Minecraft Mario Platformer 2 ✪✪✪✪✪✪ Epic mobile friendly ready games with animations and music!

Instructions:  Among Us Flappy Game https://scratch.mit.edu/projects/434895986/\n--------------------------------------------------------------\n✪✪✪Minecraft Mario Platformer - Episode 2 ✪✪✪\n\n➊ Use ARROW keys, ASDW or touchscreen...\n➋ SPACEBAR, ACTION or CRAFT, chop, hit or craft.\n❸ Love, Follow and Fav!\n\nLevel 1 has a tutorial to get you started...\nPress M to turn off shuffle music and change the track.\n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft  #platformer #platform #music #1  #animation #atomicmagicnumber  #episode #mobile\n#mario #2020 #popular #famous #game #ipad #tablet\n#touchscreen #jump #top #fun #episode\n\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement.

@Stage\n\nwhen I receive [gamemusic v]\nforever\n    set [track v] to [1]\n    play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n    set [track v] to [2]\n    play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nset [track v] to [1]\n\nwhen I receive [levelup v]\nBackdrops\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nBackdrops\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\nchange [track v] by (1)\nstop all sounds\nforever\n    if <(track) = [1]> then\n        play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n    end\n    if <(track) = [2]> then\n        play sound [minecraft_holder_trap_remix v] until done\n    end\n    if <(track) = [3]> then\n    if <(track) = [4]> then\n        set [track v] to [1]\n    end\nend\n\nswitch backdrop to (1 v)\n\nbroadcast (gameover v)\n\n\n\ndefine Backdrops\nswitch backdrop to (Level)\nclear graphic effects\nif <(Level) = [4]> then\n    set [brightness v] effect to (-10)\nend\n\nset [color v] effect to (4)\n\n@Start End screens\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\nwait (1) seconds\nrepeat (40)\n    change [brightness v] effect by (-2.5)\nend\nswitch costume to (title faceplate v)\nrepeat (40)\n    change [brightness v] effect by (2.5)\nend\nbroadcast (ShowEpisode v) and wait\nbroadcast (Into Blag v) and wait\n\nbroadcast (Start v)\n\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nrepeat (30)\n    change size by (-1)\n    change y by (1.5)\nend\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to [front v] layer\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\nbroadcast (Start v)\n\nrepeat (40)\n    change size by (-1)\n    change y by (1.5)\nend\n\nbroadcast (gameover v)\n\nbroadcast (Into Blag v)\n\nwait (8) seconds\nbroadcast (ShowEpisode v)\n\nforever\n    set [timer v] to (timer)\nend\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n    broadcast (gameover v)\nelse\n    switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (Level)\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n    switch costume to (10 v)\n    switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n    wait (0) seconds\n    create clone of (_myself_ v)\n    change x by (-15)\n    change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nforever\n    go to [front v] layer\n    wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (100)\ngo to [front v] layer\nset y to (-150)\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nchange x by (80)\n\nbroadcast (gameover v)\n\n@Score2\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (100)\ngo to [front v] layer\nset y to (-170)\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n    create clone of (_myself_ v)\n    change x by (-10)\n    change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n    if <(Score) > [0]> then\n        if <(Score) > (☁ MinecraftMarioBestEverScore)> then\n            set [☁ minecraftmariobesteverscore v] to (Score)\n        end\n    end\n    wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n    switch costume to (10 v)\n    switch costume to (letter ((length of (☁ MinecraftMarioBestEverScore)) - (Numeral)) of (☁ MinecraftMarioBestEverScore))\n    wait (1) seconds\nend\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nhide\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n    next costume\n    create clone of (_myself_ v)\n    change x by (170)\nend\nclear graphic effects\n\nchange [color v] effect by (25)\n\nwhen I start as a clone\nshow\nforever\n    next costume\n    repeat (3)\n        if <touching (controlcharacter v)?> then\n            if <(LevelInPlay?) = [Yes]> then\n                if <(HoldingBoat?) = [No]> then\n                    start sound [Mine v]\n                    broadcast (RestartLevel v)\n                    wait (0.4) seconds\n                end\n            else\n                if <not <(Level) = [5]>> then\n                    change [level v] by (1)\n                    broadcast (LevelUp v)\n                    wait (0.4) seconds\n                end\n            end\n        end\n    end\nend\n\n\n    start sound [Mine v]\n    broadcast (RestartLevel v)\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n\n\n\n\ngo to x: (0) y: (0)\n\nwhen I receive [restartlevel v]\nif <(Level) = [5]> then\n    set [color v] effect to (125)\nelse\n    clear graphic effects\nend\n\nwhen I receive [levelup v]\nif <(Level) = [5]> then\n    set [color v] effect to (125)\nelse\n    clear graphic effects\nend\n\n@HERO\n\nwhen I receive [costumechange v]\nnext costume\nwait (0.05) seconds\nif <<not <(costume [number v]) = [4]>> and <not <(costume [number v]) = [10]>>> then\n    repeat until <<(costume [number v]) = [4]> or <(costume [number v]) = [10]>>\n        next costume\n        wait (0.05) seconds\n    end\nend\n\nwhen I receive [levelup v]\nswitch costume to (mariorun24 v)\ngo to [front v] layer\nset size to (25) %\nrepeat (10)\n    show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nControl\n\ngo to [front v] layer\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nforever\n    if <not <(OldX) = (x position)>> then\n        play sound [Walk v] until done\n    end\n    set [oldx v] to (x position)\nend\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [shringmario! v]\nset size to (15) %\n\nwhen I receive [restartlevel v]\nControl\n\nwhen I receive [growmario v]\ngo to [front v] layer\nset size to (25) %\nshow\n\ngo to [front v] layer\n\nwhen I receive [hugemario v]\ngo to [front v] layer\nset size to (45) %\n\nwhen I receive [intheboat v]\nstop [other scripts in sprite v]\nforever\n    if <(HoldingBoat?) = [Yes]> then\n        hide\n        go to [front v] layer\n        go to (controlcharacter v)\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            change [xvelocity v] by (1.5)\n            point in direction (90)\n            next costume\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            change [xvelocity v] by (-1.5)\n            point in direction (-90)\n            next costume\n        end\n    else\n        show\n        go to (controlcharacter v)\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            change [xvelocity v] by (1.5)\n            point in direction (90)\n            next costume\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            change [xvelocity v] by (-1.5)\n            point in direction (-90)\n            next costume\n        end\n    end\nend\n\npoint in direction (90)\nnext costume\n\nset size to (25) %\ngo to [front v] layer\nset size to (25) %\n\ndefine Control\nstop [other scripts in sprite v]\nswitch costume to (mariorun24 v)\npoint in direction (90)\nset size to (25) %\ngo to [front v] layer\nbroadcast (Footsteps v)\nshow\nforever\n    go to (controlcharacter v)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xvelocity v] by (1.5)\n        point in direction (90)\n        next costume\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xvelocity v] by (-1.5)\n        point in direction (-90)\n        next costume\n    end\nend\n\nControl\n\nwhen flag clicked\nswitch costume to (mariorun24 v)\n\nwhen I receive [..mario to front v]\ngo to [front v] layer\n\nwhen I receive [activatemario v]\ngo to [front v] layer\nshow\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-90)\nbroadcast (JoyMouseSenseDown v)\nforever\n    if <<mouse down?> and <(mouse y) < [30]>> then\n        point towards (mouse-pointer v)\n        if <<(direction) > [-23]> and <(direction) < [23]>> then\n            switch costume to (n v)\n            broadcast (Upladder? v)\n            if <(ControlOnGround) = [Yes]> then\n                set [yvelocity v] to [5]\n            end\n        end\n        if <<(direction) > [-68]> and <(direction) < [-23]>> then\n            switch costume to (nw v)\n            change [xvelocity v] by (-1.5)\n            broadcast (HeroPointLeft v)\n            broadcast (Upladder? v)\n            if <(ControlOnGround) = [Yes]> then\n                set [yvelocity v] to [5]\n            end\n        end\n        if <<(direction) > [-140]> and <(direction) < [-68]>> then\n            switch costume to (w v)\n            broadcast (HeroPointLeft v)\n            change [xvelocity v] by (-1.5)\n        end\n        if <<(direction) > [23]> and <(direction) < [68]>> then\n            switch costume to (ne v)\n            broadcast (Upladder? v)\n            change [xvelocity v] by (1.5)\n            broadcast (HeroPointRight v)\n            if <(ControlOnGround) = [Yes]> then\n                set [yvelocity v] to [5]\n            end\n        end\n        if <<(direction) > [68]> and <(direction) < [140]>> then\n            broadcast (HeroPointRight v)\n            change [xvelocity v] by (1.5)\n            switch costume to (e v)\n        end\n        if <<(direction) < [-140]> or <(direction) > [140]>> then\n            if <(distance to [mouse-pointer v]) > [55]> then\n                broadcast (#ACTION v) and wait\n                broadcast (#Crafting v)\n                switch costume to (action v)\n                wait (0.3) seconds\n            else\n                switch costume to (south v)\n                broadcast (Downladder v)\n            end\n            wait until <not <mouse down?>>\n        end\n    end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n    if <<mouse down?> and <(mouse y) < [30]>> then\n        show\n        go to [front v] layer\n        set [ghost v] effect to (50)\n        set [joyshowcounter v] to [0]\n    else\n        change [joyshowcounter v] by (1)\n        if <(JoyShowCounter) > [25]> then\n            switch costume to (neutral v)\n        end\n        if <(JoyShowCounter) > [50]> then\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nsay [Hello!] for (2) seconds\n\nwait (0.3) seconds\n\nset [yvelocity v] to [5]\n\n\n\nbroadcast (Upladder? v)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n    create clone of (_myself_ v)\n    go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nCostumeSort\nforever\n    if <(Level) = [5]> then\n        go to x: (141) y: (92)\n        set size to (60) %\n    else\n        go to x: (116) y: (63)\n        set size to (80) %\n    end\nend\n\nif <(letter (1) of (costume [name v])) = [*]> then\n    set size to (100) %\n    repeat (10)\n        change size by (0.5)\n    end\n    repeat (10)\n        change size by (-0.5)\n    end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [1]> then\n    if <(costume [number v]) = [5]> then\n        if <([x position v] of [controlcharacter v]) < [0]> then\n            broadcast (_L1Bridge v)\n            next costume\n        else\n            switch costume to (5 v)\n        end\n    end\n    stop [this script v]\nend\nif <(Level) = [2]> then\n    if <(costume [number v]) < [10]> then\n        if <<([y position v] of [controlcharacter v]) > [45]> and <<([y position v] of [controlcharacter v]) < [55]> and <([x position v] of [controlcharacter v]) > [120]>>> then\n            if <(#HoldingPickaxe?) = [Yes]> then\n                broadcast (#Level2Dig v)\n                next costume\n                stop [this script v]\n            end\n        end\n    end\n    if <(costume [number v]) = [10]> then\n        next costume\n        broadcast (ScoreBlag v)\n        stop [this script v]\n    end\n    stop [this script v]\nend\nif <(Level) = [3]> then\n    if <(costume [number v]) < [16]> then\n        if <<([y position v] of [controlcharacter v]) > [30]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [130]>>> then\n            broadcast (Level3Dig v)\n            next costume\n            stop [this script v]\n        end\n    end\nend\nif <(Level) = [4]> then\n    if <(costume [number v]) < [21]> then\n        if <<([y position v] of [controlcharacter v]) > [50]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [150]>>> then\n            broadcast (Level4Dig v)\n            next costume\n            stop [this script v]\n        end\n    end\n    if <(costume [number v]) = [21 ]> then\n        broadcast (ArmWithSword v)\n        next costume\n        set [#holdingsword? v] to [Yes]\n        stop [this script v]\n    end\n    stop [this script v]\nend\nif <(Level) = [5]> then\n    if <(costume [number v]) < [26]> then\n        if <<<(#HoldingPickaxe?) = [Yes]> and <<([x position v] of [controlcharacter v]) < [-170]> and <([y position v] of [controlcharacter v]) > [5]>>> and <([y position v] of [controlcharacter v]) < [15]>> then\n            broadcast (Level5Dig v)\n            next costume\n            stop [this script v]\n        end\n    end\n    if <(costume [number v]) = [26]> then\n        broadcast (ArmWithSword v)\n        next costume\n        stop [this script v]\n    end\n    stop [this script v]\nend\n\nset [#holdingsword? v] to [Yes]\n\nif <(costume [number v]) = [10]> then\n    broadcast (ArmWithSword v)\n    next costume\n    set [#holdingsword? v] to [Yes]\n    stop [this script v]\nend\nstop [this script v]\n\nwhen I receive [levelup v]\nCostumeSort\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n    next costume\nend\nif <(costume [number v]) = [17]> then\n    broadcast (-L3Mined v)\n    stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n    next costume\nend\nif <(costume [number v]) = [22]> then\n    broadcast (-L4Mined v)\n    wait (1) seconds\n    next costume\n    stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nCostumeSort\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\nswitch costume to (5 v)\n\n\n\nnext costume\n\nbroadcast (L2Ladderprompt v)\nbroadcast (-L2Ladder v)\nstop [this script v]\n\ndefine CostumeSort\nif <(Level) = [1]> then\n    switch costume to (level1 v)\n    stop [this script v]\nend\nif <(Level) = [2]> then\n    switch costume to (l1endl2start v)\n    stop [this script v]\nend\nif <(Level) = [3]> then\n    switch costume to (level2end3start v)\n    stop [this script v]\nend\nif <(Level) = [4]> then\n    switch costume to (level3end4start2 v)\n    stop [this script v]\nend\nif <(Level) = [5]> then\n    switch costume to (l4/5 v)\n    stop [this script v]\nend\n\nif <(costume [number v]) = [17]> then\n    broadcast (ArmWithSword v)\n    next costume\n    set [#holdingsword? v] to [Yes]\nend\nstop [this script v]\n\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\ngo [forward v] (1) layers\n\nbroadcast (gameover v)\n\nbroadcast (ArmWithSword v)\nnext costume\nstop [this script v]\n\n@Trees\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n    next costume\n    broadcast (NextCraftingStage v)\n    if <(costume [number v]) > [4]> then\n        delete this clone\n    end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\nset [color v] effect to (10)\ngo to x: (500) y: (500)\nswitch costume to (tree v)\nif <[2] > [1]> then\n    delete this clone\nend\nif <(Level) = [1]> then\n    go to x: (-200) y: (-100)\n    create clone of (_myself_ v)\n    clear graphic effects\nend\ngo to x: (500) y: (500)\n\nif <(Level) = [2]> then\n    go to x: (175) y: (-58)\n    set [color v] effect to (-30)\n    create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n    go to x: (-76) y: (117)\n    set [color v] effect to (-50)\n    create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Goomba\n\n\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nPoomba\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nPoomba\n\nwhen flag clicked\nhide\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nPoomba\n\ndefine Poomba\nhide\nswitch costume to (creeper v)\nif <(Level) = [2]> then\n    show\n    go to x: (-30) y: (-84)\n    go to [front v] layer\n    forever\n        point in direction (-90)\n        repeat (20)\n            next costume\n            Sensing\n            change x by (3)\n            wait (0.1) seconds\n            Sensing\n        end\n        Sensing\n        point in direction (90)\n        repeat (20)\n            Sensing\n            wait (0.1) seconds\n            Sensing\n            change x by (-3)\n            next costume\n        end\n    end\nend\nif <(Level) = [4]> then\n    go to x: (-50) y: (90)\n    show\n    go to [front v] layer\n    forever\n        point in direction (-90)\n        repeat (40)\n            next costume\n            change x by (1)\n            Sensing\n        end\n        point in direction (90)\n        repeat (40)\n            Sensing\n            change x by (-1)\n            next costume\n        end\n    end\nend\n\ngo to x: (-120) y: (38)\n\ndefine Sensing\nif <touching (holding v)?> then\n    if <([costume name v] of [holding v]) = [Water]> then\n        start sound [Splash v]\n        stop [other scripts in sprite v]\n        hide\n    else\n        if <(LevelWas) = (Level)> then\n            change [level v] by (1)\n            broadcast (LevelUp v)\n        else\n            broadcast (BombHit v)\n            broadcast (RestartLevel v)\n            start sound [mine v]\n        end\n    end\nend\nif <touching (controlcharacter v)?> then\n    if <(LevelInPlay?) = [Yes]> then\n        broadcast (RestartLevel v)\n        start sound [mine v]\n    else\n        change [level v] by (1)\n        broadcast (LevelUp v)\n    end\nend\n\nwait (0.1) seconds\n\nSensing\nwait (0.1) seconds\n\nSensing\n\nSensing\n\nif <(#HoldingSword?) = [Yes]> then\n    start sound [Clink v]\n    stop [other scripts in sprite v]\n    hide\nelse\n    if <(LevelWas) = (Level)> then\n        change [level v] by (1)\n        broadcast (LevelUp v)\n    else\n        broadcast (BombHit v)\n        broadcast (RestartLevel v)\n        start sound [mine v]\n    end\nend\n\n@LevelText\n\nwhen I receive [start v]\nShowsign\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n    play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\nShowsign\n\ngo to x: (0) y: (0)\n\ndefine Showsign\ngo to x: (178) y: (138)\nset size to (80) %\nshow\ngo to [front v] layer\nswitch costume to (Level)\nrepeat (3)\n    repeat (10)\n        change size by (1)\n    end\n    repeat (10)\n        change size by (-1)\n    end\nend\nwait (1) seconds\nhide\n\ngo to x: (-180) y: (73)\n\ngo to x: (139) y: (-80)\nset size to (80) %\nswitch costume to (1 v)\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nif <(Level) < [5]> then\n    show\n    go to [front v] layer\n    repeat (10)\n        go to (controlcharacter v)\n        change y by (25)\n        change [yvelocity v] by (0.2)\n    end\n    repeat until <(#XP seconds left) < [0]>\n        go to (controlcharacter v)\n        change y by (25)\n        change [yvelocity v] by (0.2)\n    end\n    hide\nend\n\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\n\nwait (0.1) seconds\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n    go to (controlcharacter v)\n    if <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n        set [controlonground v] to [Yes]\n    else\n        set [controlonground v] to [No]\n    end\nend\n\n@Powerups Collection\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n    delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n    delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [clonelock v] to [Off]\n\nwhen I receive [streamofcash v]\nif <(Clonelock) = [Off]> then\n    set [distancetoscore v] to (distance to [score v])\n    switch costume to (b50a020a782c9b7f574c3e5ff9be92163 v)\n    repeat (5)\n        set [xvelocityxp v] to (pick random (-3) to (3))\n        create clone of (_myself_ v)\n        wait (0.05) seconds\n    end\nend\n\nwhen I start as a clone\nset [clonelock v] to [On]\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nclear graphic effects\nshow\npoint in direction (pick random (-30) to (30))\nset size to (20) %\nset [yvelocityxp v] to [5]\nrepeat (20)\n    if <(YVelocityXP) > [-6]> then\n        change [yvelocityxp v] by (-0.2)\n    end\n    set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n    next costume\n    change y by (YVelocityXP)\n    turn right (FruitTwistLocal) degrees\n    change x by (XVelocityXP)\nend\nif <(Level) = [5]> then\n    repeat (30)\n        if <(YVelocityXP) > [-6]> then\n            change [yvelocityxp v] by (-0.2)\n        end\n        set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n        next costume\n        change y by (YVelocityXP)\n        turn right (FruitTwistLocal) degrees\n        change x by (XVelocityXP)\n        if <<touching (hero v)?> or <touching (boat v)?>> then\n            glide (0.6) secs to x: (-100) y: (168)\n            start sound [xp-sound-minecraft v]\n            change [score v] by (100)\n            delete this clone\n        end\n        if <([abs v] of (x position) ) > [237]> then\n            delete this clone\n        end\n    end\nelse\n    repeat (38)\n        if <(YVelocityXP) > [-6]> then\n            change [yvelocityxp v] by (-0.2)\n        end\n        set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n        next costume\n        change y by (YVelocityXP)\n        turn right (FruitTwistLocal) degrees\n        change x by (XVelocityXP)\n        if <<touching (hero v)?> or <touching (boat v)?>> then\n            glide (0.6) secs to x: (-100) y: (168)\n            start sound [xp-sound-minecraft v]\n            change [score v] by (100)\n            delete this clone\n        end\n        if <([abs v] of (x position) ) > [237]> then\n            delete this clone\n        end\n    end\nend\nforever\n    next costume\n    if <<touching (hero v)?> or <touching (boat v)?>> then\n        glide (0.6) secs to x: (-100) y: (168)\n        start sound [xp-sound-minecraft v]\n        change [score v] by (100)\n        delete this clone\n    end\n    if <([abs v] of (x position) ) > [237]> then\n        delete this clone\n    end\nend\n\ndelete this clone\n\n\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nBoatposition\n\nwhen I receive [restartlevel v]\nBoatposition\n\nwhen I receive [levelup v]\nBoatposition\n\ndefine Boatposition\nset [boat positioned? v] to [No]\nset [holdingboat? v] to [No]\nif <not <(Level) = [5]>> then\n    stop [this script v]\nend\nstop [other scripts in sprite v]\nhide\nswitch costume to (empty v)\nshow\nset size to (50) %\ngo to x: (0) y: (-150)\nset [boat positioned? v] to [Yes]\nstop [other scripts in sprite v]\nforever\n    wait until <touching (hero v)?>\n    set [holdingboat? v] to [Yes]\n    broadcast (InTheBoat v)\n    switch costume to (full v)\nend\n\nwhen I receive [intheboat v]\ngo to [front v] layer\nforever\n    if <(HoldingBoat?) = [Yes]> then\n        if <([size v] of [hero v]) < [20]> then\n            switch costume to (tiny v)\n        else\n            switch costume to (full v)\n        end\n        go to (controlcharacter v)\n        point in direction ([direction v] of [hero v])\n        set y to (-158)\n        show\n        if <(x position) < [-114]> then\n            set [holdingboat? v] to [No]\n            broadcast (exitingboatleft v)\n            set x to (-100)\n        end\n    else\n        switch costume to (empty v)\n        set y to (-150)\n    end\nend\n\nwait until <(HoldingBoat?) = [Yes]>\n\nwhen I receive [portalpositioning v]\nif <not <(Level) = [5]>> then\n    stop [this script v]\nend\nstop [other scripts in sprite v]\nhide\nswitch costume to (empty v)\nshow\nset size to (50) %\nset y to (-150)\nstop [other scripts in sprite v]\nwait until <touching (hero v)?>\nset [holdingboat? v] to [Yes]\nbroadcast (InTheBoat v) and wait\n\nswitch costume to (full v)\n\ngo to (controlcharacter v)\npoint in direction ([direction v] of [hero v])\nset y to (-158)\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n    change size by (1)\nend\nforever\n    repeat (10)\n        change size by (1)\n        change [color v] effect by (5)\n    end\n    repeat (10)\n        change size by (-1)\n        change [color v] effect by (5)\n    end\nend\n\n@Ladder\n\nwhen I receive [#l1ladder v]\nshow\ngo to x: (-135) y: (-2)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\nif <touching (controlcharacter v)?> then\n    set [yvelocity v] to [2]\nend\n\nforever\n\ngo to x: (0) y: (0)\n\n@Holding\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (pickaxe v)\ngo to x: (30) y: (12)\nhide\n\ngo to x: (0) y: (0)\nswitch costume to (blank v)\n\nwhen I receive [levelup v]\nPostionItems\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n    stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n    stop [this script v]\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nPostionItems\n\nwhen I receive [hidemario v]\nif <(distance to [hero v]) < [50]> then\n    hide\nend\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [start v]\nPostionItems\n\ndefine PostionItems\nsay []\nhide\nswitch costume to (blank v)\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [2]> then\n    switch costume to (pickaxe v)\n    go to x: (65) y: (100)\n    show\n    wait until <<touching (controlcharacter v)?> and <([size v] of [controlcharacter v]) = [75]>>\n    set [#holdingpickaxe? v] to [Yes]\n    forever\n        go to (controlcharacter v)\n        change y by (30)\n        point in direction ([direction v] of [hero v])\n    end\nend\nif <(Level) = [3]> then\n    switch costume to (pickaxe v)\n    point in direction (-90)\n    go to x: (-210) y: (-59)\n    show\n    wait until <touching (controlcharacter v)?>\n    set [#holdingpickaxe? v] to [Yes]\n    forever\n        go to (controlcharacter v)\n        change y by (30)\n        point in direction ([direction v] of [hero v])\n    end\nend\nif <(Level) = [4]> then\n    switch costume to (water v)\n    go to x: (161) y: (76)\n    show\n    wait until <touching (controlcharacter v)?>\n    set [#holdingpickaxe? v] to [Yes]\n    forever\n        go to (controlcharacter v)\n        change y by (30)\n        point in direction ([direction v] of [hero v])\n    end\nend\nif <(Level) = [5]> then\n    switch costume to (pickaxe v)\n    point in direction (90)\n    go to x: (-206) y: (-140)\n    show\n    wait until <touching (controlcharacter v)?>\n    set [#holdingpickaxe? v] to [Yes]\n    forever\n        go to (controlcharacter v)\n        change y by (15)\n        point in direction ([direction v] of [hero v])\n    end\nend\n\ngo to x: (-215) y: (33)\n\nwait (0.2) seconds\n\nwhen I receive [hugemario v]\nif <<(Level) = [4]> and <touching (controlcharacter v)?>> then\n    hide\nend\n\nPostionItems\n\nwhen I receive [shringmario! v]\nif <<not <(Level) = [2]>> and <<not <(Level) = [3]>> and <not <(Level) = [5]>>>> then\n    stop [other scripts in sprite v]\n    change y by (-20)\nend\n\nwhen I receive [madetap v]\nif <(Level) = [5]> then\n    stop [other scripts in sprite v]\n    go to (hero v)\n    point in direction (90)\n    switch costume to (tap v)\n    glide (1) secs to x: (-53) y: (40)\n    show\nend\n\ngo to x: (30) y: (12)\n\ngo to x: (-217) y: (-59)\n\nshow\nwait until <touching (controlcharacter v)?>\nset [#holdingpickaxe? v] to [Yes]\nforever\n    go to (controlcharacter v)\n    change y by (30)\n    point in direction ([direction v] of [hero v])\nend\n\nswitch costume to (water v)\ngo to x: (161) y: (76)\nshow\n\n\n\nset [#holdingpickaxe? v] to [Yes]\nforever\n    go to (controlcharacter v)\n    change y by (30)\n    point in direction ([direction v] of [hero v])\nend\n\nif <(Level) = [5]> then\n    switch costume to (pickaxe v)\n    go to x: (-215) y: (33)\n    show\n    wait until <touching (controlcharacter v)?>\n    set [#holdingpickaxe? v] to [Yes]\n    forever\n        go to (controlcharacter v)\n        change y by (30)\n        point in direction ([direction v] of [hero v])\n    end\nend\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n    stop [this script v]\nend\nstart sound [clash-royale-soundtrack-win v]\nwait (1.5) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n    change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (0)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.1) secs to x: (0) y: (-25)\nglide (0.1) secs to x: (0) y: (-50)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n    create clone of (_myself_ v)\n    next costume\n    wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n    wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n    wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n    wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n    wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n    wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\n\nif <(costume [number v]) = [5]> then\n    broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nchange [brightness v] effect by (200)\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nwait (0.1) seconds\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <<touching (controlcharacter v)?> or <touching (boat v)?>>\n    next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n    set [numberofxpbonusclones v] to [5]\n    set [timerstampforchests v] to (timer)\n    repeat until <(TimerStampForChests) < [8]>\n        change [numberofxpbonusclones v] by (-1)\n        change [timerstampforchests v] by (-3)\n    end\nend\nif <(Level) = [2]> then\n    set [numberofxpbonusclones v] to [5]\n    set [timerstampforchests v] to (timer)\n    repeat until <(TimerStampForChests) < [14]>\n        change [numberofxpbonusclones v] by (-1)\n        change [timerstampforchests v] by (-3)\n    end\nend\nif <(Level) = [3]> then\n    set [numberofxpbonusclones v] to [5]\n    set [timerstampforchests v] to (timer)\n    repeat until <(TimerStampForChests) < [14]>\n        change [numberofxpbonusclones v] by (-1)\n        change [timerstampforchests v] by (-3)\n    end\nend\nif <(Level) = [4]> then\n    set [numberofxpbonusclones v] to [5]\n    set [timerstampforchests v] to (timer)\n    repeat until <(TimerStampForChests) < [17]>\n        change [numberofxpbonusclones v] by (-1)\n        change [timerstampforchests v] by (-3)\n    end\nend\nif <(Level) = [5]> then\n    set [numberofxpbonusclones v] to [5]\n    set [timerstampforchests v] to (timer)\n    repeat until <(TimerStampForChests) < [21]>\n        change [numberofxpbonusclones v] by (-1)\n        change [timerstampforchests v] by (-3)\n    end\nend\n\ndefine PositionTheChests\nif <(Level) = [1]> then\n    go to x: (-140) y: (80)\n    repeat (NumberofXPbonusClones)\n        create clone of (_myself_ v)\n        change x by (80)\n    end\nend\nif <(Level) = [2]> then\n    go to x: (-145) y: (-80)\n    repeat (NumberofXPbonusClones)\n        create clone of (_myself_ v)\n        change x by (30)\n    end\nend\nif <(Level) = [3]> then\n    go to x: (0) y: (0)\n    go to x: (-113) y: (-83)\n    repeat (NumberofXPbonusClones)\n        create clone of (_myself_ v)\n        change x by (55)\n    end\nend\nif <(Level) = [4]> then\n    go to x: (0) y: (-83)\n    repeat (NumberofXPbonusClones)\n        create clone of (_myself_ v)\n        change x by (50)\n    end\nend\nif <(Level) = [5]> then\n    go to x: (-100) y: (-150)\n    repeat (NumberofXPbonusClones)\n        create clone of (_myself_ v)\n        change x by (60)\n    end\nend\n\ngo to x: (80) y: (80)\nrepeat (NumberofXPbonusClones)\n    create clone of (_myself_ v)\n    change x by (30)\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\ngo to x: (0) y: (0)\n\nHowManyBonusChests?\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n    create clone of (_myself_ v)\n    wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n    next costume\n    change y by (-2)\n    if <touching (hero v)?> then\n        set [#xp seconds left v] to [-1]\n        start sound [Ow v]\n        delete this clone\n    end\nend\ndelete this clone\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nbroadcast (-L2Ladder v)\n\nif <[1] = [1]> then\nend\n\nstop [all v]\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n    switch costume to (10 v)\n    switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n    if <(#XP seconds left) > [0]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n    wait (0) seconds\n    create clone of (_myself_ v)\n    change x by (-13)\n    change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n    go to [front v] layer\n    change [#xp seconds left v] by (-1)\n    if <(#XP seconds left) = [0]> then\n        broadcast (#ShowLevelTransition v)\n    else\n    end\n    if <(#XP seconds left) > [0]> then\n        show\n    else\n        hide\n    end\n    wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nwhen I receive [levelup v]\nset [#xp seconds left v] to [-11]\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n    broadcast (gameover v)\n    repeat (20)\n        change [ghost v] effect by (3)\n    end\n    hide\nelse\n    broadcast (LevelUp v)\nend\n\nwait (1) seconds\n\nset [level v] to [1]\n\nwait (3) seconds\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nrepeat (20)\n    change [ghost v] effect by (3)\nend\nhide\n\nhide\n\n@LoveB\n\nwhen I start as a clone\nshow\nglide (2) secs to x: (218) y: (188)\ndelete this clone\n\ngo to [front v] layer\ngo to x: ((Scroll) + (480)) y: (-14)\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\ngo to x: (218) y: (-188)\nforever\n    wait (0.3) seconds\n    next costume\n    go to [front v] layer\n    create clone of (_myself_ v)\nend\n\nwait (0.1) seconds\n\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n    go to [front v] layer\n    change [scroll v] by (-6)\n    if <(Scroll) > [-480]> then\n        go to x: (Scroll) y: (-14)\n    else\n        go to x: ((Scroll) + (960)) y: (-14)\n        if <(Scroll) < [-959]> then\n            set [scroll v] to [0]\n        end\n    end\nend\n\nbroadcast (gameover v)\n\nbroadcast (gameover v)\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n    broadcast (gameover v)\n    stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\nreset timer\nif <not <(Level) = [1]>> then\n    stop [this script v]\nend\nwait (25) seconds\nshow\n\nset [☁ #bestscore v] to [0]\n\nhide\n\ngo to x: (-240) y: (165)\n\nwhen I receive [#releasethefruit v]\nhide\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n    switch costume to (Level)\n    go to [back v] layer\n    show\nend\nreset timer\nif <not <(Level) = [1]>> then\n    stop [this script v]\nend\nwait (25) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n    go to (flag v)\n    next costume\n    wait (0.1) seconds\nend\n\n@mushroom mini\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n    show\n    go to x: (15) y: (-16)\n    wait until <touching (controlcharacter v)?>\n    broadcast (ShringMario! v)\n    hide\nend\nif <(Level) = [3]> then\n    show\n    go to x: (47) y: (20)\n    wait until <touching (controlcharacter v)?>\n    broadcast (ShringMario! v)\n    hide\nend\nif <(Level) = [4]> then\n    show\n    go to x: (50) y: (-134)\n    wait until <touching (controlcharacter v)?>\n    broadcast (GrowMario v)\n    hide\nend\nif <(Level) = [5]> then\n    show\n    go to x: (-53) y: (-10)\n    wait until <touching (controlcharacter v)?>\n    broadcast (ShringMario! v)\n    hide\nend\n\ngo to x: (-111) y: (45)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shringmario! v]\n\nwhen flag clicked\nhide\n\ngo to x: (97) y: (-134)\n\nif <(Level) = [4]> then\n    show\n    go to x: (50) y: (-134)\n    wait until <touching (controlcharacter v)?>\n    broadcast (ShringMario! v)\n    hide\nend\n\ngo to x: (50) y: (-134)\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n    set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n    if <(Level) = [1]> then\n        broadcast (..Mario to front v)\n        glide (1) secs to x: (-140) y: (30)\n        set [yvelocity v] to [0]\n    end\nend\nchange y by (1)\n\nwhen I receive [start v]\ngo to x: (-155) y: (-120)\nbroadcast (Walk v)\nbroadcast (PositionControlCharacter v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\nforever\n    change [yvelocity v] by (-0.5)\n    if <[0] > (YVelocity)> then\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(YVelocity) < [0]> then\n                change y by (-1)\n                if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n                    change y by (1)\n                end\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(YVelocity) < [-1]> then\n                change y by (-1)\n                if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n                    change y by (1)\n                end\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(YVelocity) < [-2]> then\n                change y by (-1)\n                if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n                    change y by (1)\n                end\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(YVelocity) < [-3]> then\n                change y by (-1)\n                if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n                    change y by (1)\n                end\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(YVelocity) < [-4]> then\n                change y by (-1)\n                if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n                    change y by (1)\n                end\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(YVelocity) < [-5]> then\n                change y by (-1)\n                if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n                    change y by (1)\n                end\n            end\n        end\n        if <(YVelocity) < [-6]> then\n            set [yvelocity v] to [-6]\n            change y by (-1)\n            if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n                change y by (1)\n            end\n        end\n        if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n            set [yvelocity v] to [0]\n            change y by (1)\n        end\n    end\n    if <(YVelocity) > [0]> then\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [0]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <(YVelocity) < [-5]> then\n            set [yvelocity v] to [-5]\n        end\n        if <touching (platforms v)?> then\n            change y by (-1)\n            set [yvelocity v] to [0]\n        end\n    end\n    set [xvelocity v] to ((XVelocity) * (0.85))\n    if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n        set [xvelocity v] to [0]\n    end\n    if <[0] > (XVelocity)> then\n        broadcast (CostumeChange v)\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) < [0]> then\n                change x by (-1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) < [-1]> then\n                change x by (-1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) < [-2]> then\n                change x by (-1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) < [-3]> then\n                change x by (-1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) < [-4]> then\n                change x by (-1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) < [-5]> then\n                change x by (-1)\n            end\n        end\n        if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n            change x by (1)\n            set [xvelocity v] to [0]\n        end\n        if <(XVelocity) < [-5]> then\n            set [xvelocity v] to [-5]\n        end\n    end\n    if <(XVelocity) > [0]> then\n        broadcast (CostumeChange v)\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) > [0]> then\n                change x by (1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) > [1]> then\n                change x by (1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) > [2]> then\n                change x by (1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) > [3]> then\n                change x by (1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) > [4]> then\n                change x by (1)\n            end\n        end\n        if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n            if <(XVelocity) > [5]> then\n                change x by (1)\n            end\n        end\n        if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n            change x by (-1)\n            set [xvelocity v] to [0]\n        end\n        if <[5] < (XVelocity)> then\n            set [xvelocity v] to [5]\n        end\n    end\nend\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (1)\n\nwhen [w v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n    set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n    if <(Level) = [1]> then\n        glide (1) secs to x: (-140) y: (30)\n        set [yvelocity v] to [0]\n    end\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\nif <(Level) = [1]> then\n    go to x: (-155) y: (-120)\n    forever\n        if <<(x position) < [-176]> and <(y position) > [0]>> then\n            set [xvelocity v] to [0]\n            glide (0.1) secs to x: (-207) y: (y position)\n            Pipe\n            go to x: (205) y: (-140)\n            glide (0.1) secs to x: (170) y: (-140)\n            set [xvelocity v] to [-4]\n        end\n        if <<(x position) > [176]> and <(y position) < [-120]>> then\n            set [xvelocity v] to [0]\n            glide (0.2) secs to x: (210) y: (-140)\n            Pipe\n            go to x: (-205) y: (40)\n            glide (0.1) secs to x: (-170) y: (40)\n            set [xvelocity v] to [4]\n        end\n    end\nend\nif <(Level) = [2]> then\n    go to x: (-100) y: (-120)\n    forever\n        if <<(x position) < [-180]> and <(y position) < [-120]>> then\n            set [xvelocity v] to [0]\n            glide (0.2) secs to x: (-210) y: (-140)\n            Pipe\n            go to x: (-205) y: (40)\n            glide (0.1) secs to x: (-175) y: (40)\n            set [xvelocity v] to [2]\n        end\n        if <<(x position) < [-180]> and <(y position) > [10]>> then\n            set [xvelocity v] to [0]\n            glide (0.2) secs to x: (-210) y: (40)\n            Pipe\n            go to x: (-205) y: (-140)\n            glide (0.1) secs to x: (-180) y: (-140)\n            set [xvelocity v] to [2]\n        end\n        if <<(x position) > [190]> and <(y position) < [-120]>> then\n            set [xvelocity v] to [0]\n            glide (0.1) secs to x: (207) y: (-140)\n            Pipe\n            go to x: (207) y: (60)\n            glide (0.1) secs to x: (175) y: (60)\n            set [xvelocity v] to [-2]\n        end\n        if <<(x position) > [190]> and <(y position) > [40]>> then\n            set [xvelocity v] to [0]\n            glide (0.1) secs to x: (207) y: (60)\n            Pipe\n            go to x: (207) y: (-140)\n            glide (0.1) secs to x: (175) y: (-140)\n            set [xvelocity v] to [-2]\n        end\n        if <<(x position) > [190]> and <<(y position) > [-70]> and <(y position) < [-60]>>> then\n            set [xvelocity v] to [0]\n            glide (0.1) secs to x: (207) y: (-65)\n            Pipe\n            go to x: (-179) y: (-61)\n            glide (0.1) secs to x: (-179) y: (-80)\n        end\n    end\nend\nif <(Level) = [3]> then\n    go to x: (-150) y: (-150)\n    forever\n        if <<(x position) > [190]> and <(y position) < [-120]>> then\n            set [xvelocity v] to [0]\n            glide (0.2) secs to x: (210) y: (-140)\n            Pipe\n            go to x: (-210) y: (105)\n            glide (0.1) secs to x: (-190) y: (105)\n            set [xvelocity v] to [3]\n        end\n    end\nend\nif <(Level) = [4]> then\n    go to x: (-160) y: (160)\nend\nif <(Level) = [5]> then\n    go to x: (-160) y: (-145)\n    forever\n        if <(HoldingBoat?) = [Yes]> then\n            set [yvelocity v] to [0]\n            if <(x position) > [190]> then\n                glide (0.2) secs to x: (210) y: (-140)\n                set [holdingboat? v] to [No]\n                broadcast (ActivateMario v)\n                set [holdingboat? v] to [No]\n                go to x: (210) y: (-87)\n                glide (0.1) secs to x: (185) y: (-87)\n                set [yvelocity v] to [-3]\n            end\n        else\n            if <<(x position) > [190]> and <(y position) < [-80]>> then\n                glide (0.2) secs to x: (210) y: (-87)\n                broadcast (ActivateMario v)\n                go to x: (210) y: (-165)\n                glide (0.1) secs to x: (190) y: (-165)\n                set [yvelocity v] to [-3]\n            end\n        end\n    end\nend\n\nforever\nend\n\nif <<(y position) > [20]> and <(y position) < [24]>> then\n    Pipe\n    go to x: (190) y: (-76)\n    if <(Boat Positioned?) = [No]> then\n        glide (0.1) secs to x: (190) y: (-110)\n        set [yvelocity v] to [-3]\n    else\n        glide (0.2) secs to x: (190) y: (-127)\n        set [holdingboat? v] to [Yes]\n        Stopmesinking\n    end\nend\n\nif <(Level) = [4]> then\n    go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n    go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\nshow\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-170) y: (175)\nhide\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\nshow\n\nbroadcast (Start v)\n\ngo to x: (-200) y: (-100)\n\nclear graphic effects\n\ndefine Pipe\nhide\nbroadcast (HideMario v)\nstart sound [Teleport2 v]\nwait (0.7) seconds\nbroadcast (ShowMario v)\nshow\n\n\n\n\n\nset [#holdingpickaxe? v] to [0]\n\nchange y by (4)\n\nstop [this script v]\n\nwhen I receive [upladder? v]\nif <touching (ladder v)?> then\n    if <(Level) = [1]> then\n        glide (1) secs to x: (-140) y: (30)\n        set [yvelocity v] to [0]\n    end\nend\n\nwhen I receive [downladder v]\nif <touching (ladder v)?> then\n    if <(Level) = [1]> then\n        glide (1) secs to x: (-140) y: (-124)\n        set [yvelocity v] to [0]\n    end\nend\n\nwhen [down arrow v] key pressed\nbroadcast (Downladder v)\n\nwhen [s v] key pressed\nbroadcast (Downladder v)\n\nwhen I receive [showtrees v]\nset size to (75) %\nshow\n\nwhen I receive [shringmario! v]\nset size to (34) %\n\nwhen I receive [growmario v]\nset size to (75) %\n\nclear graphic effects\n\nforever\n    if <(HoldingBoat?) = [Yes]> then\n        if <(y position) < [-150]> then\n            set y to (-150)\n            set [yvelocity v] to [0]\n        end\n    end\nend\n\nwhen I receive [hugemario v]\nset size to (125) %\nshow\n\nPipe\ngo to x: (190) y: (-76)\n\nshow\n\nbroadcast (_L1Bridge v)\n\nwhen I receive [_l1bridge v]\n\nforever\n\nglide (0.1) secs to x: (175) y: (-140)\nset [xvelocity v] to [-2]\n\nforever\n\ndefine Stopmesinking\n\nset y to (-127)\n\nset [xvelocity v] to [0]\nglide (0.2) secs to x: (210) y: (-140)\nset [holdingboat? v] to [No]\nPipe\ngo to x: (210) y: (105)\nglide (0.1) secs to x: (190) y: (105)\nset [xvelocity v] to [3]\n\nStopmesinking\n\nStopmesinking\nglide (0.1) secs to x: (190) y: (0)\nset [yvelocity v] to [-3]\n\nclear graphic effects\n\nif <(Boat Positioned?) = [No]> then\n    glide (0.1) secs to x: (190) y: (-110)\n    set [yvelocity v] to [-3]\nelse\n    glide (0.2) secs to x: (190) y: (-127)\n    set [holdingboat? v] to [Yes]\n    Stopmesinking\nend\n\nif <(HoldingBoat?) = [Yes]> then\n    set [yvelocity v] to [0]\nend\n\nset [holdingboat? v] to [No]\n\nset [holdingboat? v] to [No]\n\nwhen I receive [exitingboatleft v]\ngo to x: (-135) y: (-145)\n\nhide\nstop [other scripts in sprite v]\n\n@mushroom mini2\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n    show\n    go to x: (180) y: (-132)\n    wait until <touching (controlcharacter v)?>\n    broadcast (GrowMario v)\n    hide\nend\nif <(Level) = [4]> then\n    show\n    go to x: (-213) y: (106)\n    wait until <touching (controlcharacter v)?>\n    broadcast (HugeMario v)\n    hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nbroadcast (GrowMario v)\n\nwhen flag clicked\nhide\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nif <(Level) = [5]> then\n    show\n    go to x: (-213) y: (106)\n    wait until <touching (controlcharacter v)?>\n    broadcast (HugeMario v)\n    hide\nend\n\n@DigablesBlocks\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [#level2dig v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndIGABLES\n\ndefine dIGABLES\nhide\nif <[1] = [1]> then\n    delete this clone\nend\nwait (0.1) seconds\nif <(Level) = [2]> then\n    go to x: (0) y: (0)\n    switch costume to (costume1 v)\n    show\nend\nif <(Level) = [3]> then\n    go to x: (0) y: (0)\n    switch costume to (earth full v)\n    show\nend\nif <(Level) = [4]> then\n    switch costume to (load v)\n    show\n    forever\n        go to x: (106) y: (91.5)\n        if <<<touching (sprite1 v)?> and <([size v] of [controlcharacter v]) > [85]>> and <(costume [number v]) < [29]>> then\n            next costume\n            wait (0.1) seconds\n        end\n    end\nend\nif <(Level) = [5]> then\n    switch costume to (costume1 v)\n    go to x: (-351) y: (-40)\n    show\nend\n\nswitch costume to (costume14 v)\nshow\n\ncreate clone of (_myself_ v)\n\nwhen I receive [level4dig v]\nif <(y position) < [0]> then\n\nnext costume\n\nwhen I start as a clone\ngo to x: (189) y: (59)\nswitch costume to (costume14 v)\nshow\n\ngo to x: (0) y: (0)\n\ngo to x: (189) y: (58)\nswitch costume to (costume14 v)\nshow\n\nif <(Level) = [4]> then\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [level5dig v]\nnext costume\n\nwait (0.1) seconds\n\nwhen I receive [level3dig v]\nnext costume\n\nswitch costume to ((costume [number v]) - (1))\n\nwait (0.2) seconds\n\npoint in direction (90)\n\nchange x by (-1)\n\ngo to x: (0) y: (0)\n\n\n\ngo to x: (0) y: (0)\nswitch costume to (level 5 full v)\nshow\n\n    \n    wait (0.2) seconds\nend\n\nforever\n    go to x: (106) y: (91.5)\n    if <<touching (sprite1 v)?> and <(costume [number v]) < [29]>> then\n        next costume\n        wait (0.1) seconds\n    end\nend\n\nforever\n    go to x: (106) y: (91.5)\n    if <<<touching (sprite1 v)?> and > and <(costume [number v]) < [29]>> then\n        next costume\n        wait (0.1) seconds\n    end\nend\n\n@tinyrunner2\n\nwhen I receive [endtalk v]\n\nbroadcast (gameover v)\n\nwhen I receive [gameover v]\nforever\n    switch costume to (start v)\n    go to [front v] layer\n    show\n    go to x: (-151) y: (75)\n    set [finalblagy v] to [-1]\n    repeat (17)\n        change y by (finalblagy)\n        change [finalblagy v] by (-0.5)\n        next costume\n    end\n    hide\n    wait (0.2) seconds\n    switch costume to (start v)\n    go to [front v] layer\n    show\n    go to x: (48) y: (75)\n    set [finalblagy v] to [-1]\n    repeat (20)\n        change y by (finalblagy)\n        change [finalblagy v] by (-0.5)\n        next costume\n    end\n    hide\n    wait (0.2) seconds\n    switch costume to (start v)\n    go to [front v] layer\n    show\n    go to x: (146) y: (35)\n    set [finalblagy v] to [-1]\n    repeat (19)\n        change y by (finalblagy)\n        change [finalblagy v] by (-0.5)\n        next costume\n    end\n    hide\n    wait (0.2) seconds\n    switch costume to (start v)\n    go to [front v] layer\n    show\n    go to x: (-54) y: (34)\n    set [finalblagy v] to [-1]\n    repeat (19)\n        change y by (finalblagy)\n        change [finalblagy v] by (-0.5)\n        next costume\n    end\nend\n\nwhen flag clicked\nhide\n\nif <(length of (username)) < [3]> then\n    set [username v] to [YOU]\nelse\n    set [username v] to (username)\nend\nforever\n    wait (0.2) seconds\n    say [] for (2) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (1) seconds\n    say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (3) seconds\n    say (join (Username) [ please LOVE ♥ FAV  ♥ FOLLOW!]) for (7) seconds\n    wait (3) seconds\n    say [] for (10) seconds\n    wait (3) seconds\n    say (join (Username) [ is the BEST!]) for (7) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (3) seconds\n    say (join (Username) [ beat Minecraft Mario Platformer Episode 1!]) for (9) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (3) seconds\n    say [★★★You RULE! ★★★] for (7) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (3) seconds\n    say [Still watching?] for (3) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (1) seconds\n    say [Platform shoes!] for (7) seconds\n    wait (3) seconds\n    say [] for (7) seconds\n    wait (1) seconds\n    say [In a box factory!] for (4) seconds\n    wait (1) seconds\n    say [] for (7) seconds\n    wait (1) seconds\n    say [I dig you!] for (7) seconds\n    wait (1) seconds\n    say [] for (7) seconds\n    wait (1) seconds\n    say [He didn't have the GUTS!] for (7) seconds\n    wait (1) seconds\n    say [] for (7) seconds\n    wait (1) seconds\n    say [How WOOD I know?] for (7) seconds\n    wait (1) seconds\nend\n\nswitch costume to (start v)\n\nforever\n    next costume\nend\n\nshow\nglide (1) secs to x: (-30) y: (-51)\nbroadcast (EndTalk v)\ngo to x: (-154) y: (138)\n\ndefine Reset\n\ngo to x: (-154) y: (138)\nnext costume\n\nrepeat (2)\n\nrepeat (15)\n    repeat (2)\n        change y by (finalblagy)\n    end\n    change [finalblagy v] by (-0.4)\n    next costume\nend\n\ngo to x: (0) y: (0)\n\ngo to x: (-154) y: (138)\n\ngo to x: (-151) y: (75)\n\nshow\n\n@minecraft font\n\nwhen I start as a clone\nif <(y position) > [160]> then\n    show\n    go to [front v] layer\n    show\n    go to [front v] layer\n    glide (0.5) secs to x: (x position) y: (LineHeight)\n    show\n    go to [front v] layer\n    glide (0.25) secs to x: (x position) y: ((LineHeight) + (50))\n    show\n    go to [front v] layer\n    glide (0.25) secs to x: (x position) y: (LineHeight)\n    show\n    go to [front v] layer\n    glide (0.1) secs to x: (x position) y: ((LineHeight) + (20))\n    show\n    go to [front v] layer\n    glide (0.1) secs to x: (x position) y: (LineHeight)\n    set [digitclonenumber v] to [0]\nend\nwait (1) seconds\nrepeat (300)\n    change [color v] effect by (1)\n    go to [front v] layer\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nset [digitx v] to (x position)\nset [digity v] to (y position)\n\nwait (1) seconds\nrepeat (2)\n    create clone of (_myself_ v)\n    change x by (-1)\n    change y by (1)\n    change [digitclonenumber v] by (1)\nend\nhide\nforever\n\nwait (0) seconds\n\nbroadcast (3DTextRipple v)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n    set [costumetoswitchto v] to [a]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n    set [costumetoswitchto v] to [b]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n    set [costumetoswitchto v] to [c]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n    set [costumetoswitchto v] to [d]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n    set [costumetoswitchto v] to [e]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n    set [costumetoswitchto v] to [f]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n    set [costumetoswitchto v] to [g]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n    set [costumetoswitchto v] to [h]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n    set [costumetoswitchto v] to [i]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n    set [costumetoswitchto v] to [j]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n    set [costumetoswitchto v] to [k]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n    set [costumetoswitchto v] to [l]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n    set [costumetoswitchto v] to [m]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n    set [costumetoswitchto v] to [n]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n    set [costumetoswitchto v] to [o]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n    set [costumetoswitchto v] to [p]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n    set [costumetoswitchto v] to [q]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n    set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n    set [costumetoswitchto v] to [s]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n    set [costumetoswitchto v] to [t]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n    set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n    set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n    set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n    set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n    set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n    set [costumetoswitchto v] to [z]\n    stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n    set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (300)\nrepeat (length of (TextToShow))\n    change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n    change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nstart sound [FunWin v]\nrepeat (length of (TextToShow))\n    switch costume to (  v)\n    CapitalsCheck\n    switch costume to (CostumeToSwitchTo)\n    if <not <(CostumeToSwitchTo) = [space]>> then\n        create clone of (_myself_ v)\n    end\n    change x by ((size) * (0.2))\n    wait (0.05) seconds\n    change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [#showleveltransition v]\n\nwhen I receive [showthefont v]\nhide\nclear graphic effects\nwait (0.1) seconds\nset [color v] effect to (-100)\ngo to [front v] layer\nset size to (130) %\nset [lineheight v] to [130]\nset [texttoshow v] to (join [WR ] (join (WR) [ secs]))\nShowTextOnScreen\nset size to (120) %\nset [lineheight v] to [-120]\nset [texttoshow v] to (username)\nShowTextOnScreen\nset size to (140) %\nset [lineheight v] to [-160]\nset [texttoshow v] to (TimerTextToSay)\nShowTextOnScreen\nwait until <(timer) > [10]>\nbroadcast (#ShowLevelTransition v)\n\nset [wr v] to (☁ L1Time)\n\nwhen I receive [launchminecraftvictory v]\nif <(Mode) = [Hardcore]> then\n    if <(TimeSoFar) < (☁ HardcoreTime)> then\n        wait (1) seconds\n        set [☁ hardcoretime v] to (TimeSoFar)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ HardcoreTime)\n    set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nif <(Mode) = [Normal]> then\n    if <(TimeSoFar) < (☁ NormalTime)> then\n        wait (1) seconds\n        set [☁ normaltime v] to (TimeSoFar)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ NormalTime)\n    set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nbroadcast (ShowTheFont v)\n\nwhen flag clicked\nhide\n\npoint towards (textcentredot v)\nmove (2) steps\n\nchange [digitclonenumber v] by (1)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\nchange [color v] effect by (1)\n\nchange y by (10)\n\nset y to (DigitY)\n\nwait (0.1) seconds\n\nset [☁ minecraftmariobesteverscore v] to [0]\nset [☁ l1time v] to [60]\nset [☁ l2time v] to [60]\nset [☁ l3time v] to [60]\nset [☁ l4time v] to [60]\nset [☁ l5time v] to [60]\n\nbroadcast (DeleteLocalClones v)\n\nwhen I receive [deletelocalclones v]\n\nwait (5) seconds\n\nstop [this script v]\n\nstop [this script v]\n\nwhen I receive [showbesttimes v]\nset [timetakenonlevel v] to (round (timer))\nset [timertexttosay v] to (join (TimeTakenOnLevel) [ secs])\nif <(Level) = [1]> then\n    if <(TimeTakenOnLevel) < (☁ L1Time)> then\n        wait (1) seconds\n        set [☁ l1time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ L1Time)\nend\nif <(Level) = [2]> then\n    if <(TimeTakenOnLevel) < (☁ L2Time)> then\n        wait (1) seconds\n        set [☁ l2time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ L2Time)\nend\nif <(Level) = [3]> then\n    if <(TimeTakenOnLevel) < (☁ L3Time)> then\n        wait (1) seconds\n        set [☁ l3time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ L3Time)\nend\nif <(Level) = [4]> then\n    if <(TimeTakenOnLevel) < (☁ L4Time)> then\n        wait (1) seconds\n        set [☁ l4time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ L4Time)\nend\nif <(Level) = [5]> then\n    if <(TimeTakenOnLevel) < (☁ L4Time)> then\n        wait (1) seconds\n        set [☁ l5time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ L5Time)\nend\nbroadcast (ShowTheFont v)\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nrepeat (30)\n    hide\n    stop [other scripts in sprite v]\n    delete this clone\nend\nhide\nstop [this script v]\n\nif <[1] = [1]> then\n    delete this clone\nend\n\nset [☁ normaltime v] to [300]\nset [☁ hardcoretime v] to [240]\n\nwhen I receive [#showleveltransition v]\n\nreset timer\n\nset [☁ l1time v] to [30]\nset [☁ l2time v] to [30]\nset [☁ l3time v] to [30]\nset [☁ l4time v] to [30]\nset [☁ l5time v] to [30]\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\n\nwhen I receive [levelup v]\nPlacePortal\n\ngo to x: (-65) y: (68)\n\nwhen I receive [start v]\nPlacePortal\n\ndefine PlacePortal\nshow\nif <(Level) = [1]> then\n    go to x: (100) y: (53)\nend\nif <(Level) = [2]> then\n    go to x: (98) y: (-21)\nend\nif <(Level) = [3]> then\n    go to x: (199) y: (-7)\nend\nif <(Level) = [4]> then\n    go to x: (-226) y: (-104)\nend\nif <(Level) = [5]> then\n    go to x: (196) y: (105)\nend\nshow\nset size to (33) %\nset [levelinplay? v] to [Yes]\nforever\n    if <touching (hero v)?> then\n        set [levelinplay? v] to [No]\n        broadcast (ShowBestTimes v)\n        broadcast (#ReleaseTheFruit v)\n        start sound [minecraft-rare-achievements-sound v]\n        stop [this script v]\n    end\n    next costume\n    if <(Level) = [5]> then\n        if <touching (boat v)?> then\n            set [levelinplay? v] to [No]\n            broadcast (#ReleaseTheFruit v)\n            start sound [minecraft-rare-achievements-sound v]\n            stop [this script v]\n        end\n    end\nend\n\ngo to x: (-184) y: (-106)\n\nset [levelwas v] to (Level)\n\nbroadcast (PortalPositioning v)\n\nhide\n\nnext costume\n\nset [levelwas v] to (Level)\n\nnext costume\n\nif <(LevelWas) = (Level)> then\n    change [level v] by (1)\n    broadcast (LevelUp v)\nend\n\nset [levelwas v] to (Level)\n\nstart sound [minecraft-rare-achievements-sound v]\nstop [this script v]\n\nbroadcast (ShowBestTimes v)\n\nbroadcast (#ReleaseTheFruit v)\nstart sound [minecraft-rare-achievements-sound v]\nstop [this script v]\n\n@Sprite5\n\nwait (8) seconds\n\nwhen I receive [pulsefollowercount v]\nrepeat (160)\n    change [color v] effect by (25)\nend\nbroadcast (FadeFollowerCount v)\n\nwhen I receive [into blag v]\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nswitch costume to (simper v)\nrepeat (2)\n    go to x: (-500) y: (0)\n    next costume\n    go to [front v] layer\n    show\n    glide (1) secs to x: (0) y: (0)\n    create clone of (_myself_ v)\nend\nbroadcast (ShowFollowerCount v)\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\nwait (0.1) seconds\n\nhide\n\nwhen I receive [fadefollowercount v]\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nif <[1] = [1]> then\n    delete this clone\nend\nswitch costume to (instructions v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [5]>> then\n    stop [this script v]\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nbroadcast (Start v)\n\n@FollowerBlag\n\nwhen I receive [fadefollowercount v]\nrepeat (120)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n    switch costume to (0 v)\n    switch costume to (letter ((length of (FollowerCount)) - (Numeral)) of (FollowerCount))\nend\n\nwhen I receive [showfollowercount v]\nhide\nswitch costume to (0 v)\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (140) y: (0)\npoint in direction (90)\nset [followercount v] to [0]\nset [numeral v] to [0]\nrepeat (3)\n    create clone of (_myself_ v)\n    change x by (-60)\n    change [numeral v] by (1)\nend\nchange x by (-20)\nrepeat (2)\n    create clone of (_myself_ v)\n    change x by (-60)\n    change [numeral v] by (1)\nend\nrepeat (210)\n    change [followercount v] by (100)\nend\nbroadcast (PulseFollowerCount v)\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\nshow\n\nwhen I receive [pulsefollowercount v]\nrepeat (10)\n    change size by (1)\n    turn right (1.5) degrees\n    change y by (1.5)\nend\nrepeat (20)\n    turn right (-1.5) degrees\nend\nrepeat (10)\n    turn right (1.5) degrees\nend\nrepeat (10)\n    change [color v] effect by (25)\nend\n\nbroadcast (-L2Ladder v)\n\n@_L1Bridge\n\nwhen I receive [_l1bridge v]\nshow\ngo to x: (0) y: (-2)\nset [_l1bridgeshowing? v] to [Yes]\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [_l1bridgeshowing? v] to [No]\n\nwhen I receive [levelup v]\nhide\nset [_l1bridgeshowing? v] to [No]\nstop [other scripts in sprite v]\n\ngo to x: (0) y: (0)\n\nwhen I receive [restartlevel v]\nhide\nset [_l1bridgeshowing? v] to [No]\nstop [other scripts in sprite v]\n\n@Sprite8\n\nwhen I receive [scoreblag v]\nif <[1] = [1]> then\n    delete this clone\nend\ngo to x: (217) y: (130)\ngo to [front v] layer\nrepeat (10)\n    create clone of (_myself_ v)\n    wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nglide (1) secs to x: (-50) y: (167)\nchange [score v] by (250)\nplay sound [365105__josepharaoh99__beep-sound-effect v] until done\nhide\ndelete this clone\n\n@Goomba2\n\nif  then\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nPoomba\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nPoomba\n\nwhen flag clicked\nhide\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nPoomba\n\ndefine Poomba\nhide\nswitch costume to (creeper v)\nif <(Level) = [5]> then\n    show\n    go to x: (30) y: (84)\n    go to [front v] layer\n    forever\n        point in direction (90)\n        repeat (20)\n            next costume\n            Sensing\n            change x by (2)\n            wait (0.1) seconds\n            Sensing\n        end\n        Sensing\n        point in direction (-90)\n        repeat (20)\n            Sensing\n            wait (0.1) seconds\n            Sensing\n            change x by (-2)\n            next costume\n        end\n    end\nend\n\ndefine Sensing\nif <touching (holding v)?> then\n    if <(#HoldingSword?) = [Yes]> then\n        start sound [Clink v]\n        stop [other scripts in sprite v]\n        hide\n    else\n        if <(LevelWas) = (Level)> then\n            change [level v] by (1)\n            broadcast (LevelUp v)\n        else\n            broadcast (BombHit v)\n            broadcast (RestartLevel v)\n            start sound [mine v]\n        end\n    end\nend\nif <touching (controlcharacter v)?> then\n    if <(LevelInPlay?) = [Yes]> then\n        broadcast (RestartLevel v)\n        start sound [mine v]\n    else\n        change [level v] by (1)\n        broadcast (LevelUp v)\n    end\nend\n\n@LoveB2\n\nwhen I start as a clone\nshow\nglide (2) secs to x: (-218) y: (188)\ndelete this clone\n\ngo to [front v] layer\ngo to x: ((Scroll) + (480)) y: (-14)\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\ngo to x: (-218) y: (-188)\nforever\n    wait (0.3) seconds\n    next costume\n    go to [front v] layer\n    create clone of (_myself_ v)\nend\n\nwait (0.1) seconds\n\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n    go to [front v] layer\n    change [scroll v] by (-6)\n    if <(Scroll) > [-480]> then\n        go to x: (Scroll) y: (-14)\n    else\n        go to x: ((Scroll) + (960)) y: (-14)\n        if <(Scroll) < [-959]> then\n            set [scroll v] to [0]\n        end\n    end\nend\n\nbroadcast (gameover v)\n\nbroadcast (gameover v)\n\n