Here is an example of a lag free clone trail. The loading time changes with the amount of clones used. Each clone will go to a certain point in the list (stored in the local variable "ID") every update (note the use of broadcast here, it would be much slower with lots of forever loops for each clone). The lists store the last few positions of the parent sprite. Put the clone setup in a different script if you want, so the game doesn't have to load, but you'll only need about 5-10 clones. Use turbo mode (shift+click green flag) to load large amounts of clones.