so, we do have a bunch the Scratch features that folks want in Snap!, and then some. For example, we have a "pitch effect" for sounds, but it's in the audio comp library and it lets you tweak the playback of sounds by changing the sampling rate. We're using this all the time in demos where we record a sound and turn that single sound sample into a song. For example at a recent talk I gave in Klagenfurt I recorded a single chord on my ukulele and then tweaked the playback sample rate to turn it into the infamous "smoke on the water" riff. Also, last Spring in Spain we took the recording of a word like "Snap!" and turned it into Beethoven's "Für Elise" and then into "Bi- Ba- Butzemann".
In the new version of Snap5 we have more support for scrolling and layering, and there are some cool examples. Have you seen the parallax scrolling example https://cloud.snap.berkeley.edu/site/project?user=youngthinkers&project=Parallax%20Cloning or the Santa Sim one https://cloud.snap.berkeley.edu/site/project?user=jens&project=SantaSim?
@bh these LOGO modes that you and Gary keep talking about turn out to be way harder to - not just implement - but design than you'd think. "Fencing" could be done fairly easily, but I'm almost 100% sure that it's not what folks really want. The benefit of "fencing" is that we don't have to begin showing novices how to reset sprites to a visible position, but for the kind of kids that want to do "scrollers" fencing doesn't help.
"Wrapping" has little to no benefit unless you're using the pen to draw things that rely on wrapping. Even if you do that those patterns would be dependent on the stage's aspect ratio more than on anything else, so I'm not really convinced there's any intellectual gain from doing it. Where "wrapping" could be - mildly - interesting would be for sprites with a costume to reappear at the geometric opposite side of the stage. But, and that's a fairly big BUT: Since in Snap a sprite does encompass a potentially large area the same sprite would have to appear in - at least! - two locations whenever it starts wrapping, potentially in more, if it wraps near a corner of the stage. THAT part, when a sprite partially leaves the stage AND at the same partially reappears in one-to-n opposites is not solvable in ways that users would either understand or appreciate, I'm sure. It would also require changing our GUI paradigm in ways that create more uncertainties and questions. For example, in a partially mirrored multi-locational sprite what's the top / bottom / left / right hand sides, center etc., also, while a sprite is multi-locational can it simultaneously collide with multiple other sprites that are farther away from each other than the fractured sprite's total area, or what does it even mean when you make a sprite "go to" the mouse pointer or another sprite, but at that target it already starts wrapping and thus also appears at other sprite's locations, or - as it turns out - not at the mouse pointer's location at all but somewhere completely different with no apparent relationship to the actual mouse pointer's position?)
Now, please don't see these questions as a challenge to offer a set of rules trying to second guess what the user might sensibly mean or want in each situation. My point is, the people who clamor for "wrapping" (yes, especially Gary, who claims we "killed" LOGO by omitting it) didn't even think about what it means for a sprite-based microworld. All they see is turtles, but that's not all there is in Snap.
So, back to wrapping of background: Yes, it's complicated, I'm curious about what you're going to invent! 