Eastern Conference Major

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

With the launch of Halo 2 back in November, MLG was ready for a new flagship game and a new season of amazing action. The venue was huge and the turnout was better than anything we had seen during the ’04 season. Smash broke its previous attendance record with over 100 players vying for first place, while Halo had a full 50 teams attending. With a new game and a new batch of tricks, StK returned for Halo 2 with OGRE 1, OGRE 2, Walshy and new addition Saiyan to dominate the opposition and take home first place.

Eastern Conference Major

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


Entry & Invitations

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

Eastern Conference Major

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


Halo 2

General Rules

1. All players must play as the Master Chief
2. No pulling flags or oddballs through walls, ceilings, or floors (exception rule #3).
3. On Lockout, you may pull the oddball off it’s spawn point from the room below. Weapons may be pulled through walls, ceilings, and floors at any time.
4. No grenade jumping.
5. No Sword lock on, flying glitch.

6. No Ghost surfing with the flag.
7. No leaving the normal boundaries of a level at any time (i.e. getting on top of a map).
8. Split screen warm-up games are not allowed before or during a best of 5 series.
9. Do not quit out of a game without the permission of your station’s referee. Quitting out of a non-team slayer game may leave your team shorthanded for the remainder or result in a forfeit if your entire team quits out before the game has ended.
10. Players must use their registered gamer tag at all times.
11. Players can’t get up and look at the opposing team’s television during a game.
12. Quitting out of a team slayer game will result in a forfeit.
13. During scheduled warm-up periods the winners stay, the losers must get up and only team slayer can be played.
14. In the case of an Xbox/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.

15. Players must conduct themselves in a reasonable manner. Permanent ejection of a player from the tournament is at the staff’s discretion.
16. Spectators are welcome.
17. 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.
18. Any other sign of cheating will also result in forfeit of the game.
19. Smoking in the event area is prohibited.

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. 15 Minute Round Time Limit

4. 10 Second Suicide Penalty
5. Battle Rifle Starting Weapon
6. Use of the sword is prohibited for the FFA and will result in disqualification.

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. Rounds 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 – Foundation
Round 3 – Slayer – Ivory Tower
Round 4 – Slayer – Lockout
Round 5 – Slayer – Beaver Creek
Round 6 – Slayer – Midship

Pool Play

Guidelines
1. After the FFA, every 4v4 team will be placed into a 4-team pool.
2. Teams ranked 1st-16th after the FFA will automatically advance to the 4v4 Championship Bracket and be placed into 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 1 of 8 pools. The top 2 teams in each of these pools will advance to the Championship Bracket.
4. Each team will choose 1 game type from the list provided to play against each of the teams in their pool. A team must use the same map and game type against each opponent.
5. The team who hasn’t chosen the game type will choose their color.

6. Teams ranked 1st-16th will not see their ranking rise or drop outside of their pool’s range. For example, a team ranked #5 after the FFA will have a seed for the Championship Bracket no lower than #8, even if they lose every game during pool play. Likewise, a team ranked #8 after the FFA will have a seed for the Championship Bracket no higher than #5, even if they win every game during pool play. Teams ranked beyond 16th after the FFA will be ranked for Championship Bracket based on their win-loss record in pool play with FFA seeding acting as the tiebreaker.
7. There will be a Consolation Tournament on Sunday for all teams eliminated on Saturday in either Pool Play or the Championship Bracket.

Game Types
Team Slayer – Foundation
Team Slayer – Beaver Creek
Team Slayer – Lockout
Team Slayer – Midship
Team Slayer – Ivory Tower

CTF Classic – Midship
Team King – Beaver Creek
Team Ball – Lockout

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 have choice between host and color for games 2, 3, and 5. The lower seeded team will have choice for games 1 and 4.
6. All CTF Classic games will have an initial time limit of 15 minutes. If 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 score is tied after 6 Rounds of a 1 Flag CTF game, a new game will be started to break the tie. Each team will be given the same number of chances on offense. The game will continue untili an even numbered round ends with one team ahead (Win) or 6 Rounds of the tiebreaker game are completed and the score is still tied (Tie).
8. Two wins and One tie win a series.
9. Round 6 of the Winners Bracket is the Championship Match. The initial time limit for CTF Pro games in this match will be extended to 20 minutes. If the team coming into Round 6 of the Winners Bracket with a series loss wins the best of five series, a best of three game series must be played to break the tie because both teams would only have one series loss.
10. The winner of the Winners Bracket Finals will have color-host choice for games 2, 3, and 5 of the Championship Match.
11. The winner of the Championship Match will have color-host choice for games 1 & 4 of the Tiebreaker Series if necessary.

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.

Eastern Conference Major

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


Championship Bracket Game Types

Winners Bracket
Round 1
Game 1 – Team Slayer – Foundation
Game 2 – Team King – Midship
Game 3 – CTF Classic – Colossus
Game 4 – 1 Flag CTF – Zanzibar

Game 5 – Team Slayer – Ivory Tower

Round 2
Game 1 – Team Slayer – Lockout
Game 2 – Team King – Beaver Creek
Game 3 – CTF Classic – Foundation
Game 4 – Team Ball – Ivory Tower
Game 5 – Team Slayer – Midship

Round 3

Game 1 – Team Slayer – Ivory Tower
Game 2 – Team King – Lockout
Game 3 – CTF Classic – Colossus
Game 4 – Team Ball – Midship
Game 5 – Team Slayer – Beaver Creek

Round 4
Game 1 – Team Slayer – Foundation
Game 2 – Team King – Ivory Tower

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

Round 5-Winners Bracket Finals
Game 1 – Team Slayer – Lockout
Game 2 – Team King – Ivory Tower
Game 3 – CTF Classic – Foundation
Game 4 – 1 Flag CTF – Zanzibar

Game 5 – Team Slayer – Beaver Creek

Round 6-Championship Match
Game 1 – Team Slayer – Midship
Game 2 – Team King – Beaver Creek
Game 3 – CTF Classic – Colossus
Game 4 – Team Ball – Lockout
Game 5 – Team Slayer – Ivory Tower

Tiebreaker Match

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

Losers Bracket
Round 1
Game 1 – Team Slayer – Lockout
Game 2 – Team King – Beaver Creek
Game 3 – CTF Classic – Foundation

Game 4 – Team Ball – Ivory Tower
Game 5 – Team Slayer – Midship

Round 2
Game 1 – Team Slayer – Ivory Tower
Game 2 – Team King – Lockout
Game 3 – CTF Classic – Colossus
Game 4 – Team Ball – Midship
Game 5 – Team Slayer – Beaver Creek

Round 3
Game 1 – Team Slayer – Foundation
Game 2 – Team King – Ivory Tower
Game 3 – CTF Classic – Beaver Creek
Game 4 – Team Ball – Midship
Game 5 – Team Slayer – Colossus

Round 4
Game 1 – Team Slayer – Ivory Tower

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

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

Game 4 – 1 Flag CTF – Zanzibar
Game 5 – Team Slayer – Beaver Creek

Round 6
Game 1 – Team Slayer – Colossus
Game 2 – Team King – Midship
Game 3 – CTF Classic – Beaver Creek
Game 4 – Team Ball – Ivory Tower
Game 5 – Team Slayer , Lockout

Round 7
Game 1 – Team Slayer – Lock Out
Game 2 – Team King – Ivory Tower
Game 3 – CTF Classic – Foundation
Game 4 – 1 Flag CTF – Zanzibar
Game 5 – Team Slayer – Midship

Round 8-Losers Bracket Finals
Game 1 – Team Slayer – Beaver Creek

Game 2 – Team King – Lockout
Game 3 – CTF Classic – Midship
Game 4 – Team Ball – Ivory Tower
Game 5 – Team Slayer – Foundation

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 (i.e. Team Slayer) with the settings listed above.

*The winner of a 1 Flag CTF game will be determined by total flags, not the team that wins the most rounds.

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

Team Slayer (except Colossus)
1. Time Limit = 1 hour

2. Motion Sensor = Off
3. Starting Weapon = Battle Rifle
4. Secondary Weapon = None

Team Slayer Colossus
1. Time Limit = 1 hour
2. Motion Sensor = Off
3. Starting Weapon = Sniper Rifle
4. Secondary Weapon = Battle Rifle

5. Weapons on Map = Sniping

Team King
1. Time Limit = 1 hour
2. Score to Win Round = 5 Minutes
3. Starting Weapon = Battle Rifle
4. Secondary Weapon = SMG
5. Uncontested Hill = On
6. Moving Hill = 1 Minute

Team Ball
1. Time Limit = 1 hour
2. Score to Win Round = 5 Minutes
3. Starting Weapon = Battle Rifle
4. Secondary Weapon = SMG

CTF Classic
1. Time Limit = 30 Minutes (Pool Play = 15 Minutes)
2. Motion Sensor = Off

3. Starting Weapon = Battle Rifle
4. Secondary Weapon = None
5. Flag Indicator = Off

1 Flag CTF
1. Secondary Weapon = None
2. Flag Indicator = When Uncontrolled
3. Number of Rounds = 6 Rounds
4. Score to Win Round = Unlimited

Eastern Conference Major

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


Halo 2

Saturday

8:00 AM – 10:00 AM – Sign-in/Warm-up
10:00 AM – 10:30 AM – Welcome
10:30 AM – 1:30 PM – FFA
1:30 PM – 4:30 PM – Pool Play
4:30 PM – 7:30 PM – Championship Bracket (First 3 Rounds)

8:00 PM , 11:00 PM – Halo 1 2v2 Side Tournament

Sunday

8:00 AM – 10:00 AM – Sign-in/Warm-up
10:00 AM – 5:00 PM – Championship Bracket
5:00 PM – 6:30 PM – Championship Match

Super Smash Brothers Melee – Saturday Only

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

Eastern Conference Major

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


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

SSBM Singles
1st $500
2nd $300

3rd $200

SSBM 2v2
1st $150
2nd $100