Platformer Collection Ver. 1.1

Instructions: Left and right arrow keys to move\nUp arrow key to jump\nWall jumping is enabled\nGet to the right of the screen\nPress O to open the continue code screen\n\n\nApparently this is the only way you can experience these games now because they all got replaced with Fat Bounce :p

@Stage\n\nwhen flag clicked\nforever\n    if <key (o v) pressed?> then\n        ask [Enter continue code] and wait\n        broadcast (continue code v)\n    end\nend\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nwait until <([costume # v] of [levels v]) = [50]>\nswitch backdrop to (level 2 v)\nwait until <([costume # v] of [levels v]) = [50]>\nswitch backdrop to (level 3 v)\nwait until <([costume # v] of [levels v]) = [50]>\nswitch backdrop to (level 4 v)\nwait until <([costume # v] of [levels v]) = [50]>\n\n@Player\n\ndefine Side Collsion\nif <(Flight Code) = [1]> then\n    if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n        set [change in y v] to [10]\n    else\n    end\nend\nif <touching color (#353943)?> then\n    change y by (1)\n    if <touching color (#353943)?> then\n        change y by (1)\n        if <touching color (#353943)?> then\n            change y by (1)\n            if <touching color (#353943)?> then\n                change y by (1)\n                if <touching color (#353943)?> then\n                    change y by (1)\n                    if <touching color (#353943)?> then\n                        change x by ((Change in x) * (-1))\n                        change y by (-5)\n                        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n                            if <(Change in x) > [0]> then\n                                set [change in x v] to [-5]\n                            else\n                                set [change in x v] to [5]\n                            end\n                            set [change in y v] to [10]\n                        else\n                            set [change in x v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif <touching color (#353943)?> then\n    set [change in y v] to [0]\n    get out of the ground\nend\nchange y by (-1)\nif <touching color (#353943)?> then\n    if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n        set [change in y v] to [15]\n    end\nend\nchange y by (1)\n\nwhen flag clicked\nset size to (40) %\nshow\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n    if <(Mini Code) = [1]> then\n        set size to (20) %\n    end\n    if <(Mega Code) = [1]> then\n        set size to (100) %\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        switch costume to (costume1 v)\n        change [change in x v] by (1)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        switch costume to (costume2 v)\n        change [change in x v] by (-1)\n    end\n    set [change in x v] to ((Change in x) * (0.9))\n    change x by (Change in x)\n    Side Collsion\n    Gravity\n    if <touching color (#666600)?> then\n        broadcast (Next Level v)\n    end\n    if <<touching color (#c3500c)?> or <<touching color (#f9660f)?> or <key (r v) pressed?>>> then\n        if <(Invincibility Code) = [0]> then\n            set [change in y v] to [0]\n            set [change in x v] to [0]\n            point in direction (90)\n            go to x: (-216) y: (-74)\n        end\n    end\n    if <(x position) > [235]> then\n        broadcast (Next Level v) and wait\n    end\n    if <touching color (#99ffbb)?> then\n        set [change in y v] to [0]\n        change [change in y v] by (20)\n    end\n    if <(Air) = []> then\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nset size to (40) %\nset [change in y v] to [0]\nset [change in x v] to [0]\nwait (0.5) seconds\ngo to x: (-216) y: (-74)\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine get out of the ground\nchange y by (20)\nif <touching color (#353943)?> then\n    change y by (-20)\n    repeat until <not <touching color (#353943)?>>\n        change y by (-1)\n    end\nelse\n    change y by (-20)\n    repeat until <not <touching color (#353943)?>>\n        change y by (1)\n    end\nend\n\n@Levels\n\nwhen flag clicked\nset [invincibility code v] to [0]\nset [flight code v] to [0]\nset [mini code v] to [0]\nset [mega code v] to [0]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [continue code v]\nif <(answer) = [ylzxif]> then\n    switch costume to (level 2 start v)\nend\nif <(answer) = [xtyfzs]> then\n    switch costume to (level 3 start v)\nend\nif <(answer) = [rjlohx]> then\n    switch costume to (level 4 start v)\nend\nif <(answer) = [rxigzn]> then\n    switch costume to (level 5 start v)\nend\nif <(answer) = [cjxoud]> then\n    switch costume to (level 6 start v)\nend\nif <(answer) = [rageme]> then\n    switch costume to (post-end 1 v)\nend\nif <(answer) = [birdie]> then\n    set [flight code v] to [1]\nend\nif <(answer) = [nonhit]> then\n    set [invincibility code v] to [1]\nend\nif <(answer) = [minime]> then\n    set [mini code v] to [1]\nend\nif <(answer) = [biglug]> then\n    set [mega code v] to [1]\nend\nif <(answer) = [normal]> then\n    set [mini code v] to [0]\n    set [mega code v] to [0]\n    set [invincibility code v] to [0]\n    set [flight code v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [1]> then\n        switch backdrop to (level 1 v)\n    end\n    if <(costume [number v]) = [15]> then\n        switch backdrop to (level 2 v)\n    end\n    if <(costume [number v]) = [30]> then\n        switch backdrop to (level 3 v)\n    end\n    if <(costume [number v]) = [30]> then\n        switch backdrop to (level 3 v)\n    end\n    if <(costume [number v]) = [45]> then\n        switch backdrop to (level 4 v)\n    end\n    if <(costume [number v]) = [59]> then\n        switch backdrop to (level 5 v)\n    end\n    if <(costume [number v]) = [75]> then\n        switch backdrop to (level 6 v)\n    end\n    if <(costume [number v]) = [91]> then\n        switch backdrop to (level 7 v)\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [thumbnail v]\nshow\nstop [all v]\n\nbroadcast (Thumbnail v)\n\n@Sprite1\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nset size to (999) %\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\ngo to x: (476) y: (0)\nglide (0.5) secs to x: (-476) y: (0)\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (0) %\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (0) %\nswitch costume to (costume2 v)\n\n