A.5 Judge Dredd
Special Ruling - Due to the way the ball saver works on this game, you may choose one and only one flipper button for use during unallowable Extra Balls. You may play with this flipper button until the ball drains. Once a button is chosen, you may not use the other buttons for the duration of the ball. (Hint: Choose the left flipper button!)
A.6 NBA Fastbreak
Special Ruling - Championship Rings are awarded a point value of 50. The displayed score is increased by 50 points for each ring earned. Earning a ring must be witnessed.
A.7 Scared Stiff
Special Ruling - When plunging an unallowable Extra Ball, if you make the Spin the Spider shot, you may not use the flippers to choose an item on the Spider. This feature will time out and select a random award after a few spins.
Major Malfunction - A shot to the Sarcophagus gets kicked up to the habitrail and rolls down to the outlane where a gate
is expected to open to allow the ball to pass into the kickback. If a switch gets triggered (through faulty hardware) before
the ball clears the gate, the gate will close draining the ball
Special Rulings - During the "Eye of Ra" mode each shot to the right target adds a ball, for up to four balls in play. After
this the center pyramid is lit for 50 million. If the game is missing a ball, a software bug will keep this mode running as a
one-ball multiball, provided the player reached the second half of the mode (50M-point pyramid). When this happens (one-ball
multiball) the player must drain the ball and may use an extra ball or buy an extra ball at league expense. This is done
both to bypass an unfair advantage of this mode and to prevent a player from being stuck in this mode for the remainder
of the ball.
During the "Battle" mode, each shot to one of the 'guards' upkicker awards a progressive amount of points and adds
time to the mode timer. Sometimes the upkicker fires repeatedly, unable to get the ball to the habitrail to return to the
playfield. If this happens the player must hold the ball 2 seconds, as displayed on the mode timer, for each such 'free'
If the auto-plunger is consistently too weak to plunge the ball for multiball, the player must plunge the ball himself before
hitting his second major shot for the multiball mode. The ball may not be left "in reserve" in the plunger lane during multiball.
A.9 Starship Troopers
Major Malfunction - The automatic ball plunger does not always clear the outlane, resulting in the ball draining
immediately down the right outlane; If the automatic re-plunge fails to clear the outlane, the ball will drain, and the machine
will retry several times. If none of these retries make it into play, the machine will give up, resulting in loss of turn.
Not a Malfunction - The above case (failure of autoplunger to clear the outlane) will not be considered a malfunction
on the second and subsequent times that it happens to the same player during the course of one game. A player can override
this particular malfunction by quickly manually plunging the ball into play, which he will be expected to do if he has already
been a victim of this malfunction once during the game.
A.10 Star Trek: The Next Generation
Major Malfunction - Hitting lock results in end of ball - The lock (top right lane) sometimes results in immediate bonus tallying (often from choosing Light Lock at launch).
Special Ruling - Final Frontier Kickout: At the start of Final Frontier the game sometimes prematurely kicks out one ball. If this ball drains before Final Frontier starts, the ball ends, Final Frontier is not played, and none of the displayed points are added to the player's score. This is a software bug, and the point value of the artifacts (100M per artifact + 1B per complete set) shall be manually added to the player's score. This also counts as a major malfunction.
A.11 Twilight Zone
Major Malfunction - Ball gets stuck on skill shot rollover, and cannot be freed without tilting.
Special Rulings - A player may not plunge the ball while a previous player's buy-in count down sequence is in progress.
If the previous player forgets to cancel the buy-in sequence, you must wait for the sequence to end before plunging your ball. (If a player plunges a ball into the slot machine during the previous player's buy-in countdown sequence, and then cancels the buy-in sequence, a door panel is awarded via a bug in the game rom.)
If balls are getting stuck on the skill shot rollovers, attempting skill shots with the Powerball is not permitted. This lighter ball gets stuck much more easily and is nearly impossible to unstick without tilting. If it is sticking very badly, skill shots may be allowed only when the 10M Door Panel is unlit and for Super Skill Shot, or not at all.
Special Ruling - Players must record their machine score prior to playing the "bonus ball" which is offered to the winning player in a multiplayer game. Failure to do so will be penalized as playing an unallowable extra ball (see 4.1 Playing Own Unallowable Extra Ball).
Appendix B - Revision Log
This section lists summaries of changes made to this document.
- [4.2] Playing another player's ball is now always an immediate disqualification with machine score of zero for the violator. Clarified that if the victim has no allowable balls remaining, they are not entitled to any compensation. (09/01/2016)
- [9 / 9.4] Introduce an alternative preplay system, "banking". When banking is selected by the SLO for a season, dated preplays are not used: all preplays are undated, and a player's preplay scores are only removed when used or when that player's full-season preplay limit is exceeded. (09/01/2016)
- [3.3] Changed the compensation for a catastrophic malfunction or 2+ major malfunctions to be replacement ball(s) on a new game, which are added to the displayed score from the original game. (09/01/2015)
-  Moved the requirement to publish all preplay scores before each meet from 9.1 Dated Preplays into the general 9 Preplays section, since this requirement also holds for Undated Preplays. (09/01/2015)
- [4.6] If too few players are started on a game, and it's not possible to add players to make it right, the entire game is now voided and restarted. (09/01/2015)
- [4.6] When restarting a game that had the wrong number of players, giving all players the option of keeping their first ball from the original game, or doing a complete replay. (01/07/15)
- [8.2] Bumped 29 player leagues to have 4 divisions with 4 qualifiers each, to avoid having A division with 8 players and only 3 playoff slots. (01/07/15)
- [A.5] Clarified that the Judge Dredd ruling applies to flipper BUTTONS, not flippers themselves.
- [8.2] Changed division breakouts to avoid semi-finals as long as possible: 28-29 players are now
4 divisions/3 qualifiers each, and 30-36 players are now 4 divisions/4 qualifiers each. (05/07/14)
- [3.3] Modified catastrophic malfunction rules to indicate that a catastrophic malfunction is any event that denies a player the opportunity to put an allowed ball into play. A player suffering a catastrophic malfunction (or, as before, two major malfunctions) will be given the option of accepting their score or replaying. (09/17/12)
- [9.3] Wording clarification: multiple preplay scores on a machine must be given a preplay set designation (#1, #2, etc). (01/09/13)
- [A.10] Wording clarification: points awarded at start of Final Frontier shall be manually added to the displayed score if the ball is lost before Final Frontier actually starts. (02/01/13)
- [6.1] Augmented recommended groupings to allow for up to 40 players in 10 groups. (05/16/12)
- [8.2] Specified division breakouts for D and E divisions. (05/16/12)
- [9.1, 9.3] Clarified that dated preplays are only valid for the date they are submitted. Removed the superfluous verbiage about preplay scores being an indivisible unit that will be discarded after used.
- [Appendix A] Added Special Ruling for Cyclopes, requiring players to record their machine scores prior to playing any "bonus ball". (08/24/11)
- [5.2] Changed effective point rule to consistently assign 2 effective points for any number of games forfeited (no more 3-forfeit exception). (05/09/11)
- [8.1] Added tiebreaker rules for division allocation. (09/01/10)
- [9, 9.1, 9.2] Renamed "preplay" to "dated preplay", and "bank" to "undated preplay". Rearranged the text in these sections to collect all common language under section 9. (09/01/10)
-  Clarified that a player with dated pre-plays for the current match is not eligible to have a game pick for their group. (01/06/10)
- [8.2] Changed the playoff scenario for 18-22 player leagues to A-3/B-3/C-3 (from the prior A-5/B-5 two-round playoff). (01/06/10)
- [8.3] Changed to require all playoff game picks in a match (not just the head-to-heads) to be on different machines, if possible.
- [4.6] Changed this rule to require the offending player to add their ball 1 score (from the aborted game) to their displayed score prior to launching their last ball of the restarted game. (01/07/09)
- [9.1] Improved wording to more closely reflect intended application of the preplay rules and limitations. (01/07/09)
- [4.3] Clarified interference section to note that the listed examples are indeed just examples, not the complete list of possible interference violations. (01/16/08)
- [4.4] Created new section 4.4, "Slam tilts", broken out from section 4.3. Bumped section numbers of old 4.4 - 4.7 to accommodate. (01/16/08)
- [8.3] Clarified playoff machine selection rules to note that players not present at machine selection time (15 minutes before match start) will drop one notch in seeding each time they are not present for their machine selections. (08/27/07)
- [8.6] Removed the "automatic" 15 minute delay for tardy players: players may ask the SLO for a 15 minute delay ahead of time (but this will probably leave them with a bottom seeding). Noted that players may change their machine selections involving dropped players. (08/27/07)
- [9.1] Fixed an overlooked reference suggesting that preplays require another "league" player; this is no longer the case. (04/26/06)
-  Clarified that the group pick order table is merely an example. (05/07/07)
- [1.1] League President is now called "Commissioner", League VP is now called "Deputy Commissioner", to avoid overloading the terms "President" and "Vice President", which are used at the Association level. (08/28/06)
- [5.3] Removed a superfluous and potentially confusing statement describing the "match winner" of each group. (08/28/06)
- [6.3] Clarified that ties are resolved by the last game commonly played by the tied players. If this fails to resolve the tie, starting ladder order is used as the final tiebreaker. (08/28/06)
- [8.3] Rewrote the infamous "how to pick games in the playoffs" paragraph -- the intention of the rule is unchanged, but the new wording is hopefully easier to understand. (08/28/06)
- [2.4, 2.5] Defined "countable forfeits" as contributing toward forfeiture of season. Specified that players joining a league after week #1 receive forfeits for missed games, and explicitly state that the SLO has the authority to designate such forfeits as either "countable" or not. (04/26/06)
- [3.3] Clarified "major malfunction" definition to specify that a major malfunction is accumulated for each lost "earned, playable ball". (04/26/06)
- [4.5] Expanded "serious violation" definition to give broader authority to the SLO to impose if a player's actions are "exceptionally detrimental to the league". Defined "serious violation" penalty for players who are not actively playing a game -- penalty applies to latest game for which the player has the highest league points. Similarly, clarified that a third violation penalty will apply to the match chronologically closest to the violation.(04/26/06)
- [8, 8.3] Shuffled 8.0 text into 8.3, where it makes more sense. Clarified that seeding for the first playoff match is by season league points, while seeding for the second playoff match (finals), if needed, is by league point count from the semi-final round. (04/26/06)
- [9.1] Clarified that preplays must be done with at least one other player; need not be another league player. (04/26/06)
- [2.4] Codified ruling for forfeit of individual games. The language is loose enough and is intended to include situations where games are voluntarily forfeited. (Section was previously entitled "Win by Forfeit" and technically only described the situation where a player won an entire game and/or match by forfeit.)
- [3.4] Added language permitting SLO to discard completed scores on a game that has been disqualified due to an excessive/unfair positive malfunction.
- [2.7] Added language permitting banked scores to be used under liberal leave conditions, if requested between declaration of liberal leave and the start of play. (08/27/03)
- [5.2, 5.3] Changed "effective points" definition: effective points are now only used for grouping, not for match bonus points. (08/27/03)
- [6.3] Codified that in the event of a full match forfeit, players will be ranked by their incoming ladder orders for that meet.
-  Clarified that leagues "may" (not "will") charge dues -- this is a per-league policy, not an Association policy. (08/27/03)
- [1.2] Added clause noting that an SLO may announce specific overrides to these rules, applicable to that SLO's league.
- [8.3] Specified that playoff contenders must submit game selections by 15 minutes before the scheduled start of play, or they may lose their game picks.
- [9.2] Tweaked wording to indicate that players must bank scores before *their* third match of the season (e.g. a player who joins in week 2 has until the start of play on week 4 to submit banked scores).
- [B] Created Appendix B, "Revision Log".