The Rules of the Gauntlet Rule 1: Single-Sprite Architecture — The entire grid UI, editor tiles, and visual assets for the map must exist inside one single sprite using clones. You cannot create separate sprites for different blocks. Rule 2: Pure Data-Driven Logic — You are strictly forbidden from using Scratch sensory blocks like touching color? or distance to? for layout or navigation. Every single action must be calculated by reading and writing numbers inside your GRID list. Rule 3: Instantaneous Execution — All rendering, map generation, and math calculations must happen in the same frame. Every heavy script must be housed inside Custom Blocks (My Blocks) with "Run without screen refresh" turned ON. Rule 4: Linear Progression — You must complete and test the milestones in order. No skipping ahead. The 4 Milestone: Milestone 1: The Interactive Matrix Grid The Goal: Build a 10x10 visual grid mapped perfectly to a Scratch list of 100 items.The Mechanic: Left-clicking a tile changes the list item to 1 (Wall costume). Right-clicking or Space-clicking changes it back to 0 (Empty costume). It must refresh instantly without visual stutter. Milestone 2: The Save/Load Compressor The Goal: Build an engine that translates your 100-item grid list into a compressed text code, and vice-versa.The Mechanic: Pressing "Save" generates a short code based on your layout. Pressing "Load" and inputting that exact code must instantly decode it and perfectly redraw your map. Milestone 3: The Heuristic Pathfinding Brain The Goal: Drop an AI enemy into your custom-built maze and make it hunt the player.The Mechanic: The enemy reads the grid list, calculates node costs (the shortest route around your custom walls), and moves step-by-step along the perfect path. If you place a new wall in front of it, it must instantly recalculate a new path. Milestone 4: The Procedural Maze Generator The Goal: Create a "Generate" button that builds perfect mazes automatically.The Mechanic: When clicked, a recursive loop algorithm carves a random, fully solvable maze directly into your grid list, ensuring there are no dead-ends that completely trap the player.