Tecmo XIII – “Return of the Mack” includes both Group Play and Bracket Play. Group Play will consist of various 8-man double-elimination pools. Only the Group Winners and Group Runners-Up of each double-elimination pool will advance to Bracket Play. The initial rounds of Bracket Play will be single-elimination. Time-permitting, we again intend to re-introduce double-elimination at some point. Last year, we introduced it in the Elite 8 round. Bracket Play will be played out until only the Tecmo Madison Champion remains.
In order to speed things up in Group Play, the participant advancing from the winner’s side will not play the participant that ultimately advances from the loser’s side. The former will simply be declared the Group Winner (he will be 3-0) while the latter will be declared the Group Runner-Up (he will be either 3-1 or 4-1). Group Winners will be seeded higher for Bracket Play than Group Runners-Up. Within each of the four regions, Group Winners will be seeded according to point differential (they will all be 3-0) while Group Runners-Up will be seeded by point differential per game.
This tournament can accommodate up to 292 competitors. Group Play should take just over 5 hours. Another 4-5 hours will be needed to complete Bracket Play. We reserve the right to expand the field, shrink the field, and/or change the format if demand so necessitates.
1. Team Selection & Coin Toss: A manual coin-flip will precede each game. The coin-flip winner can choose the matchup (i.e. the two teams) or defer the matchup choice to the coin-flip loser.
- If the winner chooses the matchup, the winner is given the P1 controller, and the loser chooses his choice of the two teams in the matchup.
- If the winner defers the matchup choice, the winner is given the P2 controller, the loser will then choose the matchup and the winner will select his choice of the two teams.
In summary, the winner of the coin toss either gets P1 and choice of matchup or P2 and choice of teams.
2. “One Matchup Once” Rule: The coin-flip winner can only select a particular matchup once throughout the entire tournament. For instance, if Player A wins the toss and selects Packers-Browns, Player A cannot call that exact matchup for the rest of the tournament. Player B, however, is free to select that matchup later in the tournament.
3. Customizing Playbooks and Lineup Changes: Customizing playbooks is permissible. You can access your player change screen (screen where you check player conditions and make substitutions) only twice per half. This helps speed up the games.
4. WR/TE at RB: A WR/TE cannot carry the football unless it is a reverse. You can insert a WR or TE into a RB slot for lead blocking purposes, but he cannot carry the football. To further clarify, players such as Ernest Givins, Ricky Sanders, and Andre Rison cannot carry the football unless it is a reverse.
5. No Ties/Overtime: No game can end in a tie. If a game is tied when regulation concludes, competitors will proceed to OT. If no one scores in the first OT, a new game will begin and the first competitor to score will be declared the winner. So that one competitor does not start with the ball in each OT period, the kicking team in the first OT will be the receiving team in the new game (i.e. the second OT).
6. Lurching: Lurching is prohibited. If you want to rush with a DL, you must either go outside the offensive tackle or bump/grapple someone on the offensive line. Please note that this rule does not apply to LBs.
- If you want to rush with a DL, when crossing over the line of scrimmage within the restricted circle with a DL and before making a play on the QB, you must first bump or grapple with an opposing player who is not the QB. However, there are no restrictions on DL when the offense is in the shotgun or when crossing over the line of scrimmage outside the restricted circle.
7. System Malfunctions: If there is a system failure in the first half, games will be replayed from the start. If a system malfunctions in the 2nd half, only the second half is replayed. In that event, the scores from each half are added together to obtain a final score. If the game was uncompetitive or any equipment malfunctioned due to human error, the tourney organizers reserve the right to declare a winner without replaying any portion of the game.
8. Controllers: Tournament competitors are allowed to bring their own controller to use in games. Tournament organizers will also coordinate obtaining equipment for the competition for those that do not bring their own. Tournament organizers will examine each controller and tag it as acceptable, only tagged controllers can be used.
- Competitor controllers must be original Nintendo OEM products and cannot be modified in any way.
- Original NES controllers and NES dogbone controllers are allowed.
- NES Max or NES Advantage are not allowed.
- You can use a Power Pad in any and all juice-off competitions and are encouraged to.
- We love the Power Glove. It’s so bad.
9. Tournament Disputes: David Murray and Jon Bailey are the tournament referees. They will decide all disputes.
10. Tournament organizers reserve the right to use and allow use of aftermarket equipment. This includes, but is not limited to, NES systems, controllers, and TSB cartridges.
11. Participants are NOT allowed to hook up streaming or recording devices to any system that is in-play during the tournament. Those caught doing so will be immediately removed from the tournament.
Any broken rules other than Rule #11 will be left to the judges to deem consequence. Typically, first offense is a warning, second a reduction in score, third will be forfeiture of the game and fourth banned from the tournament.