Michigan Open Pinball Tournament

Official Rules

last updated 5/28/2009.

The Tournament director is Parker Thomas.  The event coordinator is Doug Dabkowski.   Tournament Directors and Event Coordinators are excluded from play.  Other tournament helpers are eligible to play in the tournament.

Rules adapted from the Professional & Amateur Pinball Association (PAPA) World Pinball Championships rules.

Tournament Overview

The majority of the tournament consists of qualifying rounds for singles players. During these rounds, each player may make as many qualifying attempts as they like, within a single division chosen according to skill. 

Each qualifying attempt consists of play on a machine the player selects from those available in the division. The player's performance on those machines is ranked and a composite score is determined. The highest composite scores within each division will advance to the final rounds.

In the final rounds, qualifying players play against each other in 2-player games.  Winners advance until a champion is determined.

Divisions of Play

There are 4 divisions of play. Two of these are skill divisions; each player may enter only one of these.
  • B Division - Skill division for non-expert players.  
  • A Division - Skill division for expert players, such as league or tournament champions.   Any player that has qualified for the finals (top 8 qualifier) of any major tournament in A division, has won in the B division of any major tournament may only enter in A division.
  • Youth - Players in this division must be 13 years, 364 days of age or under.
  • EM - Players will play on an Electro Mechanical Pinball machine. 

Division Restrictions

Each player must choose only one skill division in which to play. A player may choose to move to a higher skill division, automatically voiding all entries in lower divisions (no refunds are provided), but no player may move to a lower division without special permission from tournament officials.  At the discretion of the tournament director, any player may be required to move to a higher division based on his or her performance or past league or tournament standings.  If you can consistently perform drop catches, dead catches, or tap passes then you should play in "A" division.

A qualified youth may enter the A or B division in addition to the youth division. 
EM Players may also enter other divisions.
B division players may also enter the EM and/or Youth tournament.

Fees

Players may enter in their chosen division(s) as many times as they like.  The entry fee for each entry is:
  • B Division - $3
  • A Division - $5
  • Youth - $1
  • EM - $2
Prizes

The tournament features cash prizes. 75% or more of all entry fees will be paid out as prizes (cash and trophies).

Prizes will be paid out as follows: 
    • A Division
      • 1st Place - 50% of prize pool for A Division.  First Place Trophy.  Michigan Open Champion Plaque.
      • 2nd Place - 30% of prize pool for A Division.  2nd Place Trophy.
      • 3rd Place - 20% of prize pool  for A Division.  3nd Place Trophy.
    • B Division
      • 1st Place - 50% of prize pool for B Division.  First Place Trophy.
      • 2nd Place - 30% of prize pool for B Division.  2nd Place Trophy or certificate.
      • 3rd Place - 20% of prize pool for B Division.  3nd Place Trophy or certificate.
    • Youth division
      • 1st Place - 50% of prize pool for Youth Division.  First Place Trophy or certificate.
      • 2nd Place - 30% of prize pool for Youth Division.  2nd Place Trophy or certificate.
      • 3rd Place - 20% of prize pool for Youth Division.  3nd Place Trophy or certificate.
    • EM division
      • 1st Place - 50% of prize pool for EM Division.  First Place Trophy or certificate.
      • 2nd Place - 30% of prize pool for EM Division.  2nd Place Trophy or certificate.
      • 3rd Place - 20% of prize pool for EM Division.  3nd Place Trophy or certificate.

The winner of the A Division will also receive the title "Michigan Open Pinball Champion".

WPPR Points

WPPR (World Pinball Player Rankings) will be awarded for A Division only.

Qualifying Rounds

Purchasing entries and playing entries.

When a player is ready to play a qualifying round entry, he or she approaches the table and informs the scorekeeper that they would like to play an entry.  If this is their first entry they must register at this time.  Once registered they may purchase an entry to play in the appropriate division.  Entries are to be paid for at the time of purchase.  The player must tell the scorekeeper which game they will be playing for this entry.  If the machine is available for play the entrant may then proceed directly to the machine and play a SINGLE game.  If the machine is in use the entrant will be placed in the line waiting for that machine.  It is the responsibility of entrants to be available for play when they are at the front of the line.  The "line" will be maintained using tokens or placards - the entrants will not need to physically stand in line.

Players may select a different machines for each qualifying entry. 

At the end of each game, the player will request that the scorekeeper record his or her score before leaving the machine. It is the player's responsibility to ensure that the scorekeeper takes down the score, and to double check the recorded score for correctness.  If the score is not in the top 8 scores for that machine/division it will not score any points and does not need to be recorded.

Any entry left unplayed or uncompleted at the end of qualifying rounds will be voided and refunded. Entries that are intentionally unplayed or otherwise left incomplete through no fault of the tournament will not necessarily be refunded.

Scoring.

All scores posted on a particular machine are maintained in a ranking. Point values are assigned to each position in this ranking. The overall score of a player is the total of the point values assigned to its ranked scores across all the tournament machines. Because the rankings will change as new scores are posted on each machine, the overall score of each entry may change as the tournament progresses.

Scores cannot be compared across divisions. Only the highest entry score for each game for each player will be recorded.  As the qualifying rounds progress, players may wish to adjust their choice of qualifying machines according to the scores already posted, as well as their personal skills and preferences.

The rank of the player's result on each machine contributes the following points to the score for that player.

1st - 10 points
2nd -7 points
3rd - 5 points
4th - 4 points
5th - 3 points
6th - 2 points
7th - 2 points
8th - 1 point.

Tournament officials will endeavor to provide up-to-date scores and rankings at all times.

Scoring Example

There are four games in the tournament.  A given player, at the end of qualifying has placed 1st on game A, 4th on game B, 7th on game C, and 8th on game D.  This player receives a total of 17 points - 10 (game A) + 4 (game B) + 2 (game C) + 1 (game D)..

Final Rounds

Advancing to Finals

When qualifying rounds have been completed, a final calculation of entry scores will be made. Those scores will be ranked, and the top players in each division will advance to the final rounds. Only the highest entry score for each game for each player will be considered.

The number of qualifying slots which will advance to the final rounds is entirely dependent upon the number of players competing.
  • At a minimum, each division will take the top FOUR qualifiers to the final rounds.
  • If there are at least 20 but less than 30 unique players that have entered and played at least one game in a division then the top SIX will advance to the finals.
  • If there are at least 30 unique players that have entered and played at least one game in a division then the top EIGHT will advance to the finals.  

Finals in each division will consist of a quarter final round, semifinal round, and a final round.  If there are only 4 players in the finals the quarter final round will not be used.

Final rounds will be played in the order of highest seeding to lowest.   In the event a qualifying player is not available when their match is ready to be played tournament officials will make a specific announcement for that player, allowing 10 minutes for that player to appear.  If the player is still not available to play then they will forfeit the match.

If two or more players are tied in points for the last available qualifying position then a tiebreaker will be used as follows:
- Most 1st places on qualifying games.
- Most 2nd places on qualifying games.
......
- Most 8th places on qualifying games.

Finally, in the unlikely event this does not break the tie a coin flip will be used to determine the qualifier.

The same tie-breaker will be used to determine seeding.

Machines Chosen

The machines used for final rounds in each division will be designated before the beginning of the final rounds of play. This designation will be determined solely by tournament officials.   The tournament officials will give preference to machines in the following order:

1. In proper working order.
2. Used in qualifying.
3. Suitable for tournament play.

If necessary, a machine not previously utilized in the tournament may be used.   One reason this could occur is if none of the qualifying machines were in working order. 

Quarterfinal Rounds

A quarterfinal round may be employed only if more than 4 players are playing in a division final.

Quarterfinal games will be two player games in a best of three format.  Players will be paired based upon their qualifying seeding position.  The following pairings are likely but may be altered by tournament officials if necessary.  If there are less than 8 players first round byes will be awarded to the highest seeded player(s).
 
Seed 1 plays Seed 8.
Seed 2 plays Seed 7
Seed 3 Plays Seed 6
Seed 4 Plays Seed 5.

If there are multiple games available for finals play, the higher seeded player will choose which game the match will be played on.  A division will pick first.  B division will pick from the remaining games.  The Lower Seeded player selects who will be Player 1 and who will be Player 2 for all games in the match.

The third game will only be played if necessary.

Losers of the quarterfinal matches will be ranked, for the purpose of tournament results and WPPR points, based upon their seed position.  This will determine positions 5 through 8.

The winners of the round will advance to the semifinal rounds. 

Semifinal Rounds.

Semifinal games will be two player games in a best of three format.  The pairings will be determined by the results of the quarter final round.  If a quarter final round was not played, players will be paired based upon their qualifying seeding position.

If there are multiple games available for finals play, the higher seeded player will choose which game the match will be played on.  A division will pick first.  B division will pick from the remaining games.  The Lower Seeded player selects who will be Player 1 and who will be Player 2 for all games in the match.

The Third Game will only be played if necessary.

The winners of this round will advance to the finals round. 
The losers will play a match (best two out of three) on another machine, selected by the Tournament Director or higher seeded player, to determine 3rd and 4th place.

Finals Round.

In each division, two players advance to the final round. 

Final round games will be two player games in a best of three format. 

If there are multiple games available for finals play, the higher seeded player will choose which game the match will be played on.   The Lower Seeded player selects who will be Player 1 and who will be Player 2 for all games in the match.   B division will play their match first.  Once the B division match is complete A division will play their match.
 
The Third Game will only be played if necessary.

  
Winners.

Winners will receive cash prizes as cash or check during an awards ceremony shortly following the conclusion of all final rounds. Winners need not be present to receive prizes; prizes will be supplied via postal mail if necessary. All taxes are the sole responsibility of winners.  All decisions by tournament officials regarding winners and prizes are final. Please note that tournament officials are excluded from receiving any prizes.

The winner in the A Division will receive the title "Michigan Open Pinball Champion". This title remains in effect until the next annual Michigan Open Tournament, or will expire after two years if tournaments are discontinued.


Malfunctions and Rulings

The Nature of Pinball

The unique charm of pinball lies, in large part, in the physical nature of the game. Unfortunately, this means that unusual events and outright malfunctions cannot be prevented, nor can they be perfectly compensated for. The Michigan Open attempts to strike a balance between compensating for malfunctions and accepting the physical nature of the game.

In certain cases, malfunctions will be dealt with more strictly during finals rounds than during qualifying rounds, at the discretion of tournament officials.

Minor Malfunctions

A minor malfunction is any incident without external cause which deviates from the normal course of game play, without directly causing a player's loss of turn and without providing any player a significant advantage over others. A minor malfunction is considered part of normal play. Tournament officials shall determine what constitutes a significant advantage; in the event that such an advantage is obtained, refer to "Beneficial Malfunctions".

A minor malfunction that occurs repeatedly, to the extent that it is markedly affecting play of the machine, may be considered a major malfunction at the sole discretion of tournament officials.

Major Malfunctions

A major malfunction is a game play problem with a machine that results in the premature loss of ball in play in a fashion that is not a normal feature of the machine's game play. These may be unusual one-time events, or they may indicate a recurring problem that will need to be addressed by technicians.

Examples of major malfunctions include:

  • The bonus count begins while the ball is still in play. This can happen if, for example, the machine loses track of how many balls are in the drain trough.
  • A lit kickback fails to return the ball to play, ending the player's turn. This does not apply to other ball saving devices such as timed ball savers, ball traps, gates, or "virtual" kickbacks.

Any malfunction that results in the loss of one or more balls during multi ball play, without losing all balls so as to end the player's turn, will only be considered a minor malfunction. Loss of Tilt warnings, without loss of ball, shall not be considered a major malfunction. Loss of any lit feature, running mode, or other game play specifics, shall not be considered a major malfunction.

When a major malfunction occurs, it is the player's responsibility to notify a tournament official, calmly and promptly.  If the official(s) agree 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.

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. Players will then restart the game.

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.

Known Malfunctions

Any malfunction or unusual behavior that is determined to be relatively minor but unusual enough to merit comment may, at the discretion of tournament officials, be posted for players to be aware of before playing the affected machine. Players who have played the machine before this notice is provided will not be allowed to replay the machine nor to replace it with play of another machine. The occurrence of any posted malfunction will be treated as a minor malfunction unless it worsens or interacts with another feature to yield a major malfunction.

Catastrophic Malfunctions

A catastrophic malfunction is any event, not caused by a player, which immediately ends play for all players on the machine.

Examples of catastrophic malfunctions include:

  • The game system crashes and/or resets due to a software error or component failure.
  • Power is lost or interrupted.
  • A new game starts.
  • A major malfunction repeatedly recurs in spite of attempts to repair the machine.

Any event caused by a player, intentionally or unintentionally, including Slam Tilts, is covered under "Player Errors" below.

When a catastrophic malfunction occurs, the current scores of the player(s) will be recorded, if possible, and the game terminated. Once the machine has been repaired, players will be provided additional ball(s) of play on a new game, as necessary to provide the correct number of balls of play for each player. Alternatively, tournament officials may choose to allow the affected player(s) to replay the game from scratch, and the higher score for each player will be recorded as his or her official score, except in any case where the original score was unfairly improved by the malfunction or was significantly increased during attempts to investigate or cure the malfunction.

If a machine affected by catastrophic malfunction cannot be repaired in order to continue play, it is considered disabled; please see "Disabled Machines".

Beneficial Malfunctions

Any malfunction which provides at least one player with a significant advantage over any other player competing on that machine is known as a beneficial malfunction. Tournament officials shall determine what constitutes a significant advantage.

Any beneficial malfunction which results in a player being able to continue play of a ball that normally should have ended is normally allowed once per game. Examples of this would include an unexpected software ball save, a ball that bounces back into play without player action, or a ball that comes to rest on an unlit kickback in the out lane. Any such behavior shall not be allowed if it repeats, meaning that tournament officials may require players to allow the repeatedly-saved ball to drain, or play on the machine may be terminated in accordance with catastrophic malfunction rules, at which point repairs may be attempted.

Any beneficial malfunction which provides one or more players with a significant scoring or strategic advantage in a way that is not part of normal game play will void the score of the affected player(s), unless all immediately-affected players and tournament officials can agree on a suitable adjustment of the score or other elimination of the advantage. If the beneficial malfunction has been specifically avoided by the player, it is unlikely that a penalty is necessary. If any player score(s) are voided, the affected player(s) may then replay the game after the other players have finished, and the new score(s) are used for the affected player(s).

Examples of beneficial malfunctions would include a jackpot switch that registers when a different target is hit, a valuable switch that scores repeatedly without the ball contacting it, a failed Tilt sensor, or a ball stuck during multi ball. See also "Stuck Balls".

Any situation which indicates the presence of a beneficial malfunction should be brought to the attention of the scorekeeper promptly, who will alert tournament officials. Any player who intentionally takes advantage of a significant beneficial malfunction may be given a warning and/or have his or her affected entry interrupted and disqualified by tournament officials.

Stuck Balls

During the course of play, it is possible for one or more balls to become stuck on a playfield feature. If this happens during single ball play, the player must wait for automatic ball searches to occur. The expiration of any timed feature during this period is not considered a malfunction.

If the stuck ball has not been freed after four such searches, or if the machine is not performing searches for some reason, the player must alert the scorekeeper, and a tournament official will be brought to the machine. The player must remain alert and at the machine, as he or she is responsible for the ball if it becomes freed at any point. Where possible, machines will be configured with "chase" features disabled, so that additional balls will not be released into play as a result of ball searches. However, in the event this occurs, the player is responsible for continuing play, and a suitable malfunction will only be ruled if the machine is unable to function normally from this point forward.

A tournament official may initially choose to try to free the stuck ball through judicious nudging, tapping, etc. The player must remain ready to resume play at the machine during this attempt. If actions by the official result in a Tilt, this will be treated as a major malfunction (not the fault of the player). If the official frees the ball but the player does not successfully continue play, this is normal play (the fault of the player). Loss of Tilt warnings due to tournament official nudging is considered normal play.

If the tournament official is unable to free the stuck ball, the machine will be opened, and the stuck ball freed and placed either in the plunger lane or on the upraised flipper of the player's choice, with the flipper button held by the player. In the event this is not possible, the official may select another location or feature where the ball can be placed safely while the machine is being closed in order to resume normal play. If more than one ball is stuck, all freed balls will be placed on the flipper(s) of the player's choice before play resumes, or in the plunger lane if the flippers are inactive while the machine is open.

If the ball is inadvertently freed while the machine is open and drains without the player regaining complete control (stopped on a flipper), this will be treated as a major malfunction. If the machine cannot be opened successfully, or if opening or closing the machine terminates the game(s) in progress for any reason, this will be treated as a catastrophic malfunction. If the ball is freed and the machine closed without the player's loss of ball, play continues as normal. If the game is in multi ball play and one or more balls are lost as a result of freeing stuck balls, possibly ending multi ball but not ending the ball in play, this will be considered no worse than a minor malfunction. If any feature or mode that is lit or active times out while one or more balls are stuck, this will not be considered a malfunction.

Any player who chooses to shake or bump the machine in order to free a stuck ball does so at his or her own risk. No allowance will be made for a player who tilts while attempting to free a stuck ball, whether or not tournament officials are present.

If a ball becomes stuck during a multi ball mode, the player should attempt to trap the other ball(s) in play and request assistance. A stuck ball during multi ball often represents a significant beneficial malfunction, and intentionally taking advantage may result in a penalty. Please note specifically that a ball ending up in the plunger lane during multi ball on a machine where there is no auto plunger (or where the auto plunger for some reason refuses to fire) counts as a stuck ball. See "Beneficial Malfunctions" for further details.

Any player who misuses a game feature in order to intentionally trap a ball during a multi ball mode, such as holding in the plunger on Tommy in order to defeat the auto plunger, may be given a warning and/or have his or her affected entry interrupted and disqualified by tournament officials.

In situations where a ball is trapped in a way that it can be released through player action other than shaking or bumping - for example, a ball at rest underneath a flipper which the player controls - this is not deemed to be a stuck ball. Balls trapped in this fashion during multi ball modes are not generally considered to be a rules violation, although the ruling will depend on the exact machine and situation.

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. During qualifying rounds, players in the affected division must choose an alternate machine in place of a temporarily disabled machine. A permanently disabled machine will be replaced with a designated substitute by tournament officials. During finals rounds, tournament officials will designate an alternate machine; the game in progress on the disabled machine, if any, will be discarded, and play will continue on the newly designated machine.

Any machine that is temporarily disabled for more than two hours will normally be considered permanently disabled.

During qualifying rounds, a permanently disabled machine presents a unique problem, as it is no longer possible for new qualifying entries to compete against ranked scores on that machine. If the machine in question is disabled before 3 PM on Saturday, all scores recorded on the disabled machine up to that point will be voided. A substitute machine may be added to the division, which will have its own independent ranking of scores from that point forward.   Any player who has previously posted a qualifying score on the disabled machine will be eligible to play ONE free make-up game on the substitute machine.

In the event that a machine is disabled during qualifying rounds at any time after 3 PM, the scores and ranking up to that point shall stand. In this case, a substitute machine will not be added to the division, and no entries will be eligible for make-up games.

Qualifying entries played before 3 PM therefore enjoy an advantage in the event of machine failures. 

Player Errors

A player error is any player action, purposeful or accidental, which affects the normal play or outcome of a game in progress.

Any player who tilts his or her ball in play will not receive any penalty other than the normal loss of ball. Note that some older machines may penalize the player with loss of game; this is equivalent to tilting all remaining balls in order. Abuse of machines is covered under "Player Conduct". Any player who tilts the ball of another player, either through interference or by tilting his or her ball so roughly that the next player's ball is affected before play continues, will receive a score of zero for that game, unless tournament officials grant an exception based on the behavior of the machine in question.

Any player who slam tilts a machine, thereby ending play for all players, will receive a score of zero for that game. The slam tilt is treated as a catastrophic failure for any other player(s) who have not completed their game(s) in progress; they will be allowed to replay a new game and choose the higher score. If a tournament official rules that the slam tilt sensor is not functioning properly, the slam tilt will be treated as a catastrophic failure for all players.

Any player who deliberately tilts or slam tilts a machine in order to derive some benefit to his or her own play, or the play of others, under these rules, may be ejected from the tournament.

Any player who deliberately interferes with the play of another player, through distraction, touching the machine or player, or disrupting tournament procedures, will receive a score of zero for the game. Any repeated offense under this rule will result in ejection of the player from the tournament. Any non-player, or tournament participant not playing in the game in progress, who deliberately interferes with the play of any tournament game, will be given one warning. On the second offense, the offender will be ejected from the facility.

Accidental interference is regrettable but can happen. Any player or non-player who accidentally interferes with the play of any tournament game will be warned. If the interference was sufficient to cause the loss of ball, this will be treated as a major malfunction. If the interference terminated play for all players (for example, tripping over a power cord and pulling it from the wall), this will be treated as a catastrophic malfunction.

A player who plays out of turn in a multi player game will receive a score of zero. The affected player may choose to take over the ball in play, if possible, or they may choose to have the incident treated as a major malfunction. In the event the player takes over, he or she shall be deemed "in control" after declaring his or her intent, taking his or her position at the table, and making contact with the ball via the flippers. The affected player may not change his or her mind once he or she is "in control". Any player who plays out of turn deliberately in order to employ this rule will be disqualified. 

In qualifying rounds, any player who starts a multi player game will only be allowed to complete the "player one" game, regardless of when they noticed the error. Any player who restarts a qualifying game, rather than completing it and allowing it be recorded, will have that entire entry disqualified. Repeated offenses will lead to ejection from the tournament.

Because the tournament divisions consist solely of singles play, coaching of any player during a game, in any round, is not allowed. While not actively playing, players are of course free to discuss features and strategies as much as they like, including between balls during a game.

Tournament officials will be the sole determiners of what constitutes interference and whether or not it is accidental or deliberate. 

Rulings

Rulings shall be made by tournament officials, which includes event coordinators and any person(s) designated as officials by the coordinators. Designated officials may have restrictions on the breadth of rulings, and may be overridden by tournament officials. Any designated official or event coordinator is excluded from ruling on any play situation that directly affects his or her actual or potential standing as a player. Such persons may also be excluded where their decision affects a close friend or family member, at the discretion of other tournament officials. Final authority for any ruling resides with the Tournament Director.

Machine Settings

Software Settings

In general, the software settings of each machine will be adjusted to best accommodate tournament play. The following settings will be employed on any machine that supports them:
  • Tournament Mode
  • Free Play
  • 3 Balls
  • Extra Balls disabled
  • Buy-In or Continues disabled
  • Game Restart disabled
  • 2 Tilt Warnings (may be 0 on older machines)
  • Flipper Auto Launch disabled
  • Timed Auto Launch disabled
  • Standard Factory Settings for Ball Savers, Difficulty, Timers, etc
  • Specific Difficulty Settings as determined by tournament officials
  • Automatic Reflexing Features disabled
  • Replays disabled (no score or Extra Ball awarded)

These settings may vary according to division, at the discretion of tournament officials. 

Hardware Settings

Machines used for tournament play will be prepared and kept in good working order to the greatest extent possible. Each machine will be properly leveled left-to-right and inclined front-to-back.

Any player with a complaint or question about the hardware setup of a machine should make his or her inquiry in between games, or in between balls, if urgent.

Machine-Specific Settings

In order to best suit tournament play, certain machines may be subject to specific settings or rules adjustments, at the discretion of tournament officials. These adjustments will be made before tournament play begins, and will be documented if possible. The intent is to eliminate features which can be abused by skilled players, or which arbitrarily extend play time to a degree that would hinder the smooth progress of the tournament.

Player Conduct

Facility

The Michigan Open facility is private property and must be treated with respect. The Michigan Open reserves the right to refuse play to anyone at any time, as well as to remove anyone from the property at any time. Any person(s) may be banned from the property at the discretion of tournament officials or property owners. Banned persons will be prosecuted for trespass if necessary.

The tournament facility and playing areas must be kept clean.  In the tournament area, drinks are allowed only for actively qualifying players. Spills of any kind should be reported to officials immediately. There is a cafe area adjacent to the tournament where food and drink should be consumed. Trash should be deposited in the provided receptacles. Please do not remove chairs from any area where they have been placed.

All areas inside the building are strictly non-smoking. Smoking is restricted to designated areas outside the building. Violation of this and/or other rules may lead to ejection from the tournament.

Illegally carried weapons, illegal drugs, and alcohol are prohibited on the property. Naturally, any and all types of illegal activity are prohibited as well.

The Michigan Open is held at a public arcade.  The tournament area will be separated from the rest of the arcade but the arcade will be open for regular business during the tournament.  Swearing or other behavior that negatively affects the other patrons is not allowed.

The Michigan Open facility employs a video monitoring system that records all activity in and near the facility.  The video data may be used by tournament officials to aid in any necessary rulings.

Personal Conduct

All players are expected to conduct themselves in a polite and sensitive manner. Outbursts, especially those including indecent language, are unacceptable. A wide variety of players and observers will be present, including media, and these types of outbursts do nothing to promote pinball as a sport.

Any express or implied threats or actions of violence are grounds for immediate ejection from the facility, and authorities will be contacted. Other possible grounds for ejection include but are not limited to fraud, theft, illegal activity, harassment, inappropriate behavior, public drunkenness, etc.

Any person ejected from the facility are banned and may not return to the property without permission from the owner. Banned persons will be prosecuted for trespass if necessary.

Abuse of Machines

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 tournament, at the discretion of tournament officials.

Interference & Cheating

Any player who intentionally interferes with tournament play or otherwise disrupts the tournament setting will be warned and/or ejected from the tournament, at the discretion of tournament officials.

Any form of cheating, including game restarts, tampering with games, tampering with recorded results, scorekeeper intimidation or collusion, or anything else not covered here, will be addressed by tournament officials as appropriate, including disqualification and/or ejection from the tournament.

Delay

Any player who delays the progress of his or her game for more than 30 seconds, for any reason other than to await a ruling or resolution of a temporary inconvenience, will be given a warning.

Temporary inconvenience is defined as any condition which can reasonably be expected to be resolved quickly, such as unusual noise, lighting problems, etc. 

If the player is choosing to let a game mode time out, the total delay must be less than 60 seconds. Delay is defined as time during which the ball is left in the plunger lane, or held on a flipper by the player. Stuck balls do not count as intentional delays. If delays are repeated or willful, tournament officials may terminate the game in progress and record a score of zero for that player.

Death Saves, Bangbacks, etc

Techniques known as "Death Saves" and "Bangbacks" are sometimes practiced by certain advanced players. Because the effectiveness of these techniques varies from machine to machine, and because of the risk of injury to either player or machine, these are banned from tournament play. In the event that a drained ball bounces back into play without deliberate or significant player action, the ball may be played. This may require a ruling from tournament officials if there appears to be abusive force employed by the player.
Internet Use

The facility provides wireless Internet access service, at no charge. This is provided to our players and guests as a courtesy and we expect proper behavior. Any abuse or misuse of the service may result in ejection from the tournament and/or facility.

Miscellaneous

Special Score Handling

a. Any player who reaches the maximum possible score on a machine that has such, will receive that score as their total. For example, Guns n Roses stops scoring at 9,999,999,990 points.
b. Any player whose machine "rolls over" to a zero score is responsible for immediately advising the scorekeeper, both when this is imminent, as well as when it happens. The score keeper will then make a note to record the appropriately increased score. If the player fails to notify the scorekeeper, he or she may not receive the increased score.