2011 LogoMotion![]() Click here to read 2011 Game Overview (pdf) Click here to watch the FIRST LogoMotion Video. |
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2010 Breakaway ![]() Click here to read 2010 Game Overview (pdf) Click here to watch the FIRST Breakaway Video. |
The game of Breakaway mimicked the game of soccer. Two alliances of three robots competed on a field displayed above. As the game began, your robot had a chance to gain points during the 15 second autonomous mode. During that time, the robot could shoot up to 3 balls into the goal by itself. When those 15 seconds were up, the driver(s) took over the robot. Both teams were responsible for defending the enemies' goals and attempting to score in their own. Each score provided a point. A designated person on that side of the field would take the ball that was just scored and roll it down the rails system that led to the center of the field.To gain additional points, teams could suspend their robots from towers located along the field. At the end, the alliance with the most points won. |
2009 Lunacy ![]() Click here to read the 2009 Competition Manual (pdf) Click here to watch the FIRST Lunacy Animation |
![]() The Lunacy was created in honor of the 40th anniversary of the first manned mission to the Moon. The robots played on a specialized arena called the “crater,” floor of which was made of a material called “regolith” which simulated the 1/6th gravity resulted from being on the moon. Robots were teamed into alliances of three, with two teams on the arena at all times.At the start of the game, robots were placed on the “launch pad” with trailers attached to them. The objective of the game was to get as many game pieces (moonrocks, empty cells, and super cells) into the trailers of opposing robots. Human players outside of the arena were responsible for throwing the game pieces. Robots could “recycle” moonrocks on the field to “payload specialists” who would give empty cells to the robots. The robots would then go to fueling stations where the empty cells were exchanged for super cells, of which could be put into play only during the last twenty seconds of the game. Each moonrock and empty cell was worth two points, and each super cell was worth 15 points.
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2008 Overdrive ![]() Click here to view the 2008 Competition Documentation. Click here to view the FIRST Overdrive Animation Video. |
![]() In Overdrive, two alliances of three robots would race around a track as rapidly as possible. Points were gained each time the robots crossed the finish line, and bonus points were granted if inflatable “trackballs” were thrown over a divide a few feet off the ground that split the center of the track, called the overpass. The arena was divided lengthwise with red and blue lines, which corresponded to the two opposing teams. At the beginning of the match, each alliance was given two trackballs which were placed on top of the overpass. The robots were situated directly behind the overpass before the competition began. Once the match started, the robots would accelerate forward and also try to remove the trackball from the top of the overpass. Alliances were given bonuses each time a trackball was taken off of the overpass before the hybrid period ended, in which “robot coaches” would give signals to their robots via remote control. 8 points were granted if the trackballs were thrown over the overpass, 2 points were granted if they were thrown below, and 12 points were granted if the trackball was placed back on top of the overpass.
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2007 Rack N' Roll ![]() Click here to view 2007 Competition Documentation. Click here to view the FIRST Rack N' Roll Animation |
![]() The game of Rack N' Roll was played by two alliances, each consisting of three teams. The robots participating in Rack N' Roll were supposed to place circular inflatable tubes on a circular rack located in the middle of the field. The rack had three rows and eight columns spread over its surface area. The pegs on the rack had a certain degree of freedom because they were held in place by metal chains which moved the pegs if force was applied to them. The objective of the game was to create vertical or horizontal rows of tubes along the rack.
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2006 Aim High ![]() Click here to view the 2006 Competition Documentation. Click here to view the FIRST Aim High Animation Video. |
![]() The game of Aim High was played by two alliances, each consisting of three teams. The game field contained a center goal along with two corner goals. The alliances were allowed to start the game with a maximum of 40 scoring balls which they attempted to launch/push into the goals. The game consisted of four periods: autonomous mode, two gaming periods, and a final end mode. During the autonomous period, the robots were allowed to score their respective pieces into the goals and the alliance with the single highest score was given additional bonus points. The game allowed the use of cameras to track the vision targets which facilitated scoring the gaming pieces.
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