Spike City
Game: Super Smash Bros
A Super Smash 1v1 Tournament
How It Works
Spike City is a Super Smash tournament about spiking your opponent to a Knock Out (KO) instead of simply knocking them off the map. 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 with Stage Two.
In 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 (normal vs Spiked). Players will then rotate and compete against a new opponent until all players have competed against each other at least once in their respective group.
Stage Two have the players sorted in a bracket determined by their total points earned in Stage One. They 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 or no clear winner, the players will compete in Ruler’s Domain, a limited time-based match against your opponent… and NPCs! Beware, for if you tie again you’ll be made the fool in the follow up game Jester’s Folly. When a winner of a match is decided, the audience awards the all-important Crown Jewel.
During Stage Two play, the audience will give a Crown Jewel award to one of the two competitors at the end of their match. This award could be for the best Spike KO, most loved play, or whatever else the crowd or organizers decide. If the audience selects the winner, the match ends and the victor moves on with the Crown Jewel. If the audience selects the defeated, however, the chosen player has the right to 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.
After you’ve fought to the top and arrived at the finals, your last objective will be to eliminate the Crown Jewels held 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?
General
Spike KO’s are when a player is Knocked Out (KO) in a downward trajectory, typically a steep angle from the horizontal (>45), at an unrecoverable speed. The Event Organizer has sole discretion on what qualifies as a Spike KO
Time-limit, group sizes, and general match settings are subject to change by the Event Organizer
Stage One: Round Robin
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
Stage Two: Bracket
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
Total points earned by players unaffected by outcome of this game
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 play a game of Ruler’s Domain
A second tie results in Jester’s Folly
Subsequent ties result in repeating of Jester’s Folly till a winner is determined
Crown Jewels given after every match
Victor -> moves onto next round (awarded by default)
Defeated -> granted Heir’s Gamble
Finals are played in a game of King’s Authority
Rulers Domain
In the event of a tie, it must be determined who can Spike KO the other first… while dealing with enemy NPC’s! In Ruler’s Domain, players will have a certain amount of time to rack up points by killing NPC’s 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
Jesters Folly
You just cannot figure out a winner, can you? In a Jester’s Folly match, 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
Crown Jewel
The ultimate status symbol for Smash players: recognition. A Crown Jewel is an award handed out by the audience (or Officials) to the player that they deem worthy for that match. This is awarded based on the best Spike KO, most popular player, or whatever else the crowd determines has earned their undying love. Crown Jewels also play an important role in King’s Authority, the final match of the tournament. Make sure to try your best to earn them! Of course, if you fail to make it to the finals, your jewels are lost to the history books. This unique Audience Participation System is central to the theme of Spike City: The flashier your victory is… the better.
One given out per match during Stage Two, with one exception:
Crown Jewels cannot be awarded during the first set of matches
Used in the finals for an extra advantage; see King’s Authority
Lost upon losing a match
Non-recoverable even with victory in Heir’s Gamble
Any subsequently earned Crown Jewels are kept and act as normal
Heir's Gamble
Congratulations! You may have lost the battle, but you have won the hearts of your people. In Heir’s Gamble, the defeated forfeits all Crown Jewels and the two players compete again in a re-match with a twist. The goal for each player is to reach their opponents score from their bracket match before their opponent reaches the players own. 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 post Heir’s Gamble, nor do they earn back any forfeited Crown Jewels if they win.
Granted to the defeated if the audience selects them as the winner of the Crown Jewel
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 match
i.e. Player 1 wins 19 to 7, Player 2 receives Heir’s Gamble
Player 2 gives up all current Crown Jewels, Player 1 must now earn 7 points or more to win, while Player 2 must reach 19 points to win
Kings Authority
It has all led to this one, final moment. Will you fold under the intense 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 3 Spike KO’s, where you move onto a new map and character selection. Players will compete in up to five rounds, with map picks predetermined.
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
Players must deplete their opponents Crown Jewels supply to zero across multiple rounds of play