Old-Schooled League In Depth


Table of Contents

  1. Introduction
  2. Beginner Round
  3. Intermediate Round
  4. Expert Round
  5. Trial
  6. Challenge
  7. Head-to-Head Challenge
  8. Scoring
  9. Tie Breaking



Today Old-Schooled is a run in a league format. The league is divided into seasons. Players compete in the league in a series of challenges. Players are eliminated over the course of the season until only one player is left, the Old-Schooled champion for that season.

Each season of the Old-Schooled League is divided into three rounds, Beginner, Intermediate, and Expert. During each round each player will schedule a trial at That Game Store with the league organizer to log their performance with an official for that round and give them a chance to continue on to the next round. Usually the league organizer, Don Scherig, will be the official logging scores though others may be designed to accomodate scheduling needs a player’s trial.


Beginner Round

The Beginner round is a swiss round. Play order is determined randomly, though players may play early if desired. During this round new players can still be added to the league. Challenges will be announced before the round starts. There are four challenges each player must face during their trial in this round. After all players have had their trial the round ends and no new players may be added to the league this season. Players are scored for their performance in each challenge according to the scoring section below. After scoring the bottom half of players, rounded down, are eliminated for the season and the remaining players advance to the Intermediate round.


Intermediate Round

The Intermediate round is largely the same as the Beginner round, except here the difficulty of the challenges increases. There are still only four challenges. Challenges will beannounced before the round starts. The default play order for trials will have the top-scoring players from the Beginner Round playing first. After all players compete their trials in the round the top two players will advance to the Expert round.


Expert Round

The Expert round is completely differently than the last two rounds and has only one purpose: To crown an Old-Schooled Champion for the season. The two players who have made it to this round will participate in head-to-head challenges in a best 3 of 5 match to determine who has the right to call themselves Old-Schooled Champion! Challenges will be announced before the round starts.



Trials are the basis of how the Old-Schooled league functions. I expect to hold 1-2 trial days a month with 1-2 players taking their trial on each day as time permits. Each round a play order will be listed and updated as the round progresses to give players an idea when they should be ready for their trial. At the beginning of each month I will contact the next 1 or 2 people on the list to schedule their trial for that month. The date and time of the trial will be posted on facebook so that other players may come and watch and, if time permits, complete their own trial after the first trial is done. Players will need to pay a fee of $5 to That Game Store for the use of their space during your trial. Trials are expected to take a maximum of 2 hours to complete. Since challenges may have no time limit we may have to cut your trial short and complete it on another day if we run past the store’s closing time.  It is advised to check out That Game Store’s events before scheduling your trial. Events can be seen at their facebook events listing or on their twitch.tv channel page. When possible trials will be live streamed at ThatGameStore’s and Furluge’s Twitch.tv channels.



Challenges are what players are up against during their trials in each round. Challenges typically consist of a game and a criteria for scoring a player’s performance in that game. Common criteria for games include getting a high score in the game, what level you are able to reach, or how fast you can reach an objective. Unless otherwise specified players have the default number of lives with no continues to attempt each challenge. There are no time limits for challenges unless specified in the challenge. In addition here are a few common caveats to the common scoring criteria. If a challenge and these rules conflict, follow the description in the challenge.

  • If being judged on level completion or progress no warps may be used. Using a warp will require the challenge either be scored as the level the player warped from or restarted over from the beginning, official’s choice
  • During challenges judged on high scores please avoid point pressing. Point pressing is defined as purposefully not completing a level to perform a repetitive activity to gain points. This also includes purposefully killing yourself to replay an area over and over. Try to get a high score while progressing through the level or stage. The official will judge if a player is point pressing and will request a player stop if this occurs.
  • Due to the fact that these are video game challenges sometimes technical issues beyond our control occur, or unforseen quriks in a game might compromise a challenge. The official for a trial may at any point institute a do-over for any challenge where some type of technical issue is apparently handicapping the player’s ability to perform. Players may also freely request this from the official, though this instance should no occur more than once a trial. Examples of game quirks invalidating a challenge are things such as following a level route that makes it impossible to cmplete, like getting stuck in World -1 in Super Mario Bros. in a progress challenge.


Head-to-Head Challenge

In the Expert round all challenges are head-to-head, meaning they pit player vs player in their criteria for judging. Common judging criteria for a head-to-head challenge include winning in a player vs player game, getting a higher score than your opponent, getting farther in a game than your opponent, or getting a better time to reach an objective than your opponent. Remember, even if you aren’t in a player vs player game for a head-to-head challenge that doesn’t mean you can’t sabotage your opponent in-game. Sabotaging your opponents in game is highly encouraged. Sabotaging your opponents out of the game is strictly prohibited. 🙂



The Beginner and Intermediate rounds are scored as follows for each challenge in the round.

Place Points
1st 9
2nd 6
3rd 3
4th and Below 0

In the case of a tie for a challenge both players get the points but this also removes a scoring position below them. For example, in a game-progress challenge two players tie for first ending their play at World 4-1, they would each get 9 points. The player with the next-highest result, World 3-4, would only receive 3 points for third place as the second place spot was removed in the tie.


Tie Breaking

In the event of ties in the Beginner and Intermediate rounds the tie will be broken by looking at a player’s placing for challenges, starting with who got more 1sts, then if this is tied, who got more 2nds, and so on. If after this players are still tied the tie will be broken by who got the best score in the first high-score challenge, and so on until the tie is broken. If the tie is not broken after this then the tie will be broken via a facebook vote.

The league organizer reserves the right to ignore these guidelines for tie breaking and issue a new challenge for a tie-breaker instead.

In the event of ties in the Expert round, the tie will be broken by either starting the challenge over or competing in a new challenge, official’s choice.

Tie-breaker challenges will typically be “Nostagically Horrible” games. Or as the Japanese would call them, Kusoge, literally, crap games. Ex: Shaq-Fu, Back to the Futrue, Where’s Waldo.

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