First sprites, first scripts
Forty-eight 90-minute class lessons: eleven that follow the Advaspire Scratch Topic decks, then nine four-lesson game arcs. Concept, then you build it, then three missions and a bonus — and every mission is one you can finish on your own, at your own pace.
Introduction & Basic Movement
Your Scratch account, the editor, and the cat's first square lap.
Conversation Story
Two sprites taking turns — first with waits, then with broadcasts.
Create Animation
Costumes, the walk cycle, and two stacks running at the same time.
Animation & Scene Transition
Backdrops, walking on and off stage, and background music.
Interactive Story — Cat vs Mouse
Arrow keys, change x and y, forever-if, and glide.
Smooth Motion Control I
Why forever-if beats key-pressed events for a game.
Smooth Motion Control II
Planning a game rule by rule, and if / else costumes.
Smooth Motion Control III
Coding the NPC side — sensing, hiding, and random drift.
Random Number
Pick random, unpredictable movement at a constant speed.
Creating Clones
One sprite, many copies — and why that beats duplicating.
Shark Game I
Build the shark: smooth control, facing, and the bite costume.
Shark Game II
The fish: clones, touching the shark, and a score that counts.
Muffin Catcher I
Things that fall: clones from a random spot along the top, and a bowl that slides.
Muffin Catcher II
A score, three lives, and the first game in Level 1 you can actually lose.
Muffin Catcher III
Muffin worth different amounts, one you must not catch, and sounds that tell you which.
Muffin Catcher IV
It speeds up as you win, ends on a Game Over screen, and remembers your best.
Music Video I
The Sound tab: play, play until done, and a beat that keeps time.
Music Video II
Dancing on the beat — costumes, a size pulse and colour effects.
Music Video III
Broadcasts as cues: verse, chorus, and a backdrop that changes with the song.
Music Video IV
A show the audience plays: keys trigger moves, a start button, then you share it.
Maze Escape I
Walls you cannot walk through, and an exit that knows you reached it.
Maze Escape II
Things worth collecting, a key, and a door that only opens once you have it.
Maze Escape III
A guard on patrol, three lives, and a start you get sent back to.
Maze Escape IV
A second maze, a win screen, and the best time anyone has managed.
Quiz Show I
The block that waits for a person: ask, answer, and telling right from wrong.
Quiz Show II
Three lives, a show that can end early, and a pass mark.
Quiz Show III
A card behind every round, a sound for right and wrong, and points worth more.
Quiz Show IV
A button to start it, a medal instead of a number, and a best score.
Pet Pal I
The first project that keeps going while you look away.
Pet Pal II
Zero means something now, and the score is how many days you lasted.
Pet Pal III
Three needs at three speeds, one face, and a pet that paces when it is happy.
Pet Pal IV
A pet somebody adopts and names, and the two lists every game needs.
Space Race I
Two players, one keyboard, two lanes and a finish line.
Space Race II
A countdown nobody can jump, using a variable as a switch.
Space Race III
Steering, asteroids to dodge, and a star worth the detour.
Space Race IV
Three races, a scoreboard, a champion, and a match somebody actually won.
Jump Dash I
One key, one hop, and obstacles that come to you.
Jump Dash II
A score, three lives, and a run you lose slowly instead of all at once.
Jump Dash III
It speeds up, there is a star worth having, and hopping is sometimes wrong.
Jump Dash IV
A title screen, a start button, and a best score that survives losing.
Paddle Bounce I
A ball that never stops, and a paddle that has to be somewhere.
Paddle Bounce II
A floor you can miss, a serve, and bounces worth counting.
Paddle Bounce III
A row of targets built by a loop, and a game that hardens as you win.
Paddle Bounce IV
Three levels, a win screen, and the first game you can actually finish.
Arcade Cabinet I
Screens as broadcasts, a menu, and a way back from everywhere.
Arcade Cabinet II
Three games in one project, the name clash, and a game built in ten minutes.
Arcade Cabinet III
Three records, a name typed once, and a scoreboard to argue over.
Arcade Cabinet IV
Instructions, an attract screen, credits — and the end of Level 1.
Conditionals, sensing, multi-sprite
Forty-eight 90-minute lessons in twelve game projects — Whack-a-mole, a Car Race, a Zombie Defence, then a treasure hunt, a line-following robot, a choose-your-path story, a monster maker, a times-table challenge, a road crossing, a penalty shootout, Space Invaders and a game of your own. Conditions, sensing, broadcasts, effects, clones and variables stop being exercises and start being how the thing works.
Whack-a-mole Game I
A hammer that follows the mouse, nine holes from one sprite, and moles that pop up at random.
Whack-a-mole Game II
Nine spawners so several moles are up at once — and accuracy, which needs a second counter.
Whack-a-mole Game III
Round and join for a readable score, a Retry button, and clones that tidy up after themselves.
Whack-a-mole Game IV
Close the hold-and-sweep cheat, then write your first My Block: three scripts become one.
Car Race Game I
Two players on one keyboard, turn-then-drive steering, and a lap counter nobody can trick.
Car Race Game II
Momentum: the key stops moving the car and starts pushing a number. Checkpoints become a sprite.
Car Race Game III
Grass as friction, ask-and-wait, and the refactor — a page's buttons are costumes, not sprites.
Car Race Game IV
The menu meets the race: a broadcast says where to go, a variable says what was chosen.
Shooting Game I
A defence game aimed with the mouse. Bullets are clones that know their direction at birth.
Shooting Game II
Health per clone — the first time “for this sprite only” matters — three hearts, and losing.
Shooting Game III
A weapon is four numbers, not a picture: ammo, reloading, and four sets loaded by one block.
Shooting Game IV
Enemy levels, waves, and an upgrade store whose buttons are allowed to refuse you.
Treasure Hunt I
A metal detector that follows the mouse and says hot, warm or cold — distance to, and an if / else chain.
Treasure Hunt II
Warm becomes a range with and, five digs to find it, and the first way to lose.
Treasure Hunt III
Traps with or, no digging twice with not, and a beep that speeds up as you close in.
Treasure Hunt IV
Three treasures against the clock, a best time, and a start screen.
Line Follower I
A robot you drive over coloured floor pads — touching colour as a sensor.
Line Follower II
Two sensor dots and colour-is-touching-colour: the robot steers itself along the line.
Line Follower III
Speed and turn as variables you tune, stop and turn-around markers, and a lap timer.
Line Follower IV
Three tracks, a finish line, a best lap for each — and a robot that is yours.
Choose Your Path I
A story told scene by scene — broadcast and wait, so nothing talks over anything else.
Choose Your Path II
Two buttons, two paths: the reader decides, and the story branches.
Choose Your Path III
An apple, a key, a door that checks both, and your name in the story.
Choose Your Path IV
Four endings, a count of the ones you have found, and a title screen to start again.
Monster Maker I
Heads, bodies and legs as costumes: click or ◀ ▶ to change, and costume number to know which.
Monster Maker II
Seven graphic effects as numbers, and colour and wobble controls that paint the whole monster.
Monster Maker III
The monster dances: a size pulse, layers in front and behind, and one broadcast to start it.
Monster Maker IV
A random-monster button, a monster order to match, and a check that uses and three times.
Times-Table Challenge I
Questions nobody wrote: pick random, join, and an answer checked against a times b.
Times-Table Challenge II
Sixty seconds on the timer, three lives, and a round that ends by itself.
Times-Table Challenge III
A streak that multiplies your points, a level you choose first, and a mix of × and +.
Times-Table Challenge IV
A menu, a best score, and a results card that tells you how you did in words.
Road Crossing I
Lanes of cars made from clones, a frog that hops one row per tap, and back to the start when hit.
Road Crossing II
Every lane its own speed and direction — for this sprite only — and three lives.
Road Crossing III
A river with logs to ride — the log tells the frog its speed — and a splash when you miss.
Road Crossing IV
Home is worth points and a level, every lane speeds up, a win screen, and a best level that sticks.
Penalty Shootout I
Aim with the mouse — point towards — and a ball that goes where you aimed.
Penalty Shootout II
A power meter that swings up and down, a key to stop it, and shots that sail over the bar.
Penalty Shootout III
A goalkeeper who picks a side at random, saves, and a five-kick match.
Penalty Shootout IV
Sudden death, a keeper who gets better, and a best streak that stays.
Space Invaders I
An army built from one sprite: rows and columns of clones, each knowing its own place.
Space Invaders II
A laser, invaders that vanish when hit, and back rows worth more than front ones.
Space Invaders III
The army marches together, drops at the edge, and fires back.
Space Invaders IV
Waves that speed up as the army thins, a win screen, and a lose screen.
Game Studio I
Your own game: plan it on paper, then build the part you play.
Game Studio II
Finding bugs on purpose — watchers, one script at a time, and a fixed broken game.
Game Studio III
A title screen, instructions, sounds and a best score — the polish that makes it a game.
Game Studio IV
Share it, credit it, and look back at everything Level 2 taught — the end of Level 2.
Lists, custom blocks, cloning
Reusable My Blocks, cloning sprites for swarms, and the maths operators that drive real games. Finish Level 3 with a top-down maze and a scrolling platformer.
Vending Machine I
Coins in, price out — the four operators, and one sum nested inside another.
Vending Machine II
Change you can hold: floor and mod break an amount into real coins.
Vending Machine III
Pick random gives the machine a new price, new stock and a lucky slot every morning.
Vending Machine IV
A discount landing on half a cent, round against floor, and a till that balances.
Quiz Master I
One box that holds a whole quiz — a list, add, item (N) of and length of.
Quiz Master II
A list that changes as you play: delete, insert, replace, and start again.
Quiz Master III
One block searches a whole list, so every right spelling counts as right.
Quiz Master IV
A round that knows when it is over, three lives, a score card and a record.
Card Battle I
A deck in three lists that move together, and item # of — which row is the Bat in?
Card Battle II
Linear search, written by hand — and counting what it costs to find something.
Card Battle III
Bubble sort, one visible swap at a time, on three lists that must move together.
Card Battle IV
Shuffle, deal, play a match — and a leaderboard your own sort keeps in order.
Firework Show I
Make a Block: give a stack your own name, and call it instead of copying it.
Firework Show II
Inputs — one block that fires every firework in the show, wherever you say.
Firework Show III
Run without screen refresh: the tickbox that turns a dribble into a bang.
Firework Show IV
Refactoring — tidy a long script into named parts without the audience noticing.
Bubble Popper I
One sprite becomes a reef: make clones, delete them, and count what is alive.
Bubble Popper II
For this sprite only — the radio button that gives every clone its own speed.
Bubble Popper III
A click that finds one clone out of twenty, and points that belong to it.
Bubble Popper IV
Lives, a round that ends itself, a difficulty curve and a best score that lasts.
Storm Flight I
A state variable names the situation, and every script asks it before acting.
Storm Flight II
Lives, and the half-second of safety that stops one bolt taking all three.
Storm Flight III
Pause — the exam for a state machine, and how to find the script that lied.
Storm Flight IV
A score, a best that outlives the round, and a menu that adds one more state.
Cheese Maze I
Touching colour, and the move-ask-undo that turns a painted wall into a real one.
Cheese Maze II
Sliding along walls, and the three measurements that explain why mazes feel wrong.
Cheese Maze III
Three keys hidden off the quick route, and a cheese that stays locked until you have them.
Cheese Maze IV
A guard that patrols, then one that notices you — your first piece of game AI.
Jump Quest I
A speed kept in a variable, gravity that grows it, and a landing that pushes back out of the grass.
Jump Quest II
A jump is one block — and only allowed from the ground. How high, how far, and a double jump.
Jump Quest III
Steps to climb, a hitbox so a wide head cannot snag, walls, and head bumps.
Jump Quest IV
Water that costs a life, a checkpoint, a crab you can stomp, and a star worth finishing for.
Scroll World I
Move the world, not the player: scroll x, four screens as clones, and why far things must hide.
Scroll World II
Jump Quest's Pico in a scrolling level: walk for real, pull the world back, and screen x against world x.
Scroll World III
Two levels from one number: their own screens and sky, a clean rebuild, and title cards.
Scroll World IV
Coins as clones, placed from lists — per level, worth different amounts, and a flag that waits for them all.
Tower Defence I
Bugs that glide corner to corner along a path kept in two lists, and waves of clones.
Tower Defence II
A tower is a ring the bug asks about — and why only the original sprite may build.
Tower Defence III
Towers cost, kills pay: clickable pads, a price check, bonuses, selling and interest.
Tower Defence IV
Upgrades priced from a list, tuning by data, and a game you can win or lose.
Arena Duel I
Two fighters on one keyboard, walls that hold, and why the race must be fair.
Arena Duel II
Orbs that fly until the wall, health that drops, and a cooldown on the fire key.
Arena Duel III
A referee, rounds that reset everything, and a match to two.
Arena Duel IV
One Fighter sprite read from lists: a rulebook both players obey.
Launch Week I
A game on one sheet of paper, then the smallest piece of it anybody could play.
Launch Week II
Five projects that run and are wrong: expect a number, watch the Stage, halve the problem.
Launch Week III
Thirty drawings a second, three hundred clones, and the explosion that never came.
Launch Week IV
A score, a top five, a front door — and the end of Level 3.
Full games, share, remix
Pen and Music extensions, multi-level games, an animation studio, an arcade-classic recreation, and the etiquette of sharing on scratch.mit.edu. Finish with a four-piece portfolio.
Sketch Pad I
Add the Pen extension, then a pencil that draws only while the mouse is down.
Sketch Pad II
A toolbar of colour swatches and brush sizes, shared through one message.
Sketch Pad III
Tools: a rainbow brush, an eraser, a stamp and a spray can.
Sketch Pad IV
A mirror brush, four-way symmetry, and shipping your drawing app.
Geometry Art I
A polygon My Block and the 360 ÷ sides rule.
Geometry Art II
Stars: why the turtle goes round twice, and the turn that makes a spiky star.
Geometry Art III
Rotational symmetry: flowers and mandalas from one shape and a turn.
Geometry Art IV
A spirograph, a pattern generator on the keys, and a gallery kept in lists.
Music Maker I
The Music extension: drums, beats and tempo, and a dancer on the beat.
Music Maker II
Notes, instruments and rests — a tune you can see as well as hear.
Music Maker III
A song kept in two lists, played by one loop.
Music Maker IV
A beat sequencer: click pads to build a beat, and a playhead plays it.
Tile Maker I
A whole level typed as text — 12 rows of 16 letters, stamped onto the Stage.
Tile Maker II
Grid maths both ways, and a cursor that snaps to the square under the mouse.
Tile Maker III
A click-to-paint level editor that rebuilds a row with joins.
Tile Maker IV
Save codes out and back in, and a ladybug that test-plays your level.
Castle Climb I
A knight walks and lands on a tile map — collision by grid maths, not colour.
Castle Climb II
Three floors as save codes in one list: S starts you, E climbs, spikes send you back.
Castle Climb III
A map that changes as you play: coins vanish, a key opens a door, a flag saves your place.
Castle Climb IV
Lives, a floor-cleared moment and a three-floor climb you can win.
Boss Tower I
A dragon that fights in phases — a tell you can read, and a window to strike back.
Boss Tower II
The dragon reads its moves off a list, and every attack leaves a gap.
Boss Tower III
A Pen health bar, an angry second phase, a hit flash and two endings.
Boss Tower IV
A title, how-to-play, scrolling credits and a best time — shipped.
Cartoon Studio I
A paper-puppet bear in five pieces — move the body and every piece follows.
Cartoon Studio II
Lip sync: mouth shapes read off a dope sheet against the timer, and sounds called by name.
Cartoon Studio III
A camera on a world four screens wide — pans, a follow camera and zoom.
Cartoon Studio IV
A director reads a cue sheet, plays a 38-second short and rolls the credits.
Brick Breaker I
The ball is two numbers, vx and vy — a wall flips one, the paddle flips the other.
Brick Breaker II
A wall typed as rows of letters, each letter a brick's hit points.
Brick Breaker III
Where the ball lands on the paddle aims it — speed that grows, with a fair cap.
Brick Breaker IV
Power-ups from a list, multi-ball clones, sparks, shake and three levels to win.
Kart Racer I
A kart with weight: push, friction and a top speed you can work out.
Kart Racer II
Sin and cos split a step into across and up — then drift and Pen skid marks.
Kart Racer III
Gates crossed in order so a lap can't be cheated, a lap timer and a best lap.
Kart Racer IV
A rival that drives waypoints and brakes for corners, start lights and a finish.
Quiz Engine I
A question is one line of text, cut apart at every | by a split My Block.
Quiz Engine II
A fair Fisher-Yates shuffle, so every question comes once and the answers move too.
Quiz Engine III
Pass and play: players and scores in two lists, turns with mod, a winner or a tie.
Quiz Engine IV
A top five kept in order, a question pack in one code, and a front door.
Snake I
A snake made of two lists: the head steps one cell and the tail follows, as a queue.
Snake II
Apples on random empty cells, growing by skipping the delete, and crashing into yourself.
Snake III
A tick on the timer, speed that grows with length, walls typed as letters and wrap-around.
Snake IV
Two snakes on one keyboard, a fair referee, a best score and a title.
Studio Launch I
Remix a classmate's game: change one rule and one look, and credit them properly.
Studio Launch II
A front door, a reset, a pre-share checklist tested cold, and nothing personal online.
Studio Launch III
Four polished Level 4 projects behind one menu, with a best score that lasts.
Studio Launch IV
A two-minute pitch, Level 4 in twelve arcs, and a certificate with your name on it.