Super Smash Bros. Melee Singles & Doubles
I) GAME PLAY RULES
1.1.1. Game Version:
The official game versions are NTSC 1.02 with UCF as the first name entry in the game. A missing UCF tag in the first slot of the name registry on a setup is a nonstandard setup.
1.1.2. Game Settings
Timer: 8 minutes
Damage Ratio: 1.0
Friendly Fire: On
1.1.3. Stage List
Stages are designated as either “Starters” or “Counterpicks.” Starter stages are available during Stage Striking (as defined in Section 3.1.6) and Counterpicks are only available during subsequent stage picks.
Fountain of Dreams (Singles only)
Dream Land 64
Pokémon Stadium (Doubles only)
Pokémon Stadium (Singles only)
1.1.4. Match Procedure
The following steps outline the process of playing a Match.
Players select their characters. Either Player may invoke Double Blind Character Selection (as defined in Section 3.1.6).
Decide stage strike order / port selection.
Use Stage Striking to determine the first stage.
The Players play the first Game of the Match.
Winning Player of the preceding Match bans a stage.
The losing Player of the preceding Match picks a stage for the next Game.
The winning Player of the preceding Match may choose to change characters.
The losing Player of the preceding Match may choose to change characters.
The next Game is played.
Repeat steps 4 and 5 for all subsequent Games until the Match is complete.
1.1.5. Double Blind Character Selection
Either Player may request that a double-blind selection occur. In this situation, a Tournament Organizer (“TO”) will be told, in secret, each of the Players’ choices for the first Game. Both Players are to then select their first Game character, with the Tournament Organizer validating the character selections.
1.1.6. Stage Striking and Port Selection
Players either get to select a controller port first or strike a stage first. If Players do not mutually agree on their preference, they must enact a Best-of-One Match of Rock Paper Scissors.
“Stage Striking” is defined as removing stages from the Starter list to decide the stage for the first Game. The Player with first strike strikes first, followed by the other Player striking two stages, followed by the Player with first strike striking one more stage. The remaining stage from the Starter list is used for the first Game.
1.1.7. Stage Bans
After each Game, before the next stage is selected, the Player who won the preceding Game bans a stage from either the Starter list or the Counterpick list. The banned stage cannot be selected by the opponent for the next Game.
1.1.8. Stage Clause
A Player may not pick any stage they previously won a Game on during the Match.
1.1.9. Mutual Agreement
Players may select any stage from either the Starter or Counterpick lists if they both agree to it. Players may also ignore Stage Clause if both agree. Players may not agree to play on other stages or change the length of a Match. Other than collusion, in-game agreements made mutually between players (such as neutral starting positions) are strongly discouraged and are not enforceable by the TO.
1.1.10. Sudden Death
If a Game goes to Sudden Death, the winner is determined by stocks and percentage at the time the Game ends. When the timer hits 0:00, the Player with the higher stock count is the winner. If both Players are tied in stocks the Player with the lower percentage is the winner. In the event of a percentage tie, or a Game in which both players lose their last stock simultaneously, a tiebreaker will be played on the same stage for one stock and 2 minutes. The results of Sudden Death do not count.
1.1.11. Permitted Controllers
The permitted controllers are the wired Gamecube controller and the Smash b0xx. Arduinos, turbo functions, macros, and hardware modifications (other than case modifications, such as notches and cosmetic changes) are banned. Tournament organizers have the right to inspect any controller at any time.
1.1.12. Neutral Ports
A player may request “Neutral Ports” meaning the following port configuration is used for each stage.
Warm-up periods and controller tests may not exceed 30 seconds on the in-game timer. Violation of this rule may result in an automatic forfeit at the discretion of Tournament Organizers.
1.2. Match Disruptions
If a Player either intentionally or accidentally pauses the Game by either pressing the start button or unplugging his or his opponent’s controller, the Player who paused forfeits a stock. The penalty may be increased to a multiple stock forfeiture or a Game forfeiture at the discretion of the TO.
The Tournament Organizers may approve a Game restart due to exceptional circumstances, such as a power outage.
Stalling, or excessively delaying the Game or Match, may result in a Game or Match forfeit at the discretion of Tournament Organizers. Players may stall for the purposes of waiting out a particular transformation on Pokémon Stadium. Stalling must end when the neutral transformation returns, as indicated by the icon shown on the in-game screen.
1.3. Misinterpretation / Misconfiguration
If a game was played under a misconfiguration of the Game settings, as described in Section 3.1.2, that could have materially affected the result of the game, a player may petition the TO to have that game replayed. The final decision is at the discretion of the TO. This must be done immediately after the game in question; after the next game is started, the previous game shall not be replayed regardless of whether the rules were set correctly.
Coaching, defined as deliberately giving or receiving advice to/from another person during a Match or between Sets during Grand Finals, is not allowed, and may result in penalties for both parties.
Players who break the rules in this document are subject to penalties including (but not limited to) the following:
Loss of Game
Loss of Match
Prize money forfeiture
Any penalties imposed on a Player may be made available to the public by the Tournament Organizers in their sole discretion.
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