Day 8: Sphero BattleBots + Maze
Welcome to Day 8.
Yesterday was teamwork and soccer. Today is engineering and combat. You'll build a maze together, race through it two different ways, then strap your Sphero into a battle rig and try to pop everyone else's balloon while protecting your own.
Same Spheros as yesterday. Brand new challenge.
Before you can race through a maze, somebody has to build one. Today that's you — the whole group, working as one team.
As a group, decide what your maze looks like. You're going to lay it out on the floor with pipe insulation walls — soft foam half-tubes that your Sphero can bump without flipping over or knocking down. The pipe insulation is the wall your Sphero has to stay between.
- Clear START and FINISH points.
- At least 4 turns between them.
- At least 1 dead end (a wrong-way path that doesn't lead anywhere).
- Path width: wide enough for your Sphero to drive comfortably — about a forearm's width.
- Don't use the whole room. Keep it compact so everyone can watch.
Grab pieces of the pipe insulation and place them on the floor along the wall lines of your maze. Open side down, so they sit flat. The foam is soft enough that a Sphero can bump it without flipping, but firm enough to redirect the path.
This is teamwork — some students plan the layout, some carry pipe insulation, some position it. Talk to each other. Adjust as you go.
Before any Sphero rolls, walk the maze yourself. Start to finish. Are there parts that are too narrow? Turns that don't work? Fix anything that looks broken — once Spheros are running, you won't want to stop and reposition.
Round 1 is a driver's race. Use the Drive tab in the Sphero EDU app to steer your Sphero through the maze with your thumb. No coding yet — just you and the joystick.
One driver at a time. Place your Sphero at START. Hit a timer on your phone when it starts moving. Stop the timer when it crosses FINISH.
If your Sphero bumps a wall, that's a wall hit — add 5 seconds to your time as a penalty.
Three runs per driver. Best time wins. Take notes on what worked: slow and steady? Full-speed and risky? Tight cornering or wide arcs?
If your Sphero keeps drifting in the wrong direction, you need to recalibrate. Tap the heading dial, spin it until the blue tail-light points at you, then try again. Most maze failures are calibration failures, not driving failures.
Round 2 is harder: your Sphero runs the maze without you touching the controls. You write the code, hit play, and watch it go. If it crashes a wall, you stop the program, edit the code, and try again.
This is what real engineers call iterative debugging — write, test, see what broke, fix it, repeat.
Before you tackle the maze, code a simpler shape: a square.
- In the Sphero EDU app, go to Programs → Create New → Blocks.
- Drag in a "Roll" block. Set it to speed 60, heading 0°, for 1 second.
- Add another Roll block. Same speed, but heading 90°, 1 second.
- Then 180°, then 270°, then back to 0°.
- Hit play. Does your Sphero return to (roughly) where it started?
Now apply the same idea to the maze. Walk the maze yourself first — counting how long each straight section takes and what direction you turn.
Then write the program: one Roll block per leg of the maze. Roll → turn → Roll → turn → all the way to FINISH.
Tips:
- Test in chunks. Don't code the whole maze before running. Code 2–3 moves, run them, adjust, then add more.
- Time, not distance. Sphero rolls don't measure distance — they measure time at a speed. 1 second at speed 60 ≈ 1 foot on a smooth floor. Adjust as you go.
- Slower is more reliable. Speed 40–50 is easier to predict than 100.
Once your code gets your Sphero from START to FINISH without you touching the controls — you've done what NASA engineers do for Mars rovers. They can't drive them in real time; the signal delay is too long. Every move is pre-programmed. Same problem you just solved.
Take a break from the maze. Time to turn your Sphero into a weapon.
- 1 clear plastic cup
- 1 balloon (inflated to about the size of your fist)
- 1 wooden skewer (the popping tool)
- Masking tape
- Scissors
- Place your Sphero inside the cup (cup is upside down — open end on the floor, Sphero sitting on the floor under the cup). The Sphero now drags the cup around when it moves.
- Tape your balloon to the BACK of the cup. This is your target — and the only thing your opponents can hit.
- Tape your skewer to the FRONT of the cup, pointing forward. This is your popping tool. Make sure the pointy end sticks out.
Before the arena opens, test your rig. Drive it around. Make sure:
- The cup actually moves when the Sphero rolls (sometimes the cup is too tight or too heavy).
- The skewer points where you're driving.
- The balloon stays attached.
Adjust before you face an opponent. You won't get time to repair mid-match.
- Stay inside the pipe insulation arena — same arena you used for soccer yesterday.
- Drive at opponents' balloons, not at their phones or hands.
- When your balloon pops, you're out. Pick up your rig and step back.
- No touching other people's Spheros or cups with your hands during a match.
- If a Sphero flips out of the cup, the driver can pick up and reset — but you've lost time.
Everyone in the arena at once. Last balloon standing wins the warmup round.
This is mostly chaos — and that's the point. You'll learn what your rig does well and what it doesn't. Pay attention: are you faster than you thought, or slower? Does your skewer actually reach? Is your balloon exposed from a direction you didn't expect?
Between warmup and bracket — 5 minutes to rebuild. Re-tape the balloon if it loosened. Reposition the skewer if it wasn't pointing right. Replace the balloon if yours popped. You learned something in the warmup. Use it.
Your instructor draws the bracket. Single elimination — lose a match, you're out. Win, you advance.
Each match: two drivers face off in the arena. Whoever pops the other balloon first wins. If both balloons survive after 90 seconds, it's sudden death — first hit wins.
Stay until the final. Even when you're out, watch — there's always a move you didn't think of.
You just did two different jobs in robotics: autonomous programming (the coded maze run) and teleoperation (driving the battle rig live). Real engineers specialize in one or the other — and both are growing fields.
- Autonomous systems engineer — programs self-driving cars, drones, factory robots. The "code the maze" challenge today is the entry-level version of what they do daily.
- Mars rover engineer (JPL) — NASA's Jet Propulsion Lab in Pasadena programs the Mars rovers. 40-minute signal delay means every move is pre-coded.
- Robotics competition engineer — BattleBots, RoboCup, FIRST Robotics. Real engineers design real combat robots for real prize money.
- Teleoperator (remote pilot) — drone pilots, surgical robot operators, undersea ROV pilots. Live control of robots in places humans can't safely go.
- Game / sim engineer — designs the physics and AI behind games like Mario Kart, Rocket League, and BattleBots video games. Riot Games and Blizzard in Irvine hire for this.
Local path: JPL is 45 minutes north. UCI's robotics lab is 10 minutes from PAL. Cal Poly Pomona, USC Viterbi, UCLA Engineering all have robotics programs. Cypress and Orange Coast CC have intro robotics that transfer cleanly.
Before you leave, share one word that describes today. Just one.
You just coded a robot through a maze and won (or lost) a robot fight. That's two days with Spheros and you've done more programming and engineering than most adults ever will. The skills are real. The tools scale up.
