Falcon Punch Circuit
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FALCON PUNCH CIRCUIT
OFFICIAL RULESET
Platform(s):
Nintendo Gamecube (original hardware)
Nintendo Wii (original hardware, or nintendont with a legally acquired .iso of F-Zero GX)
Dolphin Emulator (legally acquired .iso of F-Zero GX)
Nintendo Switch 2 Expansion Pass - F-Zero GX
Race Format(s):
100% Max Speed; side attacks allowed (no HSSA)
Practice Mode; restore on, no boosts lap one (race DQ, 0 points)
All machines allowed
Brackets/Pools 5 Race Grand Prix on Randomly, Pre-selected Tracks
Top 8 Knockout Tour 15 Races; Randomly, Pre-Selected Tracks.
Knock Out Tour - Grand Finals the final 3 races of the Knockout Tour. The qualifying player with the least points after round 6 (race #12) of the top 8 picks the first course, then the losing player picks after each subsequent race.
Miscellaneous Rules:
Switch 2 NSO users must play the game in normal (4:3) aspect ratio (options > screen mode)
Vanilla controllers, no macros or other mods.*
Players must have all courses unlocked before the tournament.
Players are required to screenshare, or show their game videofeed so that all results are validated in real time.
No pausing (race DQ, 0 points)
At the end of the race a player should remain on their race’s timecard until instructed, so it is clearly visible for the TO’s tracking points.
Participants may not gamble on any of the circuit’s races, or engage in any form of match-fixing.
* Smash players can use their controllers so long as they have no mods that affect F-Zero GX gameplay.
Dave’s Stupid Rule - a player can not select a track they’ve already won on in the grand finals
Seeding:
Initial Seeding– when setting up a player’s stream for the first time (sign-up) have them finish (no retries) a 3 lap practice mode run (restore on; no boosts on lap one) of each of the following courses:
Sand Ocean - Surface Slide (Ruby Cup)
Green Plant - Mobius Ring (Sapphire Cup)
Port Town - Aero Dive (Sapphire Cup)
In addition to the above method a veteran player’s seeding can be better determined by a combination of their previous year’s Knock Out (KO) Points, their 26 course total, as well as F-Zero Central’s SRPR, and AF scores, but the above seeding method should be redone by every player annually in front of a TO/Oval/Domo to establish a baseline/range for new players.
Laps per Track–
10 Laps –
Aeropolis - Screw Drive (AX Cup)
Big Blue - Drift Highway (Sapphire Cup)
Casino Palace - Split Oval (Ruby Cup)
Mute City - Sonic Oval (AX Cup)
Mute City - Twist Road (Ruby Cup)
7 Laps –
Green Plant - Mobius Ring (Sapphire Cup)
Lightning - Loop Cross (Ruby Cup)
Outer Space - Meteor Stream (AX Cup)
Sand Ocean - Lateral Shift (Diamond Cup)
Sand Ocean - Surface Slide (Ruby Cup)
5 Laps –
Aeropolis - Multiplex (Ruby Cup)
Aeropolis - Dragon Slope (Diamond Cup)
Fire Field - Undulation (Diamond Cup)
Green Plant - Intersection (Emerald Cup)
Mute City - Serial Gaps (Sapphire Cup)
Phantom Road - Slim-line Slits (Diamond Cup)
Port Town - Aero Dive (Sapphire Cup)
Port Town - Cylinder Wave (AX Cup)
3 Laps –
Big Blue - Ordeal (Emerald Cup)
Cosmo Terminal - Trident (Diamond Cup)
Casino Palace - Double Branches (Emerald Cup)
Fire Field - Cylinder Knot (Emerald Cup)
Green Plant - Spiral (AX Cup)
Lightning - Half Pipe (Emerald Cup)
Lightning - Thunder Road (AX Cup)
Port Town - Long Pipe (Sapphire Cup)
Brackets/Pools:
Each pool will consist of up to 8 players in a grand prix, who will gain GP points based on their placement in each race. The sum of those race’s GP points will determine their overall placement. A select-number* of the top GP point-earning players advance to the next round/Top 8 (based on overall player count).
*eg.) An odd-numbered tournament of 19 people would consist of three pools:
Pool 1 - 7 players; top 3 advance to top 8
Pool 2 - 7 players; top 3 advance to top 8
Pool 3 - 5 players; top 2 advance to top 8
Grand Prix Point Distribution (per race)–
1st - 100 GP
2nd - 93 GP
3rd - 87 GP
4th - 81 GP
5th - 76 GP
6th - 71 GP
7th - 66 GP
8th - 62 GP
Top 8 Knockout Tour: The knockout tour will consist of 15 races with GP points determining the cut-offs. After every two races the player with the least GP points will be eliminated, and the remaining racers will move on. A tie in points for a player at the elimination/cut-off point will result in both/all players moving on to the next set of races.* GP points from brackets/pools don’t carry over to the top 8.
Elimination–
8th Place - After Top 8 Race #2 (Top 8 Round 1)
7th Place - After Top 8 Race #4 (Top 8 Round 2)
6th Place - After Top 8 Race #6 (Top 8 Round 3)
5th Place - After Top 8 Race #8 (Top 8 Round 4)
4th Place - After Top 8 Race #10 (Top 8 Round 5)
3rd Place - After Top 8 Race #12 (Top 8 Round 6)
2nd Place - After Top 8 Race #15 (Top 8 Grand Finals; 3 races)
Tie-Breakers
* eg.) After Top 8 Race # 2 Players G and B both have 128 GP points:
Player A - 200 GP (100 + 100)
Player E - 182 GP (91 + 91)
Player F - 174 GP (87 +87)
Player C - 152 GP (81 + 71)
Player D - 152 GP (71 + 81)
Player H - 152 GP (76 + 76)
Player B - 128 GP (66 + 62)
Player G - 128 GP (62 + 66)
Players G and B both advance to Top 8 Round 2 (races #3 and #4). Instead of eliminating the bottom player only (normally player ranked 7th overall) Top 8 Round 2 (races #3 and #4) will eliminate the bottom two players in GP, 8th and 7th. If there is a three-way tie of bottom-ranked players, then they all progress, but the next round will still only eliminate two players (maximum). This means it is technically possible for the Top 8 Finals to have more than 2 players. A winner’s tie in points after race 15 will go to race 16 (17, etc.) as a tie-breaker.
KO Points - Falcon Punch Circuit points awarded to the monthly tournament’s top 8 at its conclusion; these points track for the year. The top 16 players at the end of the year will receive an invite to the annual Falcon Punch Bowl, and its main (in-person) tournament.
KO Point Distribution (per circuit tournament)--
1st - 100 KO
2nd - 91 KO
3rd - 87 KO
4th - 81 KO
5th - 76 KO
6th - 71 KO
7th - 66 KO
8th - 62 KO
Prize Distribution–
1st - 33%
2nd - 20%
3rd - 15%
4th - 12%
5th - 5%
6th - 5%
7th - 5%
8th - 5%
Thug Finals Format– 1v1 best of five; 3 laps each (split screen) time attack mode. Thug finalist picks the first course, loser picks after that. Dave’s Stupid Rule applies.
How to Transfer Gamecube Memory Card/Save File Data:
*Must have an F-Zero GX save file already created
Download the save file or files you want to transfer.
Go to: Dolphin > tools > memory card manager
Select your memory card: select browse under the left side (“Memory Card A”) of the pop-up box > select Dolphin > GC folder > memory card file
Click on “Import GCI” in the middle of the same pop-up box, and select the save file you’ve downloaded.
3141Reference: https://www.youtube.com/watch?v=toD9twUlhDE
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This would double the prize pool!







