-Platformer- Global Warming 
@Stage\n\ndefine None\nrepeat ([abs v] of ((100) / (speed)) )\n    change [ghost v] effect by (speed)\nend\n\nwhen I receive [instructions v]\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [home screen v]\nFade (10)\nswitch backdrop to (home screen v)\nFade (-10)\n\nwhen I receive [nextlvl v]\nnext backdrop\n\nwhen backdrop switches to [level7 v]\nset [delete clones v] to [1]\n\nwhen I receive [winner v]\nwait (4) seconds\nFade (10)\nswitch backdrop to (backdrop8 v)\nFade (-5)\n\nwhen backdrop switches to [level14 v]\nset [stopsaw2&3 v] to [1]\n\nwhen I receive [prevlvl v]\nswitch backdrop to ((backdrop [number v]) - (1))\n\nwhen I receive [self-destruct v]\nset [self-destruct v] to [1]\n\nwhen backdrop switches to [level11 v]\nset [stopsaw v] to [1]\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    broadcast (Blow Up v)\n    wait (2) seconds\n    switch backdrop to (level15 v)\n    wait (5) seconds\n    Fade (4)\n    switch backdrop to (darkness v)\n    Fade (-5)\n    Fade (8)\n    switch backdrop to (note v)\n    Fade (-8)\n    wait (5) seconds\n    Fade (6)\n    switch backdrop to (darkness v)\n    Fade (-6)\n    broadcast (Outro! v)\nend\n\nwhen I receive [begin v]\nstop all sounds\nset [self-destruct v] to [0]\nset [level v] to [0]\nset [delete clones v] to [0]\nset [stopsaw v] to [0]\nset [stopsaw2&3 v] to [0]\nset [lag v] to [0]\nswitch backdrop to (home screen v)\nplay sound [TheFatRat - The Calling \(feat. Laura Brehm\).mp3 v] until done\n\nwhen backdrop switches to [level13 v]\nset [stopsaw v] to [1]\nset [stopsaw2&3 v] to [0]\n\nwhen backdrop switches to [level12 v]\nset [stopsaw v] to [0]\nset [stopsaw2&3 v] to [1]\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\nwait (1) seconds\nstart sound [TheFatRat - Time Lapse.mp3 v]\nwait (12) seconds\nset [ghost v] effect to (100)\nswitch backdrop to (darkness v)\nFade (-4)\nstart sound [OMG - Ice Cream.mp3 v]\nwait (1) seconds\nFade (2)\nswitch backdrop to (backdrop1 v)\nbroadcast (showIntroPaul v)\nFade (-2)\nwait (2) seconds\nFade (8)\nswitch backdrop to (backdrop2 v)\nFade (-8)\nwait (2) seconds\nbroadcast (hideIntroPaul v)\nFade (3)\nswitch backdrop to (darkness v)\nFade (-3)\nwait (0.5) seconds\nFade (6)\nswitch backdrop to (backdrop3 v)\nFade (-6)\nbroadcast (showIntroPaul2 v)\nwait (5) seconds\nbroadcast (hideIntroPaul2 v)\nFade (6)\nswitch backdrop to (darkness v)\nFade (-6)\nFade (6)\nswitch backdrop to (backdrop4 v)\nFade (-6)\nwait (5) seconds\nswitch backdrop to (backdrop9 v)\nwait (5) seconds\nFade (2)\nswitch backdrop to (darkness v)\nFade (-4)\nFade (6)\nswitch backdrop to (backdrop6 v)\nFade (-6)\nwait (4) seconds\nbroadcast (Home Screen v)\n\n@Paul\n\nwhen flag clicked\nforever\n    if <touching (feesh v)?> then\n        broadcast (Fish Caught v)\n        start sound [pop v]\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume3 v)\n        wait (0.01) seconds\n        switch costume to (costume4 v)\n        wait (0.01) seconds\n        switch costume to (costume3 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n        switch costume to (costume5 v)\n        wait (0.01) seconds\n        switch costume to (costume6 v)\n        wait (0.01) seconds\n        switch costume to (costume7 v)\n        wait (0.01) seconds\n        switch costume to (costume6 v)\n        wait (0.01) seconds\n        switch costume to (costume5 v)\n        wait (0.01) seconds\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        switch costume to (left v)\n        wait (0.01) seconds\n        switch costume to (left2 v)\n        wait (0.01) seconds\n        switch costume to (left3 v)\n        wait (0.01) seconds\n        switch costume to (left4 v)\n        wait (0.01) seconds\n        switch costume to (left3 v)\n        wait (0.01) seconds\n        switch costume to (left2 v)\n        wait (0.01) seconds\n        switch costume to (left v)\n        wait (0.01) seconds\n        switch costume to (left5 v)\n        wait (0.01) seconds\n        switch costume to (left6 v)\n        wait (0.01) seconds\n        switch costume to (left7 v)\n        wait (0.01) seconds\n        switch costume to (left6 v)\n        wait (0.01) seconds\n        switch costume to (left5 v)\n        wait (0.01) seconds\n        switch costume to (left v)\n        wait (0.01) seconds\n    end\nend\n\nwhen I receive [begin v]\nwait (2) seconds\ngo to x: (-210) y: (-30)\nshow\n\nwhen flag clicked\nforever\n    if <<touching (levelfinish v)?> or <touching color (#594326)?>> then\n        broadcast (NextLvl v)\n        go to x: (-210) y: (-30)\n        go to [front v] layer\n    end\nend\n\nwhen I receive [begin v]\nwait (2) seconds\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    Motion\nend\n\nwhen flag clicked\nforever\n    if <<<<touching color (#003fff)?> or <touching color (#6f706f)?>> or <key (r v) pressed?>> and <(Self-Destruct) = [0]>> then\n        go to x: (-210) y: (-30)\n    end\n    if <<<<touching color (#003fff)?> or <touching color (#6f706f)?>> or <key (r v) pressed?>> and <<(Self-Destruct) = [1]> and <<(Level) = [12]> or <(Level) = [13]>>>> then\n        go to x: (210) y: (83)\n    end\n    if <<<<touching color (#003fff)?> or <touching color (#6f706f)?>> or <key (r v) pressed?>> and <<(Self-Destruct) = [1]> and <(Level) = [11]>>> then\n        go to x: (173) y: (150)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (feesh4 v)?> then\n        broadcast (Fish4 Caught v)\n        start sound [pop v]\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (prevlvl v)?> and <<(Level) = [14]> or <(Level) = [13]>>> then\n        broadcast (Back To 31 v)\n        broadcast (PrevLvl v)\n        go to x: (210) y: (83)\n        go to [front v] layer\n    end\n    if <<touching (prevlvl v)?> and <(Level) = [12]>> then\n        broadcast (Back To 11 v)\n        broadcast (PrevLvl v)\n        go to x: (173) y: (150)\n        go to [front v] layer\n    end\n    if <<touching (prevlvl v)?> and <(Level) = [11]>> then\n        broadcast (Back To 10 v)\n        broadcast (PrevLvl v)\n        go to x: (-216) y: (-104)\n        go to [front v] layer\n        switch costume to (costume1 v)\n        stop [other scripts in sprite v]\n        wait (7) seconds\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (feesh2 v)?> then\n        broadcast (Fish2 Caught v)\n        start sound [pop v]\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (feesh3 v)?> then\n        broadcast (Fish3 Caught v)\n        start sound [pop v]\n        wait (1) seconds\n    end\nend\n\ndefine Motion\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [xv v] by (0.7)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [xv v] by (-0.7)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nif <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n    change y by (1)\n    if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n        change y by (1)\n        if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n            change y by (1)\n            if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n                change y by (1)\n                if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n                    change y by (1)\n                    if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n                        change x by ((Xv) * (-1))\n                        change y by (-5)\n                        if <key (up arrow v) pressed?> then\n                            if <(Xv) > [0]> then\n                                set [xv v] to [-5]\n                            else\n                                set [xv v] to [5]\n                            end\n                            set [yv v] to [10]\n                        else\n                            set [xv v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n    change y by ((Yv) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        set [yv v] to [10]\n    end\nend\nchange y by (1)\nchange x by (Xv)\n\n@Feesh\n\nwhen flag clicked\nset [fishmove v] to [0]\nhide\n\nwhen backdrop switches to [level8 v]\nif <(Self-Destruct) = [0]> then\n    set [fish move v] to [0]\n    show\n    go to x: (10) y: (-114)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level4 v]\nif <(Self-Destruct) = [0]> then\n    set [fish move v] to [0]\n    show\n    go to x: (-97) y: (-104)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level6 v]\nif <(Self-Destruct) = [0]> then\n    set [fish move v] to [0]\n    show\n    go to x: (108) y: (-120)\n    Move, Fish!\nend\n\nwhen I receive [fish caught v]\nrepeat (25)\n    change y by (((166) - (y position)) * (0.3))\nend\nhide\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n    point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen flag clicked\nforever\n    set [tilt v] to ((tilt) mod (360))\n    change [tilt v] by (3)\nend\n\nwhen I receive [fish caught v]\nset [fish move v] to [1]\nrepeat (25)\n    change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\nwhen backdrop switches to [level1 v]\nif <(Self-Destruct) = [0]> then\n    set [fish move v] to [0]\n    show\n    go to x: (120) y: (-116)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level2 v]\nhide\n\nwhen backdrop switches to [level5 v]\nhide\n\nwhen backdrop switches to [level7 v]\nhide\n\nwhen backdrop switches to [level9 v]\nhide\n\nwhen backdrop switches to [level11 v]\nif <(Self-Destruct) = [0]> then\n    set [fish move v] to [0]\n    show\n    go to x: (-44) y: (-61)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level13 v]\nif <(Self-Destruct) = [0]> then\n    set [fish move v] to [0]\n    show\n    go to x: (-209) y: (101)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level14 v]\nhide\n\nwhen backdrop switches to [level12 v]\nhide\n\nwhen backdrop switches to [level10 v]\nhide\n\n@Cloudz\n\nwhen flag clicked\nset [noclouds v] to [0]\nhide\n\nwhen I start as a clone\ngo to x: (-263) y: (pick random (40) to (140))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (90) to (110)) %\nset [ghost v] effect to (pick random (10) to (20))\ngo [backward v] (25) layers\nshow\nglide ((costume [number v]) * (13)) secs to x: (263) y: (y position)\ndelete this clone\n\nwhen I receive [begin v]\nif <(Lag) = [0]> then\n    forever\n        wait (pick random (5) to (10)) seconds\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nwait until <(noClouds) = [1]>\ndelete this clone\n\nwhen I receive [begin v]\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [winner v]\nwait (4) seconds\nset [noclouds v] to [1]\n\nwhen backdrop switches to [level11 v]\nset [noclouds v] to [1]\n\nwhen flag clicked\nforever\n    if <(Lag) = [1]> then\n        set [noclouds v] to [1]\n    end\nend\n\n@IntroPaul\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (0) y: (-93)\n\nwhen I receive [showintropaul v]\nshow\n\nwhen I receive [hideintropaul v]\nwait (1) seconds\nhide\n\nwhen I receive [showintropaul2 v]\nswitch costume to (costume1 v)\ngo to x: (-159) y: (-115)\nset size to (40) %\nshow\nsay [?] for (5) seconds\n\nwhen I receive [hideintropaul2 v]\nwait (0.5) seconds\nhide\nwait (1.5) seconds\ngo to x: (-175) y: (-90)\nshow\nwait (10) seconds\nhide\n\nwhen I receive [winner v]\nwait (4) seconds\ngo to x: (-13) y: (-40)\nset size to (60) %\nshow\n\nwhen I receive [begin v]\nhide\n\n@Smoke\n\nwhen flag clicked\nset [smokeon v] to [0]\nhide\nset [ghost v] effect to (100)\nforever\n    if <(smokeOn) = [1]> then\n        show\n        set [ghost v] effect to (0)\n        repeat until <(smokeOn) = [0]>\n            go [backward v] (10) layers\n            wait (0.15) seconds\n            switch costume to (costume1 v)\n            wait (0.15) seconds\n            switch costume to (costume2 v)\n            wait (0.15) seconds\n            switch costume to (costume3 v)\n            wait (0.15) seconds\n            switch costume to (costume2 v)\n        end\n    end\nend\n\nwhen I receive [hideintropaul v]\nwait (3.5) seconds\nshow\nrepeat ([abs v] of ((100) / (6)) )\n    change [ghost v] effect by (-6)\nend\n\nwhen I receive [hideintropaul2 v]\nwait (0.4) seconds\nhide\n\nwhen I receive [showintropaul2 v]\nset [smokeon v] to [1]\n\nwhen I receive [hideintropaul2 v]\nset [smokeon v] to [0]\n\nwhen flag clicked\nforever\n    if <(smokeOn) = [0]> then\n        hide\n    end\nend\n\nwhen backdrop switches to [level11 v]\nset [smokeon v] to [0]\n\nwhen backdrop switches to [level10 v]\nset [smokeon v] to [1]\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\n@Smoke2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n    if <(smokeOn) = [1]> then\n        show\n        set [ghost v] effect to (0)\n        repeat until <(smokeOn) = [0]>\n            go [backward v] (10) layers\n            wait (0.2) seconds\n            switch costume to (costume2 v)\n            wait (0.2) seconds\n            switch costume to (costume1 v)\n            wait (0.2) seconds\n            switch costume to (costume3 v)\n            wait (0.2) seconds\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I receive [hideintropaul2 v]\nwait (0.4) seconds\nhide\n\nwhen flag clicked\nforever\n    if <(smokeOn) = [0]> then\n        hide\n    end\nend\n\nwhen I receive [hideintropaul v]\nwait (3.5) seconds\nshow\nrepeat ([abs v] of ((100) / (6)) )\n    change [ghost v] effect by (-6)\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\n@BeginDrop\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.3) seconds\nforever\n    if <(Play?) = [1]> then\n        repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n            set [ghost v] effect to (0)\n            show\n            go to [front v] layer\n            go to x: (pick random (-60) to (60)) y: (-25)\n            glide (1) secs to x: (x position) y: (-45)\n            repeat (25)\n                change [ghost v] effect by (4)\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\ncreate clone of (_myself_ v)\nwait (0.2) seconds\ngo to x: (pick random (-60) to (60)) y: (-25)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nglide (1) secs to x: (x position) y: (-45)\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nwait (0.3) seconds\ngo to x: (pick random (-60) to (60)) y: (-25)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nglide (1) secs to x: (x position) y: (-45)\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nwait (0.3) seconds\n\n@BeginDrop2\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nforever\n    if <(Play?) = [1]> then\n        repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n            set [ghost v] effect to (0)\n            show\n            go to [front v] layer\n            go to x: (pick random (-60) to (60)) y: (-25)\n            glide (1) secs to x: (x position) y: (-45)\n            repeat (25)\n                change [ghost v] effect by (4)\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@BeginDrop3\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.8) seconds\nforever\n    if <(Play?) = [1]> then\n        repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n            set [ghost v] effect to (0)\n            show\n            go to [front v] layer\n            go to x: (pick random (-60) to (60)) y: (-25)\n            glide (1) secs to x: (x position) y: (-45)\n            repeat (25)\n                change [ghost v] effect by (4)\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nbroadcast (Home Screen v)\n\n@Begin\n\nwhen flag clicked\nset [play? v] to [0]\nhide\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nset [play? v] to [1]\ngo to x: (10) y: (-40)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n    change y by (((-10) - (y position)) * (0.1))\nend\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (110) %\n    else\n        set size to (100) %\n    end\nend\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\n\nwhen this sprite clicked\nbroadcast (Begin v)\nset [play? v] to [2]\nset size to (100) %\nrepeat (25)\n    change y by (((-60) - (y position)) * (0.1))\nend\n\nwhen this sprite clicked\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (0.5) seconds\ngo to x: (5) y: (-120)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n    change y by (((-90) - (y position)) * (0.1))\nend\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (110) %\n    else\n        set size to (100) %\n    end\nend\n\nwhen I receive [begin v]\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [begin v]\nrepeat (25)\n    change y by (((-150) - (y position)) * (0.1))\nend\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Instructions v)\nset [play? v] to [0]\n\n@InstDrop\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.3) seconds\nforever\n    if <(Play?) = [1]> then\n        repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n            set [ghost v] effect to (0)\n            show\n            go to [front v] layer\n            go to x: (pick random (-60) to (60)) y: (-115)\n            glide (1) secs to x: (x position) y: (-135)\n            repeat (25)\n                change [ghost v] effect by (4)\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@InstDrop2\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.7) seconds\nforever\n    if <(Play?) = [1]> then\n        repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n            set [ghost v] effect to (0)\n            show\n            go to [front v] layer\n            go to x: (pick random (-60) to (60)) y: (-115)\n            glide (1) secs to x: (x position) y: (-135)\n            repeat (25)\n                change [ghost v] effect by (4)\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@InstDrop3\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nforever\n    if <(Play?) = [1]> then\n        repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n            set [ghost v] effect to (0)\n            show\n            go to [front v] layer\n            go to x: (pick random (-60) to (60)) y: (-115)\n            glide (1) secs to x: (x position) y: (-135)\n            repeat (25)\n                change [ghost v] effect by (4)\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Title\n\nwhen I receive [home screen v]\nwait (0.5) seconds\ngo to x: (0) y: (140)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n    change y by (((110) - (y position)) * (0.1))\nend\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nrepeat (25)\n    change y by (((160) - (y position)) * (0.1))\nend\n\nwhen I receive [begin v]\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\ngo to x: (-147) y: (-139)\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (110) %\n    else\n        set size to (100) %\n    end\nend\n\nwhen this sprite clicked\nbroadcast (Home Screen v)\nhide\nset [play? v] to [1]\n\n@LevelFinish\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset [level v] to [0]\n\nwhen I receive [nextlvl v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n    if <(Level) = [10]> then\n        set [smokeon v] to [1]\n    end\nend\n\nwhen I receive [begin v]\ngo to x: (250) y: (0)\nshow\n\nwhen I receive [self-destruct v]\nhide\n\ngo to x: (200) y: (0)\nshow\n\n@boat\n\nwhen flag clicked\nhide\ngo to x: (135) y: (-100)\n\nwhen backdrop switches to [level6 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <(delete clones) = [1]>\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n    glide (3) secs to x: (-50) y: (-100)\n    glide (3) secs to x: (135) y: (-100)\nend\n\n@Off\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nbroadcast (Self-Destruct v)\n\nwhen backdrop switches to [level14 v]\nshow\ngo to x: (14) y: (-93)\n\nwhen backdrop switches to [level13 v]\nhide\n\n@Fish Counter\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (2) seconds\ngo to x: (10) y: (166)\nshow\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (7) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\n@Feesh2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level4 v]\nif <(Self-Destruct) = [0]> then\n    set [fish2 move v] to [0]\n    show\n    go to x: (14) y: (-103)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level7 v]\nif <(Self-Destruct) = [0]> then\n    set [fish2 move v] to [0]\n    show\n    go to x: (21) y: (-108)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level9 v]\nif <(Self-Destruct) = [0]> then\n    set [fish2 move v] to [0]\n    show\n    go to x: (-38) y: (-113)\n    Move, Fish!\nend\n\nwhen I receive [fish2 caught v]\nrepeat (25)\n    change y by (((166) - (y position)) * (0.3))\nend\nhide\n\nwhen I receive [fish2 caught v]\nset [fish2 move v] to [1]\nrepeat (25)\n    change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n    point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen backdrop switches to [level3 v]\nhide\n\nwhen backdrop switches to [level5 v]\nhide\n\nwhen backdrop switches to [level8 v]\nhide\n\nwhen backdrop switches to [level10 v]\nhide\n\nwhen backdrop switches to [level11 v]\nif <(Self-Destruct) = [0]> then\n    set [fish2 move v] to [0]\n    show\n    go to x: (64) y: (46)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level13 v]\nif <(Self-Destruct) = [0]> then\n    set [fish2 move v] to [0]\n    show\n    go to x: (191) y: (-81)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level2 v]\nif <(Self-Destruct) = [0]> then\n    set [fish2 move v] to [0]\n    show\n    go to x: (73) y: (-113)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level14 v]\nhide\n\nwhen backdrop switches to [level12 v]\nhide\n\n@Feesh3\n\nwhen backdrop switches to [level3 v]\nif <(Self-Destruct) = [0]> then\n    set [fish3 move v] to [0]\n    show\n    go to x: (-26) y: (-11)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level5 v]\nif <(Self-Destruct) = [0]> then\n    set [fish3 move v] to [0]\n    show\n    go to x: (80) y: (-110)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level7 v]\nif <(Self-Destruct) = [0]> then\n    set [fish3 move v] to [0]\n    show\n    go to x: (111) y: (-109)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level9 v]\nif <(Self-Destruct) = [0]> then\n    set [fish3 move v] to [0]\n    show\n    go to x: (87) y: (-116)\n    Move, Fish!\nend\n\nwhen I receive [fish3 caught v]\nrepeat (25)\n    change y by (((166) - (y position)) * (0.3))\nend\nhide\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n    point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen I receive [fish3 caught v]\nset [fish3 move v] to [1]\nrepeat (25)\n    change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\nwhen backdrop switches to [level4 v]\nhide\n\nwhen backdrop switches to [level6 v]\nhide\n\nwhen backdrop switches to [level8 v]\nhide\n\nwhen backdrop switches to [level10 v]\nhide\n\nwhen backdrop switches to [level11 v]\nif <(Self-Destruct) = [0]> then\n    set [fish3 move v] to [0]\n    show\n    go to x: (171) y: (106)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level12 v]\nhide\n\nwhen flag clicked\nhide\n\n@Feesh4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level4 v]\nif <(Self-Destruct) = [0]> then\n    set [fish4 move v] to [0]\n    show\n    go to x: (-40) y: (-104)\n    Move, Fish!\nend\n\nwhen backdrop switches to [level7 v]\nif <(Self-Destruct) = [0]> then\n    set [fish4 move v] to [0]\n    go to x: (-61) y: (-105)\n    show\n    Move, Fish!\nend\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n    point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen I receive [fish4 caught v]\nrepeat (25)\n    change y by (((166) - (y position)) * (0.3))\nend\nhide\n\nwhen backdrop switches to [level5 v]\nhide\n\nwhen backdrop switches to [level8 v]\nhide\n\nwhen backdrop switches to [level12 v]\nif <(Self-Destruct) = [0]> then\n    set [fish4 move v] to [0]\n    go to x: (21) y: (-150)\n    show\n    Move, Fish!\nend\n\nwhen backdrop switches to [level13 v]\nhide\n\nwhen backdrop switches to [level11 v]\nhide\n\nwhen I receive [fish4 caught v]\nset [fish4 move v] to [1]\nrepeat (25)\n    change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\n@Fish number\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\ngo to x: (-82) y: (165)\n\nwhen I receive [begin v]\nwait (2) seconds\nshow\n\nwhen I receive [fish caught v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [fish2 caught v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [fish3 caught v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [fish4 caught v]\nwait (0.5) seconds\nnext costume\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (7) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\n@Other counter\n\nwhen flag clicked\nhide\ngo to x: (-40) y: (165)\n\nwhen I receive [begin v]\nwait (2) seconds\nshow\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (7) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\n@Lightbulb\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen backdrop switches to [level11 v]\ngo to x: (-104) y: (150)\nset [brightness v] effect to (-20)\nshow\nif <(Lag) = [0]> then\n    repeat until <(Level) = [10]>\n        wait (2) seconds\n        repeat (30)\n            change [brightness v] effect by (1)\n        end\n        wait (4) seconds\n        repeat (30)\n            change [brightness v] effect by (-1)\n        end\n    end\nend\n\nwhen backdrop switches to [level12 v]\ngo to x: (60) y: (150)\n\nwhen backdrop switches to [level10 v]\nhide\n\n@Saw\n\nwhen flag clicked\nhide\ngo to x: (-94) y: (-170)\n\nwhen backdrop switches to [level12 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    glide (3) secs to x: (45) y: (-170)\n    glide (3) secs to x: (-94) y: (-170)\nend\n\nwhen I start as a clone\nwait until <(stopSaw) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n    turn right (10) degrees\n    go [backward v] (5) layers\nend\n\n@Floor thing\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level12 v]\ngo to x: (0) y: (-175)\nshow\ngo to [front v] layer\n\nwhen backdrop switches to [level11 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level10 v]\ngo to x: (-24) y: (2)\nswitch costume to (costume1 v)\nset [brightness v] effect to (-10)\nshow\nif <(Lag) = [0]> then\n    forever\n        set [brightness v] effect to (30)\n        wait (1) seconds\n        set [brightness v] effect to (-10)\n        wait (1) seconds\n    end\nend\n\nwhen backdrop switches to [level14 v]\nhide\n\nwhen backdrop switches to [level13 v]\ngo to x: (142) y: (164)\nswitch costume to (costume2 v)\nset [brightness v] effect to (-10)\nshow\nif <(Lag) = [0]> then\n    forever\n        set [brightness v] effect to (30)\n        wait (1) seconds\n        set [brightness v] effect to (-10)\n        wait (1) seconds\n    end\nend\n\nwhen backdrop switches to [level11 v]\nhide\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    hide\nend\n\nwhen backdrop switches to [level12 v]\nhide\n\n@Saw2\n\nwhen flag clicked\nhide\ngo to x: (194) y: (-180)\n\nwhen I start as a clone\nshow\nforever\n    glide (4) secs to x: (-130) y: (-180)\n    glide (4) secs to x: (194) y: (-180)\nend\n\nwhen I start as a clone\nwait until <(stopSaw2&3) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n    turn right (10) degrees\n    go [backward v] (5) layers\nend\n\nwhen backdrop switches to [level13 v]\ncreate clone of (_myself_ v)\n\n@Saw3\n\nwhen flag clicked\nhide\ngo to x: (-130) y: (-180)\n\nwhen I start as a clone\nshow\nforever\n    glide (4) secs to x: (194) y: (-180)\n    glide (4) secs to x: (-130) y: (-180)\nend\n\nwhen I start as a clone\nwait until <(stopSaw2&3) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n    turn right (10) degrees\n    go [backward v] (5) layers\nend\n\nwhen backdrop switches to [level13 v]\ncreate clone of (_myself_ v)\n\n@PrevLvl\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [self-destruct v]\nshow\n\nwhen I receive [prevlvl v]\nchange [level v] by (-1)\n\nwhen backdrop switches to [level10 v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        change y by (((125) - (y position)) * (0.05))\n    end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (13)\n        change x by (((-240) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen flag clicked\nhide\ngo to x: (89) y: (12)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (5) degrees\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (142) y: (-11)\npoint in direction (90)\nhide\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change y by (((180) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (15) degrees\n    end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change x by (((200) - (y position)) * (0.05))\n    end\n    hide\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (81) y: (-27)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change y by (((0) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (10) degrees\n    end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change x by (((-240) - (y position)) * (0.05))\n    end\n    hide\nend\n\n@Sprite5\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change x by (((-150) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change y by (((-180) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (20) degrees\n    end\nend\n\nwhen flag clicked\nhide\ngo to x: (76) y: (-66)\npoint in direction (90)\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (145) y: (-82)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (5) degrees\n    end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change y by (((230) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change x by (((-220) - (y position)) * (0.05))\n    end\n    hide\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (124) y: (-127)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change x by (((240) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (15) degrees\n    end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change y by (((20) - (y position)) * (0.05))\n    end\n    hide\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (62) y: (-95)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (10) degrees\n    end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change y by (((-180) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (15)\n        change x by (((-230) - (y position)) * (0.05))\n    end\n    hide\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (168) y: (-93)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change x by (((210) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change y by (((-220) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (15) degrees\n    end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\ngo to x: (-27) y: (-7)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change x by (((-120) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    show\n    repeat (10)\n        change y by (((300) - (y position)) * (0.05))\n    end\n    hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    wait (2) seconds\n    repeat (15)\n        turn right (15) degrees\n    end\nend\n\n@Fire\n\nwhen flag clicked\nhide\ngo to x: (114) y: (-98)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    switch backdrop to (level16 v)\n    wait (2) seconds\n    show\n    repeat (30)\n        switch costume to (costume1 v)\n        wait (0.1) seconds\n        switch costume to (costume2 v)\n        wait (0.1) seconds\n        switch costume to (costume3 v)\n        wait (0.1) seconds\n    end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n    stop all sounds\n    wait (2) seconds\n    start sound [EXPLOSIONS - big explosion sounds  SOUND EFFECT.mp3 v]\n    wait (5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\n@Logo\n\nwhen I receive [outro! v]\nwait (0.5) seconds\nset [spin v] to [2]\nforever\n    set [spin v] to ((Spin) * (1.01))\nend\n\nwhen I receive [outro! v]\nwait (10) seconds\nset [otherspin v] to [2]\nforever\n    set [otherspin v] to ((OtherSpin) * (1.01))\nend\n\nwhen I receive [outro! v]\nwait (0.5) seconds\nforever\n    set [logoturn v] to ((LogoTurn) mod (360))\n    change [logoturn v] by (3)\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\nwait (1) seconds\npoint in direction (90)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (13)\nrepeat (500)\n    point in direction ((([sin v] of (IntroTurn) ) * (15)) - (-90))\nend\n\nwhen I receive [outro! v]\nshow\nset size to (100) %\nwait (20) seconds\nrepeat (50)\n    change size by (-2)\nend\nhide\n\nwhen I receive [outro! v]\nwait (0.5) seconds\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (13)\npoint in direction (90)\nrepeat (500)\n    point in direction ((([sin v] of (LogoTurn) ) * (Spin)) - (-90))\nend\nrepeat (150)\n    turn right (OtherSpin) degrees\nend\n\nwhen flag clicked\nset [introturn v] to [0]\nwait (2.5) seconds\nforever\n    set [introturn v] to ((IntroTurn) mod (360))\n    change [introturn v] by (3)\nend\n\nwhen I receive [outro! v]\nstart sound [OMG - Hello.mp3 v]\n\nwhen flag clicked\nhide\nwait (3.4) seconds\nrepeat (7)\n    change size by (20)\n    repeat (4)\n        change size by (-5)\n    end\n    wait (0.74) seconds\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\n@Presents...\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nwait (11) seconds\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\nset size to (103) %\n\nshow\ngo to [front v] layer\n\n
Instructions are in-game. Press r to restart the level if you get stuck.\nFinally this is done! Sorry it took so long!\nThe sequel: https://scratch.mit.edu/projects/166495298/\nTell me about any glitches! I won't be mad (not at you, anyways)!\nSorry about any lag issues, this is one of my older games\nAlthough it looks nice, fullscreen will almost surely lag.\nView history: \n6/19/17 - 100+ views!\n6/21/17 - 50+ loves! \n6/25/17 - 200+ views!\n6/30/17 - 300+ views!\n7/6/17 - 100+ loves!\n7/10/17 - 400+ views!\n7/13/17 - 500+ views! Loved by @kevin_eleven_1234!\n7/18/17 - 100+ faves!\n8/11/17 - 200+ loves!\n8/12/17 - 1000+ views!