THE MANUAL LIBRARY

The kit’s own booklets, generated from the same modules the bench runs on: every level’s projects, every mission’s chapters and the whole classroom course, as A5 spreads you can read in the browser or download as a PDF. Each build carries its parts, its wiring and its schematic, and opens wired on the bench in one click.

The Ladder, in booklet form

21in1
FIRST LIGHT
HMSVILLEELECTRONIC PROJECT KIT

First Light

Batteries, resistors, LEDs and the loop that joins them.

  • Ohm's law, by eye
  • Smoke test
  • Tiny current, big current
  • Voltage divider
  • Two switches in series
  • Two switches in parallel

and 10 more

37 pages · 16 projects

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32in1
TIMING & CONTROL
HMSVILLEELECTRONIC PROJECT KIT

Timing & Control

Series and parallel, a transistor as a switch, and capacitors that set the pace.

  • Stored, then spent
  • The whoopee siren
  • The Rate Knob
  • The Slow Fuse
  • Two Buckets, Two Ways
  • The Parallel Trick

Unlocks at Level 2

44in1
SOUND & SENSE
HMSVILLEELECTRONIC PROJECT KIT

Sound & Sense

Stack batteries, store charge, and turn light and knobs into sound.

  • Burn out a lamp
  • The beam
  • Sun to light
  • Solar night-light
  • A thermometer with no numbers on it
  • Squeeze it

and 1 more

Unlocks at Level 3

64in1
RELAY LOGIC
HMSVILLEELECTRONIC PROJECT KIT

Relay Logic

An electromagnet that throws a switch: NOT, memory, an alarm, and the bell.

  • One-way street
  • Alarm button
  • Ghost in the wires
  • What the propeller costs
  • The pager in your pocket
  • The seat that grabbed you

and 9 more

Unlocks at Level 4

102in1
LOGIC LANE
HMSVILLEELECTRONIC PROJECT KIT

Logic Lane

A chip that keeps time, gates that decide, and a digit the room can read.

  • One shot
  • NOT, from a NAND
  • Count by hand
  • The electric die
  • Race to nine
  • Tug of war

and 27 more

Unlocks at Level 5

Missions

HMSVILLEMISSION BOOKLET

Mission Control

Five circuits stand between you and a launch.

14 pages · 0 projects

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HMSVILLEMISSION BOOKLET

Spooky Science Lab

The shop is shut, the lights are off, and something in the 200-in-1 is still running.

11 pages · 0 projects

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HMSVILLEMISSION BOOKLET

Flashlight Discovery

The first electrical thing most people ever owned is five circuits in one tube.

9 pages · 0 projects

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HMSVILLEMISSION BOOKLET

The Bijou

A lamp, a motor and a shutter is every machine that ever showed a picture that moved.

9 pages · 0 projects

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HMSVILLEMISSION BOOKLET

The Pocket Pager

Every alert in a pocket started as somebody's problem with being too far away to hear it.

9 pages · 0 projects

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HMSVILLEMISSION BOOKLET

Slot Cars

A switch gives you one speed. A trigger gives you every speed, and the trigger gets hot.

8 pages · 0 projects

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HMSVILLEMISSION BOOKLET

The Arcade

A die, a two-player race, and a screen built from a clock that never stops scanning.

11 pages · 0 projects

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HMSVILLEMISSION BOOKLET

Robot Car Discovery

Two eyes, two wheels, and no code anywhere.

10 pages · 0 projects

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HMSVILLEMISSION BOOKLET

The Joke Shop

Every gag in the shop is a lesson wearing a mask.

13 pages · 0 projects

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From the classroom

HMSVILLESHOP NOTES

The Classroom Reader

Intro to Electronics: twelve lessons in five units, on paper.

21 pages · 0 projects

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