Platformer...but with 1 FPS

Instructions: --------------------------------About---------------------------------\n                             Hello scratchers! \nThis is a first patformer in the Platformer BUT series :D\nNormal platformers are too easy. So I decided to make an 1 FPS platformer. Can you beat the lags? Press green flag and enjoy playing :)

@Stage\n\nwhen flag clicked\nstop all sounds\nswitch backdrop to (blue sky v)\nstart sound [Vexento - Pixel Party v]\nforever\n    if <([costume # v] of [level v]) = [8]> then\n        switch backdrop to (blue sky2 v)\n    end\nend\n\n@Player\n\nwhen flag clicked\nforever\n    if <([costume # v] of [level v]) = [8]> then\n        hide\n    end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n    go to (hitbox v)\n    go to [front v] layer\n    if <key (up arrow v) pressed?> then\n        if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n            switch costume to (right-up v)\n        else\n            switch costume to (up v)\n        end\n    else\n        if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n            switch costume to (right v)\n        else\n            switch costume to (no v)\n        end\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\n    wait (0.8) seconds\n    broadcast (tick 1 sec v)\nend\n\n@Hitbox\n\nwhen I receive [next level v]\nStart Position\n\ndefine Start Position\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (100) %\ngo to x: (-220) y: (100)\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\nStart Position\nset [ghost v] effect to (100)\nforever\n    if <<(username) = [ScratchBoy179]> and <key (e v) pressed?>> then\n        set [ghost v] effect to (50)\n    else\n        set [ghost v] effect to (100)\n    end\n    if <([costume # v] of [level v]) = [8]> then\n        clear graphic effects\n    end\n    if <(x position) = [268]> then\n        broadcast (next level v)\n        Start Position\n    end\n    change [y_vel v] by (-1)\n    if <key (right arrow v) pressed?> then\n        change [x_vel v] by (1)\n    end\n    if <key (left arrow v) pressed?> then\n        change [x_vel v] by (-1)\n    end\n    set [x_vel v] to ((x_vel) * (0.9))\n    change x by (x_vel)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (1)\n                            if <touching (level v)?> then\n                                change y by (-6)\n                                if <key (up arrow v) pressed?> then\n                                    set [y_vel v] to [8]\n                                    if <(x_vel) > [0]> then\n                                        set [x_vel v] to [-10]\n                                    else\n                                        set [x_vel v] to [10]\n                                    end\n                                else\n                                    change x by ((x_vel) * (-1))\n                                    set [x_vel v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (y_vel)\n    if <touching (level v)?> then\n        change y by ((y_vel) * (-1))\n        set [y_vel v] to [0]\n    end\n    change y by (-1)\n    if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n        set [y_vel v] to [12]\n    end\n    if <<touching (obstacles v)?> or <(y position) < [-175]>> then\n        Start Position\n    end\n    if <touching (trampoline v)?> then\n        set [y_vel v] to [20]\n    end\n    change y by (1)\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostým4 v)\nshow\ngo to x: (0) y: (0)\n\n@Obstacles\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (kostým1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostým1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Trail\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nrepeat (20)\n    change [ghost v] effect by (4)\n    change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n    set size to (100) %\n    set [ghost v] effect to (100)\n    go to (hitbox v)\n    wait (0) seconds\n    wait (0) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick 1 sec v]\nerase all\nrepeat (1)\nshow\nstamp\nhide\n\n