Hit Parade

Hit Parade is one of the rounds in Fall Guys: Ultimate Knockout. This round is a Race round and was first introduced in the beta version.

In-game descriptions

 * Objective
 * Race to the finish!


 * Description
 * Navigate the obstacles and race to the finish line! 

Standard version
Hit Parade is a short course. The first section has three beams to cross, with a walkable slime downhill and an uphill underneath if the player falls down. The second section has some turning doors (stuck between some bumpers), which can be passed by pushing them and making them spin. There are then big moving walls, which has to be passed when opened. The third section has a path with swinging balls, which must be dodged. Being heavily hit by them may cause the player to fall to the side, where there is an underneath section with a conveyor belt, which makes the player lose time, obliging him to come back to an uphill which brings him back to the path and restart the section. The last section is a slime section with some moving bumpers, which brings to the final line.

Alternate versions
From the 2020-09-15 Season 1 mid season update, these variants can appear instead of the standard one:
 * In the first section, with the beams to cross, swinging pendulums are added to increase the difficulty.
 * The turning doors section may be replaced with a section of spinning beams.
 * The swinging balls in the third section swing in the direction of the course, rather than perpendicularly. With this version, some construction aside the road are absent, making the course layout slightly changed.
 * The final moving bumpers go to the far left or right and remain stationary for a few seconds.
 * In the final section, bumpers are replaced with rotating hammers.

From the 2020-11-10 Season 2 mid season update, these variants can appear instead of the other ones:
 * The pendulums are replaced with Thicc Bonkuses

From the 2021-02-02 Season 3 mid season update:
 * The final moving bumpers section can move significantly faster than previously.

Standard version
This is among one of the easiest courses for beginners, being short and predictable. In the first area with the beams across slime, you should jump down immediately. Don't go on the beams — players will knock you off and cost you time. Jumping down and then running uphill will make you on par with the contestants on the beams, if not faster. In the third section, there are lots of swinging obstacles similar to wrecking balls. Play it safe here and pause before the balls come, because if you're hit by one, you are immediately sent to a gutter, likely costing you the qualification. After that, you go to an uphill climb with towers moving back and forth. Stay on the far left or right, because the towers never go there.

Alternate versions

 * Fort the pendulums across the first section with the beams, they aren't that tough in the grand scheme of things due to the relative speed of the top and bottom path.
 * For the turning doors replaced with smaller spinners more akin to the ones found at the start of The Whirlygig; it can be very easy to fall over and lose control. Carefully jump over the spinners; it is not advised to try getting them to propel you forwards.
 * For the pendulums swinging in the direction of the course rather than perpendicularly, these are far easier to dodge - just weave in-between them. A well-timed knock can hit you forward, but an ill-timed one will set you back. At least it isn't as detrimental as being knocked into the gutters!
 * For the Thicc Bonkus variant, these aren't as difficult to dodge as it looks, as there is a safe area for each bonkus where it does not come anywhere near.
 * If the final bumpers section is replaced with a new version where the towers WILL go to the far left or right and remain stationary for a few seconds: bear that in mind, the best strategy is instead to go up the middle, avoiding the towers as best as you can.
 * If the final bumpers towers section are replaced with a section of spinning hammers: go up the sides is still possible here, though it's possible to be hit by the hammers even then. If approaching a hammer is unavoidable, do so in a way that a hit will send knock you towards the finish line and not away from it.

Medal thresholds

 * Gold - First place
 * Silver - Top 20% of players in the lobby
 * Bronze - Top 50% of players in the lobby
 * Pink - Qualified, but outside of the top 50%
 * No medal - Eliminated