|
FIRST Robotics Competition Game Archive
Go back in time through FIRST's history by reading short summaries (taken from the FIRST website) of each game since 1992, when the first game was created!
You may go directly to a certain year by clicking these links: Our Rookie Year to Present: 2010, 2009, 2008, 2007, 2006, 2005, 2004, 2003, 2002 Previous Games: 2001, 2000, 1999, 1998, 1997, 1996, 1995, 1994, 1993, 1992
 |
2010: Breakaway Click above for an in-depth description and a game animation.
In the 2010 game, robots play "soccer" in a field divided
into three zones by "bumps". The object of the game is for robots to kick the 12
soccer balls on the playing field into their own goals, located on their
end of the field. Once scored, balls are returned through a hanging guardrail system.
Points may be earned in the end game by climbing onto the platform located on the bumps
or hanging off of a bar above the platform (or even hanging off of another robot!).
|
|
 |
2009: Lunacy Click above for an in-depth description and a game animation.
In the 2009 game, 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, students’ robots
are designed to race around a track knocking down 40"
inflated Trackballs 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, 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 having been 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, 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, who then shoots 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 two-minute match begins with the 24’ x 48’ field broken
up into five 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 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: Co-opertition 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.
|
 |
 |
1998: Ladder Logic
In two-minute matches, the three robots and human
players score points by placing the balls onto the side goals shaped like ladders or into the central basket-like goal. The balls are color-coded to identify
team ownership. A human player, located outside the
perimeter of the field, is allowed to hand balls to the robot or
throw balls directly at the goals.
|
 |
 |
1997: Toroid Terror
In two-minute matches, the three robots and human
players score points by placing the inner tubes onto pegs
in the goal, or around the top of the goal. The tubes are
color-coded to identify team ownership. Human players
are not allowed onto the field, but they may hand tubes to
the robots or throw tubes directly onto the goal.
|
 |
 |
1996: Hexagon Havoc
In two-minute matches, the three robots, with their
human partners, score points by placing the balls in the
central goal. The balls may be carried, pushed or thrown
into the goal by the robots. The human players are not
allowed on the playing field as they are seat-belted down
at their stations, but they may score points by throwing
balls into the central goal. Points are awarded for balls
located in the central goal at the conclusion of each two-
minute match.
|
 |
 |
1995: Ramp n' Roll
In two-minute matches, three robots race down a 30-foot
raceway, over a speed bump just wide enough for two to
pass through, to retrieve their 24” and 30” vinyl balls. To
score, they must carry the ball(s) back up the raceway
and push or shoot the ball over a nine-foot field goal
from either the playing floor or a raised platform area, all
the while trying to keep their opponents from scoring.
Teams may score more than once with each ball – the
smaller ball is worth two points and the larger ball is
worth three points.
|
 |
 |
1994: Tower of Power
Contestants attempt to place as many of their soccer balls
possible inside one of two goals. In each match, three-team
alliances compete to place 12 balls of their team color
inside either the high goal, worth 3 points, or in the low goal,
worth one point per ball. The winner is the team that has
the highest total point value of soccer balls within the two
goals at the end of the two-minute match. In the case of a
tie, the team with more balls in the upper goal wins.
|
 |
 |
1993: Rug Rage
Contestants attempt to collect balls from either the playing
field or their opponents’ goals, place them in their own
goals, and defend them. There are five large air-filled kick
balls each worth five points, and twenty smaller water-filled
balls worth one point each. The winner is the team with the
highest total point value of balls within their goal at the
conclusion of a two-minute match. In the case of a tie, the
team with the most large balls wins. If still a tie, the team
which collected their balls first wins.
|
 |
 |
1992: Maize Craze
FIRST began its legacy in a game where four contestants vie in a round to see who can collect the
highest point value total of tennis balls, return to home
base, and defend their cache successfully. Each round is
two minutes long. The game is played on a 16’ X 16’
square playing arena covered with 1-1/2” layer of whole
corn kernels.
|
 |
|