Order and nesting
The robot runs blocks from top to bottom, one at a time. Changing the order changes the result.
Container blocks (Repeat, If Path, If Memory) hold other blocks. Inner blocks run according to the repeat count or when the condition is true, and containers can sit inside containers.
Left and right
Left and right are from the robot's point of view, not the screen's. If the robot faces down the screen, its right is the screen's left. This applies to turns and to path conditions.
All commands
Each action block takes one step. Collect and the square actions work on the robot's current square; Cut and Break work on the tile directly ahead.
- Forward
Moves one tile in the direction the robot faces. Walls, gaps, obstacles, fences, hazards and locked doors stop the run with an error. A door opens only if the key was collected.
- Turn Left
Turns left relative to where the robot faces, not the screen.
- Turn Right
Turns right relative to where the robot faces, not the screen.
- Collect
Picks up an item, tool or key on the robot's own square. It must be standing on it.
- Jump
Needs a fence directly ahead and a safe, free landing tile two tiles ahead. Otherwise the run fails.
- Cut
Uses the saw on a cactus on the tile directly ahead. Collect the saw first.
- Break
Uses the hammer on a stone wall on the tile directly ahead. Collect the hammer first.
- Plant
Plants a seed on a planting spot on the robot's own square.
- Water
Waters a flower spot on the robot's own square.
- Rescue
Rescues an animal on the robot's own square.
- Build
Builds a machine on the robot's own square. Do this before Activate.
- Activate
Turns on a switch, or a machine that is already built, on the robot's own square.
- Speak
Makes the character speak on a matching square.
- Dance
Makes the character dance on a matching square.
- Repeatx2
Runs the blocks inside it again and again, 2 to 10 times.
- IfPath Ahead
Runs its inner blocks only if there is a free path ahead, to the left, or to the right of the robot.
- Set memory0
Sets the memory number to a value. It resets the count, so use 0 before counting.
- Add 1
Adds 1 to memory.
- If memory is≥ 1
If memory is at least the chosen number, its inner blocks run once at that moment. It does not wait, does not loop, and is not AI.
Order matters: Build a machine, then Activate it. Collect is needed for items, tools and keys.
Small examples
A 3-step repeat
Instead of three Forward blocks, one Repeat: three steps ahead.
If Path
The robot moves only if the tile ahead is free; otherwise the block is skipped with no error.
Count to 5, then plant
This example assumes the robot faces along a safe route with the planting spot five steps away.
Set memory resets it to 0. Each loop moves and adds 1. After the fifth loop memory is 5, so If memory is at least 5 runs once and plants. It checks only when its turn arrives; it never waits.
Purple portals
Purple symbols are portal pairs, not AI. Stepping on one sends the robot to its partner. Each pair works once per run: both ends turn gray after teleporting. The robot's direction does not change. Reset or a new run restores the portals.
Errors and winning
On an error (a crash, an impossible jump, a missing tool, a run that is too long) the robot stops and the coach shows why. Reset, edit your program and try again. The game never simplifies your program for you.
To win, the robot must finish on the flag, every task must be done, and the concepts the lesson requires (like Repeat or memory) must actually run.
