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FIRST - Past Seasons

 

2013 - Ultimate Ascent
ULTIMATE ASCENT is played by two competing alliances on a flat, 27 x 54 foot field. Each Alliance consists of three robots, and they compete to score as many discs into their goals as they can during a two (2)-minute and fifteen (15)-second match.  The higher the goal in which the disc is scored, the more points the Alliance receives.  The match begins with a fifteen (15)-second Autonomous Period in which robots operate independently of driver inputs. Discs scored during this period are worth additional points. For the remainder of the match, drivers control robots and try to maximize their alliance score by scoring as many goals as possible.  The match ends with robots attempting to climb up pyramids located near the middle of the field. Each robot earns points based on how high it climbs.

 

2012 - Rebound Rumble
Rebound Rumble is played by two competing Alliances on a flat, 27 x 54 foot field. Each Alliance consists of three robots. They compete to score as many basketballs into their hoops as they can during a 2 minute and 15 second match. The higher the hoop in which the basketball is scored, the more points the Alliance receives.
The match begins with a 15-second Hybrid Period in which robots operate independently of driver inputs. During this Hybrid Period, one robot on each Alliance may be controlled using a Microsoft Kinect. Baskets scored during this period are worth extra points. For the remainder of the match, drivers control robots and try to maximize their Alliance score by scoring as many baskets as possible.
The match ends with robots attempting to balance on bridges located at the middle of the field.  In Qualification Matches, a robot from each Alliance will also try to balance on the white Coopertition™ bridge to score additional ranking points for each Alliance.

 

2011 - Logomotion
In the 2011 game, LOGO MOTION™, two alliances of three teams compete on a 27-by-54-foot field with poles, attempting to earn points by hanging as many triangle, circle, and square logo pieces as possible. Bonus points are earned for each robot that can hang and assemble logo pieces to form the FIRST logo. Robots can also deploy Mini-Bots to climb vertical poles for a chance to earn additional points.

 

2010 - Breakaway
In the 2010 game, BREAKAWAY®, two alliances of three teams compete on a 27-by-54-foot field with bumps, attempting to earn points by collecting soccer balls in goals. Additional bonus points are earned for each robot suspended in air and not touching the field at the end of the match.

 

2009 - Lunacy
In the 2009 game, LUNACY, robots are designed to pick up 9" game balls and score them in trailers hitched to their opponents’ robots for points during a 2 minute and 15 second match. Additional points are awarded for scoring a special game ball, the Super Cell, in the opponents' trailers during the last 20 seconds of the match. “LUNACY” is played on a low-friction floor, which means teams must contend with the laws of physics.

 

2008 - FIRST Overdrive
In the 2008 game, “FIRST Overdrive,” students’ robots are designed to race around a track knocking down 40" inflated  rackballs and moving them around the track, passing them either over or under a 6'6" overpass. Extra points are scored by robots positioning the Trackballs back on the overpass before the end of the 2 minute and 15 second match.

 

2007 - Rack 'n Roll
In the 2007 game, “Rack ‘N’ Roll,” students’ robots are designed to hang inflated colored tubes on pegs configured in rows and columns on a 10-foot high center “rack” structure. Extra points are scored by robots being in their home zone and lifted more than 4” off the floor by another robot before the end of the 2 minute and 15 second match.

 

2006 - Aim High
In the 2006 game, “Aim High,” students’ robots are designed to launch balls into goals while human players enter balls into play and score points by throwing/pushing balls into corner goals. Extra points are scored by robots racing back to their end zones and climbing the ramp to the platform before the end of the 2 minute and 10 second match.

 

2005 - Triple Play
The game for the 2005 season is played on a 27' wide by 52' long playing field with the 9 goals configured in 3 x 3 matrix, similar to tic-tac-toe. The robots will attempt to place the red and blue game tetras in or on one or more of the nine goals to score points and “claim ownership” of the goals.

 

2004 - FIRST Frenzy:  Raising the Bar
The game for the 2004 season requires robots to collect
and pass 13” balls to the human player to then shoot
them into fixed and moveable goals. There are three 30”
balls on the playing field that can be placed on top of any
goal by a robot, which will double the point value in the
goal. Additionally, robots may attempt to “hang’ from a
10’ bar.

 

2003 - Stack Attack
The game for the 2003 season requires robots to collect
and stack plastic storage containers on their side of the
playing field. The location of the robots and containers
and the height of the stacks at the end of the match
determine each team’s score for the round.

 

2002 - Zone Zeal
Each 2 minute match begins with the 24’ x 48’ field broken
up into 5 zones and set up as follows. Four robots start on
the playing field and are paired in alliances of 2. There are
2 robots at diagonally opposite corners, 10 soccer balls in
each driver station area, 20 soccer balls centered along
each side of the field, and 3 moveable goals weighing
approximately 130 lbs each in the center zone. The
strategies are endless, but the basic objectives are simple.
Robots race around the playing field trying to gather balls,
place them into goals, place the goals in their scoring zone, and return their robot to their
starting zone before the 2 minutes have elapsed.

 

2001 - Diabolical Dynamics
Four teams work together as one alliance to try to achieve
as high a score as possible in each match. Points are
scored by placing balls in their goal, and by positioning their
robots and goals in designated areas at the end of each
match. At the start of each match, the alliance station
contains twenty small balls. In addition there are twenty
small balls and four large balls on the far side of the field
which may be used to score points.

At the end of the two minute match, points are awarded as
follows: the alliance will receive one point for each small ball in the goal and not in contact with a
robot, and ten points for each large ball in the goal and not in contact with a robot. Each alliance
will receive ten points for each robot that is in the End Zone. An additional ten points will be
added if the stretcher is in the End Zone. The alliance doubles its score if the bridge is
balanced. The alliance multiplies its score by a factor of up to three by ending the match before
the two minute time limit. Each team receives the alliance score. A team multiplies its’ score by
1.1 if its large ball is on top of a goal. Scores are rounded up to the nearest whole point after
applying all applicable multipliers.

 

2000 - Coopertition FIRST
Four teams, paired in two alliances, will compete in each
match. An alliance scores points by placing balls in their
goal, and by positioning their robots in designated areas
at the end of each match. At the start of a match each
alliance has seven yellow balls and one black ball in
their station. In addition, there are fifteen yellow balls
and two black balls on the far side of the field which may
be scored by either alliance.

 

1999 - Double Trouble
Points are scored by positioning “floppies,” robots, and
the “puck” on the playing field. Floppies are light
weight, pillow-like objects with Velcro-loop material
located in the center and around the perimeter. Each
alliance has ten color coded floppies located on the
playing field and at the player stations.

At the end of each two minute match, points are
awarded as follows: Each two-team alliance will receive
one point for each of its floppies that is at least 2” over
and not touching the playing field surface, and less than
eight feet above the surface if the playing field. Each alliance will receive three points for each
of its floppies eight feet or higher over the surface of the playing field. Any robot that climbs onto
the puck will multiply its alliance’s score by three.