Western Conference Major

>> Page 1: Summary    >> Page 2: Entry & Invitations    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Prizes


Central Conference Major

With many of the top players on the tour taking a break from the competitive scene, a lot of the hard-working and underappreciated talent on the MLG circuit got a chance to shine in Nashville. Many talented but rarely mentioned players got their chance to play on VoD and make a name for themselves over the course of the event. A combined team of Zyos, Vash, Gandhi and Defy, calling themselves IGS Monglers, took first place in the Halo 2 event, while Chu Dat defeated Darkrain in the Finals for SSBM.

Western Conference Major

>> Page 1: Summary    >> Page 2: Entry & Invitations    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Prizes


Entry & Invitations

1. Entry fees will be as follows per person: (Halo 2 = $50, SSBM 2v2 = $5, SSBM Singles = $20, Tekken 5 = $20).
2. No registrations will be taken at the door.
3. The winner of each tournament (i.e. Halo 2 FFA, SSBM Doubles, etc.) will earn an invitation to each of the Conference Championship events as well as the National Championship event.
4. Players/teams finishing 2nd-4th for each tournament will earn an invitation to each of the Conference Championship events.
5. Players/teams finishing 5th-8th for each tournament will earn an invitation to the Central Conference Championship event.

Western Conference Major

>> Page 1: Summary    >> Page 2: Entry & Invitations    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Prizes


Halo 2

General Rules

1. All players must play with the Spartan character model.
2. No placing the ball or bomb out of reach on Midship and Warlock.
3. No placing the flag behind or in between crates on Elongation
4. No getting on top of any ledges on Warlock.
5. No throwing the flag through the windows on Beaver Creek. Capturing the flag this way will result in a forfeit. Throwing the flag through the holes in the roof is legal.

6. No grenade jumping, reload glitch, or super bouncing.
7. No leaving the normal boundaries of a level at any time (i.e. getting on top of a map).
8. You are allowed to get on top of the center structure on Sanctuary.
9. No warm-up games before or during a Championship Bracket series.
10. Do not quit out of a game without the permission of your station’s referee. Quitting from a non-team slayer game will leave your team shorthanded or result in a forfeit if your entire team quits, without permission, before the game has ended.
11. Quitting out of a team slayer game will result in a forfeit.
12. Players must use their registered gamer tag during the FFA and recorded matches.
13. Looking at an opposing player’s TV during a game will result in a forfeit.
14. During scheduled warm-up periods the winners stay, the losers must get up and only team slayer can be played.

15. Teams still active in the tournament have priority over free play stations.
16. In the case of an Xbox/TV malfunction, the game will be restarted from the beginning, no matter what time the malfunction occurred.
17. Any other sign of cheating will result in a forfeit of the game.
18. Teams must promptly report to their stations. Failure of all four members to be at your designated station when announced will result in a forfeit of the entire match.
19. Starting a game without the approval of a referee will result in restarting the game as well as a possible disqualification for failure to follow directions.

Disqualification

1. Breaking rule #1, 2 & 3 will result in a forfeit of the game.

2. Breaking rule #4, 5, 6 & 7 will result in a foul. Fouls stay with a team throughout the tournament. Two fouls during one game will result in a forfeit of the game. Once a team reaches two fouls, each subsequent foul will result in a forfeit of the game.
3. Opening an xbox will result in a warning. A second violation will result in ejection.
4. Communication between players and spectators during game play is prohibited. Anyone found coaching will be warned. A second violation will result in ejection.
5. Disrespect of fellow players or MLG staff members may result in ejection.
6. Any intentional forfeiting or conspiring to manipulate the rankings/brackets will result in ejection.

Illegal Controllers

1. Any Mad Catz or Wireless Controller

2. Keyboard & Mouse

Free For All

Settings & Rules
1. All Settings listed below are those that are not default for Slayer.
2. Score to Win Round = 50
3. Round Time Limit = 20 Minutes

4. Suicide Penalty = 10 Seconds
5. Starting Weapon = Battle Rifle
6. Weapons on Map = Human
7. Map = Midship

Guidelines
1. The event will start with a free for all tournament in which all players participate.
2. Rounds 1-5 will have 8 players with the top 4 advancing. Round 6 is the finals.
3. 4v4 teams will be ranked for pool play based on their cumulative FFA performance.

Pool Play (Top 16 teams after FFA)

Guidelines
1. After the FFA, teams ranked 1st-16th will automatically advance to the 4v4 Championship Bracket and be placed into stacked pools using the following format:
Pool A = #1, #2, #3, #4 Pool C = #9, #10, #11, #12
Pool B = #5, #6, #7, #8 Pool D = #13, #14, #15, #16
2. Teams in stacked pools will not see their ranking rise or drop outside of their pool’s range. For example, a team ranked #5 after the FFA will have a seed for the Championship Bracket no lower than #8, even if they lose every game during pool play. Likewise, a team ranked #8 after the FFA will have a seed for the Championship Bracket no higher than #5, even if they win every game during pool play.

3. Each team will choose 1 game type from the list provided to host (and choose color for) against each of the teams in their pool. A team must use the same map and game type against each opponent.
4. If teams end pool play with the same record in a stacked pool, a tiebreaker game must be played. Team Slayer at Midship will be played unless that is the pool play game type of a team involved, in which case, Team Slayer at Lockout will be played. If Team Slayer at Lockout is also the pool play game type of a team involved, Team Slayer at Ivory Tower will be played.
5. If a CTF Classic game in a stacked pool is tied after 15 minutes, the game ends in a tie.

Game Types for Choice
Team Slayer – Lockout
Team Slayer – Midship
Team Slayer – Ivory Tower
Team Slayer – Beaver Creek

Team Slayer – Sanctuary
Team Slayer – Warlock
CTF Classic – Midship
CTF Classic – Warlock
CTF Classic – Beaver Creek

Pool Play (Teams Ranked 17-64 after FFA)

Guidelines

1. All other teams will be placed into a Best of 3 Series, Double Elimination Bracket. Teams will play until there are 16 teams left in the bracket. Those left in the Winners Bracket will be ranked #17-#24 for the Championship Bracket. Those left in the Losers Bracket will be ranked #25-#32 for the Championship Bracket.
2. CTF Classic games will follow the guidelines specified in the Championship Bracket section of the packet.

Championship Bracket

Guidelines
1. The Championship Bracket is a 32-Team Double Elimination Tournament.
2. After losing a series, teams will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the tournament.

4. A team in the Losers Bracket can still win the tournament.
5. The higher seeded team will host and choose their color for all of the games in the Winners Bracket. In the Losers Bracket, the team having spent the least amount of time in the Losers Bracket will host and choose their color for all of the games. If both teams have spent equal time in the Losers Bracket, the higher seeded team will host and choose their color for all of the games. The Championship Match will be considered to be part of the Losers Bracket for host and color choice purposes.
6. All CTF Classic games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning and their flag is at home, the game is over. If, however, the score is tied after 15 minutes, a 15 minute sudden death period will ensue where the first team to score wins. If the sudden death period ends without a flag capture the game ends in a tie.
7. If the initial time limit is reached in a CTF Classic game, the difference in captures is 1, and the winning team’s flag is out, the game will continue. If the flag is captured, the game will go into sudden death, but if the flag is returned, the game is over.
8. If teams meet for a 2nd time in the Championship Bracket, their series will expand to a best of eleven, include the previous series, and pick up where that series left off. Example: The higher seeded team defeats the lower seeded team 3 games to 1 in the previous series, the best of eleven will resume with game 5 of the previous series and Game 1 of the 2nd series will become game 6 of the best of eleven. The team that hosted the original series will continue to host and color choice will pick up where it left off.
9. If the teams meeting in the Championship Match have not yet faced each other in a series and the team coming from the Losers Bracket wins the series, the Winners Bracket Finals round of game types will be played to break the tie since both teams would only have one series loss.
10. If teams in a Best of 11 Series are set to play a game type they have already played against each other in the Championship Bracket, the same game type will be played at a different map chosen by Anakin and Puckett.
11. If a Team Slayer game should tie, the game must be replayed. If a non-Team Slayer game should tie, a Team Slayer game at the same map must be played in its place. If that game type is already in the series Anakin and Puckett will decide what game type is to be played.

Super Smash Brothers Melee

General Rules and Regulations

1. During scheduled warm-up periods the winner stays and the loser must get up.
2. If a player or team doesn’t show up on time for their match, they will be given a 5 minute grace period before it will go down as a forfeit.
3. In the case of a GameCube/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.
4. All decisions made by tournament officials are final.
5. Players must conduct themselves in a reasonable manner. Permanent ejection of a player from the tournament is at the staff’s discretion.

6. Spectators may not communicate with a player while he or she is competing. Breaking of this rule will result in ejection of the spectator and forfeit of the game.
7. Any other sign of cheating will also result in forfeit of the game.

Controllers

1. You are responsible for bringing your own controller.
2. Controller mods of ANY kind (short-hop mod, L-trigger mod, etc), except for cosmetic changes (paint job, different colored plastic), are banned. Tournament staff may randomly inspect any controller at their discretion. If you are caught using a banned controller you will be immediately disqualified from the tournament.
3. Turbo or programmed buttons of any kind are banned. You may use third party controllers or pads that have these features, but if you are suspected of using the banned features you will not be allowed to use that controller any longer.

Tournament Format

Singles (1v1) and Teams (2v2) will both run as double elimination tournaments. For singles, randomly seeded round robin groups will seed a 32 man bracket. For teams, the double elimination bracket will be seeded first based on MLG rank points and then randomly by region, with no round robin preceding. Special attention will be paid to attempt to separate crews and players from the same region during the round robin rounds. Once the brackets start, however, nothing can be changed to accommodate player’s wishes. That means it is possible for you to face your own crew within the elimination bracket if your Round Robin seeding places you near each other.

Tournament Rules

1. Each player will play a best of 3 match against all other players in their Round Robin group. Scores will be recorded and used to rank players for the Elimination Bracket.
2. The Elimination Bracket will be Double Elimination.
3. The Losers Bracket will have mixed placement to avoid players being eliminated by the same opponent that beat them in the Winner’s Bracket.
4. All matches are best of 3 except for the Finals (best of 5).

5. Lives will be set at 4 stock with an 8 minute time limit.
6. Ties will be broken by stock left and then by percentage of health. Sudden death will be played if both the stock and percentage are tied at the end of the time limit.
7. Items will be turned off.

Stages & Character Select

1. The first round stage is selected by random, but if both players (teams) can agree on a stage then the first match can be played on any stage they agree upon except one from the banned list below.
2. Random Select Stages – Final Destination, Battlefield, Yoshi’s Story, Fountain of Dreams, Rainbow Cruise, Kirby 64, & Pokemon Stadium.

3. Stages Banned – Hyrule Temple, Fourside, Flatzone, Brinstar Depths, Icicle Mountain, Big Blue, Termina Bay and Yoshi’s Island 64.
4. Stages not listed on the random select list, that are not banned, are open for counter picks by the losing player.
5. “Dave’s Stupid Rule” – no stage can be used twice in a single match, whether by random select or by picking.
6. Knock-out – after initial characters have been selected and only before the first match is played, each person may knock off one stage from the available tournament stages. That stage will be turned off for the entire set.
7. Advanced Slob Picks – the loser may choose the next stage or elect to go random, then the winner may change characters, and then the loser may change characters.
8. Double-Blind Pick – at the beginning of a match, any player may call for a double-blind pick. This means that all participating players tell a judge their character secretly and are required to use that character for the first game.

Special Team Rules

1. Team Attack ON
2. Life stealing allowed
3. During teams (2vs2) Mute City and Fountain of Dreams are banned due to match disrupting lag.

Other Rules & Special Issues

1. Any unnecessary pausing of the game will result in a forfeit of that single game.
2. Glitches used to stop your opponent from controlling their character or indefinitely freezing them (Mewtwo’s Soul Stunner, the Ice Climber freeze glitch), or any glitch or trick that freezes the game or makes it in any way unfinishable are banned and will result in the immediate forfeit of the entire match.
3. Tactics such as Peach’s Wallbombing and Jiggly’s Rising Pound are allowed as methods of recovery or to maneuver around the stage. Using them (or any similar tactics) to excessively stall a match, such as droping below levels intentionally and stalling underneath, is banned. If by using one of these tactics, you have put your character in a place to lose a stock by ending the tactic, a judge may force you to stop the tactic and lose a stock.

Match Format

1. Each player chooses a seat and controller port. If both players want the same controller port, a coin flip will determine the winner of the port. The loser may then choose whichever seat he wants.
2. Players then choose their character and have 30 seconds to do so. If any player does not select their character at the end of 30 seconds or if any player calls for it, a double blind pick will be used. Once a player has placed their coin on a character’s image to select it, they may not change characters
3. Once characters have been selected the highest player in the highest controller port position may press start to go to the level select screen. Once on the level select screen, each player may choose their stages to knock-out (see Stages & Character Select rule #6) and then either agree on a stage together or select a stage at random. Any arguing over stages will be interrupted by the judges and random stage select will be used.
4. Players play their first match.
5. Once they have returned to the character select screen, the losing player from the previous match must announce their choice for the next level or elect to have the next level selected at random. Once the stage selection has been announced, the winning player may choose to change their character. Once the winning player has chosen his character for the next match, the losing player may then choose to change characters. After the stage and characters have been set, the players play their second match.
6. If the winning player wins again, he wins the set and must report the score to a judge. If the losing player from the previous match wins, repeat #5 (above) and play the third match. Winner of the third match must report the score to a judge.

Tekken 5

General Rules and Regulations

1. During scheduled warm-up periods the winner stays and the loser must get up.
2. If a player or team doesn’t show up on time for their match, they will be given a 5 minute grace period before it will go down as a forfeit.
3. In the case of a Playstation 2/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.
4. All decisions made by tournament officials are final.

5. Players must conduct themselves in a reasonable manner. Permanent ejection of a player from the tournament is at the staff’s discretion.
6. Spectators may not communicate with a player while he or she is in the middle of a match. Breaking of this rule will result in ejection of the spectator and forfeit of the game.
7. Any other sign of cheating will also result in forfeit of the game.
8. Once the tournament has started, if you sign up late, you’ll be randomly inserted in any open spot available. Brackets will NOT be changed once the tournament has started, even if you are the points leader. If there are no open spots on the bracket, you may be inserted in the losers bracket.

Controllers

1. Each player is responsible for supplying their own controller or stick.
2. You may not map or set your buttons to perform multi-button actions (i.e. throws).

3. You may not use the turbo or programmable functions of a controller, if available.

Tournament Rules

1. Matches are set at 2 out of 3 games until the Grand Finals.
2. Grand Finals are set at 3 out of 5 games.
3. Each game is set at 3 out of 5 rounds.
4. Rounds are set at 60 seconds.
5. The tournament is double elimination, meaning you must lose two matches in order to be eliminated from the tournament.

6. Customizable characters are allowed if you bring your own memory card.
7. All characters are allowed with the exception of Jinpachi.
8. Stages will be set at Random select only.
9. A player may request double blind pick. Double blind pick means one player tells his character to a judge. The second player then picks their own character. The first player then picks there character with the judge confirming that it is indeed the same character they said to the judge.
10. Winner of the first game of a set must keep the same character in the next game.
11. You may change characters if you lost the previous game in the set.
12. Once the set is over both players are free to pick brand new characters.
13. No Pausing during a match. If a player accidentally or intentionally pauses during a game, that player forfeits that round. If it’s the 5th round, then you forfeit the game. If it’s the final game, then you forfeit the match. You can be disqualified from the tournament if you pause during the final round of the final game of your loser’s bracket match. The only way you won’t be forced to forfeit is if a judge deems it worthy of a replay, or your opponent agrees to a replay.
14. Infinites are allowed.

15. If you pick Mokujin and win, then you must stick with Mokujin in the next game of the set regardless of who Mokujin mimics.

Western Conference Major

>> Page 1: Summary    >> Page 2: Entry & Invitations    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Prizes


Pool Play Game Types

Round 1
Game 1 – Team Slayer – Elongation
Game 2 – CTF Classic – Beaver Creek
Game 3 – Team Slayer – Ivory Tower

Round 2

Game 1 – Team Slayer – Backwash
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Midship

Round 3
Game 1 – Team Slayer – Warlock
Game 2 – CTF Classic – Sanctuary
Game 3 – Team Slayer – Beaver Creek

Round 4
Game 1 – Team Slayer – Sanctuary
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Lockout

Championship Bracket Game Types

Winners Bracket
Round 1

Game 1 – Team Ball – Lockout
Game 2 – Team Slayer – Midship
Game 3 – CTF Classic – Warlock
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Sanctuary

Round 2
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Beaver Creek

Game 3 – Team Ball – Warlock
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Lockout

Round 3
Game 1 – Team Ball – Midship
Game 2 – Team Slayer – Warlock
Game 3 – CTF Classic – Beaver Creek
Game 4 – Team King – Lockout

Game 5 – Team Slayer – Midship

Round 4
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Lockout

Round 5-Winners Bracket Finals
Game 1 – Team King – Lockout
Game 2 – Team Slayer – Sanctuary
Game 3 – CTF Classic – Warlock
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Elongation

Round 6-Championship Match
Game 1 – CTF Classic – Sanctuary

Game 2 – Team Slayer – Midship
Game 3 – Team Ball – Warlock
Game 4 – CTF Classic – Beaver Creek
Game 5 – Team Slayer – Lockout

Tiebreaker Game
Game 1 – Team Slayer – Ivory Tower

Losers Bracket
Round 1

Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Warlock
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Lockout

Round 2
Game 1 – Team Ball – Midship
Game 2 – Team Slayer – Warlock

Game 3 – CTF Classic – Beaver Creek
Game 4 – Team King – Lockout
Game 5 – Team Slayer – Midship

Round 3
Game 1 – Neutral Bomb – Midship
Game 2 – Team Slayer – Ivory Tower
Game 3 – CTF Classic – Elongation
Game 4 – Team Ball – Lockout

Game 5 – Team Slayer – Warlock

Round 4
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Lockout

Round 5

Game 1 – Team King – Lockout
Game 2 – Team Slayer – Elongation
Game 3 – CTF Classic – Midship
Game 4 – Team Ball – Warlock
Game 5 – Team Slayer – Sanctuary

Round 6
Game 1 – CTF Classic – Elongation
Game 2 – Team Slayer – Warlock

Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Beaver Creek
Game 5 – Team Slayer – Backwash

Round 7
Game 1 – Team King – Lockout
Game 2 – Team Slayer – Sanctuary
Game 3 – CTF Classic – Warlock
Game 4 – Neutral Bomb – Midship

Game 5 – Team Slayer – Elongation

Round 8-Losers Bracket Finals
Game 1 – CTF Classic – Elongation
Game 2 – Team Slayer – Backwash
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Ivory Tower

Tiebreaker Game

Game 1 – Team Slayer – Beaver Creek

4v4 Game Type Settings

*The settings listed are those that are not default for the specific game type. To construct an MLG game type, edit from the default game type (Team Slayer, Team King, Team Ball, CTF Classic, or Neutral Bomb) using the settings listed below.

All Games
1. Resolve Ties = Off
2. Suicide Penalty = None
3. Motion Sensor = Off

4. Team Changing = Off
5. Respawn Time Modifier = None
6. Betrayal Penalty = None
7. Weapon Respawn Time = Double Time

Team Slayer (except Backwash, Sanctuary & Warlock)
1. Round Time Limit = 20 Minutes
2. Starting Weapon = Battle Rifle

Team Slayer Backwash
1. Round Time Limit = 20 Minutes
2. Starting Weapon = Battle Rifle
3. Weapons on Map = Rifles

Team Slayer Sanctuary
1. Round Time Limit = 20 Minutes
2. Starting Weapon = Sniper Rifle
3. Secondary Weapon = Battle Rifle

4. Weapons on Map = Sniping

Team Slayer Warlock
1. Round Time Limit = 20 Minutes
2. Starting Weapon = Carbine
3. Weapons on Map = Covenant

Team King
1. Score to Win Round = 5 Minutes
2. Round Time Limit = 20 Minutes

3. Moving Hill = 2 Minutes
4. Starting Weapon = Battle Rifle

Team Ball
1. Score to Win Round = 5 Minutes
2. Round Time Limit = 20 Minutes
3. Starting Weapon = Battle Rifle

CTF Classic Beaver Creek & Elongation

1. Round Time Limit = 30 Minutes
2. Flag Reset Time = 15 Seconds
3. Flag Indicator = Off
4. Starting Weapon = Battle Rifle

CTF Classic Midship & Warlock
1. Score to Win Round = 5
2. Round Time Limit = 30 Minutes
3. Flag Reset Time = 15 Seconds

4. Flag Indicator = Off
5. Starting Weapon = Battle Rifle

CTF Classic Sanctuary
1. Round Time Limit = 30 Minutes
2. Flag Touch Return = Off
3. Flag Reset Time = 10 Seconds
4. Flag Indicator = Off
5. Starting Weapon = Battle Rifle

Neutral Bomb
1. Number of Rounds = 1 Round
2. Score to Win Round = 3
3. Round Time Limit = 20 Minutes
4. Sudden Death = Off
5. Bomb Arm Time = 5 Seconds
6. Starting Weapon = Battle Rifle

Western Conference Major

>> Page 1: Summary    >> Page 2: Entry & Invitations    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Prizes


Halo 2

Saturday – Two-player split screen
8:00 AM – 10:00 AM – Sign-in/Warm-up (All Stations Open for Free Play)
10:00 AM – 10:30 AM – Welcome
10:30 AM – 11:30 AM – FFA Round 1
11:30 AM – 12:00 PM – FFA Round 2
12:00 PM – 12:30 PM – FFA Round 3 (Stations 9-16 Open for Free Play)

12:30 PM – 1:00 PM – FFA Round 4 (Stations 5-16 Open for Free Play)
1:00 PM – 1:30 PM – FFA Round 5 & Pool Play Bracket
1:30 PM – 2:00 PM – FFA Round 6 & Pool Play Bracket
2:00 PM – 3:00 PM – Pool Play Bracket & Top 16 Lunch Break
3:00 PM – 6:00 PM – Pool Play & Pool Play Bracket
6:00 PM – 7:00 PM – Winners Bracket Round 1
7:00 PM – 8:00 PM – Winners Bracket Round 2 & Losers Bracket Round 1

8:00 PM – 9:00 PM – Losers Bracket Round 2
9:00 PM – 12:00 AM – Halo 1 2v2 Side Tournament*
*If the side event is can’t be started before 9pm, it will be cancelled.

Sunday – Teams have the option of using 2-4 Televisions
8:00 AM – 10:00 AM – Sign-in/Warm-up (All Stations Open for Free Play)
10:00 AM – 11:00 AM – Winners Bracket Round 3 & Losers Bracket Round 3
11:00 AM – 12:00 PM – Winners Bracket Round 4 & Losers Bracket Round 4

12:00 PM – 1:00 PM – Losers Bracket Round 5
1:00 PM – 2:00 PM – Winners Bracket Finals & Losers Bracket Round 6
2:00 PM – 3:00 PM – Losers Bracket Round 7
3:00 PM – 4:30 PM – Losers Bracket Finals
4:30 PM – 6:00 PM – Championship Match (No Free Play)

Super Smash Brothers Melee – Saturday Only

8:00 AM – 10:00 AM – Sign-in / Warm Up
10:00 AM – 12:00 PM – Teams Round Robin
12:00 PM – 3:00 PM – Team Elimination Bracket
3:00 PM – 4:00 PM – Break / Free Play Time
4:00 PM – 6:00 PM – Singles Round Robin
6:00 PM – 10:00 PM – Singles Elimination Bracket

Tekken 5 – Sunday Only

8:00 AM – 10:00 AM – Warm-ups Start
10:00 AM – 12:00 PM – Signups Start
12:00 PM – 5:00 PM – Tournament Starts

Western Conference Major

>> Page 1: Summary    >> Page 2: Entry & Invitations    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Prizes


Halo 2 4v4
1st $2500
2nd $1500
3rd $1000

SSBM Singles
1st $500
2nd $300
3rd $200

SSBM 2v2
1st $150
2nd $100

Tekken 5
1st $500
2nd $300
3rd $200