100 Years of Buggy History – 2007-2009

Table of Contents: Intro & 1920; 1921-1923; 1924-1927; 1928-1932; 1933-1935; 1936-1939; 1940-1945; 1946-1949; 1950-1953; 1954-1956; 1957-1959; 1960-1963; 1964-1966; 1967-1969; 1970-1973; 1974-1976; 1977-1979; 1980-1983; 1984-1986; 1987-1989; 1990-1993; 1994-1996; 1997-1999; 2000-2003; 2004-2006; 2007-2009; 2010; 2011; 2012; 2013; 2014; 2015; 2016; 2017; 2018; 2019; Recap & 2020; 2021

The King is dead! Long live the King! This week, the 100 Years of Buggy History series turns its attention to 2007-2009, as the greatest dynasty in Buggy history ends, as the greatest dynasty in Buggy history begins. We’ve also got plenty of fun in some exhibition heats as the roads continue to deteriorate. And one Fringe alum decides to post some photos to the internet, changing the course of Buggy forever (and giving you this series!).

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Virtual Reality Buggy Game scheduled for demonstration at Raceday 2020!

Hi all,

We’re so excited to learn about a VR game being made by students in Advanced Game Design (53-472) for Buggy100! Professor Thomas Corbett, producer Trento von Lindenberg, and a class of several dozen students are working hard towards their goal of a playable prototype by Carnival. I took some time to interview Professor Corbett, but if you want to know more, you can follow blow-by-blow development updates weekly at their dev blog here

The game is slated to be a first person seated driving experience, in which the player travels around a recreation of the course as it was in the 1920s. Campus architecture, famous buggies, and popular characters as pushers will all feature in the game, as well as classic course elements such as potholes, flaggers, and hay bales as well as some gamified power-ups. The dev team cites Mario Kart, Fortnite, and The Legend of Zelda: Breath of the Wild as inspiration for the art and game design, and of course careful study of the sport of Buggy. I wanted to dig a bit more into the details on how this awesome opportunity might impact our community. The interview below was lightly edited for clarity.

Mike: It’s still early in development, are there any big features or challenges the team expects ahead?

Thomas: Hahahaha.  So, so many. Too many to count, and many of the biggest ones we don’t even know about yet.  That’s why constant playtesting is extra important. As of today we are 59 days out from launch, which means we are 52 days from when we need to be finished.  We are currently wrapping up Alpha development, which means that a lot of the pieces that have been developed independently are starting to come together into one build.  It’s exciting to watch it evolve, and also slightly nerve-wracking to know that we have less than two months to deliver, but that’s all part of what makes development so much fun.

Mike: I saw that there is a 1:1 course model as one of the environments available. Do we know roughly how fast the player will travel through the course at various points?

Thomas: We’re not yet fully decided on which map will be used.  We like 1:1 for authenticity, but recognize that it may not make the best game experience, so we are experimenting with some options.  Some of these are subtle, like condensing some of the uphill portions to keep the action going, or easing some of the more extreme turns to minimize motion sickness.  Others, like the finish line, are much bigger and more noticeable. In the early days of the race, contestants turned into the main campus at what is now Hunt Library, and the finish line was the axis connecting CFA and Hamerschlag.  Today, that puts us in the heart of Carnival. Once we realized that, we knew we had to build it that way. It’s a huge celebratory moment that connects buggy, carnival, and campus all in one, and was just too cool to pass up.   

Speed is something we are still working on.  Our goal is for the free roll portion to feel as authentic as possible and we are using timing from the videos we have to make estimates on how fast we should go.   But motion sickness is also a concern so we may need to adjust. Our goal is for the guest experience to last about the same as a real buggy race.

Mike: It seems that some models and animations for pushers are in the works. Do we know how pushers will interact with the player? Will there be differences between the different hills?

Thomas: The pushers are very interesting!  And they present a number of challenges for VR.  For a lot of the dev team, this is the first time we’ve really gotten to see buggy up close (in video) and we realized early that we had underestimated the complexity of pushing strategy.  Things we are looking at include: how do we interact with something that is mostly behind us? How do we coordinate actions between our driver and a NPC (non-playable character)? And how do we get close to a human character in VR without plunging into the Uncanny Valley?   That last one is extra tricky, and we have chosen to address it by having our pushers wearing giant foam mascot heads, like you might see at a baseball game. It sounds silly, but it helps make them more believable and saves us a LOT of time not having to animate the faces. And it lets us bring back historic figures like Andrew Carnegie to participate in the race.

Mike: One of the big challenges in Sweepstakes is getting practice driving, and not everyone can make it to Carnival. Are there plans to let teams or remote alumni interact with the experience, potentially after the final release in May?

Thomas: From day one, our plan has been to make this game available at the end of the semester.  Our physical installation for Carnival means that our software needs to be feature complete around April 10.  We plan to take the last three weeks to prepare the title for at-home use, building in additional menus and tutorials so that someone can download and play on their own. 

Mike: I’ve heard VR games can be demanding on computer hardware. What kind of hardware might someone need to play a VR game like this? What kind of hardware is the game slated to be run on for the demo at Carnival?

Thomas: Right now, the experience is being designed for the Oculus Rift S.  We made this choice because the on-board camera tracking system (known as “inside-out” tracking) requires the least external devices and gives us the most flexibility for our deployment.   That device requires a VR-capable machine (in our case gaming laptops). I would love to get this onto the Quest, the standalone headset by Oculus, which would make it much easier to share, and so we are exploring this as an option.  This goal keeps us economical in our polygon count and vfx, which has the positive effect of helping us maintain a healthy framerate, even if the Quest version does not happen. Right now that is a “stretch goal”, meaning that we likely don’t have time this semester to complete it, but perhaps it could live on as a summer project.

100 Years of Buggy History – 2004-2006

Table of Contents: Intro & 1920; 1921-1923; 1924-1927; 1928-1932; 1933-1935; 1936-1939; 1940-1945; 1946-1949; 1950-1953; 1954-1956; 1957-1959; 1960-1963; 1964-1966; 1967-1969; 1970-1973; 1974-1976; 1977-1979; 1980-1983; 1984-1986; 1987-1989; 1990-1993; 1994-1996; 1997-1999; 2000-2003; 2004-2006; 2007-2009; 2010; 2011; 2012; 2013; 2014; 2015; 2016; 2017; 2018; 2019; Recap & 2020; 2021

This week, the 100 Years of Buggy History series catches up to this author’s own era as we take a look at 2004-2006. History (or Herstory) is made when a sorority enters both Men’s and Women’s races for the first time. Some unique buggy designs try to hit the course. And PiKA pulls off something as only PiKA can.

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Celebrating Black History Month – The Rise of SPIRIT Buggy

In honor of Black History Month and as part of our Buggy100 efforts, today we want to shine a spotlight one of the greatest organizations in Buggy history, celebrating their 50th anniversary on CMU’s campus and 35th anniversary in Buggy – SPIRIT Racing Systems.

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100 Years of Buggy History – 2000-2003

Table of Contents: Intro & 1920; 1921-1923; 1924-1927; 1928-1932; 1933-1935; 1936-1939; 1940-1945; 1946-1949; 1950-1953; 1954-1956; 1957-1959; 1960-1963; 1964-1966; 1967-1969; 1970-1973; 1974-1976; 1977-1979; 1980-1983; 1984-1986; 1987-1989; 1990-1993; 1994-1996; 1997-1999; 2000-2003; 2004-2006; 2007-2009; 2010; 2011; 2012; 2013; 2014; 2015; 2016; 2017; 2018; 2019; Recap & 2020; 2021

This week, the 100 Years of Buggy History series decides to brave the doomsday scenario of Y2K and advance to the early 2000s! This period brings the rise of modern times, known as the Xgsootr Era. It also brings the birth of cmuTV’s coverage of Buggy, meaning that we’ve finally got full Raceday videos to share! And two of the longest winning streaks in Buggy history finally got underway.

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100 Years of Buggy History – 1997-1999

Table of Contents: Intro & 1920; 1921-1923; 1924-1927; 1928-1932; 1933-1935; 1936-1939; 1940-1945; 1946-1949; 1950-1953; 1954-1956; 1957-1959; 1960-1963; 1964-1966; 1967-1969; 1970-1973; 1974-1976; 1977-1979; 1980-1983; 1984-1986; 1987-1989; 1990-1993; 1994-1996; 1997-1999; 2000-2003; 2004-2006; 2007-2009; 2010; 2011; 2012; 2013; 2014; 2015; 2016; 2017; 2018; 2019; Recap & 2020; 2021

This week, the 100 Years of Buggy History series reaches the end of the century as we cover 1997-1999. The rains of Pittsburgh make their final stand against Buggy in the War of Weather that engulfed the 1990s. We’ve also got plenty memories from Buggy Chairs of 1998, including how Cow Stealth became Cow Stealth. Plus, the battle between Greeks and Student Senate over the Activities Fees reaches its peak, and one dynasty reaches its end as another one Begins.

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100 Years of Buggy History – 1994-1996

Table of Contents: Intro & 1920; 1921-1923; 1924-1927; 1928-1932; 1933-1935; 1936-1939; 1940-1945; 1946-1949; 1950-1953; 1954-1956; 1957-1959; 1960-1963; 1964-1966; 1967-1969; 1970-1973; 1974-1976; 1977-1979; 1980-1983; 1984-1986; 1987-1989; 1990-1993; 1994-1996; 1997-1999; 2000-2003; 2004-2006; 2007-2009; 2010; 2011; 2012; 2013; 2014; 2015; 2016; 2017; 2018; 2019; Recap & 2020; 2021

This week, the 100 Years of Buggy History series trains its focus on the mid-1990s. The era continued the Spirit-PiKA rivalry while also seeing a shift in landscape of teams participating in Buggy. There were plenty of great races, excitement, and spins, as well as some freshly paved roads. But the biggest story of the era seemed to be the impact of rain before Raceday.

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100 Years of Buggy History – 1990-1993

Table of Contents: Intro & 1920; 1921-1923; 1924-1927; 1928-1932; 1933-1935; 1936-1939; 1940-1945; 1946-1949; 1950-1953; 1954-1956; 1957-1959; 1960-1963; 1964-1966; 1967-1969; 1970-1973; 1974-1976; 1977-1979; 1980-1983; 1984-1986; 1987-1989; 1990-1993; 1994-1996; 1997-1999; 2000-2003; 2004-2006; 2007-2009; 2010; 2011; 2012; 2013; 2014; 2015; 2016; 2017; 2018; 2019; Recap & 2020; 2021

Just a reminder that we’re down to the last day of our Crowdfunding campaign to support Buggy100 on April 16-18, 2020. If you haven’t donated already (or even if you have), please consider giving to the Crowdfunding so that we can make Buggy100 the event that it deserves to be. Click here to view the Buggy100 Crowdfunding page.

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Final Day of Crowdfunding Drive and Stretch Goals

Hi all,

As the title implies, the Crowdfunding Drive is ending in 24 hours, and as of this writing, we’ve already met our goal! Accordingly, we’re adding a stretch goal of an extra $1k to fund displays for the starting line at the bottom of Tech St. These displays will show the scoreboard, leaderboard, and video broadcast so that more spectators, including the students racing, will be better able to follow the action! If we don’t meet our goal, or if we exceed our goal, we will use the money towards raceday giveaways: merchandise for current students, funding towards a giant gourmet buggy cake, and improving the marquee Buggy Bash event. We’re so happy that folks have chosen nearly every perk offered and that you’re excited to give to the organizations making Buggy happen every year.

From all of us elected to be your Buggy100 BAA Officers, thank you for your support. Every fundraising request we’ve put out this year has been met with considerably more enthusiasm than we expected and we’re very excited to be able to put on the biggest Raceday ever, as well as set ourselves up for the future with the Buggy Endowed Fund. As the History of Buggy closes out, we’re hoping to spool up those Spring Rolls Reports (maybe this weekend!), Raceday Preview content, plus podcasts, event teasers and more announcements for Raceday. Check back soon for more updates!

Yours truly,
Mike Darcy
BAA President

Buggy100 Crowdfunding Campaign (one week left!)

Hi everyone, Mike here:

Our official CMU Crowdfunding campaign has reached just over halfway to the goal, with one week left to go! This is a great opportunity to check out some additional perks, if you missed Giving Tuesday earlier last month. In addition to the new Buggy100 rewards at each level, we’re also offering reserved (highest priority) choices in the lead truck auction for both prelims and finals, as well as an option to choose the buggy we put on our Buggy100 cupcakes!

The reason we are pushing for membership donations on Giving Tuesday and through this crowdfunding push this year is so that we can budget for Buggy100 before it happens, rather than relying only on donations from Raceday last year or forecasting donations at Buggy100 (which is particularly difficult with all the extra enthusiasm going around!). You’ve already shattered our expectations and every donation we get will be going towards new and amazing stuff to really put Buggy100 over the top. So if you were thinking about signing up just in time for the Raceday Preview, we promise that’s coming, and a whole lot more, and it would mean a lot to have your contribution counted towards Buggy100 and this crowdfunding campaign, so please consider giving this week.

Sincerely yours,

Mike Darcy
BAA President