Credit to @The_Real_Den (microgame idea and music?), @ChachorroLouco234 (stage jingles), and @TheScarfedStickman (idea of TV stage). Surprise yet again! Turns out, I was kinda demotivated a bit with ThinkWare (character posing is not my forte after all), and I decided that doing a microgame or two before my vacation would help me accomplish something before my vacation from December 28 to January 13. I also wanted to try and keep things simple, given the heavy costume counts and code sizes of many of the !!!Ware microgames, not to mention trying to avoid making too many long microgames. This fulfills that by being simple and sweet. Nice music by the way, where's it from? Or didja make it yourself? Anyway, here's a list of the differences: - Better support for speed up to 2.5. - The microgame is now regular-length and in 1:1 (square) aspect ratio. - Clouds now rotate with a slight motion effect. - Joe has a bit of shading and reworked poses. - Joe is also much smaller. - Laser cannons also given a bit more fidelity and a warning where they will blast. - Modified difficulty levels. - Level 1: 3 lasers are fired. - Level 2: 5 lasers are fired. - Level 3: 7 or 8 lasers are fired. - Laser cannons and lasers all combined into one sprite. [BEGIN DEVELOPER NOTE] = ASSETS = Besides the commands and stuff, this microgame has 7 costumes and 1 backdrop. I should really practice this more often. = 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. - No need to add anything to the lists, this is a short game with mouse controls. - If applicable, add it to one of the speed lists. - Import the command and sound. - If applicable, update the credits. [FINISH DEVELOPER NOTE]