Sports
Review
The Final Grade
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1-Up Mushroom for…
Consistently gorgeous and varied visuals; Joe’s moveset feels great; Tasteful fanservice
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Poison Mushroom for…
Metroidvania structure gets in the way; Enemies can’t provide much of a challenge; Not much here for a Shinobi veteran
For generations, Sonic the Hedgehog has been synonymous with SEGA’s brand, but he wasn’t always the top dog (top hog?). SEGA’s first attempt at a console mascot was the simultaneously elfin and chubby Alex Kidd. Alex had trouble finding a mechanical identity. In one game, he’s playing Rock, Paper, Scissors with bosses instead of fighting them, in another he’s just BMX racing, in a third he’s navigating giant houses, and in a fourth he’s just a ninja. That last one, Alex Kidd in Shinobi World, was an acknowledgement that nobody really wanted Alex Kidd games anymore and that the torch had been passed to a new contender: Joe Musashi of the Shinobi series.
Joe Musashi has himself long since passed the torch and passed out of mainstream cultural relevance, but SEGA’s been in a nostalgic mood as of late. Lizardcube, the French developer who previously turned out a well-regarded sequel to a SEGA classic with Streets of Rage 4, is back to hopefully continue its hot streak with Shinobi: Art of Vengeance, a successor to the series’ golden era on Genesis.
While there were mechanical changes from one classic Shinobi game to the next, there was also a great deal of shared identity across the set, culminating in the Genesis swan song and definitive Shinobi title, Shinobi III: Return of the Ninja Master. Ever since, when people have described other games as “like Shinobi” (e.g. Hagane, Ganryu II, or Vengeful Guardian Moonrider), they have meant Shinobi III specifically.
Aside from the obvious ninja aesthetics and story/character concepts, the signatures of the Shinobi series include:
- Linear stages with aggressive and obstructing enemies that make the player fight for progress one foot at a time, with time pressure forcing the player to actually engage with that challenge
- A high-commitment moveset where every option has both upsides and downsides and the player can’t just wing it or style on enemies like they’re sandbags
- Ranged combat as the default option or at least an equal partner to melee combat
- Persistent resource management (for kunai, ninpo, extra lives, and HP), with decisions and player performance in one stage affecting the player’s options in the next
An obvious question to ask, then, is how Art of Vengeance follows on from Shinobi III mechanically. So let’s ask it: how does Art of Vengeance fit into this legacy?
Joe Musashi in Metroidvania World
Lizardcube has given us a game with:
- Sprawling stages with relatively few enemies outside of dedicated combat arenas, with branching paths and keys/locks that necessitate running around and backtracking
- A gratuitously powerful moveset that includes an oppressive divekick that 90% of enemies have no counter to, plus a generous i-frame dodge, copious aerial mobility, and a parry too for good measure
- Melee combat almost completely crowding out ranged combat
- No meaningful resource management outside of the postgame boss rush specifically
Of course, this all makes sense from a market perspective. Neither Ganryu II nor Vengeful Guardian Moonrider make sense as templates for SEGA and Lizardcube to follow if what they’re after is mainstream success. It is a miracle that we got one major publisher’s 2D ninja game this year that managed to escape being some combination of metroidvania, roguelite, and/or soulslike. That the other is a metroidvania shouldn’t be too surprising – look at the release date blast zone created by Silksong. Metroidvanias are what the people want, so Shinobi needed to be disassembled and reassembled into a metroidvania, like Strider was a decade ago. While it might disappoint players who liked Shinobi for its gameplay more than its cool ninja aesthetics, that doesn’t mean it can’t be a good game. Is it?
Early Peaks, Late Valleys
On a first playthrough, Art of Vengeance is a very comfy ride. There’s a ton of visual and mechanical variety from one stage to the next, it’s all drop dead gorgeous, Joe’s moveset feels great in the hand, there are a ton of tasteful references for the oldheads, and the metroidvania-style stages are relatively lean by metroidvania standards, buoyed by a map screen that does a good job of delineating secrets vs the critical path.
But even on a naive “go with the flow” first playthrough, the pacing starts to suffer in the final set of stages, which significantly increase the branching and backtrack-happy stage designs that had previously been kept under control. Additionally, the game saves its worst traversal ability unlock (slow gliding) for last, and it does damage not just to the pace of the levels as a whole but to the pace of individual screens. This negates what had been a strength of Art of Vengeance’s design compared to the classic entries, which is the kinetic feeling of forward motion.
The critical path through each stage is surprisingly mellow, both in terms of platforming and combat. When the platforming gets serious, it’s in side sections that tend to be completely free of combat, and vice versa — the serious combat sections tend to have very light platforming if any. That’s unfortunate in that the game is at its best when these are more intensely mixed (e.g. combat arenas with dynamic stage hazards), but that’s surprisingly rare. Still, even without a real synthesis of the combat and the platforming, each feels good in isolation.
While the metroidvania platforming kit is pretty much an off-the-rack affair (double jump, air dash, wall jumps, anchor points to grapple-jump from, ceiling/wall-crawling, the aforementioned slow glide, a ground pound to break floors, etc.), combat warrants further discussion as it seems like it’s received more developer and audience attention than any other aspect of the game (aside from Ben Fiquet’s incomparable art direction, which to be honest is really the star of the show).

Unlike in classic Shinobi games, which give the player a combat toolkit and opponents that can easily match it, allowing Joe to either overpower his enemies or get bodied (depending on player skill), in Art of Vengeance Joe is just ridiculously overpowered and the enemies undertuned. It’s not surprising that popcorn enemies can be quickly dispatched; the role of an enemy like that (after a tutorial) is to complicate other encounters, not go toe to toe. Nor is it a problem that all of the hardier enemies telegraph their moves so clearly, but it is a problem that reacting to those telegraphs and punishing them is so easy. In the recent NINJA GAIDEN: Ragebound, for example, the player’s attack opportunities are often short and the vectors by which they can approach are constrained, so there is a tension and thrill to making the most of these moments.
In Art of Vengeance, by contrast, the player can just jump or double jump to avoid damage, then mash the heavy attack button to divekick and follow up with an additional combo. This is generally enough to kill or at least stagger and juggle all but the most durable enemy. There are shielded enemies, sure, but that just requires double jumping over them (or walking through them) before the divekick. And there are rare enemies with anti-air options, yes, but those just require air dashing through their anti-air before divekicking from behind.

Nor are the wide openings the only problem; Joe’s Wind Slash Ninpo can clear out whole screens of enemies cheaply when paired with the easily obtained Wind Sculptor accessory, for example. And even if the player decides to largely duke it out on the ground, enemy telegraphs are so slow, the game constantly gives the player moments to reassess due to excessive hitstop, and Joe’s movements are so fast and easily transitioned into a dodge that at times it feels like the game has to get Joe’s permission to do damage to him.
At no point is the game unpleasant to play, but there are so many wasted opportunities. Art of Vengeance introduces an execution mechanic to the series, where an enemy that has been badly damaged but left alive can be harvested later via a teleporting assassination move. If you save up several wounded enemies to harvest at once, you get more resources from all of them. The problem, of course, is that the game never presents a challenge that makes those increased resources relevant, so the mechanic is largely a curiosity.

The most interesting thing that I saw happen with the execution mechanic across 20 hours of play was one time when I got knocked off a ledge in an arena fight and was able to use the execution move to teleport back to terra firma. Even though all that was at stake was maybe one tenth of my health bar, that was still a really cool and clutch moment.
A player with average skill with metroidvanias or other action platformers will probably manage to kill at least half of the bosses on their first attempt, which is disappointing, but it is worth saying that it feels sick as hell to divekick bosses and slash them to ribbons, even if these are the empty calories of action game design.

What About Endgame?
This is all fair as far as it goes — Lizardcube likely was aiming to prioritize power fantasy above any other considerations when designing the combat system — but it doesn’t explain why there isn’t any kind of hard mode. It’s bad enough that no hard mode is available at the outset. That’s bad practice regardless of the game, but doubly so when the game is a sequel in a series famous for being challenging. Legacy Shinobi fans are going to come to this game with their legacy skill, and they are going to roll through the villain Lord Ruse’s army as easily as Joe Musashi himself. Sincerely, that’s cute, unbalancing the game to support the cliche “how is he doing this — he’s just one man!?” story, but at minimum there should have been a hard mode unlock, something at the end of the rainbow.
What does unlock after the endgame is one superboss, a boss rush mode, and the option to play the stages in Arcade Mode for rank.
The superboss is a much-appreciated bit of Shinobi III fanservice, but the difficulty is honestly not particularly high for the effort the player has to go through to unlock it. Perhaps the upcoming DLC bosses will present more of a challenge.

The boss rush mode, honestly, is the most faithful Shinobi experience in the entire game. No cul de sacs to explore, no checkpoints to restore health, no infinite retries for each morsel of challenge. The player has to make hard decisions about where they want to save or spend their ninpo or kunai, or when it’s safe to go for another hit before dodging, given that they have to do the entire boss rush on one lifebar. For one shining combat challenge, the dynamics of classic arcade-influenced design escape the all-encompassing, creeping shadow of metroidvanias and modern “best practices.”
Finally, Arcade Mode is basically just a full replay of the stages as they were, seemingly not remixed or adjusted except that the optional Ankou Rift challenges are removed and all collectibles are replaced with crests that contribute to rank. Rank is affected by various factors like speed, number of kills, execution chain, number of crests picked up, and especially by whether the player avoids damage. The problem with this mode is that it really highlights that the stages were designed around exploration more than proper flow. It’s okay in the first couple of stages, but even by The Mountain the cracks show.

Stages are overly long and oscillate between boring corridors that the player spams the dodge roll in to dash through on the one hand, and combat arenas or platforming gauntlets on the other. It feels strangely like a farming route to grind materials in an action RPG, rather than a coherent level with a carefully designed flow. Go through the empty bit, then do a spot of real gameplay, then go through another empty bit.
A Note on Audio
Unfortunately, the game’s audio presentation does not come close to matching its sumptuous visuals. The music – composed by Tee Lopes with some featured tracks by series veteran Yuzo Koshiro – is more than fine, but doesn’t come close to matching the quality suggested by those names, nor does it come close to the compositions from the Genesis entries, including those composed by Koshiro. Halfway through the game, before I looked up the composers, I found myself thinking, “man, too bad they didn’t get Koshiro back for this one.” The game’s default mixing doesn’t do it any favors either, and I would strongly recommend turning the sound effects down in the mix to give the music a better chance of shining through.

That won’t help with the Saturday morning cartoon vibe of the English voices, which feel like a bad match for the art. The art is of course stylized with various anime, comic, or even cartoon influences, but that’s done to such a high level of quality and stylishness that the English voices are frankly jarring in comparison. Setting aside matters of taste, there are other problems with the localization. The English voices can’t seem to decide whether the name of Joe’s ninja clan is stressed like “oh-BOH-roh” or “OH-bo-ro” — a gaffe that was clear in the demo and hasn’t been addressed in the retail release. And unlike in the Japanese, in English they use the same voice actor for the character The Ankou as they do for the narrator, and he sounds exactly the same in both roles. You might expect that we’re supposed to think that The Ankou is thus the narrator, but the script was not written to acknowledge it (we get dialogue by The Ankou followed immediately by the narrator talking about The Ankou in third person). In Japanese the voice actors differ so I am inclined to interpret this as unintentional.
Is It Worth It?
Yes, it’s a compromised product that the player will likely outgrow soon after rolling credits, and there are some deep problems with the combat and level design, but Art of Vengeance feels great in the hand, and the moment to moment play variety plus the frankly world class visuals are enough to succeed on spectacle. It could have been better, Shinobi III deserved to be treated as more than an aesthetic theme, and it’s not nearly as well-considered a successor as Streets of Rage 4 was. But the game is still solidly recommended for anyone who likes the idea of a metroidvania with an overpowered ninja protagonist.
This review is part of our Year of the Ninja celebrations where we recognize the thrilling comeback of the ninja game and honor the impact these titles have had on the history of the video game industry. To learn more, click here.

Sports
Volleyball Closes Season Against No. 1 Kentucky in NCAA Tournament
LEXINGTON, KY. – The Wofford volleyball team was defeated by the No. 1 seeded Kentucky Wildcats 3-0 on Thursday night inside of Historic Memorial Coliseum in the first round of the NCAA Tournament. The Terriers close the season 17-14 with a 10-6 record in conference action. Kentucky will take on UCLA tomorrow night.
“Our mindset was to come out and leave it out there,” said head coach Lynze Roos. “I feel like we competed in some really good points. They got some separation and that was tough, but I’m really proud of the way that these women competed in the season that we had.”
Wofford totaled 27 kills on 26 assists throughout the match. On defense, the team posted 54 digs and four blocks. The Wildcats finished the match with 45 kills on 44 assists. Kentucky also posted 56 digs and four blocks.
Leading Wofford was Bradley Brown who had 10 kills on a .259 hitting percentage. Brown also led the team with three blocks. Following behind was Chloe Smith with six kills. Maddy Frazier dished out a team-high 13 assists, while Taylor Pecht had 10. Laney Klika recorded a team-high 13 digs, along with 10 from Caroline Przystup. Annemarie Rakoski and Natalie Arnold tallied one block apiece.
“We talk a lot about playing relentless defense and going for every single ball. We knew that tonight was going to be a tough task, but you never really know unless you go for it,” said Laney Klika.
“We talked a lot before the game about playing how we play and not letting their offense or defense change the way that we like to play,” added Annemarie Rakoski.
“It was amazing just to be able to have some family and friends that I don’t get to see very much anymore come watch me play. It was super cool to just have that support,” said Chloe Smith.
Kentucky grabbed the first two points of set one, but Wofford responded with a solo block by Annemarie Rakoski. Another solo block from Bradley Brown kept the Kentucky lead within one point. With the Wildcats leading 13-8, Kentucky would add four unanswered points to bring the Wofford deficit to nine points. The Terriers could not overcome the Kentucky lead, losing set one 25-11.
The teams were back-and-forth to start set two, as the Terriers would take an early 5-4 lead. Wofford took its biggest advantage – a 15-13 lead – after a pair of Kentucky attacking errors. The Wildcats fought back to take a 20-19 lead, and the team scored the final five points of the stanza to take set two 25-19. Bradley Brown totaled eight kills and one block in the second set alone.
Wofford jumped out to a 2-0 lead to start the third set of the match by way of a Bradley Brown kill. Kentucky responded with a 7-1 run, however, to regain the lead. The Wildcats would eventually take a 13-4 advantage. Wofford cut the deficit to six points a few rallies later, but the team would lose set three and ultimately the match.
Wofford concludes the season 17-14 with a 10-6 mark in Southern Conference play. The team entered the conference tournament as the No. 3 seed and defeated both No. 6 Samford and No. 2 Furman to reach the championship match. The Terriers took down No. 1 ETSU to win their third-straight conference championship and earn another bid to the NCAA Tournament.
Sports
Demon Deacons Open Season at Liberty Kickoff
Junior Seren Rodgers secured a third place finish in the pentathlon, totaling 3,771 points. With the result, the Taunton, England, native now sits sixth all-time in program history in the women’s indoor pentathlon.
Overall, Rodgers recorded three podium finishes during the competition, including a pair of runner up results in the long jump, where she recorded a jump of 10.32 meters, and the 800m, crossing the line in 2:19.62. Rodgers also claimed third place in the 60m hurdles after clocking a time of 8.86 seconds.
Meanwhile, freshman Julia Aere also competed in the pentathlon, securing eighth place with 3,462 points in her collegiate debut. The Delray Beach, Fla., native placed inside the top-10 in all five events, highlighted by a third place finish in the shot put after recording a distance of 11.13 meters, as well as a fifth place result in the 800m after recording a time of 2:27.34.
Notable Finishes
Pentathlon
2025-26 Indoor Track and Field Top-10 Marks in School History
From the Staff
“I’m really pleased with how the competition progressed today. Julia and Seren competed well and this meet was a great measure of how hard we have worked throughout the fall semester. It gave us a chance to get out, perform at a high level and still recognize that we left some points on the table, which is exciting. We are in a great place heading into the holiday break and this will keep us motivated and hungry. These two ladies set the tone early for the team and we are eager for the rest of the team to compete this weekend.” – Assistant Coach Ryan Grinnell
Up Next
The Demon Deacons return to action on Saturday with a pair of meets. One group of Wake Forest athletes will travel to Boston to compete in the 5K race at the Sharon Colyear-Danville Season Opener. Meanwhile, several Deacs will compete at the Visit Winston-Salem College Kick-off at the JDL Fast Track.
Sports
Lopes unveil 2025-26 indoor slate
After the Lopes dominant WAC indoor run of 14 conference titles between the men’s and women’s teams, GCU will compete in its first season as a Mountain West member.
Grand Canyon’s indoor schedule will feature meets in trips to Flagstaff, Arizona; Albuquerque, New Mexico, and Reno, Nevada.
“Again, we are really excited about our indoor schedule,” Flood said. “We will again be competing at some of the finest indoor facilities in the country and against some of the best track and field programs in the country.”
The 2025-26 season begins Thursday as the Lopes travel to Reno, Nevada, before taking a break until the new year. From there, they will travel to Flagstaff and Albuquerque before heading back to Reno for the Mountain West Indoor Championships.
GCU aims to represent at the NCAA Indoor Championships, which will be held March 13-14 in Fayetteville, Arkansas.
For the full indoor schedule, click here.
Sports
Men’s and Women’s Track and Field 2026 Season Preview
A new era in Hope College track and field begins today with the first indoor meet of the 2026 season.
Beginning at noon, the Flying Dutch and Flying Dutchmen are competing at the Grand Valley State University Holiday Open under the leadership of first-year head coach Jordan Bartolazzi, the 11th women’s head coach in program history and the 13th men’s coach.
Bartolazzi, who built his alma mater, Elmhurst University (Illinois), into a College Conference of Illinois and Wisconsin power before coming to Hope, is thrilled with the progress both teams made during preseason workouts.
“There was a lot of good stuff going on here to build on,” Bartolazzi said. “Our focus, with every practice, has been preparing to compete, whether we’re an All-American or trying to crack the conference lineup. We have a lot of student-athletes working really hard. We’ve been having a ball. There has been really good energy. I think it’s been a good start for us.”
The Flying Dutch, who finished third in the MIAA Women’s Indoor Track and Field Preseason Coaches Poll, feature a roster of 73, with 17 seniors, 17 juniors, 14 sophomores and 25 freshmen.
The Flying Dutchmen, who also tookl thjird in the MIAA Men’s Indoor Track and Field Preseason Coaches Poll, have a roster of 64, with 18 seniors, nine juniors, 17 sophomores and 20 freshmen.
Coaching Staff
Head coach: Jordan Bartolazzi, first season
Distance coach: Mark Northuis
Distance assistant coaches: Dan Campbell, Mike Northuis
Throws coach: Paul Markel
Jumps coach: Addy Gerig
Pole vault coaches: Jon Lunderberg, Ben Turner
Women’s Roster
Senior Sara Schermerhorn (Traverse City, Michigan / Traverse City West) is Hope’s top returner after claiming All-America honors in four events for the second consecutive season in 2025: indoor and outdoor 200 meters and indoor and outdoor 400 meters.
The exercise science major swept MIAA Most Valuable Indoor and Outdoor Track Athlete honors as a junior and earned MIAA Most Valuable Indoor Track Athlete accolades in back-to-back seasons. She became the first sprinter in league history to win titles in the 60, 200 and 400 at the same meet.
Schermerhorn set MIAA records in the indoor 200 and 400 meters last season. She also ran on the MIAA champion 4×400 relay, which returns two other sprinters: senior Frances Cozzens (Lyman, New Hampshire / Saint Johnsbury Academy) and sophomore Sofia Fisher (Lombard, Illinois / Montini Catholic).
Hope returns three runners from the MIAA champion distance medley relay: senior Molly Durow (Glenview, Illinois / Glenbrook South), junior Amanda Markham (Hoffman Estates, Illinois / William Fremd) and sophomore Lily Sackrider (St. Johns, Michigan / St. Johns).
Durow is coming off an All-America cross country campaign this fall. The special education major finished 32nd at the Division III national championships and was runner-up at the Great Lakes Regional and MIAA Championships.
“We have great leadership,” Bartolazzi said. “Not only do we have some great upperclassmen, but we have some really wonderful seniors who have made an effort to welcome our freshmen and newcomers to the program. It’s a gift to have great senior leadership in year one.”
Men’s Roster
Hope returns senior sprinter Liam Danitz, the 2025 First Team All-MIAA honoree and MIAA Most Valuable Men’s Indoor Track Athlete.
Danitz (West Branch, Michigan / Ogemaw Heights) set an MIAA record in the 200-meter dash (21.59), earned First Team All-America honors with a fifth-place national finish in the 200 (21.93), and took second in the 60-meter dash (6.83) for All-MIAA Second Team honors.
The exercise science major also contributed to an All-MIAA Second Team 4×400 relay alongside returning junior Dylan Terpstra (Hudsonville, Michigan / Hudsonville).
Senior Erickson Kunzler (Marne, Michigan / Grand Rapids Catholic Central) returns as the MIAA 800-meter champion after posting a winning time of 1:56.09.
Senior Carston Cole (Holland, Michigan / West Ottawa) and junior Carter Dean (Traverse City, Michigan / Traverse City West) also return from last year’s All-MIAA First Team distance medley relay.
Cole recorded Hope’s top cross country finish at nationals this fall. The Flying Dutchmen placed 23rd in the nation as a team and made history with their first Great Lakes Regional title since 1980 and first MIAA crown since 1986.
Sophomore Logan Begeman (Portage, Michigan / Portage Central) ran away with the Great Lakes Regional and MIAA individual championships.
“They’re hungry,” Bartolazzi said of the Flying Dutchmen. “Having that breakthrough season in cross country is such a gift. They felt like they were close and believed they could compete at the conference and national levels. They showed they could. That carries over to the track season.”
Schedule
The Flying Dutch and Flying Dutchmen are scheduled to compete in 10 indoor meets and eight outdoor meets.
The MIAA Indoor Championships are Saturday, Feb. 28, at Trine University.
The NCAA Indoor Championships are Friday-Saturday, March 13-14, in Birmingham, Alabama.
Hope will host the MIAA Outdoor Championships on Friday-Saturday, April 30-May 1, at Brewer Track.
The NCAA Outdoor Championships are Thursday-Saturday, May 21-23, in La Crosse, Wisconsin.
“One thing I wanted to do this year was get our student-athletes on banked tracks a little more,” Bartolazzi said. “Nationals will be on a banked track, so I want them to know what that feels like. It’s a great thing in West Michigan — you don’t have to go far to race against really good people.”
Sports
Mustangs Open Track and Field Season This Weekend
Blue-Gold Invite
Loftus Sports Center – South Bend, Indiana
Friday, December 5, 2025
Live Results
McFerrin-12 Degree Invite
Fasken Indoor Track – College Station, Texas
Saturday, December 6, 2025
Live Results | Watch
Sharon Colyear Danville Season Opener
BU Track & Tennis Center – Boston, Massachusetts
Saturday, December 6, 2025
Live Results | Watch
Facebook | Twitter | Instagram
SMU Mobile App Apple | Google Play
DALLAS, Texas (SMU) — The Mustangs will open up their 2025-2026 track and field season across three different meets this weekend. The distance ponies will split between Notre Dame’s Blue-Gold Invite and Boston University’s Sharon Colyear Danville Season Opener. The rest of the team will travel to Texas A&M’s McFerrin-12 Degree Invite.
This meet will serve as a soft opener for the Mustangs with the remainder of the season beginning in mid-January. The distance athletes are coming off a successful cross country season, which concluded with an appearance at the national championship for Rose Mburu, but this will be the first competition for the sprints, jumps, and multis after fall training.
The action will begin on Friday at Notre Dame and continue at the other two meets on Saturday.
Sports
Sooners Set to Host OU Winter Field Fest Season Opener
The meet is scheduled to begin at 1:30 p.m. and will include a combination of field and sprint events.
Admission is free to fans. Live results from the OU Winter Field Fest can be found via TimingInc.
The Sooners are coming off their first season in the SEC, where they claimed seven individual conference titles.
OU Winter Field Fest Schedule of Events
Triple Jump (M) – 1:30 p.m.
Weight Throw (M) – 1:30 p.m.
High Jump (W) – 2:30 p.m.
Triple Jump (W) – 3 p.m.
Pole Vault (W) – 3 p.m.
Weight Throw (W) – 3 p.m.
60M Hurdles Prelims (W) – 3 p.m.
60M Hurdles Prelims (M) – 3:15 p.m.
60M Dash Prelims (W) – 3:30 p.m.
60M Dash Prelims (M) – 3:45 p.m.
Long Jump (M) – 4:30 p.m.
Shot Put (M) – 4:30 p.m.
60M Hurdles Finals (W) – 4:30 p.m.
60M Hurdles Finals (M) – 4:40 p.m.
60M Dash Finals (W) – 4:50 p.m.
60M Dash Finals (M) – 5 p.m.
Pole Vault (M) – 5:30 p.m.
Long Jump (W) – 6 p.m.
High Jump (M) – 6 p.m.
Shot Put (W) – 6 p.m.
For more information on Oklahoma Track & Field, follow the Sooners on Twitter and Instagram (@OU_Track) and like Oklahoma Sooners Track & Field and Cross Country on Facebook.
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