Finished:
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Finished: 36th
Wins: 5
Losses: 4
There are two game pieces in Charged Up: Cones and Cubes. The six Grids are located in front of their respective alliance station wall. Each set of grids consists of two outer grids and a co-op grid, each of which are divided into three rows. Within each grid, game pieces can be placed on nine Nodes, with two Nodes reserved for Cubes and four Nodes reserved for Cones. The remaining three Nodes, known as hybrid nodes, can accept either game piece. Alliances earn points for placing game pieces on the Nodes, with more points awarded for pieces scored on Nodes in the top and middle rows of each grid. Alliances can also earn points by placing game pieces on three adjacent Nodes in the same row, which is known as a Link. Their are two Charging Stations that can be driven onto and balanced by robots in order to earn points in both the autonomous and teleoperated periods. While the stations are large enough to fit all three of an alliance's robots, only one robot can score points on their alliance's station during the autonomous period. Additionally, alliances can earn the Activation Bonus Points by scoring at least 26 Charging Station points during the match.
In this year's game, alliances had to gather Cargo balls to score into the central Hub. Alliances had to be careful to only score their alliance's Cargo, as scoring the opposing alliance's Cargo would give the opposing alliance points. The lower and upper Hubs were worth 1 and 2 points respectively. As the end of the match approached, teams began to move toward the Hangar Zones. Robots had to climb the rungs of the Hangar Zone to score points. In this zone there were four rungs, Low, Mid, High and Traversal. From lowest to highest, the points earned from each rung were 4, 6, 10, and 15 points. Hangar Zones were only wide enough for 2 robots to fit comfortably side-by-side.
Finished: 5th
Wins: 6
Losses: 3
In 2021, teams competed with other teams from around the globe, regardless of region, in five mini challenges inspired by the 2020 game, Infinite Recharge. The first of these challenges was the AutoNav Challenge, which was an obstacle course that had to be navigated autonomously. The second was the Hyperdrive Challenge, which was another obstacle course which was navigated by the driver. Third was the Galactic Search Challenge, where robots had to autonomously find a hidden game piece. Fourth was the Interstellar Accuracy Challenge, which required teams to score points by shooting foam balls, or Power Cells, as accurately as possible into the goal. Finally, there was the Power Port Challenge, where teams had one minute to score as many points as possible by shooting as many Power Cells as possible into the goal.
In 2020, alliances raced to collect and score foam balls, or Power Cells in order to energize their Shield Generator. To activate stages of the Shield Generator, robots manipulated spinning wheels, or Control Panels, after scoring a specific number of Power Cells. Near the end of the match, robots raced to their Rendezvous Point, in the center of the playing field, to get their Shield Generator, an overhanging set of bars, operational. Robots had to latch onto their alliance's balance beam to score points.
Due to the Coronavirus Pandemic, we were one of only 50% of FIRST teams to compete in the 2020 season.
Finished: 42nd
Wins: 4
Losses: 5
Finished: 9th
Wins: 6
Losses: 5
In 2019, alliances competed to place polycarbonate hatch panels and orange rubber balls or Cargo on rockets and cargo ships before returning to their H.A.B. platform to climb at the end of the match.
This year's game was FIRST Powered up . It required robots to place milk crates or Power Cubes, on large balancing scales to tip the scale and gain ownership. Alliances could also trade power cubes for power-ups giving them a temporary advantage in a match. At the end of the match, robots could climb the tower attached to the center balancing scale using a rung attached to the tower, giving them additional points.
Finished: 15th
Wins: 6
Losses: 5
Finished: 8th
Wins: 6
Losses: 4
In FIRST Steamworks teams were required to shoot wiffle balls which represented fuel into a simulated boiler which transfers the generated steam into an airship in the middle of the field. Each alliance had one airship, which they pressurize with steam from the boiler and load with plastic gears from the field. At the end of the match, robots could climb and hang on team-supplied ropes attached to the airship for additional points.
This year's game was titled FIRST Stronghold the object of the game was to breach the opponent's defenses as well as capture their tower by first firing small foam balls, or Boulders, and then surrounding or scaling the tower using a singular rung on the tower wall. Points were scored by crossing elements of the tower's outer works, shooting boulders into the opposing tower's five goals in order to lower the tower strength, and by surrounding and scaling the tower.
Won Innovation in Control Award sponsored by Rockwell Automation
Finished: 11th
Wins: 9
Losses: 3
Finished: 11th
Wins: 9
Losses: 3
In Recycle Rush Robots picked up totes and stacked them on scoring platforms. They put pool noodles or Litter inside recycling containers, and put the containers on top of scoring stacks of totes. There was also a co-operation aspect of the game where both alliances could pool their totes and stack them on a step dividing the field to each gain twenty points. Along with these robot actions, students could attempt to throw the pool noodles across the field to gain four points for each noodle left in the opposing alliance's work zone.
In this game, called Aerial Assist, the alliances win via getting volleyballs into scoring areas located on the far end of the field. The game starts with each robots in either the White Zone (center field) or the goalie zones. They could be pre-loaded with 1 game ball prior to the start. Every robot that moved from the center to their own side of the field earned a five point bonus. The students then would transfer a ball onto the playing field. The robots can then do either the basic goal score (take the ball to the other end of the field), or assist them in doing so which earned bonus points. Throwing the ball over the midpoint overhang when transferring will add additional points. A robot in the goalie zones could block shots by extending upwards.
Won Creativity Award Sponsored by Xerox
Finished: 39th
Wins: 4
Losses: 6
Finished: 39th
Wins: 3
Losses: 7
In this game, titled Ultimate Ascent, Teams started with up to 2 or 3 discs on their robot at the beginning of a match. Only the 6 discs of an alliance's color count when scored on top of a pyramid. White or opposing colored discs will not count if scored in the pyramid. Since the human players may not put any colored discs in play until teleoperated, scoring in the pyramid is not possible in autonomous. Teams can score points as follows by scoring discs into goals. The match ended with robots attempting to climb pyramid shaped game elements located on the field. Robots earned points by climbing the pyramid based on how high they climbed.
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This game was called Rebound Rumble. In it Alliances compete in 135-second matches to earn as many points as possible by scoring basketballs through hoops or by balancing tilt bridges. At the end of the match, points were scored for balanced alliance bridges, but not the Coopertition bridge.
Finished: 34th
Wins: 4
Losses: 5
Finished: 18th
Wins: 5
Losses: 7
Ties: 1
This year's game was called Logo Motion. In this game the robot tries to score Ubertubes onto pegs on the scoring grid. 105 seconds after the Autonomous Period, Students drive their robots around the field, trying to score points using any game piece except for Ubertubes. At fifteen seconds to the end, the tower bases flash their alliance color. Minibots could be deployed onto the towers in the final 10 seconds to score extra points. They were only to be deployed during this period.
In this game, called Breakaway, balls are kicked or herded into goals located in the corners of the fields. There were two goals for each alliance, adding up to 4 goals total. Every ball scored = 1 point. At the end of a match, bonus points are awarded for robots that cling onto either of the two towers in the center of the field. More bonus points are awarded if alliance robots can suspend themselves from the robot clinging onto the tower.
Finished: 24th
Wins: 3
Losses: 4
Ties: 2
Finished: 54th
Wins: 3
Losses: 6
This year's game was called Lunacy. The goal of this game was to score as many of the game pieces in the opposing side's trailers as possible. Robots started out in front of the opposite alliance's students. Empty cells had to be handed to a robot by the Payload Specialist at the mid-field position known as the Outpost. The robot then must deliver the Empty Cell to their human player on one of the corners in order to get a Super Cell that is worth 15 points. A robot can only carry one Empty Cell at a time. Super Cells can only be put into play during the last 20 seconds of play, and only if the human player has been delivered an Empty Cell.
In our Rookie year, the game was called FIRST Overdrive. In it, teams competed to complete counterclockwise laps around a central barrier while manipulating large Trackballs over and under overpasses to score additional points.
Finished: 19th
Wins: 5
Losses: 4