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Crevolution Updates

Mission Statement
Crevolution's mission is to inspire young people to get involved in the world of Science, Technology, and Engineering and to help prepare them to be future leaders in these important fields.

Major Sponsors

Utica Community Schools

Delphi

FCA Foundation


2018: FIRST Power Up

FIRST Power Up is played on a 27 ft (823 cm) by 54 ft (1646 cm) field that is covered in grey carpet, called the "Arcade". The field is bounded by transparent polycarbonate guardrails on the longer sides and the Alliance Station walls on the shorter side. While most of the field is alliance-neutral, including where the scoring areas are located, there are some alliance-specific zones, which are the Null Territory, Platform Zone, Power Cube Zone and Exchange Zone on the field, and the Alliance Station and Portals outside the field. All zones belong to the alliance whose Alliance Station is closest to the zone, with the exception of Null Territory and the Portals.It involves two alliances of three teams each, with each team controlling a robot and performing specific tasks on a field to score points. The game has a retro 8-bit theme and teams are required to place milk crates, or "power cubes", on large balancing scales to tip the scale and gain ownership. Alliances can also trade power cubes for power ups, giving them a temporary advantage in a match. At the end of the match, robots can climb the tower attached to the centre balancing scale using a rung attached to the tower, giving them additional points.

2017: FIRST Steamworks

FIRST Steamworks is played on a field 27ft by 54ft 4in, covered in green carpet and bounded by transparent polycarbonate guardrails on the longer sides and the Alliance Walls on the shorter sides. It is divided into the Neutral Zone, alliance specific Launchpads, Keys and Retrieval Zones. As in past games, two alliances of three individual teams and their robots compete on a field to score "match" point to win the game and ranking points to advance to playoff rounds. The game has a steampunk theme and teams are required to shoot wiffle balls which represent fuel into a simulated boiler which transfers the generated steam into an airship in the middle of the field. Each alliance has 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 can climb and hang on team-supplied ropes (or standard ropes supplied by FIRST) attached to the airship for additional points.

2016: FIRST Stronghold

FIRST Stronghold is played with two alliances; red vs blue, with three teams making up each alliance. The playing area is on a flat 27ft x 54ft field with matches lasting two minutes and thirty seconds. The field consists of three zones: red courtyard, neutral zone, and blue courtyard. Teams gain points by scoring boulders (dodgeballs) in the high or low goals, by crossing as many as five defences a maximum of two times each, and by scaling or coming to rest on the tower at the end of the match. The matches begin with an autonomous period of 15 seconds which is followed by a teleoperated period, meaning that teams are allowed to take control of their robots. In the last 20 seconds, teams may climb. FIRST Stronghold is a great challenge that requires strategy, skill, and teamwork in order to suceed. May the best robots win!

2015: Recycle Rush

Recycle Rush is played with two alliances; red vs blue, with three teams making up each alliance. The playing area is on a flat 27ft x 54ft field with matches lasting two minutes and thirty seconds. The field consists of two zones: red and blue. An approximately one foot high step is located in the center of the field. Teams gain points by stacking totes (up to six) and putting a recycle bin on top of the stack, if you want. Six bonus points are awarded if one can put some litter (a pool noodle) in the bin. The matches begin with an autonomous period of 15 seconds which is followed by a teleoperated period, meaning that teams are allowed to take control of their robots. Recycle Rush is a great challenge that requires strategy, skill, and teamwork in order to suceed. May the best robots win!

2014: Aerial Assist

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 (2)-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. The match begins with one 10-second Autonomous Period in which robots operate independently of driver. Each robot may begin with a ball and attempt to score it in a goal. Alliances earn bonus points for scoring balls in this mode and for any of their robots that move in to their zones. Additionally, each high/low pair of goals will be designated “hot” for five seconds, but the order of which side is first is randomized. For each ball scored in a “hot” goal, the Alliance earns additional bonus points. For the rest of the match, drivers remotely control robots from behind a protective wall. Once all balls in autonomous are scored, only one ball is re-entered in to play, and the Alliances must cycle a single ball as many times as possible for the remainder of the match. With the single ball, they try to maximize their points earned by throwing balls over the truss, catching balls launched over the truss, and scoring in the high and low goals on the far side of the field.

2013: Ultimate Ascent

  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 (2)-minute and fifteen (15)-second match. The higher the goal in which the disc is scored, the more points the Alliance receives. The match begins with a fifteen (15)-second Autonomous Period in which robots operate independently of driver inputs. Discs scored during this period are worth additional points. For the remainder of the match, drivers control robots and try to maximize their alliance score by scoring as many goals as possible. The match ends with robots attempting to climb up pyramids located near the middle of the field. Each robot earns points based on how high it climbs.

2012: Rebound Rumble

Two competing Alliances on a flat, 27 x 54 foot field. Each Alliance consists of three robots. They compete to score as many basketballs into their hoops as they can during a 2 minute and 15 second match. The higher the hoop in which the
basketball is scored, the more points the Alliance receives.
The match begins with a 15-second Hybrid Period in which robots operate independently of
driver inputs. During this Hybrid Period, one robot on each Alliance may be controlled using a
Microsoft Kinect. Baskets scored during this period are worth extra points. For the remainder of the match, drivers control robots and try to maximize their Alliance score by scoring as many
baskets as possible

2011: Logomotion

  LOGO MOTION™ is played by two competing alliances on a flat 27’ x 54’ foot field. Each alliance consists of three robots. They compete to hang as many inflated plastic shapes (triangles, circles, and squares) on their grids as they can during a 2 minute and 15 second match. The higher the teams hang their game pieces on their scoring grid, the more points their alliance receives. The match begins with one 15-second Autonomous Period in which robots operate independently of driver inputs and must hang Ubertubes to score extra points. For the rest of the match, drivers control robots and try to maximize their alliance score by hanging as many logo pieces as possible. Any logo piece hung on the same peg as an Ubertube receives double points. If teams assemble the logo pieces on their scoring grids to form the FIRST® logo (triangle, circle, square, in a horizontal row in that order), the points for the entire row are doubled. The match ends with robots deploying minibots, small electro-mechanical assemblies that are independent of the host robot, onto vertical poles. The minibots race to the top of the pole to trigger a sensor and earn additional bonus points.

2010: Breakaway

  Two alliances of three teams each compete on a 27' x 54' field with bumps attempting to earn points by collecting soccer balls in their goals. Additional bonus points are earned for each robot not touching the field at the end of the match. Robots may not possess more than one ball at a time, but they may herd and kick multiple balls at a time. Balls must remain in contact with the floor while in robot's possession. Alliances must return scored balls to the field quickly. Only one robot at a time is permitted to play defense in front of the opponent's goals. The robot's dimensions at start of game must not exceed 28" x 38" x 60" and its weights must not exceed 120 pounds excluding batteries and bumpers.

2009: Lunacy

  LUNACY is played on a 54' x 27' low friction field. Robots are equipped with slippery wheels and payload trailers. LUNACY game pieces are “Orbit Balls” designated as Moon Rocks, Empty Cells, or Super Cells. Two three-team robot alliances collect and score Orbit Balls in trailers attached to the opposing teams’ robots. Human players are positioned around the perimeter of the arena and can score from their stations. Robots are autonomous during the first 15 seconds of play, and teleoperated for the remaining 2 minutes. Trailers begin each match empty, and robots may be loaded with up to 7 Moon Rocks by their team prior to the start of the match. Human players are equipped with 20 Moon Rocks, less the number they load into their robot, and a quantity of Empty Cells and Super Cells determined by the outcome of their previous match. If a team has not yet played a match, the human player receives 4 Empty Cells and 2 Super Cells. Moon Rocks and Empty Cells scored in an opponent’s trailer, at any time and by any player, are worth 2 points. Super Cells scored in an opponent’s trailer are worth 15 points. Super Cells must be “activated” before they can be played. Activation occurs when a robot delivers an Empty Cell from their Outpost to their Fueling Station. Empty Cells can be delivered throughout the match. Super Cells may only be played during the last 20 seconds of a match.


©Crevolution Robotics 2011