Preregister:
http://funinmotion.us/page/Tournament_2 ... gistration
Event Time:
Players should be present at the location by 8am. (The event is planned to start by 10am)
I'm happy to give you the good news that the first Pro tournament is in the "planning" stages. We will be hosting a tournament this 2008 year, post AMOA show taking place in Las Vegas Nevada. Andamiro will be supplying our machines for the tournament.
The Tournament is being planned for the 13th of September, 2008 (following the AMOA Amusement show) This will be a 1 day event! Who will be the first Pump Pro champion?
DETAILS (so far)
LOCATION:
Marriot (across from Las Vegas Convention Center)
http://www.marriott.com/hotels/travel/l ... tt-suites/
DAY: Saturday the 13th of September, 2008
ENTREE FEE: There will be an entree fee of $10 (with proven travel plans) or $15 at the door. (walk-in)
TOURNAMENT INFO (so far):
This tournament format will be IRON-MAN. This means that you can expect to be playing several play modes. (not just crazy, not just nightmare) You will want to be well balanced and familiar with all the aspects of the Pro engine. Points will be awarded per rounds and the person with the most points will win the overall tournament. This should be exciting for all because we will truly see how diverse the champion will be involving all aspects of play with PIU Pro.
We are working on posting the rules and more details very soon.
ADDITIONAL INFO: Players are responsible for making travel arrangements and lodging arrangements in Las Vegas. We encourage all players to also attend the AMOA show happening the week before Saturday.
PRIZE:
1st Place
$1000
2nd Place
$800
3rd Place
$600
The Pro team will be attending this event. We look forward to meeting all of you and having fun!
More news to come soon!
We figured it'd be best to let everyone know about the tournament and make you aware of the date. Please feel free to post your thoughts on the event in this announcement forum.
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SONGLIST that will be used in this tournament. Additional songs will be choosen by players:
Ba Be Loo Be Ra hard 5
Cannon D hard 5
Come to Me hard 5
D Gang crazy 9
Dance All Night crazy 9
Dance Vibrations crazy 8
DJ Superstar crazy 7
Don't Bother Me crazy 9
Exotica crazy 10
Feels Just like that Night crazy 8
Greenhorn crazy 10
Grovin Motion crazy 7
Hot crazy 10
Hypnosis crazy 10
Kiss Me crazy 10
Let the Sun Shine crazy 7
Mexi Mexi crazy 10
Naissance 2 crazy 10
Nightmoves hard 5
Ra 10
So Crazy 9
Virtual Emotion crazy 10
Watch Out crazy 9
What's Going On crazy 7
Who crazy 9
Y2Z crazy 10
Zodiac crazy 9
Definitive Tournament info:
Divisions
1. Iron Man (A true test of multiple skills required for Pump It Up Pro)
2. Freestyle (if time allows) Freestyle routines will be performed and judgments will be determined by audience representatives. The crowd will determine the winners!
Iron Man Division:
Players: 32+/- We will be able to support more then 32 players. 32 is our definitive plan.
Tournament Running Time:
8 to 9 hours
Skills Tested
1. Single no bar
2. Single bar
3. Double no bar
4. Double bar
5. half double no bar
6. mods
7. Progressive courses
8. Understanding your own accuracy
9. Poor volume (ie visual play)
10. Timing adjustment
11. Alternate song speeds
General rules:
1. Players are limited to picking speed mods (c-mods only when applicable), skins, perspectives, or hold the bar as they like in most cases. The times when they can not are indicated in the round rules.
2. Each round will allow players to earn points. These points will be based on how well they did relative to everyone else. If you miss a step or make a major mistake during a round DO NOT GIVE UP as you are playing against ALL other players every round and should try to earn every last point possible.
3. 1st place is always worth 32 points; last place is always worth 1 point (except where noted in the rules below dealing with a tie and when more than 32 people are in a round). All of the places between 1st and last are worth a different amount of points.
4. The points accumulate for the entire tournament. A perfect event would award a player 480 points during the 15 rounds of play.
5. Every player will be allowed to play in the first two rounds. After that, a few of the overall lowest ranked players will be eliminated EVERY round.
6. In the event of a tie for last place of a round both, players will advance to the next round.
7. During that next round there will be more players than the specified point chart accounts for. Players placing below the last place on the point chart (which always receives 1 point) will receive zero points.
8. In the event you fail a song or course then the % before you fail will be used for ranking for that round unless otherwise specified.
9. If you are disqualified during a round you will receive zero points for that round.
10. Many rounds will have songs/ratings for you to choose from. A few rounds allow players to select ANY song. Players can NOT select the same song again for the duration of the event. This only applies to the rounds where players have the option to select ANY song. If the same song IS chosen twice by a player, then the player will receive a zero point penalty for that round (even if the error is not discovered until several rounds later).
11. A machine technical error must be reproducible for an official/judge for a redo to take place. It must be done immediately after the song round is completed. Players should KEEP playing the song even if he/she believes their MAY be a technical error. If the error can not be reproduced after the match, then no redo will be allowed.
***It is very important after EACH round the players report to the scoring official so that the points can be recorded. This will help allow the next round to begin promptly. Players that fail to report in promptly may either be disqualified or receive zero points for that round.***
12. Each round may include additional rules:
13. Song options has been removed. The songs will be given to the rounds the day of the tournament. The entire songs (for all rounds) have been posted in the songlist above. These will be the songs used in the rounds below
Round 1
32+ players
Rate 1.4x
Goal: highest %
Song options:
point value
1st 32
2nd 31
3rd 30
4th 29
5th 28
6th 27
7th 26
8th 25
9th 24
10th 23
11th 22
12th 21
13th 20
14th 19
15th 18
16th 17
17th 16
18th 15
19th 14
20th 13
21st 12
22nd 11
23rd 10
24th 9
25th 8
26th 7
27th 6
28th 5
29th 4
30th 3
31st 2
32nd 1
33+ 0
Round 2
32+ players
Great attack
Goal: Get the highest total number of greats
Song Options:
1st 32
2nd 31
3rd 30
4th 29
5th 28
6th 27
7th 26
8th 25
9th 24
10th 23
11th 22
12th 21
13th 20
14th 19
15th 18
16th 17
17th 16
18th 15
19th 14
20th 13
21st 12
22nd 11
23rd 10
24th 9
25th 8
26th 7
27th 6
28th 5
29th 4
30th 3
31st 2
32nd 1
33+ 0
Round 3
28 players
Singles
Goal highest %
Song options: Players can pick ANY song they wish to play on any singles difficulty. The highest % score AFTER a bonus will win.
Bonuses: Bonuses are based upon the difficulty rating of the song. After a player finishes a song, the bonus will be added to increase their score (possibly above 100%).
Difficulty of song and bonus:
1: -8%
2: -7%
3: -6%
4: -5%
5: -4%
6: -3%
7: -2%
8: -1%
9: no bonus
10: +1%
11: +3%
12: +5%
13: +7%
14: +9%
15: +11%
1st 32
2nd 30
3rd 29
4th 28
5th 27
6th 26
7th 25
8th 24
9th 22
10th 21
11th 20
12th 19
13th 18
14th 17
15th 16
16th 15
17th 13
18th 12
19th 11
20th 10
21st 9
22nd 8
23rd 7
24th 6
25th 4
26th 3
27th 2
28th 1
Round 4
26 players
scroll speed .5x
Goal: highest % score
Song options:
1st 32
2nd 30
3rd 29
4th 28
5th 27
6th 26
7th 24
8th 23
9th 22
10th 20
11th 19
12th 17
13th 16
14th 15
15th 14
16th 13
17th 11
18th 10
19th 9
20th 8
21th 7
22th 5
23th 4
24th 3
25th 2
26th 1
Round 5
24 players
Goal: get the lowest % possible without failing. If you fail you will receive ZERO points for the round. Ties will be broken by whoever has the most goods. Players attempting a solid stream of taps will be disqualified for this round and receive zero points. NO streaming the good window! Hold arrows will be removed.
Song options:
1st 32
2nd 30
3rd 29
4th 28
5th 26
6th 25
7th 24
8th 22
9th 21
10th 20
11th 18
12th 17
13th 16
14th 14
15th 13
16th 12
17th 10
18th 9
19th 8
20th 6
21th 5
22th 4
23th 2
24th 1
Round 6
22 players
Singles no bar
Goal highest %
Song options: Players can pick ANY song they wish to play on any singles difficulty. The highest % score AFTER a bonus will win. Players are not allowed to hold onto the bar. Loosing balance and bouncing off the bar will not immediately disqualify you, however holding the bar at anytime for more than 1 second will result in disqualification for this round and zero points will be assigned to the player for this round.
Bonuses: Bonuses are based upon the difficulty rating of the song. After a player finishes a song, the bonus will be added to increase their score (possibly above 100%).
Difficulty of song and bonus:
1: -99%
2: -20%
3: -15%
4: -11%
5: -9%
6: -7%
7: -5%
8: -3%
9: -1.5%
10: no bonus
11: +2%
12: +4%
13: +8%
14: +10.5%
15: +13%
1st 32
2nd 30
3rd 29
4th 27
5th 26
6th 24
7th 23
8th 21
9th 20
10th 18
11th 17
12th 15
13th 14
14th 12
15th 11
16th 9
17th 8
18th 6
19th 5
20th 3
21th 2
22th 1
Round 7
20 players
Mods: Alternate + Reverse
Goal: highest %.
Song options:
1st 32
2nd 30
3rd 29
4th 27
5th 25
6th 24
7th 22
8th 21
9th 19
10th 18
11th 16
12th 14
13th 13
14th 11
15th 9
16th 8
17th 6
18th 4
19th 3
20th 1
Round 8
18 players
The volume will be turned completely off for this round and NO BAR will be allowed during game play.
Goal: Highest %
Song options: Any song with a rating of 8 (single, half double, double)
1st 32
2nd 30
3rd 28
4th 27
5th 25
6th 23
7th 21
8th 19
9th 17
10th 16
11th 14
12th 12
13th 10
14th 8
15th 6
16th 5
17th 3
18th 1
Round 9
16 players
Half Double no bar
Goal: Highest %
Song options: Goal highest %
Players can pick ANY song they wish to play on any half double difficulty. The highest % score AFTER a bonus will win. Players are not allowed to hold onto the bar. Loosing balance and bouncing off the bar will not immediately disqualify you, however holding the bar at anytime for more than 1 second will result in disqualification for this round and zero points will be assigned to the player for this round.
Bonuses: Bonuses are based upon the difficulty rating of the song. After a player finishes a song, the bonus will be added to increase their score (possibly above 100%).
Difficulty of song and bonus:
1: not so much
2: -20%
3: -15%
4: -10%
5: -8%
6: -6%
7: -4%
8: -2%
9: no bonus
10: +2%
11: +3%
12: +5%
13: +7%
14: +9%
1st 32
2nd 30
3rd 28
4th 26
5th 24
6th 22
7th 20
8th 18
9th 15
10th 13
11th 11
12th 9
13th 7
14th 5
15th 3
16th 1
Round 10
14 players
Mods: Blink
Goal: Highest %
Song options:
1st 32
2nd 29
3rd 27
4th 25
5th 23
6th 20
7th 18
8th 16
9th 14
10th 11
11th 9
12th 6
13th 4
14th 1
Round 11
12 players
double bar
Goal highest %
Song options: Players can pick ANY song they wish to play on any double difficulty. The highest % score AFTER a bonus will win.
Bonuses: Bonuses are based upon the difficulty rating of the song. After a player finishes a song, the bonus will be added to increase their score (possibly above 100%).
Difficulty of song and bonus:
1: nice try
2: -20%
3: -15%
4: -13%
5: -11%
6: -9%
7: -7%
8: -5%
9: -3%
10: -1.5%
11: no bonus
12: +3%
13: +5%
14: +8%
15: +10%
16: +13%
1st 32
2nd 29
3rd 26
4th 23
5th 20
6th 17
7th 15
8th 12
9th 9
10th 6
11th 3
12th 1
Round 12
10 players
Tell us your “non-Superbs” before play (singles)
Goal: get as close to your predicted number of non superbs as possible.
For example, you say you will get only 10 non-superbs before playing a song, you end up with 18 non-superbs after playing the song, you will now be 8 points away from a perfect score for this round.
Song options:
1st 32
2nd 29
3rd 25
4th 22
5th 18
6th 15
7th 12
8th 8
9th 5
10th 1
Round 13
8 players
Mods: Boomerang + Dizzy + Beat
Goal: Highest %
Song Options:
1st 32
2nd 27
3rd 23
4th 18
5th 14
6th 10
7th 5
8th 1
Round 14
6 players
Double no bar
Goal: highest %
Song options: Players can pick ANY song they wish to play on any double difficulty. The highest % score AFTER a bonus will win. Players are not allowed to hold onto the bar. Losing balance and bouncing off the bar will not immediately disqualify you, however holding the bar at anytime for more than 1 second will result in disqualification for this round and zero points will be assigned to the player for this round.
Bonuses: Bonuses are based upon the difficulty rating of the song. After a player finishes a song, the bonus will be added to increase their score (possibly above 100%).
1: -99.9%
2: -20%
3: -15%
4: -11%
5: -9%
6: -7%
7: -5%
8: -3%
9: -1.5%
10: no bonus
11: +2%
12: +4%
13: +8%
14: +10.5%
15: +13%
16: +16%
1st 32
2nd 25
3rd 19
4th 15
5th 9
6th 1
Round 15
4 players
Progressive mode: Rave Progressive Course (12)
Goal: Highest %
A bonus of 1% will be awarded for each full song played without the bar during this course. (you may choose on the fly to use or not use the bar during the course)
Songs in the course are: Robotix crazy (9), Re-Rave (11), Radius (11), Y2Z (10).
1st 32
2nd 24
3rd 12
4th 1
Tournament mechanics designed by: Chris Foy and Kyle Ward


