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, 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.

Back to top


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 5 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 5 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.

Back to top


1994 – Tower Power

Field

The Playing Field was a carpeted 12 sided symmetrical polygon which measured 34 feet across. The surface consists of a closed loop, low piled carpet. The perimeter of hexagonal field was defined by four by four boards. There were 36 balls total on the playing field; 12 of each color. At the start of each match, they will be arranged in six piles of six identical balls each. For a given team, piles of their colors of balls will 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 compete 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 is the team with the team that has 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 wins.

Back to top


1995 – Ramp ‘N’ Roll

Field

The playing field is a carpeted modified T-shaped area. The goal area is made up of three ramps and two slopes leading to a square platform. In each match, three teams compete 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 are scored to score a 24″ diameter ball over the goal and three points are 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 breaks the tie. If no balls are within the goal area, the large ball closest to the center of the top of the platform wins.

SWHS

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 vowed to improve our performance in the upcoming years.

Back to top


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 are on the playing field, while the other three large balls are 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 (3) points. Each large ball located in or above the hexagonal portion of the central goal was worth ten (10) points. Each large ball on or over the triangular corners of the goal was worth five (5) points. The winner of each match was the team with the highest score. In the case of a tie, 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.

SWHS

In 1996 we 20 students 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. We also 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, however 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.

Back to top


1997 – Torroid Terror

Field

The playing field is a carpeted, hexagon-shaped area with a central goal. Around the perimeter of the field are 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 has 3 colored inner tubes at their player station and six tubes on the field, located in stacks distributed evenly around the goal.

Robots

Each robot can weigh up to 120 pounds, and must start each match small enough to fit inside a 3′ x 3′ x 4′ space. The robots are 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 use joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which uses RNet wireless modems from Motorola.

Scoring

In two minute matches, the three robots and human players score points by placing the inner tubes onto pegs on 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. At the end of the match, each tube on the goal is worth one point. Each tube on the top of the goal will double a team’s score. In addition, each vertical row of three tubes on a corner of the goal will double a team’s score. The winner of the match is the team with the highest score. In the event of a tie, the team with the highest tube in a scoring position wins.

SWHS

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 we are already planning for next year.

Back to top


1998 – Ladder Logic

Field

The playing field is a carpeted, hexagon-shaped area with an eight foot tall central goal. Three horizontal rail goals extending outward from the center. Each ball placed on the rail goals scores points and each ball in the center doubles the team’s score. Around the perimeter of the field are 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 has 3 colored ball at their player station and three balls on the field, and three balls on the rails.

Robots

Each robot can weigh up to 130 pounds, and must start each match small enough to fit inside a 30″ x 36″ x 4′ space. The robots are 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 use joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which uses RNet wireless modems from Motorola.

Scoring

In two minute matches, the three robots and human players score points by rubber balls into the center goal and along the rails. The balls are color-coded to identify team ownership. Human players are not allowed onto the field, but they may 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 is worth three points, a ball on the middle third of the ladder is worth two points and a ball on the lower third of the ladder is worth one point. Each ball in the center goal will double a team’s score. The winner of the match is the team with the highest score.

SWHS

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, they 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.

Back to top


1999 – Double Trouble

Field

The playing field is a carpeted, rectangular area. Alliances score points by positioning “floppies,” their robots, and a “puck” on the playing field. “Floppies” are light-weight, pillow-like objects with Velcro-loop material located in its centre and around its perimeter. The “puck” is a short, octagonal platform that rolls freely on caster wheels. Around the perimeter of the field are four stations for human players, who may throw floppies to each other or onto the playing field. Two additional areas around the field are for the human players who control the robots. At the start of each match, each human player station contains three of the alliance’s floppies. Four floppies per alliance are located on the playing field. The floppies are color-coded to identify alliance ownership.

Robots

Each robot can weigh up to 130 pounds, and must start each match small enough to fit inside a 30″ x 36″ x 4′ space. The robots are 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 use joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which uses RNet wireless modems from Motorola.

Scoring

Each match is two minutes long. Alliances receive one point for each of their floppies that is over the playing field, not in contact with the surface of the playing field, and less than 8 feet above the surface of the playing field. Floppies that are 8 feet or more above the playing field earn 3 points for the alliance it belongs to. Any robot on the puck multiplies its alliance’s score by 3. If a puck is entirely on one side of the dividing line that runs through the middle of the field, the alliance whose robot operator stations are furthest from the puck will multiply its score by 2.

Back to top


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 is a 30″ clearance bar under each goal. Between the goals is an 8′ wide ramp with a 5′ clearance bar, which robots may hang on to score points. Around the perimeter of the field are four stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, each alliance station contains seven yellow balls and one black ball. Fifteen yellow balls and two black balls are located at the far end of the playing field.

Robots

Each robot can weigh up to 130 pounds, and must start each match small enough to fit inside a 30″ x 36″ x 5′ space. The robots are powered by two rechargeable batteries from Yuasa Exide, Inc. and use motors from S-B Power Tool Company, ITT Automotive, Keyang, Globe Motor, and Delphi Interior and Lighting. They also use speed controllers and a programmable control system supplied by FIRST. Drivers use joysticks from CH Products and switches from Honeywell to remotely control the robots via a radio link which uses RNet wireless modems from Motorola.

Scoring

Each match is two minutes long. Alliances receive one point for each yellow ball and five points for each black ball in their goal, and not in contact with their robot. Robots that are completely on the ramp each earn five points for their alliance. A robot hanging from the horizontal bar connecting the two goals earns ten points for its alliance. A robot being held off the playing field by its alliance partner is worth an additional 10 points.

Back to top


2001 – Diabolical Dynamics

Field

The playing field is a carpeted, rectangular area. Dividing the field in half is an 18″ high railing with a central bridge, which can tilt to either side of the field or remain level. Two 7′ high moveable goals begin on opposite sides of the field. Around the perimeter of the field are two stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, the alliance station contains twenty small balls. An additional twenty small balls and four large balls are located at the far end of the playing field.

Robots

Each robot can weigh up to 130 pounds, and must start each match small enough to fit inside a 30″ x 36″ x 5′ space.

Scoring

Each match is a maximum of two minutes long Alliances can end the match at any time. Alliances score 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 is in the End Zone. The alliance doubles its score for each goal that is on the bridge if the bridge is balanced, and 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 multipliers.

SWHS

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.

Back to top


2002 – Zone Zeal

Field

The playing field is a carpeted, rectangular area. The field is divided into five zones: two Two 7′ high moveable goals begin on opposite sides of the field. Around the perimeter of the field are two stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, the alliance station contains twenty small balls. An additional twenty small balls and four large balls are located at the far end of the playing field.

Robots

Each robot can weigh up to 130 pounds, and must start each match small enough to fit inside a 30″ x 36″ x 5′ space.

Scoring

Teams score points for goals inside their scoring zone, and for balls and robots in their end zone. Goals, robots, and balls in the centre of the field score no points.

SWHS

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.

Back to top


2003 – Stack Attack

Field

A full layout of the field can be found in this pdf file.

Robots

Each robot can weigh up to 130 pounds, and must start each match small enough to fit inside a 30′ x 36′ x 4′ space.

Scoring

The basic idea of the game this year was to get boxes in your scoring zone. Stacking boxes multiplies your score. There are 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 may stack four boxes however they like anywhere in their scoring zone. Once they have 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.

SWHS

In 2003, the Bobcats unveiled the Bobcat 2003 (we are 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’s first day out got off to a rocky start 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.

Back to top


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.

SWHS

In 2004, SWHS originally built a robot that tried to do too much. After removing the arm from the robot after 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.

Back to top


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 this year were given a camera system for the first time. 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.

SWHS

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.

Back to top


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 human 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 either scoring 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.

SWHS

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 piveting 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 bot 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.

Back to top



2007 – Rack N’ Roll

Field

In this year’s 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.

SWHS

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.
Back to top


2008 – FIRST Overdrive

The 2008 robot placing a trackball on the overpass.

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 a 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 they were still there when time ran out.

SWHS

2008 was a rough year for team 177. Like so many other championship-winning sports teams, we found back-to-back titles to be an illusive goal. As always, some of our design ideas were not practical in competition. Unfortunately, we did not realize that our catapult system for lauching the Trackballs over the overpass was inconsistent and ineffective untill after our scrimmage. We were forced to make major changes late in the season, which is never a good thing. Needless to say, the Bobcats did not fare well in regional events in this year. However, the team did recieve a different honor in 2008. We were the winners of the Website Award for the Connecticut regional.
Back to top


2009 – Lunacy

Field

Unlike most FIRST games, the field for Lunacy does not involve a stationary scoring structure. Instead, portable goals on trailers are attached to the back of each robot. Another major departure from the norm is that the field is covered with a low-friction plastic surface, called “Regolith”, that is supposed to recreate the low-gravity condition on the moon. The game pieces are Orbit balls, which must be scored in an opponent robot’s trailer. The balls are called “moon rocks” in order to keep with the lunar theme.

Robots

Another unusual addition to the new game is a rule that all robots must use the same size and type of plastic wheels. Robot drive-trains must be designed to adjust to the low-friction environment. Because the robots will be slipping and sliding on the field surface, there is no penalty for ramming other robots. This is another significant change from the rules for past years’ games.

Scoring

The only way to score in Lunacy is to place the game objects (”moon rocks”) into the goal that is attached to an opposing alliance’s robot. If a robot can take a “moon rock” from the human player and deposit it at the outpost, the ball can be traded for a ball of a different color, called a “super cell” which is worth 15 points if scored in an opponent’s trailer.
Back to top