Game: Any Super Smash Series
A Super Smash 1v1 Tournament
Author: Michael Young
Spike City is a Super Smash tournament about spiking your opponent to a Knock Out (KO), unlike simply knocking them off the map for a normal KO. This two-stage tournament rewards both risk-taking and audience participation, while balancing high quality play with flashy KO’s. Stage One is a Round Robin, performed in either one or multiple groups, where the points earned are used to determine seeding for a winner-take-all bracket in Stage Two.
For Stage One, players will try to KO their opponent as many times as they can within a certain time limit. Any KO on a player is valid during this time, with each player earning points based on the amount and type of KO’s performed on their opponent. Players will then compete against a new opponent until all players have competed against each other in their respective group at least once.
Stage Two has the players sorted in a bracket determined by their total points earned in Stage One. Players then compete with their respective opponent in a time-based match, where only Spike KO’s matter and deaths give you negative points. The player with the most points by the time limit wins the match and moves on. In the event of a tie and no clear winner, the players will compete in Ruler’s Domain, a quick Spike KO match against each other… while dealing with the NPC! Beware, for if you tie again you’ll be made the fool in Jester’s Folly. When a winner of a match is decided, the audience awards the all-important Crown Jewel.
During Stage Two, the audience will give a Crown Jewel to one of the two players at the end of their match. This award could be for the best Spike KO, most loved play, or whatever the crowd determines has earned their unyielding respect. If the audience selects the winner, the match ends and the victor moves on with the Crown Jewel. Selecting the defeated, however, sacrifices the Crown Jewel and allows them to re-challenge the victor in Heir’s Gamble. If the audience does not have a clear majority on whom to award, the Crown Jewel defaults to the victor.
As you fight to the top and break through to the finals, your last objective will be to eliminate the Crown Jewel's gained by your opponent in the multi-round match King’s Authority. With no time limit and your ascension to the throne on the line, can you become the King of Spike City?
Spike Knock Out's (KO) are when a player is KO in a downward trajectory at an unrecoverable speed, typically a steep angle from the horizontal (>45). The Event Organizer (EO) has sole discretion on what qualifies as a Spike KO
Time-limit, group sizes, and general match settings are subject to change by the EO
Groups used at discretion of Event Organizers
Random draw for each group
Players only play within their respective group
Total points earned used in overall ranking
Match Details:
5 minute time limit, no stock, standard items, random map
Points given based on type and amount of KO’s
Spike KO +4 points
KO +1 point
After all matches are complete, add up your match points for placement ranking
Seeding for Bracket determined by points from Round Robin (highest -> lowest)
Ties are determined by playing a game of Jester’s Folly for ranking placement
NOTE: Total points earned by players unaffected by outcome of Jester’s Folly, i.e. Jester’s Folly points are NOT added to Total Points from Stage One
Match Details:
5 minute time based, no stock, no items, map choice determined by Event Organizer
Points only given for Spike KO’s, taken for deaths
Spike KO +4 points
KO 0 points
Death -1 point
NOTE: You cannot go negative points from deaths, i.e. If a death would bring you below 0 points, you stay at 0 points
Tie’s result in a game of Ruler’s Domain
A second tie results in Jester’s Folly
Subsequent ties result in repeating of Jester’s Folly until a winner is determined
Crown Jewels are given after every Stage Two match
Victor -> moves onto next round (awarded by default)
Defeated -> granted Heir’s Gamble
NOTE: Specialty Games do not award Crown Jewels
Finals are played in a game of King’s Authority
In the event of a tie, it must be determined who can Spike KO the other first… while dealing an enemy NPCs!
In Ruler’s Domain, players will have a certain amount of time to rack up points by killing NPCs using Spike KO’s while avoiding death, but BEWARE! If you are Spike KO’ed by either the player or the NPC’s, YOU LOSE.
3 minute time limit, Two NPC’s, NPC difficulty set to 6, no items, random map
NPC will be on the same team, players on their own separate teams
Stage Two Point System
Spike KO +4 points
KO 0 points
Death -1 points
NOTE: You cannot go negative points from deaths
If a death would bring you below 0 points, you stay at 0 points
If a player is Spike KO’ed by either the opponent or NPC, they immediately lose
You just can't figure out a winner, can you...
In Jester’s Folly, your only objective is to simply rack up more points than your opponent does through smashing NPC’s to dust. Of course, the rabble of the crowd has grown frustrated with your play and have taken over the character selection screen! The audience selects the champion that both players will play during the match. While the NPC’s are weak and frail, they are numerous and can quickly overwhelm you if you are not careful. A tie keeps you playing, so may the best fool win!
1 minute time limit, Free For All, standard items, random map, audience character choice
NPC difficulty set to 3, NPC count set to MAX
Everyone set to 300% damage start
Stage One Point System
Spike KO +4 point
KO +1 point
Tied = re-play Jester’s Folly
This unique Audience Participation System is central to the theme of Spike City: The flashier your victory is… the better.
The ultimate recognition, a Crown Jewel is an award handed out by the audience (or Officials) to the player deemed worthy for the match. This is awarded based on the best Spike KO, most popular player, or whatever the crowd determines has earned their unyielding respect. Crown Jewels also play an important role in King’s Authority, the final match of the tournament, so make sure to earn the love of the common folk!
Given out once per match during Stage Two, with one exception - Crown Jewels cannot be awarded during the first round of matches
Used in the finals for an extra advantage; see King’s Authority
All Crown Jewels are lost upon losing
Non-recoverable, even with victory in Heir’s Gamble
Any subsequently earned Crown Jewels are kept and act as normal
Congratulations! You may have lost the battle, but you have won the hearts of the people!
Heir’s Gamble is played when a defeated player earns the Crown Jewel from the audience. They sacrifice this and all other Crown Jewels to force a re-match, but with a modified rule set. The goal for each player is to beat their opponents previous Stage Two bracket match score first. If the players tied in the bracket match and played a tiebreaker (Ruler’s Domain or Jester’s Folly), then the winners score is set at 12, and the loser is set at 8. Participants cannot be awarded a Crown Jewel for playing Heir’s Gamble, nor do they earn back any previously forfeited Crown Jewels if they win.
Granted to the defeated if the audience selects them as the winner of the Crown Jewel during the Stage Two match
Modified rule set:
No time limit, 1v1, no stock, no items, random map
Uses Stage Two point system
Players must reach the amount of points their opponent earned from the previous Stage Two bracket match. As example:
Player 1 wins Stage Two bracket match 19 to 7, but Player 2 receives the Crown Jewel. Player 2 sacrifices the earned Crown Jewel (and all others earned previously) to force the game Heir’s Gamble. In the rematch, Player 1 must now earn 8 points to win (7+1), while Player 2 must reach 20 points to win (19+1)
It has all led to this one, final moment. Will you fold under pressure, or rise up and claim your throne?
In King’s Authority, the two finalists compete against each other in a multi-round, modified ruleset match to determine the superior Spiker. Finalists start at an enhanced damage value and use Crown Jewels as their total stock, which can only be depleted from Spike KO’s. Your Crown Jewel total is concurrent from round to round, so as you lose them during a round your total will decrease. Each round is completed after a determined amount of Spike KO’s, where after you move onto a new map and new character selection. Players will compete in up to five rounds.
Used in the finals match of Spike City in lieu of normal Stage Two rules
Modified rule set:
No time limit, 1v1, no stock, no items, Players start @ 100%, predetermined maps
Uses Crown Jewels as total stock
Event Organizer determines the amount of Spike KOs per round
Players must deplete their opponents Crown Jewels total to zero across multiple rounds of play