Robot History 


silver.jpg

Silver

This robot was built in 2019. We named it to keep with the theme of sonic characters. The robot was designed to do as much as possible, being able to do everything except climb the platform to a high level.

This robot was made for the 2019 season known as “Destination Deep Space”. The objective is to attach hatch panels onto the cargo ships and rockets through hook and loop tape as well as launch cargo into them. This year’s game innovated through allowing the use of vision software during the sandstorm period.

Game Animation


20180901_090322.jpg

2018 - Tails

This was our robot made for the 2018 season. Named for the sonic character which fit the year’s game. Our robot was designed to launch power cubes and lift itself from the platform.

This robot was designed for the 2018 season known as, “FIRST Power Up!”. The objective was to gain points by capturing switches and a scale through power cubes. These power cubes could also be put into the vault to earn certain power ups. The end game objective was to climb the scale above a certain point.

Game Animation


2017 robot.jpg

2017 - Knuckles The Encoder

This was our 2017 robot. It was named for the front climb bar, which looked as if it had knuckles. Priority on the robot was put into climbing fast and placing gear efficiently. This robot also had the same drive train as Sonic The Hedgebot We also decided to include the ability to shoot fuel.

This robot was created for the 2017 game, “FIRST Steamworks”. The goal was to give gears to human players in the center of the field and score fuel into containers to build pressure and gain points. The end game period had the robot climb a rope deployed by the human players.

Game Animation


pheonix.png

2016 - Phoenix Bot

This was our robot for the 2016 season. This robot was named this because it had performed not as we had hoped our first game. However, in our second competition it seemed to have risen from the ashes and we did very well. When building our robot we knew that there were too many elements of the game for our team to focus on all of them. We decided that having a strong and accurate high goal catapult was important to our team and we had the ability to cross over 5 of the 9 defenses.

This robot was made for the 2016 game, “FIRST Stronghold”. The start of the game has you build defenses, once one enemy robot crosses it, it is considered damaged. After another crosses it, it is considered broken. The goal is to cross the field and launch boulders in the other teams stronghold while defending yours. In the last 20 seconds the robots were instructed to surround and climb a tower to earn extra points in the end game.

Game Animation


rectrash.png

2015 - B.E.N. Bot

This was our 2015 robot. B.E.N. stands for Be Educated Now. We worked towards having an efficient intake so we could pull in a tote, lift it up, and pull another tote in underneath. We could consistently stack 3 totes, but were unable to place a recycle bin on without the tower falling over. We also had a fun time with the human player task which was throwing pool noodles from our alliance side to the other.

This robot was designed for the 2015 game, “Recycle Rush”. In this game you stacked boxes for points on certain platforms. The more boxes you stacked, the more points you earned.

Game Animation



2014 - Sonic The Hedgebot

This was our 2014 robot. It was name Sonic because it was fast and blue. Sonic was one of the fastest robotics we’ve built. During autonomous it had the ability to throw two exercise balls. It could also successfully get the ball into both goals and over the truss.

This robot was designed for the 2014 game, “Aerial Assist”. The aim of the game was to shoot basket balls into a truss 5 feet off the ground. Another objective for the game was cooperation, teams would earn extra point if balls were passed between robots.

Game Animation


banana.png

2013 - Minion Bot

This was our 2013 robot. It was named minion bot because of one of the members enjoying the small yellow creatures a great deal. The robot was notable for it’s autonomous being able to launch frisbees to the high goal. Its launcher held 3 frisbee discs. It had a mecanum drive train. It was also able to climb to the first level pyramid.

This robot was created for the 2013 game, “Ultimate Ascent”. The aim of the game was to shoot plastic disc projectiles into designated targets. In the end game you had to climb a pyramid at certain levels for more points. This game was a lot like a modified version of disc golf.

Game Animation


2012 - Mortar Bot

This was our 2012 robot named after its design, looking vaguely like a mortar. Our shooter preformed adequately, though its balance was on point being one of the greatest parts of this bot. On that year, we preformed the best we have in any of our competitions.

This robot was designed for the game, “Rebound Rumble”. The aim of the game was to shoot baskets into the highest hoops for more points. The end game period purpose was to balance on a bridge, the more robots on the bridge, the more points are earned.

Game Animation


metalrock.jpg

2011 - K.I.S.S. Bot

This was our first robot, built in 2011. Named KISS for Keep It Super Simple, something one of our mentors would often say. We had the ability to place the blown up shapes on any of the lengths, but we mostly placed them on the second level.

This robot was built for the game, “Logo Motion”. The aim of the game was to hang shapes on their grids. The game ends with a mini bot race, whichever gets to the top of a pole first wins bonus points.

Game Animation