Results for the Main Tournament event on January 16, 2022
Pos | Player | Rank | Rating | Points |
---|---|---|---|---|
1 | Dalton Ely | 110 | 1737.00 | 18.53 |
2 | Jason Werdrick | 48 | 1778.35 | 10.75 |
3 | Raymond Davidson | 1 | 2002.94 | 7.35 |
4 | Cody Webb | 442 | 1587.12 | 5.19 |
5 | Fred Richardson | 237 | 1749.39 | 3.75 |
6 | Zachary Parks IL | 261 | 1795.98 | 2.77 |
7 | Stephen Ely | 1395 | 1375.80 | 2.12 |
8 | Marcelo Campos Hazan | 572 | 1565.86 | 1.68 |
9 | Fallyn Widdis | 5837 | 1176.27 | 1.41 |
9 | Steven Bowden | 26 | 1625.54 | 1.41 |
11 | Brett Smith SC | 3099 | 1467.19 | 1.14 |
12 | Stephanie Guida | 2067 | 1461.68 | 1.07 |
12 | Chad Patz | 1205 | 1636.34 | 1.07 |
14 | Turner Loflin | 4369 | 1410.02 | 0.93 |
15 | Alex white | 1429 | 1603.00 | 0.86 |
16 | Tommy Vernieri | 1188 | 1508.23 | 0.78 |
16 | Will King | 1448 | 1563.07 | 0.78 |
18 | David Benke | 817 | 1656.52 | 0.64 |
19 | Ariel Dutton | 7285 | 1400.79 | 0.57 |
20 | Mia Henderson | 4833 | 1400.54 | 0.50 |
21 | Scott Cox USA | 4606 | 1592.94 | 0.43 |
22 | Shelby Butler | 14802 | 1243.73 | 0.36 |
23 | Erin Sweeney | 15083 | 1075.27 | 0.29 |
24 | William E Rubley | 3730 | 1396.44 | 0.21 |
25 | Krysten Benke | 6752 | 1159.47 | 0.14 |
25 | Brittney Matto | 16634 | 1289.60 | 0.14 |
This event has already occurred
Location
741 Saluda Ave
Columbia, SC
Columbia, SC
Tournament Overview
Tournament Date: January 16, 2022
Full Details: https://www.facebook.com/events/4489161121191368
Overview:
These rules are tournament-specific alterations built upon the IFPA/PAPA competititve ruleset. For any situations not addressed in these rules, refer to the main set of IFPA/PAPA Competition Rules.
This is a Flipper Frenzy (Pinball! Pinball! Pinball) style qualifying, consisting of AS MANY GAMES PLAYED within a 3 hour period. Players will compete in HEAD-TO-HEAD games, players will be randomly placed in their matches on a randomly selected machine while all others will enter a central queue. Players can arrive late during this event, just be aware that it may affect your standings and how many games you get to play.
Finals will consist of PAPA style quarter or semi finals (depending on the amount of entrants) and a head-to-head final.
Entry Fee: $10 (Cash Payouts for top 4)
Side Pot: $10
SCHEDULE
Sunday
Approx 1:20PM -- last call for registration and overview of rules PHOTO TIME
Approx 1:30PM -- timer begins for the 3 hour period of Flipper Frenzy
Finals begin after tie-breakers have concluded!
TOURNAMENT OVERVIEW
1. Prizes
Medals/Trophies, cash prizes and sponsored swag will be awarded to the top 3 finishers. Prizes and Sponsors to be announced and added on to. (See Payouts)
2. Qualifying Round
OVERVIEW:
This is a race-the-clock Head-to-Head pinball tournament. This tournament is open to the public and WPPR points will be awarded.
First, two players are drawn randomly to play on each available machine. The remaining players are placed in one central queue.
When a game is completed:
The loser stays on the same machine, unless he has lost twice consecutively, in which case the winner stays on.
The player leaving the machine moves to the back of the queue.
The player staying on the machine plays in an alternate position(P1/P2) as he played in the previous game. (ie: if loser played 1st, they will go 2nd the next game)
The player at the front of the queue moves up to play the player staying on.
At the end of 3 hours, no more games may start.
• Seeding
Seeding will be randomized, with head-to-head pairings after that stemming from the central queue.
• Groupings
Players will be RANDOMLY assigned to a game in a head-to-head matchup.
• Playing a Session
Players will follow the turn order listed on the matchplay.events for their turn on the assigned game. DO NOT PLAY EXTRA BALLS. If you receive a ball save, that is playable and the player should continue playing.
• Scoring a Session
The winner of their matches receives a point.
• Reporting Results
It is the responsibility of the group to make sure the tournament official or other TD’s are notified upon completion of the game, so results may be recorded accurately. Typically, the winner of the game takes the responsibility of reporting. Matchplay.events may also be used to submit results. An account is required to submit via matchplay.
3. Finals
• Qualifiers
The number of qualifiers is dependent on the total number of players in the qualifying field. If entrants are 16 players or less, the top 4 will move on. If more than 16, the top 8 will move on.
Players who have qualified for playoffs but are unable to stay will forfeit their spot in the final rounds, and the open slot will be filled by the next highest qualifier still available to play. Seeds will shift upwards, accordingly.
• Qualifying Tiebreakers
In the event that two or more players are tied on the qualifying bubble, such that not all of the tied players can advance to the final rounds, a single tie breaking game will be played. A single game will be played on a machine randomly generated by a number generator. The tied players will play in a randomly determined order, in a multiplayer game on the selected machine, and will subsequently be ranked in order of their scores on that game. If more players are tied than the selected machine will support in a single game, multiple games will be played to accommodate all tied players, in a randomly determined order, and the resulting scores will be compared as if they had all occurred during the same game on the machine.
In the event that two or more players are tied, but are not on the qualifying bubble, a single ball game will be played between the tied players.
• Finals Format
Finals will consist of a PAPA style finals, if 16 or less top 4 will qualify. If more than 16 top 8 will move on. The highest-seeded player within each group may choose either the machine to be played, or the order of play. If the highest-seeded player chooses order of play, the remaining players may choose their order, in descending order of seeding, and choice of machine then goes to the lowest-seeded player in the group.
Note that in every round, "highest seeding" and "lowest seeding" refer to the original seeding of players when entering the final rounds from qualifying. A player's seeding does not change from round to round; therefore the advantage of qualifying in first place can be significant.
No group may select a machine which has already been selected by a group in the same round, nor may they choose a machine on which they have already played in that round (unless machine malfunctions have made this unavoidable; tournament officials may choose to provide additional or substitute machines, however). If the machine selected is currently being played by another group in a previous round of play, the group may wait for that round of play to be completed.
4 player finals: 2 semi-final games of a group of 4 with PAPA style scoring (4/3/1/0). Top 2 advance to a head-to-head best of 3 with top seed having choice of game or position.
8 player finals: 2 quarter finals games of a group of 2 groups of 4 with PAPA style scoring (4/3/1/0) with PAPA style seeding. (Group 1: 1, 4, 5, 8 and Group 2: 2, 3, 6, 7). Top 2 move on from both groups and will play 2 semi-final games with the same scoring. Top 2 advance to a head-to-head best of 3 with top seeding having choice of game or position.
MALFUNCTIONS AND RULINGS:
Most rules governing malfunctions and rulings are from the IFPA/PAPA ruleset. The specific rules below supersede the IFPA/PAPA ruleset. For the official ruleset from IFPA follow this link: https://www.ifpapinball.com/rules/
1. Major Malfunctions
If a major malfunction occurs that will require significant repairs, TDs may declare a “disabled machine.” Because the tournament needs to move quickly from round to round, it is not always possible to make significant repairs during a match. A new machine will be assigned to the group for immediate play, and the game in progress will be declared void.
In the event that two or more different major malfunctions take place during the same game, the machine will be declared “Disabled” and a new machine will be assigned to the group for immediate play.
2. Disabled Machines
Any tournament machine that breaks down during play will be attended to by technicians as promptly as possible. In the event that a breakdown is severe and cannot be repaired promptly, the machine may be taken out of service temporarily, or permanently. Results on that machine from prior rounds will not be disqualified, and the machine will be replaced by another selected by the TD.
TDs may choose to disable a machine for any reason during or between sessions of play. Typical reasons may include malfunctions, incorrect settings, or unusually high playtimes on a machine.
3. Player Errors
Any player who plays out of turn will receive a score of zero. Any player whose ball was played out of turn by another player will have a compensation ball awarded, unless they choose to “take over” the ball in progress. Any points scored when a ball is being played out of turn count. It is the responsibility of all players to ensure the correct player is on the machine at all times.
A game that is started with the incorrect number of players will not be considered valid until the correct number of players is entered into the machine. There will be no penalty for this error, and the game will simply be restarted. If player one realized their error with ball 1 in play and adds the correct number of players before draining, the game will be permitted without restarting.
MACHINE SETTINGS
Most rules governing machine settings are identical to the PAPA ruleset. The specific rules below supersede them.
1. Software settings
Players will play the game “as is,” even if there is no sign indicating an expected change in the machine behavior. Please notify tournament officials if a game is acting in an unusual way.
PLAYER CONDUCT
All rules governing player conduct are identical to the PAPA ruleset. The specific rules below supersede them.
1. Absences
When round groups are announced, all players must proceed to their assigned machines and check-in with the other players in their group. If a player is absent, TDs must be notified promptly. An announcement may or may not be made to attempt to locate the absent player. Any player absent 5 minutes after a round’s start time will be disqualified for the session, and receive a score of 1 (or last place) for the round.
When a player is determined to be absent, TDs will alter the affected group appropriately.
If a player who was present initially at the start of the round cannot be found during the play of the group, TDs must be notified promptly. If the player did not notify the group or an official of the reason for their absence, they will be allowed no more than 3 minutes to return. If they do not return, each ball for that player will be promptly plunged by a TD and left unplayed. Any player who has more than one such absence may be disqualified from the tournament.
Any player who is absent at the beginning of two consecutive rounds without notifying TDs of an emergency in advanced will be disqualified from the tournament. Disqualified players will not appear in subsequent rounds, nor may they qualify for playoffs.
Any player who is not present at the beginning of playoffs may be disqualified and replaced by the next available seeded player. Any player who is absent during the final round will be subjected to the rules above regarding absences during group play.
At no time may any person substitute for an absent player.
2. Disallowed Practice
Practicing on any tournament machine except during the designated time from 11 AM until 1 PM, and after qualifying has ended (but before the start of playoffs) is strictly forbidden. A player who is found practicing a tournament machine outside of the assigned time may be given a verbal warning without further penalty. A second offense may result in disqualification from the tournament, at the TD’s discretion.
PRIZES AND PAYOUTS
Prizes will be distributed to the TOP 4 players. Prizes include cash, trophies, and any other sponsored prizes
Overview:
These rules are tournament-specific alterations built upon the IFPA/PAPA competititve ruleset. For any situations not addressed in these rules, refer to the main set of IFPA/PAPA Competition Rules.
This is a Flipper Frenzy (Pinball! Pinball! Pinball) style qualifying, consisting of AS MANY GAMES PLAYED within a 3 hour period. Players will compete in HEAD-TO-HEAD games, players will be randomly placed in their matches on a randomly selected machine while all others will enter a central queue. Players can arrive late during this event, just be aware that it may affect your standings and how many games you get to play.
Finals will consist of PAPA style quarter or semi finals (depending on the amount of entrants) and a head-to-head final.
Entry Fee: $10 (Cash Payouts for top 4)
Side Pot: $10
SCHEDULE
Sunday
Approx 1:20PM -- last call for registration and overview of rules PHOTO TIME
Approx 1:30PM -- timer begins for the 3 hour period of Flipper Frenzy
Finals begin after tie-breakers have concluded!
TOURNAMENT OVERVIEW
1. Prizes
Medals/Trophies, cash prizes and sponsored swag will be awarded to the top 3 finishers. Prizes and Sponsors to be announced and added on to. (See Payouts)
2. Qualifying Round
OVERVIEW:
This is a race-the-clock Head-to-Head pinball tournament. This tournament is open to the public and WPPR points will be awarded.
First, two players are drawn randomly to play on each available machine. The remaining players are placed in one central queue.
When a game is completed:
The loser stays on the same machine, unless he has lost twice consecutively, in which case the winner stays on.
The player leaving the machine moves to the back of the queue.
The player staying on the machine plays in an alternate position(P1/P2) as he played in the previous game. (ie: if loser played 1st, they will go 2nd the next game)
The player at the front of the queue moves up to play the player staying on.
At the end of 3 hours, no more games may start.
• Seeding
Seeding will be randomized, with head-to-head pairings after that stemming from the central queue.
• Groupings
Players will be RANDOMLY assigned to a game in a head-to-head matchup.
• Playing a Session
Players will follow the turn order listed on the matchplay.events for their turn on the assigned game. DO NOT PLAY EXTRA BALLS. If you receive a ball save, that is playable and the player should continue playing.
• Scoring a Session
The winner of their matches receives a point.
• Reporting Results
It is the responsibility of the group to make sure the tournament official or other TD’s are notified upon completion of the game, so results may be recorded accurately. Typically, the winner of the game takes the responsibility of reporting. Matchplay.events may also be used to submit results. An account is required to submit via matchplay.
3. Finals
• Qualifiers
The number of qualifiers is dependent on the total number of players in the qualifying field. If entrants are 16 players or less, the top 4 will move on. If more than 16, the top 8 will move on.
Players who have qualified for playoffs but are unable to stay will forfeit their spot in the final rounds, and the open slot will be filled by the next highest qualifier still available to play. Seeds will shift upwards, accordingly.
• Qualifying Tiebreakers
In the event that two or more players are tied on the qualifying bubble, such that not all of the tied players can advance to the final rounds, a single tie breaking game will be played. A single game will be played on a machine randomly generated by a number generator. The tied players will play in a randomly determined order, in a multiplayer game on the selected machine, and will subsequently be ranked in order of their scores on that game. If more players are tied than the selected machine will support in a single game, multiple games will be played to accommodate all tied players, in a randomly determined order, and the resulting scores will be compared as if they had all occurred during the same game on the machine.
In the event that two or more players are tied, but are not on the qualifying bubble, a single ball game will be played between the tied players.
• Finals Format
Finals will consist of a PAPA style finals, if 16 or less top 4 will qualify. If more than 16 top 8 will move on. The highest-seeded player within each group may choose either the machine to be played, or the order of play. If the highest-seeded player chooses order of play, the remaining players may choose their order, in descending order of seeding, and choice of machine then goes to the lowest-seeded player in the group.
Note that in every round, "highest seeding" and "lowest seeding" refer to the original seeding of players when entering the final rounds from qualifying. A player's seeding does not change from round to round; therefore the advantage of qualifying in first place can be significant.
No group may select a machine which has already been selected by a group in the same round, nor may they choose a machine on which they have already played in that round (unless machine malfunctions have made this unavoidable; tournament officials may choose to provide additional or substitute machines, however). If the machine selected is currently being played by another group in a previous round of play, the group may wait for that round of play to be completed.
4 player finals: 2 semi-final games of a group of 4 with PAPA style scoring (4/3/1/0). Top 2 advance to a head-to-head best of 3 with top seed having choice of game or position.
8 player finals: 2 quarter finals games of a group of 2 groups of 4 with PAPA style scoring (4/3/1/0) with PAPA style seeding. (Group 1: 1, 4, 5, 8 and Group 2: 2, 3, 6, 7). Top 2 move on from both groups and will play 2 semi-final games with the same scoring. Top 2 advance to a head-to-head best of 3 with top seeding having choice of game or position.
MALFUNCTIONS AND RULINGS:
Most rules governing malfunctions and rulings are from the IFPA/PAPA ruleset. The specific rules below supersede the IFPA/PAPA ruleset. For the official ruleset from IFPA follow this link: https://www.ifpapinball.com/rules/
1. Major Malfunctions
If a major malfunction occurs that will require significant repairs, TDs may declare a “disabled machine.” Because the tournament needs to move quickly from round to round, it is not always possible to make significant repairs during a match. A new machine will be assigned to the group for immediate play, and the game in progress will be declared void.
In the event that two or more different major malfunctions take place during the same game, the machine will be declared “Disabled” and a new machine will be assigned to the group for immediate play.
2. Disabled Machines
Any tournament machine that breaks down during play will be attended to by technicians as promptly as possible. In the event that a breakdown is severe and cannot be repaired promptly, the machine may be taken out of service temporarily, or permanently. Results on that machine from prior rounds will not be disqualified, and the machine will be replaced by another selected by the TD.
TDs may choose to disable a machine for any reason during or between sessions of play. Typical reasons may include malfunctions, incorrect settings, or unusually high playtimes on a machine.
3. Player Errors
Any player who plays out of turn will receive a score of zero. Any player whose ball was played out of turn by another player will have a compensation ball awarded, unless they choose to “take over” the ball in progress. Any points scored when a ball is being played out of turn count. It is the responsibility of all players to ensure the correct player is on the machine at all times.
A game that is started with the incorrect number of players will not be considered valid until the correct number of players is entered into the machine. There will be no penalty for this error, and the game will simply be restarted. If player one realized their error with ball 1 in play and adds the correct number of players before draining, the game will be permitted without restarting.
MACHINE SETTINGS
Most rules governing machine settings are identical to the PAPA ruleset. The specific rules below supersede them.
1. Software settings
Players will play the game “as is,” even if there is no sign indicating an expected change in the machine behavior. Please notify tournament officials if a game is acting in an unusual way.
PLAYER CONDUCT
All rules governing player conduct are identical to the PAPA ruleset. The specific rules below supersede them.
1. Absences
When round groups are announced, all players must proceed to their assigned machines and check-in with the other players in their group. If a player is absent, TDs must be notified promptly. An announcement may or may not be made to attempt to locate the absent player. Any player absent 5 minutes after a round’s start time will be disqualified for the session, and receive a score of 1 (or last place) for the round.
When a player is determined to be absent, TDs will alter the affected group appropriately.
If a player who was present initially at the start of the round cannot be found during the play of the group, TDs must be notified promptly. If the player did not notify the group or an official of the reason for their absence, they will be allowed no more than 3 minutes to return. If they do not return, each ball for that player will be promptly plunged by a TD and left unplayed. Any player who has more than one such absence may be disqualified from the tournament.
Any player who is absent at the beginning of two consecutive rounds without notifying TDs of an emergency in advanced will be disqualified from the tournament. Disqualified players will not appear in subsequent rounds, nor may they qualify for playoffs.
Any player who is not present at the beginning of playoffs may be disqualified and replaced by the next available seeded player. Any player who is absent during the final round will be subjected to the rules above regarding absences during group play.
At no time may any person substitute for an absent player.
2. Disallowed Practice
Practicing on any tournament machine except during the designated time from 11 AM until 1 PM, and after qualifying has ended (but before the start of playoffs) is strictly forbidden. A player who is found practicing a tournament machine outside of the assigned time may be given a verbal warning without further penalty. A second offense may result in disqualification from the tournament, at the TD’s discretion.
PRIZES AND PAYOUTS
Prizes will be distributed to the TOP 4 players. Prizes include cash, trophies, and any other sponsored prizes
Format Details
Event Name : | Main Tournament |
Qualifying Format : | Flip Frenzy (Pinball! Pinball! Pinball!) |
Finals Format : | Match Play |
Player Limit : | Unknown |
Unlimited Qualifying? : | No |