// Section 01

History of Lifting Games 🏆

Every VRC lifting game and what mechanism dominated — and why. Understanding history is the fastest way to prototype the right thing first.

VRC has returned to lifting and stacking games repeatedly. Each time the meta evolves — teams build on what the previous season proved. If you know what worked in Skyrise, In The Zone, and Tower Takeover, you can make better decisions on kickoff day than teams starting from scratch.

VRC lifting game history timeline SKYRISE 2014–15 DR4B dominated IN THE ZONE 2017–18 DR4B + Chain Bar split meta TOWER TAKEOVER 2019–20 Tray + Four-Bar trays won TIPPING POINT 2021–22 Chain Bar + Four-Bar goal grabbers HIGH STAKES 2024–25 Hang mechanisms PTO dominant
Skyrise — 2014–15 DR4B dominated

The game required building a tower up to 47 inches high from Skyrise sections — the tallest scoring challenge VRC had seen. The DR4B was the only practical mechanism for reaching the full tower height while keeping the end effector level. Team 118 pioneered early-season DR4B design and the mechanism dominated worlds. Six-bar and eight-bar variants also appeared, but DR4B became the gold standard for vertical stacking from this season forward.

Key lesson: maximum vertical height → DR4B is the right call. Build quality determines who wins.
In The Zone — 2017–18 DR4B + Chain Bar split

Cones needed to be stacked on mobile goals and stationary posts. Top teams split between DR4B for maximum post height and chain bar for efficient mobile goal stacking. AURA (New Zealand) had pioneered the chain bar concept and it became mainstream here. New Zealand teams also introduced the 5-wide horizontal bracing technique that transformed DR4B stability. Screw joints became standard best practice this season after 333A's influential tutorial.

Key lesson: if height isn't extreme, chain bar trades less complexity for comparable performance.
Tower Takeover — 2019–20 Tray bots won early

Cubes needed to go into floor goals and onto tower posts. Tray bots — passive tilter mechanisms that bulk-collected and deposited stacks — dominated early season by scoring faster than lift bots. Later-season lift bots used four-bar or simple direct-arm designs to contest towers. The lesson here is that lift complexity must be justified by the game — sometimes simpler passive mechanisms beat elaborate lifts.

Key lesson: always ask whether a passive mechanism beats an active lift. Simpler = more reliable.
Tipping Point — 2021–22 Chain bar for goals

Mobile goals needed to be grabbed and carried to alliance zones. Four-bar and chain bar designs dominated because the task required lateral reach with a consistent end-effector angle — exactly what these mechanisms provide. A pneumatic latch at the end of a four-bar or chain bar was the standard goal-grabbing mechanism. The platform elevation at endgame used PTO and separate lift mechanisms.

Key lesson: chain bar excels when you need reach + level end effector without extreme height.
💡
The pattern: DR4B when height is the primary constraint. Chain bar when reach + level end effector matters more than height. Four-bar for moderate height tasks or when simplicity wins. Always check if a passive mechanism eliminates the need for a lift.
// Section 02
Four-Bar Linkage 🔨
The most common VRC lift. Keeps the end effector parallel to the ground throughout the full range of motion — no tilting as the arm rises.
✅ Beginner-Friendly 🔥 Used in: Tipping Point, Tower Takeover
Four-bar linkage diagram Ground Link (chassis) End Effector Input Coupler — stays parallel Output KEY PROPERTY The coupler (top bar) stays parallel to the ground link throughout the full range of motion. End effector never tilts. Works because all 4 bar lengths are equal.
Pros
  • ✓ Simplest parallel lift — easy to build
  • ✓ End effector stays level automatically
  • ✓ 1–2 motors sufficient for most tasks
  • ✓ Easy to code with position presets
  • ✓ Reliable — few failure points
Limitations
  • ✗ Limited height — swings forward and up
  • ✗ Moves weight forward, tip risk
  • ✗ Height limited by bar length + 18" start
  • ✗ Not suitable for tall stacking games

When to Choose Four-Bar

● Target height is moderate — within ~24 inches of the ground (e.g. placing on posts, grabbing goals)
● You need the end effector to stay level throughout motion (clutch or intake on the end)
● Motor budget is tight — this is the most efficient lift per motor
New team — build this first, learn the principles, then scale up

Build Essentials

1
Equal bar lengths

The input and output bars must be the same length. The top and bottom bars must be the same length. Any deviation and the end effector tilts as it travels. Measure before you build.

2
Screw joints, not axle joints

Use partially-threaded screws through the pivot holes instead of free-spinning axles. Screw joints eliminate slop at the joints — the #1 source of instability in any bar lift. VEX Forum consensus: this single change has the greatest impact on lift stability.

3
Rubber band assistance

Add rubber bands from the chassis to the lift arm to offset the weight of the arm and end effector. Properly tuned rubber bands let a single motor do the work of two. Tune by adding or removing bands until the lift holds position without motor power.

🔗 Full Lift Systems Guide →
// Section 03
Six-Bar Lift 📈
The four-bar's big brother. Two stages of parallel bars give more height and reach while still keeping the end effector level — in a lower profile than DR4B.
⚡ Intermediate 🔥 Used in: Skyrise variants, ITZ

A six-bar uses the same four-bar geometry but splits the arm into two stages. It utilizes the same geometry of four parallel bars, but in two stages — allowing the lift to maintain a lower profile on the robot and condense into a smaller space, fitting a larger lift within the build limits. The end effector still stays level.

Six-Bar vs Four-Bar
  • ✓ More height than four-bar
  • ✓ Lower starting profile
  • ✓ Still keeps end effector level
  • ✗ More complex to build than four-bar
  • ✗ More joints = more slop if built poorly
Six-Bar vs DR4B
  • ✓ Simpler to build than DR4B
  • ✓ Fewer failure points
  • ✗ Less maximum height
  • ✗ Moves forward + up (not purely vertical)
  • ✗ No center-of-gravity advantage

When Six-Bar Makes Sense

The six-bar is the right choice when a four-bar cannot reach the target height but a DR4B is overkill or beyond the team's build capability. It lives in the middle of the complexity spectrum — a meaningful upgrade that a strong intermediate team can execute reliably.

💡
Build tip: Screw joints matter even more on a six-bar than a four-bar because slop multiplies across two stages. A six-bar with axle joints will wobble badly. Build it right the first time with screw joints at every pivot.
// Section 04
Chain Bar (Virtual Four-Bar) ⚙️
AURA's innovation. A single arm with a static sprocket at the base — chain keeps the end effector level without the complexity of a full four-bar linkage.
⚡ Intermediate 🔥 Used in: ITZ, Tipping Point, Sack Attack
Chain bar mechanism diagram Chassis STATIC sprocket ROTATING sprocket chain End effector HOW IT WORKS Static sprocket is fixed to chassis — never rotates. As arm swings up, chain counteracts rotation of end effector — stays level.

The chain bar was pioneered by AURA (New Zealand) and popularized in Sack Attack and In The Zone. Also called a "Virtual Four-Bar" because it achieves the same end-effector leveling as a four-bar using chain instead of a parallel bar. One arm swings, the chain keeps the top level — simpler structure than a four-bar for the same behavior.

Why teams choose it
  • ✓ Simpler structure than four-bar
  • ✓ Great reach — arm can be long
  • ✓ End effector stays level
  • ✓ Easy to add a pneumatic latch at end
  • ✓ Compact base — leaves robot room
Watch out for
  • ⚠ Chain must be perfectly tensioned
  • ⚠ Chain can snap under high loads
  • ⚠ Static sprocket must truly not rotate
  • ⚠ Height limited by arm length
  • ⚠ Heavier loads need stronger chain

How to Build It

1
Fix the base sprocket — it must not rotate

The sprocket at the lift pivot must be bolted rigidly to the tower — it cannot rotate. Drill out the sprocket bore or use a free-spinning insert on the main lift gear so the gear rotates but the sprocket does not. This is the most common build mistake.

2
Both sprockets must be the same size

Equal sprocket sizes means a 1:1 ratio — the end effector rotation exactly cancels the arm rotation. Different sizes will cause the end effector to tilt. Start with matching sprockets.

3
Replace a few links with a high-strength zip tie for tensioning

Since most of the chain will never ride over the sprocket, you can remove a few links and replace them with a zip tie. This lets you precisely tune tension without needing a half-link or chain tensioner.

🎓 Historical — AURA's contribution

The chain bar was pioneered by AURA (New Zealand) in Sack Attack and popularized across VRC. VEX Forum credits AURA as the first to apply it in competition context. The mechanism is sometimes called a "Virtual Four-Bar" because it achieves four-bar kinematics with a simpler structure. Their chain lift tutorial from 2011 is still referenced on VEX Forum today.

// Section 05
Double Reverse Four-Bar (DR4B) ⚡
The maximum-height lift in VRC. Two four-bar stages stacked in opposite directions — rises nearly vertically, keeps weight centered, dominated Skyrise and In The Zone.
⚡ Advanced 🔥 Dominated: Skyrise 2014, ITZ 2017
DR4B Double Reverse Four-Bar lift diagram Ground (chassis) Stage 1 Mid-section Stage 2 End Effector nearly vertical rise KEY PROPERTIES Stage 2 faces OPPOSITE direction to stage 1. Net motion is vertical — not forward like a 4-bar. Weight stays over base. No tip risk from load. Mid-section is hardest to build well.
⚠️
Build this only if the game demands maximum height. The DR4B is more complex, more failure-prone, and more motor-intensive than every other option. Do not choose it for moderate-height tasks — a simpler lift will be faster and more reliable.
Why DR4B wins tall games
  • ✓ Highest possible reach in 18" start
  • ✓ Rises vertically — weight stays centered
  • ✓ No tip risk even with heavy loads
  • ✓ End effector stays level throughout
  • ✓ Proven at worlds multiple seasons
Build challenges
  • ⚠ Mid-section connection is critical and hard
  • ⚠ Slop in any joint multiplies across both stages
  • ⚠ Requires screw joints throughout — no exceptions
  • ⚠ 2–4 motors typically required
  • ⚠ Rebuild at least once — first attempt will twist

333A's DR4B Principles — Community Standard

1
Screw joints everywhere — no exceptions

Single-bearing screw joints using partially-threaded screws are the most important DR4B build technique. Use 2" screws for the mid-section joints — they act as axles and rigidly connect both sides. This eliminates torsion. VEX Forum consensus: this single change has the greatest impact on DR4B stability.

2
5-wide horizontal bracing at the base

5-hole wide C-channels (often doubled) braced horizontally at the bottom stage prevent twisting — the #1 DR4B failure mode. New Zealand teams pioneered this in ITZ. It adds weight but the stability improvement makes the lift faster, not slower.

3
Build it twice

333A's tutorial explicitly states: finish your first DR4B, examine it closely, record all mistakes, then rebuild it. Most teams that skip the rebuild end up at competition with a twisted, unreliable lift. The second build is faster and dramatically better.

4
Triangle rubber band routing for consistent torque

Route rubber bands in a triangle pattern — not straight across. This maintains more consistent force on the lift throughout its range of motion, reducing the motor load at the most extended position where torque demand is highest.

🔗 333A DR4B Tutorial — VEX Forum → 🔗 SigBots DR4B Wiki →
// Section 06
Decision Guide 📋
Which lift to prototype first on kickoff day. Based on game object characteristics, target height, motor budget, and team experience.

Step 1 — Read the Game Object

If the game requires… Best first prototype Historical example
Stacking to max height (>36") DR4B Skyrise, ITZ
Grabbing + carrying mobile goals Chain Bar Tipping Point
Placing on posts (moderate height) Four-Bar Tower Takeover (towers)
Moderate height + tight motor budget Four-Bar (1 motor) Any game
More height than 4-bar, less than DR4B Six-Bar Skyrise mid-tier
Bulk collection, no individual placing Tray / passive Tower Takeover (trays)

Step 2 — Motor Budget Check

1
motor
Four-Bar
(light load)
1–2
motors
Chain Bar
Six-Bar
2
motors
Four-Bar
(heavy load)
2–4
motors
DR4B
(heavy/tall)

Step 3 — Team Experience Check

First year or new to lifts

Start with a four-bar. Build it in week 1. Learn why the bar lengths must be equal. Learn screw joints. Learn rubber band tuning. Every other lift builds on this foundation.

Built a four-bar before

Choose chain bar or six-bar depending on game height requirements. Both are achievable in 2 weeks with four-bar experience.

Experienced team, game requires max height

DR4B. Plan 3–4 weeks. Budget for two builds. The first will teach you what the second needs to fix.

💡
The kickoff mistake to avoid: Committing to a DR4B on day one without checking whether the game actually requires maximum height. Skyrise needed it. Tower Takeover did not. Read the game manual first, then choose the simplest lift that achieves the goal.
// Section 07
Build Fundamentals 🔨
Screw joints, bracing, rubber band assistance, and slop reduction. These apply to every bar lift — master them before worrying about lift height.

Screw Joints — The Most Important Upgrade

The single highest-impact change you can make to any bar lift. A screw joint uses a partially-threaded screw through the pivot hole instead of a free-spinning axle. The screw rigidly connects both sides of the joint, minimizing slop. Less slop = more stable lift = higher reach with less wobble.

🎓 Community standard (333A tutorial, VEX Forum)
  • ✓ Use partially-threaded screws (shoulder screws) at every pivot
  • ✓ Use 2" screws for DR4B mid-section — they connect both sides rigidly
  • ✓ Single bearing insert on each side of the joint
  • ✗ Do NOT use grey turntable bearings — too heavy, too much friction
  • ✗ Do NOT use standard axles for bar pivots — slop accumulates

Bracing — Preventing Twist

Twist is the primary failure mode of bar lifts. An unbraced lift will twist as it extends, causing the end effector to drift sideways and the mechanism to bind and wear prematurely.

X-Bracing

Cross-bracing between lift bars adds tension. Works well for narrow (1-wide) mid-sections. Does not prevent twist — supplement with horizontal bracing.

5-Wide Horizontal Brace (NZ method)

5-hole-wide C-channels, often doubled, braced horizontally at the base section. Pioneered by New Zealand teams in ITZ. Most effective twist prevention — adds weight but the stability gain makes the lift faster.

Rubber Band Assistance

Rubber bands counteract the weight of the lift and load, reducing the torque demand on your motors. Properly tuned, the lift should hold its position at any height without motor power.

Triangle routing — route bands from chassis attachment through a point on the arm in a triangle pattern. This maintains more consistent force across the range of motion than straight-across routing.
Tune at each height — hold the lift at 25%, 50%, 75%, and 100% of travel. If it falls at any position, add bands. If it springs up at any position, remove bands.
Replace bands regularly — rubber bands stretch and weaken over the season. Re-tune at competition week.
DR4B rubber bands must be tuned for both stages independently. A band configuration that works for stage 1 loaded may fight stage 2 at full extension.

Slop Reduction Checklist

✓ Screw joints at every pivot (not axles)
✓ Bar holes aligned precisely before tightening
✓ Equal bar lengths — measure with calipers, not by eye
✓ Bracing at twist-prone sections
✓ Lift runs straight (no side drift) through full range of motion
✓ 20 consecutive full cycles without binding or drift
// Section 08
Coding Lifts 💻
Position presets, PID control, and limit switch integration. A mechanically stable lift coded with position control beats a faster lift with manual control every match.

Position Presets — The Most Important Feature

The driver should not be holding a button to move the lift to a scoring position. A single button press should snap the lift to a preset height and hold it there. This frees the driver to focus on field positioning while the lift moves automatically.

EZ Template — Lift Preset Pattern
// Define preset positions (encoder counts)
const int LIFT_DOWN   = 0;
const int LIFT_LOW    = 350;
const int LIFT_HIGH   = 750;
const int LIFT_MAX    = 1100;

// Driver control loop
if (master.get_digital(DIGITAL_L1)) lift.move_absolute(LIFT_MAX, 100);
if (master.get_digital(DIGITAL_L2)) lift.move_absolute(LIFT_DOWN, 100);
if (master.get_digital(DIGITAL_X))  lift.move_absolute(LIFT_HIGH, 100);
if (master.get_digital(DIGITAL_B))  lift.move_absolute(LIFT_LOW, 100);

PID Position Hold

The V5 motor's built-in position control (move_absolute) uses internal PID. For most teams this is sufficient. If the lift drifts under load or oscillates, tune the motor's kP using the motor utility or add an external hold loop.

EZ Template approach

move_absolute() with the motor's internal PID. Set the motor to HOLD brake mode so it resists disturbance at preset positions. Fast to implement, works for most teams.

PROS approach

Custom PID loop using rotation sensor for higher accuracy. Required for DR4B where two-stage synchronization matters. See SigBots PID control guide.

Limit Switches / Rotation Sensor

Limit switch at bottom — auto-zeros the encoder every time the lift returns home. Prevents drift accumulation across a match.
Rotation sensor on lift axis — more accurate than motor encoder. Critical for DR4B where small position errors multiply across stages.
Motor brake mode = HOLD — set this immediately. COAST lets the lift fall. BRAKE is not enough at full extension. HOLD uses active PID to resist disturbance.
💡
Driver principle: One button per scoring height. The driver should not think about motor encoder counts — they should think about where the game piece needs to go. Map heights to positions the driver names, not numbers. "Low post," "high post," "max" — then tune the encoder values to match.
// Section 09
4-Week Preseason Plan 📅
If the new game turns out to be a lifting game, this is the build order. Prototype, decide, build, tune — before kickoff if possible.
W1
Week 1 — Prototype Four-Bar
All levels · Engineer-led
  • ● Build a basic four-bar on the first day of the season — before you know the game
  • ● Measure and verify equal bar lengths
  • ● Practice screw joints at every pivot
  • ● Add rubber bands — tune to hold at mid-height without motor power
  • Goal: Full range of motion, no binding, end effector stays level. 20 clean cycles.
W2
Week 2 — Read the Game, Choose Mechanism
All roles · Decision point
  • ● Game is announced — read the manual on day one
  • ● Use the decision guide (tab 5) to select four-bar, chain bar, six-bar, or DR4B
  • ● Strategist: analyze max scoring position height from game manual
  • ● Engineer: prototype chain bar or DR4B if four-bar is insufficient
  • Goal: Mechanism selected. Motor budget allocated. Build plan written in notebook.
W3
Week 3 — Competition Build + Code
Engineer + Programmer
  • ● Build final lift on competition robot — screw joints, bracing, proper rubber bands
  • ● If DR4B: plan to rebuild. First build is the learning build.
  • ● Programmer: implement position presets (3 heights minimum)
  • ● Driver: practice 20 cycles at each preset, log cycle times
  • Goal: Lift reliable at all presets. No binding. Driver comfortable with button layout.
W4
Week 4 — Driver Practice + Notebook
All roles · Competition ready
  • ● Full match simulations — driver + strategist running real match scenarios
  • ● Reliability test: 100 consecutive cycles without failure
  • ● Notebook: complete mechanism decision entry with design matrix
  • ● Notebook: testing data — cycle times, failure modes, changes made
  • Goal: Competition ready. Driver confident. Notebook evidence complete for judge interview.

Resource Links

🎓
SigBots Wiki — DR4B
Weight classes, middle section design, design considerations
💬
333A DR4B Tutorial — VEX Forum
Step-by-step construction, screw joints, cross bracing, lessons learned
🔗
SigBots — Lift Best Practices
X-bracing, 5-wide bracing, joint techniques
🔨
Spartan — Lift Systems Guide
Reliability, testing checklist, notebook evidence guide
← ALL GUIDES