Western Conference Major

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2005 National Championship

With the rest of the season finished, all that was left was for the top players to meet at the National Championships in New York. Team 3D proved once again to be champions, but faced some serious competition for the first time since they had returned to the tour. They faced Team Phreaks (formerly IGS) in the Finals with their deadly combination of Karma, StrongSide, Shockwave and Gandhi, who gave them an intense final series that had many wondering if 3D might finally lose again. Karma was untouchable in the FFA and 1v1 portion of the Halo 2 event, taking home first place with relative ease. Meanwhile Ken and Isai continued their unbeaten streak in SSBM Teams and Ken repeated as National Champion in Singles. While the season was over, 2006 was just around the corner–and with some new lineups and newly developing talent, MLG fans were already looking forward to another great season.

Western Conference Major

>> Page 1: Summary    >> Page 2: Registration    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Hotel Info    >> Page 7: Prizes    >> Page 8: Teams


Registration
1. There are no entry fees for this event.
2. Invitations will be sent to all players that earned one and gave us their mailing information, one month prior to the National Championship event.
3. If you plan on using an invitation for Halo 2, you must RSVP to Anakin@mlgpro.com no later than February 18th in order to participate.
4. National Championship team rosters must also be submitted to Anakin@mlgpro.com by February 18th.
5. National Championship teams will be ranked for the bracket based on their cumulative, team, season rank points. Ties will be broken by the team’s cumulative, individual, season rank points.
6. Players are not required to play with the teammates they earned their invitation with.
7. Invited players must play with other invited players. No one without an invitation to the team event will be able to participate in the team event.

Western Conference Major

>> Page 1: Summary    >> Page 2: Registration    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Hotel Info    >> Page 7: Prizes    >> Page 8: Teams


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 getting on top of any ledges on Warlock.
4. No throwing the flag through the side windows on Beaver Creek.
5. No hiding the flag in walls on any map.

6. No super bouncing.
7. No use of the “guardian glitch”.
8. No grenade jumping.
9. No leaving the normal boundaries of a level at any time (i.e. getting on top of a map).
10. No communication between players during 8-player FFA games.
11. No warm-up games before or during Match Play.
12. You are allowed to get on top of the center structure on Sanctuary.
13. 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.
14. Quitting out of a team slayer game will result in a forfeit.

15. Players must use their registered gamer tag during all games.
16. Looking at an opposing player’s TV during a game will result in a forfeit.
17. In the case of an Xbox/TV malfunction, the game will be restarted from the beginning, no matter what time the malfunction occurred.
18. Any sign of cheating will result in a forfeit of the game.
19. 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.
20. 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, 4, 5, 6 & 7 will result in a forfeit of the game.
2. Breaking rule #8, 9 & 10 will result in a foul. Fouls stay with a team/player throughout the tournament. Two fouls during one game will result in a forfeit. Once a team/player reaches two fouls, each subsequent foul will result in a forfeit.
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 and possible suspension from future tournaments.

Illegal Controllers

1. Any Mad Catz or Wireless Controller
2. Keyboard & Mouse

National Championship Free For All

Settings – 8-player FFA games
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

Settings – 1v1 games
1. All settings listed below are those that are not default for Slayer.
2. Score to Win Round = 15

3. Round Time Limit = 1 hour
4. Suicide Penalty = None
5. Starting Weapon = Carbine
6. Weapons on Map = No Duals
7. Map = Warlock

Guidelines
1. The National Championship will start with a free for all tournament in which all invited players may participate.
2. Players already qualified for the 1v1s will be seeded 1st-3rd for the bracket. They must participate in the 8-player games. However, their performance will not affect their seed for the 1v1 bracket.

3. Each player will participate in five 8-player games. Lineups for these games have been generated randomly, based on Current Season FFA Rank Points. Each player will earn points based on their end-game ranking. After five Rounds, the top 5 players who haven’t already qualified for the 1v1s will advance to the 1v1 Bracket. Points, Kills, Deaths, & Assists will be recorded to break any ties.
4. The 1v1 Bracket will be a single game, double elimination bracket.
5. After losing a game, players will fall into the Losers Bracket.
6. A loss in the Losers Bracket will result in elimination from the tournament.
7. A player in the Losers Bracket can still win the tournament.
8. The higher seeded players will host all of the games in the Winners Bracket. In the Losers Bracket, the players having spent the least amount of time in the Losers Bracket will host all of the games. If both players have spent equal time in the Losers Bracket, the higher seeded player will host the game. The Championship Match and tiebreaker game will be considered to be part of the Losers Bracket for host purposes.
9. If players meet for a 2nd time in the 1v1 Bracket, they will play a best of 3 series that includes the previous game.
10. The winner of the Losers Bracket Finals must defeat the winner of the Winners Bracket Finals twice in order to win the Conference Championship FFA.

11. If a game should tie, the game will be replayed with a 5 minute time limit.

8-player FFA Points
1st = 9 Points
2nd = 7 Points
3rd = 6 Points
4th = 5 Points
5th = 4 Points
6th = 3 Points

7th = 2 Points
8th = 1 Point

National Championship 4v4 Bracket

Guidelines
1. The 4v4 Bracket is a Best of 5 Game Series, 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 intentional forfeiting or conspiring to manipulate the rankings/brackets will result in ejection and possible suspension from future tournaments.
8. 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

1. The National Championship events will both run as double elimination brackets.
2. The National Championship brackets will be seeded based solely on MLG rank points, with no round robin preceding.

Tournament Rules

1. The Singles and Doubles Brackets will be Double Elimination.

2. The Losers Bracket will have mixed placement to avoid players being eliminated by the same opponent that beat them in the Winner’s Bracket.
3. All matches are Best of 5.
4. Lives will be set at 4 stock with an 8 minute time limit.
5. 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.
6. 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.

Western Conference Major

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National Championship 4v4 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 – Beaver Creek

Round 2
Game 1 – Team King – Midship
Game 2 – Team Slayer – Sanctuary
Game 3 – CTF Classic – Midship
Game 4 – Team Ball – Warlock
Game 5 – Team Slayer – Ivory Tower

Round 3

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

Round 4-Winners Bracket Finals
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Beaver Creek

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

Round 5-Championship Match
Game 1 – CTF Classic – Beaver Creek
Game 2 – Team Slayer – Ivory Tower
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock

Game 5 – Team Slayer – Lockout

Tiebreaker Game
Game 1 – Team Slayer – Midship

Losers Bracket
Round 1
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Lockout

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

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

Game 5 – Team Slayer – Midship

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

Round 4

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

Round 5-Losers Bracket Finals
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Ivory Tower

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

Tiebreaker Game
Game 1 – Team Slayer – Lockout

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 Sanctuary & Warlock)
1. Round Time Limit = 20 Minutes
2. Starting Weapon = Battle Rifle

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
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: Registration    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: Schedule    >> Page 6: Hotel Info    >> Page 7: Prizes    >> Page 8: Teams


Halo 2

Saturday

8:00 AM – 10:00 AM – Warm-up
10:00 AM – 12:30 PM – FFA 8-player Round Robin
12:30 PM – 1:00 PM – 1v1 Winners Bracket Round 1
1:00 PM – 1:30 PM – 1v1 Winners Bracket Round 2/ Losers Bracket Round 1
1:30 PM – 2:00 PM – 1v1 Winners Bracket Round 3/ Losers Bracket Round 2

2:00 PM – 2:30 PM – 1v1 Losers Bracket Round 3
2:30 PM – 3:30 PM – 4v4 Winners Bracket Round 1
3:30 PM – 4:30 PM – 4v4 Winners Bracket Round 2
4:30 PM – 5:30 PM – 4v4 Losers Bracket Round 1
6:00 PM – 9:00 PM – MLG All-Star Classic

Sunday

8:00 AM – 10:00 AM – Warm-up

10:00 AM – 11:00 AM – 4v4 Winners Bracket Round 3/ Losers Bracket Round 2
11:00 AM – 12:00 PM – 4v4 Losers Bracket Round 3
12:00 PM – 1:00 PM – 4v4 Winners Bracket Finals/ Losers Bracket Round 4
1:00 PM – 1:30 PM – 1v1 Losers Bracket Finals
1:30 PM – 2:00 PM – 1v1 Championship Match
2:00 PM – 3:30 PM – 4v4 Losers Bracket Finals
3:30 PM – 4:30 PM – Halo 2 Break for SSBM Championship Matches
4:30 PM – 6:00 PM – 4v4 Championship Match

Super Smash Brothers Melee

Saturday
8:00 AM – 12:00 PM – Warm-up
12:00 PM – 2:00 PM – Doubles Bracket to top 8
2:00 PM – 5:00 PM – Singles Bracket to top 8
5:00 PM – 6:00 PM – Dinner Break
6:00 PM – 9:00 PM – MLG All-Star Classic

Sunday
8:00 AM – 12:00 PM – Warm-up
12:00 PM – 2:00 PM – Doubles Bracket to top 2
2:00 PM – 3:30 PM – Singles Bracket to top 2
3:30 PM – 4:00 PM – Doubles Championship Match
4:00 PM – 4:30 PM – Singles Championship Match

Western Conference Major

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Hotel address:
Hyatt Regency Jersey City on the Hudson
2 Exchange Place,
Jersey City, New Jersey, USA
Tel: (201) 469-1234 Fax: (201) 432-4991

The Rate is $169 per night
Say you’re with Major League Gaming.

**Hint Hint Fly into Newark Airport

Western Conference Major

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Halo 2 4v4
1st – $20,000
2nd – $12,000
3rd – $8,000
4th – $5,000
5th – $3000
5th – $3000
7th – $2000

7th – $2000

Halo 2 FFA
1st – $5000
2nd – $3000
3rd – $2000
4th – $1250
5th – $750
5th – $750

7th – $500
7th – $500

Smash Singles
1st – $5000
2nd – $3000
3rd – $2000

4th – $1250

5th – $750
5th – $750
7th – $500
7th – $500

Smash 2v2
1st $2500
2nd $1500
3rd $1000

4th $500

Western Conference Major

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Halo 2

FFA & 4v4
AYBFonzi
Bonfire
Cpt.Anarchy
Defy
gh057ayame

OGRE1
OGRE2
Samurai650
ShocKWav3
Strongside01
True_Karma
Vash
Walshy
Zyos

FFA Only
CampinMonkey
XAcidiaNX

4v4 Only
b3WaRe
BLACKJAK
ChAoSdaNinja

DaRk_VeGeTTo
Detach
FoSsiK
Foulacy
Gandhi
G-SpOt
h3llboy
hslightking
IIPisToLII

KillerN
Levi
lGameI
Mack
MeLLoZ
NemoPwns
Nitrouss
o0Dominator0o
SadPandaEh

Saiyan
Shook_On3
st0n3r
st0n3r_2
TDPyrocy
Toxin
Tsquared
Tupac
XiTxItwasluckx

xXx

Super Smash Brothers Melee

Singles & Doubles
Azen
Caveman
Chillin’

Chu Dat
DieSuperFly
Dope
Eddie
Husband
Isai
Ken
KillaOR
KrazyJones

Mike G
NEO
Oro
PC Chris
Rob$
Wife
Vidjogamer

Singles Only

Darkrain
Tavo

Doubles Only
Arash
Blood
Bob$
CloudSquall
CO & Me

Darkshark
Drephen
GA-Wes
Halo5Guy
Happy
HugS
Hyato
Iggy
Joe Bushman

Joshu
Kei
KishPrime
KishSquared
ManaCloud
Mow
MrSilver
Nova
Straight

Synikal
Tomas Tipman
Wes
Zelgadis
Zulu