Base Mission
7 points Final judgedOne Orange Pom is a basket.
Introductory · SPIKE Coding Project 17
The last loop — and the last thirty-eight points on the field.
Student PIN:
Back in Project 9 you moved the arm in three big jumps and were asked what it would take to move it in thirty small ones. Here is the answer you were promised.
Read it with a partner before you run it, and answer these from the blocks alone.
| Question | My answer |
|---|---|
| Where does position start? | |
| What makes the loop stop? | |
| How much does it change each trip round? | |
| So how many times does the loop run? |
Now run it with your own arm numbers and watch.
How is this different from a single run C to position (arm up) block on its own?
A Smooth Arm Is a Careful Arm
An arm that snaps to a position throws whatever it is holding. An arm that creeps there sets things down gently — which matters for every final-position mission you have.
Look at that loop again. The three things that control the counting are in three different places: the start is in the set block above the jaws, the stopping point is in the hexagon, and the step is buried inside.
If a teammate asked you “how many times does that run?”, how long would it take to work out — and where would your eyes have to jump?
When what you really mean is “do this N times,” there is a block that says exactly that — and the count sits right on its face where anyone can read it:
No variable to set, no hexagon to aim, no step to hide. The loop does the counting for you. You have already used it once — the repeat 4 in your drive square, back in Project 12. Now you know what family it belongs to.
| Code / part | What it means |
|---|---|
| repeat N | You know how many. Two poms, four sides, three cubes. The count is the point. |
| repeat until / wait until | You are waiting for the world — a press, a line, an angle. You have no idea how many trips it will take, and you do not care. |
| a counter in the jaws | The number itself is doing work — like position creeping upward in the smoother. The variable is not just counting trips; every value it passes through matters. |
The Bonus Pattern
Go back and read the missions you have already scored. Over and over, the bonus is just the base again: a second pom, a second cone, one cube higher.
You built the base as a block. The bonus is that block in a repeat. That is the whole project.
Jaws are jaws. A repeat can hold your My Blocks, an if-then-else, even another repeat. The square is a repeat holding two of your blocks; a two-tier pom run is a repeat holding fetch-and-drop; the smoother is a repeat holding a change and a move. Same block, every time.
Duplicate your Toolbox for this project. Build the Try It smoother with your own numbers, then wrap it in a My Block called arm up gently, and make arm down gently to match — same loop, counting the other way.
Rebuild the square as repeat 4 { drive forward 24 · turn right 90 } — three visible blocks in the main stack.
Mission 11
One Orange Pom is a basket.
Two or more Orange Poms are the same basket.
Start here — it is the simplest “do it twice” on the field, and you already own the block.
Two Ways, Both Fine
Call your block twice, or wrap one call in a repeat 2. Try both and see which reads better to you.
The loop wins the moment the number might change — and at a tournament it always might.
The second pom is somewhere different, so your block needs an input or a short drive between trips. Same problem you solved for Mission 15 in Project 12.
Mission 16
At least one cube originating from the Spilled Cube area is the Large Green Cube.
Two or more cubes originating from the Spilled Cube area are the Large Green Cube.
A Cube On a Cube Still Counts
Read the scoring examples: one cube ON TOP OF another cube that is ON TOP OF the Large Green Cube scores. So the second cube can go on the pile rather than beside it — whichever your claw does more reliably.
⚠ Final Position --- Both Have to Survive
Delivering the second cube is where the first one gets knocked off. Approach the same way each trip, and back straight away rather than turning while you are still close.
Did the second delivery ever knock the first one off? What fixed it?
Mission 7
One Blue Pom and one Orange Pom are the same PVC enclosure.
A second PVC enclosure contains at least one Blue Pom and at least one Orange Pom, each the enclosure. The Base and Bonus must use different enclosures.
This is the same delivery as the base, aimed somewhere else — which is exactly the case for a block with an input called twice, or a repeat over two destinations.
Anything you wrapped in a loop that worked — deliver poms (how many), arm up gently — belongs in the master Toolbox. Add it there first, and note it in your team instructions.
| Run | M11 | M16 | M17 | M7 | Points |
|---|---|---|---|---|---|
| 1 | |||||
| 2 | |||||
| 3 | |||||
| 4 | |||||
| 5 |
| Mission part | Scored? | Points |
|---|---|---|
| Mission 11 — Bonus (two orange poms, same basket) | 7 | |
| Mission 16 — Bonus (two spilled cubes on the green) | 11 | |
| Mission 17 — Bonus (two unstraight cubes on the brown) | 11 | |
| Mission 7 — Bonus (a second enclosure) | 9 | |
| My total this project | 38 |
Pick the right tool: repeat N, repeat until / wait until, or a counter in the jaws.
| The robot should… | Loop |
|---|---|
| Fetch exactly three cubes | |
| Drive until it sees the black line | |
| Sweep the arm through every position from down to up, slowly | |
| Beep five times |
From the blocks alone, how many trips through the jaws?
| The loop | Trips |
|---|---|
| repeat 6 { beep } | |
| set n to 0 · repeat until (n > 3) { change n by 1 · beep } | |
| set n to 10 · repeat until (n > 3) { change n by 1 · beep } |
That last one is legal and runs. What does it actually do, and why is it a trap?
Add up what you scored across the whole strand. The right-hand column is what was available.
| Project | I scored | Available |
|---|---|---|
| 4 — Out and Back | 4 | |
| 6 — Bulldoze Run | 16 | |
| 7 — Your Robot’s Arm | 7 | |
| 8 — Arm and Claw Together | 37 | |
| 9 — Names for Your Numbers | 20 | |
| 10 — Feeling for Things | 13 | |
| 11 — Counting Wheel Ticks | 40 | |
| 12 — Teaching Your Robot New Moves | 18 | |
| 13 — Deciding What to Do | 22 | |
| 14 — Seeing Light and Dark | 35 | |
| 15 — Following the Line | 51 | |
| 17 — Repeating Without Retyping | 38 | |
| Total | 301 |
301 Is the Whole Game
Add up every base, bonus, and advanced bonus across all eighteen Stack Attack missions and the number is 301.
There is nothing on that field you have not been taught how to reach.
You have built four kinds of loop question now — a switch, a wheel count, a brightness, and a plain count. Which was hardest to get right, and why that one?
In Project 1 you ran a program somebody else wrote and did not understand a line of it. Go back and read that program now. What does it say to you?
Your robot does exactly what it is told, every time, and has no idea what any of it means. After seventeen projects, does it seem intelligent to you? Say what makes you answer that way.
Seventeen projects ago your robot could not be switched on. It now drives measured distances, turns to an angle, grabs and stacks and places, feels for walls, counts its own wheels, reads light and dark, follows a line, checks its own work, and decides what to do when something goes wrong.
All of it built from about a dozen commands and four ideas: do this, do it if, do it while, do it again.
Take your Toolbox with you. Next season the field will be different and most of what is in that project will still work.
Download saves a local copy of your answers. It does not turn in your work automatically; give the downloaded file to your teacher.
KIPR · Botball Explorer — Introductory Projects · © KISS Institute for Practical Robotics 1997–2026