Intramural Sports Life Size Mario Kart Rules 2016-2017

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Intramural Sports Life Size Mario Kart Rules 2016-2017 Intramural Sports Life Size Mario Kart Rules 2016-2017 Rule 1: Racers A. 8 racers will compete in each race representing the 8 different characters in Mario Kart 64 (1 Donkey Kong, 1 Princess Peach, 1 Mario, 1 Luigi, 1 Toad, 1 Bowser, 1 Yoshi, 1 Wario) a. The amount of races and tournament format will be determined after registration closes Rule 2: Course Layout A. The first NC State Intramural Life-Size Mario Kart race will be played at the Oval on Centennial Campus based on the Mario Kart 64 Luigi Raceway found below: Rule 3: Gameplay B. A race is completed once all karts have finished 3 complete laps C. Racers will speed walk throughout the race except when they receive a power-up (Star or Mushroom) or are hit by a projectile item (Green Shell, Red Shell, Blue Shell, or Banana) a. Speed Walking – When one foot must be in contact with the ground at all times. D. There will be three tables containing Item Boxes located throughout the track where racers will have the opportunity to pick ONE up when they pass each table. E. Item Boxes will have one power-up item or projectile item underneath. a. Power-up items include and can be used accordingly: i. Mushroom – When a racer receives a mushroom they can then run to the next item box table. They can be hit by a projectile weapon during this time. ii. Star – When a racer receives a star they can run to the next item box table. They cannot be hit by a projectile weapon during this time. b. Projectile items include and can be used accordingly (if a racer gets hit with a projectile items while holding onto another projectile items that racer must drop it immediately and will not be able to use it): i. Banana – When a racer receives a banana they can throw it at another racer. If they successfully hit the racer anywhere from their shoulders down, the racer who has been hit must then twirl around 3 times in place. ii. Green Shell - When a racer receives a green shell they can throw it at another racer. If they successfully hit the racer anywhere from their shoulders down, the racer who has been hit must then twirl around 3 times in place. iii. Red Shell - When a racer receives a red shell they can throw it at another racer. If they successfully hit the racer anywhere from their shoulders down, the racer who has been hit must then twirl around 5 times in place. iv. Blue Shell - When a racer receives a blue shell they hand it off to Lakitu (Sports Program Employee) who then hits the person currently in first place with the shell. When the racer in 1st place is hit by the blue shell they must return to the closest item box table behind their current position in the race. Rule 4: Attire A. Costumes are optional and encouraged (you may not receive the character’s kart with the costume you are wearing) B. No jewelry C. Racers must wear closed toed shoes. .
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