Make a Sprunki-Style Scratch Mod: Free Starter Project

Updated October 28, 2026

Download a working Scratch starter with two original sound loops and simple button artwork. Open it in the editor, switch Kick and Tone on or off, and use it to learn how a music mod keeps its loops together.

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Download the Scratch starter (.sb3, 43 KB)

Two original sound loops · no sign-in needed to download · open with the Scratch editor.

The example has two tracks. It does not include Sprunki character art, copied game audio, a drag-and-drop stage, a recording tool or a character editor. Start with the working loop, then build and test those features separately.

1. Open the project in Scratch

  1. Save the .sb3 file above to your computer. Keep the extension; this is a Scratch project, not an audio file.
  2. Open the Scratch editor. The editor can load a local project without signing in. Sharing it publicly is a separate step.
  3. Open File → Load from your computer, then choose sprunki-mix-starter.sb3. Save any existing project before replacing it.
  4. The stage should show two buttons named Kick and Tone. Click the green flag above the stage. Kick starts on and Tone starts off.
  5. Click Tone once. Wait for the next two-second loop: the button changes to ON and a low tone joins the kick.
  6. Click the red stop control above the stage. All sound should stop. Click the green flag again to return to the starting arrangement.

If the file opens as a download or archive instead of an editor project, return to Scratch and use the File menu. Do not unzip and upload individual files. Keep an untouched copy so you can compare your changes with the working starter.

2. Understand the shared loop

Select the Stage and open Code. Its green-flag script sets Kick on to 1 and Tone on to 0, then repeats a broadcast next bar and wait block. Both sprites receive that same message. An enabled sprite plays its sound until done; a disabled sprite waits two seconds. When both receivers finish, the Stage sends the next message.

Both supplied clips last exactly two seconds. At 120 beats per minute, that is four beats. This shared message avoids starting a separate endless loop each time somebody clicks a character. It is a simple timing model for learning; it does not promise sample-accurate synchronization or compensate automatically for clips with different lengths.

Stage: when green flag clicked
  set Kick on to 1
  set Tone on to 0
  forever
    broadcast next bar and wait

Each sprite: when I receive next bar
  if my track is on
    switch costume to On
    play my sound until done
  else
    switch costume to Off
    wait 2 seconds

3. Change a sound without breaking the timing

Select Kick or Tone, then choose the Sounds tab. Use the sound chooser's upload option to import your own WAV or MP3. Choose material you made or have permission to reuse. An audio clip available on a game page is not automatically cleared for inclusion in your own shared project.

Before replacing a loop, trim or pad your new clip to two seconds in an audio editor. A shorter clip can leave a gap; a longer clip makes the broadcast wait for that longer sound and changes the timing of the whole project. Renaming a sound also means choosing its new name in the sprite's play-sound block. Test the replacement alone first, then turn on the other track.

Keep levels modest while testing. If the combined sound distorts even though the individual sounds seem fine, lower each sprite's volume rather than repeatedly making the clips louder. The starter uses conservative volumes so you can hear the change when a second track joins.

4. Give a button a character costume

Open a sprite's Costumes tab. Each button has an On costume and an Off costume. You can replace the simple shapes with your own character drawings while retaining those costume names. Keep the two costumes centered on the same point, so changing state does not make the sprite jump across the stage.

The starter responds to a click on the sprite. It does not detect a sound icon being dropped onto a performer. A drag-and-drop system needs a separate check for the drop location and a way to prevent two icons claiming the same position. Add and test that behavior as its own step instead of describing a clickable button as a complete Sprunki stage.

5. Switch, stop and restart

A button click changes its on variable using 1 minus the current value: zero becomes one, and one becomes zero. The audible change and the costume update happen at the next loop boundary. A clip already playing finishes its current two-second bar. For an immediate stop, use Scratch's red stop control.

Clicking the green flag resets the example to Kick on and Tone off. Avoid putting a forever-play-sound stack under the sprite-click event: repeated clicks can create overlapping scripts, and changing a variable alone does not stop a stack that never checks it again. Keep the single Stage clock and the per-bar condition together.

6. Check the project before adding more tracks

  • Start with the green flag and hear only the kick.
  • Enable Tone and hear two different loops after the next boundary.
  • Disable Kick and wait for its current bar to end. Tone should continue.
  • Disable both tracks. Wait a full bar and confirm silence.
  • Enable one track again. It should resume without starting the other.
  • Press the red stop control and confirm immediate silence, then use the green flag to reset.
  • Save the file, reload that saved copy and repeat the checks. Test touch controls separately if you intend to share it with phone users.

7. Save and share a version you have checked

Use File → Save to your computer to keep a local .sb3 copy. Give edited copies a different filename, such as my-mix-01.sb3, so the original starter remains available. Public sharing on Scratch requires the account and sharing permissions shown by Scratch. Do not assume that saving a file locally publishes it.

Before sharing, write instructions that describe your actual controls and credit the sources of any additional sounds or drawings. Open the shared project again and run the start, toggle and stop checks. Browser sound permissions, missing renamed sounds and an unfinished loading screen can otherwise make a project appear silent to someone visiting for the first time.

For examples of finished playable stages, browse the games directory. The character reference explains the base cast, and the parent guide helps adults check a particular version before sharing it with children. The Scratch background guide explains the connection between the games and the platform. The phase guide helps you name and compare fan versions without implying a single official sequence.

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