If it takes a long time to load, use Turbowarp: https://turbowarp.org/489773775 . You also get faster game speed. Arrow keys to move left and right, Z to jump Let go of Z early to do a smaller jump You can double jump, and the smaller jump part still applies the sprites for the level are from Not Another Needle Game I added 7 needle levels of my own creation (and modified the first level by adding a diagonal) from the original engine (credit to @Invulsions for that). Also, you can press and hold 'B' to remove all spikes in a level and skip it (see the dynamite counter in the top right for the number of skips left). Pro Tip: When you are moving right or left, your hitbox (an invisible box around the player that detects if you are touching spikes) is smaller, therefore you can fit small gaps or make jumps more easily. For example, in Level 5, the tiny gap on the bottom row of spikes on the right can be landed in, but there is a short window of time you can jump up higher before you just die (hitbox detects a spike), but if you run towards the wall, you won't have a short window (as long as you keep running; when you stop running, you will die). So jump while you are running in that case.
Added: - Portal as an object (it spins, yay!) - Shooting with the 'X' key - The (hidden) beginnings of a menu... - Blood slider multiplier too ('0' for no blood; anything above 2 gives some lag when you die but resetting makes it back to normal) just because why not - Save Point actually works now instead of being a cosmetic/ background element (using the I Wanna Be The Spike cosmetics and method(?): https://scratch.mit.edu/projects/237300742 ). Death X shows your saved X position, Death Y shows your saved Y position. Added Save particles, too. I'm pretty sure it's possible to save-jump - Jump cancelling(...ish). Use the S key (yeah, it's not ideal but it's a start) to halve the height of a jump (can't work while you are falling). - A secret random death sound... each death there is a 1/5000 chance you will hear it... - M to mute and unmute the game's music (jump, shoot, and death sounds will still be heard) - Water was added. In water, you have infinite jumps! - The menu is here. I'll make it look better later. On the menu at the bottom right are buttons for muting the music and game sounds (jump, shoot, death, etc... sounds) - Dynamite/ TNT was added and works like the original game. It removes all spikes in a level, but you only get a few... Press 'T' to use it (The image is from: https://www.google.com/url sa=i&url=https%3A%2F%2Fwww.clipartmax.com%2Fmiddle%2Fm2i8m2b1Z5i8b1G6_the-dynamite-mod-pixel-art-heart%2F&psig=AOvVaw2zxHidftwVYDq7MoaSs08e&ust=1614549353038000&source=images&cd=vfe&ved=0CAQQjhxqFwoTCJDGy7qHi-8CFQAAAAAdAAAAABAD) "Tactical Nuke incoming!" - One- way platforms are here - Jump replenishers (blue orbs) give you an extra jump - There is now a mysterious figure. You do not know the name, but you know the voice. Shrouded in darkness, this figure talks to you... who could it be? - Up to 13 "floors" of the original NANG. Gonna add more later... Also, when all the floors of the original are done, there MAY be an option to play levels made by me (level 13 is an example), To-Do: - Make the menu look better (maybe gonna be similar to NANG) - Fix save particles glitching out (if you spam 'X' while the save is green, you'll see what I'm talking about). - More levels, especially making a level progression like the original NANG (AKA copying NANG to Scratch because I can't play it on my computer) - More music and a music selection thing. Credit with the current music goes to the DoDonPachi Saidaioujou - DoDonPachi Maximum OST (here: https://downloads.khinsider.com/game- soundtracks/album/dodonpachi-saidaioujou- dodonpachi-maximum-original-soundtrack), inspired by IWKTK3. that's about it for now... Level guides (?) 1- Just get inside the diagonal 2- Land on the edge next to the diamond, then (this is important) jump in such a way that you touch the left side of the ledge and then press nothing else. Then you can land the 16px gap. After that, jump over the spike. Or, jump up to the high ledge and hug the side of the wall, drop down without pressing anything, and jump over the spike. 4- Jump in and then simply walk off the edge, no jump required, or you can get style points by landing on the left edge of the top block (doesn't look like it, but it's possible) and fitting through the gap. 5. Align at the top right block that's sticking out. It'll take a few tries. Alternatively, you can get style points by fitting through the unfair gap next to it... (to be honest the "unfair" gap is really more fair than the align). 6. This is basically an invert, but nerfed because I can't jump-cancel well enough. Align yourself (yeah, I seem to like doing that) by clearing the small gap, and, while midair, jump to the left to align yourself against the right side of the block with the bottom end of the spike sticking out. Then land and make the high jump. 7. Kinda a triple invert, but way easier... both because there is less sticking out and because there's water.