VERY RESOURCE HEAVY! in order to work properly, close all other things that are running so scratch can use the CPU and RAM it needs to run on time and not get slowed down (and don't use turbo) Thanks to the video to JPG converter on Ezgif.com i was able to make this, each sprite is in 10 second 20 fps increments. unfortunately I couldn't make it exactly in sync and currently only 1000 frames (should to be 50 seconds, but some errors and delays makes it longer than it should) --If you want to read the behind the scenes look below- change the username in the OPERATOR sprite to look at the variables As you can see from the Mark list it marks the time it was when it switched sprites, every 200 frames. during one of my tests it marked at 10.591, that means that it took 10.591 seconds to go through the first 200 frames. it should have been just 10 seconds, and that extra 0.591 seconds is enough to show a delay, same with frame 400, it marked at 22.472, a full 2.472 extra. i have not found the golden FrameRate yet, but as you can see on the bottom left, it is somewhere around 0.647, that number is how much the Frame variable will go up per execution, not how many frames per second. that is also why the Frame variable is not a whole number, but the sprites catch only the whole number to register what frame to check. The delay is smaller the less load on your CPU is, so if you have a game or something running in the background then it will impact it, i plan on standardizing it to make it reliable, but no easy way for me to do that.