Assemble a tween, a safe character grab, a sound, and a coin pickup from shuffled lines.
The world-objects patterns are short — three or four lines each — but the order is everything. A tween is built before it plays, a character is grabbed before it's used, a sound is parented before it plays. Assemble each from the shuffled pile.
TweenInfo says how, goals say where, Create builds it, Play runs it. In that order.
A character appears, its parts load, and the Humanoid gets grabbed without racing the load order.
A Sound object gets its audio, a parent, and a play call.
A touch, a character, a player, a reward. The guard keeps the coins honest.
Every object you've arranged follows one rhythm: create it, set it up, parent it, trigger it. Tweens, sounds, and pickups are all the same shape — the details are just different properties. That rhythm is why ordering these is so natural now.
What does the goals table in a tween do?