Rules
Rules have been updated on August 1st, 2009.
SNES Ultimate Gamer Challenge
Mortal Kombat Trilogy Competition
DDR/ITG2 Qualifying Round
DDR Extreme Tech Competition
DDR Supernova 2 Tech Competition
In the Groove 2 Tech Competition
Fighting Game Tournaments
Super Smash Bros Brawl Competition
Super Smash Bros Melee Competition
SNES Ultimate Gamer Challenge
Date/Time
Date: Friday, August 14
Time: 6pm
Platform: Super Nintendo
Coordinator
Joshua Campbell (Tyger)
Registration Fee
$5 per entry
Games
Super Mario Kart
Donkey Kong Country
StarFox
Killer Instinct
Note: Games are subject to change.
- A specific mission will be given for each game.
- Selected Top Players will play a final mystery game.
- The Top 3 players will win prizes!
Mortal Kombat Trilogy
Date/Time
Date: Friday, August 14
Time: 8pm
Platform: PS2
Coordinator
Joshua Campbell (Tyger)
Registration Fee
$5 per entry
Play Rules
To be determined.
DDR/ITG2 Qualifying Round
Date/Time
Friday, August 14 / All Night
Saturday, August 15 / 10am - 12pm
Scoring
DDR Extreme will be based on the Storm Scoring Method.
DDR Supernova 2 will be based on machine score.
ITG2 will be based on percentage.
Storm Scoring Method
Perfect – 2
Great – 1
OK – 2
Seeding will be determined by a qualifying round before the actual competition takes place. Here are the potential songs to be used during the qualifying round:
DDR Extreme
Groove 2001 (Heavy)
Gradiusic Cyber (Heavy) – Tiebreaker
DDR Supernova 2
Why Not (Expert)
Uranus (Challenge) – Tiebreaker
In the Groove 2
Cryosleep (Expert)
Baby Seal (Expert) – Tiebreaker
Before qualifying takes place, one qualifying song from DDR & ITG will be chosen at random for participants to play. Participants will go up, 2 at a time, to play the chosen qualifying song.
The Top 24 scores will be entered into the Expert Tech competition. The remaining players will be entered into the Regular Tech. If there are less than 32 total players, Regular Tech will be cancelled. With the score acquired, they will be seeded and place into designated conferences.
Note: DDR Supernova 2 will NOT have a Regular Tech division. It will be one Tech competition.
DDR Extreme Tech Competition
Date: Expert Tech – Saturday, August 15 / Regular Tech – Sunday, August 16
Time: Expert – Sat 12:00pm / Regular – Sun 12:00pm
Platform: Arcade
Coordinator
Ryan J. Beckman (T3ch)
Registration Fee
$10 per entry
Note: You MUST SHOW on Friday evening or Saturday morning to qualify for Tech competitions.
Extreme Expert Tech
The DDR Extreme Expert Tech competition will be a Conference Play tournament. The number of the participants in a given conference, and/or the number of conferences may change depending on how many entrants there are. Assuming there are 24 players, there will be 6 groups of 4 players in each.
Each 4 player conference will take place in a 4-man round robin. After the round robin, all undefeated players will move on to the Elite Eight Elimination Round. In the case of tied records, the successor will be determined by a Sudden Death song. After the 6 top players have been determined, all runner-up players will then split into 2 groups of 3 to compete for the 2 Wild Card spots.
With 8 players remaining, the Elite Eight Elimination Round will be run as a double elimination competition. The winner of each match will move on to the next round. The loser will be placed in the Losers’ Bracket. If you lose twice, you are out of the competition. When 4 players remain, we will move on to the Final Four Round Robin.
During the Final Four Round Robin, Match Rules will be in effect. Match Rules consists of both players choosing songs back-and-forth until a player wins 2 songs consecutively (excluding songs that end up in a tie). Therefore, a match can go up to a multiple amount of songs if necessary.
Extreme Regular Tech
The DDR Regular Tech division will be a double elimination tournament. All matches in the losers’ bracket will be one random song.
Play Rules
All songs will be played on Expert or Challenge difficulty.
The higher seed chooses playing side. The lower seed picks 1st song and difficulty. The higher seed will do the same for the 2nd song. The first player to win 2 songs will move on to the next round. If each player wins one song, a 3rd song will be chosen by Random.
All rounds will be played as normal. No turn mods will be allowed. Speed and Note Skin mods are your preference.
You are not allowed to choose a song more than once throughout the competition. You are not allowed to choose the same song your opponent chose previously in the same match. If you FAIL or stop playing the song for 5 seconds (whichever comes first), your opponent wins the song.
Arbitration
Arbitration rules are not debatable. Once a ruling is established, it cannot be changed.
*Player will not be able to dispute anything graded Great or higher.
*Player cannot dispute after next song has been played.
*Player can only dispute if the pad error could have resulted in a win for the song.
In the event of a successful dispute, players will switch sides and play the same song. The player that was not affected will keep the best score out of both plays.
All other situations will be handled at the coordinator’s discretion.
DDR Supernova 2 Tech Competition
Date: Sunday, August 16
Time: 12:00pm
Platform: Arcade
Coordinator
Christopher Austin (Soul of Ignorance)
Registration Fee
$10 per entry
Note: You MUST SHOW on Friday evening or Saturday morning to qualify for Tech competitions.
Each 4 player conference will take place in a 4-man round robin. After the round robin, all undefeated players will move on to the Elite Eight Elimination Round. In the case of tied records, the successor will be determined by a Sudden Death song. After the 6 top players have been determined, all runner-up players will then split into 2 groups of 3 to compete for the 2 Wild Card spots.
With 8 players remaining, the Elite Eight Elimination Round will be run as a double elimination competition. The winner of each match will move on to the next round. The loser will be placed in the Losers’ Bracket. If you lose twice, you are out of the competition. When 4 players remain, we will move on to the Final Four Round Robin.
During the Final Four Round Robin, Match Rules will be in effect. Match Rules consists of both players choosing songs back-and-forth until a player wins 2 songs consecutively (excluding songs that end up in a tie). Therefore, a match can go up to a multiple amount of songs if necessary.
Play Rules
All songs must be played on Expert or Challenge difficulty.
The higher seed chooses playing side. The lower seed picks 1st song and difficulty. The higher seed will do the same for the 2nd song. The first player to win 2 songs will move on to the next round. If each player wins one song, a 3rd song will be chosen by Random.
The winner will move on to the next round. The loser will be placed in the Losers’ Bracket. If you lose twice, you are out of the competition.
You are not allowed to choose a song more than once throughout the competition. You are not allowed to choose the same song your opponent chose previously in the same match.
All rounds will be played as normal. No turn mods will be allowed. Speed and Note Skin mods are your preference. If you FAIL or stop playing the song for 5 seconds (whichever comes first), your opponent wins the song.
Arbitration
Arbitration rules are not debatable. Once a ruling is established, it cannot be changed.
*Player will not be able to dispute anything graded Great or higher.
*Player cannot dispute after next song has been played.
*Player can only dispute if the pad error could have resulted in a win for the song.
In the event of a successful dispute, players will switch sides and play the same song. The player that was not affected will keep the best score out of both plays.
All other situations will be handled at the coordinator’s discretion.
In the Groove 2 Tech Competition
Date: Expert Tech – Saturday, August 15 / Regular Tech – Sunday, August 16
Time: 12:00pm
Platform: Arcade
Coordinator
Steven Lo (Doctor Hardwood)
Registration Fee
$10 per entry
Note: You MUST SHOW on Friday evening or Saturday morning to qualify for Tech competitions.
Songs from In the Groove Rebirth will be available to choose in this competition.
The Expert Tech competition will be a Conference Play tournament. The number of the participants in a given conference, and/or the number of conferences may change depending on how many entrants there are. Assuming there are 24 players, there will be 6 groups of 4 players in each.
Each 4 player conference will take place in a 4-man round robin. After the round robin, all undefeated players will move on to the Elite Eight Elimination Round. In the case of tied records, the successor will be determined by a Sudden Death song. After the 6 top players have been determined, all runner-up players will then split into 2 groups of 3 to compete for the 2 Wild Card spots.
With 8 players remaining, the Elite Eight Elimination Round will be run as a double elimination competition. The winner of each match will move on to the next round. The loser will be placed in the Losers’ Bracket. If you lose twice, you are out of the competition. When 4 players remain, we will move on to the Final Four Round Robin.
During the Final Four Round Robin, Match Rules will be in effect. Match Rules consists of both players choosing songs back-and-forth until a player wins 2 songs consecutively (excluding songs that end up in a tie). Therefore, a match can go up to a multiple amount of songs if necessary.
Regular Tech
The Regular Tech competition will be a double elimination competition. All matches in the losers’ bracket will be one random song.
Play Rules
All songs must be played on Expert difficulty. Songs with no Expert difficulty are allowed only on Hard.
The higher seed chooses playing side. The lower seed picks 1st song and difficulty. The higher seed will do the same for the 2nd song. The first player to win 2 songs will move on to the next round. If each player wins one song, a 3rd song will be chosen by Random.
The winner will move on to the next round. The loser will be placed in the Losers’ Bracket. If you lose twice, you are out of the competition.
You are not allowed to choose a song more than once throughout the competition. You are not allowed to choose the same song your opponent chose previously in the same match.
All rounds will be played as normal. No turn mods will be allowed. Speed and Note Skin mods are your preference. If you FAIL or stop playing the song for 5 seconds (whichever comes first), your opponent wins the song.
Arbitration
Arbitration rules are not debatable. Once a ruling is established, it cannot be changed.
*Player will not be able to dispute anything graded Great or higher.
*Player cannot dispute after next song has been played.
*Player can only dispute if the pad error could have resulted in a win for the song.
In the event of a successful dispute, players will switch sides and play the same song. The player that was not affected will keep the best score out of both plays.
All other situations will be handled at the coordinator’s discretion.
Fighting Game Tournaments
Date: Saturday, August 15, 2009
Time: 1:00 PM / 6:00 PM
Platform: Various (See Below)
Coordinators
Jerome Tompkins (Romey) – MVC2
Charlie Nuzum – Tekken 5: DR
Brett Roth – SF4, BlazBlue
Joshua Campbell – STHD, KOF12
Registration Fee
$10 entry per game
Saturday:
Marvel vs Capcom 2 (Dreamcast) – 1:00 PM
BlazBlue (PS3) – 1:00 PM
King of Fighters XII (PS3/360) – 3:30 PM
Super Street Fighter II Turbo HDR (PS3/360) – 3:30 PM
Street Fighter IV (PS3/360) – 6:00 PM
Tekken 5: Dark Resurrection (PS3) – 6:00PM
Sunday:
Super Smash Bros Brawl (Wii) – 1:00 PM
Super Smash Bros Melee (Wii/Gamecube) – 1:00 PM
Setup
All fighting games will be played as a double elimination competition with a maximum of 64 entrants per game. Seeding will be determined with random bracket assignments with consideration of regional areas if necessary.
Controllers
Please bring your own controller/arcade sticks. Controllers may be provided from the tournament staff. You are responsible for the working condition of your own controller.
Choice of Side/Console
If the choice of side/console cannot be agreed upon, it will be determined by a coin toss.
Character Selection
Both players are to choose characters as desired. Some games may have banned characters, in which they will not be allowed for selection.
A Double Blind Selection method can be called at anytime before a player selects a character. The player that requests a Double Blind (Player A) must notify the coordinator of their character and mode choice. Player B will then select their character and mode choice. Once the Player B has made his/her selection, the coordinator will make sure that Player A sticks with his/her choices.
After each game, the winner must stick with their chosen character(s), order of characters, and mode choice. The loser will be allowed to choose new characters and mode choices. If desired, the loser can choose to switch sides.
Match Play
Game = A single game between 2 players. Each game ends depending on the game of choice. This can be determined by 2 out of 3 rounds or if your last character has been defeated.
Match = A pairing between 2 players. The winner of a match is determined when a player wins 2 out of 3 games, except for the Finals which will be 3 out of 5 games.
Super Smash Bros Brawl
Date: Sunday, August 16, 2009
Time: 1:00 PM
Platform: Wii
Coordinators
Maria Carrington / Sam Swaringen
Registration Fee
Singles – $10 per entry
Doubles – $10 per team
We will be using the SBR Recommended Ruleset as follows:
General Rules:
- 3 Stock
- 8 minute timer
- Items are set to “off” and “none”
- All sets with the exception of winner’s finals, loser’s finals, and the championship are best of 3 matches (best of 5 and above should be played out for any “finals” matches)
- In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors
- No player may choose a stage they have already won on in that set unless agreed upon by both players.
- In team matches, the ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
- If the timer runs out, the victor is determined first by stock and then by percentage.
- Metaknight’s Infinite Cape glitch is banned.
- If a game ends with Bowser doing his suicide klaw and it ends in sudden death, the sudden death will be ignored and that game will count as a win for Bowser.
- You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you’re using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
- Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
- Stalling is banned.
Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while doing an infinite grab endlessly against a wall is. Any infinite chain grabs must end quickly after 300% has been reached so as to prevent excessive stalling.
Set format (In Order of Procedure):
1. Opponents choose their characters for the first match *
2. Opponents start the stage striking procedure
3. Each player may announce one stage to be banned for counterpicks of the set
4. The first game is played, using the stage chosen during step 2
5. The loser of the previous match announces the next match’s stage from either the Starter Stage List or the Counter Stage List
6. The winner of the previous match chooses their character
7. The loser of the previous match chooses their character
8. Repeat steps 5-7 for all proceeding matches
*Double blind character selection may be called for the first match
Stage Lists
TOs must move stages from the starter/counterpick into either the starter or counterpick categories and must move stages from counterpick/banned into either the counterpick or banned categories.
Stages in the Starter/Counter and Counter/Banned list did not receive 2/3 majority, indicating no consensus could be reached on the stage.
The SBR Recommended rule list uses the stage striking system. In this system, players take turns striking stages from the starter list until only one remains; these stages are not banned and can be counterpicked later in the set. There must be an odd number of starter stages. There are up to 8 stages available for stages striking under the SBR stage list (4 in starter, 4 in starter/counter). We recommend as a TO that you decide on the ideal number of stages to use for striking at your tournaments (3, 5, 7).
Starter
Battlefield
Final Destination
Smashville
Yoshi’s Island
Starter/Counter
Castle Siege
Halberd
Lylat Cruise
Pokémon Stadium 1
Counter
Brinstar
Delfino (moved from S/C)
Frigate Orpheon
Jungle Japes
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Counter/Banned
Distant Planet (moved from C)
Green Greens
Luigi’s Mansion (moved from C)
Port Town Aero Dive
Yoshi’s Island (Pipes) (moved from C)
Norfair (moved from C)
Banned
75m
Big Blue
Bridge of Eldin
Corneria (moved from C)
Flat Zone 2
Green Hill Zone (moved from C)
Hanenbow
Hyrule Temple
Mario Bros.
Mario Circuit (moved from C/B)
Mushroomy Kingdom I
Mushroomy Kingdom II
New Pork City
Onett (moved from C/B)
Rumble Falls
Shadow Moses
Skyworld (moved from C/B)
Spear Pillar
The Summit
Wario Ware
Additional Rules for Doubles Play
- Life Stealing is allowed
- Set team attack to ON
- Hanenbow may be moved from Ban to Counterpick for Doubles
Optional Rules
Some rules were discussed in the SBR but were not deemed to be important enough to consider staples to a rule set, or were considered to be too intrusive to be common. We recommended you include any of the following optional rules you deem to be necessary and modify them as needed.
- Port slob picks: On a player’s counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
- Wiimotes and Classic Controller users should know to take the batteries out of their controllers after finishing a set; not only will this save battery life, but it prevents accidental intereference and delay for tournament matches.
Super Smash Bros Melee
Date: Sunday, August 16, 2009
Time: 1:00 PM
Platform: Gamecube / Wii
Coordinators
Joshua Gersch / Sam Swaringen
Registration Fee
$10 entry per game
General Rules
- Items are set to off
- The stock is set to 4 *
- The time limit is set to a minimum of 90 seconds per stock **
- All sets are best of 3 matches
- In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors
- No player may choose the stage they last won on
- Ties will be broken by lives, then percentage. In the event of a percentage tie, one stock sudden death will be played
- Wobbling is allowed except when used to excessively stall a match
- The Ice Climber Freeze Glitch is banned
- Jigglypuff’s rising pound stall is banned
- Peach’s bomber stall beneath levels where she is unreachable is banned (example: FoD)
*In the event of time constraints 3 stocks may be used
**120 seconds per stock should be considered high priority
Set Format (in order of procedure)
1. Opponents choose their characters for the first match *
2. Each player may announce one stage to be banned for the entirety of the set
3. The first stage will be played at random from the Random Stage List **
4. The loser of the previous match announces the next match’s stage from either the Random Stage List or the Counter Stage List
5. The winner of the previous match chooses their character
6. The loser of the previous match chooses their character
7. Repeat steps 4-7 for all proceeding matches
*Double blind character selection may be called for this match
**Opponents may instead agree upon a random stage
Random Stage List
Dream Land: Fountain of Dreams
Kanto: Pokemon Stadium
Mushroom Kingdom: Rainbow Cruise *
Past Stages: Dream Land
Past Stages: Kongo Jungle
Special Stages: Final Destination
Special Stages: Battlefield
Yoshi’s Island: Yoshi’s Story
Counter Stage List
Dream Land: Green Greens *
DK Island: Jungle Japes
F-Zero Grand Prix: Mute City
Kanto Skies: Poke Floats
Lylat System: Corneria
Mushroom Kingdom: Princess Peach’s Castle *
Mushroom Kingdom II *
Planet Zebes: Brinstar
*These stages were very close votes and could be on either the Counter or Banned Lists
Banned Stage List
DK Island: Kongo Jungle
Eagleland: Onett
Eagleland: Fourside
F-Zero Grand Prix: Big Blue
Hyrule Temple
Infinite Glacier: Icicle Mountain
Lylat System: Venom
Mushroom Kingdom I
Yoshi’s Island: Yoshi’s Island
Past Stages: Yoshi’s Island
Planet Zebes: Brinstar Depths
Superflat World: Flat Zone
Termina: Great Bay
Additional Rules for Double’s Play
- Life Stealing is allowed
- Set team attack to ON
- Add Termina: Great Bay to the Counter Stage List
- Add F-Zero Grand Prix: Mute City to the Banned Stage List
- Add Dream Land: Fountain of Dreams to the Banned Stage List
Play-N-Trade Ormond Beach