Mortal Shell Tournament: Rules


Tournament Rules


  1. The run is complete when the player finishes the game on NG (any%).[1]
  2. Each player has (3) hours to finish as many runs as time allows. Players may reset as many times as needed during this 3-hour period.
  3. For the finals round only, players will need to complete a single run with no resets.
  4. Deaths include the player separating from their shell and deaths in non-shell form. Use of the “Tainted Nektar” item does not count as a Death. The first encounter with Hadern does not count towards the death count.
  5. No intentional glitches/exploits that skip content are allowed. No out-of-bounds. Environmental skips, which utilize the game's physics engine without going out-of-bounds, are permitted.
  6. Cutscene skips are not allowed.
  7. The “Tarnished Mask” item is not allowed.
  8. Hitting the prisoner while hardening (i.e., launching 1,000 feet in the air, potentially out-of-bounds) is not allowed.
  9. No quit outs/force quits. Exception for circumstances where the player is stuck or has another technical game issue requiring a restart.

Scoring

  1. Players are ranked based upon the fastest in-game time (IGT).
  2. Deaths carry a 1-minute time penalty against final IGT. For scoring purposes only, the maximum Deaths per run is (10).
  3. Final rankings will be based on the fastest IGT as adjusted for Death penalties. The best adjusted IGT will be used for each player, regardless of how many runs are completed.
  4. The top (4) players in Groups A, B, C, and D will advance to the finals. Finals runners will be ranked based on fastest adjusted IGT.
  5. The top four placements in the tournament will be based on adjusted IGT in the finals round. All other players will be ranked based on their group stage performance.



[1] For players in the opening “exhibition bracket”, only Imrod and Tarsus must be defeated to “complete the run”

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