Robots Over the Years





2019


2019 Destination: Deep Space is played by two alliances racing to attach hatches and load cargo to rockets and cargo ships, and return to the safety of their habitat, before the the next sandstorm hits. In the first 15 seconds of the match, robots are conrotled with autonomous code or manually with a vision system as a sandstorm will block view of the robots from the player.



2018


2018 FIRST POWER UP is played by two alliances who compete in a retro 8-bit style competition against each other using power-cubes, power-ups, and robot fury! The key to this year's game is time management, as teams battle to gain ownership of either the switch or scale and defeat the "boss" all in 90 seconds. Which alliance will win? Which robotics team will triumph above all?



2017


FIRST STEAMWORKS, the 2017 FIRST Robotics Competition game, invites two adventure clubs from an era in which technology relied on steam power to prepare their airships for the ultimate long distance race. Each three-team alliance prepares to take flight in three ways: Build Steam Pressure. Robots collect fuel represented by green balls.



2016


2016 FIRST STRONGHOLD is played by two alliances of three teams each. Alliances compete against each other to breach their opponents’ defenses, known as outer works, and capture their tower. They score points by crossing elements of their opponents’ outer works, scoring boulders in their opponents’ tower goals, and surrounding and scaling their opponents’ tower itself.



2015


The game for the 2015 season, RECYCLE RUSH is a recycling-themed game played by two Alliances of three robots each. Robots score points by stacking totes on scoring platforms, capping those stacks with recycling containers, and properly disposing of pool noodles, representing litter. In keeping with the recycling theme of the game, all game pieces used are reusable or recyclable by teams in their home locations or by FIRST at the end of the season.



2014


Aerial Assist is played by two competing Alliances of three robots each on a flat 25’ x 54’ foot field, straddled by a truss suspended just over five feet above the floor. The objective is to score as many balls in goals as possible during a two (2)-minute and 30-second match. The more Alliances score their ball in their goals, and the more they work together to do it, the more points their Alliance receives.



2013


The game for the 2013 season, The 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.



2012


The game for the 2012 season, 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.



2011


The game for 2011, Logo Motion, is played by two competing alliances on a flat 27’ x 54’ foot field. Each alliance consists of three robots. They compete to hang as many inflated plastic shapes (triangles, circles, and squares) on their grids as they can during a 2 minute and 15 second match. The higher the teams hang their game pieces on their scoring grid, the more points their alliance receives.



2010


The game for 2010, Breakaway, is a game played on a field divided into six sections by two bumps and the centerline. Two alliances, one red and one blue, composed of three FIRST Robotics Competition teams each, compete in each match. The object of the game is to attain a higher score than your opponent by shooting balls into a goal, climbing an alliance tower, or lifting an alliance robot off the playing surface.



2009


The game for the 2009 season, Lunacy is played on a rectangular field that is 54' by 27'. This field is a material called 'Glasliner FRP' and is referred to as 'Regolith'. The regolith is designed so that the robots, which have special mandated wheels that they can't modify in any way, shape or form, have reduced traction, mimicking the effect of low gravity that would be seen by a robot driving on the moon. Robots that play have to be, at most, 38" by 28" and weigh under or equal to 120 pounds. There are 6 robots on the field at a time, 3 on the red alliance and 3 on the blue alliance.



2008


The game for the 2008, FIRST Overdrive is played on a 54 ft by 27 ft track divided lengthwise by a fence into a Red side and a Blue side. The fence is crossed by an overpass marking the red and blue finish lines. Two three-team alliances race around the track in a counter clockwise direction manipulating Trackballs.



2007


The game for the 2007 season Rack and Roll, requires robots to score by making rows and columns of tubes on the rack. Each match of Rack 'n Roll is 2 minutes 15 seconds long, divided into three segments. Autonomous period, teleoperated mode, and the final is review by referee's.



2006


The game for the 2006 season Aim High, requires robots to score as much as possible in The Aim High field,there are 6 goals and 2 platforms. Aim High is played by two alliances, red and blue, each consisting of three robots. 10 second autonomous mode,two rounds which are each 40 seconds long, are human-controlled rounds.
2006 robot



2005


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.
2005 robot



2004


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 movable 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


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


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


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


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


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


In two minutes matches, the three robots and human players score points by placing the balls onto the side goals or into the central 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


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


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 ball(s) into the central goal. Points are awarded for balls located in the central goal at the conclusion of each two minute match.



1995


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


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


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 foal 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


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.