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Engineering Design Archive

2015Design
2015HOTbot

Click on the Image to See 2015 Video
(Carson Semifinals Match 2)

2015

Game Description: 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.


2015 HOT Team Tech Notes

2015 CAD Archive

2015 Highlights Video


2014HOTbot

Video: MSC Match 54

2014

Game Description: 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-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.


2014 HOT Team Tech Notes

2014 CAD Archive

2014 Highlights Video


2013HOTbot

Video: CURIE Quarter Final 4 Match 2

2013

Game Description: 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-minute and fifteen -second match. The higher the goal in which the disc is scored, the more points the Alliance receives.


2013 Game Animation

2013 CAD Archive



2012HOTbot

Video: Northville district finals Match 2

2012

Game Description: In REBOUND RUMBLE, two Alliances of three teams compete by trying to score as many basketballs in the hoops as possible during the two-minute and 15-second match. Balls scored in higher hoops score Alliances more points. Alliances are awarded bonus points if they are balanced on bridges at the end of the match. In matches where opponent Alliances work together to balance on the white “Coopertition®” bridge, all participating teams earn additional valuable seeding points.

2012 Kickoff Presentation

2012 HOT Team Tech Notes

Behind the Design

2012 CAD Archive

2012 Highlights Video

2011HOTbot

Video: Curie Semifinals Match 2

2011

Game Description: LOGO MOTION™, two alliances of three teams compete on a 27-by-54-foot field with poles, attempting to earn points by hanging as many triangle, circle, and square logo pieces as possible. Bonus points are earned for each robot that can hang and assemble logo pieces to form the FIRST logo. Robots can also deploy Mini-Bots to climb vertical poles for a chance to earn additional points.


2011 Build Journal

2011 Tech Notes

2011 Highlights Video

2010HOTbot

Video: Einstein final Match

2010

Game Description: In BREAKAWAY®, two alliances of three teams compete on a 27-by-54-foot field with bumps, attempting to earn points by collecting soccer balls in goals. Additional bonus points are earned for each robot suspended in air and not touching the field at the end of the match.



2010 HOT Team Tech Notes

2010 CAD Model

2010 CAD Archive

2010 Highlights Video

2009HOTbot

Video: Einstein final Match

2009

Game Description: In  LUNACY®, robots are designed to pick up 9" game balls and score them in trailers hitched to their opponents’ robots for points during a 2 minute and 15 second match. Additional points are awarded for scoring a special game ball, the Super Cell, in theopponents' trailers during the last 20 seconds of the match. “LUNACY” is played on a low-friction floor, which means teams must contend with the laws of physics.

2009 HOT Team Tech Notes

2009 CAD Archive

2009 Highlights Video

2008HOTbot

Video: Einstein final Match 1

2008

Game Description: In  FIRST OVERDRIVE students’ robots are designed to race around a track knocking down 40" inflated Trackballs and moving them around the track, passing them either over or under a 6'6" overpass. Extra points are scored by robots positioning the Trackballs back on the overpass before the end of the 2 minute and 15 second match.

2008 Brainstorming Presentation

2008 Controls Presentation

2008 Engineering Group Presentation

2008 CAD Archive

2008 Highlights Video

2007HOTbot

Video: Curie Semifinal 1 Match 2

2007

Game Description: In RACK ‘N’ ROLL robots are designed to hang inflated colored tubes on pegs configured in rows and columns on a 10-foot high center “rack” structure. Extra points are scored by robots being in their home zone and lifted more than 4” off the floor by another robot before the end of the 2 minute and 15 second match.



2007 HOT Team Tech Notes

2007 CAD Archive

2007 Highlights Video

2006HOTbot

Video: Galileo Match 49

2006

Game Description: In AIM HIGH,  robots are designed to launch balls into goals while human players enter balls into play and score points by throwing/pushing balls into corner goals. Extra points are scored by robots racing back to their end zones and climbing the ramp to the platform before the end of the 2 minute and 10 second match.

2006 CAD Archive






2005HOTbot

Video: Einstein finals  Match 2

2005

Game Description: TRIPLE PLAY 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 HOT Team Tech Notes

2005 CAD Archive

2005 Chairmans Video

2004HOTbot

Video: great Lakes  Match 79

2004

Game Description: FIRST FRENZY=RAISING THE BAR  requires robots to collect and pass 13” balls to the human player to then shoot them into fixed and moveable goals. There are three 30” balls on the playing field that can be placed on top of any goal by a robot, which will double the point value in the goal.  Additionally,  robots may attempt to “hang"  from a 10’ bar.


2004 HOT Team Tech Notes

2004 CAD Model

2004 CAD Archive

2004 Great Lakes Match 79

2003HOTbot

Video: Newton sf 2  Match 1

2003

Game Description: STACK ATTACK 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.



2003 HOT Team Tech Notes

2003 CAD Archive

2002HOTbot

Video: Newton sf1 match 1

2002

Game Description: ZONE ZEAL-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.





2001HOTbot

Video: Motorola midwest regional

2001

Game Description: DIABOLICAL DYNAMICS-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.


2000HOTbot

Video: Motorola midwest regional
Qf4 Match3

2000

Game Description: CO-OPERTITION-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.







1999HOTbot

Video: Philadelphia Alliance Regional

1999

Game Description: DOUBLE TROUBLE -Points are scored by positioning “floppies,” robots, and the “puck” on the playing field. Floppies are light weight, pillow-like objects with Velcro-loop material located in the center and around the perimeter. Each alliance has ten color coded floppies located on the playing field and at the player stations.
At the end of each two minute match, points are awarded as follows: Each two-team alliance will receive one point for each of its floppies that is at least 2” over and not touching the playing field surface, and less than eight feet above the surface if the playing field. Each alliance will receive three points for each of its floppies eight feet or higher over the surface of the playing field. Any robot that climbs onto the puck will multiply its alliance’s score by three..






1998HOTbot

Video: National Semifinals

1998

Game Description: LADDER LOGIC -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.









1997HOTbot

Video: CHICAGO REGIONAL Match 1

1997

Game Description: TOROID TERROR -in two minute matches, the three robots and human players score points by placing the inner tubes onto pegs in the goal, or around the top of the goal. The tubes are color coded to identify team ownership. Human players are not allowed onto the field, but they may hand tubes to the robots or throw tubes directly onto the goal..