Credit to @da8ft8td8f82f8g2f (microgame idea) and @AidanMaherVGCP90 (idea of TV stage). Here's the next of them. Kind of ran tight on the ideas though, in both artstyle and gameplay. Sorry about that. Hopefully, this is at least a bit better than the original. Now, here's a list of the changes: - Support for speed up to 2.5. - A new dull green square backdrop. Now that I think about it, I've been using that color a lot. - All levels have slower balls in general. - Level 2 now has an extra ball instead of a faster ball. - Level 3 only has 1 ball, but now has obstacles that affect how the ball bounces. - More variance in the starting direction of the ball or balls. - Ball takes 1 second to spawn in, and the extra ball on Level 2 has a 0.5-second delay. - Each ball changes color on each bounce. - In general, more sound effects. - A losing outcome where the ball shatters while everything else turns græy. - Created custom music in 120 BPM. - General optimizations such as usage of pre-existing global variables and combing scripts together. [BEGIN DEVELOPER NOTE] To integrate this into a full project, the following must be done: - Import these as normal: the sprite, the backdrops, the music, the broadcast script, and the practice menu costumes. - Add the microgame ID to the list of long microgames. - Import the command into normal Action. - Import the 2 extra [Let's Bounce] scripts in Stage, including [ou]. [FINISH DEVELOPER NOTE]