Recommended Ruleset: First Draft and Discussion

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Mar 14, 2008
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#42
First Draft complete.

Competitive Recommended Ruleset

This is merely a competitive recommended ruleset. Tournament Organisers are free to (and expected to) write up a proper ruleset, as the majority of this is guidelines.

Competition Rules

Competition format is Double Elimination.
If possible, brackets are to be generated with a Random Number Generator (RNG). It is recommended Tournament Organisers have a consensus from players before any seeding/byes are placed in-bracket.

All sets with the exception of the below are best-of-3.
Winners Semis, Losers Quarters and Losers Semis are best-of-5.
Winners Finals, Losers Finals and Grand Finals are best-of-7.
Online matches are best-of-5, with Winners Finals, Losers Finals and Grand Finals best-of-7.

Set size is ultimately up to the Tournament Organiser, but these are general guidelines.

Game Settings

Mode: STOCK
Stocks: 5
Handicap: OFF
Team Attack: ON
Stage Select: ON
Damage: 100%
Item Switch: NONE
All Characters Available

Stages

The Starter Stage List consists of Congo Jungle, Hyrule Castle and Dream Land.
The Counterpick Stage List consists of Peach's Castle.

First match of all sets is selected by a 3-stage striking system with the Starter Stage List. An impartial observer/tournament organiser flips a coin to decide who strikes first. If this is impossible (online), whoever strikes first will be pre-decided by an RNG.

The 64 Recommended Ruleset uses the stage striking system. In this system, players take turns striking stages from the Starter Stage List until only one remains; these stages are not banned and can be counterpicked later in the set.

Characters

All characters are legal.

Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right-C) are discouraged if Congo Jungle is the stage for visibility reasons. The opposing player may reset the match without penalty if they wish for a colour change. Taking or dealing any damage nullifies this right.

Low Tiers are all characters in B tier and below: Yoshi, Donkey Kong, Jigglypuff, Ness, Luigi, Samus and Link.

Set Procedure
  • Players select characters for first match. Double Blind Picks may be called.
  • Players strike stages.
  • The first match is played.
  • The loser of the previous match selects the next match's stage from the Starter Stage and Counterpick Stage Lists.
  • The winner of the previous match selects their character.
  • The loser of the previous match selects their character.
  • The next match is played.
  • Above four steps are repeated if necessary.
General Guidelines for Console/Offline
  • Console is strongly recommended over using a Wii (frame skipping). A lagless laptop is usable, as it has no frame skipping, but console is still strongly recommended.
  • If there are requests to play using Gamecube controllers, a Wii with the Virtual Console version of Super Smash Bros. can be used. Alternatively, suitable PC adapters may be used.
  • If there are requests to play using a keyboard/non-Nintendo/third-party controllers, a laptop set-up is recommended. Each controller user is responsible for bringing relevant adapters and drivers (on a USB stick), and to calibrate their own controllers.
  • Tournament organisers should discuss and organise these arrangements beforehand.
  • It is recommended a 8/10 minute time limit is put in place for all matches, especially Hyrule. This may be difficult to enforce.
  • Draws are decided first by stock, then by percentage.
  • Disrupting your opponent physically or intending to disrupt their play will result in a warning. Repeated action will result in disqualification from the tournament. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible.
  • Pausing is discouraged, and should only be done at the end of a stock, if at all. At other times, the pauser loses their current stock. If the pause causes the opponent to lose their stock, the pauser loses two stocks.
  • Extreme stalling is disallowed. Any reported case of such will result in a warning, followed by automatic forfeit of the match. If this is reported again, automatic forfeit is enforced without a warning. If there is no movement from either player, the player with fewer stocks/loser percentage is considered to be stalling.
  • Mages DQ is enforced. When a match is called, both players must promptly arrive. If a player is 2 minutes late, they receive a warning. At 4 minutes late, they lose the first game of the set and forfeit counterpick rights. At 6 minutes late, they forfeit the entire set.
  • Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organiser's discretion, given 64 has low dedicated attendance rates.
  • It is recommended that drugs*, including alcohol and caffeine, are prohibited at tournaments for the sake of both the venue and the participants. Legal issues are possible, and use of drugs in the vicinity of the venue by participants should be heavily discouraged or prohibited completely. Relevant Federal and State regulations on drugs obviously apply.
* Healthcare drugs such as insulin supplements (diabetes), Epi-pens (anaphalactics) or asthmatic inhalers (asthmatics) are exempt, given usage is by those suffering from the relevant conditions.

General Guidelines for Online
  • Tournament Organisers are responsible for drawing brackets, publicly showing brackets/rules and disqualification. The Smash 64 Competitive Events section is recommended for posting tournament threads. This includes deciding who will strike stages first via RNG.
  • Matches are to be played with P2P Kaillera clients. Recommended emulators include Project64k, Project64k Vista Edition and variants of Mupen64k, such as Mupen Beta++.
  • If a match is played on server, observers must ensure they will not cause lag or an increase in frame delay, and may not communicate with players once a match has started.
  • The North American (U) version of Super Smash Bros is strongly recommended over (E), (A), (I) versions. Using All-star! Dairantou Smash Brothers! (J) should be either a separate bracket or the theme of the tournament.
  • Desynchronisation in any single match will result in a restart of that match, with all previous successful matches counting. If possible, it is recommended that the exact stock and percentage at the point where desync occurred should be used. This may be difficult, especially if the desync occurs during a hard-to-escape combo, so if both players agree, resetting to just stock is okay.
  • If the frame rate consistently drops below 57fps and there is a clear offender, they will be given one more chance to replay that match - lagging again, even in a different match, will result in disqualification.
  • Disrupting your opponent or abuse through Kaillera should be reported via a Print Screen/equivalent function, and will result in disqualification from the tournament.
  • Pausing is discouraged, and should only be done at the end of a stock, if at all. At other times, the pauser loses their current stock. If the pause causes the opponent to lose their stock, the pauser loses two stocks.
  • Extreme stalling is disallowed. Enforcing is incredibly difficult. If it is reported, a server match with impartial observer is recommended to decide penalties fairly. Penalties are the same as Console penalties.
  • It is recommended that inactivity over a period (decided by the organiser) is met with warnings and/or disqualification.

Additional Doubles Guidelines
  • Life Stealing (pressing Start when eliminated) is allowed.
  • If it is online, the AQZ Netplay plugin may be used for 4 player p2p (see Smash Index) over server matches. Tournament Organisers should notify players of this.
Legal status of DK's Infinite Cargo Hold is left to Tournament Organiser discretion. It is recommended that the Cargo Hold limited to 2 releases to prevent abuse. One opinion is that the Cargo Hold can be regarded as a stall. If time is being enforced, it may be considered as such after 2-3 re-releases with the throwing player not attempting to do anything with it. It is advisable that this is cumulative in order to prevent abuse of this rule by throwing other moves in-between.

The following is how to escape the Cargo Hold. The tournament organiser may wish to inform players of this if they are not restricting the Cargo Hold.
If they escape within 47 frames then that is the only way to do it.

Escaping DK's Throw Trap:

To escape DK's Clasp, use the normal escape method: Smashing and pressing alternate buttons/directions. You can escape in 8 frames.

To escape the ITT you have to start by pressing Right+B as soon as you are on DK's back (you'll get some percentage), then follow that with Left+A etc... DK cannot grab you again if you do this. If DK grabs, it will go through you. If he turns around, you will be free to grab him. Even if the DK is perfect he cannot grab you.

If you cannot do the above method, then you should do the escape procedure, and mash A once you escape the first hold. If the DK player is 1 frame off then you will hit him before he can grab again. This method is easier but if the DK is perfect he will be able to grab.

1 frame off:
http://video.google.com/videoplay?docid=5731459134922078284

DK Can't Fthrow:
http://video.google.com/videoplay?docid=5888230683216723819

^The same for Kirby and all other characters
This is only a recommended ruleset, and it is encouraged that Tournament Organisers take it and modify it as they see fit, while understanding the reasoning behind each of the recommendations and taking said reasons into account.

Other rules such as region-locking for online are left to the Tournament Organiser.
 

KoRoBeNiKi

Smash Hero
Writing Team
Joined
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Northern NJ, 15 minutes from the GW or Manhattan
#43
Another rule that I believe you should add to the general rules:
Define what low tier is for low tier tournaments. I believe it is considered to be B and below (Yoshi and below), just to make things easier for hosts (especially for the ones who are hosting n64 as a side event at major tournaments who do not know the tier list or something similar)
 

dandan

Smash Lord
Joined
Feb 11, 2009
Messages
1,373
#44
Seems ok to me. I will try to check later the observer part in the AQZ online plugin, and check if it is a viable way to add observers for p2p matches.
 
Joined
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#46
If all's good I'll go ahead and post it first thing tomorrow morning (it's 10pm here at the moment).

That should give people enough time to say their yeas/nays.

I'm thinking the thread will become the backroom > community thread, so if anyone wants to step up to maintain it, just say the word.

It'd be good if you had the most recent update formatted at the top, with all the previous updates collapsed beneath it for convenience.
 
Joined
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Messages
9,681
#47
Another rule that I believe you should add to the general rules:
Define what low tier is for low tier tournaments. I believe it is considered to be B and below (Yoshi and below), just to make things easier for hosts (especially for the ones who are hosting n64 as a side event at major tournaments who do not know the tier list or something similar)
Tournament hosts are already deviating from the norm by choosing to go with low tier tournaments. So we're telling tournament hosts HOW to be unique? Lol.

That's like saying, "For item tournaments, the Backroom recommends the Heart Container, Hammer, and Starman is banned, and the items set to High."

Let tournaments hosts decide things like, "This tournament is B tier and below", or whatever they want to do, if it's a unique tournament setting. We should only giving recommendations for STANDARD tournaments.
 
Joined
Mar 14, 2008
Messages
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#49
The tourney I went to the other day planned on having a console setup for 64, but there was a shortage of TVs so I borrowed a recording laptop and set up 64 on it.

Two people had decent N64 adapters (3 ports total), so we were easily able to get 64 running. It was very smooth and easy to run, and people could use custom controllers, keyboard, etc. It was no different to the console matches that ran before the TV shortage was determined.

The screen on the laptop was bigger than the TV we were using too lol
 
Joined
Feb 23, 2006
Messages
5,024
Location
San Francisco
#51
I think this ruleset needs to be cleaned up a bit. I think there's too much stuff in it not relevant to the actual gameplay. In particular, I'd remove the following parts:


Tournament organisers should discuss and organise these arrangements beforehand.

Disrupting your opponent physically or intending to disrupt their play will result in a warning. Repeated action will result in disqualification from the tournament. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible.

Mages DQ is enforced. When a match is called, both players must promptly arrive. If a player is 2 minutes late, they receive a warning. At 4 minutes late, they lose the first game of the set and forfeit counterpick rights. At 6 minutes late, they forfeit the entire set.

Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organiser's discretion, given 64 has low dedicated attendance rates.

It is recommended that drugs*, including alcohol and caffeine, are prohibited at tournaments for the sake of both the venue and the participants. Legal issues are possible, and use of drugs in the vicinity of the venue by participants should be heavily discouraged or prohibited completely. Relevant Federal and State regulations on drugs obviously apply.


Also, I think that stage striking should be set by port priority, as in the other Smash games. Speaking of port priority, how does that work in Smash 64?

I also think that the guidelines for which platform to play on need to be adjusted. The rules should simply say that if players agree to a platform that is not N64, they can play on that alternate platform. However, if there is a disagreement, N64 takes precedence over Wii, which takes precedence over laptop. That is, if someone requests the N64, the match must be played on N64. If the two players are in disagreement between Wii and laptop, it must be played on the Wii.

Additionally, I'm an advocate of best of 5 for any match where there's money directly on the line. This means winner's semis (winner is guaranteed 3rd) and loser's semis (winner is guaranteed 3rd) for tourneys that pay out top-3. I think it's a better justification for which matches are to be best of 5.
 
Joined
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#52
I believe there is no reason whatsoever to remove the bits you said should be removed because they are all very relevant to actual tourney play (I enforced Mages DQ at a tourney I co-hosted recently (4 minutes), and the drug rule actually was relevant for that particular event). They are arbitrary things that exist in the Brawl recommended ruleset, and I see no issue with leaving them in.

If we are to release a print-friendly version of the ruleset then yes, it should be cut out, but for now being as comprehensive as possible is the aim with the recommended ruleset, which is but a list of guidelines anyway.

Dunno about port priority.

I see no reason to advocate Wii over laptop because Wiis will often be used to play Melee and Brawl and laptops can offer a chance to use 64 controllers anyway. Laptops used for recording, brackets etc can double as 64 setups while Melee and Brawl pools are being played. N64 taking priority might be good.

Best-of-5 rule is fine, 7 does seem to be a bit overkill. I think you might have misworded that last paragraph.
 
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