History
Select a Year:
1992 – Maize Craze
Field
The game was played on a 16′x16′ square arena covered with 1.5″ layer of whole corn kernels. One hundred and fifty tennis balls were placed in a circle at the center of the field and one 25 point ball was set up on a 12′ high post in the center of the field. Two 25 point balls were set upon 36″ high posts in two opposing corners of the field, and two 10 point balls were set in the other two opposing corners.
Robots
Each robot could not exceed 11kg, (24.2 lbs) and had to be constructed from US FIRST kit materials.
Scoring
Four contestants vie in a round to see who can collect the highest point value of balls, return to their home base, and defend the cache successfully. Each round was two minutes long.
1993 – Rug Rage
Field
The game was played on a 12′ x 40′ carpeted surface with four 6′ x 6′ goals located on the perimeter. Each goal is protected with a cross bar that allows only the smaller balls to roll beneath. There were five large air-filled kick balls, and twenty water-filled balls on the playing field. At the start of each round, balls are placed randomly in the center of the field, and each robot starts from the corner nearest its goal.
Robots
Each robot had to weigh no more than 50 pounds and fit in a 3′ x 3′ x 3′ volume before the start of each match.
Scoring
Each kick ball in a team’s goal was worth five points and each water-filled ball was worth one point. The two teams which accumulate the most points were the two winners, and the two teams with the least points were the two losers.
1994 – Tower Power
Field
The playing field was a carpeted 12 sided symmetrical polygon which measured 34 feet across. The surface consisted of a closed loop, low piled carpet. The perimeter of hexagonal field was defined by four by four foot boards. There were 36 balls total on the playing field — 12 of each color. At the start of each match, they would be arranged in six piles of six identical balls each. For a given team, piles of their colors of balls would be placed ninety degrees to each side of their starting position.
Robots
Each robot had to weigh no more than 65 pounds and fit, unconstrained, inside a 36″ cylinder that was 30″ tall. The robots used six motors which were powered by a MAW 23-volt battery.
Scoring
In each match, the three teams competed to place the 12 balls of their team color inside either the high goal, worth 3 points per ball, or the low goal, worth one point per ball. The winner was the team with the team that had the highest total point value of soccer balls within the two goals at the end of the 2 minute match. In the case of a tie, the team with more balls in the upper goal won.
1995 – Ramp ‘N’ Roll
Field
The playing field was a carpeted modified T-shaped area. The goal area was made up of three ramps and two slopes leading to a square platform. In each match, three teams competed to put their own balls over a field goal.
Robots
Each robot had to weigh no more than 70 pounds and fit, unconstrained, inside a cylinder with a diameter of 36″ and a height of 30″. The robots used two 12 volt Milwaukee drill motors, four Delco car seat motors, and two Textron pneumatic pumps which, through a customized remote control system, were powered by two 12 volt Milwaukee Drill batteries.
Scoring
Two points were received for scoring a 24″ diameter ball over the goal and three points were awarded for passing a 30″ diameter ball through the field goal. In the case of a tie, the higher large ball in the goal area broke the tie. If no balls were within the goal area, the large ball closest to the center of the top of the platform determined the winner.
Bobcat Robotics
1995 was our first year of participation in the FIRST competition. Ten students from South Windsor High School and a group of engineers from International Fuel Cells banded together to construct the Ramp Rover, which featured an innovative catapult design. Our machine was capable of throwing the large balls (36″ in diameter) up to 12 feet and the small balls (24″ in diameter) up to 19 feet. The catapult design was not a winning strategy and it certainly was impressive to watch. At the New Hampshire regional, the only competition which we attended, we won the award for the Best Alternative Scoring Method. Our team was pleased with our rookie year, and we looked forward to improving our performance in the upcoming years.
1996 – Hexagon Havoc
Field
The playing field was a carpeted, hexagon-shaped area with a central goal. Around the perimeter of the field were three stations for human players, who worked with the remote controlled robots on the field to score points. There were twelve 8″ diameter balls and two 24″ diameter balls per team, color coded to identify team ownership. At the start of each match, all of the small balls and three of the large balls were on the playing field, while the other three large balls were situated on the triangular corners of the goal.
Robots
Each robot had to weigh no more than 120 pounds and fit, unconstrained, inside a 36″ cube. The robots used two 12 volt Milwaukee drill motors, four Delco car seat motors, and two Textron pneumatic pumps which, through a customized remote control system, were powered by two 12 volt Milwaukee Drill batteries.
Scoring
In two minute matches, the three robots, with their human partners, scored points by placing the balls in the central goal. The balls were be carried, pushed or thrown into the goal by the robots. The human players were not allowed on the playing field as they were seat-belted down at their stations, but they could score points by throwing balls into the central goal. Points were awarded for balls located in the central goal at the conclusion of each two minute match. Each small ball in or above the hexagonal portion of the central goal was worth three points. Each large ball located in or above the hexagonal portion of the central goal was worth ten points. Each large ball on or over the triangular corners of the goal was worth five points. The winner of each match was the team with the highest score. In the case of a tie, the highest large ball in the goal won. If no large balls were in the goal, ties were broken by the large ball closest to the center of the goal.
Bobcat Robotics
In 1996, 20 student members and 12 engineers from International Fuel Cells attempted to build upon the momentum from 1995, our first year of competition. We brought our robot, the Hexorcist, to the New Hampshire regional hoping to improve upon our performance from the previous year. After a day of difficult seeding matches we earned the seventeenth seed. On the Saturday of the double elimination arms, the Hexorcist showed the might of its mono-cock construction arms, and we reached the quarter finals. In the quarter finals, we had difficulty with our drive system and we lost to a very good team from Shenendehowa High School & Rensselaer Polytechnic Institute. We also won an award for the Best Offensive Round of the regional competition. Additionally, we attended the National Competition at Epcot in 1996. The drive problems which we experienced at the regionals continued and we were seeded seventeenth overall. On the day of the tournament, we experienced more technical glitches, yet we still managed to finish twenty-first. The entire team was very pleased with this success in our second year. Our success began to fuel an interest in FIRST in our school and our community.
1997 – Torroid Terror
Field
The playing field was a carpeted, hexagon-shaped area with a central goal. Around the perimeter of the field were three stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, each team had three colored inner tubes at their player station and six tubes on the field, located in stacks distributed evenly around the goal.
Robots
Each robot could weigh up to 120 pounds, and must start each match small enough to fit inside a 3′ x 3′ x 4′ space. The robots were powered by two Skil 12 volt rechargeable batteries and use motors from Skil, Delco, and Delphi Interior and Lighting, speed controllers from Tekin, pumps from McCord Winn Textron, air cylinders and valves from Numatics, Inc., and a programmable control system supplied by FIRST. Drivers used joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which used RNet wireless modems from Motorola.
Scoring
In two minute matches, the three robots and human players scored points by placing the inner tubes onto pegs on the goal, or around the top of the goal. The tubes were color-coded to identify team ownership. Human players were not allowed onto the field, but they were allowed to hand tubes to the robots or throw tubes directly onto the goal. At the end of the match, each tube on the goal was worth one point. Each tube on the top of the goal would double a team’s score. In addition, each vertical row of three tubes on a corner of the goal would double a team’s score. The winner of the match was the team with the highest score. In the event of a tie, the team with the highest tube in a scoring position won.
Bobcat Robotics
1997 was our third year in the competition. We started out with approximately 30 students and 10 engineers who worked diligently to design and build the Ring Wrangler. At the New Hampshire regional competition, we were undefeated in our five seeding matches, and we were the second seed. Unfortunately, on the day of elimination rounds, we ran into technical difficulties. In one of our matches a control wire was broken, and in another match we had additional problems with our control system. Despite our troubles, we still managed to finish tenth at the regional.
We unveiled our secret weapon, the Triple Claw, at the National Competition at Epcot. The Triple Claw allowed us to quickly and permanently score three tubes on top of the goal for a total of sixty-four points. With the aid of the Triple Claw, we earned the fourteenth seed out of over one hundred teams at the Nationals. On the day of the double elimination tournament, we played in many amazing matches, and our victorious run continued into the quarter finals of the winners’ bracket. In the quarter finals we lost to Hammond Schools & Betty Machine and Manufacturing which eventually became the National Champion. Overall, it was an excellent year, and by the end we were very much looking forward to the next.
1998 – Ladder Logic
Field
The playing field was a carpeted, hexagon-shaped area with an eight foot tall central goal. Three horizontal rail goals extended outward from the center. Each ball placed on the rail goals scored points and each ball in the center doubled the team’s score. Around the perimeter of the field were three stations for human players, who worked with remote controlled robots on the field to score points. At the start of each match, each team had three colored balls at their player station and three balls on the field, and three balls on the rails.
Robots
Each robot could weigh up to 130 pounds, and had to start each match small enough to fit inside a 30″ x 36″ x 4′ space. The robots were powered by two Skil 12 volt rechargeable batteries and used motors from Skil, Delco, and Delphi Interior and Lighting, speed controllers from Tekin, pumps from McCord Winn Textron, air cylinders and valves from Numatics, Inc., and a programmable control system supplied by FIRST. Drivers used joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which used RNet wireless modems from Motorola.
Scoring
In two minute matches, the three robots and human players scored points by placing rubber balls into the center goal and along the rails. The balls were color-coded to identify team ownership. Human players were not allowed onto the field, but they were allowed to hand balls to the robots or throw balls directly into the center goal. At the end of the match, each ball on the upper third of the ladder was worth three points, a ball on the middle third of the ladder was worth two points and a ball on the lower third of the ladder was worth one point. Each ball in the center goal would double a team’s score. The winner of the match was the team with the highest score.
Bobcat Robotics
In 1998 the South Windsor High School and International Fuel Cells team unveiled the Bobcat. In March, our team traveled to Manchester, New Hampshire to compete in the 1998 DEKA Northeast Regional Competition. We advanced through the winner’s bracket to the semifinals where we played a tough best-of-three match against the team from Ponitac Central High School and Delphi. Delphi won the third game on a tiebreaker. Our third place finish was well deserved, and we were awarded the Motorola Quality award for superior robot design. In the seeding rounds, our team also scored 448 points in one round, which was one of the highest scores in the six year history of FIRST. In early April, the team competed in the National Competition at the EPCOT center in Orlando, Florida. On the day of seeding rounds, the Bobcats averaged over 300 points per round and went undefeated. Out of 166 teams, we earned the number one seed. The Bobcats were also awarded the Motorola Quality award for superior robot design. In the double elimination tournament, the team finished 12th overall, and was the highest rated United Technologies team.
1999 – Double Trouble
Field
The playing field was a carpeted, rectangular area. Alliances scored points by positioning “floppies,” their robots, and a “puck” on the playing field. “Floppies” were light-weight, pillow-like objects with Velcro-loop material located in their center and around their perimeter. The “puck” was a short, octagonal platform that rolled freely on caster wheels. Around the perimeter of the field were four stations for human players, who were allowed to throw floppies to each other or onto the playing field. Two additional areas around the field are for the human players who controlled the robots. At the start of each match, each human player station contained three of the alliance’s floppies. Four floppies per alliance were located on the playing field. The floppies were color-coded to identify alliance ownership.
Robots
Each robot could weigh up to 130 pounds, and must start each match small enough to fit inside a 30″ x 36″ x 4′ space. The robots were powered by two Skil 12 volt rechargeable batteries and used motors from Skil, Delco, and Delphi Interior and Lighting, speed controllers from Tekin, pumps from McCord Winn Textron, air cylinders and valves from Numatics, Inc., and a programmable control system supplied by FIRST. Drivers used joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which used RNet wireless modems from Motorola.
Scoring
Each match was two minutes long. Alliances received one point for each of their floppies that was over the playing field, not in contact with the surface of the playing field, and less than eight feet above the surface of the playing field. Floppies that were eight feet or more above the playing field earned three points for the alliance it belonged to. Any robot on the puck multiplied its alliance’s score by three. If a puck was entirely on one side of the dividing line that ran through the middle of the field, the alliance whose robot operator stations were furthest from the puck multiplied its score by two.
2000 – Co-Operation FIRST
Field
The playing field was a carpeted, rectangular area with two six foot high goals located midfield, one goal for each alliance. There was a 30″ clearance bar under each goal. Between the goals was an 8′ wide ramp with a 5′ clearance bar, which robots were allowed to hang on in order to score points. Around the perimeter of the field were four stations for human players, who worked with remote controlled robots on the field to score points. At the start of each match, each alliance station contained seven yellow balls and one black ball. Fifteen yellow balls and two black balls were located at the far end of the playing field.
Robots
Each robot could weigh up to 130 pounds, and had to start each match small enough to fit inside a 30″ x 36″ x 5′ space. The robots were powered by two rechargeable batteries from Yuasa Exide, Inc. and used motors from S-B Power Tool Company, ITT Automotive, Keyang, Globe Motor, and Delphi Interior and Lighting. They also used speed controllers and a programmable control system supplied by FIRST. Drivers used joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which used RNet wireless modems from Motorola.
Scoring
Each match was two minutes long. Alliances received one point for each yellow ball and five points for each black ball in their goal that was not in contact with their robot. Robots that were completely on the ramp each earned five points for their alliance. A robot hanging from the horizontal bar connecting the two goals earned ten points for its alliance. A robot being held off the playing field by its alliance partner was worth an additional 10 points.
2001 – Diabolical Dynamics

Field
The playing field was a carpeted, rectangular area. Dividing the field in half was an 18″ high railing with a central bridge, which could tilt to either side of the field or remain level. Two 7′ high moveable goals began on opposite sides of the field. Around the perimeter of the field were two stations for human players, who worked with remote controlled robots on the field to score points. At the start of each match, the alliance station contained twenty small balls. An additional twenty small balls and four large balls were located at the far end of the playing field.
Robots
Each robot could weigh up to 130 pounds, and had to start each match small enough to fit inside a 30″ x 36″ x 5′ space.
Scoring
Each match was a maximum of two minutes long but Alliances could end the match at any time. Alliances scored one point for each small ball in the goal, ten points for each large ball in the goal, ten points for each robot in the End Zone, and ten points if the stretcher was in the End Zone. The alliance doubled its score for each goal that was on the bridge if the bridge was balanced, and multiplied its score by a factor of up to three by ending the match before the two minute time limit. Each team received the alliance score. A team multiplied its score by 1.1 if its large ball was on top of a goal. Scores were rounded up to the nearest whole point after all multipliers were applied.
Bobcat Robotics
In 2001 the South Windsor High School and International Fuel Cells team unveiled the Bobcat 2001, our most responsive and reliable machine yet. We were in the winning alliance at the New England regional in Hartford, CT. We also won the General Motors Industrial Design Award. In early April, the team competed in the National Competition at the EPCOT center in Orlando, Florida. The Bobcats made it to the quarterfinals and were in the 4th ranked alliance overall.
2002 – Zone Zeal
Field
The playing field was a carpeted, rectangular area. The field was divided into five zones and two 7′ high moveable goals began on opposite sides of the field. Around the perimeter of the field were two stations for human players, who worked with remote controlled robots on the field to score points. At the start of each match, the alliance station contained twenty small balls. An additional twenty small balls and four large balls were located at the far end of the playing field.
Robots
Each robot could weigh up to 130 pounds, and had to start each match small enough to fit inside a 30″ x 36″ x 5′ space.
Scoring
Teams scored points for goals inside their scoring zone, and for balls and robots in their end zone. Goals, robots, and balls in the center of the field scored no points.
Bobcat Robotics
In 2002 Bobcat robotics unveiled the Bobcat 2002, informally known to the students as the “mini-fridge.” There was nothing very mini about it – it just fit within the space constraints and pushed the weight limit. We went to a scrimmage just after we completed the robot, but were forced to leave when our robot experienced technical difficulties we couldn’t fix at the time. On April 4-6 we competed in the UTC Regional Event in New Haven, CT. We got a mixed result with our matches, with our highest score being 150 and the lowest being 0. Overall, we seeded 40th out of 63 teams. Our team’s spirits rose when we arrived in Orlando, FL to compete in the National Event. We won our first match with 90 QPs and went on to win our next three matches. After that we had an unfortunate losing streak and we seeded 14th in our division. However, we were not chosen to continue to the final rounds.
2003 – Stack Attack
Field
A full layout of the field can be found in this pdf file.
Robots
Each robot could weigh up to 130 pounds, and had to start each match small enough to fit inside a 30′ x 36′ x 4′ space.
Scoring
The basic idea of the game was to get boxes in the scoring zone. Stacking boxes multiplied an alliance’s score. There were three different parts of the game – human player, automated, and player-controlled. In the first ten seconds of the game, two human players from each alliance were able to stack four boxes however they liked anywhere in their scoring zone. Once they had left the field, robots were put into “autonomous mode” for 15 seconds. During this time, teams had no control over their robots. They had to be programmed to complete the desired task. After these 15 seconds, drivers from each team gained control of their robots for the remaining 1 minute 45 seconds. The team alliances got one point for each box in their scoring zone. This score was multiplied by the number of boxes in the tallest stack in their scoring zone. Boxes in the tallest stack did not count to the initial score. Alliances got an additional 25 points for each one of their robots that were sitting completely on top of the platform between the two ramps at the end of the match.
Bobcat Robotics
In 2003, the Bobcats unveiled the Bobcat 2003 (we were known for our creative naming), a robot with a very similar design to a past Bobcat robot. On Feb. 15, the Bobcats went to a scrimmage at Suffield High School. Our new robot got off to a rocky start on its first day when the truck carrying it was rear-ended by another car (everyone was okay). Team 173 (R.A.G.E.) filled in for our first two matches of the day. Once we got our robot up and running, we did rather well in our matches and won nearly all of them, although we never came out of a match in one piece. We seeded 4th overall in the qualifying matches. For the elimination rounds, we were allied with team 236, the Techno Ticks. After two rounds, we were eliminated.
The Bobcats participated in the UTC New England Regional from Mar. 13-15. The first day got off to a pretty bad start for the Bobcats. Due to various technical problems with our robot, we lost every matched played that day, aside from one match that ended in a tie. After five matches, we left Hartford at the bottom of the heap, around third to last. The next day, things were much better. Thanks to the dedication of our students and engineers, our technical issues were resolved, and we won each of the four matches we played on Saturday. We placed 18th in the qualifying rounds, with an average score of 91 points. In the alliance matching, we were chosen to be in an alliance with teams 175 (BUZZ) and 176 (Aces High). We made it to the final round of the competition after being third to last. We lost our last match to teams 782 (Watkinson Kilowatz), 157 (AZTECHS), and 236 (Techno Ticks).
The Bobcats flew down to Houston, TX for the FIRST National Competition. Aside from some notable plays, we didn’t fare exceptionally well. But we had a good time in Houston, and we are looking forward to next year.
2004 – FIRST Frenzy: Raising the Bar
Field
The field consisted of a 48 x 24 foot arena with a large raised platform in the center. On the platform were two goals which human players could throw playground balls into for five points each. The playground balls were released onto the field from above the drivers’ stations. Also on the center platform was a bar robots could hang from for a 50 point bonus at the end of the game. Two mobile goals were also on the field that robots could move to make basket scoring easier.
Robots
Many robot designs were possible in Raising the Bar. Robots could handle the 5 point balls, manipulate the mobile goals, hang from the bar, or put 2x modifier balls on top of the goals.
Scoring
Alliances scored five points for each small ball in a goal, and the points in a goal could be doubled if a 2x modifier ball was placed on top. An additional 50 points were awarded for each robot hanging from the center bar at the end of the match.
Bobcat Robotics
In 2004, Bobcat Robotics originally built a robot that tried to do too much. After removing the arm from the robot following the UTC New England Regional, the team found great success in Philadelphia. The Bobcat’s ball collection skills and superb human player provided a combination strong enough to win the Regional. Our alliance partners were 381 (Tornadoes) and 284 (The Crew). At Nationals, the Bobcats seeded highly and made it to the top eight in eliminations.
2005 – Triple Play
Field
The field consisted of a three by three arrangement of goals, shaped like pyramids made of PVC, on top of which “tetras” could be scored. These tetras were smaller PVC pyramids that stacked on top of the goals. The field contained two end zones in which robots could end the match for bonus points. Human players could load tetras onto the robots once the robots parked in a designated “loading station.” Opposite the human players were automated loading stations where robots could pick up tetras.
Robots
Robots were given a camera system for the first time in 2005. Using this camera system, robots could locate and score randomly placed tetras during the autonomous period for bonus tetras on the field. However, this proved to be a difficult task, and few teams nationally were able to accomplish it. Most robots this year included arms to manipulate the tetras.
Scoring
Each tetra on a goal was worth three points, and each under a goal was worth one point. If a team had the highest stacked tetra on any three goals in a line, like in tic-tac-toe, the team was awarded a ten point bonus at the match. Teams could also earn a ten point bonus if all three of their robots were in the end zone at the end of the match. The tic-tac-toe bonuses made strategy a very important part of the game.
Bobcat Robotics
This year, the team chose to focus its energy on the camera system. Despite not being able to completely implement it, the team learned a great deal about sensors and autonomous coding. The Bobcat featured an arm that was able to carry three tetras at once and loaded exclusively from the automated loading station. The Bobcat was a formidable robot, but the team was eliminated in the quarterfinals at the UTC Regional and not selected for the eliminations at the Philadelphia Regional.
2006- Aim High
Field
The field consisted of two corner goals on the floor and one center goal eight feet in the air on either side for the scoring of any of the 80 Poof balls. There were also two ramps on opposite sides of the field for elevated robot scoring, as well as for use in the final period.
Robots
Robots, for the second season, were allowed to use a camera on their robot. The teams could use the camera for scoring during the autonomous period, or for aiming assistance during the tele-operated period. A green light on top of each center goal was used as the target. In order to play the game, robots could focus on scoring either low, high, or playing defense, and many different variations on all three concepts were seen throughout the season.
Scoring
Each goal on a center goal was worth three points, and each corner goal was worth one point. Human players were also present on the field to assist the team on the field with loading the 80 balls into their robots, or for scoring into the low corner goals. Each alliance also gained bonus points for each robot that was present on the ramp at the end of the match. Five points were awarded for one robot, 10 points for two, and 25 points for three.
Bobcat Robotics
Our team’s strong focus on autonomous coding allowed us to have a defensive system worked out by the Philadelphia regional and Championship event that allowed us to play very effective defense in the first 10 seconds of the match. Our robot also featured an extractable rolling system that allowed us to pick up balls off of the ground very quickly, but also spit them right back out into corner goals. A low-mounted shooter wheel launched balls up a tube into our pivoting turret that featured the vision camera, and could score in the center goal. Despite our strong offensive characteristics, we ended up being a strong defensive robot with our six wheel driveframe powered by four CIM motors and two speed gearboxes. We came in first place in the Philadelphia and Hartford regionals. We also did not lose a match until the Galileo Division at the Championship Event in Atlanta. In the post-season, we also came in 1st place at Battlecry 7 held at WPI.
2007 – Rack N’ Roll
Field
In this game the major component of the field was a 10-foot-tall structure, called “the rack”. The rack was made up of three tiers each with eight arms on which robots could hang the game pieces: inflatable plastic pool tubes. Also, there were designated “home zones” for each robot at either end of the playing field.
Robots
In Rack ‘N’ Roll, extendable arms were almost a necessity, since the main scoring method was reaching up and hanging the tubes on the rack. But, an interesting rule created for this game made for some unique designs. Alliances received bonus points if one or more of their robots were elevated 4 inches off the floor at the end of the match. So, most of the winning alliances had a robot that could lift the other two off of the field. Some of the designs included panels that dropped down from the robot and used hydraulics to support the weight of the other two robots.
Scoring
The major way to score points in Rack ‘N’ Roll was to hang the pool tubes on “the rack”. Scoring was based on forming rows or columns of tubes of your alliance’s color. The score earned for a row, column, or diagonal was equal to 2 to the power of the number of tubes in the string. Also, several bonuses were awarded at the end of the match. Alliances received extra points for having robots in their “home zones” and lifted off of the field surface.
Bobcat Robotics
2007 was a very successful year for Bobcat Robotics. Our arm design was effective at both scoring tubes and blocking other robots from scoring tubes on “the rack”. Because of our great play in the early rounds of the Nationals, we were able to be part of a powerhouse alliance for the elimination matches. With team 190 (the H.E.R.D. from Worcester, Massachusetts) and team 987 (the High Rollers from Las Vegas, Nevada) we formed a “Wall of Maroon” and brought home the FIRST International Championship title.
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2008 – FIRST Overdrive

Field
This game had a field setup different from any other game FIRST had yet created. A wall across part of the field formed the field into what looked like a NASCAR racetrack. A 6-foot-6-inch tall overpass divided the filed in half, perpendicular to the partial wall. On each side of the overpass were four slots where the game pieces, red and blue 40-inch Trackballs, were placed at the start of the match. Red and blue finish lines were painted on the field, and alliances received points each time one of their Trackballs crossed their finish line.
Robots
Since there were two main methods of scoring, there were several different basic designs that were applied to this game. Some robots were geared for speed and designed to maintain possession of a ball and bring it a across their finish line as many times as possible during the match. Other robots were designed with extendable arms that could retrieve balls from and pass them over the overpass.
Scoring
Alliances scored points each time one of their balls was passed over their finish line. More points were given if a robot could lift a ball up and over the overpass. Also, bonus points were awarded if alliances could place their Trackballs back on the overpass and keep them there until time ran out.
Bobcat Robotics
Despite a shaky start, 2008 proved to be another successful year for Bobcat Robotics. In February, at the Suffield Shakedown Scrimmage, we learned that our catapult design was inconsistent and ineffective. This design flaw forced us to make major changes late in the season, and needless to say our performance at the Connecticut Regional was not what we had hoped for. Even so, Bobcat Robotics was honored to win the 2008 Website Award at the regional. Later in the season we attended the FIRST Championships where, like so many sports teams before us, we found back-to-back titles to be an elusive goal. Although we didn’t emerge as two-time world champions, we overcame design challenges, and through effective scouting and strategy, became the 2008 Archimedes Division Champions alongside team 1124 (Uberbots) and 1024 (Kil-A-Bytes).
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2009 – Lunacy
Field
Unlike most FIRST games, the field for Lunacy did not involve a stationary scoring structure. Instead, portable goals on trailers were attached to the back of each robot. Another major departure from the norm was that the field was covered with a low-friction plastic surface, called “Regolith” which was supposed to recreate the low-gravity condition on the moon. The game pieces were Orbit balls, which had to be scored in an opponent robot’s trailer. The balls were called “moon rocks” in order to keep with the lunar theme.
Robots
Another unusual addition to the new game was a rule that all robots had to use the same size and type of plastic wheels. Robot drive-trains had to be designed to adjust to the low-friction environment. Because the robots slipped and slid on the field surface, there was no penalty for ramming other robots. This was another significant change from the rules for past years’ games.
Scoring
The only way to score in Lunacy was to place the game objects (”moon rocks”) into the goal that was attached to an opposing alliance’s robot. If a robot could take a “moon rock” from the human player and deposit it at the outpost, the ball could be traded for a ball of a different color, called a “super cell,” which was worth 15 points if scored in an opponent’s trailer.
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Bobcat Robotics
The season began rather successfully with a second place finish at the Suffield Shakedown. At the Connecticut Regional we made it to the semifinals and showed how a good human player could affect the outcome of the game. In Atlanta, Bobcat Robotics once again demonstrated the value of scouting and strategy. We were extremely grateful to team 1507 (Warlocks) and 121 (Rhode Warriors) for selecting us as alliance partners. Together our scouting and drive teams were able to create effective game plans to exploit our opponents’ weaknesses. This practice was successful, and Bobcat Robotics advanced to the Einstein Field for the fourth year in a row. While we unfortunately lost in the semi-finals, 2009 was another great year for our team.
2010- Breakaway
Field
Breakaway was played on a 27 by 54 foot field, with twelve soccer balls. The field was split into three zones by two large bumps, which provided obstacles for the robots. Robots could either move over the bumps or pass through a short tunnel in the middle of the field in order to move between zones. Above the two tunnels were superstructures from which robots could hang during the endgame period. A goal was located in each of the four corners of the field and a track system passed from the drivers’ station to midfield in order to allow balls to be returned into play.
Robots
The rules of the game prohibited the possession of more than one soccer ball, and only allowed contact with them to occur below the bumper zone. This was quite different from other years when bumpers were much closer to the ground. Robots varied in designs; some teams built short robots that could fit through the tunnels, and others chose larger designs to pass over the bumps. Variation in design was further encouraged by the vast number of ways in which teams were able to hang on the towers at the end of the match.
Scoring
Compared to previous games, Breakaway was low scoring, but very easy for observers to understand. Robots scored soccer balls into goals in the corners of their own alliance station wall. Each ball scored earned the alliance one point. At the end of the match, robots that were elevated – completely above the plane of the top of the tunnel – earned 2 points and robots that were suspended – completely supported by another elevated robot – earned 3 points. Elevation was common throughout the season, but very few regionals saw suspended robots.
Bobcat Robotics
The 2010 season was another very successful year for Bobcat Robotics. During the pre-season period we competed at and won the Suffield Shakedown Scrimmage. The next competition we attended was the Northeast Utilities FIRST Connecticut Regional at which we became semi-finalists. Despite our loss in CT, the team kept up the hard work as we traveled to Atlanta to compete at the FIRST Championship Event. Our efforts paid off as we were chosen by FIRST teams 294 (Beach Cities Robotics of Redondo Beach, CA) and 67 (HOT Team of Milford, MI) to compete in the elimination rounds. Coupling our strategy and scouting knowledge with the amazing defense of 294 and offense of 67, our alliance was able to progress through the elimination bracket, eventually capturing the title as World Champions. 2010 marked the fifth year in a row that Bobcat Robotics played on the Einstein field, and the second year in a row that we captured the Newton Division Champion title.
2011 – LogoMotion
Field
LogoMotion was played on a twenty-seven foot by fifty-four foot field by pitching two opposing alliances against each other. They compete to hang inflated tubes on elevated pegs (the scoring grid) during a two minute, fifteen second round. If a tube is placed on a higher peg, that alliance will score more points than if it were placed on a lower peg.
Scoring
The match starts with a fifteen-second Autonomous Period in which the robots operate independently, trying to place Ubertubes on the grid. For the rest of the match the robots are controlled by human players. Placing tubes over an Ubertube doubles the points gained for that tube. If a team creates the FIRST logo on the grid the entire row’s score is doubled.
The match ends with each team’s robot driving up to one of the four vertical poles located in the field and deploying a minibot, which races to the top to trigger a sensor and earn a game changing amount of additional points. In the race, first place earns thirty points, second place earns twenty points, third place earns fifteen points, and fourth place earns ten points.
Bobcat Robotics
The 2011 year was a year of success and close finishes for Bobcat Robotics. We started the year with a second place finish at the local Suffield Shakedown scrimmage. Undeterred, we went on to compete at the WPI regional event for the first time in our 16 year history, and captained our alliance to a second place overall finish in the event. We went on to an event which we’ve participated in since its creation, the Northeast Utilities FIRST Connecticut Regional. Again we captained our alliance in the playoffs, and again we came in second place in the competion. In Saint Louis for the National Competition, we earned the #6 seed after qualification matches, yet were chosen first overall by First team 2016, the Mighty Monkey Wrenches of Ewing, New Jersey. We added FIRST Team 781, the Kinetic Knights of Kincardine, Ontario, and our alliance nearly swept the divisional playoffs, earning the Bobcats an unprecedented 6th straight appearence on Einstein Field. On Einstein Field, we handily won the Semifinal but stumbled in the Finals against the alliance of WildStang, the Cheesy Poofs, and the GreyBots. We took home a very respectable second place finish in the national competition, capping a definitive year of second places, but a successful year nonetheless.
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