I share this example because, to me, it's not intuitive, but essential to understand the order of code execution in Scratch. See inside. Inside, there is also a note on how to force "set Demo to false" to be executed AFTER the code in the Tick broadcast. Added note 1: In, for instance, a scrolling game, you might have a "change (Scroll X) by 10" at the end of the forever loop of several tick broadcasts. In such a case, you would probably not notice that "Scroll X" is actually incremented BEFORE the ticks, and then... it doesn't matter. Added note 2: If you have several broadcasts (e.g. "Tick 1", "Tick 2" etc.) in the forever loop, the code in those broadcast handlers will execute in the order broadcast. But still, after the code in the forever code. All code by me (@kriblo).