Thread: Game trends
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Unread 16-11-2009, 07:18
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Re: Game trends

Quote:
Originally Posted by iCurtis View Post
You're right. Speed is the central element to almost any FRC game. Granted some of these games had other elements too, but it's typically hard to win in end-of-game bonuses alone.

2009: Score Moon Rocks... Fast.
2008: Hurdle Trackballs... Fast.
2007: Score Ringers... Fast.
2006: Shoot Poof Balls... Fast.
2005: Cap Goals with Tetras... Fast.
2004: Collect Playground balls... Fast.
2003: Knock over the stack of bins... Fast.

You will hear lots of crazy theories once the hint (or hints, as it has been in recent years) arrive/s. They will be largely wrong and occasionally humorous. Almost no-one will read the game hint thread through, so there will be lots of repeats. A good time will be had by all, and once kick-off arrives, it will be so obvious we'll wonder how we possibly could've missed it.

Despite the "bump-to-pass" rule in the rulebook, I don't believe I ever saw that play out. Provided you weren't silly enough to think you could get away with stopping up the flow of traffic, it was the same as any other game. Contact was definitely acceptable, but the very nature of the game precluded the existence of "high-speed-long-distance ramming" as everyone was trying to Drive!Straight?turn!LEFT!?
The 2009 game, you couldn't go fast due to low friction. You would spin out.
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