reading a problem
The most important part in early preparation for the year is to read the problem well. If you don't do that, your script and scoring will be off base, putting you at a disadvantage at competition.
Every problem is broken up into the same different parts explained below.
Introduction
A cursory overview of the problem. What is the problem about?
A. The Problem
Begins by giving a slightly more detailed list of what is required in the problem and by giving the Creative Emphasis of the Problem and the Spirit of the Problem. Much of this is restating what was in the first part of the problem.
B. Limitations
This is the meat of the problem. It takes all of the details mentioned in Part A and fleshes them out. What do certain characters have to do, what tasks have to be accomplished, etc. This section also gives the basics of the problem (general rules, length, cost). Reading the limitations thoroughly is crucial to understanding the problem.
THE LAST PART OF SECTION B IS VERY IMPORTANT. It gives you a list of things you need to present the judges with. I discuss that list more in this forms page.
C. Site, Setup, and Competition
This section talks about the layout of the competition area. This is especially important for problem 1 (vehicle) and problem 2 (technical) because oftentimes they have to complete certain objectives in certain areas. When practicing your problem, make sure you are paying attention to size limitations. The stage size is a minimum, depending on the competition area, it could be (and usually is) bigger than that, however, if you can't fit everything, you can't use it all.
D. Scoring
If you want to do well at competition, you should reread this section every week or two. Although you need to follow all of the criteria outlined by section B, this is what actually matters. Figure out what is scored at maximize that. Read through your script and ask yourself how each part will score. Reread scoring while brainstorming, reread scoring when creating props, and reread scoring whenever a team member doesn't know what they should be working on.
E. Penalties
The officials aren't looking to penalize your team. That said, if you blatantly disregard rules, you will be penalized. An important thing to note is the membership sign. It's mentioned a couple of times, but always understated. The team needs to have a sign that gives their official title and team number. It can have other things on it, but it needs to have both of those.
F. Style
This is where you know what to judge for style. Read my entry on style for more information on that part.
G. Tournament director will provide, H. Team will provide
Pretty self explanatory. Read through them and make sure you have all the right forms.
Every problem is broken up into the same different parts explained below.
Introduction
A cursory overview of the problem. What is the problem about?
A. The Problem
Begins by giving a slightly more detailed list of what is required in the problem and by giving the Creative Emphasis of the Problem and the Spirit of the Problem. Much of this is restating what was in the first part of the problem.
B. Limitations
This is the meat of the problem. It takes all of the details mentioned in Part A and fleshes them out. What do certain characters have to do, what tasks have to be accomplished, etc. This section also gives the basics of the problem (general rules, length, cost). Reading the limitations thoroughly is crucial to understanding the problem.
THE LAST PART OF SECTION B IS VERY IMPORTANT. It gives you a list of things you need to present the judges with. I discuss that list more in this forms page.
C. Site, Setup, and Competition
This section talks about the layout of the competition area. This is especially important for problem 1 (vehicle) and problem 2 (technical) because oftentimes they have to complete certain objectives in certain areas. When practicing your problem, make sure you are paying attention to size limitations. The stage size is a minimum, depending on the competition area, it could be (and usually is) bigger than that, however, if you can't fit everything, you can't use it all.
D. Scoring
If you want to do well at competition, you should reread this section every week or two. Although you need to follow all of the criteria outlined by section B, this is what actually matters. Figure out what is scored at maximize that. Read through your script and ask yourself how each part will score. Reread scoring while brainstorming, reread scoring when creating props, and reread scoring whenever a team member doesn't know what they should be working on.
E. Penalties
The officials aren't looking to penalize your team. That said, if you blatantly disregard rules, you will be penalized. An important thing to note is the membership sign. It's mentioned a couple of times, but always understated. The team needs to have a sign that gives their official title and team number. It can have other things on it, but it needs to have both of those.
F. Style
This is where you know what to judge for style. Read my entry on style for more information on that part.
G. Tournament director will provide, H. Team will provide
Pretty self explanatory. Read through them and make sure you have all the right forms.
An old problem and a video of my team performing it
The button to the right has a copy of an old problem 3. I would recommend reading through it, trying to understand it, and then watch the video of my team performing the solution. That will give you a great idea of what an OotM solution looks like.
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Disclaimer: This is my Division IV (college age) team, who went on to win first place at world finals. In my humble opinion, it's the best OotM performance I've ever seen, so do not expect to see your teams have anything like this. However, it's totally fine if they don't! Creativity is the best part of OotM, and for every long term problem, you will see hundreds of different solutions, each creative and clever in their own right.