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StreetGeek 13.12 Christmahanaramakwanza - December 6th, 2013 - Adelaide, South Australia

Jamage

Smash Ace
Joined
Jul 23, 2006
Messages
929
Location
Adelaide, South Australia
NNID
Jamage007
3DS FC
5412-9923-5145
Switch FC
1787 8077 0889
Most chatter happens on the South Australian Super Smash Brother Facebook Group. Just request to join: http://www.facebook.com/groups/187492714633098/


Streetgeek Lan Parties
www.streetgeek.com.au

Streetgeek

Where
560 Goodwood Rd, Daw Park, Adelaide, South Australia

When
When: 7pm Dec 6th to 9pm Dec 7th

Cost:
Ticket Pricing:
PC + console - $20
Console/Social - $10
Girls - half price

Facebook event: https://www.facebook.com/events/628171080568567/


Also PC Tournaments, 3DS Streetpass event and more.
Internet and wifi available.
Fully Gigabit network


Food:
A talented team of culinary magicials prepare a table d'hôte menu every LAN for midnight snack, bfast, lunch and dinner. Dinner is not served on Friday night.
Food Package Prices
Food $7
Unlimited Coffee $5
Food & Coffee $10

Meals, serving times and prices are subject to variation. Please notify us if you have any special dietary requirements. Coffee is prepared and served in batches. Please let us know if your caffeine meter is running low!

The StreetGeek Progress Bar stocks a variety of snacks and beverages.
Fast food and supermarket nearby.



Super Smash Bros Brawl Rules


GENERAL RULES
• 3 stock.
• 8 minutes.
• Items are turned to off and none.
• If time runs out, the winner is determined by stock, and then by percentage.
• If both stock and percentage are identical, or a game ends with both players being KO'd simultaneously, then a tiebreaker is played. A tiebreakers is a 1 stock, 3 minute match with the same characters and the same stage.
• All sets with the exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above should be played out for any "finals" matches).
• Double Elimination
• Controller ports are determined by Rock-Paper-Scissors if there is a dispute.
• All people are responsible for their own control scheme/name tag and must make sure it is set before the match begins. Both players must agree to restart a match on account of a controller problem.
• Extending Meta Knight's Dimensional Cape is banned. (At tournaments where he is legal)
• Stalling is banned. (Stalling is defined as any action that deliberately avoids all conflict as to make the game unplayable. Running from an opponent to get to a better position is not considered stalling.)
• Extending an infinite lock/combo/chain above 300% is considered stalling.
• Any action that prevents the game from continuing results in a forfeiture of the match for the offender.
• Some interactions (for example, interrupting a throw with a wind attack) can cause one character to become frozen until being hit. If this happens, the free character is expected to capitalize on this in a timely manner; a failure to do so is considered stalling.

SET FORMAT
1. Both players choose their characters (as well as their sub-character and costume) for the first game. A double-blind pick may be requested by either player.
2. Players start the stage-striking procedure in order to select the first stage. The optimal procedure for striking stages is 1-1-2-2-1-1 assuming "1" is player 1 and "2" is player 2.
3. Each player may ban a stage from the counterpick list for the match.
4. The first game is played using the stage chosen by step 2.
5. The loser of the previous game chooses a stage from the starter or counterpick list. No player may choose a stage they have already won on unless the other player agrees.
6. The winner of the previous game chooses their character.
7. The loser of the previous game chooses their character.
8. Steps 5-7 are repeated as necessary.

DOUBLES PLAY
• Team attack is on.
• Sharing stocks is allowed.
• Controller ports are determined in a 1221.
• If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%).
• Causing both characters of a team to become frozen (i.e. by interrupting a throw with a wind attack) is to be treated the same way as freezing the opponent in singles. Leaving only one of the opponents' characters frozen is legal since the teammate can work to undo the freeze.

4 PLAYER FREE FOR ALL
•3 Stock. 8 Minute timer
• Random stage from starter stages
• Top 2 go through to the next round, single elimination
• Teaming up or extensive ganging up on people is banned. You are welcome to pick on whoever you like for as long as you like as long as you are the only one doing so for an extended period.
•Stalling/Camping in an unreachable spot or constantly going below stage to avoid combat can get you disqualified.
•There will be a 40 ledge grab limit per player regardless of time outs. > 40 results in a 1 stock loss, > 80 = 2 stock loss.

OTHER RULES
• On a player's counterpick, that player may choose to redo the port selection process, with that player/team picking their port first.
• After a match has been called, if a player is 2 minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After 6 minutes, he will be given a loss of the entire set.
• In team games, it may be requested that certain characters be assigned a specific team color in order to prevent any unnecessary confusion. For instance, Sonic, Lucario, or Falco may be requested to be assigned the blue team.
• In the case of a console/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.
•You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
• There will be a 50 ledge grab rule in this tournament for Metaknight in singles. This will come into play if the time runs out. If the timer runs out, and a person has over 50 ledge grabs, they will lose regardless of the outcome. If both players have over 50 ledge grabs, it goes back to normal sudden death procedures for time outs.
• There will be a combined 110 ledge grab rule in teams PER TEAM. This will come into play if the time runs out. If the timer runs out, and a team has over 110 ledge grabs combined, they will lose regardless of the outcome. If both teams have over 110 ledge grabs, it goes back to normal sudden death procedures for time outs.
•"Continuous Scrooging" is banned. This can be denoted as flying under the stage repeatedly with any character that can glide, just to fly back to the other side again without approaching the opponent. First offense will be a warning, 2nd will be a stock, and 3rd will be the game.
*Metaknight is banned 1 month, legal the next and so on in 1v1 and FFA while only 1 Metaknight per team in doubles is allowed.


STAGES
STARTER STAGES:
Battlefield
Smashville
Yoshi's Island
Pokémon Stadium 1
Lylat Cruise

COUNTER-PICK:
Castle Siege
Halberd
Frigate Orpheon
Brinstar
Final Destination
Delfino Plaza
Pokemon Stadium 2
Rainbow Cruise


All others are banned unless agreed by both players.





Super Smash Bros Melee Rules

GENERAL RULES
• 4 Stock
• 8 minutes.
• Items are turned to off and none.
• If time runs out, the winner is determined by stock, and then by percentage.
• If both stock and percentage are identical, or a game ends with both players being KO'd simultaneously, then a tiebreaker is played. A tiebreakers is a 1 stock, 3 minute match with the same characters and the same stage.
• All sets with the exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above should be played out for any "finals" matches).
• Double Elimination
• All people are responsible for their own control scheme/name tag and must make sure it is set before the match begins. Both players must agree to restart a match on account of a controller problem.
• Stalling is banned. (Stalling is defined as any action that deliberately avoids all conflict as to make the game unplayable. Running from an opponent to get to a better position is not considered stalling.)
• Extending an infinite lock/combo/chain above 300% is considered stalling.

DOUBLES PLAY
• Team attack is on.
• Sharing stocks is allowed.
• If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%).
• Causing both characters of a team to become frozen (i.e. by interrupting a throw with a wind attack) is to be treated the same way as freezing the opponent in singles. Leaving only one of the opponents' characters frozen is legal since the teammate can work to undo the freeze.

4 PLAYER FREE FOR ALL
•3 Stock. 8 Minute timer
• Random stage from starter stages
• Top 2 go through to the next round, single elimination
• Teaming up or extensive ganging up on people is banned. You are welcome to pick on whoever you like for as long as you like as long as you are the only one doing so for an extended period.
• Stalling/Camping in an unreachable spot or constantly going below stage to avoid combat can get you disqualified.

OTHER RULES
•Games will be played in 60hz ONLY.
•Controller mods of ANY kind (short-hop mod, L-trigger mod, etc), except for cosmetic changes (paint job, different colored plastic), are banned. If you are caught using a banned controller you will be disqualified from the tournament.
•Glitches used to stop your opponent from controlling their character or indefinitely freezing them (Mewtwo's Soul Stunner, the Ice Climber freeze glitch, etc.), or any glitch or trick that freezes the match or makes it in any way unfinishable are banned. Using them will result in the immediate forfeit of the match.
•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 this is problem occurrs, find me or another admin (be prepared to have proof/witnesses).
•Restart Rule - When a match starts and a player does not want to play the randomly selected stage he/she has 5 seconds to pause and quit the match so long as no lives were lost and no damage was given. Each player gets 1 per set (only applies to the first match of a set)
•In the case of a console/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.
•Master Hand is banned.


Stages
Starter Stages
-Final Destination
-Pokemon Stadium
-Kirby Dream Land N64
-Kirby Fountain of Dreams
-Yoshi's Story
-Battlefeild

Banned Stages:
Flat Zone, Big Blue, Hyrule Temple, Great Bay, Kongo Jungle, Yoshi 64, Fourside, Corneria,
Icicle Mountain, Princess Peach's Castle, Venom, Brinstar, Onett, Mute City, Pokè Floats, Kongo Jungle 64, Mushroom Kingdom I & II.

Mute City and Fountain of Dreams is banned in Teams, because those stages may cause lag when four players play the stage on the same time.
 
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