40)\n            change x by (motion s)\n            change [motion s v] by (-1)\n        end\n        set [motion s v] to [0]\n        repeat (40)\n            change x by (motion s)\n            change [motion s v] by (1)\n        end\n        set [motion s v] to [0]\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Laser2]> then\n    set y to (-10)\n    go to [back v] layer\n    start sound [laser shot v]\n    point in direction (90)\n    switch costume to (laser2 v)\n    set size to (500) %\n    show\n    change x by (-10)\n    wait (3) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Acid]> then\n    point in direction (90)\n    switch costume to (laser3 v)\n    set size to (100) %\n    go to x: (pick random (240) to (-240)) y: (192)\n    start sound [laser shot v]\n    show\n    go to [back v] layer\n    repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n        change y by (-5)\n    end\n    delete this clone\nend\n\nwhen I receive [boss v]\nforever\n    if <<(Boss HP) = [15]> or <(Boss HP) < [15]>> then\n        stop [other scripts in sprite v]\n        set [part v] to [Start]\n        go to x: (0) y: (53)\n        switch costume to (face4 v)\n        set size to (150) %\n        show\n        set [attack v] to [DANGER]\n        wait (2) seconds\n        repeat (20)\n            change [ghost v] effect by (5)\n            change size by (-5)\n        end\n        switch costume to (face5 v)\n        repeat (20)\n            change [ghost v] effect by (-5)\n            change size by (5)\n        end\n        switch costume to (face5 v)\n        wait (1) seconds\n        Smooth Glide x [0] y [220] direction [90] size [150] speed [5]\n        hide\n        broadcast (Boss2 v)\n        stop [this script v]\n    end\nend\n\nchange [ghost v] effect by (5)\n\ngo to x: (pick random (10) to (-10)) y: (pick random (50) to (40))\nwait (.1) seconds\n\ndefine Attack2\nhide\nset [attack v] to [NO]\nCLONE [CANON4] quantity [1]\nwait (8) seconds\nCLONE [CANON5] quantity [1]\nwait (0) seconds\nCLONE [CANON4] quantity [1]\nwait (8) seconds\nwait (0) seconds\ngo to x: (-150) y: (160)\nCLONE [Canon] quantity [1]\nwait (0) seconds\nCLONE [Canon35] quantity [1]\nwait (0) seconds\nCLONE [CANON6] quantity [1]\nwait (0) seconds\nCLONE [CANON7] quantity [1]\nwait (8) seconds\nset [part v] to [SAW]\nwait (1) seconds\nCLONE [SAW] quantity [1]\nwait (0) seconds\nCLONE [SAW2] quantity [1]\nwait (12) seconds\nset [part v] to [UNSAW]\nswitch costume to (face v)\nset size to (150) %\ngo to x: (0) y: (50)\nset [attack v] to [YES]\nshow\nrepeat (5)\n    switch costume to (face v)\n    start sound [Blink sound effect \(2\) v]\n    repeat until <(costume [number v]) = [7]>\n        wait (.06) seconds\n        next costume\n    end\n    repeat until <(costume [number v]) = [3]>\n        wait (.06) seconds\n        switch costume to ((costume [number v]) - (1))\n    end\n    wait (2) seconds\nend\nset [attack v] to [DANGER]\nwait (2) seconds\nset [part v] to [0]\nSmooth Glide x [0] y [220] direction [90] size [150] speed [5]\nhide\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON4]> then\n    go to x: (260) y: (-133)\n    point in direction (90)\n    switch costume to (canon v)\n    set size to (500) %\n    show\n    Smooth Glide x [201] y [-133] direction [90] size [500] speed [5]\n    play sound [Panic Code Red Alert Alarm Sound Effect v] until done\n    wait (0) seconds\n    CLONE [Laser3] quantity [1]\n    wait (3) seconds\n    Smooth Glide x [260] y [-133] direction [90] size [500] speed [5]\n    delete this clone\nend\n\ngo to x: (201) y: (-133)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Laser3]> then\n    change y by (-12)\n    set x to (10)\n    go to [back v] layer\n    start sound [laser shot v]\n    point in direction (90)\n    switch costume to (laser4 v)\n    set size to (500) %\n    show\n    change x by (-10)\n    wait (3) seconds\n    delete this clone\nend\n\nset y to (-10)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON5]> then\n    set rotation style [left-right v]\n    go to x: (-260) y: (-100)\n    point in direction (-90)\n    switch costume to (canon v)\n    set size to (500) %\n    show\n    Smooth Glide x [-201] y [-110] direction [-90] size [500] speed [5]\n    wait (2.37) seconds\n    CLONE [Laser3] quantity [1]\n    wait (3) seconds\n    Smooth Glide x [-260] y [-110] direction [-90] size [500] speed [5]\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON6]> then\n    go to x: (260) y: (-45)\n    point in direction (90)\n    switch costume to (canon v)\n    set size to (500) %\n    show\n    Smooth Glide x [201] y [-45] direction [90] size [500] speed [5]\n    wait (2.37) seconds\n    CLONE [Laser3] quantity [1]\n    wait (3) seconds\n    Smooth Glide x [260] y [-45] direction [90] size [500] speed [5]\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON7]> then\n    set rotation style [left-right v]\n    go to x: (-260) y: (-30)\n    point in direction (-90)\n    switch costume to (canon v)\n    set size to (500) %\n    show\n    Smooth Glide x [-201] y [-30] direction [-90] size [500] speed [5]\n    wait (2.37) seconds\n    CLONE [Laser3] quantity [1]\n    wait (3) seconds\n    Smooth Glide x [-260] y [-30] direction [-90] size [500] speed [5]\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW2]> then\n    point in direction (90)\n    switch costume to (saw v)\n    go to x: (40) y: (-155)\n    go to [back v] layer\n    set size to (100) %\n    show\n    set [spin v] to [20]\n    repeat until <(part) = [UNSAW]>\n        repeat (40)\n            turn right (spin) degrees\n            change [spin v] by (-1)\n        end\n        repeat (40)\n            turn right (spin) degrees\n            change [spin v] by (1)\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW2]> then\n    go to x: (40) y: (-155)\n    set [motion s v] to [0]\n    repeat until <(part) = [UNSAW]>\n        repeat (40)\n            change x by (motion s)\n            change [motion s v] by (1)\n        end\n        set [motion s v] to [0]\n        repeat (40)\n            change x by (motion s)\n            change [motion s v] by (-1)\n        end\n        set [motion s v] to [0]\n    end\n    delete this clone\nend\n\nwhen I receive [boss v]\ndelete this clone\n\nif <(part) = [DELETE]> then\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon35]> then\n    point in direction (90)\n    set size to (250) %\n    go to x: (158) y: (160)\n    switch costume to (cannon3 v)\n    show\n    wait (3.5) seconds\n    CLONE [Laser] quantity [1]\n    wait (3) seconds\n    delete this clone\nend\n\nwhen I receive [boss v]\nset rotation style [all around v]\n\nwhen I receive [boss2 v]\nforever\n    if <<(Boss HP) = [0]> or <(Boss HP) < [0]>> then\n        stop [other scripts in sprite v]\n        set size to (150) %\n        clear graphic effects\n        switch costume to (><face10 v)\n        show\n        glide (1) secs to x: (0) y: (0)\n        repeat (20)\n            go to x: (pick random (20) to (-20)) y: (pick random (10) to (-10))\n            change [ghost v] effect by (5)\n            wait (.1) seconds\n        end\n        broadcast (FINAL CUTSCENE v)\n    end\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [boss2 v]\nrepeat until <(Boss HP) = [0]>\n    set [part v] to [N/A]\n    Attack2\n    wait (1) seconds\nend\n\n@ATTACK\n\nwhen flag clicked\nswitch costume to (yes v)\nclear graphic effects\nhide\ngo to x: (-118) y: (160)\nset size to (200) %\nset [attack v] to [0]\n\nwhen I receive [boss v]\ngo to [back v] layer\nset [ghost v] effect to (50)\nshow\nforever\n    switch costume to (Attack)\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@HEALTH\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\ngo to x: (-221) y: (117)\npoint in direction (90)\nhide\nerase all\n\nwhen I receive [boss v]\nset [boss hp v] to [100]\nset [color v] effect to (111)\nclear graphic effects\nshow\nforever\n    go to [back v] layer\n    erase all\n    set pen size to (20)\n    set pen color to (#ffffff)\n    Health [-100] [100] [117]\n    if <(Boss HP) > [0]> then\n        set pen size to (10)\n        set pen color to (#000000)\n        Health [-100] (((Boss HP) - (50)) * (2)) [117]\n    end\nend\n\ndefine Health (x) (x2) (y)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y)\npen up\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\nerase all\n\nwhen flag clicked\nset [boss hp v] to [100]\n\nwhen I receive [hp v]\nset [boss hp v] to [100]\n\n@TRAMPOLINE\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (tramp v)\n\nwhen I receive [boss v]\nhide\ngo to x: (17) y: (-140)\n\nwait until <(Boss HP) = [15]>\nwait (3) seconds\nshow\n\nrepeat until <<(Boss HP) = [0]> or <(part) = [SAW]>>\n    glide (3) secs to x: ([x position v] of [player v]) y: (y position)\nend\nhide\n\ngo to [front v] layer\n\nwhen I receive [boss v]\nwait until <<<(Boss HP) = [15]> or <(Boss HP) < [15]>> and <<(part) = [N/A]> or <(part) = [Start]>>>\nwait (4) seconds\nshow\nforever\n    wait until <(part) = [SAW]>\n    stop [other scripts in sprite v]\n    hide\n    wait until <<<(Boss HP) = [15]> or <(Boss HP) < [15]>> and <<(part) = [N/A]> or <(part) = [0]>>>\n    wait (2) seconds\n    show\nend\n\nstop [this script v]\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@END\n\nwhen I receive [end v]\nset size to (200) %\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nswitch backdrop to (backdrop8 v)\nshow\nrepeat (7)\n    wait (3.5) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n        change size by (5)\n    end\n    next costume\n    repeat (20)\n        change [ghost v] effect by (-5)\n        change size by (-5)\n    end\nend\nwait (3.5) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\n    change size by (5)\nend\nset size to (200) %\ngo to x: (0) y: (-250)\nclear graphic effects\nrepeat until <<(y position) = [550]> or <(y position) > [550]>>\n    change y by (2)\n    switch costume to (9 v)\nend\nswitch costume to (10 v)\nrepeat (6)\n    go to x: (0) y: (0)\n    wait (3.5) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n        change size by (5)\n    end\n    next costume\n    repeat (20)\n        change [ghost v] effect by (-5)\n        change size by (-5)\n    end\nend\nwait (3.5) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\n    change size by (5)\nend\nset size to (200) %\nclear graphic effects\nhide\nbroadcast (Record v)\nswitch costume to (17 v)\nshow\nforever\n    play sound [Generate v] until done\n    wait (1) seconds\n    play sound [Hook Rush v] until done\n    wait (1) seconds\n    play sound [ROCKIN'  v] until done\n    wait (1) seconds\n    play sound [NEON v] until done\n    wait (1) seconds\nend\n\nwhen flag clicked\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nshow list [boss time \(highscore\) v]\nshow list [pixel time \(highscore\) v]\n\nwhen I receive [record v]\nset [part v] to [0]\nif <(item (1) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n    replace item (2) of [pixel time \(highscore\) v] with (item (1) of [pixel time \(highscore\) v])\n    replace item (3) of [pixel time \(highscore\) v] with (item (2) of [pixel time \(highscore\) v])\n    replace item (4) of [pixel time \(highscore\) v] with (item (3) of [pixel time \(highscore\) v])\n    replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n    replace item (1) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n    broadcast (Highscore v)\n    stop [this script v]\nelse\n    if <(item (2) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n        replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n        replace item (4) of [pixel time \(highscore\) v] with (item (3) of [pixel time \(highscore\) v])\n        replace item (3) of [pixel time \(highscore\) v] with (item (2) of [pixel time \(highscore\) v])\n        replace item (2) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n        broadcast (Highscore v)\n        stop [this script v]\n    else\n        if <(item (3) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n            replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n            replace item (4) of [pixel time \(highscore\) v] with (item (3) of [pixel time \(highscore\) v])\n            replace item (3) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n            broadcast (Highscore v)\n            stop [this script v]\n        else\n            if <(item (4) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n                replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n                replace item (4) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n                broadcast (Highscore v)\n                stop [this script v]\n            else\n                if <(item (5) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n                    replace item (5) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n                    broadcast (Highscore v)\n                    stop [this script v]\n                else\n                    broadcast (Highscore v)\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [record v]\n\nwhen I receive [highscore v]\nhide list [pixel time \(highscore\) v]\nshow list [boss time \(highscore\) v]\n\nwhen I receive [end v]\nshow list [pixel time \(highscore\) v]\nshow list [boss time \(highscore\) v]\n\nwhen I receive [pixel timer v]\nshow variable [☁ time \(pixel\) v]\nwait (.1) seconds\nreset timer\nforever\n    set [☁ time \(pixel\) v] to (timer)\nend\n\nwhen I receive [boss timer v]\nshow variable [☁ boss timer v]\nreset timer\nforever\n    set [☁ boss timer v] to (timer)\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nstop all sounds\n\nset [☁ time \(pixel\) v] to [5]\n\nif <(item (1) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n    replace item (2) of [boss time \(highscore\) v] with (item (1) of [boss time \(highscore\) v])\n    replace item (3) of [boss time \(highscore\) v] with (item (2) of [boss time \(highscore\) v])\n    replace item (4) of [boss time \(highscore\) v] with (item (3) of [boss time \(highscore\) v])\n    replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n    replace item (1) of [boss time \(highscore\) v] with (☁ Boss Timer)\n    broadcast (Highscore v)\n    stop [this script v]\nelse\n    if <(item (2) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n        replace item (3) of [boss time \(highscore\) v] with (item (2) of [boss time \(highscore\) v])\n        replace item (4) of [boss time \(highscore\) v] with (item (3) of [boss time \(highscore\) v])\n        replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n        replace item (2) of [boss time \(highscore\) v] with (☁ Boss Timer)\n        broadcast (Highscore v)\n        stop [this script v]\n    else\n        if <(item (3) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n            replace item (4) of [boss time \(highscore\) v] with (item (3) of [boss time \(highscore\) v])\n            replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n            replace item (3) of [boss time \(highscore\) v] with (☁ Boss Timer)\n            broadcast (Highscore v)\n            stop [this script v]\n        else\n            if <(item (4) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n                replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n                replace item (4) of [boss time \(highscore\) v] with (☁ Boss Timer)\n                broadcast (Highscore v)\n                stop [this script v]\n            else\n                if <(item (5) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n                    replace item (5) of [boss time \(highscore\) v] with (☁ Boss Timer)\n                    broadcast (Highscore v)\n                    stop [this script v]\n                else\n                    broadcast (Highscore v)\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [-username v] to (username)\n\nbroadcast (End v)\n\n@Laser (player)\n\nwhen flag clicked\nswitch costume to (laser v)\nset size to (100) %\nclear graphic effects\nhide\nset rotation style [all around v]\n\nwhen I receive [boss v]\nhide\nforever\n    if <<key (space v) pressed?> or <mouse down?>> then\n        wait until <not <<key (space v) pressed?> or <mouse down?>>>\n        create clone of (_myself_ v)\n        wait (.5) seconds\n    end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (player v)\nshow\nset size to (50) %\npoint towards (mouse-pointer v)\nclear sound effects\nchange [pitch v] effect by (15)\nstart sound [laser shot v]\nrepeat (100)\n    move (10) steps\n    if <touching (boss v)?> then\n        if <(Attack) = [YES]> then\n            change [boss hp v] by (-0.5)\n            delete this clone\n        else\n            delete this clone\n        end\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\nclear sound effects\ndelete this clone\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\n\n@THUMBNAIL\n\nwhen flag clicked\nswitch costume to (pick random (1) to (4))\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n
                       -A REVERSE PLATFORMER-\n                      [an entry for chipm0nk's contest]\n---------------------------------------------------------------------------------\nThIs ToOk So LoNg To MaKe,  UgH   My HaNdS! TvT\n---------------------------------------------------------------------------------\n         [FULLSCREEN IS HIGHLY RECOMMENDED]\nNO ADS!\n Double Click the flag if you want to skip the intro.\nUp, Left, Right, W, A,D, and mobile to move. R to restart (only occurs in the pixel mode) You can't wall jump in the pixel part. My motivation to make this be like-\n-----------------------------------------------|\nANYWAYS! This is a platformer! YUP! Totally normal! Or...is it? FIND OUT! AND GOOD LUCK!\neverything is possible but it's very hard lol, if someone can make this easier, it'll be greatly appreciated lol XD\n-----------------------------------------------------------------------------|\nCredits:\n@chipm0nk for hosting the contest\n@-FunnyToons- for letting me use his oc in the boss level\n@squig3 for the text engine\nThe person that made the hp tutorial deleted their account\nThe rest is by me (@wiseguy1234)\nThis is my first time doing pixel art by the way, it's pretty cool and fun lol XD\nThere's a lot of music in this project, and 4 of them were made by me using Auxy Studio <3\n5,140+ blocks lol\nI spent more than 2 weeks of working on this.\nMy ALTS:\n@WiseMusics\n@WISETEST\n--------------------------------------------------------------------------------|\nLove and Fave for a sequel...i guess XD\n  AND ENJOY!\n------------------------------------------------|\nIf there's any bugs let me know :)\n\nThis marks my 60th project :)\n\n\n\n\n\nTags:\n#animations #art #pixel #games #all #music #stories #platformer #reverse #goodluck #lol\n\n\n\n\n\n\nImagine if this gets popular XD\n\nWOAH, IT KINDA DID?!\nThanks to @ChanseyLoverForever for curating this!\n@alyaelwan2009 also helped this to be curated.\n\nCAN WE REACH 4k and top loved?? (if that happens THERE WILL BE GUARANTEED A SEQUEL)\n\n\n                  |-Update Log-|\nStarted to work on this. (after a bunch of procrastination) 5/10/2022\nShared! 5/25/2022\nCurated! 6/10/2022\nWoke up with 300+ messages (0_0 ) 6/11/2022\n300+ loves and faves! 6/11/2022\n3k+ views! 6/11/2022\nI think I fixed the boss level, hopefully it works now! :>\nIf it doesn't work for you, then I can't do anything about it (TvT) 6/11/2022\nChanged the thumbnail, i think it's cooler? 6/11/2022\n5k views! 6/12/2022\n400+ loves and faves! 6/12/2022\nWoke up with 2k+ messages :0 >:D 6/13/2022\n700+ loves and faves! 6/13/2022\n10,000 views! :0 6/13/2022\nWait this is top loved?! aksjfdjdgkh XD THANK YOU SO MUCH! 6/13/2022 \n900+ loves! :D 6/14/2022\n30+ remixes :] 6/14/2022\n1k+ loves, and 900+ faves! 6/15/2022\nTOP REMIXED?! 6/16/2022