how to save and recall data (js)

Hello,

I am confused on how to store the data, Basically i have a script that times your lap, what i want to know is how do i save the time and use it as a best lap time and store it and be able to use it on multiple scenes
thanks

the timer

var timerInSecond = 0;
private var levelTimer = 0.0;
private var updateTimer = false;
var currentTime;
var style : GUIStyle;
var soundFile : AudioClip;
function Start()
{
    updateTimer = true;
    levelTimer = 0.0;
}
 
function Update()
{
    if (updateTimer)  
        levelTimer += Time.deltaTime*1;
 
 
    /// float to int
    timerInSecond = Mathf.Round (levelTimer);

    currentTime = levelTimer;
}
 
function LevelEnded()
{
    updateTimer = false;
 
    ///Save Time
    PlayerPrefs.SetInt("Time In Second", timerInSecond );
}
function OnTriggerEnter(box : Collider){
    if(box.gameObject.tag == "box"){
        Debug.Log("timerfinished");
        updateTimer = false;
        GetComponent.<AudioSource>().PlayOneShot(soundFile, 1.0);
    }
} 
function OnGUI () {
    
    GUI.Label(new Rect(20,20,400,90), "Time = " + levelTimer,style );
    GUI.Label(new Rect(20,150,400,90), "Boost",style );
   
}

How i change levels

function OnTriggerEnter (other : Collider) {
    Application.LoadLevel ("level9");
}

At the end of each round, get the value, compare to the saved value, if smaller, save the new value. Else, ignore the new value.

void OnTriggerEnter(Collider col)
{
      if(col.gameObject.CompareTag("CheckLine") == false){return;}
      float time = GetTime();
      float bestTime = PlayerPrefs.GetFloat("best_time", 
                                                   Mathf.Infinity);
      if(time < bestTime){
            PlayerPrefs.SetFloat("best_time", time);
      }
}

in JS, same same but different:

function OnTriggerEnter(col : Collider)
{
      if(col.gameObject.CompareTag("CheckLine") == false){ return; }
      var time : float = GetTime();
      var bestTime : float = PlayerPrefs.GetFloat("best_time", 
                                                   Mathf.Infinity);
      if(time < bestTime){
            PlayerPrefs.SetFloat("best_time",time);
      }
}