The Chunithm Singapore SUN+ers League will be held on Saturday, 17th February 2024 at 12pm. The qualifiers will be held in-person on Saturday, 3rd February 2024 12pm-6pm and Sunday, 4th February 2024 12pm-6pm. Both the Qualifiers and Finals will be held at Virtualand Nex.
In this tournament, players who qualify for the Finals will first compete in a Score Attack Round, where all finalists will play one song randomly selected from a pool of 15 Master Lv14 songs. Those who advance will then proceed to a Team Draft Round, where 6 captains will draft their team captains, and teams will battle it out in intense team battles and fight for the top prize!
Only the Top 30 players in the Qualifiers will gain entry to the Finals.
Placement (Team) | Prizes |
---|---|
1st | $60 in Virtualand credits (per person) |
2nd | $30 in Virtualand credits (per person) |
3rd | $15 in Virtualand credits (per person) |
Any player who participates in the Qualifiers, fully paid the entry fee, and is physically present during the Finals, will be eligible for the Lucky Draw.
(To : Be Confirmed)
The Qualifier follows a Score-Attack format where players will have to play a fixed set of 3 songs. Each player will have a maximum of 2 attempts, and may complete the set of songs any time during the Qualifiers period.
Please note that the Qualifiers will have a $10 entry fee, payable by cash.
The Qualifiers consists of 3 songs:
No. | Title | Artist | Difficulty | Genre |
---|---|---|---|---|
1 | ??? | ??? | ??? | ??? |
2 | ??? | ??? | ??? | ??? |
3 | ??? | ??? | ??? | ??? |
Qualifiers can only be played in Virtualand Nex, and during the Qualifiers period (3rd-4th Feb 2024, 1200-1800). Unless special permission is granted by the Organisers, any entry that violates these conditions will be disregarded, even if the player has paid the entry fee.
Players may either walk-in or reserve a timeslot in advance (details of this process will be released soon).
The qualifier songs must be played in the exact order as shown in the document (i.e. Tracks 1, 2 and 3), and in view of any one of the Organisers.
Please notify any one of the Organisers, who will be physically present at the Qualifiers venue, before you begin your Qualifiers attempt. Your scores for the Qualifier songs will be recorded.
Rankings are based on the total score of all 3 songs. We will take the better of the two attempts as the final score.
In the rare event of a tie, the player with an earlier play time will be ranked higher.
The Top 30 ranked players will move on to the Finals.
During the Qualifiers period, the leaderboard will be updated hourly, subject to the Organisers' availability.
The organisers reserve the right to disqualify any player from the competition for any reason.
The Finals will consist of 3 rounds:
(The Top 6 players in the Qualifiers will not be involved in this round.)
In the Score Attack Round, the 7th-30th placed players will have to play one song prescribed by the Organisers. This song will be randomly chosen by the Organisers from a pool of fifteen (15) Master Lv14 songs, and will be announced on 4th February 2200hrs. Players will play the song in order of seed number.
Only the top 12 scoring players will advance to the Team Matches Round. All other players will be eliminated.
(To be announced later)
In the rare event of a tie where multiple players have the same score, the player with the better seed number will be ranked higher.
In this round, the remaining 18 players will be split into 6 teams of 3 players each. This round will be conducted in two phases: a Team Drafting phase, and the Team Battle phase.
In the Team Drafting Phase, the Top 6 players in the Qualifiers Round will be designated as Team Captains. In order of seed number, each Captain will draft one player of their choice (from the remaining 12 finalists), and the player will be added to their team. After all teams have 2 players each, the remaining 6 finalists will then be randomly placed into teams. Please refer to the image below for more details.
(Image to be uploaded soon)
At the end of this phase, each player must belong in exactly one team.
Team matches will feature home and away sides. In the 1st half, each team will play against every other team once. Matches are repeated in the 2nd half but with home/away sides switched.
Every team match consists of 2 separate 1v1 tracks. The home team will present the song and player order, before the away team responds with their player own player order. Please refer to the image below for more information.
(Image to be uploaded soon)
Each team will play a total of 10 matches, with 5 of them being on the home side. Every player must play at least thrice in each half.
Each team shall be entitled to three (3) "Limit Break" cards. This allows teams to select songs that are outside of the standard Chart Constant restrictions.
At the end of the Team Battle phase, all unused Limit Break cards will expire.
The following table shows the Chart Constant restrictions for the Team Battle phase.
Chart Constant Restrictions | With Limit Break |
---|---|
13.7 - 14.7 inclusive | 13.0 - 14.9 inclusive |
Note that only MASTER or ULTIMA charts may be selected. Furthermore, teams cannot repeat their picks throughout the entire tournament.
At the end of the Team Battle phase, teams will be ranked according to the total number of wins during the Team Matches. The top four (4) teams will proceed to the Grand Finals, and the remaining teams will be eliminated.
In the event of a tie in total wins, the following tiebreakers shall apply, in order of priority:
In the Grand Finals round, there will be three (3) matches, each consisting of 5 1v1 tracks.
Songs 1, 3, and 5 are decided by the higher ranked team, while song 2 and 4 by the lower ranked team (CC range 14.8-15.4). When responding to the opponent’s picks, no repeat assigning of players is allowed.
The 3rd and 4th place teams will battle first, and the team with the higher total score wins. The winning team challenges the next highest placed group until one team is left. Please refer to the following infographic for more information.
(Infographic to be uploaded soon)
In the extreme event of a tie in total score, the following tiebreakers will apply, in order of priority:
For a full list of banned songs and charts (which may be updated), click here.
The game credits will be provided in both the Qualifiers and the Finals.
On the day of the competition, if there are no shows, the Organiser will contact you directly. Hence, do keep that day free and remain contactable.
We will be sending out a schedule closer to the Finals date. However, you are highly recommended to stay in the Arcade for the duration of the Tournament.
The Top 6 players in the Qualifiers will be designated as Team Captains. After the Score Attack Round concludes, the remaining 12 players will then be drafted by the Team Captains. Please refer to the Team Matches section for more details.
Yes, there is a $10 entry fee for the Qualifiers.
We will cut off the Song Pool at SUN Ep. V (夢と幻想の終点にて, Superbia, 空間創造理論, βlαnoir), which is the 21 December 2023 update. All games will use Master Ticket unless an Ultima is chosen, in which case an Ultima Ticket will be required.
We recommend using the Boost or Combo skill. We are not responsible if you accidentally pick a Danger or above Skill and fail out during the Tournament itself. Should a participant fail a song prematurely due to a Danger or above Skill or otherwise, we will take your fail out score as the result; this has happened before. You have been warned.
If there are any other questions that are not covered in this document, feel free to contact any of the Organisers by joining the Chunithm SG Discord (Discord Link). Please provide the relevant proof needed before being granted entry into the Discord.