Classics Pinball

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

Tournament fee:
Target Matchplay – $40
Flip Frenzy – $30

Tournament times:
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.