Butterfly Amicus Expert User manual

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AMICUS
EXPERT
Table Tennis Robot
Owner’s Manual | Bedienungsanleitung | Manuel d’utilisation

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AMICUS EXPERT Table Tennis Robot
• State of the art 3-wheel ball delivery technology provides all types of spin.
• Rigid sponge wheels with a special coating for longer durability.
• Compact, solid, functional construction with integral in encompassing ball collection net.
• Lightweight and easily transportable. Weighs only approximately 6 kg (13 lbs.).
• User-friendly Control Panel permits quick overall view with easy-to-understand adjustments.
• Random features include natural scattering of shots, random placement, or both!
• Programmed or random delivery of balls with different spin, speed, direction, and trajectory.
• Start Exercise with serve, which inserts natural pause before each repetition.
• 99 memory places, including 21 pre-programmed Exercises from Butterfly coach Richard Prause.
• Can be found on memory places 79-99
• AFC (Automatic Ball Frequency) function for more natural timing of balls in an Exercise.
• Alternate play and break periods (interval training) with the Cycle function.
• Adjust height of ball delivery to simulate anything from low serves to high lobs.
• Regulate all functions with the Control Panel located on the player’s end of the table.
Covered by a full 2-year Manufacturer’s Warranty and a 5-year guarantee of parts and service avail-
ability. See full warranty information on page 26.
CAUTIONS
• Please read this Owner’s Manual carefully before using the machine!
• This machine may only be connected to 100-230V current!
• The ball throw wheels rotate at high speed. Avoid touching the wheels during operation!
• Use this product only in enclosed and dry rooms!
Used properly, your AMICUS EXPERT will always be a great training partner and a friend
(AMICUS is Latin for Friend).

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IMPORTANT: Please read instructions carefully prior to use!
The Control Panel chapter describes basic adjustments of the AMICUS EXPERT table tennis robot.
More detailed instructions can be found in the Operation chapter.
Contents
1. Setup ........................................................................................................................................................................ 4
2. Control Panel .......................................................................................................................................................... 6
3. Operation.................................................................................................................................................................8
Nomenclature ...................................................................................................................................................................... 8
Adjustment Of Head Height ............................................................................................................................................ 8
Starting Your Robot............................................................................................................................................................ 8
One Ball Type Thrown To One Placement ................................................................................................................... 9
One Ball Type Thrown To 2 Or More Placements.................................................................................................... 10
Throwing Different Ball Types In An Exercise.......................................................................................................... 10
Changing Ball Settings in An Exercise ........................................................................................................................ 11
Random Controls............................................................................................................................................................... 11
AFC Function (Automatic Frequency Control) ........................................................................................................12
Memory Mode......................................................................................................................................................................12
Saving An Exercise and Clearing a Memory Position.............................................................................................13
Selecting, Playing, Changing and Moving Saved Exercises..................................................................................13
Pre-saved exercises..........................................................................................................................................................14
Cycle Function....................................................................................................................................................................15
Calibration............................................................................................................................................................................16
The Remote Switch............................................................................................................................................................17
Linking The Remote To The Control Panel..................................................................................................................17
Changing The Battery In Your Remote ...................................................................................................................... 18
Take Down, Storage, & Transport................................................................................................................................. 18
4. Maintenance & Repair...........................................................................................................................................19
Cautions................................................................................................................................................................................19
Checking & Adjusting Wheel Clearance .....................................................................................................................19
Replacing The Wheels......................................................................................................................................................20
Ball Jams ..............................................................................................................................................................................21
Other Maintenance........................................................................................................................................................... 22
5. Troubleshooting.................................................................................................................................................... 22
6. List of Replacement Parts.................................................................................................................................. 24
7. Technical Data .......................................................................................................................................................26
8. Warranty Information.........................................................................................................................................26

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1. Setup
a. Robot and Net Assembly
b. Power Supply (Input: 100-240V, Output: 24V DC, 3A)
c. Control Panel
d. Control Panel Cable
e. Control Panel Bracket
Other parts: Hex wrenches (2 and 4mm) for wheels, Wheel Adjust-
ment Gauge (black tube with fins), spare rub-ber bands for the Side
Nets, Velcro strips. White, steel strips to repair of the deflector
plate.
1. Place the robot on top of your table tennis table. Fold apart
both sides of the net at the same time until the first stop (Photo
1A). Rotate towards you the curved tubular Support Legs into
the position as seen in Photo 1b (about 15–20 cm, or 6-8 in.,
apart).
2. Rotate the entire robot 180° with the Support Legs facing away
from you. From behind, grasp the robot with both hands on the
bottom of the Base. Pick up the robot, angle the Support Legs
downward, slip them under the end of your table tennis table,
and push the robot onto the end of the table. Gently let go of
the base and the robot will hang by its own weight as seen in
Photo 2.
Please note that AMICUS robots are designed to fit onto 25mm
(1 in.) thick tops. If your top is less than 25mm thick, you will
need to adjust the Support Legs using the height adjusting
screws. Turn the screws inward until the thickness difference
between 25mm and your particular table surface is sufficiently
equalized.
CAUTION: Please use the included longest Velcro strip to help
secure the robot to the end of the table. This is especially im-
portant if children play around the table. The Velcro strip helps
stabilize the robot to prevent it being knocked off the table.
3. Loosen the large Black Knob found on the rear of the Ball Tube.
Rotate the head 180° and then pull the head upwards until the
3rd coloured ring on the tube is just visible (Photo 3A), then
tighten the Black Knob to hold it in place (but not too tightly).
Lastly, fasten the Head Cable coming from the head to the serial
connector found on top of the Base (Photo 3B).
Photo 1A
Photo 1B
Photo 2

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Photo 3A Photo 3B
4. Standing behind the robot, grip the top points of the net and fold the net down on both sides until
the net fully opens (as seen in Photo 4A). Fit the plastic Corner Brackets of the net around the
corners of your table as seen in Photo 4B.
Photo 4A Photo 4B
NOTE: You may attach the two shortest Velcro strips to the corners of your table underneath the
Corner Brackets to help the brackets stay down and stabilize the entire net.
5. Pull a Side Net along the side line of the table and pass its thick rubber band over the top of the
table’s net standard (see Photo 5A). Then loop the rubber band around the Clamp Screw that holds
the net onto the table. Attach the Side Net’s Velcro tab to its matching piece located on the Corner
Bracket as seen in Photo 5B.
Photo 5A Photo 5B
6. Plug your Power Supply into a power outlet and then into the power jack on the side of the Base.

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Connect the Control Panel Cable into the jack plug (looks like a headphone jack) on the side of the
Base (see Photo 6A). Pull the Control Panel Cable to the opposite side of the table and connect it to
the Control Panel (see Photo 6B). Next attach the Control Panel Bracket on the side of the table and
then hang the Control Panel on the bracket. You may use a Velcro strip to help secure the bracket
onto the side of the table. Before beginning to play on your robot, remove the rubber bands and blue
foam pad used on the head to help protect the Deflector Plate during shipment.
Photo 6A Photo 6B
2. Control Panel
EXPERT
Start/Stop
Sample
Spin
Speed
Sidespin
Top
Back
Right
Left
Right
Left
High
Low
More
Less
-4 -3 -2 -1 0 1 2 3 4 5 6
1 3 5 7 9 11 13 15 17 19 21
9075 6045 30 0 30456075 90
-5 -4 -3 -2 -1 0 1 2 3 4 5
Placement
Cycle
Random
1 2 3 4 5 6 7
PlaceScatter
Step
MEMORY/CYCLE
Clear
Quit
Save
–
Ball /Min
+
AFC
5
4
3
2
1
0
-1
-2
-3
-4
-5
1
2
3 5 6
7 8
411 12 15
16
17
18 19 20
2122
13 14
910
1Ball LEDs (1–7) — When lit and solid, indicates a Ball is programmed for that spot. A flashing
light Current Ball. Only selected balls can be changed. Number of lit LEDs indicates the num-
ber of balls in your Exercise.
2 Ball Buttons (1–7) — When pressed, selects that ball. Once selected, all settings shown on

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panel apply only to the selected ball. Up to 7 balls may be added to an exercise. To delete a ball,
press and hold the desired Ball Button until light goes out. To delete all balls at once, press and
hold the 1 and 7 buttons until lights go out (except #1).
3 + 4 Trajectory Buttons — Raise or lower the trajectory of the Current Ball. Pushing at the same
time, the robot will step into calibration mode.
5 + 6 Placement Buttons — Shift the Current Ball placement to the left or right. Pushing at the same
time, the deflector plate position will reset.
7 + 8 Sidespin Buttons — Shift the orientation of the sidespin to the left or right.
9 + 10 Speed Buttons — Decrease or increase the speed of the Current Ball.
11 + 12 Spin Buttons — Decrease or increase the amount of backspin or topspin.
13 + 14 Ball/Min Buttons — Decrease or increase ball frequency (Ball/Min). Frequency rate is shown
on the Display (22) from 1 to 100. Press briefly to change numbers one by one, or hold down
to change numbers quickly. Pressing both buttons at the same time activates AFC (Automatic
Frequency Control) and AFC is shown on the display.
15 Start/Stop & Sample Button — Press briefly to start or stop ball delivery. Hold down to throw
samples of Current Ball until released.
16 Cycle Button — Press briefly to activate the Cycle function. Press for 2 seconds to program
the Cycle function. See page 15 for more details.
17 Random Button — Press once to select Random Scatter, press a second time to select Ran-
dom Place, and press a third time to select Random Scatter + Place. Press a 4th time to exit.
18 + 19 Step Buttons — Use to enter Memory Mode and select the Memory Position (E01–99). Pressing
both at the same time exits Memory Mode. Also used for programming the Cycle function (see
page 15).
20 Save Button — Saves an Exercise into memory in the position shown on the Display (22). An
empty memory position (indicated by a flashing E_ _) must be selected using buttons 18 & 19.
Hold down the Save button until E_ _ stops flashing.
21 Clear Button — Clears a Memory Position. A saved Exercise must be shown on the display (solid
E_ _). Hold down the Clear button until the display starts flashing.
22 Display — Shows various information (see 9, 10, 12, 13, 15, 16, 17, 21).
Also shows error codes (Er_).

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3. Operation
Nomenclature
To assist in clearly communicating the various features of your robot, it is necessary to define how we
refer to certain elements. Here are various terms used throughout this manual:
Ball Type — 4 controls affect Ball Type: Spin, Speed, Sidespin, and Trajectory.
Ball Placement — the left/right location where a ball lands, determined by the Placement control.
Basic Ball — the ball that is thrown when the Control Panel is first powered on and no adjustments
have been made. This ball will have no spin with medium speed and height. All Ball Type and Placement
indicators on the Control Panel should be green (Trajectory will be green & red).
Current Ball — the ball that is currently selected as indicated by its flashing Ball LED.
Ball 1–7 — refers to the Ball Buttons and corresponding Ball LEDs.
Exercise — a sequence of between 1 and 7 shots. Also called drill, program, or rally.
1–4 Rings — how the head height adjustment is described. E.g., 3 Rings would mean the head height is
adjusted so 3 rings (painted on the Ball Tube) are visible (see Photo 7).
Adjustment Of Head Height
On most table tennis robots, the height of the
head cannot be adjusted. In contrast, AMICUS
EXPERT offers 4 different heights to better sim-
ulate realistic play. It is quite easy to adjust the
head height. From be hind the net, push the top
of the net down to reach over it. Grab the curved
ball tube with one hand and loosen the large
Black Knob with the other hand (see Photo 7).
You can then pull the tube up or push it down to
adjust head height. Lock it in place by tightening
the Black Knob. (Be careful not to tighten the
knob too much.)
IMPORTANT: Before tightening the Black Knob, be sure one of the coloured rings painted on the ball
tube is right at the top of the lower tube (see Photo 7). Be careful not to tighten the Black Knob too
tightly—you can dent the tube if tightened too much. Failure to adjust the head height correctly can
result in ball jams, double throws, missed throws, and other feed issues.
Starting Your Robot
After completing Step 6 on page 5, place about 50 or more 40 or 40+ balls into the net trays. The
Ball 1 LED should be flashing yellow and the Start/Stop LED should be solid red on your Control Panel.
Photo 7

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Press Start (you will hear the wheels start spinning) and balls will begin loading into the machine. After
a few seconds, the first ball will reach the top of the Ball Tube. Press Stop to halt ball feed.
Grab your racket and prepare to return balls from your robot. The first balls that are thrown will be
Basic Balls and should be delivered along the centerline. Press Start and observe where the balls land
in relation to the centerline. If balls are delivered either left or right of the centerline, then stop ball
delivery. At the robot, loosen the large Black Knob on the rear of the Ball Tube (see Photo 7) and rotate
the head in the direction necessary for balls to land closer to the centerline. Repeat until all balls are
landing close to the centerline, then press Stop.
One Ball Type Thrown To One Placement
The easiest way to learn the various controls is to start with a single ball type delivered to one location.
Please remember that only the Current Ball (indicated by a flashing Ball LED) can be changed. Upon
powering on the Control Panel, only the Ball 1 LED should be lit and it should be flashing. If any other
Ball LED is lit, hold down its corresponding Ball Button until its LED becomes unlit.
To adjust Ball Type:
• The Trajectory Buttons raise (3) or lower (4) the ball trajectory (throw angle). One short push chang-
es 1 unit (about 0.5°) of the throw angle (fine adjustment). Each Trajectory LED represents 7 units
of adjustment if a single LED is lit and 9 units if 2 LEDs are lit. The exceptions are the 5 and –5 LEDs,
which represent 16 and 8 units respectively. Altogether there are 154 units of Trajectory adjustment.
If you hold down a Trajectory Button, the stepping action is accelerated and you rapidly change the
setting.
• The Sidespin Buttons (7 & 8) change the orientation of the sidespin on the ball. The zero setting
means there is no sidespin on the ball. Each button press from zero represents a 15° change in
orientation, except for the first press, which is 30°. Settings to the right of zero are degrees of right
sidespin and settings to the left are degrees of left sidespin.
• The Speed Buttons reduce (9) or increase (10) the speed of the ball. There are 21 increments of
speed adjustment.
• The Spin Buttons reduce (11) or increase (12) the amount of spin on the ball. A setting of zero indi-
cates no spin (dead ball). Settings to the right of zero (1 to 6) indicate stronger and stronger amounts
of topspin. Settings to the left of zero (-1 to -4) indicate stronger and stronger amounts of backspin.
To adjust Ball Placement (also called place or location):
• The Placement Buttons (5 & 6) determine the left to right landing spot of the ball. The zero position
corresponds with the centerline of the table. The 1 to 9 settings correspond with balls progressively
landing closer and closer to the right corner of the table. The -1 to -9 settings correspond to balls
landing progressively closer and closer to the left corner.
To adjust Ball Frequency:
• The Ball/Min Buttons decrease (13) or increase (14) the rate, or frequency, of shots. When either
button is pressed, the frequency, in balls per minute, is shown on the display. You can select settings
from 1 to 100 balls/min.

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Once you have adjusted the above settings to your liking, press the Start Button to have the robot de-
liver your chosen ball type to your chosen location at your desired frequency. If it is not what you want,
press Stop and change the settings until you get the type of shot you want. Then try again. Although
you may find it easiest to stop play to make changes to the settings, when throwing only 1 ball, you can
also change settings on the fly, without stopping play.
One Ball Type Thrown To 2 Or More Placements
Once you have the ball type selected as described in the preceding section, it is a simple matter to have
that same shot delivered to more than one place. To add additional Placements to your Exercise, press
the Ball 2 button. Ball 2 LED will begin flashing, which indicates it is now the Current Ball (and Ball 1 LED
will stop flashing to indicate it is no longer the Current Ball). Please notice that AMICUS has copied
over all settings from the current Ball to Ball 2. To select a different landing spot for Ball 2, all you have
to do is change the Placement setting.
You can continue this same procedure to add up to 7 Balls to your Exercise. With each added Ball, you
will notice that the corresponding LED will light up. By looking at the number of Ball LEDs that are lit,
you can quickly tell the number of shots in an Exercise.
To play your Exercise, press Start, and AMICUS will throw the balls in order from 1 through however
many Balls have lit LEDs. E.g., if you have 3 Balls with lit LEDs, AMICUS will throw Ball 1, followed by Ball
2, and followed by Ball 3. Then it will start over with Ball 1. It will continue this order of thrown balls until
you hit Stop.
If you need to test an individual Ball in an Exercise, without the other Balls being thrown, you will use
the Sample function. To enable sampling, press and hold down the Start Button. It will begin throwing
the Current Ball (whichever one is flashing). Let go of the Start Button when you are finished sampling.
Throwing Different Ball Types In An Exercise
With AMICUS EXPERT, you can change the Ball Type, not just the Ball Placement, for each Ball in an
Exercise. For instance, you can design an Exercise that starts with a short backspin serve to the center,
followed by a slow, medium high, heavy spin loop to the backhand, then a fast, powerful loop to the
forehand, and ending with a high no-spin pop-up in the center.
To design such an Exercise, just change the Spin (including Sidespin), Speed, and/or Trajectory for each ball
in the Exercise. Be sure the Ball LED is flashing (indicating Current Ball) before changing any parameters of
that Ball. And use the Sample button to test each Ball after you have changed any of the parameters.
Best practices: Before starting to play such an Exercise, choose each Ball and look at all the Ball Type
and Ball Placement settings to get an idea of what type of shots will be delivered, to which locations,
and in what order. Then check what the Ball Frequency is by pressing one of the Ball/Min Buttons and
observing the frequency rate on the display. For an Exercise like the one described above, with several
changes of spin and speed, it is advisable to turn on AFC (explained next).
If you want a certain Ball more than once in an Exercise, set that Ball first, as its settings will be copied
over to the new Ball that you select. You can even copy Balls out of order. For instance, If Ball 2 will
also be used as Ball 4, after setting Ball 2, and with Ball 2 LED flashing, press the Ball 4 Button and the
settings for Ball 2 will be copied over to Ball 4 (and Ball 4 LED will begin flashing).

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When using Random Place in an Exercise, the Placement will be randomly selected of the places which
have been set in the exercises, but the Ball Type will remain in the same order as programmed.
Changing Ball Settings in An Exercise
If while playing an Exercise, you want to change the settings for a particular Ball, you can stop the Exer-
cise by either pressing the button for the Ball you want to change or press the Stop Button. If you press
the Ball Button, then that Ball will immediately become the Current Ball and you can begin changing
the settings immediately. If you use the Stop Button, then you will likely need to press the Ball Button
for the Ball you want to change before altering the settings. Use Sample to test your new settings.
After you are satisfied with your changes, begin play again by pressing Start. At restart, the Exercise will
always resume at Ball 1.
With AMICUS EXPERT, you can also change some settings while balls are being thrown. The advantage
to doing this is that all balls in an Exercise will be changed simultaneously. The settings that can be
changed are Trajectory and Speed. You can also change Spin if all balls in the Exercise have the same
spin. Changes during play are restricted to small increments in either direction (accelerated changes
are not supported during play).
As an example, let’s say you have 3 balls in an Exercise. Ball 1 is set at Speed 11 and Spin 1, Ball 2 at
Speed 12 and Spin 2, and Ball 3 at Speed 13 and Spin 3.
During play, you decrease Speed downward by 1 increment and you increase Spin by one increment. What
happens is that Ball 1 changes to Speed 10, Spin 2; Ball 2 to Speed 11, Spin 3; and Ball 3 to Speed 12, spin 4.
You can also change Ball/Min during play without restriction (including acceleration).
Random Controls
AMICUS EXPERT offers 3 types of random-
ization—Random Scatter, Random Place, and
Random Scatter + Place. To activate, press the
Random Button. Your first press will select
Random Scatter (the Scatter LED will light up).
Press Random a second time and the Place LED
will light up (and Scatter LED will darken). Press
Random a third time and both Scatter and Place
LEDs will light up. Press a fourth time to turn
Random off (and both Scatter and Place LEDs will
darken).
Random Scatter is similar to the less precise shots that a human might deliver. Without Random
Scatter, the robot typically delivers shots within an area approximately 13cm (5 in.) in diameter. But with
Random Scatter, balls are delivered in an enlarged area of approximately 40cm (16 in.) in diameter.
Random Place requires at least 2 Balls in an Exercise. If there is only a single Ball, the Place LED will not
light up. The robot will then randomly select one of the Place ments programmed for the Exercise and
throw the ball there in an unpredictable order. E.g., let’s say an Exercise uses Placements of -4, 0, & 4.
Without Random Place activated, the order of throws will always be -4, 0, 4, -4, 0, 4. But with Random
Random Scatter

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Place on, the order could be something like 0, 4,
4, -4, 0, 4,0, -4.
Random Scatter + Place combines the above two
random functions. The landing spots for every
Ball are enlarged and Placements are random-
ized.
Best practices: Do not program landing spots
that are close to the side line, end line, or table
net when using Random Scatter. If you do, many
balls are likely to be shot off the side or end of the
table or into the net because of the increased area
of the landing spots with Random Scatter. When
using Random Place, if you want throws delivered
to one spot more often than other spots, program
more Balls with the desired placement. E.g., if an
Exercise has 4 Balls with one of them using Place-
ment 5 and three using Placement 0, then there
is a 1 in 4 chance a Ball will be delivered to 5, but
a 3 in 4 chance a Ball will be delivered to 0. Lastly,
while Random Place must have at least 2 Balls in
the Exercise, Random Scatter can be used with
single ball Exercises.
AFC Function (Automatic Frequency Control)
If you press and hold down both Ball/Min Buttons
at the same time for a couple of seconds, you
activate the AFC (Automatic Frequency Control)
function. AFC will be shown on the display. AFC is
useful when you have changes in speed within an
Exercise. For example, when you start with a slow,
short backspin serve followed by a fast topspin
shot. Or you have several fast topspins followed
by a slow, high pop-up. AFC can sense this change
in speeds and automatically adjust the frequency
so the timing between shots is more similar to the
timing of those shots in a real game. Turn on AFC whenever you feel you don’t have enough time, or too
much time, for one or two shots within an Exercise, but the rest of the shots seem OK. Deactivate AFC
by once again pressing, and holding down for 2 seconds, both Ball/Min Buttons at the same time (AFC
will disappear from the display).
Memory Mode
The Memory Controls (buttons 18–21) are used to save Exercises into memory, clear Exercises from
memory, and select Memory Positions of saved Exercises. After designing an Exercise, you will want
to save it in memory because as soon as you turn off power, your Exercise will be deleted unless it is
saved. Also with 99 Memory Positions, you can design, and save, lots of different Exercises for different
Random Place
Random SCATTER + Place

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purposes, and have them readily available for easy recall.
Once an Exercise is saved, each ball in that Exercise can be adjusted or deleted. And if an Exercise is no
longer needed, the entire Exercise can be deleted to open that Memory Position for a new Exercise.
To enter Memory Mode, press one of the Step Buttons (← or →). If done during play, play stops. E01
appears on the display to indicate you are in Memory Mode. The E stands for mEmory and the 01 is the
number of the Memory Position. A flashing display indicates that Memory Position is open. Whatever
Exercise was showing before entering Memory Mode will now be showing in Memory Mode (provided
display is flashing). This allows you to now save that Exercise in that Memory Position.
A solid (not flashing) display indicates an Exercise is saved in that position. In which case, lit Ball LEDs
indicate each Ball of that Exercise. You can see the parameters of each ball by pressing on each Ball
Button and the settings for that Ball will be shown on the Control Panel.
To exit Memory Mode, press both Step Buttons at the same time. Display will go blank to acknowledge
you have left Memory Mode.
Saving An Exercise and Clearing a Memory Position
To save an Exercise, locate an open Memory Position (flashing E_ _ on the display) by using the Step
Buttons. Then hold down the Save Button 0) for 2 seconds. The display will stop flashing and become
solid to indicate the Exercise has been saved into memory. Please note that only settings for Ball Place-
ment and Ball Type are saved when the Exercise is saved. Settings for Ball/Min, Cycle, Random, and AFC
are not saved.
You cannot save an Exercise into an occupied Memory Position (solid E_ _ on the display). An occupied
Memory Position must first be cleared before it can be used to store a new Exercise. Before clearing a
position, please be positive that you no longer need that Exercise. To clear a position, hold down the Clear
button (21) for 2 seconds. The display will start flashing to indicate the Exercise was deleted and that
Memory Position is now open. Once open, that position is available for a new Exercise to be saved there.
Save Exercise Delete Exercise
Selecting, Playing, Changing and Moving Saved Exercises
To select a saved Exercise, use the Step Buttons (18 & 19) to find the Memory Position in where your
desired Exercise is stored. Verify the Exercise is the one you want by looking at the parameters for each

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Ball. Remember the sequence of shots so you can respond properly to each shot as it is delivered. Then
press Start to begin playing that Exercise. During play, you can use the Random, Cycle, and/or AFC
functions, or change the Ball/Min.
If you want to change the parameters of any ball in the Exercise, you may do so by following the in-
structions given in Changing Ball Settings In An Exercise (p. 9). If you want to make those changes
permanent, hold down the Save Button for 2 seconds. Doing so will overwrite the previous settings.
If you do not save your changed settings, then the next time that Memory Position is selected, the Exer-
cise will revert to its previously saved settings.
Alternatively, you can save your changed Exercise into a different Memory Position (if it is open). To do
so, simply select the different Memory Position (display must be flashing) and hold down the Save but-
ton for 2 seconds. You cannot; however, save it into an occupied Memory Position (with solid display).
In a similar manner, you can move the Memory Position of a saved Exercise. First, go to the Exercise
you wish to move. Press both Step Buttons at the same time to temporarily quit Memory Mode. Please
notice that the Exercise you want to move is displayed on the Control Panel and the display is blank.
Now, use the Step Buttons to find a suitable open Memory Position (with flashing display). Press and
hold the Save Button to save your exercise to its new position. Then navigate to the previous position
for that exercise and use the Clear Button to open that position for a new Exercise (unless you want
that Exercise in two different positions).
Tip: It is possible to switch Exercises saved in different memory positions during play. To do so, push
one of the Step Buttons to go from one Memory Position to another. Your new Exercise should begin
playing. This way, you can play different Exercises one after the other without stopping. To facilitate this
type of playing, it is recommended that you store the Exercises you want to play in Memory Positions
that are in the same order as the Exercises you want to play.
Pre-saved exercises
21 effective Exercises, selected by Butterflycoach
Richard Prause, are already stored in memory
slots 79 through 99. These can easily be selected
using the steps provided above.
Tip: Video demonstration of all exercises along
with additional useful information about the
Butterfly AMICUS series can be found either on
en.butterfly.tt/amicus or on our YouTube Channel
„TamasuButterfly”
Exercise 79 1 topspin to BH, 1 topspin to FH
Exercise 80 1 topspin to FH, 1 topspin to MID
Exercise 81 1 topspin to BH, 1 topspin to MID
Exercise 82 “FALKENBERG”: 2 topspins to BH, 1 topspin to FH
Exercise 83 2 topspins to FH, 2 topspins to BH

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Exercise 84 1 topspin to FH, 1 topspin to MID, 1 topspin to FH, 1 topspin to BH
Exercise 85 1 topspin to BH, 1 topspin to MID, 1 topspin to BH, 1 topspin to FH
Exercise 86 3 topspins to FH, 1 topspin to BH
Exercise 87 1 topspin to FH, 1 topspin to MID, 1 topspin to BH, 1 topspin to MID
Exercise 88 1 backspin to FH, 1 backspin to MID, 1 backspin to BH, 1 backspin to MID
Exercise 89 1 backspin to FH, 1 topspin to BH, 1 topspin to MID
Exercise 90 1 backspin to BH, 1 topspin to MID, 1 topspin to FH
Exercise 91 1 halflong to MID, 1 topspin to MID
Exercise 92 1 halflong to BH, 1 topspin to FH
Exercise 93 1 halflong to FH, 1 topspin to BH
Exercise 94 1 halflong to FH, 1 halflong to MID, 1 halflong to BH
Exercise 95 1 serve to BH, 1 topspin to FH
Exercise 96 1 serve to FH, 1 topspin to BH
Exercise 97 1 serve to FH, 1 backspin to FH
Exercise 98 1 serve to BH, 1 backspin to BH
Exercise 99 1 serve to FH, 1 serve to MID, 1 serve to BH
Note: These exercises can be changed provisionally, but turn back to their original settings after turning
off the robot.
Cycle Function
The Cycle function facilitates interval training on
your robot. Interval training is widely regarded as
one of the best ways to maximize the effective-
nessof your table tennis training. Interval training
alternates intense, all-out periods of exercising
with shorter periods of rest. This is the same type
of rhythm that occurs naturally in a game—you
serve, followed by several quick shots in the rally,
and then the rally ends and you wait a few sec-
onds until the next serve begins the cycle again.
To use the Cycle function, press the Cycle But-
ton and hold down for 2 seconds. The Cycle LED will light up (solid) and you will see P_ _ on the display,

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with _ _ representing the number of seconds
for the Play period. Use the Step Buttons to set
the Play period from 10 to 90 seconds. Press the
Save Button. The display will now show b_ _. Use
the Step Buttons to choose how long you want
your Break period to be - from 10 to 50 seconds.
Then press the Save Button again. The display will
become blank, and the Cycle LED will go off. Your
Cycle settings have now been saved into memory
and are preserved when turning power off.
To begin Cycle play, press the Cycle Button
briefly and the Cycle LED will light up and begin
flashing (display will be blank). Cycle function can
be played while in either Memory Mode or Normal
Mode. Whatever Exercise is showing on the Con-
trol Panel will be played during the Play period.
Press Start to begin playing your Exercise with
Cycle activated. 5 seconds before the end of the
Break period, the motors will start spinning to
signal you to get ready for the next Play period.
The Cycle LED flashes during both the Play and
Break periods of the cycle. To exit the Cycle
function, briefly push the Cycle Button and the Cycle LED will go off.
Calibration
All robots differ to some degree as all motors can vary from the manufacturer, but even more so as
they age. In addition, the wheels will wear differently depending upon use. Calibration harmonizes the
mechanics (the Head and Base) with the electronics (the Control Panel). This is especially important if
the Control Panel or Head are replaced.
To check Calibration, first hold both Ball 1 and Ball 7 Buttons down at the same time (alternatively,
you can also power off/on the robot). This will revert all settings to Basic Ball settings. Only Ball 1 LED
should be lit. Press Start and observe where the balls are landing. If necessary, rotate the head left
or right to make balls land close to the centerline. If balls are not landing along the centerline about
46–69 cm (18–27 inches) from the endline (a little past the mid-point from table net to endline), the
ball’s flight path bends to the left or right because of sidespin, the robot adds topspin or backspin to
the balls, or balls travel very low or quite high over the net, then please calibrate the robot as follows:
1. Activate Calibration by holding down both Trajectory Buttons (3 & 4) at the same time. CA will show
on the display to indicate Calibration has been activated.
2. If the speed is too weak, use the right Speed Button (12); or if too strong, use the left Speed Button
(11).
3. If the throwing height is too low, increase the height by using the upper Trajectory Button (3); or if
too high, decrease the height by using the lower Trajectory Button (4).

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4. Remove any sidespin by using one of the Sidespin Buttons (7 or 8).
5. Remove backspin by using the right Spin Button (10)
6. Remove topspin by using the left Spin Button (9).
IMPORTANT: These adjustments only work when the Calibration function is activated (CA shows on
the display). All Calibration settings are saved in memory, so settings from the previous Calibration
will be shown when you activate Calibration the next time. Calibration is dependent upon the head
working correctly, especially the wheels spinning. Check for proper head function by powering off
and on the robot, and carefully observing the head during the initial orientation procedure where the
Deflector Plate moves left, then right, and then down, followed by all wheels spinning forward for about
2 seconds. If the Deflector Plate does not move accordingly, or all wheels don’t spin, then it is unlikely
that Calibration can resolve any issues and further troubleshooting to identify the cause of the issues
is called for.
To exit Calibration function, press Stop.
The Remote Switch
The small wireless remote (looks similar to an automobile key fob) has a
range of 4–5 m (13–16 feet) and has the following functions:
1. If Ball/Min on the Control Panel is set to 00, pushing the top button (A)
of the remote will throw 1 ball of the Exercise shown on the Control Panel
(similar to Sampling a ball as discussed on page 7).
2. If Ball/Min on the Control Panel is not set to 00, pushing the top button
(A) of the remote will cause the Exercise shown on the Control Panel to
start playing at whatever frequency the Ball/Min set for (same as press-
ing Start on the Control Panel).
3. The 2 buttons in the middle increase (B) or decrease (C) Ball/Min by 1 increment for each press. Or
hold these buttons down for rapid acceleration of Ball/Min.
4. Press the bottom red button (D) to stop play (same as Stop on the Control Panel).
Linking The Remote To The Control Panel
Each remote is linked to an individual Robot body. This linkage is done at the factory and each Robot
and Remote pair is kept together throughout the manufacturing pro cess. In case you buy more
Remotes or a new one, you need to link each Remote to your Robot. Here are the steps to perform the
Linking procedure:
1. Press Stop on your Control Panel if play is not already stopped. If in Memory Mode (E_ _ is showing
on the display), press both Step Buttons (18 & 19) to quit Memory Mode.
2. Hold down the Save button until L_ _ appears on the display. The number after the L provides a
countdown of the time remaining (in seconds) for the Linking procedure.

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3. While this Linking procedure is counting down, press at least 1 button of the 4 of the remote on.
Additional remotes (4 maximum) can be linked to the same Robot by pressing a different button on
the different remote switches during this step.
4. When the countdown has finished, the Linking process ends and the display goes blank.
5. Test your remote by pressing the A button to see if your robot begins throwing balls.
Changing The Battery In Your Remote
The Remote is powered by two 3V, CR2016 button cell batteries. After long use, the batteries will run
down and will need to be replaced. After purchasing replacement batteries, open your remote by
inserting a coin or flathead screwdriver in the slot located on the wide end of the Remote and twisting
to pop it open.
Remove the circuit board containing the battery. With your thumbnail, pull the battery holder away
from the circuit board. Pop the two depleted batteries out of the battery holder and replace with fresh
batteries. When inserting into the battery holder, be sure the positive side (+) of both batteries face up.
Re-insert the battery holder into the circuit board.
Reassemble the circuit board into the top housing (battery side up). Position the U-shaped metal piece
around the outside of the top housing. Then place the bottom housing on top and press the top and
bottom housings together, starting at the narrow end and working your way to the wide end until the
housings snap in place.
Take Down, Storage, & Transport
Upon finishing your training session, please
power off your robot by unplugging from power;
or alternatively, plug your robot into a power
strip and use the switch on the strip to turn the
power off.
If you’re ready to remove your robot from the
table temporarily, please follow these steps:
1. Unplug the Power Supply from the outlet and
the base. Unplug the Control Panel Cable
from the base and the Control Panel. Roll these cables up and place them temporarily on your table.
2. Disconnect the rubber bands that connect your Side Nets to your table. Place the Side Nets in the
Ball Collection Tray.
3. Fold up the Net until the first stop of the folding mechanism. Unhook your robot from your table and
set it on your table with the open end facing you.
4. Place your rolled-up cables, Control Panel, and Control Panel Bracket in the center area of the net
on top of the balls (you do not need to remove the balls).

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5. Stand your robot upright on the floor off to the side of your table or in a nearby closet. When you’re
ready to train again, it’s a quick, easy matter to set your robot back up on your table.
If you’re removing the robot for transport or long-term storage, we recommend placing your robot
into the included Carrying Case with these additional steps:
6. Remove the cables, Control Panel, bracket, and balls from the center area and place those items
in the storage pockets of the Carrying Case. The Carrying Case is also a handy place to store this
manual, spare parts, tools, and other items that came with your robot.
7. Loosen the Black Knob on the rear of the Ball Tube, turn the head around 180° so it faces into the
net, and lower the head to 1 ring. Then retighten the knob. Also rotate the 2 curved tubular Support
Legs backward so they point back into the net.
8. Finish folding up the net until the two Net Corner Brackets touch and their mating Velcro pieces
adhere to one another. You may need to help the Net Uprights fold down. You can also stuff parts of
the net that are sticking out into the central part of the net.
9. Lay the robot net side down into the Carrying Case and secure in place with its 2 straps.
4. Maintenance & Repair
Cautions
1. Before performing any maintenance or repairs, unplug your robot from power.
2. Be sure no objects like dented balls, hair, string, etc. fall into the net and then work their way into
the machine where they can cause ball jams or interfere with correct operation.
3. Table tennis robots work best with clean, worn balls. When adding new balls, please wash the gritty
manufacturing powder off them first with warm, soapy water, then rinse and dry before using.
(Butterfly brand balls are pre-washed at the factory so this step is unnecessary with new Butterfly
balls.) Keep your playing area clean to prevent balls that have rolled on the floor from picking up dirt
and introducing that dirt into the machine.
4. The wheels have a special coating that prolongs their lifetime. Do not attempt to clean the wheels
with any chemical, as the chemical can be detrimental to the coating.
5. AMICUS robots are designed for use in clean, dry, indoor rooms. Do not use outdoors or in any wet
or damp environment. Avoid leaving your robot in a hot car or trunk.
6. Use only 40 or 40+ balls in your robot. The better ball you use (ITTF-approved 3-star are best), the
more consistent your robot can throw that ball.
Checking & Adjusting Wheel Clearance
AMICUS wheels are very durable (at least 1000 hours). But eventually, these wheels will wear down
after long or intense use. As the wheels wear down, the space among the 3 wheels enlarges, causing the

20
wheels to lose their grip on the ball. Dropping the
robot or other similar trauma during transport
or use can also cause this. One sign that the
space among the wheels needs to be adjusted is
that the machine releases the balls at irregular
lengths at high speed. When the length of the ball
throws becomes irregular, the space among the 3
wheels needs to be adjusted.
To check the space among the wheels, place the
Wheel Adjustment Gauge (black tube with 3 fins)
in the space among the 3 wheels, fins end first,
and so the fins do not touch any wheel (see Photo
8A). Now move it in and out. If the distance is
correct, the gauge can be moved in and out easily
and with the wheels just barely touching the out-
er surface of the gauge (wheels may turn slightly
as the gauge is moved). If the wheels do not grip
the gauge at all, or conversely, they tightly grip
the gauge, then wheel adjustment is called for.
To adjust the wheels, push the gauge into the
end of the Ball Tube where the ball comes out so
it is held rigidly in place. Then use the 4mm hex
wrench found in the accessories to loosen the
hex screw near the cover of the motor (see Photo
8B). Now move the motor (gripping its cover)
either towards or away from the gauge until the
wheel barely touches it (see Photo 8C). Lastly,
tighten the 4mm hex screw to hold the wheel in
place. Do this with all 3 motors.
Please note: The diameter of the adjusting tube is
35mm, which is the ideal amount of space among
the 3 wheels. The robot functions correctly up to
a diameter of 37-38mm.
Replacing The Wheels
When the wheels can’t be adjusted anymore, or the special coating on the wheels has worn off, the wheels
should be replaced. To do so, start with the lower wheel. Using the smaller 2 mm hex wrench, loosen the
small setscrew that holds the wheel onto the shaft of the motor (see Photo 9A) Before taking it off, check
and memorize the exact position of the wheel on the shaft of the motor. Pull the wheel off the motor
shaft and remove the three #1 Phillips screws that hold the foam wheel onto the hard plastic hub. Remove
the wheel from the hub and replace with a new wheel. Then refasten the hub to the wheel. Slip the wheel
assembly onto the motor shaft until the position of the original wheel is reached.. Tighten the setscrew.
Now manually spin the wheel to be sure it is not rubbing on any surface. If so, loosen the setscrew
and slightly move the wheel’s position on the shaft and try again until the wheel no longer rubs on any
surface. Lastly, tighten the setscrew securely.
Photo 8A
Photo 8B
Photo 8C
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