Classic Arcade Gaming's 2006 bounties -

rules and regulations




    Reproduced below is the table of official CAGDC bounties for 2006.  Underneath are the rules and regulations that apply to all of the bounties, including specific ones that apply to the games, and to the gamers who participate.  Yes, they're rather extensive, and at times wordy, but this is necessary to avoid problems and disputes later.

    All rules must be followed to the letter, and very few (if any) exceptions will be considered.  However, keep in mind that I'm a reasonable and fair person, and will consider not disqualifying a performance for a very minor infraction, especially if it appears to be unintentional, or unavoidable.  However, this should not be counted on, and if an exception is made, it is at the total discretion of Mark Alpiger, and his decisions concerning these possible exceptions will be final.  The same applies to any dispute, inconsistency, or non-clear language (either in the rules and regulations, or in the player contract that must be signed to qualify for attempting a bounty task).  If there are any questions regarding something on this page, or on the bounties in general, and they are not addressed on this page, then after thoroughly reading everything below first, you may e-mail Mark Alpiger .

    A final note, that could certainly assist players who attempt these bounties, is that all of the DVD's that I offer apply to eligible bounty games - namely, Crystal Castles, Star Wars, Millipede, and Joust 2.  Check them out, to see if you can get an advantage over other players who are interested in getting 'in the money' !  Thanks for your interest, and, good luck !


 

Classic Arcade Gaming's official 2006 bounty list
# Arcade Game Bounty amount  Bounty specifics
       
1 Crystal Castles $12,000  Beat the world record (910,722 points). Multi-credits / warping allowed.
2 Star Wars $200  Beat the marathon score world record (300,007,894 points) at TG settings.
3 Star Wars / various $300  Exceed the general arcade game marathon time world record (67.5 hours).
4 Star Wars $500  Play for 72+ hours.
5 Star Wars $1,000  Play for 100+ hours.
6 Star Wars $10,000  Make 1 billion+ points.
7 Pac-Man $1,000  Advance past the split-screen, without using the rack-advance switch.



The following rules apply to all arcade games that qualify for the seven individual bounties; the games are as listed above in the 'Arcade Game' column, and further down, in the case of the 'various' additional titles that qualify, other than Star Wars, for the $300 bounty; the arcade coin-op game must be:

 

   an original, dedicated version machine that has all original, and / or 100% identical (to specs) replacement parts / ROMS.  The machine must be a stand-up (upright) version, and not a cocktail, cockpit, sit-down, or other similar model.  This upright machine must be used at all times in its normal, and intended, upright position, and must be sitting on a normal, solid, level floor surface.  The game sound must be on and working properly at all times, and at a normal, reasonable volume, and one that's clearly audible (without being overly loud) on the game play recording.

The player / game owner agrees that the game board, ROMS, and / or game controls, may be tested and / or inspected before final bounty approval is given.  In this case, shipping of the items will be paid for by Mark Alpiger, both ways, provided a shipper of Mark's choice is used to send the item(s).

 
   set to the original factory / default settings (which are the official CAGDC settings for all arcade games, played at any location or event); these will generally match the original manual's notation; any possible exceptions to the official CAGDC settings are listed in the marathon rules section below.  Game settings will be provided to the player within the contract that is sent out (to be signed) to all approved bounty participants.
 
   used for a one credit, one-player, single and continuous game performance only; game play can have no 'advantage' from previous game plays, defined as (but not necessarily limited to): garnering extra score, men, and / or warping / starting screen / level capabilitie(s), at any point in the game, over and above what would occur on the first play after turning the game on from a complete power-off situation, and in a complete factory-new state (as far as machine settings, scores, etc. are concerned); the two (and only) exceptions to the preceding are: Crystal Castles, where a play 'advantage', in the form of utilizing the warp tunnel on screen 1, is allowed; and Pac-Man, where a one or two player game is allowed.  Note that the rack-advance feature cannot be used.

Only the necessary number of credits needed for the game to be played can be registered on the machine at any one time; this would mean one-credit before the start of each one-player game, or two, which would be in the case of Pac-Man only, and only when a two-player game is opted for on this one title.  Note that a credit (or credits) must not be generated on any machine at any time during game play, for any reason - you must wait until game play is over, and before a new game is begun, to place a credit (or credits) on a machine.  Finally, it is important to not have the game set to 'free play', tho that should not be the case anyway, since that is not the factory / default setting for any arcade game.

 
   sealed and inaccessible from the exterior during game play.  Specifically, all game entry points (including the control panel(s), coin door(s), rear cabinet door, etc.) must remain closed and locked at all times during game play.  As a result, internal controls, switches, etc. should not, and may not, be used or accessed at any time during game play on any bounty game title.  No exceptions, including any game control (internal or external) malfunction(s).  Remote access to internal controls, switches, etc., via non-factory installed apparatus(es), is, of course, banned in total.  A possible exception (which would still need approval beforehand) would be a rig that is installed for the sole purpose of direct video output from the machine.
 
   pre-approved by Mark Alpiger for use, if it has a known replacement part, or parts; also, all games used for an initially verified bounty submission may (at Mark Alpiger's option) be checked for acceptable originality of parts and program code, to assure everyone a level, and fair, playing field.  Only after this optional check will a bounty (or bounties) receive final approval, and be eligible for payment.  If you are in doubt as to whether or not the game is within specs, you must check beforehand, not after, with Mark Alpiger - no exceptions !
 


The following rules apply to all gamers:

 

   You must be pre-qualified (by contacting Mark Alpiger) to participate in any bounty attempt, or attempts.  If I disapprove of your participation, I may make an exception (in certain cases), if you sign a waiver stating that I advised against your participation, but that you still wanted to proceed, in spite of that.
 
   You will be required to sign and date a contract (which therefore means you must be at least 18 years old on the date of signing), wherein you agree with, and will abide by, all rules (meaning, all text on this page), and all decisions by the contest organizer, which is Mark Alpiger.  You must sign the contract before beginning any attempt at any of the bounties offered.
 
   You must be a citizen and resident of either the United States, or Canada.  Proof of citizenship / residency during 2006 may be required.  The reasoning is because of difficulties that would occur with certain requirements (urine test confirmation, prize money pickup for $1,000 plus winners, etc...) if the player were from outside of these two areas.
 
   You must not be one of a set of ineligible gamers.  Specifically, these include: CAGDC personnel (Mark Alpiger, and his immediate family); current record-holders for each of the respective bounties listed (Frank G. Seay on the Crystal Castles bounty (#1 in the official list); Rob / Robert Mruczek on the $200 Star Wars bounty (#2 in the official list); Jim / James Vollandt on the $300 bounty (#3 in the official list)); and Challenge Arcade personnel (at any point during 2006 that precedes a bounty's final approval; includes the owner(s), employees, and the immediate family of all of the preceding).  In addition, players who have admitted to cheating, or have been shown to, by a preponderance of the evidence (i.e., the majority (and, possibly all) of the Pac-Man players claiming 3.4 million points or higher), as far as scores submitted to any publicized, and / or public, scoreboard, are disqualified from these bounty offers.
 


The following rules apply to all bounties, unless specifics are given (such as marathon, or non-marathon); in that case, the rules apply as specified:

 

   When any of the seven bounty awards has been fully verified, and receives final approval, then that bounty is officially claimed, and will not be subsequently awarded for any further claimants (i.e., it's a one-time award to the first person's submission that's been verified to have met all of the bounty requirements).  After final approval, the claimant will be notified via e-mail, and / or phone, and has (for a bounty award, or awards, totaling $1000+ for any one gaming performance) 60 days (inclusive) from that day to make arrangements (at their cost) to come to Louisville, Kentucky, for the presentation of the award monies, which will be at a local media-friendly (and reasonable) location and time of Mark Alpiger's choosing (Mark will work with you and your schedule, within reason, in picking the day and time).  Failure to make these arrangements, and / or appear at the aforementioned location and time, will result in total forfeiture of all bounty monies tentatively earned, and in that event, that bounty will not be available for subsequent award for any gamer.
 
   As indicated by the title of the bounty offers, these bounties are to be accomplished in 2006.  However, while you must begin any bounty attempt no sooner than 12 AM on 01-01-2006, you may begin as late as just before midnight on 01-01-2007.  However, it is recommended that you do not wait until the 'last minute', mainly as it is somewhat silly to do so.  Still, it is allowed, and the game performance can last whatever length of time is appropriate to the bounty.  Therefore, if you attempt bounty #6, your game may last well into 2007, assuming a late 2006 start.

Note that I'll define the word 'begin' in the paragraph above as the moment that the game is started, via pressing the start button.  This is also defined elsewhere, in more detail.

 
   Standard CAGDC rules of gaming (soon to appear in more detail, elsewhere on this site) apply for all games, and all methods of playing a game title that are used during a bounty attempt.  Specifically, a player should (unless there's good cause or reason to not do so) move along at most all times toward the goal of most any video game, which is, namely, completing a screen or level.  In general, this means that a screen or level should be completed somewhere in the time span of 1 to 4 minutes, tho (of course), this can vary a bit by game title.  The spirit of the game should always be uppermost in mind, and play tactics that violate that spirit (or, intent) should not be used, unless there is a reasonable skill level involved.  This also brings to the forefront the idea of 'leaching', which, in simple terms, means to 'take advantage' of a game, and get a large level of points (and / or time, health, and / or whatever else is advantageous to a player in a game) with very little skill or chance of dying (even for an average player).  This certainly violates the spirit of the game, and any such leaching tactics, should they last for any significant portion of a game (loosely defined here as more than approximately 5%), would disqualify the performance.

One exception is if a game has a hard timer (meaning, a screen or level has a set, and limited, amount of time for completion, where after, loss of a player's man, ship, etc. occurs).  In this case, 'leaching' tactics, and other low-skill maneuvers, are allowed, unless there is a specific exception for a certain game (which would be stated in the player contract).

 
   A player must send a notification e-mail if they believe they have made an accomplishment that's eligible for a bounty, including the following of all rules and requirements; this e-mail notification must be sent to Mark Alpiger within 24 hours of the end of the potentially qualifying performance.  Note: it is in a player's best interests to immediately send an e-mail after game (and post-game requirement) completion, as the time the e-mail is received will likely be the sole determination of a bounty's winner (as laid out below).  As an example: even if 'person one' actually finishes sooner than 'person two' on the same bounty, but person one's e-mail arrives later (as per the date / time mark), then person two will be declared the winner (assuming person two has met all other bounty requirements and followed all rules and regulations).

If multiple player notifications are received within a 24-hour period for the same bounty, there will be a determination of which was 'first', via a set order of checks: check #1: the earlier date / time mark (including seconds) in the headers of the player notification e-mail that is required to be sent to Mark Alpiger (note: any detection of header alteration or forgery on the sender's part will immediately disqualify that person from any and all present and future bounties, and CAGDC events); check #2: in the ultra-unlikely chance that multiple date / time marks are identical, then the 'winner' will be determined by the higher score (or longer time, for the marathon bounties) between the multiple submissions; check #3: if a further decision is still needed, because the scores (or the times, for the marathon bounties) are tied, then those multiple submissions will be declared a tie, and all bounty monies claimed by both will be split evenly, the amount of each determined by the number of tied submissions.

 
   As proof of accomplishment, and of adherence to all rules and regulations, all performances that wish to be considered for any of the listed bounties must be captured, as far as audio and video, in their entirety.  No breaks in coverage will be allowed; therefore, for games (such as the marathon bounties, and, possibly, the Pac-Man bounty) that likely will exceed VHS tape / DVD disc limitations (which will officially be limited to a name-brand tape (6-hour capable or less) or disc (single-layer DVD), and recorded to using a maximum setting of 6-hour mode), arrangements must be made for continuous capture in a 'common' and easy to distribute and view format.  Namely, it is highly recommended that utilization of DVR (digital video recording) capture devices be used.  The minimum resolution for each DVR capture video (representing one camera view) is 320 x 240 pixels.  A higher resolution is fine, as long as it does not exceed 640 x 480 pixels, tho this is not recommended, due to the extra room needed for capture.  In either case, the minimum allowed frames per second are 24 (tho 30 is highly recommended; also, anything in the 24-30 range, inclusive, is acceptable).

Note that it is mandatory that you receive approval from Mark Alpiger for any non-VHS or DVD audio / video capture method in advance (and, it is recommended that you do not purchase any equipment without pre-approval, since it may be disqualified from use).

Information (which is for informational purposes only, and is not to be construed as advice; also, specific ideas mentioned here are not endorsements of any kind, for any brand or method of capture, necessarily) about useful capture devices and methods are as follows:

.  a DVR capture card that allows one channel of audio, and one or two (minimum) of video, would be extremely useful, and very inexpensive (currently under $50) for anyone with a standard, 'modern' IBM compatible PC (with a large amount of free hard drive space); currently, matches can be found on eBay by looking for the keywords 'DVR PC CARD'.  Again, I am not recommending anything (or any seller) in specific, and it is up to the purchaser to ascertain whether or not that any item purchased from any source is able to adequately do the job intended.

.  a video / audio capture device (or combination) that attaches to a PC (usually via external USB ports) and allows for capture of one or more streams of video to a PC.  These are very common, and fairly inexpensive (well under $100).  I have seen them offered on eBay, in online electronics / computer sources, and even in Sam's Club and Wal-Mart locations.

.  other than a standard VHS (or DV tape), no tapes will be allowed to be used or submitted; DVD captured submissions are allowed; all dubbing, copying, or modification of the required performance and follow-up performance requirements must be submitted in the original, non-altered, and non-dubbed (or, copied) state that they were originally captured in, and on the original captured media; the only exceptions would be either a copy of an original DVR / captured computer file, or a DVD, tho the copy must be identical in content and size to the original file(s).

.  a DVR computer file must be in a standard, common, playable format that is able to be played back on the standard Windows Media Player (version 9.0 or later) software, in its freshly installed form (including any necessary Internet access, which allows downloads of standard codecs); also, DivX version 5.0 or earlier is allowable, tho not encouraged; the preferred (and fully approved) format is MPEG-4.

 
   During taping, DVD-ing, and / or DVR-ing a performance, there will be certain requirements that go about proving that the performance adhered to all rules and regulations, with a minimum opportunity for deception (yes, some players would, and have in the past attempted to, deceive others regarding their gaming, and scores).  This gives everyone confidence in the fairness of the whole bounty award process, and in the veracity of the submissions.  It also assures everyone a level playing field.  Here are the requirements for activities that must be done before, during, and after, each game that is played:

.  Normal room lighting must be used at all times, such that the specified views for the camera(s) used allow for both clarity and ease of viewing of the required items that appear in the frame.  For example, lighting should not be too bright, such that it makes any part of the game screen image not able to be clearly seen.  Lighting should (of course) not be too dim, such that (for example) the analog clock, and / or the gamer (for the marathon game camera view), is not clearly seen, or able to be clearly made out.

.  For all games, the main game screen (shown on the monitor / CRT) must be captured, at all times, in full, with a reasonable border area surrounding the game screen's maximum layout on the monitor; this border will be defined as approximately two to five inches (I'll leave the final number of inches in this range up to the camera operator, and his needs to fit the analog and digital clock areas in, as specified; also, note that the borders on all four sides can vary, within the two to five inch range; finally, because of the vertical or horizontal size of the screen, maintaining this range may be possible on only two of the game screen's sides; this is allowable, if it is not possible to do better, which may be the case with game monitor screens that are vertically oriented); focus (and zoom setting, other than as specified for the score shot) must be maintained at all times; a bare minimum of camera sway, swing, and / or jostle, should be maintained; also, it is desirable (tho not mandatory) for the gamer's hand(s), and / or the game controls, to be partially, or fully shown during game play.

.  A small (3" to 5") analog electrically powered clock must appear somewhere near an edge of the captured video footage, be running during the entire game, and be easily discernable, as far as the current time, when the recording (in whatever format) is played back on a quality monitor; it must have a 'sweep', or, seconds, hand; it must be accurately (within 2 minutes) set to the local time, and maintain an accuracy of plus or minus 60 seconds, or better, a day; also, the video camera in use must also be set to show a time overlay display, with the same constraints as above, other than a seconds requirement (which would be optional); other than the time overlay, all other video camera overlay displays must be set to not show; finally, the time overlay must be digital in nature, and must not block any of the game screen display, or the analog clock face (tho it may partially block other things in view).  The reason for the analog clock requirement is to avoid any editing of the captured footage.  Note that the analog clock must only appear in the camera recording the game screen, as outlined above; it should not be used for the second camera view (outlined further down) that is required for marathon game play.  However, the second camera in that case does require the time overlay display to appear, as outlined above; note that, in this second camera case, that the time overlay display should not block any of the game screen display, or the control panel (tho it may block other things in view).

.  Now, to the pre-game and post-game requirements.  As stated above, the camera(s) required should be set up as directed, as far as the view of the game that is required; then, before each game is begun, a current (that day, or the day before's) local (or national, such as USA Today) daily newspaper must be shown, in full, closely framed view, for a few seconds, and then held up to the camera in such a way that the date is clearly visible; next, the game must be shown, for 5 to 15 seconds, fully powered on (complete with a fully 'warmed up' CRT showing the game's attract mode), then turned off (via the built-in game on / off switch, or a switch on an external power strip) for 5 to 15 seconds, and then turned back on via the same switch; next, a single credit may be registered on the game, via either the internal coin credit switch mechanism, or via a coin that's inserted (note: two credits may be (optionally) registered, for Pac-Man only); next, all external game doors (if open) must be closed and locked; finally, game play may begin.

After game play has ended, then if the player believes they have made a performance that qualifies for a bounty (note: it's a good idea to check beforehand and see if the bounty you are attempting either has been claimed, or is in the verification process; this information will be posted on the official bounty status page, which is located at: bounties.classicarcadegaming.com/status.htm), then here are the additional requirements needed: in a continuous shot of the screen, zoom in on the score, such that it comprises at least 1/3 of the camera preview screen width, and then zoom back out to the previous zoom level and (as near as possible) the previous game screen frame position.  Next, you may open the game as needed, and access the internal controls to show the game settings, in order to confirm that factory / default and / or CAGDC settings (as appropriate to your title, and specified in your contract) were used.  If the game screen does not allow for this information to show, then you may move the camera as needed to show the internal dip switch settings, but only open the game door(s) to do so after the camera is focusing on the door(s) that are necessary to be opened.  Proceed to unlock and open the door(s), and (with any lighting needed) show, via the camera, the dip switch settings.  Note that during all of this camera movement, that turning off the camera power is not allowed, and must be avoided at all costs, as disqualification will likely result if the camera loses picture or power for even a moment.  Also during this, and any other camera movement required in the post-game process, try to keep the camera on the game itself at all times (if possible, tho brief swings (4 seconds or less) away from the game, due to balance, tripod loosening, etc. issues will be allowed).

After game settings have been shown, either via the game screen, or showing the dip switch settings, then the internal game board must be shown, in close-up.  As before, if the game is being opened, show the opening process via the camera, and proceed to the internal shot of the inside of the game, and to the game board; if the board is covered  or positioned in such a way that it cannot be panned with the camera, or if the gamer prefers, then removal of it for the purpose of panning is allowed, provided that the camera never loses sight of the board as it is being removed from the game (again, as elsewhere, an assistant would be highly useful, and preferable for all such footage); in any case, when the board is ready for panning, use the camera's most close-up lens setting (make sure the zoom is as far away from the zoomed out position as possible) to get a clearly focused view of both the entire board (tightly framed), and then a pan of the board, in close-up, such that each socketed or soldered chip can be seen clearly (tho, perhaps, not with a lot of detail, or with enough clarity to read any writing on any of the individual chips).  The best criterion of whether this is being done correctly is if the writing  showing the arcade company, and / or game name (which appears on the surface of all game circuit boards) is clearly viewable.  Pan across the board as many times as necessary to cover the entire layout of the board; thus, if at the closest viewable distance, you see a little more than half of the board, then it will take two pans across to show the entire layout. 

Finally, the last thing that needs to be shown is the underside of the control panel (CP).  Again, with a view that remains for the most part on the game, move the camera to loosely frame the entire CP area, and detach it; then, turn it over and pan the entire CP.  Finally, as closely as is possible, perform the same close-up view / pan of the entire control panel in the same way that you did for the game board.  After this is done, the post-game requirements are complete.

Final note: it is totally acceptable for an assistant to perform all arcade game, electronic equipment, and video camera setup and recording work for you, including before, during, and after the game, as laid out in this bullet point.  The same assistant, and / or another, may even perform board and CP removal, if it is necessary.  Also, you may have as many assistants as you need (or want) for all aspects of the bounty attempt, and requirements.

.  For marathon games only (defined as 12 or more hours total of game time, which is defined further down this page), it is required that a second video camera be set up to record a view that is positioned to the side, and just a small amount behind, the player.  This is so that three things can be accommodated within the camera frame: the player, from the control panel level of the game, up; the complete control panel itself; and, a view of the game screen, tho it may be at somewhat of an extreme angle, such that everything cannot be clearly made out, other than general game play.  Note that the video camera lens should be positioned approximately in the range of 4 to 5 feet off of the ground, as appropriate to maintain a number of inches higher position than the level of the game controls, which will give a good overview of them.

It is not necessary for both cameras to record audio; it is only necessary for one, tho it is desirable for both to do so.  Again, however, only one audio soundtrack is necessary.  This is especially helpful in the case of many DVR capture cards that are made for desktop IBM-compatible PC systems, as many only allow for a single audio input, but 2 or more video inputs.

This second camera requirement for marathon play is to assure that, during any break times that are taken away from the game, that the same player returns to the game to continue their play.

Note that I advise (extremely strongly so !) that any player who attempts any bounty, first go thru a 'dry run' (meaning, a non-serious, non-qualifying for a bounty, 'test' game) that will give them, and any assistant(s), practice at the procedural steps and requirements needed for a 'submitable' performance to take place.  Also, it gives them ideas on potential problems and issues to look out for.  In any case, it is also strongly advisable that the player submit (to Mark Alpiger; contact and address information will be in the contract) a 'test' recording (preferably on VHS tape, or single-layer DVD, tho a CD or DVD with DVR data is fine also), to ensure that they are doing everything right, as far as what they did on that particular recording, and whether they followed all procedural rules, etc.).  In the case of a marathon 'dry run', a player may do two single (meaning non-simultaneous recordings, for the purpose of ease, and submit one (or two if desired) tapes or DVD's (or data file(s), if necessary)) performances, and, again, submit the recording(s) for the purpose of my confirming that everything was done procedurally correct.  Note that the game play that's on any submitted 'dry run' does not matter, as that's not the point of the 'dry run'.  Checking to see that all rules and regulations (outside of the game play itself) were followed is the point.  Therefore, make any game play extremely short (10 minutes or less), and feel free to test any and all allowable 'acts', such as hand-off of items, break time (even tho it wouldn't normally be earned in such a short performance), etc.  Again, submission of a 'dry run' is recommended in the extreme, in order to avoid a disqualified 'real' bounty submission later !!!

 
   As per past precedent (as far as both Twin Galaxies, and Guinness), breaks are allowable during marathon game attempts.  As a new precedent, Classic Arcade Gaming rules will allow breaks during non-marathon game attempts (where the game time is less than 12 hours).  A break is defined here as: attention away from the game, control off of the game (meaning, hands, fingers, and / or appendages, not on the game controls), time away from the game, and / or physical presence away from the game.

There are stringent rules that must be followed regarding any and all breaks.  A player 'earns' 5 minutes for every hour of marathon game play (MGP), or 2 minutes for every hour of non-MGP (defined as less than 12 hours in total play time), and this can be accumulated (or 'banked') up to a maximum of one hour.  You may not bank in increments of less than 5 minutes (i.e., you don't bank 1 minute for every twelve minutes of play) for MGP, or in increments of less than 2 minutes for non-MGP; therefore, you may not take a break until at least your first hour of play has gone by.  Also, note that if you assume that you will be playing for a marathon length of time (again, defined as 12 or more hours), such as on the bounty game Pac-Man, and your game length falls short, for whatever reason, then even if you have met all other bounty requirements, you will still be disqualified from the bounty if you have not followed the indicated earned amounts, and timings, of non-MGP break times.  Conversely, if you assume that you will be playing for a non-marathon length of time, and follow non-MGP break rules, then as soon as you reach the 12 hour mark, you automatically will bank an extra 36 minutes in break time, over and above the net amount that you have left in the bank from your non-MGP earned time, minus any break time you may have taken.

For ease of computation (for both Mark Alpiger's sake, and the player (and any assistant's) sake(s)), the digital clock display that's required for the 'main' camera on all bounty recordings will be used to determine the starting and ending times for the both the break period, and for the game play period that is used to determine banked time, in the following manner: when a break begins (with the two methods as described elsewhere), the digital clock's hour and minutes reading will be referenced to determine the break's start time (seconds will not be referenced, and will not matter).  When the break is over, and game play beings again (as defined elsewhere), the digital clock will again be referenced, as above, to determine the break's ending time.  The difference (in minute(s)) will be the time subtracted from the bank.  Note: the minimum time that will be subtracted is one minute, no matter how short the break, or how short the time calculation (as described above) is.  Also note that at the beginning of a game (defined elsewhere), the digital clock will be referenced, as above, to determine the game's start time, which will, of course, be the initial place for the banked time to be accumulated from.

Additionally, keep in mind that you may take any amount of the banked time that you wish when you take your break, up to (of course) and including the amount you have banked.  Naturally, be very sure not to exceed this amount (need I say it - you'll be disqualified !).  Also note that your break time does not count as play time, and cannot be used to generate further break time (duh !).

Other important notes include a gamer being declared with taking a break (with a required one-minute minimum taken from their bank), whether or not they intended to take one, if they do any of the defined break activities (attention away from the game, control off of the game (meaning, hands, fingers, and / or appendages, not on the game controls), time away from the game, and / or physical presence away from the game) for more than 30 seconds.  Also, even if the player doesn't do any of these activities, but the item (man, ship, etc.) that they primarily move and / or control (in the game) is non-moving, and non-firing (if appropriate), for more than 30 seconds, then a break will, likewise, again be declared.  In either of these two mandatorily declared break situations, the break will be deemed over only when the player ceases all break activity, and resumes game control movement that also resumes movement, and / or firing, and / or control over their on-screen item (man, ship, etc.) that they primarily move in the game.

Note that game 'intermissions', instructions, demos, and / or processes that do not allow for player game play on the screen do not count toward the mandatory break timer countdown - only the periods of time where the player can, and does, have control over game play, count.  Therefore, a player could, after the 'Death Star destruction' sequence in Star Wars is triggered with their exhaust port shot, walk away from the game, and only when the control of the ship is returned to the player (whether they have returned to the game or not), does the mandatory break timer countdown (to 30 seconds) begin.  Expedient use of this situation could be most helpful toward preserving the most break time that's been banked.  Likewise, Q*bert, and Tapper, afford similar opportunities.

Another note; a player (not an assistant) can declare a break by saying the word 'break', and immediately beginning a defined break activity.  This can be advantageous for certain games, and especially so for Star Wars.  Normally, walking back from the game when the 'Death Star destruction' sequence begins would not activate the break, as noted in the paragraph above.  But, perhaps a player wished to engage in certain 'banned' activities, such as getting a massage, kiss, or whatever.  Then, they would want to have a break declared at the first possible moment that a game enters a 'safe' phase (as exampled above on Star Wars), and continue until a point that they deem is acceptable, as far as resuming the game before too many (if any) shields have been lost.  While they don't have to verbally declare the break over, this would be helpful to the verification process, and would be appreciated.  In any case, the timing of the break would determine how much is subtracted from their bank, but, in the above example, it is likely that only one minute would be taken, as probably most players would break for less than 60 seconds, and not more.

For clarity on all of the above, here's an example.  A player begins a game (that qualifies as a marathon because of the total play time it ends up having) about 10 seconds after the moment that their camera's digital display clock (DDC) has changed to 7:04 PM.  Therefore, for calculation purposes of both banked time, and game play time (this is important to note, for marathon calculations), they began at 7:04 PM.  They play for 3 hours, 6 minutes, and 20 seconds (note: this doesn't need to be tracked; it's broken down for example purposes only !) with no breaks (therefore 15 minutes has been banked), and the DDC reads 10:10 PM.  At that moment, they take a break, which takes 8 minutes and 20 seconds.  When they resume their game play, the DDC reads 10:18 PM.  Therefore, 8 minutes (10:18 PM minus 10:10 PM, which are the referenced times at the break's end, and start, respectfully) has elapsed for bank time subtraction purposes, and 7 minutes would then be left in the bank.  The next instance of bank time being added to the bank would be when the DDC reads 11:12 PM, since that's the point in time where both an even number of hours (4), plus all subtracted break time (8 minutes), has elapsed.  At this point, the bank time would total 12 minutes (the 7 that were left after the one break taken, and the new addition of 5 minutes, from another hour of play time elapsing since the last addition of 5 minutes took place).  It may sound semi-complex, but it's by far the easiest method of computing break time, for all parties involved.

 
   Last, but not least, there is (of course) a time period that must be allowed for the verification process.  Especially where the marathons are concerned, this could take a long time.  However, I will strive to verify all performances (that are guaranteed (in writing) by a bounty submittant to have followed all rules, including accomplishing the bounty task itself) on as quick a basis as possible.  Specifically, I will strive to verify all non-marathon performances in under a week (which starts the day after I physically receive the submission(s)).  For all marathon performances (keep in mind that there is twice as much to watch as a gamer played, since there are two camera views !), I will strive to process (on an upward-ramping scale) 20 - 40 hours a week.  Specifically: if a gamer plays for 80 hours, that's 160 hours of footage (not counting requirements outside the game, but they're of minor length).  So, in week one (again, this starts the day after I physically receive your submission(s)), I will go thru about 20 hours, then the next week around 30, and finally, ramp up to about 40, until the footage verification is complete (in this case, after about three weeks of the 40 hour level), which would be about 5 weeks, in this example.

Now, given that I have an offer that would require someone to play for around 175 hours (possibly longer !), that's 350 hours of footage.  For that one (and that one only), I'd strive to process (as above) 25 - 45 hours a week, tho the hours would vary a bit from week to week.  Assuming that I average 36 hours a week, then that's still right at 10 weeks (yikes !!), and that still assumes that the footage is no longer than that (which it easily could be, based on the player's scoring rate).  In any case, I will commit that the maximum time that I would need for this verification would be 12 weeks.  And, while it is likely that no one will claim the bounty that would require this Herculean viewing effort, this is still a contingency that I'll happily cover.

While I'll not make guarantees on the verification times for the other bounties, they will be done on a schedule that will closely adhere to the estimates that I have laid out, barring a major emergency  or other major situation arising on my end during the verification process.

Now, when the video portion of the verification process is completed, and the performance is deemed to initially (versus finally) qualify for the bounty (or bounties) it is eligible for, there may still be other verification processes required (tho this is semi-unlikely, except in one case).  As stated in another section above, if there are some questions from the viewing of the performance recording(s), then further investigation may be deemed necessary (and would likely proceed even before the recording is viewed in full, to save time).  Examples of this would be (but are not necessarily limited to): possible rule infractions seen on the recordings; necessity to check out the original machine / boards / ROMs used for the performance (tho this would only be utilized if a questionable aspect came up during the viewing of the performance); and / or the possibility (unlikely, except in one case) that the gamer would be asked to play the title used for the bounty, to demonstrate their skill level, abilities, and / or knowledge.  This would be relatively brief, and they would not be asked to play for more than 12 hours (more likely, for not more than 6, if even that).

Now, to the exception mentioned above.  All players submitting a performance for consideration of the Pac-Man bounty will be required to have their 'method' for doing so be able to be duplicated on either TGMAME 0.67.2, or WolfMAMEPlus 0.83u1, both of which are currently available from this MARP page.  The page further shows the ability of both to reach the splitscreen, confirming proper play of Pac-Man using either.  Note that the ROMset (called 'directory' in the programs) 'pacman' will be used to confirm the method of getting by the splitscreen.  If it does not work on either one of the two versions of MAME, then the performance will be disqualified, unless the player wishes to demonstrate the method themselves, in person, at a location agreeable to Mark Alpiger (likely Louisville, KY), using provided equipment running these MAME versions, with a ROMset of 'pacman' that has passed the ROM check audit function provided within the programs.  It is imperative that the player confirm their method works using MAME, as laid out above, before submitting a performance for verification (and, I'd recommend performing the confirmation before they even attempt the bounty).

 


The following rules apply to all marathon bounties (marathon being defined by CAGDC as a game time of 12+ hours):

 

   Twin Galaxies marathon settings may possibly be used in place of the game's factory / default settings, which are the official CAGDC settings for all arcade games, played in any venue or event.  You must get approval to do this beforehand, of course.  However, use of official CAGDC settings are strongly encouraged.  Game settings will be spelled out in detail in the player contract.
 
   Participants in any marathon bounty attempt will have the further obligation of submitting to a urinalysis, at their expense. Of course, this urine test would only be necessary if the player wishes to submit the performance for consideration of a bounty (or bounties, if applicable), and / or if the performance is desired to be submitted to CAGDC for consideration of inclusion on the scoreboard, and / or the upcoming 'feats' board.  Note that, in general, only a new world record (score, time, etc.) would be considered for inclusion on CAGDC.

The urinalysis must be taken within 24 hours of the ending time of the marathon effort - NO EXCEPTIONS FOR **ANY** REASON, including (but not limited to): exhaustion, injury (serious or otherwise), mental state issues, hospitalization, extended sleep, travel / scheduling problems, and / or weather conditions.  A completed proof of identity form (provided by CAGDC), with a time notation, will also be required.  As per track and field / athletic rules, the urine will be tested for banned substances (including, but not necessarily limited to, stimulants), and indications of any will result in disqualification for the bounty / bounties sought for that marathon effort.  Possible complete banning from any further CAGDC activities, events, and / or submissions might also occur, as a result.  Note: if a player is in doubt of urinalysis results due to any chemical substance that they may be taking (i.e., a prescription), or that they plan on taking prior to the urine submission, then the player must check with Mark Alpiger beforehand, to get preliminary clearance to play.  Even with such clearance, passing of the urinalysis is not guaranteed, even if the test is failed due to a preliminarily cleared substance.  Remember: indications of banned substances (which are mainly stimulants, and illegal drugs, such as marijuana or cocaine) will result in disqualification, and any exceptions to this, for any reason, should not be counted on !

All over-the-counter substances are likely OK for use, when used in recommended quantities, and when used in a reasonable and average fashion, per statistical average use of such products (i.e., drinking 20 Mountain Dews in one day is not reasonable or average, and could cause a positive test result for stimulants !!).  However, I must note again that I am NOT making any guarantees or recommendations in this area - I strongly advise that you do your own research, and / or consult a doctor or other expert, as I will not be liable in any way: for whatever you decide to ingest, before, during, or after your attempt(s); or for the results of the urinalysis.

In addition, I strongly recommend that you have a doctor, and / or other medical expert, on site at all times, during all bounty attempts.  Any attempt can be a stressful, and / or difficult proposition.  However, long-term play (as in the case of marathon, and near-marathon, length attempts) can be extremely dangerous to your physical, and / or mental health, and should be monitored at all times by an expert in the field of medicine, and / or psychiatry.

 


The following rules apply to specific marathon bounties (marathon being defined by CAGDC as a game time of 12+ hours):

 

   All bounties claimed using Star Wars are cumulative.  So, for example, if a player plays for 100+ hours, they also have qualified for the three bounties listed above that one, and have won a total of $2000 ($1000 + $500 + $300 + $200), assuming that all of those bounties have yet to be claimed (based on each one's ending time, which is determined during the verification process).
 
   Besides Star Wars, a variety of other titles will qualify for the third bounty (for $300) in the official list above.  These titles are: Defender, Frenzy, Galaga, Gyruss, Joust, Joust 2, Kick Man, Millipede, Mouse Trap, Nibbler, Q*bert, Robotron, Root Beer Tapper, Star Trek, Stargate, Tapper, and Timber.

A very important thing to note is that many of these titles have never been played for the length of time that it would take to qualify for their bounty submission timing of more than 67.5 hours.  Thus, it is more than possible that some may have a 'kill-screen', or other screen or place in the game, that is an impasse that is impossible to move past.  In this case, you cannot progress in the game, and therefore, the effort would be disqualified, if the total time up to that point, and including 5 minutes of time on the aforementioned impasse area on the game, did not qualify for the bounty in question.

Another issue to keep in mind on some games is the count of men in reserve.  Some titles (especially some Williams ones) are known to have a 255 men 'limit'.  When an extra man is earned at that point, the men 'counter' turns over to zero (like the screen counter in Pac-Man), and your men count goes to zero, and the game ends immediately (as do all games when your total men count is zero).  This should, naturally, be avoided at all costs, and should be kept track of.

Keep in mind that, in the situations mentioned in the above two paragraphs, a player is responsible in total for knowing whether or not this situation can, or will, occur, and not the bounty sponsor(s).  One way a player could determine this (if they choose) is to do a trial, or test run, beforehand, for however many hours they deem necessary.  Nonetheless, it is still possible that the initial test could go fine, and the later bounty effort could have a problem that did not occur on the initial test run.  This situation is regrettable, but cannot be predicted, or avoided, and in any case, the player bears total responsibility for any and all outcomes that the game delivers to the player during their game play.

 


Additional rules, notes, and clarifications:

 

   For clarity in this page's content, the bold-type words and phrases in this section are defined as follows: marathon refers to a total game time (including any break time) of 12 hours or more.  Non-marathon refers to a total game time (including any break time) of less than 12 hours.  Also, whenever a player is not on a break from playing their game, then they are in the mode of game play; in other words, they are on game play time.  Whenever they are on a break, then it is break time.  The combination of break time (at least, the true time on the clock, versus the time taken from the bank, if different) and game play time constitutes the game time (or total game time).  This is defined in the next paragraph.

Game time (also referred to as total game time) is defined as the period (inclusive) of time that occurs from the beginning of a game (which begins at the moment that the player 1 (or 2, as appropriate), and / or start, button is pressed such that electrical contact in the button switch is made), to the end of the game, which is generally when the last man, ship, energy level, etc. is terminated, used, or gone, and /or when the game has an ending of it's own (such as Crystal Castles), and all post-game displays and options (such as a reward / information screen, and the initial entry screen) are finished and completed, and the game is back to the point where pressing the button to begin a new game (assuming it had a credit on it) is again feasible.

 
   While a game that is being played for any bounty must be started up from a completely powered-off state (for 5 to 15 seconds) immediately before the start of any submitted game, it is not necessary (tho it is allowable, and is strongly recommended, if the game has such a feature) to put the game into a completely reset state, as far as the settings, and other game information (such as scores, stats, etc.) is concerned, unless such a state is required because these settings or information give the player a benefit over and above what would normally happen if the game was powered up for the first time that it was ever used.  In this case, it is necessary to put the game into a completely reset state.  Note: at this time, none of the contest games are known to need to undergo this reset state; however, it is the player's responsibility to do so, if it becomes known (however, or whenever) that an advantage from the game settings or information exists.  Of course, all games must be set to their factory / default settings, as outlined in specific elsewhere, other than the possibility of using Twin Galaxies marathon settings (if different).

Note: all submitted performances must include the required footage of the single performance, and any and all associated footage (pre and post game), with a minimum of extra, or 'throw-away' footage.  For example, I don't want 5 minutes (or, even 2 minutes) of 'dead' (nothing of interest or consequence happening) footage before or after the required footage.  In addition, it is required that there be no multiple performances (whether legitimate bounty attempts or not) on any one piece of footage that's submitted.  Example:  you (after following all pre-game requirements) begin an attempt, and then abort it, and then start another, after again following pre-game requirements.  If you submit the second attempt, as you believe it qualifies for a bounty, then I do not want to see the initial attempt !!  In other words, you must reset your recording medium back to it's earliest starting point whenever you begin a new attempt, which, of course, must again follow all pre-game requirements.

However, there is one exception, and that's Crystal Castles.  Because it is such a short performance in length, I will save submitters a lot of time and trouble by not requiring a restart of footage every time they restart an attempt (tho this is limited to a maximum of three hours of total footage, including any successful bounty attempt).  Also, as a part of this, you may skip two of the pre-game requirements, tho they must still do them, and in a precise place and order, at the post-game step of a successful attempt. Namely, the newspaper being shown, and the game being turned off and back on, may be skipped.  Thus, you may go from the 'camera being properly set up' step directly to the credit being registered for the game.  After that, proceed with all steps as directed elsewhere, including opening the game, to access the internal controls to show the game settings; for Crystal Castles specifically, this means opening the top door on the front of the game, and flipping the self-test switch (follow your manual's instructions from there).  Now, after the game settings have been shown, do not continue with the 'showing of the internal game board' step.  This will be done, but not now.  For now, flip the self-test switch back to it's original position.  Then, you may next proceed with the power cycle step that's normally part of the pre-game process (specifically: the game must be shown for 5 to 15 seconds, then turned off (via the built-in game on / off switch, or a switch on an external power strip) for 5 to 15 seconds, and then turned back on via the same switch).  After that is complete, wait until the monitor / CRT is fully 'warmed up', and showing the game's attract mode.  The wait time after the game is powered on should be 30 - 60 seconds, depending on your monitor.  Now, for the next 'skipped' step; proceed with the newspaper proof-of-date procedure (specifically: a current (that day, or the day before's) local (or national, such as USA Today) daily newspaper must be shown, in full, closely framed view, for a few seconds, and then held up to the camera in such a way that the date is clearly visible).  When that is done, you may pick up in where things were left off, in the normal post-game requirements; namely, at the 'showing of the internal game board' step, which must be performed from the beginning, as directed, as directed in the post-game section.  All subsequent steps and directions should also be done, until completion.

Again, this one exception for bounty #1 is so that the player does not have to go thru two of the more involved pre-game requirements over and over each and every time a new game is started.  But, of course, that's optional, and up to the player, who may desire to do the pre-game requirements on each and every attempt, after restarting the recording.

 
   Just so that the language used is clear, here are the definitions for some of the wording used in the official bounty list above:

.  for bounties number 1 and 2, the word 'beat' means to exceed the listed score

.  for bounties number 4, 5, and 6, to qualify as a potential winner, you must either equal, or exceed, the listed number of hours (i.e., the '+' is used to mean 'or more')

.  for bounty number 7, the split-screen is defined as screen number 256, as it occurs on a one-player game.  The player must get past this screen (without using the internal dip-switch control known as the 'rack-advance' switch) by utilizing the external joystick control only (use of the buttons is banned, except to start play initially).  Note that either a one, or a two, player game can be utilized for playing this title.

 
   Players must, at all non-break times, be either standing or sitting at the game under their own power.  No assistance can be given by anything in any way to this end.  For clarity: they cannot be assisted by other persons, or other items (such as something that encloses or wraps around them in any way (other than normal, reasonable indoor clothing), and / or is supported, in part or full, such as a brace that attaches to something other than just the player) in any way, other than sitting on a stool (or chair) in a normal seated position (some 'reclining' of the chair, or their body, is even OK, but, the angle must be less than 30 degrees from an upright position).  Their feet and / or legs may lock around any built-on braces or support structure on the piece of furniture, for support.  They may not lay down at any time during game play (tho this is, of course, allowed at break time, as is pretty much anything else that they want to do, and / or that others want to do for or with them).

Note that a brace, or braces, that attach solely to the player, and to nothing else, are allowed.  So are pillows, cushions, and any other similar item.  A soft floor mat, or surface, is also allowed for the player.

 
   In the unusual case that, either before, or during, 2006, any of the listed world record scores (bounties number 1 and 2) or the time mark (bounty number 3) is exceeded, either officially (via Twin Galaxies or CAGDC announcement(s)), or unofficially, and the accomplishment(s) are not qualified, or turned in, for any of the CAGDC bounties, then the CAGDC bounty requirements will remain unchanged, and the 'new' scores, and / or time mark, will not have to be the one(s) to be usurped in the aforementioned bounties.  Example: if someone from Europe (which means they are disqualified from participation in the CAGDC bounties) exceeds the Star Wars marathon world record score, then that score has no bearing, and causes no change, in bounty #2's requirement.

Likewise, if any of the other bounty tasks are accomplished, but not turned in for a bounty claim, then the bounties will still remain in full effect, assuming they've not already been officially claimed.

 
   Players must guard against any and all operational failure in their arcade game (regardless of it's location, or source), and in their audio / video capture equipment.  If any failure in controls, equipment, normal game-play, electrical power, etc. occurs, then it is likely that the performance will be disqualified, with almost no chance of an exception.  The reason for any failure or interference is totally irrelevant, as is whether or not it was preventable, or foreseeable (you know the saying - 'stuff' happens).  Needless to say, having an assistant to help observe, and safeguard, in these areas, would be most useful.

Here's some useful information that may help avoid problems; many players use a UPS (uninterruptible power supply) unit that is designed to 'kick in' power if there's a power problem or outage in the playing location's power source.  These devices are quite common and easy to find, including at local computer, and office supply, stores.  Use of one or more for all electronic equipment is highly advisable, as any outage would likely immediately disqualify a bounty attempt in progress.

 
   Players must guard against any and all help, or interference, from outside persons, during their game play (note: any break time that's taken from game play is excluded from the following limitations).  Thus, examples of things that are banned includes, but is not limited to: coaching; stat-keeping; misting or spritzing of water, or throwing items of any size, at or onto the player or the controls; touching the player or game controls; and / or holding anything that lends direct assistance to the player (example: urine collection bottle).  Making noise to help the player stay awake, or wake up, is allowable, but must not be continuous, and must not obscure more than small percentage (if any) of the game sound, which should be clearly audible at all times.  This includes music.  However, note that music or other sound, that's not related to the game being played, is allowed if headsets are used, and it's inaudible on the audio portion of the game recording.  Note that performances made in an arcade will be (reasonably) exempt from some of these rules, as appropriate.  However, the point is to make a sound track for your recording that is not annoying !!!!!!  If you think the background sounds will be more audible than minor amount, and / or semi-continuous, or continuous, you must get clearance from Mark Alpiger first.  Also, the location that you choose to play in should be encouraged to assist in minimizing the noise.  Mark strongly recommends (in the case where the performance location noise is out of your control) that a test tape be done (at the location, and at an appropriate time to test noise issues) beforehand, and sent to him for clearance.

Note that while touching of the player during non-break time is not allowed, I will not disqualify an attempt merely for brief, and likely unintended contact (such as brushing, touch on the back, etc.).  However, do not put this to the test, as I made this rule in order to avoid things like extended touching / back rubbing, etc., that could be abused by some (picture a back rub, on day three, that both helps to keep a player awake, and provides semi-support !).  Also, while handing off (meaning, transferred briefly, either direction, via each person's simultaneous 'grasping hand contact' with the item) of items is allowed, it should be kept to a minimum (which I'll define as no more than three instances during game play time, per hour of game time).  As always, however, when the player is on break time (defined elsewhere), the 'touching' restrictions do not apply, and basically anything goes during a player's break time.

 
   Whether bounty attempts are done in private, or public, most will eventually involve a player needing to 'go to the bathroom' during the attempt.  If the game affords the ability to have a break of some length (say, 2 to 5 minutes), and break time has been earned, as is laid out in the rules, there's no real issue.  But, on many games (Star Wars being a prime example), a break of much more than 40 seconds away from the game is not possible.  Thus, provisions must be made by the player to take care of these bodily functions.  Acceptable solutions include (but aren't really limited to): adult diapers, or use of a catch bottle or basin (bedpan) for '#1' and / or '#2'.  It is more than acceptable for the player to expect, and set up (generally without assistance) privacy options when these solutions are utilized.  A towel or apron-like item can be used, and a privacy 'curtain' or block or some sort can be utilized.  The curtain or block may be held by an assistant (or assistants), but any assistance from others on any bodily function performed must be such that the player is not touched, directly, or indirectly, and (of course), the recording equipment must not be moved, bumped, defocused, or blocked in any way during the use of such items (whether done by the player or assistant(s)).
 
   All of these bounty offers are null and void in locales, regions, states, and / or areas that are subsets of the United States and Canada, wherein it is disallowed, unlawful, and / or illegal to participate in any required bounty activities, and / or where prize monies are not allowed to be awarded, for any reason, or in any definition.  Note that these bounty offers were cleared via Kentucky state law, and the state attorney general, as applicable, and as per item number five in this document.
 
   All bounty winners that receive monies for their accomplishment are responsible for reporting the money, as appropriate, to their local, state, and federal tax authorities.  They are (of course) also responsible for paying any and all taxes, and / or other fees, that they may incur due to possible taxation, or from any other legal obligations.  Consultation with an accountant is recommended.
 
   Joe LeVan, of Challenge Arcade, has contractually committed to Mark Alpiger that he will pay a 10% bonus for any player who completes (a) bounty attempt(s) at his location (with his permission beforehand), and that player receives final approval for that bounty (or bounties, as applicable), and is paid out by Mark Alpiger.  (Disclaimer: this offer is totally independent of Mark Alpiger's bounties, and is not guaranteed by Mark in any way.  All arrangements to potentially have the performance attempted at Challenge Arcade must be made between and the player.)
 
   Any and / or all 'advice', 'recommendation(s)', and / or other such similar 'help' that you may read into Mark Alpiger's writings on this page is to be considered to be nothing more than information for the purpose of everyone being informed regarding Mark's understanding of the topics that he talks about.  It is totally up to the player to do any and all research into any and all matters that play a role in these bounties, and in their performance attempts, and any actions and activities they (and others that may assist them in the aforementioned) may undertake, to determine their course(s) of action with regard to any and all decisions they make surrounding these bounties, and their performance attempts.  This includes, but is not limited to: equipment use, safeguarding the general performance and equipment used, medical research (both for the purpose of their 'fitness' to attempt the performance, and all requirements and other things associated with it, and for the purpose of being aware of chemicals that may trigger a positive (meaning 'bad') result or results in the urinalysis).

Similarly to the above, all decisions made by the players, regarding: the performance attempt or attempts, and anything surrounding it (them); their medical ability to perform these attempt(s); their intake of food, drink, and / or substances before, during, or after any attempt(s); and any other decisions made before, during, or after any attempt(s), that affect the attempt(s) in any way; are totally up to the player, and any and all liability for such decisions is similarly the player's total responsibility.

Finally, Mark Alpiger is not liable for any repercussions (positive or negative) that are a result of any performance attempt(s), whether they be medical, personal, mental, emotional, occupational, or whether there may be any other issues or problems, at any point in time, that could be construed as being associated or caused by the aforementioned performance(s) or attempt(s).

 
   Here's one of the most important notes; these rules are subject to change, at any time and for any reason, up to the beginning of the bounties, at the start of the year 2006 (as determined by your location's local time zone).  When the bounties begin (in the US eastern time zone), then the rules and regulations on this page will be set, and not change further, but please note that you must review them after that point, to ensure that you are aware of any possible late changes.

Also, while the rules on this page will not change after the beginnings of the bounties, I do reserve the right to make minor changes or additions to the rules and regulations in the contracts that must be signed by every participant before beginning a bounty or bounties, even if this means that different players may be subject to different rules.  However, to ensure a level playing field, note that this will be avoided at all costs, and any differences in the rules between players will likely be extremely minor.

 
   Last update to rules on this page:  12-31-2005.