Another way I'm planning on using a Tracker to simulate a cinematic final boss fights:
The Sword Duel
Make a cross out of the track pieces.
The horizontal portion represents a "tug-of-war", representing each participant's successes and gaining the upper hand. As each side scores a "hit", they get to pull the tug of war toward their side (good guy = green, bad guy = red). Having the tracker in your side gives you an advantage (fortune points, a bit of narrative control, etc..)
The vertical portion represents changes in location. After both players have each taken an action, move the tracker up. At certain key milestones, the terrain changes. This can represent the fight starting off in the main hall, then the duellists work their way up a staircase, then they're on a balcony, and then they end up on the roof, where the duel ends.
Basically, the duel only ends once the characters end up in the final "location".
All is going well for the hero if he/she is in the green at that point. If they're in the Red, this means that the villain has the upper hand: gloating over the good guy who;s been disarmed, is flat on his back etc…
At that point, I'd allow the hero to take on a permanent critical wound or something to do something awesome and heroic: like pull the villain over the roof's edge but they fall too, or lightning strikes them or whatever.
It could work really well either way.
The fight in Revenge of the Sith would have needed a cross tracker the size of a swimming pool, LOL.