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Unread 11-08-2016, 19:40
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Re: FIRST 4 year game theme cycle theory

Got a few chart details for ya.

'04 was NOT a shooting game, for the robots. Herding, yes. But not shooting--for the robots. (Humans did all the scoring of small balls.) Not sure I'd class it as "many" obstacles, as the mobile goals got out of the way pretty quickly--more of a center obstacle game.

'05 endgame was not a rise-off-floor, but a "get into this zone" endgame. That particular variety of endgame also featured in '01 and '02, but hasn't been seen since as an endgame; it's an automode these days. Also, what you're calling a "Center Obstacle" happens to be a scoring position, one of 9 on the field. Probably best classed as a "many obstacle" game, because any one of the 9 could snag unwary robots.

'07 is debatable as to whether the endgame is "rise off floor" or "climb ramp". In theory, the former worked; in practice, it was the latter (with partner help).

'10 endgame was a "rise off floor" class.

Just to fill in the aforementioned '02 and '01...

'02: Zone Zeal. "Shooting" position--FYI, anything in this slot before '06 needs to be "Shooting/Dumping" due to the rules restricting shooting ('06 was the first pure shooting game). Endgame, "Get In The Zone". Field setup, OPEN; game pieces, soccer balls and mobile goals. (Yes, the goals were points in this one, as I recall.)

'01: Diabolical Dynamics. This should be in "Unusual Piece", but it doesn't fit that category as the game pieces were balls, shot and dumped and placed (depending on size--there were two sizes). "Endgame" was "Get in the Zone". Field was open with a center divider and a ramp. Now, that "endgame" is very loosely defined because the entire game was the endgame--get your robots in one zone, your goals onto the central tipping ramp, and get as many balls in or on the goals as you could, then E-stop for points multipliers. Oh, and I forgot. 4v0. You thought '15 was bad.

I could do a couple more but I've already taken enough space...



Just as a prediction, the game piece will be either traffic cones or footballs. Those two have been "on the list" for at least as long as frisbees (by "on the list" I mean "speculated as game objects").
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Unread 13-08-2016, 14:14
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Re: FIRST 4 year game theme cycle theory

The next year should be an "unusual" game. A water game would be pretty unusual? Water game 2017 confirmed!
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Unread 13-08-2016, 16:45
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Re: FIRST 4 year game theme cycle theory

Quote:
Originally Posted by roddonfire View Post
The next year should be an "unusual" game. A water game would be pretty unusual? Water game 2017 confirmed!
Actually, by unusual (or, in my own word, Bizzaro) I was thinking of something more like this, super-sized.
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Last edited by GeeTwo : 13-08-2016 at 16:49.
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Unread 14-08-2016, 12:32
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Re: FIRST 4 year game theme cycle theory

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Originally Posted by GeeTwo View Post
Actually, by unusual (or, in my own word, Bizzaro) I was thinking of something more like this, super-sized.
That'd be an interesting game. Sort of like 2011, but the pieces are shaped differently and you have to score them in the right holes for points.
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Unread 14-08-2016, 23:16
Daniel4547 Daniel4547 is offline
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Re: FIRST 4 year game theme cycle theory

Quote:
Originally Posted by TheBoulderite View Post
That'd be an interesting game. Sort of like 2011, but the pieces are shaped differently and you have to score them in the right holes for points.
But they would double your alliance's score if you put the square peg in the round hole.
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Unread 14-08-2016, 23:41
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Re: FIRST 4 year game theme cycle theory

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Originally Posted by Daniel4547 View Post
But they would double your alliance's score if you put the square peg in the round hole.
Would we get a bonus for putting the square peg in the round hole during build? We have a gift for that.
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Unread 15-08-2016, 02:06
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Re: FIRST 4 year game theme cycle theory

I just played a game of "Ladder Toss" this weekend for the first time, and my first thought was how neat "Bolas" would be as game pieces
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