Credit to @Gabrielshunsuke22 and @BetterCharlieNetwork (microgame idea), @scratchU8 (Level 2 cameo), Toby Fox and Sr Pelo (Level 3 cameo), @ChachorroLouco234 (stage jingles), and @TheScarfedStickman (Level 1 cameo and idea of TV stage). This microgame was also quick, yet troubled at the same time? I dunno, it's 4 AM right now and I wanna get this done quickly. Well, at least this is a remix rather than based on an idea, though it being a button masher is kinda eh. Nonetheless, it acts as a point to compare from. Anyway, here's a list of differences: - A more effect-based background. - A hopefully more original character. - The phone is made up of different images. - The microgame is now normal-length rather than long. - Breaking the phone now uses left/right direction keys. - Changed difficulty levels. 5 key presses are required in each level and the phone must be broken upon a surface. - Level 1 has a stationary surface. - Level 2 has a surface that moves in for a short period of time before exiting. - Level 3 has a surface moving back and forth. - More variety in sound effects. - Custom music at 120 BPM. [BEGIN DEVELOPER NOTE] = ASSETS = Besides the commands and stuff, this microgame has 17 costumes and 1 backdrop. = ID = When setting the ID, update the 1 script in BG, as it uses the distance block. = INTEGRATION = To integrate this into a full project, the following must be done: - IMPORTANT: Update the microgame count. - Import these as normal: the sprite, the backdrops, the music, the broadcast script (into the chain of if-loops), and the practice menu costumes. - Add the microgame ID to the list of keyboard microgames. - If applicable, add it to one of the speed lists. - Import the command into normal Action. - Import the 1 extra [hatephone] script in Stage. Just a local timer, 'nuff said. - If applicable, update the credits. [FINISH DEVELOPER NOTE]