The troll platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen stage clicked\nif <(backdrop [name v]) = [level 2a]> then\n    next backdrop\nend\nif <(backdrop [name v]) = [level 6a]> then\n    switch backdrop to (level 6b v)\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 4a]>\nbroadcast (Get ready v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 5a]>\nbroadcast (Get ready yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 3a]>\nbroadcast (Get ready again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 7a]>\nbroadcast (Get ready yet, yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 10a]>\nbroadcast (Get ready yet, yet, yet, yet, yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 9a]>\nbroadcast (Get ready yet, yet, yet, yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 8a]>\nbroadcast (Get ready yet, yet, yet again v)\n\n@troll face\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n    change [y velocity v] by (-2)\n    change y by (y velocity)\n    change [in air v] by (1)\n    handle ground <(y velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n    if <key (left arrow v) pressed?> then\n        point in direction (90)\n        walk [-6]\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (-90)\n        walk [6]\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n        stop all sounds\n        stop [other scripts in sprite v]\n        hide\n        set y to (170)\n        switch backdrop to (troll face v)\n        play sound [NOPE v] until done\n        stop [all v]\n    end\nend\n\ndefine handle ground <moving up?>\nrepeat until <not <touching color (#000000)?>>\n    if <moving up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [in air v] to [0]\n    end\n    set [y velocity v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(ground lift) = [10]>>\n    change y by (1)\n    change [ground lift v] by (1)\nend\nif <(ground lift) = [10]> then\n    change x by ((-1) * (steps))\n    change y by (-10)\nend\n\nwhen flag clicked\nforever\n    if <<key (up arrow v) pressed?> and <(in air) < [7]>> then\n        set [y velocity v] to [14]\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Mr trololo v] until done\nend\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-40)\n\nwhen flag clicked\nforever\n    if <(x position) > [220]> then\n        broadcast (Next level v)\n        go to x: (-200) y: (-40)\n    end\nend\n\nwhen I receive [get ready v]\nwait until <<(x position) > [150]> and <(y position) > [90]>>\nnext backdrop\n\nwhen I receive [get ready yet again v]\nwait until <(x position) > [-50]>\nnext backdrop\n\nwhen I receive [get ready again v]\nwait until <<(x position) > [-20]> and <(y position) > [0]>>\nnext backdrop\n\nwhen I receive [get ready yet, yet again v]\nwait until <<(x position) > [110]> and <<(in air) > [20]> and <(y position) < [-80]>>>\nnext backdrop\n\nwhen I receive [get ready yet, yet, yet, yet, yet again v]\nwait until <(x position) > [-100]>\nnext backdrop\n\nwhen I receive [get ready yet, yet, yet, yet again v]\nwait until <<(x position) > [80]> and <(y position) < [-50]>>\nnext backdrop\n\nwhen I receive [get ready yet, yet, yet again v]\nwait until <<(x position) > [95]> and <(y position) > [1]>>\nswitch backdrop to (level 8d v)\n\nwhen I receive [get ready yet, yet, yet again v]\nwait until <<(x position) > [95]> and <(y position) < [1]>>\nif <(backdrop [name v]) = [level 8a]> then\n    switch backdrop to (level 8b v)\nend\n\n
arrow keys to move\nAll levels are possible including level 2\n10 levels in total\nNO SKIPPING >:)\nLEVEL SOLUTIONS\n________________\n\n\n\nLevel 1:\nThere's a hole in the floor. Jump over the hole\n\n\n\n\n\n\nLevel 2: \nClick the screen to make a platform appear\n\n\n\n\n\nLevel 3:\nWhen you jump, the red thing moves. Jump over it, then when it moves move back to the left. Then jump over it as per normal\n\n\n\n\nLevel 4:\nGo to the top, then go to the bottom. There's another hole. Jump over the other hole\n\n\n\n\n\nLevel 5:\nSimilar to level 3, the green thing becomes red when you're over it and kills you. Jump over it, then quickly backtrack. You'll soon get the hang of it\n\n\n\n\nLevel 6:\nDONT CLICK. There's a hole in the wall. Jump through the hole\n\n\n\n\n\nLevel 7:\nThere's a hole. That's very obvious. JUMP into it. If you simply drop into it, you die :P\n\n\n\n\n\n\nLevel 8:\nGo to 3. The sum suddenly changes into 1 + 2\n\n\nLevel 9:\nGo to the platform in front of the red thing. The higher platforms are fake; instead, jump in front of the red thing and drop down, a platform appears. Part of the platform, the right side, is fake. So is the red thing. Jump through the now fake red thing.\n\n\n\n\n\nLevel 10:\nSlowly inch forward until the red thing moves, then jump over it\n\n\n\n\n\n\n\nThat's it