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Stage 10: Finish Screen and Demo Mode

Stage 10: Finish Screen and Demo Mode

Course progressStage 10 of 10
~90 min
Your workspace

Keep your Scratch project tab open all week. Open in a new tab so you don’t leave the course.

Build

win/lose screens, rank, and demo checklist

Learn

how a game communicates the ending

Ship

a finished Scratch game ready for parent demo

Teacher demo
  1. Paint a Message sprite with two costumes: crash and complete.
  2. Create a rank variable with names based on score.
  3. Show score, time, and rank when the game ends.
  4. Walk through the parent demo: play, explain one script, show one custom asset.

The big idea

The final screen turns a run into a story. It tells the player what happened, how they did, and why they should try again.

New words
finish screen
the screen shown when a game ends
rank
a named result based on score
demo
showing and explaining your project to someone else
showcase
the polished version people get to play
Before you start

Stages 1-9 should be complete enough to play from green flag to crash or win.

Use the examples

Follow the target shapes shown here so your scripts match the lesson quickly.

Make your own

Draw a custom cube, spikes, portal, or backdrop in Scratch. Keep the same sprite names so the code still works.

Finished game target
Score 240Time 38
Cube runnerSpike obstacleGravity portal

The cube stays near the left side while the level scrolls toward it. Jump timing is the whole game.

Build it

  1. Paint a Message sprite with a Crash costume and a Complete costume.
  2. Create a rank variable for all sprites.
  3. When gameOn becomes 0, choose the correct costume based on levelComplete.
  4. Set rank using the score cascade.
  5. Show score, time, and rank for the demo.

Rank cascade

when green flag clicked
hide
set [rank v] to [Rookie]

forever
if <(gameOn) = (0)> then
set [rank v] to [Rookie]
if <(score) > (150)> then
set [rank v] to [Jumper]
end
if <(score) > (300)> then
set [rank v] to [Rhythm Runner]
end
if <(score) > (450)> then
set [rank v] to [Portal Master]
end
if <(levelComplete) = (1)> then
switch costume to [Complete v]
else
switch costume to [Crash v]
end
show
stop [this script v]
end
end

Understand it

The rank cascade starts low, then upgrades as the score passes thresholds. The last true check wins, which is the same pattern used in many game reward systems.

Try this

Learning beat

Try this

Three short experiments. Predict before you run, then test your guess.

Predict first
If score is 320, which rank wins?
Compare
Should a crash screen feel funny, dramatic, or calm? Which tone fits your theme?
Connect
What is one block stack you can explain to a parent without reading the lesson?

Test your stage

  • Crash shows the crash costume.
  • Winning shows the complete costume.
  • score, time, and rank are visible at the end.
  • The project is saved and share-ready.

If it breaks

  • If the wrong costume shows, check levelComplete before gameOn switches to 0.
  • If the message never appears, make sure the Message sprite is running its forever loop.
Coach notes

Keep students moving on the default path first. Custom assets are encouraged, but the required names and variables are not optional. If debugging takes more than a few minutes, compare the student's sprite names, variable names, and block order against the stage test list.