MICHIGAN FLIPPERS PINBALL LEAGUE
SEASON 2 (Fall 2024)

MFPL Season 2

MFPL is the only pinball league of its kind in Southeast Michigan.

  • No fee to join. Start attending or stop attending at any time.
  • Easy to attend. Only twice a month (every other Sunday) for about 2-3 hours.
  • Friendly. Players of all skill levels will find our events a fun place to play, improve and socialize.
  • IFPA Sanctioned. Want to be the best? MFPL will award points toward your state and international pinball ranking1
  • Flexible. Busy? We drop two sessions, so you can skip a month without penalty.
  • Fun for any skill level. You’ll play a variety of players in a friendly, encouraging environment.
  • All Ages. Our league is in a family-friendly environment and has children and adults playing together.

If you’re looking for the results from Season 1, check michiganflippers.com/league-season1


League Calendar

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Every other Sunday from Aug 11 to Oct 20
Playoffs on Nov 3
All sessions start at 5:00PM
Sessions typically end before 7:30 PM.

Aug 11

Session 1

The inaugural pinball league play day! Register in advance on Matchplay or with Ryan near the glass desk before 5:00PM.

Matchplay

Aug 25

Session 2

Because the lowest two sessions are dropped for each player, new folks can still join without any penalties.

Matchplay

Sep 8

Session 3

This is the final day players can join without taking any points penalties toward their playoffs seed.

Matchplay

Sep 22

Session 4

This is the final session new players can join and still be eligible for the playoffs (and IFPA points).

Matchplay

Oct 6

Session 5

From here forward, new competitors are considered social-only players and are ineligible for the playoffs.

Matchplay

Oct 20

Session 6

If you already attended 4+ sessions, then this session will just replace your lowest result to date.

Matchplay

Nov 3

Playoffs

All qualified players are invited to the playoffs to determine the final season outcome. Good luck!

Final Season Standings

We update this page by Monday after each session. You can also see the results and current standings on Matchplay. Average points are provided to help normalize for missed sessions. The totals below will not drop sessions until a player has 4 or more total sessions attended.

PlayerResult#1#2#3#4#5#6Total
1Uber Hubris134323834243030188
2Drew Williams130392230342627178
3Cindy Yao1262630383224150
4Ryan Jurado12431282936124
5Austin Butcher12228323230122
6Isaiah Bingham1122827322518130
7Patrick Mendis1002626242424124
8Becca Butcher832416281583
9Peter Nelson75201422161789
10Matthew S.53171410891270
11Mish Bingham50232750
11daniel walczak50262450
13Chris Zaborny2112921
14Samantha K.151515
15James Burnham101010
16John Brady888

League Format

How to Join

Just walk down into Pinball Pete’s Ann Arbor. You’ll see a group of pinball players warming up; ask any of them where you can join the league and they’ll point you to Ryan or Cindy. It’s intimidating to walk up to strangers, but we promise that everybody is friendly!

There is no entry fee or IFPA fee for players to join our league. All fees are covered by the arcade. Players only need to cover coin drop for their games.

Changes for Season 2

After player feedback, we’ve made some changes to this season. Here is an overview of these changes:

  1. We will play 6 rounds each night (instead of 8)
  2. The season will be 6 sessions long (instead of 8)
  3. There will be an A Division and B Division playoffs, so all players who participated in at least half of the sessions will be invited to play during the playoffs
  4. When players from the playoffs A Division are eliminated, they will be put onto the top of the B Division. This means all A-Division players are guaranteed at least two games in the playoffs (last season, some players were eliminated after just one game)
  5. Dog tags for session winners will be given out at the playoffs

MFPL Overview

During the season, players will be invited to play 6 total qualifying sessions. The sum of all the points earned in a player’s top 4 sessions will determine seeding into the playoffs.

The top 50% of players2 who participated will be eligible for the A division playoffs ladder. Only players who attended at least three sessions will be eligible for the playoffs3.

Session Format

Every session, players will play 6 randomly selected games, and each game will be played by 3-4 total players. Players will be paired up to face each possible opponent roughly the same number of times across the entire season.

For each game played, players will be awarded points based on their placement in that round.

Four-Player Game Scoring

RankPoints
1st7
2nd5
3rd3
4th1

Three-Player Game Scoring

RankPoints Earned
1st7
2nd4
3rd1

At the end of the night, a session-winner is determined by the sum total of points. There will be no tie-breakers for session results. Any outright session winners will earn a momento: a custom dog tag with their pinball initials given at the end of the season.4

Ranking Overview

A player’s league ranking will be determined by summing the four best sessions from each player. There will be six total regular league sessions (meaning each player can drop two from their ranking).

A session is worth no points for any players not in attendance.

The top half1 of players will be invited to the A Division playoffs ladder. Any other players will have their final rank determined by the B Division playoffs ladder.

Ties along the A/B Division line will be broken by a single head-to-head match with all tied players on a random game from the finals pool.

If there are ties for other ranking, there are considered insignificant ties and players will share the same season placement.

Playoffs Format

The playoffs will be played as a two-tier “ladder” style, followed by a four-way finals. The top four players will receive A-division trophies.

A-Division Ladder

The top half of all tournament players5 will play in the A-division ladder. Starting from the bottom seed, the ladder will progress with 4-player games. The winner and second place in this game will move on to face the next-highest seeded players from the season. This repeats, with each round two players moving forward.

This continues until only four players are left in the top ladder (seed 1, seed 2, winner of the ladder, runner-up of the ladder). These players will move on to the three-game finals.

B-Division Ladder

Other players will be seeded into the B-Division ladder, which will work the same way as the A-Division ladder. Each time a player is knocked out of the A-Division ladder, they will be added to the top of the B-Division ladder.

The B-Division ladder will determine the final tournament ranking for all players who do not reach the finals. When only two players remain in the B-Division ladder, they will play a head-to-head match to determine the B-Division champion (5th overall) and B-Division runner-up (6th overall).

The order of elimination will be each player’s final rank for the season. The winner of the consolation ladder will be fifth in the season overall.

Note: It is not possible to reach the finals from the B-Division ladder.

No double-picking games

A player may not pick any game that they have picked already in any stage of the playoffs (unless it was vetoed the first time they picked it). This includes cross-ladder (so if you picked and played a game in the A-Division Ladder and then went down to the B-Division Ladder, you still cannot pick that game again).

For example, in the ladder, John picks Game of Thrones and AC/DC. His opponent, Mary, vetoes AC/DC. They will play Game of Thrones for that round. If John gets knocked down to the B Division Ladder, he may not pick Game of Thrones again, but he may pick AC/DC again.

During the ladders, a player may still end up playing the same game multiple times if it is picked by their opponents.

During the finals, three different games must be played. This means even if it would be picked by two different players, the same game cannot be played twice during the finals.

Game and play order selection during the ladders

During either ladder, the highest-seeded player in a match will choose two games.

The second-highest player in a match will veto one game.

The winner of the previous ladder match will chose their play position.

The second-place of the previous ladder match will be second to chose their play position.

Then the highest seeded-player picks their play position, and the second-highest player will play with the remaining position.

If at any time a player would rather pick play position than participate in game selection, they may do so. In that case, their game selection option would pass to the next-to-act player.

During the ladders, the top-seeded players for each round should be prepared to pick their games before the prior ladder match has completed.

Seeds are always determined by the most recent results, not initial seeding from the tournament. This is also true for the consolation ladder.

How the finals work

The four remaining players will then play a 3-game finals, with 3/2/1/0 scoring. The finals matches will not have any bonus points for a first-place finish.

Game and play order selection during the finals

The first game, action order will be set as: top-seed, second-seed, winner of ladder, runner-up of ladder. For all following matches, action order will be set by the placement from the previous game regardless of overall standings in the finals or tournament seeding.

The game/order selection process will otherwise be the same as in the ladder: first-acting player chooses two tables, second-acting player vetoes one table, third-acting player gets position choice, and so on.

Finals Tiebreakers

If there is a tie, a single tiebreaker match will be played between the tied players. A random machine will be chosen. The random machine will be redrawn if it was already played during the finals.

Each player in the tie may opt to use a single veto. The player who entered the playoffs with the lowest seed must opt to use or pass their veto first.

If a veto is used, a new random machine will be chosen (excluding already vetoed machines). This continues until all players have passed on their veto or have used their veto.

Prizes & Accolades

There is a custom trophy for the top 4 players, as well as a custom pinball-initial dog tag for any player who wins an individual session (regardless of their final placement).

All participating players who attend at least 3 sessions will gain International Flipper Pinball Association (IFPA) ranking, with more points for better-performing players.

League Rules

Except where discussed here, we’ll follow the rules & guidelines provided by the IFPA. This is a friendly league; we will try to enforce rules fairly and may ask players if they can reach a consensus regarding any issues prior to having an official ruling.

PLAYER CONDUCT

This tournament is run at an operating family arcade. In addition to the normal IFPA conduct, players will receive penalties for any behavior which could disrupt normal arcade patronage/operations.

KEEPING MACHINES PLAYABLE

Note: these rules have been edited for clarity. This does not come up often and we do not expect to need these rules; they are only here to prevent disagreement in an extreme scenario which impacts multiple players

We do not always have access to open a machine during play. This means we do not necessarily have the ability to safely move machines back into position after a big nudge. To avoid this, any player who moves a game into an unplayable position is responsible for fixing it during their own ball or bonus.

If a player moves a machine into an unplayable position (for example, into a wall) and fails to fix it before the next player’s ball, a tournament organizer will make a ruling. Reasonable efforts will be made to allow the machine to be played, this might include shifting nearby machines.

If a game is still unplayable after a reasonable effort, a tournament organizer will attempt to move the shifted game back into a playable position. If this cannot be done without causing a tilt warning, the active player can choose:

  1. Play the game in its condition
  2. Tilt out the ball and play a compensation ball

At the TO’s discretion, failures to maintain equal playability of games can result in a warning. Multiple incidences or egregious failures to maintain playability may result in a penalty. An “egregious failure” is leaving a machine unplayable intentionally, or failure to move a machine back when it would be risk-free to do so (for example, on Whoa Nelly where there is no post-ball bonus, players should always ensure the game is in a reasonable position prior to the end of their own ball).

  • First offense: -2 points for session of the incident
  • Second offense: -4 points for the session of second incident
  • Third offense: -6 points for the session of the incident
  • Fourth offense: A pattern of unsportsmanlike behavior will result in ejection from the season.
  • Any offense: if leaving a game in an unplayable position created an unfair advantage/disadvantage that could not be avoided, a TO may disqualify the offending player from the round instead of a point penalty.

CASUAL GAMES

Tournament players are welcome to play between sessions, but they must not play games adjacent to any ongoing tournament match. In addition, players should not delay tournament progress because of a non-tournament game.

BACK-TO-BACK MACHINES IN SESSION PLAY

Because machines will be randomly selected by Matchplay software, it is possible to be assigned the same game multiple rounds in a row. If any player in a group has just played a machine, any player in that group may request a randomly re-selected machine.

OCCUPIED MACHINES

It is possible a machine will be occupied by regular arcade patrons. If this is the case, the affected group will be randomly assigned a new game, excluding any tables which were played by any player in the affected group in the previous round.

In the playoffs, a game may not be selected in the pool if it is occupied by a regular patron at the time of selection. We will not be delaying the finals waiting for machines to become unoccupied. However, if a league player is playing a non-tournament game on a machine, they will vacate if needed.

MALFUNCTIONING MACHINES

We will not have staff available for hotfixing machines. We will do our best to ensure only games in reasonable working order are in the tournament pool.

If there is a significant malfunction which impacts a game more than twice during a single round, a new machine will be drawn and players will start over. Otherwise, we will be using IFPA guidelines to give compensation balls in the case of major malfunctions.

PLAY ORDER 

We do not have any games in our pool which have play-order advantage such as ball lock steals.

If a player accidentally plays an opponent’s regular ball, that player will receive 0 points for the round. The player who lost their ball, can choose to either step in and play the ball from its current state (if possible) OR choose to play one compensation ball after the game is concluded.

A player who accidentally plays out of turn order for the first ball will be given a warning, but will be allowed to swap play order with the player whose ball they took. Repeated or seemingly intentional offenses may result in point penalties at the discretion of the tournament organizers.

If a game is added mid-season which has a significant play-order advantage, no warning will be given for play-order mistakes on that machine, even for a first offense.

EXTRA BALLS

We are unable to turn off extra balls. To save time, players must plunge out extra balls without playing them. A player may use any combination of the flipper buttons to set up the ball, but may not hold a flipper while plunging nor touch the game at all once the ball has left the shooter lane.

In some cases, a game may fail to validate the playfield during an extra ball. An opponent may announce they are stepping up to validate the playfield any time after the first 10 seconds of an extra ball. This means they will step up to the machine and use a flipper to hit the ball up to three times with the goal of hitting any switch on the playfield.

If a player steps away from the machine and allows their extra ball to be played by another player, BOTH players will receive a disqualification (0 points) for the round. All players are responsible for ensuring extra balls are disposed of properly.

GENERAL COURTESY

Please follow these common-sense expectations. If you are a parent playing with your children in the league, please make a reasonable effort to ensure your kids also follow these expectations:

  • Stand out of line-of-sight: Do not stand where an active player can see you. This means stand behind players, not in front of them or directly to the side.
  • Don’t rage slam machines: It’s okay to be frustrated. It’s not okay to push the game out of position or strike it aggressively.
  • Don’t distract players: It’s okay to chat near an active player, but do not talk to an active player. You can respond to an active player if they speak to you first. You may warn a player if they are unknowingly breaking a rule, for example, if they are playing with a stuck ball during multiball.
  • No active coaching: once a player has plunged their ball, no other person may help them by providing instructions, guidance or game rules. Coaching may resume once a player has turned away from the machine and is no longer touching it. This means you may warn players if they accidentally step away from a machine before their ball ended or if they failed to plunge an extra ball.
  • Watch your opponents: You are responsible for watching an opponent to see if they break any rules during play. Many players may not know the games they are on, and therefore may not even be aware if the machine is working as expected.
  • Be kind
  • Help new players

CONFLICT OF INTEREST

Both our tournament organizers also play in this tournament. Whenever possible, tournament organizers will not rule on their own games. Whenever possible, tournament organizers will look for player consensus when making a ruling on a game where another tournament organizer as a player.

If a consensus cannot be reached, other players with tournament organization experience may be consulted for a quorum. We try to be as fair as possible. If you do not like a ruling because you think it is biased, please (politely) let an organizer know so we can review.

This is a long league, the results of any single individual game rarely have a seismic impact on the overall results. Please keep everything in perspective when dealing with rulings.


  1. Players must attend at least 3 of 6 regular season sessions to be eligible for IFPA ranking ↩︎
  2. When calculating the total number of players to reach the playoffs, we will round down to the nearest even number. In addition, “total players” will include all players, even those who did not play enough sessions to qualify for the playoffs. ↩︎
  3. Any players who played at least half of all sessions but did not qualify for the playoffs will have their final placement determined by their overall rank during the regular season. ↩︎
  4. Tied session winners can do a random game tiebreaker if they want to determine who wins a dog tag for that session. These tie breakers are for pride/glory only and will have no impact on league standings. If no tiebreaker is played, then the dogtag will be made for whichever player has won fewer dog tags over all seasons of MFPL. ↩︎
  5. “All tournament players” includes all players who played at least one game of one session during the regular season. “Top half” will only include players qualified for playoffs by attending at least half of all sessions and will be rounded down to the nearest even number of players (e.g. if there were 30 players in the regular season, 14 will be seeded into A-Division). ↩︎

About us

Michigan Flippers is a community of pinball lovers in Southeast Michigan. We organize awesome, free-to-enter pinball events for players of all ages and skill levels.


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