Winter Season 2017-2018
Pre-Play and Registration Days: Jan 8th, 13th, 15th
League Runs: Jan 22nd – March 12th
Play Offs: March 19th
Spring Season 2018
Pre-Play and Registration Days: April 9th, 14th, 16th
League Runs: April 23rd – June 11th
Play Offs: June 18th
Welcome to Level One’s Silverball Super League open pinball league.
We would like to thank FSPA (FSPAZONE.ORG) and PAPA (PAPA.ORG) for their help on the rules and the use of their software for our league.
This is an open league, which means all skill levels and genders are welcome to register (with a small fee that will go to prizes) and participate. Each league season will consist of 3 pre-play sessions (Monday evening, Saturday afternoon and the following Monday evening), 8 league sessions (1 session per week, every Monday evening) and a play off session where we will hand out division prizes. All league scores will be updated online, and with the IFPA after each season.
After the first 2 league seasons, we will hold a raffle – raffle tickets are given based on attendance during every two seasons and the prize will be a pinball give-a-way.
ONLINE REGISTRATION LINK
In-person and online registrations will be available at any time before the start of a new season. There is the ability to guest play during a league to see how it works, but scores achieved will not be valid.
How the league works:
Each league season is comprised of 8 league sessions, that will typically be held on a Monday. During each session, each group contains 3 or 4 players. 4 games will be played at each session; the order will be decided at random by the officiator and noted on the scoresheet handed to each group – the groups will then be based from performance. The games played during that session can be decided by the group. Players within a group play each game together and scores are recorded on the official score sheet for that group. Points are awarded for each game based on how players score compared to other players in their group. Bonus points are also awarded based on the total points each player accumulated for all four games.
Groupings: The first session will be grouped at random, in groups of three or four. The order of play is determined by the order of the names on the sheet. In 3 player groups, the winner moves up, the loser moves down, and the remaining player stays in the group. In 4 player groups, the top two players move up and the bottom two players move down. There are slight changes to this for the first and last groups, i.e. in the first group only the loser(s) moves down, and in the last group only the winner(s) move up.
Attendance: League players are expected to attend all matches of the season.
League Start Time:
Any games in progress by the league players at league start time are halted and players join their assigned groups to begin league play immediately.
If the league official is notified before the league start time that a player will be late, then players in the affected group will wait up to 15 minutes before beginning play.
If the league official is not notified, or the player arrives after his group begins play, the player may join the game in progress IF POSSIBLE. Joining the game is permitted if the machine permits it and the last player of the group has not started their first ball.
If a player is not present and eligible to play a game, and does not have preplay scores for that game, a forfeit will be recorded for that player. The forfeiting player will receive zero (0) points for that game. The remaining players in the group will still play the game and the game points will be assigned based on the number of eligible scores recorded.
If for any reason only one player in a group is present and eligible to play (or has preplay scores for) a game, that player earns a win by forfeit and receives three (3) game points. That player still plays the game and their score will be recorded for statistical purposes. If a player wins all four game in a league night by forfeit, he will be awarded two (2) match bonus points.
Machine Play Rules – GENERAL:
Extra balls must be plunged and not played, when a player is required to plunge an extra ball, the player may touch the machine to set up a skill shot before launching the ball. Once the ball is set into motion, the player may no longer touch the machine or nudge it in any way. If the ball is returned to a launcher lane that requires a manual plunge (e.g. a ball save), the player may re-plunge the ball. If a plunged extra ball becomes stuck somewhere on the machine, the player may attempt to nudge the machine to free the ball. If nudging fails to free the ball, the player must inform the league official and the ball will be freed by the league official.
Replays and Specials:
No award is given for credits earned by replays or specials during league play. If a machine awards extra balls, replays or specials, they are played as noted above.
Pinball machines are complex assemblies that can exhibit many unintended behaviors during play. To keep league play on track and prevent excessive focus on minor glitches, only serious machine malfunctions can affect league play. Serious machine malfunctions are broken down into two categories: major malfunctions and catastrophic malfunctions.
A major malfunction is one that results in a loss of a playable turn that is not a normal part of the game (i.e. premature loss of turn). A “playable turn” includes the player’s current turn at play, and any other balls that the player is entitled to play. This does not include “unallowable” extra balls. Note that an active multiball is part of the “current turn at play” and therefore a major malfunction during multiball is only counted once. In disputed situations, the league official shall decide whether or not a malfunction is considered major.
The following are examples of major malfunctions:
The following examples would not be considered major malfunctions:
If a problem with a machine is announced to league players by the league official before league play is started, then that problem is not considered a major malfunction even if the result is loss of ball in play.
Catastrophic malfunctions deny a player a playable turn without that player having any opportunity to play the ball. As with major malfunctions, this does not include “unallowable” extra balls. The following are examples of catastrophic malfunctions:
Note that these events are not considered catastrophic for the ball the player is currently playing, provided the ball was put into play before the malfunction occurred. That player receives a major malfunction, not a catastrophic malfunction. In disputed situations, the league official shall decide whether or not a malfunction is considered catastrophic.
If two (2) or more major malfunctions or one (1) catastrophic malfunction occur to a player during the course of a game, the player will be allowed to play as many balls on a new game of the same machine as were affected by malfunction on the original game. After those balls are played, the displayed score from the new game is added to the displayed score from the original game to calculate the player’s final overall score for the game. Affected balls include any balls prematurely ended by major malfunction and any balls never launched into play, this does not include extra balls. At the league official’s discretion, balls to be played on the new game may start with other than ball 1, in which case the leading ball(s) must be plunged and the displayed score from those ball(s) subtracted from the player’s final score. The rest of the group waits for the player to finish the compensatory game before starting their next game.
The league official can declare a machine unplayable at any time if it is not functioning properly and the resulting malfunction(s) will, in his estimation, impair the ability of players to obtain fair scores. If the first ball played by all players result in major malfunctions, or if play cannot be continued on a machine for any reason, the machine is automatically declared unplayable for the rest of the meet, or until the machine is repaired. In these cases, the entire game is replayed immediately on a machine designated by the league official. Any recorded scores on the machine at the time of failure will be used if the machine is brought back into service and affected players replay, or players accept agreed-upon scores.
Once league play starts, a player may not practice games that he is scheduled to play later in that match. Practice games are allowed on machines that a player is NOT scheduled to play during that match, if it does not interfere with league play by his own or other groups.
League players do not take precedence over other customers at the establishment. Close attention should be paid by league players to their game in progress to avoid a non-league customer playing anyone’s balls accidentally.
Illegal actions during a game:
Extra Balls and Opponent’s Balls
Playing extra balls are not allowed, if an extra ball is played and the error is recognized the player will finish their extra ball and plunge the next ball as if it were an extra ball.
If your opponent’s ball is put into play accidentally, the player shall attempt to trap the ball(s) on a flipper as soon as the error is realized. If the league official is present, they will offer a warning, if the violation continues to happen with the same player, their next ball must be plunged as if it were an extra ball.
Interference in another player’s game will not be tolerated. Interference includes (but isn’t limited to) intentional slam tilts, tilting an opponent’s ball, or nudging the machine during another player’s ball even if the action does not cause the victim to lose the ball. It also includes intentional distraction of a player during his play. Talking or coaching is NOT considered interference, unless the player at the machine specifically requests that they do not want to be spoken to during the play. If a player interferes with another player, causing a drain and/or loss of turn, the victim of the interference may either replay the entire game, or continue the game and play one (1) addition ball to replace the interfered ball (using either an earned extra ball, or buy in a ball). If the next player starts with no decision announced, the victim is presumed to wish to continue their game. The interfering player is required to pay for the replayed game or the buy-in ball.
An intentional slam tilt is one caused by an aggressive and excessive shove the machine. Any other slam tilt is considered accidental, all slam tilts are handled as catastrophic malfunctions. The violator of a slam tilt due to excessive force or aggression will pay for the next game.
Point System: Players earn 0 to 4 points per game. Players are initially assigned points based on their finish, i.e. first, second, third or fourth. Then bonus points are awarded based on the score between players. The same system is used to determine bonus points after all four games have been completed. The maximum points a player can receive during a meet is 20.
For three-player games, the winner is awarded three (3) points, and the second-place player gets two (2) points. A bonus point is awarded to the winner if he exceeds the sum of the second- and third-place player’s scores. Otherwise, the bonus point is given to the third-place player.
For four-player games, the winner is awarded three (3) points, the second-place player two (2) points, and the third-place player one (1) point. One bonus point is allocated to either the first- or third-place player, as in a three-player match. Another bonus point is given to the second-place player if his score exceeds the sum of the third- and fourth-place players. Otherwise, the second bonus point is given to the fourth-place player.
Any ties on the machine score will be resolved by a one ball playoff between the affected players on the same machine. If this playoff does not resolve the tie, additional balls will be played until the tie is broke.
Match Bonus Points:
Match bonus points are awarded at the end of a league match to increase the reward of winning the overall match, and to keep players competitive through the end of the final game. Match bonus points have the same value as game points in determining league standings.
After all four games of a match are played, the actual (not effective) league points for the players are totaled. Match bonus points are allocated by treating these totals as machine scores for a “fifth” game. Match bonus points are awarded in a similar manner as game points. However, there is a difference in 4 player groups. The first match bonus point will be awarded to the first place player if he equals or exceeds the sum of the second and third place players’ scores; otherwise, the first match bonus point is awarded to the third place player. Likewise, the second match bonus point will be awarded to the second place player if he equals or exceeds the sum of the third and fourth place players’ scores; otherwise, the second match bonus point is awarded to the fourth place player.
[PLEASE SEE TABLE BELOW]
Scoring: It is each player’s responsibility to be sure that their machine scores are recorded correctly on the scoresheet as each game is finished. Any possible scoring errors should be brought to the attention of the league official as soon as possible. Once notified of a possible error, the league official shall contact all the players in the affected group to determine their recollection of the scoring. If all players are in agreement, then the scoring will be corrected. However, if all players in the group do not concur with the reported error then the scores as written on the scoresheet shall stand.
|Three Player Scoring|
|Place||Base Points||Is #1 pts > #2 pts + #3 pts?|
|Four Player Scoring|
|Place||Base Points||Is #1 pts > #2 pts + #3 pts?||Is #2 pts > #3 pts + #4 pts?|
Divisions: Players are assigned divisions by week 4, which are based on average ladder position. If a player has been at the top of group 1 all season, they have an average rank of 1. These averages continue to change week to week until week 8 is completed, at which time the divisions are locked.
Playoffs: Players in the top half of each division qualify for the playoffs. Players competing in the playoffs compete within their own divisions. Standard point system applies to each round. The player with the most points wins, and there are tie-breakers in place.
To provide fairness to players of all skill levels to participate in the play offs, the league is separated into playoff divisions based on the league size. Leagues with 8-10 players will consist of a two divisions (A and B). Leagues having between 11-19 players will be divided into three (3) divisions (A and B and C) with Division A containing the top-ranked players. Leagues having 20 to 28 players will be divided into four(4) divisions (A, B, C, D). Division sizes are determined by dividing the number of players into equal-sized groups, with any extras allocated to the higher division.
Division determination is finalized at the end of the third-to-last meet each season, which allows for two meets of direct competition for playoff qualification before the season ends. Ladder rankings for each player are averaged across all meets, excluding the first and last two meets of the regular season. At the end of the third-to-last meet, all league players are listed in descending order of average ladder ranking, and this listing is divided into divisions as specified above. Player dropouts in the final two meets do NOT affect the number of divisions or qualifiers in each division.
Prizes: Prizes are purchased using league dues and awarded to the first, second and third place finishers in each division.