Scratchnapped - Coin Dash Kaizo Editi--I mean Coin Dash Special. Use the WASD or Arrow keys to collect all 30 coins as fast as you can! Note, you can jump on clouds, and press down to drop through platforms! Click the Timer on the front screen to see the high score table! *DOESN'T WORK*
CURRENT RECORD: 97.6 SECONDS (by @legoboy7107) 12/15/19: Update 1.3.3. Removed (or rather turned off because the code is still there) the high score cloud save functionality because it is about time (r.i.p.). I did this because it wouldn't work; for some reason even though I never changed the code for it from the original Coin Dash it just wouldn't work. I did in a previous update try to make it work, and it almost did because the project was actually successfully trying to save the data, but for some reason it's attempts were never successful, resulting in the player merely waiting for a long time as the system kept attempting until it gave up. I figured since it wasn't working I might as well remove it so that people don't have to wait so long. There is now currently no way without editing the project to view the high score table that I'm aware of (it's just zeros and no names anyway). But this doesn't mean I've given up the idea, as I may try to fix it again, but I likely won't, at least for a while. Also changed the waiting time after collecting the last coin from 4 to 6 seconds so people can see their time for longer since the table no longer exists. 3/16/2019: Scratch 3.0 port still under development. Just restored the original collision since Scratch Team fixed the issue that kept sprites from going as far off the stage as they could in Scratch 2.0. Hopefully no resulting issues exist. Originally the costume order for the ground was messed up but that shouldn't be an issue anymore. However the boulder does sink through the ground once it goes off-screen, an issue exclusive to 3.0. It doesn't happen in 2.0, which means it isn't a coding issue but an issue with 3.0. I'm trying to find out how to fix this. Hopefully I won't have to remake this game from the ground up in my own engine, or re-remix the original project and remake this that way. 11/17/18: Tried getting the cloud data to work again...for some reason when I remixed it that function stopped working. But it hasn't worked so far, and now there are some in-game issues at the end due to that. 11/16/18 - UPDATE 1.3.1: Fixes the power-up timer. Initially the power-up would last 150 seconds, however it used a simple "wait 150 secs" block, which means it was independent of the in-game timer and thus those 150 seconds would also decrease while the screens were transitioning and the player wasn't doing anything, even though the in-game timer would stop during these transitions. This update makes it so that the power-up's timer only decreases while the player and the main timer are active, so not during the transitions. Big, no, HUGE thanks to for 1: Making the original project, & 2: Making the platforming tutorial. I made the music by editing the original in WavePad. I call it "Spacomatic"! So here is a "sequel" I made to Coin Dash Episode 1, inspired by the game Super Mario Bros Special by HudsonSoft for the Japanese PC(Some Number) and Sharp X1 computers (Special was the first Nintendo-licensed sequel to Super Mario Bros [Except it was really a remixed port, not a sequel, despite what the internet says].). I changed some things around: 1. The cat now runs faster, jumps higher, and has less traction (making it hard to stay on small platforms) like SMB Special. 2. The level is almost entirely different, except for a few screens, 3. There are now 30 coins instead of 20, 4. It is no longer a side-scroller, but is a flick-screen scroller thingy. 5. It is now night-time, and the music is remixed by me, 6. The tray lift is changed into a cloud lift, 7. The Jelly lift is changed into a bottle lift, 8. I've added some enemies from the original Scratchnapped not present in Coin Dash; aka The porcupine and the rolling ball, and have also added the trees and flowers from Scratchnapped, and there is an invisible power-up that allows you to move normally underwater for 150 seconds. Also, lifts actually push you off now, so it is hard to stay on. I put a lot of work into designing and drawing the level and attempting to keep it within the Coin Dash aesthetic. This was actually my first attempt at full-on vector artwork. I especially like how the shipwreck turned out (no, there isn't actually any deep story to that wreck; I put it there because I thought it was cool.) Due to this game's difficulty, it is recommended that you play the original Coin Dash first. This is not for the faint of heart. It's quite unforgiving if you die.