The "Green Flag' is a must. "Restart" presents the initial screen. "Start" allows the player to choose from 3 to 7 disks (at this point those values are not trapped. Move the top disk from one tower to another. At this point there is no move count, nor is there the ability to force a moved disk to drop centrally upon a tower. Within those "constraints" this is a good starting foundation.
The two background images were partially built using an "ancient" PhotoShop version as were the disks. "Screen capture" and edit was also used for the backgrounds. The "Start" and "Restart" sprites were created within the "Editor" as was the background text. For all of the disk sprites some scripts are identical except for numeric values (pity I couldn't call a subroutine). To locate disks on Tower1 I've made use of a range of variables. Here was a challenge to make use of "BODMAS" from the Operators Menu. This is somewhat of a "culture shock" in trying to absorb Scratch into my concept of "Structured Languages", and yes I understand, but I seem to work too much. The above instructions indicate my current shortfalls. Um! I'd like a move to be accepted if the mouse release is made at the intended destination, ie, if returned to 'base' beforehand, no count.