HANDBOOK FOR
THE 2001 MADDEN GAMES
ARTICLE I -
MEMBERSHIP
I. - A. APPLICATION
Each member shall
complete and submit the required application to the tournament
director prior to entering the tournament. The application is located
at . An entry fee may be required to
participate in order to off set the cost of the expenses for the
tournament and to provide a monetary prize for the winners. Players
will not be recognized as officially entered until the payment of the
registration fee is received by the tournament director. In some
cases, on site registrations will be accepted.
I - B. Prize Money
A cash prize will be
awarded to the tournament winner and tournament runner up. The prize
money shall be based on the number of tournament participants minus
expenses for administering the tournament. The prize money shall be
based on the following formula:
$3000.00 Awarded to the tournament Champion.
$1000.00 Awarded to the runner up.
$100.00 Awarder to 3rd & 4th Place
$50.00 Awarder to 5th-8th Place
ARTICLE II - CONDUCT
OF MEETINGS/EVENTS
II. - A. GENERAL
RULES:.
A General Business meeting will be held the
night prior to the official start of the games. All business meetings will
be governed by the standard operating procedures found in Robert Rules Of
Order. NO TOURNAMENT RULES SHALL
BE CHANGED AT THE OWNERS MEETING. Rules,
policies/procedures not covered in the 2002 Madden Games handbook may be voted
on and approved at this meeting.
II. - B. PROCESS OF
MOTIONS
Procedures for the
conduct of Business Meetings are:
1. Motions from the floor shall be submitted to the chair for
presentation to the assembly.
2. Motions properly seconded will be accepted for discussion, and
then put to vote.
3. Proxy voting is not allowed.
4. Motions shall be passed with a simple MAJORITY
II. C. GENERAL CONDUCT OF A
TOURNAMENT PARTICIPANT
Each participant is
expected to display conduct that of an exemplary standard. Good
sportsmanship, League honor, respect and pride is demanded from all
members. The tournament director reserves the right to ban any
participant from play based on any violations of the code of
conduct.
ARTICLE III -
COMPETITION
I. A. ORGANIZATION
1. ALIGNMENT
Participants in the tourney shall be grouped
for round robin play by the tournament director. Grouping shall be done
based on the order in which ballers sign up and the following other parameters:
1. Like league members are in separate groups.
2. Like franchises are in separate groups.
3. Power matches from previous years are avoided (i.e. Lou v. Ray Green)
4. Potential Power Matches avoided. (League champ vs. another League champ)
5.
The MWS ranking system will be used to facilitate a philosophy of parity.
2. PARITY
In an effort to keep competition
balanced, the tournament director reserves the right to move,
reassign, or make changes to any round robin grouping.
3. Round Robin Pairings
All groups will have four or more
ballers. The tournament scheduling chair reserves the right to
reorganize the groups at any time. In the event of a no show, the
tournament scheduling chair may combine two or more groups together
to form one super round robin group. See the example below:
|
Group A
|
Group B
|
|
XR 2000
|
Teddy B!
|
|
2 Bold
|
Top Gun
|
|
T Philly White
|
X
|
|
Papo Swing
|
DaBillster
|
If 2 Bold was a no show from group
A, and X was a no show from Group B, the two groups would still play
within their bracket, consequently, each baller would only have two
games played. To obtain a third game the following shall be
applied:
The two ballers with the best
record in each group would play the baller with the worst record from
the opposite group. I.E.
|
Group A
|
Group B
|
|
XR 2000 (2-0)
|
Teddy B! (2-0)
|
|
2 Bold (DNP)
|
Top Gun (1-1)
|
|
T Philly White
(1-1)
|
X (DNP)
|
|
Papo Swing (0-2)
|
DaBillster (0-2)
|
The last game of the RR would be:
XR 2000 vs. DaBillster, T-Philly vs. Top Gun, Teddy B! vs. Papo
Swing. The objective of this scenario is to give all ballers the
change to play 3 games, thus eliminating the potential for
advancement via forfiet. This example is applicable for super groups
of more than 8 ballers if necessary.
4. Team Selection
Participants may select from any of the
32 current NFL teams available on the current issue of the Madden Software.
Classic, modified or code enhanced
teams will be prohibited in tournament play.
a. Alternate Teams -
Coaches may use alternate teams throughout the tournament at their
discretion, however, each coach must designate a primary team for
play in the round robins. Thus, when opponents meet in the round
robin, like team matchups must be avoided. Any coach that selects an
alternate team which in turn causes a like match up (Packers v.
Packers) the forestated coach must resort to his primary team for
competition in that particular game.
b. Coaches may use alternate teams
at any point during the round robin as long as like matchup are
avoided.
c. Tournament Play - Once the
single elimination tournament begins, like team matchups are
permitted.
I. B. ROUND ROBIN
SCHEDULING
1. Scheduling for The
Madden Games will be done by the tournament director. Round Robin
scheduling shall consist of each baller facing each member of his
group at least once giving him a total of AT LEAST 3 games in the
round robin series. For Example, in group A the schedule would be
very similar to this:
Group A would consist of 4 Ballers:
X, DaBlister, Matt P, and 2
Bold.
|
Time
|
Game Monitor
|
Match Up
|
|
11:00 AM
|
A
|
X vs. DaBlister
|
|
11:00 AM
|
B
|
Matt P vs. 2 Bold
|
|
12:00 Noon
|
H
|
X vs. Matt P
|
|
12:00 Noon
|
I
|
DaBlister vs. 2
Bold
|
|
2:00 PM
|
E
|
X vs. 2 Bold
|
|
2:00 PM
|
F
|
DaBlister vs. Matt
P
|
The team with the best record shall advance
to the single elimination tournament. Depedning upon the number of entries,
a specified number of automatic and at large bids will be awarded based
on records in the round robin and point differential. The other teams are
welcome to watch the action, sightsee, go home, or get some side games going.
In the event of a tie, (more
than one team is 2-1), the teams with the highest point differential
in the round robin series will advance. It is not possible for more
than one team to go 3-0 in a group.
2. All Games shall be played according to
the scheduled dates and times and established by the tournament
director.
3. As a courtesy coaches should be
at the tournament site at least 15 mins. prior to a scheduled
kickoff.
4. Each team is responsible for
submitting it's statistics to the Chief Statistician immediately
after the completion of a game.
I. C. SINGLE ELIMINATION BRACKET
SCHEDULING
Based on 36
participants, the tournament tree would appear as shown below:
Players will be seeded by the
overall best tournament record and point differential. For
example:
1 Seed - 3-0 - 55 point
differential
2 Seed - 3-0 - 48 point differential
3 Seed - 3-0 - 42 point differential
4 Seed - 3-0 - 36 point differential
Also, the teams with the lower
records would be seeded at the bottom of the tournament
bracket.
9 Seed, 2-1 - 4 point differential
8 Seed, point differential
7 Seed, point differential
6 Seed, point differential
In order to accommodate 36 participants, byes
have been added. The byes go to the top 4 seeds. The lowest seeds (based on
worst RR record and lowest point differential) will compete in "play in" games
to play their way into the tourney to face a top seed. In the event of a large
over over 130 ballers, the field will expand to an 80 man single elimination
tourney.
The top 36 teams will be divided by
region in order to balance the brackets. The overall top 4 seeds in
the tournament would in effect be top seeds in each individual
region. Thus based on last years seeds the seeds would have been
assigned as follows:
1. Trapjaw - Region I
2. Lou Tillery - Region II
3. Candyman - Region III
4. Mad Guru - Region IV
Consequently the seeding will be continued as:
5, 6, 7, 8 overall would = 2 regional seed
9, 10, 11, 12 overall = 3 regional seed
13, 14, 15, 16 overall =4 regional seed
17, 18, 19, 20 overall = 5 regional seed
21, 22, 23, 24 overall = 6 regional seed
25, 26, 27, 28 overall = 7 regional seed
29, 30, 31, 32 overall = 8 regional seed
33, 34, 35, 36 overall = 9 regional seed
In an effort to prevent early like league matchups, the tournament scheduling
director reserves the right to move like seeds from one region to another.
For example if Paul D of the HMFL was a 5 seed designated for Region I, he
would have a potentail matchup vs. Trapjaw, based on last years seeds. In
an effor to avoid this, the tournament scheduling chair, reserves the right
to move Paul D to Region II to avoid this conflict. The tournament scheduling
committee will do all that it can, while keeping the fairness of the entire
field in mind, to prevent like league matchups from occuring before the quarterfinals.
Any like league matchups after that point (The final 8) will be scheduled
to occur without change. Once seeding has been done, and single elimination
play begins, re-seeding will be prohibited. Under no circumstances shall the
brackets be arranged or re-arrange to accomodate any individual or leagues.
I. D. ROAD TO THE
CHAMPIONSHIP
In order for a baller
to make it to the championship game, he must play at least 3 round
robin games, a first round, second round, quarterfinal, and semi
final tournament game for a total of 7 games. The Championship would
be game 8.
II. - A. GAME PLAY
1. HARDWARE
Competition shall occur on a PSX2
Unit.
2. SOFTWARE
Official Madden Games Sanctioned
Tournaments can only be played on the most recent version of John
Madden Football by EA Sports.
3. GAME LENGTH
Round Robin games shall be
scheduled at six (6) minute quarters. The first round, quarterfinal,
semifinal games of the single elimination tournament shall be
scheduled at eight (8) minute quarters. The Madden Games Championship
shall be scheduled at ten (10) minute quarters. Included in each game
shall be a five minute half-time. Only if BOTH teams
agree to forego the use of a half-time period, shall the game
continue without interruption. If both opponents agree, the
tournament director will schedule media time outs where appropriate
for games broadcast via internet or any other media.
4. Game
Settings
Game Settings shall
be defined as - any feature that may be adjusted to manipulate the
overall performance of the game itself. These settings may be
identified as, but are not limited to: Skill Level, Camera Angles,
Weather Conditions, Injuries, Fatigue, Penalties, Artificial
Intelligence, and any other features not listed herein that may be
manipulated as deemed so by the tournament director. Games not played according to the
prescribed settings shall be considered null and void if revealed
during a tournament game at any point before the start of the third
quarter regardless of the score. After the kickoff of the second
half, all games must be played in its entirety and those results
shall be made final, regardless of the appropriateness or
inappropriateness of any game setting. This includes but it not
limited to weather conditions, camera angles, skill levels or any
other setting as properly defined.
Skill Level -- All tournament games shall be set to and
played on the All Madden
Level.
Camera
Angles - The official view
for all tournament games shall be the Madden Cam
Other Game
Settings -- All tournament games shall
be played with the following game settings:
Weather - Fair
Penalty
Levels -
Default
AI
Levels -
Default
Quick Passing and
Player Lock - The use of quick passing and player lock features will
be permitted on an individual basis.
Home Teams - In
round robin play, home or away games shall be determined by the
winner of a coin toss. In tournament play, the high seed has the
choice whether to play at home or away. Any stadium may be used for
game play as long as it does not compromise the default settings of
the game.
5. TEAM ROSTERS
Teams shall play with rosters
included in the software when the game was shipped. Manipulated, enhanced or modified rosters are
prohibited for use in the Madden Games.
6. USER PROFILES/MEMORY
CARDS
a. Profile Cards - Shall not be inserted into the PS2 Unit, until the game software
is properly loaded.
b. Substitutions - Players
may be substituted freely on both sides of the ball as long as both players
play the same position. Please refer to the substitution chart below:
| Player
Position |
Can
Be Subbed With |
| QB |
QB Only |
| RB |
Halfbacks
and Fullbacks only |
| OL |
Center,
Guards & Tackles only |
| WR |
Wide
Receiver Only/WR-TE subbing is prohibited |
| TE |
Tight
End Only |
| DL |
Defensive
Linemen Only |
| LB |
Linebackers
Only |
| Secondary |
SS,
FS, and CB |
| Special
Teams |
No restrictions
placed on Special Team Subbinb |
c. Team Playbooks
- A coach may implement a game plan from any of the standard playbooks
shipped with the current version of the game.
7. GENERAL DECORUM
a. Coaching,
suggestions, or helpful hints whether verbally or by gesture, are not
allowed during a tournament game. Violators shall be referred to the
tournament director for possible disqualification from the
tournament.
b. Walking in front of the game
monitor (TV) while the game is in progress is considered a MAJOR
infraction of tournament decorum and may result in that individual
being referred to the tournament director.
c. Audibles and game substitutions
are permissible at the start of the game, and at half-time without
penalty. Audibles and Substitutions set at any other time will
require the said coach to use a time-out. A coach has a maximum time
of 60 seconds to set audibles/substitutions once the time out has
been called. This does not include the time allotted on the play
clock. Opposing players SHOULD allow
for privacy during the setting of audibles.
d. Smoking is prohibited inside the
arena of all tournament events.
e. As a courtesy coaches should
arrive to their scheduled games at least 15 minutes prior to
kickoff.
8. GAME STOPPAGE
1.
Inadvertent/Advertent Game Stoppage
Any player stopping the game at any point during the game whether
adverting or inadvertent must call a time out. Once a time-out has
been called, a player has a maximum of sixty (60) seconds to spend
that time-out in whatever manner so desired. In the event that the
player committing the infraction does not have any time outs
remaining, the following must occur:
a. If the player
committing the infraction is on defense he must take a mandatory
encroachment penalty until the offense receives an automatic first
down.
b. If the player committing the
infraction is on offense he must take two mandatory delay of games.
(a 10 yard loss) If the stoppage causes the offense to relinquish the
ball to the opponent (i.e. fourth down situation or turnover), and
the offending player is now on offense, that player must take four
stop clock plays to relinquish the ball back to the opponent.
c. If this infraction is at the end
of a game whereby the consequences cannot be enforced, the game shall
be referred to the tournament director. The tournament games council
shall issue a resolution as to how the game shall end, or if it is to
be replayed and that decision shall be FINAL.
3. Half-time./Two Minute Warnings -
Included in each game shall be a five minute half-time. Only if
BOTH teams agree to forego the use of a
half-time period, shall the game continue without interruption. If
both opponents agree, the tournament director will schedule media
time outs where appropriate for games broadcast via Internet or any
other media. The two minute warning may be used as an additional
time-out to be used as the player wishes. Thus, the two minute
warning may be used as any other time-out. (i.e., to substitute,
change audibles, or as a period to rethink strategies, revue play
books...etc.)
9. GAME MALFUNCTIONS
In the unlikely event of a game malfunction
that is determined to be unavoidable, the game shall be reset using a thel
situational set up feature.
a. To perform a situational set up, the
game will be set from the exact time, score, possession and field position
in which the game was interrupted.
Software Glitches and Other
Programming Errors
When it has been determined by the
Nationals Competition Committee, programming errors in the game
software (glitches) may be identified as such and regulations may be
rendered to prevent such errors from eroding the integrity of the
competition at the Madden Games. Such errors have been identified as
listed below with the appropriate guidelines included:
Special teams programming errors
- It has been recognized by the MWS competition committee that extra points,
field goals and punts can be blocked with ease due to errors in the game
programming. Therefore the MWS Competition Committee has established the
following guidelines for special teams play:
The defensive team is prohhibited from
moving any players to aid in the rush of any player/s in the attempt to
block a FG, Punt or extra point. This includes but is not liited to lineshifts
or manual movements of any players from their original position at the
start of the play. Players can be moved back off the line of scrimmage
but no player can be moved left or right to aid in the rushing of the
kicker. If a player is moved prior to the kick outside of his original
position he must be moved back to his original position either manually
or by resetting the defense using the square/L2 button function. If the
player is moved out of his position prior to the kick he may not be used
to rush the kick. If the kick is blocked by this player manually you are
in violation of the rules and it may result in disqualification.
It is suggested that each player allows
the defense to set and choose the player you wish to penetrate with and
once when the meter starts, the player may rush the kicker. The start
of the play is when the meter starts. .
Defensive Line Positioning
- In order to promote more realistic gameplay, the stacking of defensive
linemen is prohibited at Nationals. Stacking is defined as the repositioning
of a defensive player directly behind or parallel to another. A defensive
player may be moved freely from left to right, as long as some part of
the players uniform remains on the screen. The placement of defensive
linemen off the screen, where they are totally invisible before the snap
of the ball is prohibited. These above stated rules do not apply to LB's
or DB's.
Use Of Hurry Up Offense - The implementation
of the hurry up offense philosophy is permitted in Nationals play. However,
the use of the hurry offense after an incomplete pass is prohibited. In
the event that the offense incidentally activates the hurry up offense
feature, the offense should allow for 5 seconds to run off the playclock
after the referee spots the ball before snapping the ball. This should
not be an issue for the offense because if the hurry mode is activated,
by the time the ball is placed and five seconds is allowed for the defense,
the offense should still have at least 10 seconds to before the play clock
expires. Subsequent violations of this rule shall result in penalizing
the offensive team 1 time out.
Onside Kicks - The use of onside
kicks are prohibited at any point in the game, unless the opponent is
ahead at that given point in the game.
Flipping/Reversing Plays - If an
a player on offense flips/reverses the direction of a play from an unbalance
formation, the offensive player must be allowed to completely move to
the opposite side of the formation before the ball can be snapped. I.E.,
if operating from the I-Big formation, if the play is flipped the WR must
be allowed to move completely to the other side (past the LT or TE or
whomever is widest on the line of scrimmage) of the formation, before
the ball cannot be snapped. Players suspected of using this illegal tactic
will be issued a warning, with a subsequent violation being grounds for
disqualification from the tournament, and banishment from all other MWS
events for life. In the event that the use of the tactic directly or indirectly
effects the balance of a game, the incident will be referred to the Nationals
Tournament Operations Committee for review and resolution, with the ruling
of the committee being final.
Toggling/Screen Jumping - Excessive
toggling or jumping of the screen while on offense to prevent the defense
from setting is prohibited.
10. Overtime
In the event a game is tied at the
end of regulation, the game will extend into a sudden death overtime
period. If a winner is still not declared at the end of the first
overtime period, the game shall be extended into a second overtime
period using the situational setup feature to create a 2nd, 3rd or as
many overtime periods as needed. The situational setup overtimes
shall adhere to standard overtime rules used regular game
play.
III. -
Addendum's/Amendments
Additions or amendments
made be made to this handbook by the tournament director when no
other procedure is outlined. The general membership may also vote and
make amendments to the games handbook. No changes will be made to the
handbook that have already been voted and approved prior to the start
of the annual owners meetings.
Take Me
To The Madden Forum For Comments