This competition is not affiliated with or sponsored by Nintendo Co. or Mario Kart™ 8 Deluxe Esports.
Introduction and Purpose
By entering and participating in the Competition, each Student-athlete, as defined below, and any associated Roster coaches/managers/trainers/etc., unconditionally accept and agree to comply with and abide by these Official Rules and Regulations (the "Competition Rules"). All decisions regarding the interpretation of these Competition Rules lie solely with the Administrator, the decisions of which are final and binding in all respects. In addition, all Student-athletes and any associated Roster coaches/managers/trainers/etc. must adhere to the Esports Code of Conduct (the “Code of Conduct”).
1. Game Rules
1.1 Game Account Connections
Prior to the start of the Competition, all Student-athletes must have a good standing Nintendo Account. This same account must be used for the full duration of the Competition. In-game Names must be in-line with the standards set out in the Esports Code of Conduct. A Student-athlete will be notified by League Officials if their name must be changed and will be permitted to change to an acceptable name.
Players may not change their account username at any time throughout the Competition, unless instructed to by League Officials. The account username the Player used to register is to be used for the entirety of the Competition. League Officials will issue a Warning to any Player that has changed their account username during the Competition and will ask the Player to revert the change. Further sanctions will follow for failure to revert the change/repeating this infraction.
1.1.1 In-Game Names and School Tags
School tags must appear at the very beginning or end of the in-game name and remain consistent for all team members throughout the match.
Examples: [TAG]Name or Name★TAG★
In-game names must not contain inappropriate content. Violations will result in penalties decided by League Officials. If players fail to use school tags a first offense warning will be issued. After the first offense teams will be issued a -10 point penalty per offending player.
1.2 Registration/Rank Requirements
All details are subject to change at the discretion of the Administrator. Any changes will be communicated to each participating Player and posted on the Website (as defined below) as early as possible. Any disputes will be resolved by League Officials, whose decision shall be final, conclusive and binding. League Officials decisions shall be made strictly in accordance
with these Competition Rules, the Code of Conduct, and any other rules and procedures put in place during each of the individual Stages.
Rosters must be made up of the minimum required number of Players to be eligible. A Mario Kart™ 8 Deluxe Roster must have at least Four Players on the Roster at all times. A Roster of Three or fewer Players is not considered eligible to play in Matches.
Players will compete against other Players within the same Region (East or West) that have the same or similar seasonal record (win/loss).
1.3 Match Format
Format | 4v4, Best of 3 (6 races per game) |
Team Size | 4 players |
Game Settings |
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In-Game Kart Controls | Players may select and update their in-game settings (such as smart steering, auto-accelerate, etc.) at any time before, during, or after a match. |
Unless otherwise stated, this format applies to all phases within a PlayVS season.
1.3.1 Match Score and Tiebreaker Resolution
Each team will compete in a match of Bo3 games, where each game consists of six (6) races The game will keep track of the scores of each player, depending on the placement within each race. At the end of six (6) races, each team will tally up both teams’ total scores. The team with the highest score will win that game.
In the case that both teams have equal points at the end of the six (6) races, an additional one (1) race will be set up directly following the conclusion of that game. Both teams will face off in that race and the winner of the tie-breaker is decided by the team with the highest point total at the end of the one (1) race.
1.4 Specific Rules
1.4.1 Track Selection
Players will individually select their preferred track each game. At all times, players may choose identical tracks as another player on their team.
Tracks may only be played once during an entire match.
If a player selects a track that has already been played, and their track is picked, a penalty of 15 points will be taken from the team’s final score for the game round.
Tracks that are repicked via Random will not receive a penalty.
In the event of a tiebreaker, tracks played in any of the races prior are not allowed to be chosen. A penalty of 15 points will be taken from the team’s final score if this rule is violated.
1.4.2 Mii™ Racer
Players may select to play as their Mii™ Racer. All customized Mii characters must follow the PlayVS and Nintendo Code of Conduct. Violations will result in penalties applied to your account and the team. This includes anything that can be seen as offensive, vulgar, or bad sportsmanship.
1.4.3 Glitching
The use of any in-game glitches during a PlayVS match will not be tolerated. Any match disputes or submissions involving possible player glitches will need to be backed by video or screenshot proof of the use of a glitch. If a player is found to be using an in-game glitch to gain an advantage during a match, their team will be given a loss for that game and may be subject to further penalties at the discretion of League Officials.
1.5 Substitutions
When the losing Roster of the preceding Game declares their new Player & Character in 1.4.1 Character Selection and Stage Striking, any remaining Players on the Roster that have not already been eliminated during the Set may be selected. This is not limited to only players that were “checked-in” for the match.
1.6 Disconnections
1.6.1 Host Game Disconnect
If the host of a lobby disconnects from the online match during a game, the entire lobby will be disconnected. The lobby will need to be re-made, ideally using a new host from the home team if the initial host has an unstable connection.
If an accurate account of the current game’s point distribution has been screenshot by a team, it can be used to continue to keep the current race results from the total races that have already occurred. Players should finish out the remaining number of races in their current game and then add up all of the points from the screenshots of the point distribution before the host lobby disconnects, and the new point distribution after the remake.
For example: 3/4 races have been played in a game. Team A has kept screenshots of the results after each race that shows both team’s point distributions. The host of the game disconnects and causes the lobby to be remade. After remaking the lobby, the players finish out by playing 1 additional race to add up to the total of 4 required races in a game. Using the screenshots provided by Team A, they tally up the total number of points from the initial lobby and the total number of points from the 1 race in the new lobby. This gives them an accurate total of the point distribution from all 4 races.
If screenshots cannot be used to establish proof of point distribution from a disconnected lobby, then the entire game will need to be replayed from the beginning. We strongly recommend players use the Nintendo Switch system’s capture button after each race to keep proof of score.
1.6.2 Player Disconnection
If a player disconnects from the online match during a game, they will need to reconnect by following the regular match join instructions. Once you have rejoined the game lobby, you will be put back into the race at the start of the next track.
If a disconnection occurs, the game will not keep track of that player’s previous score during the match. We highly recommend players use the Nintendo Switch system’s capture button after each race to keep proof of the scores. A coach may submit an accurate score count with screenshot proof for a match in the case of a disconnection.
If no screenshot can be shown as proof of a player’s score before a disconnect, league officials will not be able to take those points into account when deciding a clear winner for the game and instead will use the final point outcome shown by the Mario Kart 8 Deluxe game outcome screen at the end of the 4-6 races per game.
2. Player Equipment
2.1 Equipment
All Matches will be played on the listed equipment:
Nintendo Switch
2.2 Network Requirements
Players must utilize a LAN adapter to participate. Both players must provide photo evidence that they are on a LAN connection. League Officials will utilize SableDetect to test the connection of both players (number of flags, late packets, out of order packets, ping).
If a Game is found to be lagging it must be ended immediately, during the first 60 seconds. Any Game played past that point will not be open for review. If the lag test determines that the connection is stable enough to continue, the Game may be continued from the point at which it was stopped or reset.
Based on the results, League Officials will decide to either have the players reset or continue the current game, or if needed, forfeit one or more of either player’s tournament matches. Any decision made is at the discretion of League Officials.
2.2.1 NAT Types
If two Teams are unable to create a lobby, a League Official may be called to assist with troubleshooting. At the League Officials discretion, matches that are unable to create a lobby may be forfeited against the team who has the more restrictive NAT type. In cases where both teams have the same NAT type and are unable to create a lobby, League Officials may rule the match as a double forfeit, if no alternative (ie rescheduling, etc) can apply. In order of least restrictive to most restrictive:
Type A: The Switch can communicate online without any restrictions.
Type B: The Switch can communicate online with minor restrictions.
Type C: The Switch can communicate online with moderate restrictions.
Type D: The Switch can communicate online with moderate restrictions.
NAT type D can communicate only with Switches of NAT type A.
Type F: Cannot communicate with anyone online.
3. Match Process
3.1 Pre-Match Setup
Teams must follow section 4. Match Setup and Procedures in the league’s Competition Rulebook as they prepare to join their match.
3.2 Match Setup
The Roster on the left of the Match page must host the room using the Game Settings above. The hosting Roster is responsible for communicating when the room is available to the opposing Roster in the Match Lobby on the corresponding Match page. Both Rosters are responsible for ensuring that all settings are correct. Once all participating Players have joined the room the Game may be started.
Any Game started with the wrong settings may be remade. If either Roster invites a Player/Spectator to a Game that is not a member of their Roster or School administrative staff member (i.e. coach, broadcaster) they may forfeit that Game, at the discretion of League Officials.
3.3 Remaking Game
Within 15 seconds of the start of any Game, Rosters may agree to restart and/or switch the Server (if applicable). Rosters must restart and/or switch the Server if the Game is created with ineligible characters, weapons, map, items, settings. Etc.
3.4 Reporting Your Matches
After a Match has been played, the Roster Captain or Manager of either Roster can manually input the Match results on the corresponding Match page. Match results should be reported immediately after the Match is completed.
3.5 Match F.A.Q
In-Game Content Updates
New Characters will be automatically restricted for two weeks from their initial release. For example: Character A was released March 1, so Character A becomes eligible to be used in all Matches on March 15.
Broadcasting
Stream delay is not required for Mario Kart™ 8 Deluxe broadcasts.
