Apologies for the mid-season shift, but we need to change the location of league starting October 13. Unfortunately our friends at EightyTwo hit some unexpected challenges and need to temporarily close. We will be moving to Wormhole, which is a privately owned location. If you know where Wormhole is, we will see you there at the regular time. If not, send Marc an email at spacecitypinball at gmail.com and he’ll get the address to you. Due to EightyTwo’s uncertain status, it is likely that we will finish out this season at Wormhole or another tbd location. Stay tuned…
Start Date: September 29, 2021
End Date: October 27, 20214
Join us on Wednesday nights at 7pm for the weekly league at EightyTwo. It will consist of four weeks of match play qualifying followed by one night of playoffs. Match play will be two, 3 game rounds per night with 3,2,1,0 scoring. You must play in at least 2 weeks to qualify for playoffs with the top 3 week’s scores counting toward overall standing.
A Division playoffs will be held for the top 16 players (if total player count is 32 or more). They will be head to head double elimination, 3 games in the winners bracket, single game in loser’s bracket.
The games will be randomly selected from all of the available games at 82. Special thanks to EightyTwo for sponsoring the IFPA fee so the only cost is coin drop, which is .50/game.
Player selection will be balanced across the entire season in order to minimize having to play the same opponent multiple times. Players will earn points according to their final finishing order on each game — 1st place is 3 points, 2nd is 2 point, 3rd is 1 point, and 4th is 0 points. Points will be summed at the end of each meet, and will accumulate across the season. Only the top 3 weeks will be used for each player (so you can safely miss one week).
On the 5th week, we will hold finals for all players who attended at least two weeks of the season. Players will be split into divisions based on their point totals throughout the season. The number of divisions and size of the divisions will depend on the total number of players. See playoff section below for more details.
1. SCPL League Overview and Rules
The Space City Pinball League (SCPL) rules provide a format for running a friendly league competition for pinball players of all skill levels. These rules are designed for leagues of any number of players, playing on six machines at a single location. Competition is designed to be exciting down to the last ball of every game, and playoff spots are often not decided until the final ball has drained. The nature of the SCPL league system allows players of all skill levels to play in a single league which is fun and competitive for everyone. New league players are welcome to join the league at any time!
This document will cover the general overview of the Space City Pinball League to be held at 82. Any rulings not covered in this document will refer to the PAPA World Champion Official Rules.
Quick Reference for rulings: http://www.spacecitypinball.com/downloads/quick_rules.pdf
1.1 League Officials
In these rules, TD stands for Tournament Director, a SCP League Official. For situations requiring an immediate decision or rule interpretation, this refers to the highest-ranking league official present who is not directly affected by the decision. In particular, rulings of malfunctions or interference should be deferred to an uninvolved official. In other cases, it refers to any appropriate league officer.
These rules are a guide. At times situations will arise that aren’t specifically covered by these rules. In these cases, the TD should make a decision in the spirit of the rules. This decision shall be documented for later reference, and be applied consistently should the situation arise again.
Additionally, the TD of a league may choose to override specific rules in this guide if he/she deems that such modifications are beneficial for that particular league.
League officials will perform all league tasks such as scheduling, collecting dues, communications to league members, making rule changes and scorekeeping.
Current TD: Marc Gammons
1.2 Tournament Software
Match Play Events will be used to organize tournaments. The software will assign groups and arenas for each round. Players may submit results at the conclusion of a round after verifying with a fellow competitor that the submission information is correct.
2. Attendance, Tardiness, and Personal Conduct
The League Officers must set a complete schedule before league play begins. Dates will be decided upon, however locations may change. League players are encouraged to attend every week, but 100% attendance is not required.
2.1 Start Time and Placement of Tardy Players
At league start time, players must immediately halt any non-league games and join their assigned group.
A tardy player may not be allowed to play. However, we recognize that Houston is not the easiest city to travel in. If you are planning to attend but may be a few minutes late, please contact the TD. A score of 0 will be taken for any missed games.
2.2 Personal Conduct
All players are expected to conduct themselves in a polite and sensitive manner. SCPL is first and foremost an inclusive organization. Players should behave in the spirit of community, which makes competitive play more enjoyable for everyone. Outbursts and offensive language are not acceptable. Derogatory speech towards any age/race/gender/person is not acceptable. Any overtly aggressive behavior that any TD determines to be inappropriate is not acceptable. Expressed or implied threats or actions of violence are not acceptable.
Players who exhibit any of the above behavior may be subject to a warning by a TD. If a player receives two warnings in a night, they will receive zeros on all games for that night and will be asked to leave. Any further infraction will result in that player being banned from that season of league. Further infractions will result in a permanent ban.
2.3 Inclement Conditions
The TD may cancel a league night, due to inclement weather, particularly if travel conditions are deemed unsafe for players. The TD is responsible to notify all players if a league night cannot be held as scheduled. A makeup date will be scheduled. Extra time may be allotted for tardiness in the event of inclement conditions at the TD’s discretion.
3. Machine Play Rules – General
3.1 Extra Balls
When you are awarded an extra ball, you must plunge it. You cannot touch the flipper buttons before plunging. You may try ONCE for a soft skill shot. If the ball does not make it out of the shooter lane on your first attempt, you must plunge the second time at full strength. It is the player’s responsibility to ensure they do not play extra balls by accident. If a player plays an extra ball by accident, they must take a 0 for the game.
When a player’s turn comes up in a league match, he/she is expected to begin play promptly. If a league player does not begin play in a reasonable amount of time (usually but not always two minutes), the TD may plunge the ball for him/her, and the player may not play the ball.
3.3 Practice Games
Once league play starts, a player may not play or 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. Practice games must be ended immediately if a league group is ready to begin a scheduled game on that machine.
In general, random distractions that occur during league play (including minor physical bumps) are considered normal play conditions and no allowances are made for the effects of such distractions on a player’s game.
3.5 Non-League Players
League players do not take precedence over other customers at the establishment. Having a non-league customer play your ball is considered a distraction and not interference; control of the ball should be regained as quickly and politely as possible. Close attention should be paid by league players to their game in progress to guard against this situation.
3.6 Machine Abuse
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 league, at the discretion of TD.
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 a major machine malfunction can affect league play. 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 TD shall decide whether or not a malfunction is considered major.
The following are examples of major malfunctions:
- A player is forced to tilt the ball in an attempt to dislodge a stuck ball (unless it is an unallowable extra ball).
- A turn ends prematurely (i.e. with 1 or more balls in play as in multi-ball). A ball is auto-plunged or otherwise shot into play prematurely.
The following examples would not be considered major malfunctions:
- A player tilts away a stuck ball when it was not clearly necessary.
- A multiball round ends prematurely but does not result in loss of turn.
- A ball goes airborne and drains.
- A lit kickback fails to kick the ball back into play.
- A ball saver fails to work.
- A player tilts another player’s ball. (This is Interference.)
- If a problem with a machine is announced to league players by the TD before league play is started, then that problem is not considered a major malfunction even if the result is loss of ball in play.
- A game kicks 2 balls into the shooter lane and the turn ends when one drains. A switch intermittently not registering.
When a major malfunction occurs, it is the player’s responsibility to notify the TD, calmly and promptly. If the TD agrees 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 may 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 game may be declared unplayable by the TD.
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.
The TD 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 TD who is not involved in the affected match.
Catastrophic malfunctions such as slam tilt, total machine failure, fire due to overheated components, main processor halts, and similar events are handled on a case by case basis, using the malfunction rules described above if possible. Frequently, catastrophic malfunctions will invalidate all scores for that group on that machine. However, depending on when the malfunction occurs, the scores as played may stand if so decided by the TD (e.g. catastrophic malfunctions on the last ball of the game). 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.
3.8 Positive Malfunctions
If a malfunction causes a player to receive an exceptionally unfair advantage over the other players, and there is no reasonable way to avoid it, then the game is stopped and a new game is started either on the same or a different machine at the TD‘s discretion. If a positive malfunction can be avoided (such as the awarding of extra points by repeated tapping of a flipper button), then this behavior shall be reported to the TD and shall be avoided during subsequent league play. At the discretion of the TD, the game may be replayed if it is felt that an unfair advantage was already gained by one or more players due to the malfunction. In this situation, the TD may also rule that completed scores on the game are to be discarded. It is the responsibility of all members of a group to ensure that positive malfunctions are not abused.
Note that a one ball “multiball” is not considered to be an exceptionally unfair advantage nor is a missing tilt assembly.
4. Illegal actions
4.1 Playing Opponent’s Ball
The violator shall attempt to trap the ball(s) on a flipper as soon as the error is realized. The violator is punished by receiving a zero score for that game. It is your responsibility to know what player you are.
If the affected ball was an unallowable extra ball, there is no additional compensation for the victim. Otherwise, the victim may choose one of two options: continue playing the erroneously plunged ball (if control can be recovered) or drain the plunged ball and play an additional ball through a new game. The player must announce a decision to all players in the group before play resumes. The deciding player is responsible for ensuring that the next player does not begin play before a decision is announced. If he allows the game to continue without announcing a decision, then it is presumed that he wishes to continue the game and play an additional ball
If a player does get disqualified from a game, their position in the game is considered open. Any interference caused by player error (for example, tilt throughs or accidentally playing out of turn) in that position will have no additional consequences to the offending player. Any activity played in that open position will be considered void.
4.2 Not Starting the Proper Number of Games
It is the responsibility of all players to ensure the correct number of games are started.
- If too many games are started, balls for the extra games are plunged but not played.
- If too few games are started, additional games are started, if possible, so that the number of games on the machine matches the number of players in the group.
- If the proper number of games cannot be started, the game is ended immediately and a new game is started.
Interference in another player’s game is not 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 he not be talked to during 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) additional ball to replace the interfered ball (using either an earned, normally unallowable extra ball or a buy-in ball). If the next player starts play with no decision announced, the victim is presumed to wish to continue his game. The interfering player is required to pay for the replayed game or the buy-in ball, even if there are credits on the machine.
Interference is a serious violation of league play rules, and a penalty will be assessed on the violator.
4.4 Slam Tilts
A slam tilt is one caused by an aggressive and excessive shove of the machine, or by an attempted bang back or death save, and is considered illegal. The violator will receive a zero score for that game.
4.5 Death Saves and Bang Backs
Death saves and bang backs (“biffs”) are techniques used by some players to return a ball back into play that has already gone down an outlane or otherwise drained. These techniques are not allowed in SCPL league play and if used, a player will receive a score of zero on that game and must plunge any remaining balls without playing them. However, it is allowable for the ball to bounce back into play of its own accord.
Pinball can often be frustrating, especially during competition. However, violation of any rules with the clear intent of preventing another player from fairly playing the machine or of unfairly increasing one’s own score can only be described as cheating, and is not tolerated. Penalty for cheating will be determined by league officials based on the severity of the offense.
Points available are based on the size of your group:
4 player group
1st – 3 points
2nd – 2 points
3rd – 1 point
4th – 0 points
3 player group
1st – 3 points
2nd – 1.5 points
3rd – 0 points
If a player does not compete in a match, either due to showing up late or leaving early, that player will receive a score of 0 for that game and the game will be scored by the number of people who played in the game.
5.2 Entering Scores
It is each player’s responsibility to be sure that their machine scores are recorded correctly as each game is finished. Local etiquette suggests the player who took first in the round volunteer to enter the scores.
Any possible scoring errors should be brought to the attention of the scorekeeper or TD as soon as possible. Once notified, the scorekeeper 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 recorded shall stand.
5.3 League Standings and Dropped Scores.
Points accumulate over the course of the season, which can be viewed on Matchplay.events under the series name. Only the top 3 weeks will count toward the final standings.
6. Machine Selection and Play Order
Pay attention to the order of play as listed in Matchplay.events. If you play someone else’s ball, you must take a 0 for the game.
For the first game of a match the first player plays first, the second player plays second, and so one. For the second game of the match, the second player plays 1st, the third players plays second, and so on. This rotation continues for each player.
Players must attend at least two weeks during the regular season to be eligible for playoffs.
Players will be split into divisions based on their point totals throughout the season. The number of divisions and size of the divisions will depend on the total number of players.
The top 16 finishers at the conclusion of the regular season will be placed in A division, all other players who have played in at least two weeks will be eligible for B division. The two divisions will play different playoff formats:
- A Division will be a head to head, double elimination tournament with all 16 players starting in the winners bracket with initial matchups based on league standings, i.e. the #1 player will play the #16 player, #2 vs. #15 and so on. Winner’s bracket players will play 3 game matches, with the winner of 2 games moving on to the next round, and the loser dropping to the losers bracket. In the loser’s bracket, there will be 1 game matches to determine who moves on. Lose in the losers bracket and your playoffs are over. The last player standing without 2 losses will be the league champion.
- B division playoffs will be a 3 strike elimination tournament. Players in the B Division playoff will be placed in groups and play a single four-player or three-player game. The bottom two players will earn a strike, and the player groups will be reshuffled for another round. The top seed is awarded the ability to have one or their strikes removed. Players who receive 3 strikes are out of the playoff. The last player in the tournament without 3 strikes is the winner. Note that B division finals is only for fun/prizes, and will not affect the final placement in the league.
7.1 Ties in Playoff Qualification
If there is a tie in divisional standings based on total league points, the tie is first broken by using a metric known as the “Liz factor”, which is simply the highest score from the tied players dropped weeks. If the tie is still unresolved, the next tiebreaker will be the highest single week score. The third tie breaker will be the 2nd highest single week score attained by the player. Tiebreaking will continue in this fashion (3rd highest week score, 4th highest, and so on) until all weeks have been exhausted or rank has been determined.
There is a $1 fee for participation in the league, which is used for IFPA sanctioning. Players are responsible for paying coin drop on the machines, which is generally $.50/game.