Classic pinball. The title says it all. The best machines from the 70’s and 80’s to test even the most seasoned competitive player. Expect a fun and faced paced tournament with the term ‘house ball’ being uttered more times than any of us care to think about.
Brought to you by Hutchinson Builders and Game The System.
Tickets can be found by putting BPAC in to the search bar at eventbrite.com
Target Matchplay – $40
Flip Frenzy – $30
Target Matchplay – 10am
Flip Frenzy – 7pm
Matchplay Tournament Format Details:
Players will play in single game rounds of Group Matchplay, with groups, play order and machines to be determined using the Matchplay software
IFPA point scoring will be used (7-5-3-1).
The first 16 players to reach the target score of 50 points will advance to the finals
Once a player reaches 50 points, they will no longer need to play any further qualifying games
Ties for any placings in the Top 16 will be broken by a single game playoff on a random machine
Top 16 players will be sorted into 4 groups of 4 players under the Slaughter option on Matchplay
IFPA point scoring will continue during finals
Each group will play 3 games, again with Matchplay deciding games and play order
The top 2 players in each group advance to the next round, with the other 2 players in each group being eliminated
Ties for any of the Top 2 positions in any group will again be broken by a single game playoff on a random machine
There will be 3 rounds of finals. The player with the most points after the final round will be declared the winner Overall final placings for the finalists will be determined by the number of points earned during the round they were eliminated in.
Flip Frenzy Format Details:
First, each machine is randomly assigned two players. The remaining players are placed in one central queue
When a match is completed:
The winner returns to the Tournament Director’s desk to record the result
The loser stays on the machine they just played, unless they have lost twice consecutively, in which case the winner stays on
The other player leaving the machine is then placed at the end of the player queue
The player staying on the machine moves to the player 1 position and may start the game before the second player arrives at the machine
The player at the front of the queue moves up to compete against the player staying on the machine
At the end of 3 hours no more games may start. Ties will be broken by the most wins.