Orlando:August 25-27, 2006 – Summary

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


MLG fans were treated to two new champions at the final stop of the 2006 regular season. Carbon, boosted by new member GH057ayame, toppled Final Boss and took first place in the Halo 2 competition. Meanwhile in the Smash area, Ken struggled against his opponents and dropped to 5th place, opening the door for Azen to stage his first MLG victory of the season. With regular champions on both sides of the event dethroned, this event left the fate of the Playoffs and 2006 Championships in limbo.

Orlando:August 25-27, 2006 – Travel & Accomodations

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


Orlando Hotel Info:
Wyndham Orlando Resort
8001 International Drive
Orlando, FL 32819
(407) 351-2420
Room Rate: $106.50/night (single/double/triple/quad)
Reservations: (800) 421-8001
Reservation deadline: August 3, 2006
http://www.wyndham.com/hotels/MCOWD/main.wnt

Tournament Venue Info:
Wyndham Orlando Resort
8001 International Drive
Orlando, FL 32819
(407) 351-2420
http://www.wyndham.com/hotels/MCOWD/main.wnt

Airport Information:
Orlando International Airport (MCO) – 16 miles from hotel

Transportation:
Mears Shuttle – $16 each way (Shared Ride Shuttle)
Shuttle Reservations Required: (407) 423-5566
mearstransportation.com
Taxi is about $40 each way

IMPORTANT! You MUST say that you are with Major League Gaming when you call for hotel reservations in order to secure the discounted room rate. This is also vital because a certain number of rooms have been reserved for MLG, and if the hotel doesn’t know you’re with MLG, they may tell you the hotel is booked out.

Be sure to book your hotel ASAP. As many people have learned the hard way, these hotels book out very fast (several weeks before the event), so please do not delay. You must book your hotel room before August 3rd. That is the deadline to get the group rate.

Competition Schedule for Spectators
Friday , 7:00 p.m. , 12:00 a.m.
Saturday , 10:00 a.m. , 11:30 p.m.
Sunday , 10:00 a.m. , 7:00 p.m.

If you can’t make it out to the Wyndham Orlando Resort, you can still watch the action live on VoD! MLG’s VoD service will be streaming all of the top competition live over the web, giving you a high quality and uncut view of the action as it happens. If you do not have a subscription to VoD, it’s not too late to sign up and catch every second of this sure-to-be legendary competition.

Check out the “Schedules” link below for an hour-by-hour breakdown of the competition, so you can ensure that you don’t miss a minute of your favorite events.

Orlando:August 25-27, 2006 – Registration

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


Regular Season Event #5 – Orlando

Player Movement Deadlines

1. Free Player Movement – July 24 – July 31 @ 5:00 PM EST
2. Restricted Player Movement – July 31 @ 5:01 PM – August 23 @ 11:59 PM EST
3. Registration Deadline – August 23 @ 11:59 PM EST
4. Highly Restricted Player Movement – August 24 @ 12:00 AM – Orlando competition

2006 Regular Season Competition

1. Separated into Open (Open Entry) and Championship (Invitation Only) brackets.
2. The Open Halo 2 4v4 will support as many as 160 teams and the Open Halo 2 FFA will support as many as 1024 players.
3. The Open SSBM Singles will support as many as 168 players and the Open SSBM Doubles will support as many as 128 teams.
4. Championship Brackets will support as many as 32 players/teams.
5. The top 16 eligible players/teams as determined by the 2006 Rank Point Standings will automatically qualify for their respective Championship Bracket.
6. Amateur players/teams are not eligible to receive an automatic bid into a Championship Bracket.
7. The top 16 players/teams at the end of each Open Bracket will qualify for their respective Championship Bracket.
8. No one failing to earn a spot in the Championship Bracket as part of an Open Bracket team will be allowed to participate in the corresponding Championship Bracket.

Registration

1. Entry fees will be as follows: (Halo 2 FFA & 4v4 = $200 per team, Halo 2 FFA = $10 per person, SSBM Doubles = $20 per team, SSBM Singles = $20 per person).
2. Players may not register for both the Halo 2 4v4 and SSBM competitions.
3. Players may not register as both a player and a coach.
4. No registrations will be taken at the door.
5. 16 spots in each Open competition will be reserved for Semi-Pro players/teams until 5PM EST on the Friday before the competition.
6. 688 spots in the Halo 2 Open FFA will be reserved for 4v4 participants.
7. The top 16 eligible Halo 2 & SSBM players/teams by point standings will automatically qualify for their respective Championship competition as long as they notify MLG of their attendance before the registration deadline. Email jnelson@mlgpro.com for Halo 2 events and j2000616@hotmail.com for SSBM events.
8. SSBM Doubles rosters for teams looking to automatically qualify for the Championship competition must be submitted to j2000616@hotmail.com by the registration deadline.

Definition of Terms

Status – The state of being an Amateur, Semi-Pro, or Pro player/team as determined by the 2006 Rank Points Standings.

Pro Player – One who is a member of a Pro Team or a player ranked in the top 16 by points. Players ranked in the top 32 for SSBM Doubles will be considered Pro.

Pro Team – The top 16 eligible Halo 2 teams based on cumulative 4v4 rank points. Pro teams dropping out of the top 16 due to performance will lose their pro status.

Pro Team Captain – Pro teams must designate a captain who is responsible for moving players and participating in the Pro Player Committee.

Pro Benefits – Pro players and teams have automatic bids into their respective pro competition. They are also eligible to receive Pro player stipends, applicable for those attaining top 16 in Halo2 4v4 and SSBM Singles.

Semi-Pro Player – One who is a member of a Semi-Pro team or a player ranked 17th-32nd by points. Players ranked 33rd-64 for SSBM Doubles will be considered Semi-Pro.

Semi-Pro Team – The eligible teams ranked 17-32 based on cumulative 4v4 rank points. Pro teams dropping out of the top 16 due to performance will lose their pro status.

Semi-Pro Advantages – Semi-Pro teams are automatically ranked above all Amateur teams in the 4v4 regardless of their individual FFA performance or total 4v4 points. Should a pro player/team not attend a Regular Season competition or lose their Pro status, the highest ranked Semi-Pro player/team would receive an automatic bid into the Pro competition, but still be considered a Semi-Pro player/team.

Amateur Player – One who is not considered Pro or Semi-Pro.

Halo 2 4v4 Ranking – Pro and Semi-Pro Teams will be ranked immediately following a competition. Even if their roster changes before the next competition, their ranking and status won’t change, as long as they maintain their eligibility, until after the next competition.

Ranking Tiebreakers – 1. Performance at the previous competition
2. 2006 points in the game’s other competition (i.e. Halo 2 FFA to break a Halo 2 4v4 tie)

3. 2005 points in the equivalent discipline
4. 2005 points in the game’s other competition
5. Coin Flip

Dream Team Clause – If an Amateur team is created that has enough points to be ranked in the top 4 of the Championship Bracket, they will be given the seed that their points indicate. However, all Pro and Semi-Pro teams will be considered as having a higher seed for host and color purposes.

Player Movement

Free Agent – A player who is not currently a part of a Pro team, but is free to join a Pro team during the Free & Restricted Player Movement Periods. Players who leave a Pro Team via release, free agency or team disbanding during the Restricted or Highly Restricted Player Movement Periods will not be considered Free Agents until after the upcoming competition.

Moving Players – All requests for player movement, including leaving a team, joining a team, releasing a player, adding a player, and trades must be submitted to jnleson@mlgpro.com.

Trade Rules – Trades may only be made between two pro teams. A trade request must sent by each team captain. Trades may only be made by moving 1 player for 1 player or 2 players for 2 players.

Captain Change – Pro teams may change their captain at any time. The captain may relinquish the role and remain on or leave the team. Captain change requests must be submitted to jnelson@mlgpro.com.

Free Player Movement Period – The period of time during which Pro players are allowed to leave a Pro team and join another without restriction. Players leaving Pro Teams during this period will be considered Free Agents. Pro team captains are also allowed, during this period, to release 1 player and/or make trades without restriction. Each Free Player Movement Period will run from Monday after the competition to 5:00 PM EST on the following Monday.

Restricted Player Movement Period – The period of time during which Pro players are allowed to leave a Pro team, but may not join another Pro team until after the upcoming competition. Pro team captains are also allowed, during this period, to release 1 player and/or make trades without restriction. Each Restricted Player Movement Period will run from the end of a Free Player Movement Period to the upcoming competition’s Registration Deadline.

Highly Restricted Player Movement Period – The period of time during which Halo 2 Teams can only be changed if a member(s) is unable to attend the competition. These players may only be replaced by someone who was unaffiliated with an attending and/or Pro team at the Registration Deadline.

Player Movement Deadline #1 – No player movement is allowed beyond this date by teams earning the automatic bid into the Superstar portion of the Playoff competition and National Championship. Substitute Ranking rosters for these teams will be accepted.

Player Movement Deadline # 2 – No player movement is allowed beyond this date.

Substitute Ranking – Teams may declare a roster for post-competition ranking and status that is different from the roster they compete with at the upcoming competition. Members of the post-competition roster who are not on the upcoming competition roster must have been a member of the team’s roster for the previous competition. Members of the post-competition roster who are not on the upcoming competition roster can’t attend the upcoming competition with a different team. Members of the upcoming competition roster who are not on the post-competition roster will be considered as having filed for free agency during the post-competition Free Player Movement period. These players can’t be added back to the team during any of the post-competition player movement periods. Post-competition rosters must be submitted to Anakin@mlgpro.com before the start of the upcoming competition. If members of the post-competition roster who are not on the upcoming competition roster file for free agency or are traded or released during any of the post-competition player movement periods, the team will lose their status for the next competition.

Incomplete Teams – If a pro team is incomplete (less than 4 players) at the end of the restricted player movement period, it will lose Pro status for the upcoming compeition

Team Disbanding – If a Pro captain releases more than 1 player between 2 competitions, the team has been disbanded and will lose Pro status. If, at any time, a Pro team is without 3 players who were on the previous competition’s roster team has been disbanded and will lose Pro status. If a Semi-Pro team changes more than 1 team member between attended competitions, the team has been disbanded and will lose Semi-Pro status.

Coaching

Registration – Halo 2 teams may have 1 coach. Halo 2 coaches must register with the team online by the registration deadline. SSBM players/teams may designate a coach when they sign-in for their competition.

Participation Rules – Individuals may not be registered as both a player and a coach. Individuals may not be the coach of more than one player/team. Player’s may not have a coach for the Halo 2 FFA. SSBM coaches may not instruct players during games, but may consult with players for a maximum of 1 minute between games. Once the stage for the next game has been selected, players may not talk to their coach.

Conduct – Coaches may not taunt the opposing team. Halo 2 Coaches may not look at an opposing player’s TV.

Orlando:August 25-27, 2006 – Rules

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


Halo 2

General Rules

1. No grenade jumping.
2. No getting on top of any ledges on Warlock.
3. No leaving the normal boundaries of a level at any time (i.e. getting on top of a map).
4. No communication between players during FFA games.
5. No hiding the flag in walls.
6. No placing the ball out of reach.
7. No super bouncing.
8. No use of the “guardian glitch”
9. No looking at an opposing team’s TV by players or coaches.
10. Any sign of cheating may result in a forfeit of the game and possible ejection.
11. No quitting out of a team slayer game.
12. All players must play with the Spartan character.
13. Teams must play as either the color red or blue.
14. 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.
15. Players must use their registered MLG Login Name during all games.
16. No warm-up games may be played outside of scheduled warm-up periods without permission from an MLG Official.
17. During scheduled warm-up periods the winners can stay, but the losers must get up.
18. Teams still active in the competition have priority over free play stations during warm-up periods.
19. In the case of an Xbox/TV malfunction, the game will be restarted from the beginning no matter what time the malfunction occurred.
20. Games started without the approval of a referee will be restarted.
21. If a player/team fails to report to their designated station within 5 minutes of the announcement, they will forfeit the game. 10 minutes after the announcement, a team will forfeit their Best of 3 series or the 2nd game of their Best of 5 series.
15 minutes after the announcement, a team will forfeit their Best of 5 series.

Disqualification

1. Breaking rule #1-4 will result in a foul. Fouls stay with a player/team throughout the competition. Two fouls during one game will result in a forfeit. Once a player/team reaches two fouls, each subsequent foul will result in a forfeit.
2. Players found breaking rule #5 will be asked to remove the flag from its hiding spot immediately. If the flag is not removed immediately the team forfeits the game.
3. Breaking rule #6-13 will result in a forfeit of the game.

Player Conduct

1. Opening an Xbox will result in a warning. A second violation will result in ejection.
2. Coaches will be warned for taunting the other team and ejected after a 2nd violation.
3. Communication between players and spectators during game play is prohibited. Spectators will be warned and then ejected from the venue after a 2nd violation.
4. Disrespect of fellow players or MLG staff members may result in ejection and possible suspension from future competitions.
5. Any intentional forfeiting or conspiring to manipulate the rankings/brackets will result in ejection and possible suspension from future competitions.

Illegal Controllers

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

Open Free For All

1. All players not qualified for the Championship FFA competition may participate.
2. At least 2 players from each Amateur team must participate in the Open FFA.
3. The Open FFA is optional for members of Semi-Pro and Pro teams.
4. The top 64 Open FFA players, determined by ’06 & ’05 FFA rank points, will be seeded and given host over unseeded players. In games with more than 1 seeded player, the highest seeded player will host.
5. Players may use a full screen starting with Round 4.
6. Rounds 1-7 will have 8 players with those finishing 1st-4th advancing. Players who finish 1st-4th in Round 7 will earn a spot in the Championship FFA competition.
7. Losers Bracket Round 7 will consist of all players that finish 5th-8th in Round 6. Losers Bracket Round 8 will consist of all players that finish 5th-8th in Winners Bracket Round 7 as well as 1st-4th in Losers Bracket Round 7. Players who finish 1st-4th in Losers Bracket Round 8 will earn a spot in the Championship FFA competition.

Settings

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 = None
5. Starting Weapon = Battle Rifle
6. Weapons on Map = Human
7. Map = Midship

Open FFA Points

1st Round ——– 2nd Round —— 3rd Round —— 4th Round
1st = .08 points – 1st = 8 points – 1st = 9 points – 1st = 10 points
2nd = .07 points – 2nd = 7 points – 2nd = 8 points – 2nd = 9 points
3rd = .06 points – 3rd = 6 points – 3rd = 7 points – 3rd = 8 points
4th = .05 points – 4th = 5 points – 4th = 6 points – 4th = 7 points
5th = .04 points – 5th = 4 points – 5th = 5 points – 5th = 6 points
6th = .03 points – 6th = 3 points – 6th = 4 points – 6th = 5 points
7th = .02 points – 7th = 2 points – 7th = 3 points – 7th = 4 points
8th = .01 points – 8th = 1 point — 8th = 2 points – 8th = 3 points

1. After Round 4, points for each place will continue to increase by 1. For example, 11 points are awarded for 1st place in Round 5 and 2nd place in Round 6.
2. Points are not awarded for placement in Losers Bracket rounds.
3. If an Open 4v4 player is already qualified for the Championship FFA they will earn as many points for their team as the top Open FFA player earns for their Open 4v4 team plus one. If there is more than 1 Open 4v4 player already qualified for the Championship FFA, the highest ranked player among them will receive 1 more point than the 2nd highest and so on.

Open 4v4

1. The Open 4v4 is a Best of 3 Game Series, Double Elimination Bracket.
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 competition.
4. The Open 4v4 will be seeded based on team’s cumulative FFA point total. Semi-Pro teams will be ranked ahead of all Amateur teams regardless of their cumulative FFA point total.
5. When 16 teams remain (8 Winners Bracket & 8 Losers Bracket), the Open 4v4 will end and each team will earn a spot in the Championship 4v4.
6. The higher seeded team will play as red for all games in a Best of 3 Series.
7. The higher seeded team will host Game 2 and choose to host either Game 1 or 3 in a Best of 3 Series.
8. 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, the game will continue and the next team to score will win the game. If the 30 minute time limit is reached without a winner, the game must be replayed with the first capture winning the game.
9. 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 continue and the next team to score will win the game, but if the flag is returned, the game is over.
10. If teams meet for a 2nd time in the Open 4v4, their series will expand to a best of 7, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 2 games to 0 in the Winners Bracket, the Best of 7 will resume with Game 3 and Team A leading 2 games to 0. If Game 3 of the Winners Bracket series was not played, it will be played first with host going to the team that would’ve hosted the game in the Winners Bracket. The team that didn’t host the CTF Classic game in the Winners Bracket will host the CTF Classic game in the Losers Bracket. The team that won the 1st series will play as red, host the tiebreaker game and choose to host either Game 4 or 6. The 7th game will be Team Ball Midship.
11. If teams in a Best of 7 Series are set to play a game type they have already played against each other in the Open 4v4, the same game type will be played at a different map chosen by the Halo 2 Director and League Commissioner.
12. If a game should tie, the game must be replayed.

Championship Free For All

1. Each player will participate in seven 8-player Round Robin games. Lineups for these games will be generated randomly, based on ’06 & ’05 rank points. Each player will earn points based on what place they finish in each game (See Point Breakdown Below). After 7 Rounds, the 8 players earning the most points will advance to the Championship 1v1. Total Points, Kills, Deaths, & Assists will be used, in that order, to break any ties.
2. The Championship 1v1 will be a Single Game, Double Elimination Bracket.
3. After losing a game, players will fall into the Losers Bracket.
4. A loss in the Losers Bracket will result in elimination from the competition.
5. Players will be seeded for the 1v1 based on their Round Robin performance.
6. Players eliminated in either of the first 2 rounds of the Losers Bracket will play 1 game to determine their exact 5th-8th placement.
7. The higher seeded player will host all games (See Rule #7 & 8).
8. If players meet for a 2nd time in the Championship 1v1, they will play a best of 3 series that includes the previous game. For example, if Player A beat Player B in the Winners Bracket, the Best of 3 will resume with Game 2 and Player A leading 1 game to 0. The player that won the 1st game will host the 2nd and 3rd games.
9. If the players meeting in the Finals have not yet faced each other and the player coming from the Losers Bracket wins a game, another game must be played to break the tie since both players would only have one loss. The player that wins the first game will host the tiebreaker game.
10. 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

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 = None
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 = 30 Minutes
4. Suicide Penalty = None
5. Starting Weapon = Carbine
6. Weapons on Map = No Duals
7. Map = Warlock

Championship 4v4
1. The Championship 4v4 is a Best of 5 Game Series, Double Elimination Bracket.
2. Pro and Semi-Pro teams will be ranked immediately following a competition. Even if their roster changes before the next competition, their ranking won’t change, as long as they maintain their status. Amateur teams will be ranked behind the Pro and Semi-Pro teams based on their total 2006 4v4 rank points. Tiebreakers will be used in the following order, performance at the previous competition, 2006 FFA points, 2005 4v4 points, 2005 FFA points, Open 4v4 performance, and Open 4v4 seed.
3. After losing a series, teams will fall into the Losers Bracket.
4. A loss in the Losers Bracket will result in elimination from the competition.
5. Teams eliminated by way of Rounds 1-6 of the Losers Bracket will play anywhere from 1 to 3 consolation matches to determine their exact 5th-32nd placement. These consolation matches will begin on Saturday night and conclude Sunday afternoon.
6. The higher seeded team will play as the red team for all games (See Rule #10 & 11).
7. The higher seeded team will host Game 3 and choose to host 1 Team Slayer and 1 CTF Classic game. (See Rule #10 & 11).
8. 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, the game will continue and the next team to score will win the game. If the 30 minute time limit is reached without a winner, the game must be replayed with the first capture winning the game.
9. 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.
10. If teams meet for a 2nd time in the Championship 4v4, their series will expand to a best of 11, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 3 games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 games to 0. If Games 4 and/or 5 of the Winners Bracket series were not played, they will be played first with host for each game going to the team that would’ve hosted in the Winners Bracket. The team that didn’t host the Team Ball game in the Winners Bracket will host the 2nd Team Ball game. The team that won the 1st series will play as red and choose to host 2 Team Slayer and 1 CTF Classic game.
11. 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 a series, the Winners Bracket Finals series of game types will be played to break the tie since both teams would only have one series loss. The team that wins the first series will play as red, host Game 3, and choose to host 1 Team Slayer and 1 CTF Classic game in the Winners Bracket Finals series of game types.
12. 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 4v4, the same game type will be played at a different map chosen by the Halo 2 Director and League Commissioner.
13. If a Team Slayer or Team Ball game should tie, the game must be replayed.
14. Teams have the option of using 1-4 TVs.

Super Smash Brothers Melee

General Rules and Regulations
1. During Championship Bracket competitions, all players must register a 1-4 digit tag. If they wish to wear a tag during the game they must use their registered tag, otherwise they may not use one.
2. During scheduled warm-up periods the winner stays and the loser must get up.
3. 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.
4. In the case of a GameCube/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.
5. A staff member will record each game’s results so no reporting of scores by players is necessary.
6. All decisions made by tournament officials are final.
7. Players must conduct themselves in a reasonable manner. Permanent ejection of a player from the tournament is at the staff’s discretion.
8. Spectators may not communicate with a player while he or she is competing. Breaking this rule will result in a warning. A second violation will result in ejection of the spectator and forfeit of the game.
9. Any intentional forfeiting or conspiring to manipulate the rankings/brackets will result in ejection and possible suspension from future tournaments.
10. Any other sign of cheating will also result in forfeit of the game.
11. Players must report to their station immediately after their match is announced. If after 5 minutes, a player/team has not reported to their station they will forfeit the match.

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.

Open Competitions

1. The Open Singles competition will start with Pool Play. All players with rank points will be separated into the pools. All remaining players will be randomly separated into the pools. The top 2 players from each pool will advance to the Open Singles bracket.
2. The Open Singles will be a Best of 3 Game Series, Double Elimination Bracket. When 16 players remain (8 Winners Bracket & 8 Losers Bracket), the Open Singles will end and each player will earn a spot in the Championship Singles.
3. Players will be seeded for the bracket based first on their pool play performance. Ties will be broken first by Singles rank points, then by performance at the most recent event, and then by Doubles rank points.
4. The Open Doubles competition will consist of Pool Play only. All teams with rank points will be separated into the pools. All remaining teams will be randomly separated into the pools.
5. Each player/team will play 2 games against all other players/teams in their pool. Scores will be recorded and used to rank players for the Elimination Bracket. Any ties for advancing positions will be broken by a single tiebreaker game.
6. For each game of a pool play match, the stage will be selected at random from the list of Random Select stages. Each player can eliminate 1 stage from the list of possibilities.
7. The Open Singles bracket will be a best of 3 games series, double elimination bracket.
8. After losing a series, teams will fall into the Losers Bracket.
9. A loss in the Losers Bracket will result in elimination from the competition.
10. Lives will be set at 4 stock with an 8 minute time limit.
11. 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.
12. Items will be turned off.

Championship Competitions
1. The Championship Singles and Doubles brackets will be best of 5 games series, double elimination brackets.
2. Players/teams eliminated via round 5 or 6 of the Losers Bracket will play 1 match to determine their exact 5th-8th placement.
3. Players/teams will be seeded for their brackets based on MLG rank points.
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.

Stage & Character Selection
1. The higher seed has first choice for their seat(s) and controller port(s). The higher seeded team has first choice for their team color. Teams must sit together on one side or the other. If players/teams meet for a 2nd time in the Championship Bracket, the winner of the 1st series will have seat and controller choice.
2. The stage for Game 1 will be selected at random unless both players/teams can agree on a stage. After the stage has been randomly selected each player/team may call for a reset. Each player/team can only call for a reset once during a series. If a reset is called, another stage must be randomly selected. The stage that was first selected can’t be randomly selected again, but is still available for a counter pick.
3. Singles random select stages: Final Destination, Battlefield, Yoshi’s Story, Fountain of Dreams, Dreamland 64 & Pokemon Stadium
4. Doubles random select stages: Final Destination, Battlefield, Yoshi’s Story, Rainbow Cruise, Dreamland 64 & Pokemon Stadium, DK64
5. Stages not listed on the random select list that are not banned are open for counter picks by the losing player.
6. Stages banned for Singles Only: Great Bay and Mushroom Kingdom 2
7. Stages banned for Doubles Only: Fountain of Dreams and Mute City
8. Stages banned for Singles & Doubles: Yoshi’s Island (Pipes), Fourside, Hyrule Temple, Flatzone, Brinstar Depths, Icicle Mountain, Big Blue, Mushroom Kingdom 1, Venom, Yoshi’s Island 64, Peach’s Castle, and Kongo Jungle, Onett.
9. No stage may be used twice in a Best of 3 or Best of 5 Series. The random select stages are the only stages that may be used more than once in a best of 11 series.
10. After characters have been selected for the first game, each player/team may choose to knock out one stage. Stages that are knocked out won’t be used during the series. Random select stages can’t be knocked out. The lower seeded player/team must make their knockout selection first. Once the first game has started, stages can’t be knocked out.
11. After each game of a series, the player who lost the previous game may choose the stage for the next game or elect for it to be chosen randomly. After the stage has been selected, the winner of the previous game may change characters. After the winner has chosen their character, the loser of the previous game may change characters.
12. For the first game of a series, a player may call for a double-blind pick. This means that all participating players must tell a judge the character they will use for that game. Each player is required to use that character in the game.
13. During Championship Bracket competitions, players may ask for a double-blind pick during games four and five of a series. Players must call for the pick after the loser of the previous game has chosen the next game’s stage.
14. If players/teams meet for a 2nd time in the Championship Bracket, their series will expand to a best of 11, include the previous series, and pick up where that series left off. For example, if Player A beat Player B 3 games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Player leading 3 games to 0. The loser of the 1st series will choose the stage for the 1st game of the 2nd series and players may call for a double-blind pick before any game throughout the best of 11.
15. If the players/teams meeting in the Championship Match have not yet faced each other in a series and the team coming from the Losers Bracket wins first series, another series must be played to break the tie since both players/teams would only have one series loss.

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 unable to be finished 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 dropping 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 and lose a life and continue the match short a stock.
4. Players/teams may designate a coach when they register for a competition, however, this coach may not be registered as a player for either a Singles or Doubles competition. Coaches may not instruct players during games, but may consult with players for a maximum of 1 minute between games. Once the stage for the next game has been selected, players may not talk to their coach.
5. For Doubles matches, Team Attack is ON
6. For Doubles matches, life stealing is allowed

Orlando:August 25-27, 2006 – Gametypes

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


Open 4v4 Game Types

Winners Bracket
Round 1
Game 1 – Team Slayer – Lockout
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 2

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

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

Round 4

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

Round 5
Game 1 – Team Slayer – Midship
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Beaver Creek

Losers Bracket
Round 1
Game 1 – Team Slayer – Midship
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Lockout

Round 2
Game 1 – Team Slayer – Warlock
Game 2 – CTF Classic – Midship

Game 3 – Team Slayer – Lockout

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

Round 4
Game 1 – Team Slayer – Beaver Creek

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

Round 5
Game 1 – Team Slayer – Lockout
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 6
Game 1 – Team Slayer – Midship

Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Beaver Creek

Round 7
Game 1 – Team Slayer – Warlock
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Lockout

Championship 4v4 Game Types

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

Round 2

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

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

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

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

Game 5 – Team Slayer – Warlock

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

Round 6-Championship Match

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

Tiebreaker Game
Game 1 – Team Slayer – Sanctuary

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

Round 2

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

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

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

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

Game 5 – Team Slayer – Midship

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

Round 6

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

Round 7
Game 1 – CTF Classic – Warlock
Game 2 – Team Slayer – Lockout

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

Round 8-Losers Bracket Finals
Game 1 – CTF Classic – Beaver Creek
Game 2 – Team Slayer – Lockout
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock

Game 5 – Team Slayer – Sanctuary

Tiebreaker Game
Game 1 – Team Slayer – Midship

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 Ball, or CTF Classic) 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. Starting Weapon = Battle Rifle
8. Weapon Respawn = Double Time

Team Slayer (except Sanctuary)
1. Round Time Limit = 15 Minutes
2. Weapons on Map = No Duals

Team Slayer Sanctuary
1. Round Time Limit = 15 Minutes
2. Primary Turret = None
3. Weapons on Map = No Sniping

Team Ball

1. Score to Win Round = 5 Minutes
2. Round Time Limit = 15 Minutes
3. Weapons on Map = No Duals

CTF Classic Beaver Creek
1. Round Time Limit = 30 Minutes
2. Flag Reset Time = 15 Seconds
3. Flag Indicator = Always On
4. Weapons on Map = No Duals

CTF Classic Sanctuary
1. Round Time Limit = 30 Minutes
2. Flag at Home to Score = Off
3. Flag Touch Return = Off
4. Flag Reset Time = 10 Seconds
5. Flag Indicator = Off

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. Weapons on Map = No Duals

Orlando:August 25-27, 2006 – Schedule

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


Halo 2

Friday
4:00 PM – 7:00 PM – Sign-in / Warm-up
7:00 PM – 7:30 PM – Welcome
7:30 PM – 9:30 PM – Open FFA Round 1
9:30 PM – 10:30 PM – Open FFA Round 2
10:30 PM – 11:00 PM – Open FFA Round 3

11:00 PM – 11:30 PM – Open FFA Round 4
11:30 PM – 12:00 AM – Open FFA Round 5
12:00 AM – 12:30 AM – Open FFA Round 6
12:30 AM – 1:00 AM – Open FFA Round 7 / Losers Round 7
1:00 AM – 1:30 AM – Open FFA Losers Round 8

Saturday
8:00 AM – 9:00 AM – Warm-up
9:00 AM – 10:00 AM – Open Winners Round 1

10:00 AM – 11:00 AM – Open Winners Round 2
11:00 AM – 12:00 PM – Open Losers Round 1
12:00 PM – 12:30 PM – Open Losers Round 2
12:30 PM – 1:00 PM – Open Winners Round 3
1:00 PM – 1:30 PM – Open Losers Round 3
1:30 PM – 2:00 PM – Open Winners Round 4 / Losers Round 4
2:00 PM – 2:30 PM – Switch from Half Screen to Full Screen
2:30 PM – 3:00 PM – Open Losers Round 5
3:00 PM – 3:30 PM – Open Winners Round 5 / Losers Round 6

3:30 PM – 4:00 PM – Open Losers Round 7
4:00 PM – 7:30 PM – Championship FFA 8-player Round Robin
7:30 PM – 8:30 PM – Championship 4v4 Winners Round 1
8:30 PM – 9:30 PM – Championship 4v4 Winners Round 2 / Losers Round 1
9:30 PM – 10:30 PM – Championship 4v4 Winners Round 3 / Losers Round 2
10:30 PM – 11:30 PM – Championship 4v4 Losers Round 3
11:30 PM – 12:30 AM – Championship 4v4 Losers Round 4

Sunday

9:00 AM – 10:00 AM – Warm-up
10:00 AM – 10:30 AM – Championship 1v1 Winners Round 1
10:30 AM – 11:00 AM – Championship 1v1 Winners Round 2 / Losers Round 1
11:00 AM – 11:30 AM – Championship 1v1 Winners Round 3 / Losers Round 2
11:30 AM – 12:00 PM – Championship 1v1 Losers Round
12:00 PM – 12:30 PM – Championship 1v1 Losers Finals
12:30 PM – 1:00 PM – Championship 1v1 Championship Match
1:00 PM – 2:00 PM – Championship 4v4 Winners Round 4 / Losers Round 5
2:00 PM – 3:00 PM – Championship 4v4 Winners Finals / Losers Round 6

3:00 PM – 4:00 PM – Championship 4v4 Losers Round 7
4:00 PM – 5:30 PM – Championship 4v4 Losers Finals
5:30 PM – 7:00 PM – Championship 4v4 Championship Match

Super Smash Brothers Melee

Saturday
8:00 AM – 10:00 AM – Sign-In / Warm-Up
10:00 AM – 1:00 PM – Open Doubles Pool Play

1:00 PM – 6:00 PM – Open Singles Pool Play
6:00 PM – 10:00 PM – Open Singles Bracket
10:00PM – 12:00AM – Championship Doubles Bracket (2 Rounds)

Sunday
9:00 AM – 11:00 AM – Sign-In / Warm-Up / Starlight Starbright Charity Event
11:00 AM – 3:30 PM – Championship Singles & Doubles Brackets
3:30 PM – 4:00 PM – Championship Singles Finals
4:00 PM – 5:30 PM – Championship Doubles Bracket

*Schedules are subject to change at any time based on tournament attendance and flow.

Orlando:August 25-27, 2006 – Hotel Information

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


Wyndham Orlando Resort
8001 International Drive
Orlando, FL 32819
(407) 351-2420
Room Rate: $106.50/night (single/double/triple/quad)
Reservations: (800) 421-8001
Reservation deadline: August 3, 2006

Airport Information:

Orlando International Airport (MCO) – 16 miles from hotel

Transportation:
Mears Shuttle – $16 each way (Shared Ride Shuttle)
Shuttle Reservations Required: (407) 423-5566
mearstransportation.com
Taxi is about $40 each way

IMPORTANT! You MUST say that you are with Major League Gaming when you call for hotel reservations in order to secure the discounted room rate. This is also vital because a certain number of rooms have been reserved for MLG, and if the hotel doesn’t know you’re with MLG, they may tell you the hotel is booked out.

Be sure to book your hotel ASAP. As many people have learned the hard way, these hotels book out very fast (several weeks before the event), so please do not delay. You must book your hotel room before August 3rd. That is the deadline to get the group rate.

Orlando:August 25-27, 2006 – Prizes

>> Page 1: Summary    >> Page 2: Travel & Accomodations    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Hotel Information    >> Page 8: Prizes


Halo 2 4v4
1st – $12,000
2nd – $8,000
3rd – $5,000
4th – $3,000
5th – $2,000
6th – $1,500

7th – $1,200
8th – $1000

Halo 2 FFA
1st – $2,000
2nd – $1,200
3rd – $800
4th – $500
5th – $300

6th – $200
7th – $150
8th – $125

Smash Singles
1st – $2,000
2nd – $1,200
3rd – $800
4th – $500

5th – $300
6th – $200
7th – $150
8th- $125

Smash Doubles
1st – $2,000
2nd – $1,200
3rd – $800

4th – $500
5th – $300
6th – $200
7th – $150
8th – $125

Breakdown of Pro Player Travel Stipends and Perks:

Halo 2

(All ranks are based on Season Points Totals at the end of each event, not performance at any one tournament)
- All of the players on the Top 4 ranked Halo 2 4v4 teams will each receive a $400 Travel Stipend at the door of the next Regular Season event as well as free registration for the FFA & 4v4.
- All of the players on the 5th-8th ranked Halo 2 4v4 teams will each receive a $100 Travel Stipend at the door of the next Regular Season event as well as free registration for the FFA & 4v4.
- All of the players on the 9th-16th ranked Halo 2 4v4 teams will each receive free registration, for the FFA & 4v4, to the next Regular Season event.

SSBM:
(All ranks are based on Season Points Totals at the end of each event, not performance at any one tournament)

- The Top 4 ranked Singles Smashers will receive a $400 Travel Stipend and free registration, for the Singles & Doubles events, to the next Regular Season event
- The 5th-8th ranked Singles Smashers will receive a $300 Travel Stipend and free registration, for the Singles & Doubles events, to the next Re