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Re: Modern Upgrrade
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Re: Modern Upgrrade
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Re: Modern Upgrrade
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Re: Modern Upgrrade
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I usually consider the first "Modern" game to be Aim High, which was a year later in 2006. It's not that big of a surprise to me that many like Stack Attack...but I find it interesting how many want to see the game be upgraded and replayed. I wouldn't want to go anywhere near that game system again...but I would be interested in trying to figure out a better way to play it. I'll make it a side project. Also there are two r's in Upgrade in the thread title. |
Re: Modern Upgrrade
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As for Stack Attack, I think it's because of three things: 1) We haven't had anything like stacking bins on the field in the cRIO era. You might (might!) be able to argue tetras in 2005...but that was eight years ago. It's a fresh challenge. 2) The robots are way different now than they were in 2003. Back then, you didn't have AndyMark (they were just then shaking off the Small Parts era), you had the obnoxious drill motor gearboxes, there were no bumpers, and you definitely didn't have anything like the modern kitbot. With some semblance of stack protection, you take that fresh challenge and make it a very fresh challenge. 3) FIRST hasn't really had that many games in recent years where there was more than one right answer (you could argue the 4334 and the mailbox dumpers this year, or 469 in 2010...but those were exceptions). With a hypothetical Fixed Stack Attack, you have a lot of answers--arm knock-down, big-sweeper knock-down, stacking specialist, king of the hill control. There are trade-offs to each approach, and that is what has me geeked about the idea. |
Re: Modern Upgrrade
Why so few for 1999 (double trouble)? It's original form might have been not so interesting, but if you upgrade it (actually score the floppies, for example) and keep the aspect of fighting over the puck and you have a very good game.
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Re: Modern Upgrrade
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Re: Modern Upgrrade
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And since it's not a FIRST game these days without an element of coopertition, a special zone in front controlled by red and blue lights to take turns. Red (flip a coin) puts a bin in place, and the light goes to blue. Blue stacks a bin, the light goes to red. Repeat and award coopertition points (to be used as a first tiebreaker after wins, losses, and ties, FIRST...) based on the height of the finished stack. PS: Having read the way eliminations worked, use the modern method. |
Re: Modern Upgrrade
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Re: Modern Upgrrade
Building off of the "modern era" debates, here's an incomplete timeline of significant changes from year to year. This is purely off of memory, so I apologize for mistakes or missed events. Feel free to edit/add whatever events.
1999 - Alliances (2v2) introduced 2000 - Optional bumpers 2001 - 4v0 alliances 2002 - Return to 2v2 alliances 2003 - Introduction of autonomous 2004 - "Powerful" CPU with programming in C instead of BASIC 2005 - 3v3 alliances, fixed elimination alliance (no more rotating in a partner), no more drill motor in kit of parts, switch from 130lb (with battery) to 120lb (no battery) weight limit, introduction of kitbot, introduction of vision targets 2006 - Current bumper design introduced (still optional), wedges disallowed, introduction of serpentine alliance selection 2007 - Different height/weight classes (4ft/120lb, 5ft/110lb, 6ft/100lb) 2008 - Mandatory bumpers, return to 5ft/120lb 2009 - FiM district system, switch from IFI controller to cRIO 2012 - MAR district system In my mind, it's pretty clear that 2005 was a watershed year for FIRST in many ways. There was a bigger shift from 2004 to 2005 than any recent switchover in games. |
Re: Modern Upgrrade
[my additions in bold]
1999 - Alliances (2v2) introduced 2001 - 4v0 alliances 2002 - Return to 2v2 alliances 2003 - Introduction of autonomous 2004 - "powerful" CPU with programming in C instead of BASIC 2005 - 3v3 alliances, fixed elimination alliance (no more rotating in a partner), no more drill motor in kit of parts, switch from 130lb (with battery) to 120lb (no battery) weight limit, introduction of kitbot, introduction of vision targets 2006 - Optional bumpers, wedges disallowed, introduction of serpentine alliance selection 2007 - Different height/weight classes (4ft/120lb, 5ft/110lb, 6ft/100lb) 2008 - Mandatory bumpers, switch from IFI controller to cRIO, return to 5ft/120lb 2009 - FiM district system 2012 - MAR district system |
Re: Modern Upgrrade
I've said it every year before and I'll say it some more. One year we need to have cones as our game piece. They're heavy, flexbile, durable, stackable, and commonly attainable. I'd vote for a 2003 game repeat with some slight modifications and with any number of a variety of traffic cones, most of which are cheap. I mean, geez, someone built a dang concert pavilion out of cones! I'm sure we can adapt a game to use them.
FYI Sean, the cRIO was introduced at the 2008 championships and saw its first competition in 2009. |
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Re: Modern Upgrrade
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