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Coast Guard Headquarters, 2100 Second Street SW., Washington, DC 20593-0001, between 9 a.m. You may inspect the material incorporated by reference at room 1312, U.S. You may also find this docket on the Internet at. ![]() and 5 p.m., Monday through Friday, except Federal holidays. Comments and material received from the public, as well as documents mentioned in this preamble as being available in the docket, will become part of this docket and will be available for inspection or copying at room PL-401 on the Plaza level of the Nassif Building, 400 Seventh Street SW., Washington, DC, between 9 a.m. The Docket Management Facility maintains the public docket for this rulemaking. (4) Electronically through the Web Site for the Docket Management System at. (3) By fax to the Docket Management Facility at 20. (2) By delivery to room PL-401 on the Plaza level of the Nassif Building, 400 Seventh Street SW., Washington, DC, between 9 a.m. Department of Transportation, room PL-401, 400 Seventh Street SW., Washington, DC 20590-0001. (1) By mail to the Docket Management Facility (USCG-1999-5151), U.S. The incorporation by reference of publications in this rule was approved by the Director of the Federal Register on February 29, 2000.ĪDDRESSES: To make sure your comments and related material are not entered more than once in the docket, please submit them by only one of the following means: If you submit an adverse comment, or notice of intent to submit an adverse comment, the Coast Guard will withdraw this rule and publish a timely notice of withdrawal in the Federal Register. This rule incorporates the most recent editions of the standards to ensure the use by regulated industry of the latest technology.ĭATES: This direct final rule is effective on February 29, 2000, unless a written adverse comment, or written notice of intent to submit an adverse comment, reaches the Docket Management Facility on or before January 31, 2000. Some of the standards incorporated were over 30 years out of date. SUMMARY: By this direct final rule, the Coast Guard amends Titles 33 and 46, Code of Federal Regulations, to render current the standards incorporated by reference from the American Society for Testing and Materials (ASTM). ![]() Update of Standards From the American Society for Testing and Materials (ASTM) Reinforced concrete pipe shall conform to ASTM Standard Specifications for Reinforced Concrete Culvert, Storm Drain, and Sanitary Sewer Pipe, Designation C76.Īll materials shall conform to applicable provisions of the AISC Specifications for the design and fabrication of structural steel, and to pertinent ASTM Standard Specifications.From the Federal Register Online via GPO Access ģ3 CFR Parts 127, 154, 155, 159, 164, and 183 andĤ6 CFR Parts 28, 30, 32, 34, 35, 38, 39, 54, 56, 58, 61, 63, 76, 77, 78, 92, 95, 96, 97, 105, 108, 109, 110, 111, 114, 119, 125, 151, 153, 154, 160, 161, 162, 163, 164, 170, 174, 175, 182, 190, 193, 195, and 199 These holes shall be sealed with cement mortar using one part Portland Cement to two parts clean sand, meeting ASTM Standard Specifications, Serial Designation C144. PVC pipe and fittings less than 15 inches in diameter shall conform to the requirements of ASTM Standard Specifications for Type PSM Polyvinyl Chloride (PVC) Sewer Pipe and Fittings, Designation D 3034.īolts, anchor bolts, nuts and washers, specified to be galvanized, shall be zinc coated, after being threaded, by the hot-dip process in conformity with the ASTM Standard Specification for Zinc (Hot- Galvanized) Coatings on Products Fabricated from Rolled, Pressed and Forged Steel Shapes, Plates, Bars and Strip, Designation A123, or the ASTM Standard Specifications for Zinc Coating (Hot Dip) on Iron and Steel Hardware, Designation A153, as is appropriate. Material specifications, methods of sampling, and testing procedures shall conform to ASTM Standard Specifications. Precast concrete sections and appurtenances shall conform to the ASTM Standard Specifications for Precast Reinforced Concrete Manhole Sections, Designation C478, latest revision, with the following exceptions and additional requirements.Ĭastings shall be at least Class 25 conforming to the ASTM Standard Specifications for Gray Iron Casting, Designation A48, latest revision. New bricks shall conform to the requirements of ASTM Standard Specifications for Building Bricks Designation C902 SX for Grade SW.Īllowable ASTM Specifications: All material, manufacturing operations, testing, inspection, and making of HDPE pipe shall conform to the requirements of the appropriate allowable ASTM Standard Specifications, latest revision thereof, listed in Article References. ![]() It takes two turns to switch from day or night. Day and Night not only changes the environment, creating a beautiful board, but it also changes the events. This board has a Day and Night cycle, a concept that would form the foundation of Mario Party 6. The Sextet become wizards and they must use their magic to put a stop to Wizard Bowser, who is causing havoc in the forest and is changing everyone into frogs! The players traverse through a haunted graveyard with ghosts, eyeballs, and brick people! The board has many events that make it the most strategic board in MP2 and perhaps one of top most strategic in Mario Party history. Due to the difficulty of traversing the board due to the luck and item dependent nature, which can lead to players getting trapped on islands, Mystery Land is widely considered the worst board in the game. The other event is Shy Guy's Curse House, this house allows the player to curse themselves or another player to only be able to roll 1-3 spaces next turn, rather like the poison mushroom in the later games. Finally, the player can pay coins to the Bomb-Omb ship to carry them to two different islands. The second way is to use a skeleton key on the gates in the middle, this allows a player to go to whatever island they want. the main way is to land on happening space, which teleports a player to each island in a clockwise fashion. The team become explorers and their goal is to find the the treasure guarded by the Riddle Mater Bowser Sphinx! The players have traverse through 4 different islands, and there are 3 ways to do so. This can both benefit and hinder you depending on your goals. If a player pays the Snifit Patrol coins, they can chase down the speeders and make the amount of spaces the players move farther. When a player lands on a happening space, the speeders will chase them down and force the player and others behind or in front of them to move back. First and most importantly is the Bowser Satellite, which fires a coin stealing beam in the middle lane of the board! If a player gets hit, the lose all of their coins! The satellite activates once the counter in the middle reaches zero, players can take advantage of the beam and drain their opponents coin stash in one go! The other event are Whomp and Thwomp speeders and the Snift Patrol. The gang becomes astronauts and their goal is to defend the station from Black Hole Bowser! This board features two events. ![]() ![]() This can impede your opponents progress by preventing them from getting a star, going to boo, or going to the shop! If the players go to the station where Steamer is at, they can pay him coins to move to another station, this is a useful way to travel quickly and knock out enemies! Another neat event is Wiggler's milk bar, if a player pays 20 coins, they can do a hootenanny! This forces all players to go to where the buyer is. Any player in his path gets hit and is sent back to the start of the board. Whenever a player lands on a happening space, a dice block appears over Steamer and it randomly decides between a Toad or Goomba head, if it lands on toad, Steamer moves forward to the nearest station, and if its Goomba, he goes Backwards to the nearest station. The group becomes cowboys in the old west and their job is to apprehend the criminal known as Bowser the Brash! This board's main event is the train, named Steamer. Not to worry though! Sushi the shark can take players across the islands for free if they land on his happening space! The players have to cross two separate bridges, on these bridges are happening spaced, if a player lands on them, they and all other players that are on the bridge are shot by the cannon and taken back to the start of the map. Other events include the Pirate Ship in the north-middle section of the board. So the players can avoid playing dozens upon dozens of coins to pass which is what typically happens in the former game. However, unlike Yoshi's Island, the Thwomps only serve as shortcuts and are not required to pass. This board takes elements from Yoshi's Tropical Island with the Thwomps. The party dresses as pirates and their goal is to walk Cap'n Bowser off the plank. Although there's fewer boards than its prequel, their much higher in quality.
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