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    Thread: New IFPA Aus/NZ Flip Frenzy guidelines

    1. #1
      rotordave's Avatar
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      New IFPA Aus/NZ Flip Frenzy guidelines

      Over the last few weeks, we have been discussing how to best move forward with Frenzys.

      As most know, there were some things going on that weren’t really in the spirit of what we are trying to achieve with competitive pinball.

      With my SHPC event coming up next week, and 90% of kiwis not having played in one before, it seemed like the ideal time to jot up some guidelines how we at IFPA AUS/NZ would like things run, Frenzy wise.

      Software is currently being developed to run the format as per these guidelines.

      So here goes.

      FLIP FRENZY GUIDELINES

      The Flip Frenzy is a timed tournament. Frenzys are generally run for 3 hours, providing hours of non-stop pinball action.

      The idea is to play as many games of pinball as possible, and to have the best win/loss record at the end of the competition!

      First up - each machine is randomly assigned to two players. Players must play a proper competitive 3 (or 5) ball game of pinball to find a winner.

      When a game is completed:

      - Both players are to go to the desk to report the result, without any delay. The winner scores a WIN and the loser scores a LOSS.

      Regardless of the result:

      - The player who was Player 2 in the game stays at the desk, and goes to the back of the queue to await their next game assignment.

      - The player who was Player 1 in the game returns to the same machine with the player from the front of the queue. The new player will be PLAYER 1 in the new game, and the returning player is Player 2.

      - After that game, the process is repeated - results are reported, P2 goes to the rear of the queue, and P1 returns to the same game to play as Player 2 in the new game.

      Other Rules:

      - Players who are absent from the queue when their name is called are to be credited with a loss, and placed at the back of the queue.

      - All Frenzy games must be played in a competitive spirit. Any collusion in results (ie 1 ball games) will result in disqualification from the event.

      - A player is free to end their ball if they think they have enough points to win, or plunge a ball if they want to concede. However, all balls must be played and the game must be in GAME OVER state when the players leave the game. Turning a machine on/off to end a game is not allowed.

      - Extra balls at the discretion of the organisers. Options:
      1/ play all extra balls
      2/ extra balls should be "skillfully plunged" - ie you can line up a skill shot etc, but no attempts to flip the ball are allowed.

      - At the end of the 3 hours, no more games may start.

      - Standings are to be based on net wins (i.e. wins - losses = your score) The best score at the end of the competition is the winner.

      Cheers!
      Dave

    2. #2
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      Thanks Dave.
      Much fairer.


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      I can understand why the final standings rule changed (so it's not just wins, but takes into account losses as well), but what's the reason for changing the queue? To even out the number of games played? This seems to level out the number of games played whether you win or lose?

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      Quote Originally Posted by Zzap View Post
      I can understand why the final standings rule changed (so it's not just wins, but takes into account losses as well), but what's the reason for changing the queue? To even out the number of games played? This seems to level out the number of games played whether you win or lose?
      Luke in particular has put a heap of thought into these, so hopefully he will swing by soon and explain the reasoning.

      rd

    5. #5
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      it does give the opportunity to win 2 games in a row when you get onto a machine. Like to see how the flow of players work for that.

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      Plunging out until game over is an excellent concept

      I would think that is a problem solver as each player has their own choice

      2 wins in a row is looked at as an opportunity

      It is in a way already an opportunity if you come up against a result in favor of 2 on the go...

      I look forward to comments on this one.....

      Giddiy Up Pinny Mates.......

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      Hey Master Soap... I am home for pinball?

    7. #7
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      I've played in every Netherworld Flip Frenzy! It's been interesting to see & play all of the slight changes in the Format!

      & I like the idea of everyone getting off the machine after their 2nd Game!

      Unless you are player 2 of the first game of the Comp! Because you'll leave after that first game!

      I think it's going to be good because you won't be able to get stuck on the same machine for ages!

      Like previously you could have a Win & stay on the machine because it was their 2nd loss & if you lose your next game, you'll stay on for another game & then finally off it !

      It will also be interesting to see if this new rotation of 2 games on & then to back of the queue ! If it gives the players a different selection of machines that they end up playing on during the Comp!

      Cheers Matt Hetherington

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      Quote Originally Posted by rotordave View Post
      Regardless of the result:

      - The player who was Player 2 in the game stays at the desk, and goes to the back of the queue to await their next game assignment.

      - The player who was Player 1 in the game returns to the same machine with the player from the front of the queue. The new player will be PLAYER 1 in the new game, and the returning player is Player 2.

      - After that game, the process is repeated - results are reported, P2 goes to the rear of the queue, and P1 returns to the same game to play as Player 2 in the new game.
      This idea will help with the competitive balance of the format, and remove any confusion about who stays on. Everyone gets to play two games on a machine in between stints in the queue.

      It should also be easier to run; there'll be software available to everyone to automatically manage the queue using this system. TDs are still welcome to run Flip Frenzies using loser-stays-on if they wish.

    9. #9
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      This isn't frenzy anymore. The format has changed so much, you should leave it to what it was, and give this new format a new name.

      Frenzy was special. It's being slowly bastardised into "not-frenzy". This "no double-loss" business takes away from the spirit of frenzy and dilutes its uniqueness.

      There was a special rush and quick thinking that was applied in frenzies. Was it always fair? Nope. Was it fun? Heck yeah.

      Keep the original frenzy format, ban 1-ball games, and nerf it. But keep it fun!
      Last edited by Nicolas Noben; 17th October 2018 at 10:24 AM. Reason: removed unecessary jabs

    10. #10
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      Quote Originally Posted by Nicolas Noben View Post
      This isn't frenzy anymore. The format has changed so much, you should leave it to what it was, and give this new format a new name.

      Frenzy was special. It's being slowly bastardised into "not-frenzy". This "no double-loss" business takes away from the spirit of frenzy and dilutes its uniqueness.

      There was a special rush and quick thinking that was applied in frenzies. Was it always fair? Nope. Was it fun? Heck yeah.

      Keep the original frenzy format, ban 1-ball games, and nerf it. But keep it fun!

      No reason for people NOT to run tournaments as they want, including 1 ball FF if that is the advertised format. The only issue is that they cannot expect to be IFPA endorsed if they do so. Personally I am all for some tournaments being "for fun only" if it helps generate interest in pinball but you have to play by the rules if you want to be IFPA endorsed and sadly that has been ignored by some participants recently.
      Dave
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