Simon Says

RC Aerobatic Memory Challenge:

Objective: The goal of RC Aerobatic Memory Challenge is for pilots to correctly replicate an ever-increasing sequence of flight maneuvers around, above, and below three tethered balloons. A pilot is eliminated if they fail to perform the sequence correctly, and the last pilot remaining wins the game.


Required Equipment

  • RC Airplanes: Any RC aircraft with good maneuverability and precise control is ideal. Foam planes are a good choice due to their durability and ability to handle tight turns.
  • Helium Balloons: Three large, brightly colored helium balloons (e.g., 2-3 feet in diameter). They should be large enough to be clearly visible from a distance.
  • Tethers: Three long, lightweight strings or wires to anchor the balloons to the ground.
  • Ground Anchors: Stakes, sandbags, or other weights to securely tether the balloons in place.

Game Setup

  1. Balloon Placement: The three helium balloons are tethered to the ground, spaced evenly apart in a straight line or a wide triangle. This creates a clear “course” for the pilots to fly through.
  2. Maneuver Gate: A starting and finishing gate is established. This could be two cones or flags on the ground, indicating where the pilots must begin and end their turn.
  3. The “Simon”: One player is designated as “Simon” for the first round. This can be a non-playing referee or the first player in the rotation. “Simon” is responsible for creating the initial flight sequence.

Gameplay and Rules

  1. The Sequence: The game is played in a turn-based format. “Simon” begins by performing a simple maneuver around the balloons, such as “Around Counter Clockwise (CCW) Balloon 1” or “Below and Clockwise (CW) Balloon 2.” The sequence must be performed cleanly, passing through the start/finish gate.
    1. CW above a balloon
    2. CW around the balloon
    3. CW below the balloon
    4. CCW above a balloon
    5. CCW around the balloon
    6. CCW below the balloon
  2. Place the balloons far enough apart so the referee(s) have an easier time of keeping track of maneuvers and scoring.
  3. Replication: The next pilot in the rotation must then attempt to replicate the exact same maneuver sequence from memory. A pilot passes if they successfully complete the maneuvers without hitting a balloon, hitting the ground, or making a directional error.
    1. Referrees note the sequence and verify compliance
  4. Adding to the Sequence: After each successful replication, a new maneuver is added to the end of the sequence. For example, if the first sequence was “Around Balloon 1,” the next player must perform that same maneuver, and then the “Simon” will add a new one, such as “Around Balloon 1, Below Balloon 3.” The sequence gets progressively longer and more difficult to remember.
  5. Elimination: A pilot is eliminated from the game if they:
    • Fail to perform the sequence correctly.
    • Hit a balloon or a tether.
    • Crash or hit the ground.
  6. The Winner: The last pilot left with an intact memory and a steady hand is declared the winner.

Game Variations and Challenges

  • Simon Says Faster: Simon as a referee calls out the next action to be done in the sequence.  When sequences are finished for the entire group of participants, the pylons are moved closer together.  As contestants make errors and are eliminated, the pylons continue to be moved closer together until only one pilot remains.
  • “Speed-Simon”: The sequence must be performed as quickly as possible. Points are awarded for each maneuver, with a bonus for a flawless and fast completion.
  • Team Challenge: Two teams of pilots compete. The sequence is passed back and forth between the teams. If one pilot on a team makes a mistake, they are out, and the team must continue with fewer members. The last team with a pilot remaining wins.
  • Advanced Maneuvers: Introduce more complex maneuvers, such as a Figure-8 between two balloons, a Loop between balloons, or a Half-Roll as they pass a specific balloon…
  • Random Sequence Generator: Instead of a human “Simon,” a referee can call out a sequence of maneuvers based on a dice roll or other random method, ensuring the sequence is always unpredictable.

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