Central Conference Major

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


Breaking previous attendance records with 64 full Halo 2 teams, St. Louis was another big success for MLG and professional gaming. They defeated all challengers once again for first place, making many wonder if anyone could ever defeat this astounding team. Darkrain proved himself to be among the best in the nation in SSBM as he eliminated opponent-after-opponent and bested Joshu in the Finals to earn his best finish of the year at first place.

Central Conference Major

>> Page 1: Summary    >> Page 2: Entry & Invitations    >> Page 3: Rules    >> Page 4: Game Types    >> Page 5: 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 Western Conference Championship event.

Central Conference Major

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


Halo 2

General Rules

1. All players must play with the Spartan character model.
2. No placing the bomb out of reach on Midship.
3. No placing the ball out of reach on Warlock.
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.

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 throw the flag through the holes in the roof on Beaver Creek.
9. You are allowed to get on top of the center structure on Sanctuary.
10. No split screen warm-up games before or during a Championship Bracket series.
11. 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.
12. Quitting out of a team slayer game will result in a forfeit.
13. Players must use their registered gamer tag during the FFA and recorded matches.
14. No getting up and looking at the opposing team’s television during a game.

15. During scheduled warm-up periods the winners stay, the losers must get up and only team slayer can be played.
16. In the case of an Xbox/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.
17. Players and spectators must conduct themselves in a reasonable manner.
18. No communication between players and spectators at any time during a game.
19. Any other sign of cheating will also result in forfeit of the game.

Disqualification

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

2. Breaking rule #4 & 5 will result in a foul. Fouls will 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. Breaking of rules #6-7 will result in a warning. Warnings will not stay with a team throughout the tournament. After a warning is administered, the next infraction during that game regarding rules #6-7 will result in a forfeit of the game.

Illegal Controllers

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

Free For All Tournament

Settings & Rules
1. All Settings listed below are those that are not default for Slayer.
2. 50 Kills to Win
3. 20 Minute Round Time Limit
4. 10 Second Suicide Penalty
5. Battle Rifle Starting Weapon
6. No Secondary Weapon

7. Double Weapon Spawn Time on Beaver Creek.
8. Use of the sword is prohibited for the FFA and will result in disqualification.

*The sword can be used in all team games.

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 and placed into pools based on their cumulative FFA performance.

Game Types
Round 1 – Slayer – Midship
Round 2 – Slayer – Beaver Creek
Round 3 – Slayer – Midship
Round 4 – Slayer – Beaver Creek
Round 5 – Slayer – Midship
Round 6 – Slayer – Beaver Creek

Pool Play

Guidelines
1. After the FFA, every 4v4 team will be placed into a pool of 4 or more teams.
2. Teams ranked 1st-16th after the FFA will automatically advance to the 4v4 Championship Bracket and be placed into stacked pools with each other 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
3. All other teams will be separated into elimination pools. The winner of each elimination pool will advance to the Championship Bracket. The 2nd place team in each elimination pool will participate in a playoff for the last few spots.
4. If teams end pool play with the same record in a stacked pool or teams tie for 1st or 2nd place in an elimination 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 Beaver Creek will be played.

5. All teams taking 1st place in an elimination pool will be ranked ahead of all teams taking 2nd place in an elimination pool regardless of winning percentage. Teams taking first place in an elimination pool will be ranked against each other using winning percentage and then post-FFA ranking to break ties (same for 2nd place teams).
6. 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.
7. 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.
8. If a CTF Classic game in pool play is tied after 15 minutes, the game ends in a tie.

Game Types
Team Slayer – Lockout
Team Slayer – Midship
Team Slayer – Ivory Tower

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

Tiebreakers
Team Slayer – Midship

Team Slayer – Lockout
Team Slayer – Beaver Creek

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 can still win the tournament coming from the Losers Bracket.
5. The higher seeded team will host 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 all of the games. If both teams are playing their first match in the Losers Bracket, the higher seeded team will host all of the games. The Championship Match for host purposes will be considered as part of the Losers Bracket.
6. The hosting team will have color choice for games 1, 3, and 5.
7. All CTF Classic games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning, 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.
8. 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.
9. If the teams meeting in the Losers Bracket Finals or Championship Match have already played a series against each other, their series will expand to a best of eleven, include the previous series, and pick up where that series left off. So, if the higher seeded team defeated the lower seeded team 3 games to 1 in the previous series, the best of eleven will start with game 5 of the previous series and Game 1 of the LBF or CM will become game 6 of the best of eleven. Color choice will also pick up where it left off.
10. 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. If this case, the higher seeded team hosts the Winners Bracket Finals game types and has color choice for games 1, 3, and 5.
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 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 run under the same format: Randomly seeded round-robin groups will play for rankings that will determine placement within double elimination brackets. 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, 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. Advanced Knock-out – each person may knock out one stage from the first round random select and one from the available counter picks. Both stages are off for the entire match.
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

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.

Central Conference Major

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


Championship Bracket Game Types

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

Game 5 – Team Slayer – Sanctuary

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

Round 3

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

Round 4
Game 1 – Team Ball – Midship
Game 2 – Team Slayer – Warlock

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

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

Game 5 – Team Slayer – Midship

Round 6-Championship Match
Game 1 – Team Ball – Lockout
Game 2 – Team Slayer – Colossus
Game 3 – CTF Classic – Warlock
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Ivory Tower

Tiebreaker Game

Game 1 – Team Slayer – Beaver Creek

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

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

Round 3
Game 1 – Team King – Lockout

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

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

Game 4 – Team King – Beaver Creek
Game 5 – Team Slayer – Lockout

Round 5
Game 1 – Team Ball – Warlock
Game 2 – Team Slayer – Colossus
Game 3 – CTF Classic – Warlock
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Ivory Tower

Round 6
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Midship
Game 3 – Team King – Warlock
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Lockout

Round 7
Game 1 – Team King – Lockout

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

Round 8-Losers Bracket Finals
Game 1 – Team King – Warlock
Game 2 – Team Slayer – Colossus
Game 3 – CTF Classic – Midship

Game 4 – Team Ball – Lockout
Game 5 – Team Slayer – Beaver Creek

Tiebreaker Game
Game 1 – Team Slayer – Ivory Tower

4v4 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, 1 Flag CTF, or Neutral Bomb) using the settings listed below.

All Games
1. Resolve Ties = Off
2. Suicide Penalty = 10 Seconds
3. Motion Sensor = Off
4. Team Changing = Off
5. Respawn Time Modifier = None

Team Slayer (except Colossus & Sanctuary)
1. Round Time Limit = 20 Minutes

2. Starting Weapon = Battle Rifle

Team Slayer Colossus
1. Round Time Limit = 20 Minutes
2. Starting Weapon = Sniper Rifle
3. Secondary Weapon = Battle Rifle
4. Weapons on Map = Sniping

Team Slayer Sanctuary
1. Round Time Limit = 20 Minutes

2. Starting Weapon = Battle Rifle
3. Weapons on Map = Rifles

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
2. Flag Reset Time = 10 Seconds
3. Flag Indicator = Off
4. 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. Sticky Arming = Off
7. Starting Weapon = Battle Rifle

Central Conference Major

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

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