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Gran
Turismo
Americas Cup
Challenge
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Match Reports About the America's Cup Rules

What do you get when you cross the greatest video driving game of all time with the ultimate prize in sailing?  The Gran Turismo Americas Cup Challenge - a simple yet effective way of deciding ultimate GT supremacy with a single car and track combination.  The competition is based on sailing's Americas Cup where one challenger must face one defender in a best-of-9 match race scenario for the sport's holy grail.

# Date Defender Vehicle Challenger Vehicle C Track Result
8 Next* UKKK Subaru Impreza   Subaru Impreza * Midfield  
7 01/10/01 UKKK Subaru Legacy Z Subaru Impreza * Midfield 5-0
6 07/07/01 UKKK Rover Mini Z Rover Mini * Tahiti 5-0
5 07/07/01 UKKK Rover Mini Z Rover Mini * Tahiti 5-0
4 26/04/01 UKKK Rover Mini Z Rover Mini * Tahiti 5-0
3 20/04/01 UKKK Toyota Spyder Bob Toyota Spyder B Rome Short 5-0
2 20/04/01 UKKK Subaru Legacy Bob Subaru Impreza * Midfield 5-0
1 14/04/01 Z Subaru Impreza UKKK Subaru Legacy * Midfield 5-2
0 24/03/01 UKKK** Subaru Legacy Z Subaru Impreza * Midfield 2-5

* Car Class - Denotes customised car.  "Next" refers to track/vehicle selection for next defence.


About the America's Cup

Due to pure an utter domination for the first 3 years of GT, the UKKK was the inaugural defender and laid down the inaugural challenge for the Gran Turismo Americas Cup Trophy during the first series.  This was not the first time the UKKK yelled out "best of 9, Americas Cup style", but it was the first time Z agreed.   Capitalising on significant recent practice, a composed Z then comfortably won the series when his 1998 Subaru Impreza defeated a rusty UKKK in his sluggish 1998 Subaru Legacy Wagon 5-2 on GT2's Midfield track.   An especially surprising - and imprezzing - result indeed, since in the past, the UKKK was unbeaten in any series in his car and often resorted to his slightly slower 1996 Legacy to leave a legacy on Z.

The situation was very similar to what happened in the real America's Cup when the British threw open a challenge around the Isle of Wight in 1851 with the "Hundred Guinea Cup" up for grabs.  The cocky Brits did not bargain on the Americans whose state-of-the-art schooner "America" romped home leaving with the "crack" British fleet no where to be seen.  The trophy was then named Americas Cup in tribute to the great yacht.  From that point on, the Americans held on to it for 26 challenges over 132 years until Australia's "Australia II" defeated "Liberty" 4-3 in the greatest Cup match ever sailed.


Rules

1) Nine race series, one on one, on the same track, with the same vehicles.   First to five, wins. 
2) 2-lap races, unless both defender and challenger agree otherwise.
3) Raced with same vehicles on same track as last successful defence, or what the defender nominated within 5 minutes at the completion of the last series.  However, upon mutual agreement, competitors may race any other vehicle/track combination.
4) Challenger may use another vehicle provided defender sanctions it.
5) If there is a simultaneous challenge (more than one person), prospective challengers must compete amongst themselves in whatever way they choose to decide the ultimate challenger.
6) Defender must accept any challenge at any time provided it is not within 12 hours of the last successful defence and that the challenger has made sure original PlayStation hardware, suitable controllers and a copy of the game is available.  If defending vehicle and/or track is unavailable (ie: no memory card or different game version), a similarly specified vehicle (make, model, drive-type & horse-power) and/or any other track must be chosen by the defender respectively.  Failure to defend results in Cup possession becoming vacant with the most recent challenger gaining defender rights.
7) In the event of a forfeit where a competitor has failed to appear for a pre-arranged match, a 0-5 loss is awarded against him with the Cup allowed to change hands.
8) Defender gets choice of screen-half and controllers.


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