4. Press the center button again to stop Botley—or just
pick him up!
You can also draw your own path for Botley to follow. Use a
white piece of paper and a thick black marker. Hand-drawn
lines must be between 4mm and 10mm wide and solid black
against white.
Detachable Robot Arms
Botley comes equipped with detachable robot arms,
designed to help him perform tasks. Snap the gear onto
Botley's face, and insert the two robot arms.
Botley can now move objects like the balls and blocks
included in this set. Set up mazes and try to build a code to
direct Botley to move an object from one place to another.
Note: The object detection (OD) feature will not function well
when the detachable robot arms is attached. Please remove
the detachable robot arms when using this feature.
Coding Cards
Use the coding cards to keep track of each step in your
code. Each card features a direction or "step" to program
into Botley. These cards are color-coordinated to match the
buttons on the Remote Programmer.
We recommend lining up the coding cards horizontally in
sequence to mirror each step in your program, and to help
follow and remember the sequence.
Easter Eggs and Hidden Features
Enter these sequences on the Remote Programmer to make
Botley perform secret tricks!
Press CLEAR before trying each one.
1. Forward, Forward, Right, Right, Forward. Then press
Transmit. Botley wants to say "Hi!"
2. Forward, Forward, Forward, Forward, Forward,
Forward (that's Forward x 6). Then press Transmit.
Botley is having fun now!
3. Right, Right, Right, Right, Left, Left, Left, Left, and
Transmit. Uh-oh, Botley's a little dizzy.
For even more tips, tricks, and hidden features, please visit
http://learningresources.com/botley.
2935 Botley GUD v2.3.indd 5
Troubleshooting
Remote Programmer/Transmitting codes
If you hear a negative sound after pressing the TRANSMIT
button, try the following:
• Check the lighting. Bright light can affect the way the
Remote Programmer works.
• Point the Remote Programmer directly at Botley.
• Bring the Remote Programmer closer to Botley.
• Botley can be programmed a maximum of 80 steps. Be
sure a programmed code is 80 steps or fewer.
• Botley will power down after 5 minutes if left idle. Press
the center button on top of Botley to wake him up. (He'll
try to get your attention four times before he powers
down.)
• Be sure fresh batteries are inserted properly in both
Botley and the Remote Programmer.
• Check that nothing is obstructing the lens on the
programmer or on top of Botley.
Botley's moves
If Botley isn't moving properly, check the following:
• Be sure Botley's wheels can move freely and nothing is
blocking their movement.
• Botley can move on a variety of surfaces, but works best
on smooth, flat surfaces like wood or flat tile.
• Do not use Botley in sand or water.
• Be sure fresh batteries are inserted properly in both
Botley and the Remote Programmer.
Object Detection
If Botley isn't detecting objects or working erratically using
this feature, check the following:
• Remove the detachable robot arms before using object
detection.
• If Botley isn't "seeing" an object, check its size and
shape. Objects should be at least 2" tall and 1½" wide.
• When OD is on, Botley will not move forward when he
"sees" an object—he'll just stay in place and honk until
you move the object out of his way. Try
reprogramming Botley to go around the object.
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