Note: I'm not an expert and I don't know much about how Scratch works under the hood, so I COULD be wrong about some of this. Many projects say "Click the flag twice" or "spam the flag" in the instructions because the timing doesn't work properly without it. This is because many sprites require certain conditions to be true when the project starts, and these conditions are usually set when the flag is pressed. However, code in different sprites don't always run at the same time, so this leads to some sprites starting earlier than others, messing up the timing of some projects. We can fix this by first setting all the sprites' initial conditions, then waiting for them to be ready before starting the main code in the project. Here is a simple demo The 1st square is ready when it changes to the ready costume The 2nd square waits a second, this is mimicking some sprites that have to perform a few more operations before they're ready, especially blue and purple blocks that take 1 frame to run Once both sprites are ready, the backdrop changes and broadcasts a Start message, which would begin the game if there was any. This is done using the broadcast [message] and wait block, which pauses the code that broadcasted the message until all sprites recieving the message finish what they're doing under the when I recieve [message]. Optionally, you can broadcast initialize and wait a second time before starting the project, which works similarly to pressing the flag twice without needing the user to do that. For me this has fixed any other timing issues that get through. I don't usually share this kind of stuff, and again I'm not an expert, but I think this could help some of you with your games or animations. Credit is NOT required, but if anyone asks, it'd be nice if you could refer them to this explanation!