O-Town Throw-Down
Last year we saw the birth of fierce competitive pinball in Ottawa. Many came to play, few climbed the tourney ladder, and only one was named "Ottawa Pinball Champion" That man was Toronto's John Flitton. Congratulations John! It wasn't at all an easy victory, as he beat 2012 Pinburg world champion and tournament co-ordinator Adam Becker
2011 Results:
B Division
1 - Rory Martin
2 – Chris Da Costa
3 – Adrian Cecchini
A Division
1 – John Flitton
2 – Adam Becker
3- Adam Abboud

2012 O-Town Throw-Down
The "O-Town Throw-Down" is a 2 day, 2 division match-play tournament. Competitors register, then play in games of 3-4 players to qualify. Each win moves the player up to the next bracket. The other players can then try again as many times as they want until they either qualify to the next bracket, or run out of time (when the semi-finals begin on the second day). All skill levels welcome and it is open to the public. Full rules and details below.
O-Town Throw Down
Official Rules
OTTD is the Canadian pinball tournament operated by the Toronto Pinball League (TOPL) in association with ottawapinball.com. This document specifies the official operating rules and regulations of the event.
The event coordinators for OTTD are Adam Becker and John Flitton. Event coordinators organize volunteers, designate scorekeepers, handle malfunctions and rulings, delegate responsibilities and authority, and otherwise work to ensure the smooth operation of the tournament. Event coordinators and designated officials are not excluded from tournament play but will be recused from any situation that directly affects their actual or potential standing as a player.
I. Quick Overview
OTTD tournament rules are based heavily off the PAPA Rules
For more information on PAPA – World Pinball championship and the rules this document is based off of please visit: http://papa.org
The majority of the tournament consists of qualifying rounds for groups of three players. During these rounds, each player may make as many qualifying attempts as they like, within a single division chosen according to skill.
Each initial qualifying attempt consists of play in a group of three on one machine. The winner in the qualifying round advances to the next level. Once 3 more people accumulate at the next level another qualifying round will commence. On the second level of play, 2 games will be played, and on the third level and above 3 games will be played. This will continue until a set time and at that time, the players at Level 2 or higher will playoff to determine a winner.
II. Singles Competition
1. Divisions of Play
There are two divisions of play. Each player may enter only one of these. The two divisions are:
- B Division - Novice players, who are casual, first-time, or relatively inexperienced.
- A Division – Intermediate/Expert players, usually with league or tournament experience, or any player seeking a greater challenge or reward.
All players, winning or not, grant OTTD, The Ottawa Pinball and Gameroom show, and any and all other event sponsors and organizers, individual and collective, the right to use their names, scores, and likenesses for the purpose of promoting this tournament as well as other pinball-related events. This right is transferable without restriction.
2. Skill Division Restrictions
Each registered player must choose only one division in which to play. A player may choose to move to a higher skill division, automatically voiding all entries in the lower division (no refunds are provided), but no player may move to the lower division without special permission from tournament officials.
The following restrictions are designed to discourage any player from intentionally competing beneath his or her level of skill:
- Any player who has qualified in the Canadian Pinball Championship of any previous year may not enter into the B division.
- Any player who has placed in the top four (or three, if only three players are ranked as winners) in any skill division of any other major pinball competition (e.g. Pinball Expo, IFPA, California Extreme, etc) may not enter the B division.
- Any Player who has ever placed in the top 3 positions in the Ottawa Pinball League playoffs may not play in the B division.
- At the discretion of the tournament officials, any player may be required to move to a higher division based on his or her performance or past league or tournament standings.
- Any player who plays in more than one skill division will not be allowed to void their first entry in the higher division. Non-voided entries are used by the automated scoring system to establish which division is valid for each player.
3. Fees
A one-time $5 registration fee is required of each player who wishes to compete in any division. Each registered player receives an identifying number and this number is used to track his or her subsequent play.
Registration does not include entries in any division; each entry is sold for an additional fee. Players may enter in their chosen division(s) as many times as they like
The fees for each entry are:
- B Division - $3 each individual entry
- A Division - $5 each individual entry
Any entry left unplayed at the end of qualifying rounds will be voided and is non-refundable.
4. Prizes
The tournament features a roaming package of prizes. 100% of all prize money taken is paid out in prizes
60% of the total prize pool will be used for the A division, the remaining 30% will be paid out to the B division.
The prize package breakdown for each division is as follows.
|
|
A |
B |
|
|
1st Place |
60% |
60% |
plus trophy! |
|
2nd Place |
30% |
30% |
and plaque |
|
3rd Place |
10% |
10% |
and plaque |
There will also be a prize for top qualifier at the end of play in both divisions. The remaining 10% of the prize pool will be given to the top qualifier in each division, 7% going to A and 3% going to B. If there is more than one player on the highest level at the end of qualifying, they will have to split the prize.
The winner of the A Division will also receive the title "O-Town ThrowDown Champion".
III. Tournament Overview
1. Purchasing entries
Before purchasing any entries, players must be registered. A registered player may purchase qualifying round entries in one of the appropriate. Each purchased entry is specific to one division.
2. Playing an entry
When three players have purchased an entry they will be placed into a group of three and the qualifying round will begin. Only one machine will be played in the initial qualifying round. The machine played will be chosen at random from the tournament bank. The order of play on the game will also be chosen at random.
The three players will then play their game, the player with the highest score at the end of the game will advance on to the next level.
The two players that do not advance are now free to purchase another qualifying entry and try again.
Once three people have advanced to the second level of play, they will be placed into a group of three. On the second level of play, 2 games will be used. The first game will be chosen at random. The order of play on the game will also be chosen at random on the first game. Players will be awarded points based on how they place, 4 points for first, 2 points for second, and 1 point for third. At the end of the first game, the player with the lowest score will get choice of game or order, whatever option is not chosen will then be offered to the remaining players in ascending order.
The player with the most points at the end of the second game will advance to the third level, all other players will be free to qualify again.
Play on the third level and all levels above will be using the same format as level 2 but instead of playing only 2 games, players will play 3 games.
This will continue until the time set by organizers as a cut off and at that point the all players on level 2 or above will playoff using the same format as the qualifying period.
3. Qualifying Example
John, Jack and Beth all purchase qualifying entries and are placed into a group of 3. A machine is chosen at random for the players to play on and their order is decided at random.
At the end of the game Jack has the highest score so he advances to the second level.
On the second level Jack, Mike and Denise and placed into a group of 3, the machine and order are chosen at random.
At the end of the first game Jack placed 1st and received 4 points, Mike places 2nd and receives 2 points, Denise places 3rd and receives 1 point.
At the start of the second game Denise will get choice of either order or game. Denise chooses to take order and decides to play last. This means that Mike then get choice of either machine or order. Mike then chooses the machine. Jill then gets order and chooses to go second, Mike then has to go first since that is the only remaining position
At the end of the second game Denise came in 1st and received 4 points, Jack came in second and received 2 points and Mike came in 3rd and received 1 point.
So the totals for the players after 2 games is, Jack with 6 points, Mike with 3 points, and
Denise with 5 points. So Jack will get to advance to the third level and all the other players will be allowed to qualify again.
4. Ties
Significant ties between players at the end of qualifying round will be resolved by one tiebreaking game on a machine selected randomly by tournament officials from among the tournament machines. Note that a tie is only significant if it affects whether or not a player will advance to the next level. Insignificant ties, such as between 2nd and 3rd, do not require a tiebreaking game, except, of course, in the final round.
In a tiebreaking game, order will be chosen at random. If more players are tied in one group than the selected machine will support in a single game, players will play in groups (or singly, if the machine is single-play) arranged by their selected order of play. The resulting scores will be compared as if they had occurred in a single game on the same machine.
5. Top Qualifier
The top qualifier in each division along with receiving a cash prize will also be given the ability to control the machine selection and order whenever they play. If there is more than one player at the highest level at the end of qualifying, the choice of order and machine will be chosen at random between each of the players at the start of each game.
IV. Malfunctions and Rulings
1. The Nature of Pinball
The unique charm of pinball lies, in large part, in the physical nature of the game. Unfortunately, this means that unusual events and outright malfunctions cannot be prevented, nor can they be perfectly compensated for. OTTD attempts to strike a balance between compensating for malfunctions and accepting the physical nature of the game.
In certain cases, malfunctions will be dealt with more strictly during finals rounds than during qualifying rounds, at the discretion of tournament officials.
2. Minor Malfunctions
A minor malfunction is any incident without external cause which deviates from the normal course of gameplay, without directly causing a player's loss of turn and without providing any player a significant advantage over others. A minor malfunction is considered part of normal play. Tournament officials shall determine what constitutes a significant advantage; in the event that such an advantage is obtained, refer to "Beneficial Malfunctions".
A minor malfunction that occurs repeatedly, to the extent that it is markedly affecting play of the machine, may be considered a major malfunction at the sole discretion of tournament officials.
3. Major Malfunctions
A major malfunction is a gameplay problem with a machine that results in the premature loss of ball in play in a fashion that is not a normal feature of the machine's gameplay. These may be unusual one-time events, or they may indicate a recurring problem that will need to be addressed by technicians.
Examples of major malfunctions include:
- The bonus count begins while the ball is still in play. This can happen if, for example, the machine loses track of how many balls are in the drain trough.
- A lit kickback fails to return the ball to play, ending the player's turn. This does not apply to other ball saving devices such as timed ball savers, ball traps, gates, or "virtual" kickbacks.
- A flipper ceases to function.
Any malfunction that results in the loss of one or more balls during multiball play, without losing all balls so as to end the player's turn, will only be considered a minor malfunction. Loss of Tilt warnings, without loss of ball, shall not be considered a major malfunction. Loss of any lit feature, running mode, or other gameplay specifics, shall not be considered a major malfunction.
When a major malfunction occurs, it is the player's responsibility to notify the tournament official, calmly and promptly. If the official(s) agree that the incident is a major malfunction, the player will be provided with one additional ball of play at the beginning of a new game, after the current game has been completed. No attempt will be made to re-establish the state of the machine at the time of the major malfunction. The player's total score on the additional ball of play will be added to his or her previous score, and the new game will be terminated.
At the request of the player, if and only if a tournament official approves, the major malfunction may instead be handled as follows. The current game will be terminated and the score recorded. A new game will be started, and after the appropriate number of balls have been played in the new game, the new score will be added to the old score to determine the player's total score, and the new game will be terminated. This approach is functionally similar to the previous paragraph, but may afford different strategic opportunities to the player. In no event will a player be allowed to abuse this rule through intentionally seeking a major malfunction.
If a major malfunction occurs early in the play of the first ball by the first player, tournament officials may rule that the current game is voided and the score discarded. Machine repairs will be attempted and the player(s) will restart their play without needing to track the previous score.
In the event that two or more major malfunctions take place during the same game, the current scores of the player(s) will be recorded, and the game terminated. Once the machine has been repaired, players will be provided additional ball(s) of play on a new game, as necessary to provide the correct number of balls of play for each player. Alternatively, tournament officials may choose to allow the affected player(s) to replay the game from scratch, and the higher score for each player will be recorded as his or her official score, except in any case where the original score was unfairly improved by the malfunction or was significantly increased during attempts to investigate or cure the malfunction. In the event that a recurring major malfunction cannot suitably be repaired, the failure must be treated as a catastrophic malfunction.
Under certain specific conditions, a major malfunction may be declined by the player. This must be approved by the tournament official, and must not result in a situation which provides an unfair advantage to the player.
4. Known Malfunctions
Any malfunction or unusual behavior that is determined to be relatively minor but unusual enough to merit comment may, at the discretion of tournament officials, be posted for players to be aware of before playing the affected machine. Players who have played the machine before this notice is provided will not be allowed to replay the machine nor to replace it with play of another machine. The occurrence of any posted malfunction will be treated as a minor malfunction unless it worsens or interacts with another feature to yield a major malfunction.
5. Catastrophic Malfunctions
A catastrophic malfunction is any event, not caused by a player, which immediately ends play for all players on the machine.
Examples of catastrophic malfunctions include:
- The game system crashes and/or resets due to a software error or component failure.
- Power is lost or interrupted.
- A new game starts.
- A major malfunction repeatedly recurs in spite of attempts to repair the machine.
Any event caused by a player, intentionally or unintentionally, including Slam Tilts, is covered under "Player Errors" below.
When a catastrophic malfunction occurs, the current scores of the player(s) will be recorded, and the game terminated. Once the machine has been repaired, players will be provided additional ball(s) of play on a new game, as necessary to provide the correct number of balls of play for each player. Alternatively, tournament officials may choose to allow the affected player(s) to replay the game from scratch, and the higher score for each player will be recorded as his or her official score, except in any case where the original score was unfairly improved by the malfunction or was significantly increased during attempts to investigate or cure the malfunction.
If a machine affected by catastrophic malfunction cannot be repaired in order to continue play, it is considered disabled; please see "Disabled Machines".
6. Beneficial Malfunctions
Any malfunction which provides at least one player with a significant advantage over any other player competing on that machine is known as a beneficial malfunction. Tournament officials shall determine what constitutes a significant advantage.
Any beneficial malfunction which results in a player being able to continue play of a ball that normally should have ended is normally allowed once per game. Examples of this would include an unexpected software ball save, a ball that bounces back into play without player action, or a ball that comes to rest on an unlit kickback in the outlane (which will lead to a ball search, kicking the ball back into play). Any such behavior shall not be allowed if it repeats, meaning that tournament officials may require players to allow the repeatedly-saved ball to drain, or play on the machine may be terminated in accordance with catastrophic malfunction rules, at which point repairs may be attempted.
Any beneficial malfunction which provides one or more players with a significant scoring or strategic advantage in a way that is not part of normal gameplay will void the score of the affected player(s), unless all immediately-affected players and tournament officials can agree on a suitable adjustment of the score or other elimination of the advantage. If the beneficial malfunction has been specifically avoided by the player, it is unlikely that a penalty is necessary. If any player score(s) are voided, the affected player(s) may then replay the game after the other players have finished, and the new score(s) are used for the affected player(s).
Examples of beneficial malfunctions would include a jackpot switch that registers when a different target is hit, a valuable switch that scores repeatedly without the ball contacting it, a failed Tilt sensor, or a ball stuck during multiball. See also "Stuck Balls".
Any situation which indicates the presence of a beneficial malfunction should be brought to the attention of the scorekeeper promptly, who will alert tournament officials. Any player who intentionally takes advantage of a significant beneficial malfunction may be given a warning and/or have his or her affected entry interrupted and disqualified by tournament officials.
7. Stuck Balls
During the course of play, it is possible for one or more balls to become stuck on a playfield feature, usually after becoming airborne. If this happens during single ball play, the player must wait for automatic ball searches to occur. The expiration of any timed feature during this period is not considered a malfunction.
If the stuck ball has not been freed after four such searches, or if the machine is not performing searches for some reason, the player must alert the scorekeeper, and a tournament official will be brought to the machine. The player must remain alert and at the machine, as he or she is responsible for the ball if it becomes freed at any point. Where possible, machines will be configured with "chase" features disabled, so that additional balls will not be released into play as a result of ball searches. However, in the event this occurs, the player is responsible for continuing play, and a suitable malfunction will only be ruled if the machine is unable to function normally from this point forward.
A tournament official may initially choose to try to free the stuck ball through judicious nudging, tapping, etc. The player must remain ready to resume play at the machine during this attempt. If actions by the official result in a Tilt, this will be treated as a major malfunction (not the fault of the player). If the official frees the ball but the player does not successfully continue play, this is normal play (the fault of the player). Loss of Tilt warnings due to tournament official nudging is considered normal play.
If the tournament official is unable to free the stuck ball, the machine will be opened, and the stuck ball freed and placed either in the plunger lane, if it is manually controlled, or on the upraised flipper of the player's choice, with the flipper button held by the player. In the event this is not possible, the official may select another location or feature where the ball can be placed safely while the machine is being closed in order to resume normal play. If more than one ball is stuck, all freed balls will be placed on the flipper(s) of the player's choice before play resumes, or in the plunger lane if the flippers are inactive while the machine is open.
If the ball is inadvertently freed while the machine is open and drains without the player regaining complete control (stopped on a flipper), this will be treated as a major malfunction. If the machine cannot be opened successfully, or if opening or closing the machine terminates the game(s) in progress for any reason, this will be treated as a catastrophic malfunction. If the ball is freed and the machine closed without the player's loss of ball, play continues as normal. If the game is in multiball play and one or more balls are lost as a result of freeing stuck balls, possibly ending multiball but not ending the ball in play, this will be considered no worse than a minor malfunction. If any feature or mode that is lit or active times out while one or more balls are stuck, this will not be considered a malfunction.
Any player who chooses to shake or bump the machine in order to free a stuck ball does so at his or her own risk. No allowance will be made for a player who tilts while attempting to free a stuck ball, whether or not tournament officials are present.
If a ball becomes stuck during a multiball mode, the player should attempt to trap the other ball(s) in play and request assistance. A stuck ball during multiball often represents a significant beneficial malfunction, and intentionally taking advantage may result in a penalty. Please note specifically that a ball ending up in the plunger lane during multiball on a machine where there is no autoplunger (or where the autoplunger for some reason refuses to fire) counts as a stuck ball. See "Beneficial Malfunctions" for further details.
Any player who misuses a game feature in order to intentionally trap a ball during a multiball mode, such as holding in the plunger on Tommy in order to defeat the autoplunger, may be given a warning and/or have his or her affected entry interrupted and disqualified by tournament officials.
In situations where a ball is trapped in a way that it can be released through player action other than shaking or bumping - for example, a ball at rest underneath a flipper which the player controls - this is not deemed to be a stuck ball. Balls trapped in this fashion during multiball modes are not generally considered to be a rules violation, although the ruling will depend on the exact machine and situation.
8. Player Errors
A player error is any player action, purposeful or accidental, which affects the normal play or outcome of a game in progress.
Any player who tilts his or her ball in play will not receive any penalty other than the normal loss of ball. Note that some older machines may penalize the player with loss of game; this is equivalent to tilting all remaining balls in order. Abuse of machines is covered under "Player Conduct". Any player who tilts the ball of another player, either through interference or by tilting his or her ball so roughly that the next player's ball is affected before play continues, will receive a score of zero for that game, unless tournament officials grant an exception based on the behavior of the machine in question.
Any player who slam tilts a machine, thereby ending play for all players, will receive a score of zero for that game. The slam tilt is treated as a catastrophic failure for any other player(s) who have not completed their game(s) in progress; they will be allowed to replay a new game and choose the higher score. If a tournament official rules that the slam tilt sensor is not functioning properly, the slam tilt will be treated as a catastrophic failure for all players.
Any player who deliberately tilts or slam tilts a machine in order to derive some benefit to his or her own play, or the play of others, under these rules, may be ejected from the tournament.
Any player who deliberately interferes with the play of another player, through distraction, touching the machine or player, or disrupting tournament procedures, will receive a score of zero for the game. Any repeated offense under this rule will result in ejection of the player from the tournament. Any non-player, or tournament participant not playing in the game in progress, who deliberately interferes with the play of any tournament game, will be given one warning. On the second offense, the offender will be ejected from the facility.
Accidental interference is regrettable but can happen. Any player or non-player who accidentally interferes with the play of any tournament game will be warned. If the interference was sufficient to cause the loss of ball, this will be treated as a major malfunction. If the interference terminated play for all players (for example, tripping over a power cord and pulling it from the wall), this will be treated as a catastrophic malfunction.
A player who plays out of turn in a multiplayer game will receive a score of zero. The affected player may choose to take over the ball in play, if possible, or they may choose to have the incident treated as a major malfunction. In the event the player takes over, he or she shall be deemed "in control" after declaring his or her intent, taking his or her position at the table, and making contact with the ball via the flippers. The affected player may not change his or her mind once he or she is "in control". Any player who plays out of turn deliberately in order to employ this rule will be disqualified entirely in the current division of play.
Tournament officials will be the sole determiners of what constitutes interference and whether or not it is accidental or deliberate. Scorekeepers are strongly encouraged to watch for and, if possible, prevent incidents of interference.
9. Rulings
Rulings shall be made by tournament officials, which includes event coordinators and any person(s) designated as officials by the coordinators. Designated officials may have restrictions on the breadth of rulings, and may be overridden by tournament officials. Any designated official or event coordinator is excluded from ruling on any play situation that directly affects his or her actual or potential standing as a player. Such persons may also be recused where their decision affects a close friend or family member, at the discretion of other tournament officials. Final authority for any ruling, including rulings that contradict or vacate anything written in this document or in other OTTD materials, rests with the coordinators of the O-Town Throwdown, Adam Becker and John Flitton.
OTTD accepts all feedback and constructive criticism, including player complaints, without reservations. However, please recognize that OTTD strives to be fair even in the most difficult situations. Complaints will be taken seriously, ruled upon, and considered resolved. There is to be no whining :-)
V. Machine Settings
1. Software Settings
In general, the software settings of each machine will be adjusted to best accommodate tournament play. The following settings will be employed on any machine that supports them:
- Tournament Mode
- Free Play
- 3 Balls
- Extra Balls disabled
- Buy-In or Continues disabled
- Game Restart disabled
- 2 Tilt Warnings (may be 0 on older machines)
- Flipper AutoLaunch disabled
- Timed AutoLaunch disabled
- Standard Factory Settings for Ball Savers, Difficulty, Timers, etc
- Specific Difficulty Settings as determined by tournament officials
- Automatic Reflexing Features disabled
- Replays disabled (no score or Extra Ball awarded)
These settings may vary according to division, at the discretion of tournament officials..
Please note that machines in the Classics Divisions may have different settings, such as allowable extra balls, five-ball play, or a Tilt penalty of "entire game" rather than "current ball".
2. Hardware Settings
Machines used for tournament play will be prepared and kept in good working order to the greatest extent possible. Each machine will be properly leveled left-to-right and inclined front-to-back.
Any player with a complaint or question about the hardware setup of a machine should make his or her inquiry in between games, or in between balls, if urgent.
3. Machine-Specific Settings
In order to best suit tournament play, certain machines may be subject to specific settings or rules adjustments, at the discretion of tournament officials. These adjustments will be made before tournament play begins, and will be documented if possible. The intent is to eliminate features which can be abused by skilled players, or which arbitrarily extend play time to a degree that would hinder the smooth progress of the tournament.
IX. Player Conduct
1. Facility
OTTD reserves the right to refuse play to anyone at any time, as well as to remove anyone from the tournament at any time. Any person(s) may be banned from the tournament at the discretion of tournament officials.
The tournament facility and playing areas must be kept clean. In the tournament area, drinks are allowed only for actively qualifying players. Spills of any kind should be reported to officials immediately. Trash should be deposited in the provided receptacles. Please do not remove chairs from any area where they have been placed.
All areas inside the building are strictly non-smoking. Smoking is restricted to designated areas outside the building. Violation of this and/or other rules may lead to ejection from the tournament.
Weapons, illegal drugs, and alcohol are prohibited. Naturally, any and all types of illegal activity are prohibited as well.
The OTTD tournament is not a daycare service! Anyone under the age of 16 must be accompanied by a parent or guardian.
2. Personal Conduct
All players are expected to conduct themselves in a polite and sensitive manner. Outbursts, especially those including indecent language, are unacceptable. A wide variety of players and observers will be present, including media, and these types of outbursts do nothing to promote pinball as a sport.
Any express or implied threats or actions of violence are grounds for immediate ejection from the facility, and authorities will be contacted. Other possible grounds for ejection include but are not limited to fraud, theft, illegal activity, harrassment, inappropriate behavior, public drunkenness, etc.
3. Abuse of Machines
Tilt sensors are employed to determine what constitutes unduly rough handling of each machine, within the parameters of normal play. Abusive handling such as punching, kicking, lifting, tipping, or rocking a machine, or hitting the glass in any way, is grounds for a warning and possible disqualification of game or ejection from the tournament, at the discretion of tournament officials.
4. Interference, Collusion, and Cheating
Any player who intentionally interferes with tournament play or otherwise disrupts the tournament setting will be warned and/or ejected from the tournament, at the discretion of tournament officials.
Any form of cheating, including game restarts, tampering with games, tampering with recorded results, scorekeeper intimidation or collusion, or anything else not covered here, will be addressed by tournament officials as appropriate, including disqualification and/or ejection from the tournament.
Any collaborative effort between players in an attempt to unfairly affect the outcome of the competition, or to "lock out" a third player, or to otherwise refrain from making the best possible competitive effort on each and every game played, will be looked upon very poorly by tournament officials, and may result in disciplinary action, including disqualification and/or ejection from the tournament.
If players in a final round make any kind of arrangement to split the prize money differently from how it was originally allocated, the arrangement must be approved by tournament officials, who will verify the arrangement directly with each affected player. In no event will the prize pool be split evenly, or in amounts that are out of order with the finishing places. In no event will deals be allowed in semifinals or earlier rounds.
5. Delay
Any player who delays the progress of his or her game for more than 30 seconds, for any reason other than to await a ruling or resolution of a temporary inconvenience, will be given a warning.
Temporary inconvenience is defined as any condition which can reasonably be expected to be resolved quickly, such as unusual noise, lighting problems, etc. An inconvenience such as sunlight glare does not normally qualify, unless easily resolved. A player may choose not to play a game that is experiencing glare; they may reschedule their play or choose another game, within the rules of the tournament. Sunlight glare tends to be temporary.
If the player is choosing to let a game mode time out, the total delay must be less than 30 seconds. Delay is defined as time during which the ball is left in the plunger lane, or held on a flipper by the player. Stuck balls do not count as intentional delays. If delays are repeated or willful, tournament officials may terminate the game in progress and record a score of zero for that player.
6. Death Saves, Bangbacks, etc
Techniques known as "Death Saves" and "Bangbacks" are sometimes practiced by certain advanced players. Because the effectiveness of these techniques varies from machine to machine, and because of the risk of injury to either player or machine, these are banned from tournament play. In the event that a drained ball bounces back into play without deliberate or significant player action, the ball may be played. This may require a ruling from tournament officials if there appears to be abusive force employed by the player.
7. Wagering or Gambling
Please note that gambling is illegal in our venue and the tournament does not endorse, condone, nor support wagering between players. We also feel that pinball is at least 75% skill-based, making any wagering at best ill-advised, in addition to being illegal.
8. Accommodating Disabilities
Tournament officials will make every reasonable attempt to accommodate genuine disabilities, and may also elect, on a case-by-case basis, to ameliorate injuries or other hardships. Players who are not fluent in English are allowed to utilize a bilingual assistant in order to understand these rules, official rulings, and so forth.
X. Miscellaneous
1. Special Score Handling
a. Any player who reaches the maximum possible score on a machine that has such, will receive that score as their total. For example, Guns n Roses stops scoring at 9,999,999,990 points.
b. Any player whose machine "rolls over" to a zero score is responsible for immediately advising the scorekeeper, both when this is imminent, as well as when it happens. The score keeper will then make a note to record the appropriately increased score. If the player fails to notify the scorekeeper, he or she may not receive the increased score.
c. On the game NBA Fastbreak using basketball-style scoring, each championship ring collected by the player shall cause their recorded score to be increased by 1000 points.