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COACHES & OFFICIALS PROBLEM
This year's problem is a blast from the past!
Splash Machine . . . revisited
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In the very first years of Odyssey of the Mind, teams solved a warm-up problem where they splashed water out of a pool to put
out a candle. The problem was fun and messy and kids loved it. Twenty-five years later, we want to see how the adults would
solve a similar problem. We’re sure you’ll have just as much fun, but with less water and less mess -- we hope!
A. The Problem
Your problem is to design and build a device that will put
out a candle 20 feet away. The device must put out the can-dle
with water.
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B. Limitations.
- The device must be original; however, it may include commercially produced parts.
- The device must be safe in its design and in the way it
operates. It may not be powered with AC or any source
that is prohibited in the Odyssey of the Mind Program
Guide.
- The device must be set up entirely behind the taped
Launch Line and remain behind that line until the
judge signals that the round is complete.
- The judges will give you approximately one pint of
water. Nothing may be added to the water and no addi-tional
water, fluid, material, etc. may be used to put out
the candle. You must use only your device and the
water we give you.
- Contestants may not share water, cause their opponents
to lose their water, or interfere with their opponents’
devices at any time.
- Each contestant will have a candle target. The candles
must be no less than 6 inches tall and no more than 12
inches tall when time begins. Candles will be available
on-site, or you may bring your own.
- Each candle must fit into a drilled hole, 1½ inches in diameter and 1½ inches deep. (The 1½ inches is not in
addition to the length of the candle.) Each candle will
be placed in a hole to prevent it from falling over. The
bottom of the candle will rest on the floor.
- You may not throw, project, or launch water in any way
using your hands, mouth, or any other part of your
body directly or indirectly. For example, filling a cup
with water and flinging the water to the candle is pro-hibited.
C. The Competition
- You will be assigned a number when you register at the
competition site.
- When your number is announced you must bring your
device and candle, if you supply your own, to the
Launch Line. You will be instructed where to set up,
and you will be given one pint of water.
- When all devices are in place, the judges will light the
candles. Then, a judge will say, "Ready, set," and then
blow a whistle. You will then have 1 minute to put out
your candle.
- Nothing other than a device may put out your candle.
- You may not practice or start before time begins.
D. Scoring
- Any competitor whose candle is put out by water
launched by any of the competing devices will
advance.
- You will get a new pint of water for each round you
compete in.
- If necessary, tiebreakers will be as follows:
Tiebreaker 1: Candle put out by own device.
Tiebreaker 2: Candle put out first.
Tiebreaker 3: Fan's favorite device -- poll the audience for applause.
E. Awards
- Trophies will be awarded for 1st, 2nd and 3rd place in
both divisions (Coaches and Officials).
- A trophy will be awarded to the person with most out-standing
STYLE. Every contestant is eligible, even
those who place 1st, 2nd or 3rd.
We’d like to hear your favorite Odyssey stories. Submit them here.
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