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Whimsical Wanderlust: Discovering Naaani's World
https://naaani.com - In the realm of boundless imagination and uncharted wonders, there exists a place veiled in the ethereal tapestry of dreams – Naaani's World. It's not just a destination; it's an enchanting odyssey that beckons the curious and the adventurous alike. A whimsical land teeming with mysteries, each nook and cranny whispers tales of magic and discovery.
At first glance, Naaani's World appears like a vibrant canvas painted with hues plucked from a celestial palette. Vivid landscapes unfurl in every direction, offering a surreal vista that seems plucked from the most elaborate of fantasies. Towering trees adorned with luminescent blooms sway gently to an unseen melody, while iridescent creatures flit amidst the foliage, weaving a symphony of colors.
But it's not just the visual splendor that defines this mystical haven. Naaani's World resonates with an aura of intrigue, inviting intrepid travelers to unravel its secrets. Trails wind through lush forests, leading to hidden alcoves where ancient tomes whisper forgotten stories. Crystal-clear streams murmur ancient lullabies as they meander through the land, promising whispered secrets to those who listen closely.
Here, time dances to its own rhythm. It may stretch languidly as you immerse yourself in the mesmerizing beauty or speed away in a heartbeat as you chase after elusive ethereal beings that call this realm home. It's a place where reality seamlessly melds with the fantastical, blurring the lines between what is and what could be.
As wanderers traverse this whimsical expanse, they encounter the enigmatic figure that lends this world its name – Naaani. Some say she's a guardian spirit, a gentle guide that watches over the land and its visitors. Others speak of her as an embodiment of the unexplored mysteries, a personification of the unquenchable thirst for discovery.
Naaani, with her eyes sparkling like the stars that grace the evening sky, is both elusive and omnipresent. Her laughter echoes in the rustling leaves, and her whispers ride on the breeze, nudging travelers toward uncharted paths and unexplored realms within themselves.
In this world of boundless possibilities, each corner holds a revelation, each encounter a lesson waiting to be learned. It's a place where the mundane dissolves into the extraordinary, where the limitations of the mind are challenged and shattered.
The beauty of Naaani's World lies not only in its ethereal landscapes but in the transformations it sparks within those who dare to wander its paths. It's a catalyst for inspiration, a fount of creativity that ignites dormant passions and encourages the pursuit of the unknown.
As the sun dips below the horizon, casting a kaleidoscope of colors across the sky, travelers find themselves reluctantly bidding adieu to this mystical realm. Yet, they depart not empty-handed but with hearts brimming with tales of wonder and minds teeming with newfound perspectives.
For those who have been touched by the whimsy of Naaani's World, it becomes more than a destination; it becomes a cherished memory, a guiding light in their ongoing journey of exploration and discovery.
In the end, Naaani's World isn't just a place; it's an invitation – an invitation to embrace the unknown, to revel in the magic woven into the fabric of existence, and to carry a piece of its enchantment wherever one may roam.
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The culture of Lakitus in the Mario Universe
Lakitus are a species of Koopa that are often seen riding around in clouds with faces, throwing items like Spiny Eggs, Piranha Pods, Hammers or Coins at the people below them and using fishing rods to hold or catch all sorts of things. Many Lakitus work as Bowser's Minions, though we've also seen Lakitu reporters, such as the Lakitu Bros. in Super Mario 64, and the referee Lakitu who runs the Mario Kart tournaments and various other Mario sports events.
While most Koopas are ruled directly by Bowser, the Lakitus have their own ruler, King Lakitu, implying they may be more distant culturally from the others. While King Lakitu and his people clearly serve Bowser in modern day, this may have been an alliance that formed in more recent history.
Throughout various Mario games, the Lakitus are connected to the Chinese-like culture in Mario’s World. In Dragon Driftway from Mario Kart 8, a course with Chinese-style architecture, murals of Lakitus practicing Kung Fu can be seen on the interior.
Lakitu’s name written in Chinese characters ("朱盖木") can be seen on lanterns, signs and murals in Dragon Driftway as well as Dragon Palace, where Koopa Troopas can be seen practicing Kung Fu. Lakitu emblems (depicting a Lakitu's Cloud) and statues of Lakitus practicing Kung Fu are both featured prominently in both Dragon Driftway and Dragon Palace.
A poster for a movie called “Kung Fu Lakitu” with the subtitle “Dragon Driftway The Movie” can also be seen in GBA Ribbon Road.
Dragon Driftway appears to have been built in the image of an ancestor of Gobblegut, from Super Mario Galaxy 2, which had four limbs. Gold and silver statues resembling a version of this this Gobblegut ancestor, with a shorter body and "whiskers" resembling those on Draggadon, can be found in the courtyard of Dragon Palace.
This civilisation may also have built Pagoda Peak, which features Chinese-like architecture and a large green dragon structure with orange horns, very similar to Gobblegut. Pagoda Peak is said to be 4000 years old and is inhabited by Kung Fu Koopas and the Koopa Master. Perhaps the Koopa Troopas seen training in Dragon Palace will go on to become Kung Fu Koopas.
Glitzville from Paper Mario: The Thousand-Year Door is an “exotic” floating city with Chinese-style architecture, presumably modelled after a different region.
The city is named “Oolong Town” (ウーロン街) in Japanese after Chinese oolong tea. Glitzville is inhabited by many Lakitus, with both guests and local reporters being members of the Lakitu species.
At least a quarter of the Glitz Pit audience is comprised of Lakitus. Perhaps the sky-high location and cultural theming make it a popular draw for Lakitus in the region.
In Super Mario Land, the bosses faced in the Birabuto Kingdom, Muda Kingdom and Easton Kingdom are depicted as the leaders of a specific faction of enemies faced earlier in their respective kingdoms.
The boss of the Chai Kingdom, Biokinton, initially appears to be an exception to this, not bearing a resemblance to any enemies faced in the Chai Kingdom. Biokinton is described as shy and said to be hiding in a cloud which resembles a Lakitu’s Cloud. Rocketons are airplanes piloted by "soldier guards" faced by Mario immediately before Biokinton.
These guards strongly resemble Lakitus with their yellow skin, goggles and short, round noses. They may have a connection to Biokinton given their close proximity and matching name endings in both English and Japanese. “Biokinton” (パオキントン), “Rocketon” (ロケトン).
Perhaps Dragon Driftway, Dragon Palace and Pagoda Peak are actually in the Chai Kingdom, and with the alliance between King Lakitu's and Bowser's families centuries ago, Koopa Troopas began training in Kung Fu and Lakitus began serving in the Koopa Kingdom army.
Thank you to Sophie of @cartographers-office for pointing out the resemblance between Lakitus and the Rocketon pilots, this has been a fun one!
#mario lore#super mario#lakitu#mario kart 8#mario kart 8 deluxe#rocketon#biokinton#super mario land#mario party#mario party 7#super mario galaxy 2
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Jak zdobyć darmowe zakręcenia w grze Coin Master?
🎰🎲✨ Darmowe 2,250 złotych i 200 darmowych spinów kliknij! ✨🎲🎰
Jak zdobyć darmowe zakręcenia w grze Coin Master?
Strategie zdobywania darmowych zakręceń
Jeśli lubisz grać w kasyno online, możliwe jest zdobycie darmowych zakręceń, które zwiększą Twoje szanse na wygraną. Istnieje kilka skutecznych strategii, które warto rozważyć, aby cieszyć się darmowymi zakręceniami i zwiększyć swoje szanse na sukces.
Jedną z popularnych strategii jest korzystanie z bonusów powitalnych oferowanych przez kasyna online. Wiele platform oferuje nowym graczom darmowe zakręcenia jako część pakietu powitalnego. Warto zarejestrować się na kilku stronach i skorzystać z tych promocji, aby zwiększyć liczbę darmowych zakręceń do wykorzystania.
Inną skuteczną strategią jest śledzenie regularnych promocji i ofert specjalnych. Kasyna online często organizują promocje, podczas których można zdobyć dodatkowe darmowe zakręcenia. Warto śledzić takie wydarzenia i wykorzystać okazję do zdobycia dodatkowych szans na wygraną.
Dodatkowo, warto również zapoznać się z warunkami i zasadami dotyczącymi darmowych zakręceń. Niektóre oferty mogą mieć określone wymagania, takie jak minimalna kwota zakładu czy określone gry, w których można wykorzystać darmowe zakręcenia. Dlatego ważne jest uważne zapoznanie się z regulaminem, aby skutecznie wykorzystać darmowe zakręcenia.
Podsumowując, istnieje kilka skutecznych strategii zdobywania darmowych zakręceń w kasynach online. Korzystanie z bonusów powitalnych, śledzenie promocji oraz znajomość warunków ofert może pomóc zwiększyć szanse na sukces i cieszyć się grą jeszcze bardziej.
W czasie organizacji eventów specjalnych z darmowymi zakręceniami, można oczekiwać wyjątkowej atmosfery i rozrywki. To doskonała okazja nie tylko na relaks i zabawę, ale także na skorzystanie z wielu atrakcji bez dodatkowych kosztów. Takie wydarzenia przyciągają uwagę wielu osób, chcących spędzić czas w ciekawy i niezapomniany sposób.
Podczas eventów specjalnych z darmowymi zakręceniami można liczyć na różnorodne atrakcje, jak na przykład konkursy, pokazy, występy artystyczne czy warsztaty. Dodatkowo, obecność profesjonalistów i ekspertów w danej dziedzinie sprawia, że uczestnicy mogą się wiele nauczyć i zdobyć nowe umiejętności.
Organizatorzy takich wydarzeń starają się przyciągnąć jak największą liczbę osób poprzez ciekawe programy, atrakcyjne nagrody oraz wysoką jakość świadczonych usług. Darmowe zakręcenia to doskonały sposób na sprawienie, aby uczestnicy eventu poczuli się wyjątkowo i mile zaskoczeni.
Podsumowując, eventy specjalne z darmowymi zakręceniami są doskonałą okazją do spędzenia czasu w towarzystwie innych osób, pozyskania cennych doświadczeń i przeżycia niezapomnianych chwil. To idealna forma rozrywki dla wszystkich, którzy lubią aktywnie spędzać czas i poznawać nowych ludzi. Zachęcamy do uczestnictwa w tego rodzaju wydarzeniach, które mogą przynieść wiele radości i pozytywnych emocji.
Bonusy za logowanie w Coin Master są jednym z najbardziej atrakcyjnych elementów tej popularnej gry mobilnej. Gracze mogą codziennie otrzymywać różne nagrody za regularne logowanie się do gry, co dodaje jej wartości i sprawia, że chce się do niej wracać.
Jednym z najczęstszych bonusów za logowanie w Coin Master są darmowe spiny na kołach fortuny, które pozwalają zdobyć dodatkowe monety, karty z postaciami oraz wiele innych nagród. Im częściej logujemy się do gry, tym większe szanse mamy na otrzymanie cennych bonusów i poszerzenie swojej kolekcji.
Ponadto, regularne logowanie się do Coin Master może zapewnić graczom dostęp do specjalnych wydarzeń i promocji, gdzie można zdobyć jeszcze cenniejsze nagrody, takie jak skrzynie ze skarbami, ekstra spiny czy nawet tajemnicze karty legendarnych postaci.
Bonusy za logowanie to doskonały sposób na motywowanie graczy i nagradzanie ich za aktywność w grze. Dzięki nim każdy dzień spędzony w Coin Master może przynieść nowe emocje i możliwość zdobycia atrakcyjnych nagród, które pomogą w dalszym rozwoju naszej wirtualnej wioski.
Warto więc regularnie sprawdzać swoje konto w Coin Master, aby nie przegapić żadnej okazji na zdobycie bonusów za logowanie i cieszyć się grą jeszcze bardziej!
Jednym ze sposobów promocji produktów lub usług w internecie są linki partnerskie. Dzięki nim można zarabiać prowizję za polecenie określonych produktów lub usług poprzez umieszczanie specjalnych linków na stronie internetowej. Jedną z form promocji przy użyciu linków partnerskich są darmowe zakręcenia z tych linków.
Darmowe zakręcenia z linków partnerskich polegają na wykorzystaniu linków partnerskich do promowania produktów lub usług poprzez publikowanie ich na różnych platformach bez ponoszenia dodatkowych kosztów. Można np. udostępniać linki na swoich profilach w mediach społecznościowych, w komentarzach na różnych stronach czy w postach na blogu.
Jedną z zalet darmowych zakręceń z linków partnerskich jest to, że nie wymagają one inwestycji finansowych. Wystarczy założyć konto w programie partnerskim danej firmy, otrzymać unikalne linki partnerskie i zacząć nimi dzielić się z innymi użytkownikami internetu. W ten sposób można zarabiać na poleceniu produktów lub usług bez konieczności wydawania pieniędzy na reklamę.
Warto jednak pamiętać, że skuteczność darmowych zakręceń z linków partnerskich zależy od jakości promowanego produktu, docelowej grupy odbiorców oraz kreatywności w rozpowszechnianiu linków. Dlatego warto zainwestować czas w stworzenie interesujących treści związanych z promowanymi produktami i śledzić wyniki, aby dostosować strategię promocyjną do uzyskiwanych rezultatów.
W świecie hazardu online darmowe zakręcenia są jednym z najbardziej pożądanych bonusów wśród graczy. Promocje oferujące darmowe zakręcenia są dostępne w wielu kasynach internetowych i przyciągają uwagę zarówno nowych, jak i doświadczonych graczy. Darmowe zakręcenia pozwalają na grę w automatach bez ryzyka własnych pieniędzy, co sprawia, że są one popularnym sposobem na wypróbowanie nowych gier i zwiększenie szans na wygranie atrakcyjnych nagród.
Istnieje wiele rodzajów promocji oferujących darmowe zakręcenia, takich jak bonusy powitalne, promocje sezonowe czy programy lojalnościowe. Gracze mogą otrzymać darmowe zakręcenia zarówno przy rejestracji na stronie kasyna, jak i podczas regularnych akcji promocyjnych. Dzięki nim mają szansę na zdobycie dodatkowych środków do gry czy nagród rzeczowych.
Darmowe zakręcenia mogą być również częścią bonusów bez depozytu, które nie wymagają wpłaty własnych środków, a mimo to pozwalają na grę w ulubione automaty. Jest to doskonała okazja dla graczy do zapoznania się z ofertą kasyna i przetestowania różnych gier bez ryzyka utraty pieniędzy.
Podsumowując, promocje oferujące darmowe zakręcenia są atrakcyjnym dodatkiem do gry w kasynach online. Dają one graczom szansę na rozrywkę bez ryzyka oraz możliwość zdobycia cennych nagród. Dlatego też, warto korzystać z takich promocji, aby maksymalnie wykorzystać swój czas spędzony na grze w kasynie internetowym.
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Jak mogę otrzymać darmowe kręcenie w grze Coin Master?
Jak mogę otrzymać darmowe kręcenie w grze Coin Master?
Coin Master to popularna gra mobilna, która oferuje wiele emocjonujących funkcji, takich jak darmowe spiny, które można zdobyć codziennie. Darmowe spiny w Coin Master to doskonały sposób na zdobycie dodatkowych nagród i możliwość szybszego postępu w grze.
Aby otrzymać darmowe spiny w Coin Master, gracz może skorzystać z różnych metod. Jedną z głównych opcji jest regularne logowanie się do gry, co pozwala na odbieranie codziennych nagród, w tym darmowych spinów. Innym sposobem na zdobycie darmowych spinów jest udział w różnego rodzaju wydarzeniach i promocjach organizowanych przez twórców gry.
Darmowe spiny w Coin Master pozwalają graczom na odblokowanie nowych funkcji, takich jak budowa i ulepszanie wirtualnych wiosek oraz walka z innymi graczami. Dzięki nim można także zdobyć cenne monety i inne nagrody, które pomagają w szybszym rozwoju postaci w grze.
Warto korzystać z darmowych spinów w Coin Master, ponieważ są one cennym źródłem dodatkowych korzyści w grze. Dzięki nim można maksymalnie wykorzystać potencjał gry i cieszyć się jeszcze bardziej emocjonującym doświadczeniem.
W związku z powyższym, darmowe spiny w Coin Master to ważny element rozgrywki, który warto wykorzystać, aby maksymalnie cieszyć się grą oraz osiągać coraz to większe sukcesy. Zachęcamy wszystkich graczy do regularnego sprawdzania dostępnych spinów i korzystania z nich, aby zapewnić sobie jak najlepsze doświadczenia podczas rozgrywki w Coin Master.
Podczas gry w pokera online, spin and go są jedną z najbardziej popularnych form turniejów. Aby odnieść sukces w tego rodzaju rozgrywce, istotne jest posiadanie skutecznych strategii zdobywania spinów. Istnieje wiele sposobów, aby zwiększyć swoje szanse na wygraną i osiągnięcie pożądanych rezultatów.
Pierwszą ważną strategią jest utrzymanie zrównoważonej i elastycznej gry. Spin and go to dynamiczna forma rozgrywki, w której często zmieniają się stosunki sił i sytuacja na stole. Dlatego istotne jest, aby umiejętnie adaptować się do zmieniających warunków i nie ryzykować zbyt dużo w jednym rozdaniu.
Kolejnym istotnym elementem strategii zdobywania spinów jest kontrolowanie emocji i zachowanie spokoju w trakcie rozgrywki. Pokierowanie swoimi reakcjami emocjonalnymi może wpłynąć na podejmowane decyzje i skuteczność gry. Dlatego warto pracować nad panowaniem nad sobą i unikaniem podejmowania impulsywnych decyzji.
Ważne jest również rozpoznawanie silnych i słabych stron przeciwników oraz dostosowanie swojej strategii do ich stylu gry. Analiza rywali i ich zachowań na stole może pomóc w podjęciu bardziej racjonalnych decyzji i zwiększeniu swoich szans na sukces.
Podsumowując, strategie zdobywania spinów w pokera online wymagają umiejętności, cierpliwości i strategicznego myślenia. Przy odpowiednim podejściu i praktyce można osiągnąć sukces w tego rodzaju rozgrywce i cieszyć się z wygranych.
Coin Master jest popularną grą mobilną, w której gracze mogą zdobywać monety, budować wioski i atakować innych graczy. Istnieje wiele poradników dotyczących tej gry, a jednym z najważniejszych jest "Przewodnik Coin Master".
Przewodnik ten zawiera wiele przydatnych wskazówek i strategii, które pomogą graczom osiągnąć sukces w grze. Pierwszym krokiem w Coin Master jest zdobycie jak największej ilości monet, aby móc budować i rozwijać swoją wioskę. Przewodnik ten pokazuje, jak efektywnie zarządzać swoimi zasobami, aby je jak najbardziej pomnażać.
Kolejnym ważnym elementem gry są wioski innych graczy, które można atakować i zdobywać ich skarby. "Przewodnik Coin Master" objaśnia, jakie strategie ataku wybrać, aby osiągnąć sukces bez ponoszenia niepotrzebnych strat. Ważne jest również, aby chronić swoją własną wioskę przed atakami innych graczy, co również jest omawiane w tym poradniku.
Oprócz walki z innymi graczami, Coin Master oferuje również wiele innych elementów rozgrywki, takich jak zbieranie kart i budowanie kolekcji. "Przewodnik Coin Master" przedstawia także wskazówki dotyczące zarządzania kartami, aby jak najlepiej wykorzystać ich potencjał.
Podsumowując, "Przewodnik Coin Master" jest nieocenionym źródłem informacji dla wszystkich graczy, którzy chcą lepiej zrozumieć tę fascynującą grę i stać się bardziej efektywnymi w jej rozgrywce. Dzięki jego wskazówkom każdy może podnieść poziom swojej gry i cieszyć się jeszcze większą satysfakcją z osiągniętych wyników.
Sposoby na darmowe kręcenie
Darmowe kręcenie jest świetnym sposobem na pozyskanie dodatkowej rozrywki i ciekawych doznań bez konieczności wydawania pieniędzy. W tym artykule przedstawimy cztery skuteczne sposoby na to, jak cieszyć się darmowym kręceniem.
Pierwszym sposobem na darmowe kręcenie jest korzystanie z promocji oferowanych przez kasyna online. Wiele platform internetowych oferuje nowym graczom darmowe spiny przy rejestracji lub pierwszej wpłacie. Dzięki nim można spróbować swojego szczęścia w popularnych grach slotowych bez ryzyka utraty własnych środków.
Kolejnym sposobem na darmowe kręcenie jest uczestnictwo w turniejach czy konkursach organizowanych przez kasyna stacjonarne lub online. Nagrody w postaci darmowych spinów są często dostępne dla zwycięzców, co umożliwia zdobycie dodatkowych darmowych obrotów na ulubionych automatach.
Trzecią opcją jest korzystanie z bonusów lojalnościowych oferowanych przez kasyna internetowe. Gracze regularnie otrzymują bonusy w postaci darmowych spinów za aktywność na platformie lub dokonywanie wpłat. Dzięki nim możliwe jest darmowe kręcenie nawet po zakończeniu promocji powitalnej.
Ostatnim sposobem na darmowe kręcenie jest korzystanie z bezpłatnych wersji demonstracyjnych gier dostępnych na stronach kasyn online. Choć w takiej formie nie można wygrać prawdziwych pieniędzy, to stanowią one doskonałą okazję do rozrywki i rozwijania strategii bez ponoszenia kosztów.
Podsumowując, istnieje wiele sposobów na darmowe kręcenie, dzięki którym można cieszyć się emocjonującą grą slotową bez konieczności wydawania własnych środków. Warto korzystać z dostępnych promocji oraz bonusów, aby maksymalnie wykorzystać potencjał darmowych spinów.
Coin Master to popularna gra mobilna, w której gracze zbierają monety, budują wioski i rywalizują ze sobą z wykorzystaniem różnych strategii. Aby ułatwić Ci rozgrywkę i zwiększyć szanse na sukces, przygotowałem listę 5 trików do Coin Master, które pomogą Ci osiągnąć pożądane rezultaty.
Pierwszy trik to regularne logowanie się do gry, aby odebrać darmowe prezenty i bonusy. Codzienne logowanie pozwala zdobyć dodatkowe monety oraz inne cenne nagrody, co z kolei ułatwi rozwój Twojej wioski.
Kolejnym przydatnym trikiem jest korzystanie z spinów koła fortuny z głową. Zamiast wydawać spiny po kolei, zastanów się, kiedy najlepiej je wykorzystać, aby otrzymać największe korzyści. Staraj się używać spinów w strategiczny sposób, aby zwiększyć swoje szanse na zdobycie cennych nagród.
Trzeci trik to wykorzystywanie karty dostępu do skrzynek skarbów. Karty te pozwalają szybko zdobyć dodatkowe monety i karty, które przydadzą się w dalszej rozgrywce. Staraj się zbierać karty dostępu i używać ich w odpowiednim momencie, aby efektywnie zarządzać zasobami.
Kolejnym przydatnym trikiem jest dołączanie do aktywnego klanu. Razem z innymi graczami możesz wspólnie rywalizować, wymieniać się wskazówkami i wsparciem oraz zdobywać dodatkowe nagrody. Dołączenie do aktywnego klanu może znacząco przyspieszyć Twój rozwój w grze.
Ostatnim, ale nie mniej istotnym trikiem jest regularne sprawdzanie ofert specjalnych. Gra często oferuje promocje, darmowe spiny i inne korzyści dla graczy. Korzystaj z tych ofert, aby szybko rozwijać swoją wioskę i zwiększać swoje szanse na sukces w Coin Master.
Pamiętaj, że korzystanie z tych trików nie gwarantuje natychmiastowego sukcesu, ale z pewnością pomogą Ci osiągnąć lepsze rezultaty w grze Coin Master. Powodzenia!
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Maximize the Fun: Don't Miss Out on Coin Master Free Spins
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Sex appeal of Mario Powerups
@silverthetranshog @autismjpeg @noelledeltarune
Scaling: 0/10 means no change, 10/10 is extremely pleasurable, and -10/10 is extremely unpleasurable.
Bee Mushroom - there are no clouds flowers or honeycombs in sex, and flying won't be of much use either. 1/10
Big Mushroom - Makes Mario much bigger, probably worse for having sex with normal sized people. -5/10
Blimp Fruit is a Yoshi Powerup
Blue Shell - Going into shell mode is probably harder, but it does have a lot of holes. -2/10
Boo Mushroom - Being able to turn intangible is extremely useful. 8/10
Boomerang Flower - Boomerangs add nothing to the table that wasn't already there. 0/10
Boost Star - What does this even do?? Is it an interactive porno?? ???/10
Bulb Berry is a Yoshi Powerup
Bull Pot is a Wario Powerup
Bullet Bill Mask - Self explanatory 0/10
Buzzy Shell - Self explanatory 0/10
Cannon Box - 1/10, if only for the fact cannon balls could somehow be used in sex
Cape Feather - 3/10 for versatility
Carrot - 5/10 if you are a furry, 2/10 for non furries
Cloud Flower - No specific use but experience would be improved overall, 3/10
Coin Box - Who wants coins all over the place?? -9/10
Coin Rush Star - Self explanatory 0/10
Dash Pepper is a Yoshi Powerup
Double Cherry - Very easy 10/10
Dragon Crystal is a Wario Powerup
Dragon Pot is a Wario Powerup
Dry Bones Shell - Would have given a 0/10 if not for the ability to turn into bones. 1/10
Eagle Statue is a Wario Powerup
Fire Flower - Is controllable, so -3/10.
Frog Suit - 1/10 just for not being very useful
Garlic Bottle is a Wario Powerup
Garlic Pot is a Wario Powerup
Giga Cat Mario - Its those fetishes where one person is super big and also in a fur suit. 9/10
Gold Block - Same as Coin Box, -9/10
Gold Flower - -10/10 what if you kill someone
Goomba Mask - 0/10 or -10/10 depending on who it is
Goomba's Shoe - 1/10 It's just a shoe
Hammer - -10/10 its not even controllable you are bound to kill everybody
Hammer Suit - -5/10 at least you can control this one
Ice Flower - I can see legitimate use for this, so 7/10
Ice Skate - 0/10
Invincibility Bell, Leaf, and Mushroom - Another 0/10 or -10/10 depending on who it is
Jet Pot is a Wario Powerup
Light Box - -3/10, light doesn't do too much and would block your vision
Lucky Bell - 8/10 for the extra Ground Pound
Luigi's Cap - Subjective/10
Mario's Cap - Subjective/10
Master Sword - Subjective/10
Mega Mushroom and Star - Similar to Giga Cat Bell but to a lesser extent, 7/10
Metal Cap - I'm going to go out on a limb and say 6/10
Mini Mushroom - 7/10, it's the Mega Mushroom in reverse
Mystery Mushroom - Looks at the camera. Subjunctive/10
P Acorn and P Wing - 0/10
Pall Pill - Unsettling! -5/10
Penguin Suit - 8/10, better than the Ice Flower
Power Balloon - UGGHHHH 6/10
Power Flower - We are using Mario as the reference here, so same as Power Balloon.
Propeller Box and Mushroom - 0/10 for obvious reasons
Rainbow Star - -10/10 obviously
Red POW Box - -8/10 because this one is a little preventable
Red Star - 4/10, it's okay
Rock Mushroom - Lmao hard joke 4/10
SMB2 Mushroom - I don't even know, ???/10
Spin Drill - Similar to Rock Mushroom, 3/10
Spiny Shell - -4/10, that hurts
Spring Mushroom - 4/10, BOYOING
Statue Leaf - Same as Lucky Cat bell, 8/10
Super Acorn - 0/10
Superball Flower - 3/10. Don't feel like explaining this one
Super Bell - 6/10 for scratches and the new voice clips
Super Crown - Mario can't use this one but it's Subjective/10
Super Hammer - 😐 9/10
Super Leaf - 0/10
Super Mushroom - 7/10 since Small Mario is a pretty bad size to be
Super Pickax Is a Toad Powerup
Super Star - -10/10
Tanooki Suit - Same as Super Leaf, 0/10
Vanish Cap - Same as Boo Mushroom, 8/10
Viking Helmet is a Wario Powerup
Wario's Cap - Subjective/10
Weird Mushroom - SUBJECTIVE/10!!!!
Wing - 0/10, even if sex was underwater
Wing Cap and Wings - Same as Red Star but no spinning, 1/10
Yoshi's Wings is a Yoshi Powerup
#mario#yoshi#wario#luigi#super mario#super mario bros#super mario brothers#yes im tagging this it took a long time#BEHOLD. MY MASTERPEICE
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The 11 Most Nightmarish Depictions of Hell in Art History
Detail view of Jan Van Eyck, The Last Judgment, ca. 1440–1441. Photo via Wikimedia Commons.
The famed medieval Italian poet Dante Alighieri had a mesmerizingly grotesque imagination, especially when it came to conceiving the horrors of hell. Ravenous monsters hungry for sinners fill the pages of Inferno, the first section of his epic poem The Divine Comedy, penned in the early 1300s. In one canto, the crimson-eyed, three-headed beast Cerberus, who guards the gates of the underworld, “tears the spirits, flays them,” with “claw’d hands” and “ravenous maw.”
While the writer’s frighteningly vivid depiction of hell’s nine circles might be literature’s most famous, artists have also composed visions of the underworld that are just as harrowing—if not more so. Western art history teems with hellscapes—compositions showing all manner of physical, psychological, and spiritual torment. Many build directly on Dante’s writings, while others draw from descriptions of damnation in Christian scripture, meant to intimidate believers into virtuousness. Later artists responded to the infernal realities of war or their own emotional turmoil, or “personal hell.” Below, we take a tour of the most chilling interpretations of hell from Dante’s time to today. Some are macabre, others delightfully absurd—but all explore a heady mix of human fear, guilt, and suffering.
Giotto, The Last Judgment (ca. 1307)
Scanned image of Giotto di Bondone, The Last Judgment at the Cappella Scrovegni, ca. 1307, from Giotto and the Arena Chapel: Art, Architecture & Experience. Photo via Wikimedia Commons.
Detail view of Giotto di Bondone, The Last Judgment , ca.1306. Photo via Wikimedia Commons.
Detail view of Giotto di Bondone, The Last Judgment, 1306. Photo via Wikimedia Commons.
Florentine painter Giotto had a flair for the dramatic. Like most artists working at the dawn of the 14th century, he primarily painted frescoes for the private chapels of wealthy families. Yet his paintings are utterly unique: The biblical characters that fill his compositions aren’t flat and stylized like those of his Byzantine forebears. Instead, they writhe with red-blooded energy and fierce human emotion.
Nowhere is this more apparent than in the Scrovegni Chapel in Padua. At the back of the chapel lies one of art history’s most impressive paintings of the Last Judgment, the momentous event described in the New Testament when, at the end of the world, God either shepherds the dead to heaven or banishes them to the fiery underworld. The religious text doesn’t leave many clues as to what hell might look like, so Giotto built on past artistic interpretations, as well as his own fertile imagination.
In the lower right-hand corner of the fresco, a gluttonous, horned monster (likely Satan) stands at the gates of hell, devouring sinners, then unceremoniously excreting them. Such cruel and unusual punishments abound: Naked men and women are dragged down to hell by fearsome black demons, where they are spit-roasted and speared or stuffed into deep pits. Dante himself likely visited the fresco as Giotto painted it; according to historian Giorgio Vasari, the two were “dear friends.” Dante began writing his Divine Comedy around the time Giotto was painting the Arena Chapel.
Jan van Eyck, The Last Judgment (1440–41)
The Crucifixion; The Last Judgment, ca. 1440–1441. Jan van Eyck The Metropolitan Museum of Art
Working in the Netherlands over 100 years after Giotto, the pioneering oil painter Jan van Eyck created his own Last Judgment scene on the right half of a diptych that also includes a depiction of the Crucifixion. While measuring only about 22 by 7 inches, the Last Judgment panel packs a bone-chilling punch thanks to Van Eyck’s garish depiction of hell, which Metropolitan Museum of Art curator Maryan W. Ainsworth has described as a “diabolical invention.”
Beneath the outstretched arms of a giant and menacing skeleton tumbles a cascade of damned souls, each subjected to a different form of punishment. In one corner, a man screams in pain as he’s disemboweled by a serpent. Elsewhere, a demon—part skull, part sharp-toothed jaguar—gnaws on a fleshy rump. The anguish here is so evocative that Ainsworth has characterized the scene as cacophonous—viewers can almost hear the sounds of torture: “The cracking and breaking of bones, the gnashing of teeth of the monsters relentless in their pursuit.”
Fra Angelico, The Pains of Hell, from The Last Judgment (ca. 1431)
Fra Angelico, The Last Judgment, ca. 1431. Photo via Wikimedia Commons.
Detail view of Fra Angelico, The Last Judgment, ca. 1431. Photo via Wikimedia Commons.
Posthumously nicknamed the “Angelic Painter” by his acolytes, the Dominican friar Fra Angelico—known as Fra Giovanni during his lifetime—is somewhat ironically renowned for several of his visceral hellscapes. Perhaps his most horrifying scene comes from a fresco depicting the Last Judgment, originally created for the basilica of Santa Maria degli Angeli in Rome (it now hangs in Florence’s Museo di San Marco).
Here, the artist takes a cue from Dante, visualizing hell as a tenebrous cave where the damned are grouped by their sins; each of them has its own tailored brand of torture. For instance, those guilty of greed have melted gold coins poured down their throats, while those guilty of wrath are forced to incessantly fight each other. At the base of the fiery pit, Lucifer chomps on human bodies as he simultaneously bathes in a soup of melting souls, dutifully stirred by a cohort of demons.
Hieronymus Bosch, The Garden of Earthly Delights (1490–1500)
The Garden of Earthly Delights, 1490-1500. Hieronymus Bosch Museo del Prado, Madrid
There can’t be a discussion of hellscapes without Hieronymus Bosch, whose spellbinding masterwork The Garden of Earthly Delights rivals the fame of Dante’s Inferno. The Dutch painter came of age in the mid-1400s during the Protestant Reformation, when Christians began to interpret the word of God for themselves, rather than rely on the Church as an intermediary. Bosch incorporated this approach in his painting, depicting heaven and hell through rollicking, chaotic scenes set against a contemporary Dutch backdrop.
Rather than the fiery pits mentioned in the Bible or explored in depth in Inferno, Bosch shows hell as a raucous battlefield teeming with horrifying, surrealistic creatures who take pleasure in torturing their human opponents. The painting’s fame may be largely due to the proliferation of mesmerizingly odd details: A dismembered foot hangs like a prize from the helmet of a spiny bird-monster; other sinners are stretched taut across giant instruments and played by beady-eyed demons, or eaten and then pooped out by their aggressors.
Pieter Bruegel the Elder, Dulle Griet (Mad Meg) (1561)
Pieter Bruegel, Dulle Griet (Mad Meg), 1561. Courtesy of Museum Mayer Van den Bergh.
Detail view of Pieter Bruegel, Dulle Griet (Mad Meg), 1561. Courtesy of Museum Mayer Van den Bergh.
Detail view of Pieter Bruegel, Dulle Griet (Mad Meg), 1561. Courtesy of Museum Mayer Van den Bergh.
While he’s best known for homely peasant scenes, Dutch master Pieter Bruegel the Elder also had a knack for shocking his audience. “Like a director of horror films, the painter tried to appeal to all the senses in order to arouse fear and create pleasure at the same time,” Bruegel biographer Leen Huet has written. Nowhere is this more apparent than in his 1561 canvas Dulle Griet (Mad Meg), which takes a cue from Bosch and explores hell through the lens of contemporary Flemish culture.
This painting depicts the folkloric character of Dulle Griet, the leader of an all-female army on a quest to pillage hell. Her strength is underlined by her massive scale; she dwarfs both her compatriots and her opponents, a multitude of fantastical demons that dot the otherwise familiar Dutch landscape. Bruegel has depicted the underworld as an eerie fusion of fantasy and reality. Griet seems to run toward a literal gaping “mouth of hell,” its scaly skin resembling bricks in the surrounding architecture. Instead of devouring the dead, the monsters of this hell battle flesh-and-blood warriors.
Some scholars have also read the painting as an exploration of 16th-century Netherlandish gender dynamics. A 1568 book of proverbs provides context: “One woman makes a din, two women a lot of trouble, three an annual market, four a quarrel, five an army, and against six the Devil himself has no weapon.” In this way, the painting can be read as a study of female power. Is Griet a greedy agent of chaos or a heroic victor who isn’t afraid to go head-to-head with the Devil?
William Blake, The Punishment of the Thieves (1824–27)
William Blake, The Punishment of the Thieves from the Divine Comedy, 1824–27. Photo via Wikimedia Commons.
While the soft hues and undulating lines of this watercolor by British artist William Blake might not immediately scream “inferno,” a closer look reveals a particularly garish manner of suffering. The scene comes from a series of works Blake produced to illustrate an edition of The Divine Comedy. Blake took the commission, according to writer Maria Popova, because “Dante’s contempt for materialism and the way power warps morality” resonated with the eccentric 19th-century artist, who believed that the political and social climate in England was defined by greed. Here, Blake depicts a scene from cantos 24 and 25, where it is explained that snakes steal and manipulate the bodies of thieves, who must then search in vain for a home for their soul. Here, monstrous serpents strangle, penetrate, and rope around the thieves’ Rubenesque bodies as they are dragged underwater.
John Martin, Pandemonium (1841)
John Martin, Le Pandemonium, 1841. Photo via Wikimedia Commons.
It could be said that 19th-century British painter John Martin’s favorite subject was doom. Over the course of his career, he painted copious depictions of hell, as well as other fiery, end-of-world scenes—and he did it with dramatic panache. Martin based this hellscape on English poet John Milton’s 1667 masterwork Paradise Lost, in which hell is dubbed Pandemonium. Martin’s version of Pandemonium is a deserted, red-hot world of torment helmed by an armored Satan. In the foreground, the devil raises his arms in as he calls unseen rebel angels to action.
This version of hell might have looked sinisterly familiar to Martin’s London contemporaries. In fact, the massive, intimidating building that Satan faces borrows architectural elements from some of the city’s most famous edifices, including the towering gates of Somerset House and the arcade of Carlton House Terrace.
William-Adolphe Bouguereau, Dante and Virgil (1850)
William-Adolphe Bouguereau, Dante and Virgil , 1850. Photo via Wikimedia Commons.
The two sinners duking it out in William-Adolphe Bouguereau’s depiction of hell appeal to the vampire-obsessed among us. The French painter concocted this Dante-inspired scene in hopes of winning the coveted Prix de Rome. Dante enjoyed renewed popularity during this time: Fellow Romantic painters were similarly enthralled; the poet provided deliciously dramatic fodder for their theatrical canvases.
Bouguereau chose to zoom in on two damned souls from the epic poem in order to emphasize their physical pain. Surrounded by writhing sinners, Dante and Virgil look on as Gianni Schicchi, a character guilty of committing fraud, viciously bites the neck of Capocchio, a heretic and alchemist. (Inferno describes constant fighting as one of hell’s many punishments.) The painter pays particular attention to his subjects’ nude bodies; dramatically lit, their muscles and expressions strain in utter agony. Writing at the time, critic Théophile Gautier described the duo’s “strange fury,” rendered “magnificently through muscles, nerves, tendons, and teeth.” Only the bald, bat-winged demon hovering over them seems to take any pleasure in the scene.
Edvard Munch, Self-Portrait in Hell (1903)
Selvportrett i helvete (Self-Portrait in Hell), 1903. Edvard Munch "Mapplethorpe + Munch" at Munch Museum, Oslo
Nordic Symbolist Edvard Munch’s oeuvre is defined by very convincing representations of psychological anguish, many of which are self-portraits. In this work, he uses the concept of hell to underline his own suffering by placing his sickly, nude body within a blackish-red environment, the color of stoked flames. Even as a child, Munch remembered being plagued by melancholy and promises of a hellish afterlife: “Disease and insanity were the black angels on guard at my cradle,” he wrote of his youth. “I felt always that I was treated unjustly, without a mother, sick, and with threatened punishment in hell hanging over my head.”
Franz von Stuck, Inferno (1908)
Inferno, 1908. Franz von Stuck The Metropolitan Museum of Art
When Franz von Stuck first exhibited Inferno at the Met in 1909, the New York Times praised the work’s “sovereign brutality.” Indeed, the piece shocked and awed audiences with its raw depiction of eternal damnation, cementing the German Symbolist’s “reputation as a visionary artist unafraid to explore the dark side of the psyche,” according to the museum.
Stuck’s work frequently emphasizes both the physical and psychological pain of his subjects. Across this canvas, the artist shows only the wrenching bodies and contorted faces of several sinners—rather than a nightmarish overview of hell—in order to emphasize their personal suffering, with a dissonant color scheme that punctuates their distress. Perhaps the most striking manifestation of mental torment comes from a female figure, whose wide eyes glow unnervingly from the background, communicating pure fear in the face of her terrible fate.
Jake & Dinos Chapman, Fucking Hell (2008)
Jack & Dinos Chapman, Fucking Hell, 2008. Photo by Hugo Glendinning. Courtesy of the artist and Blain Southern.
Jack & Dinos Chapman, Fucking Hell, 2008. Photo by Hugo Glendinning. Courtesy of the artist and Blain Southern.
Jack & Dinos Chapman, Fucking Hell, 2008. Photo by Hugo Glendinning. Courtesy of the artist and Blain Southern.
Jack & Dinos Chapman, Fucking Hell, 2008. Photo by Hugo Glendinning. Courtesy of the artist and Blain Southern.
Jack & Dinos Chapman, Fucking Hell, 2008. Photo by Hugo Glendinning. Courtesy of the artist and Blain Southern.
British artists Jake & Dinos Chapman have made a career of shocking viewers by fusing dark humor and the grotesque. Some pieces completely dispense with comedy, though, in favor of emphasizing history’s atrocities. This is the case with Fucking Hell, an adaptation of the duo’s 1999 piece Hell, which ironically went up in flames in a warehouse fire.
The massive installation contains nine vitrines filled with 60,000 toy soldiers. Despite being forged from miniature toys, a closer look inside reveals unimaginable carnage. In the monumental, chaotic battle scene that unfolds, an army of skeletons, mutants, and aliens battle Nazis. While it’s unclear which side is winning, the swastika-bearing soldiers are certainly getting their due: in this tableau, they have become the massacred.
“The Nazis practised genocide on everyone they thought was inferior,” Jake Chapman said of the work. “What we’ve done is to mirror that: the Nazis are being recycled within their own mechanism.” For the Chapman brothers, hell is on earth, engendered by the long history of human violence.
from Artsy News
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Mario Kart 8 Deluxe for the Nintendo Switch is a port of Mario Kart 8 on the Wii U. This was a game that I wasn’t planning on purchasing, ever. After I got the Mario Kart 8 Wii U bundle 4 years ago and all of the DLC that followed, why would I buy the same game for the Nintendo Switch again?
Impulsive buying, you can be a good or bad thing.
Deluxe does have some noticeable differences from Mario Kart 8. Most of the locked content from Mario Kart 8 has been unlocked from the start. You start with all characters unlocked, all of the race tracks and grand prix courses unlocked, all cc cart classes and mirror mode unlocked, all DLC is included from Mario Kart 8 so you don’t have to repurchase the content, and two new characters, the Inklings, from the Splatoon series. Some of the cart parts from the DLC packs will still need to be unlocked by collecting a certain amount of coins which are collected after each race and will unlock randomly. All coins collected are cumulative so you can race multiple times without worrying if you got enough coins on any race that you do. This version of the game came out in 2017 but Nintendo is still supporting Mario Kart 8 Deluxe with the recent addition being able to use the Nintendo Labo Products as a controller for the carts and Link’s Master Cycle Zero and look from Legend of Zelda, Breath of the Wild. Even at full price, I thought that this was a fairly great value for the game.
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Call it my hidden highlight, I like the ads that appear around the tracks and on the load screen for Mario products.
Deluxe looks great and runs at 1080p and 60 frames per second (FPS) while docked and 720p while in portable mode on single player gameplay. Mario Kart 8 had 1080p resolution, but ran at 59 FPS at times. I didn’t notice that until it was pointed out to me. The most common cause that I’ve heard was due to a bug in the programming. Mario Kart 8 still looks good, but once you know that fact, you will notice it every time that you play on Wii U. With more than 3 players on the same screen while dock, the game goes down to 30 FPS but still looks great.
Mario Kart 8 Deluxe has the most tracks offered in any Mario Kart game. There are 48 tracks to choose from and 8 arena battle tracks. Of the 48 courses that are offered; 28 are new theme courses and 20 retro tracks from prior Mario Kart games. I don’t want to sound like that it’s a complaint, but 4 of those 28 courses are not Mario related. It’s not bad but I find it a little misplaced to see Mario on an F-Zero racetrack. Still, I’d say that some of my favorite courses in the game in no particular order are: Twisted Mansion, Sunshine Airport, Electrodome, Cloudtop Cruise, Excitebike Arena, Moo Moo Meadows, Hyrule Circuit and Big Blue.
With the exception of Baby Park, all of the tracks all have three laps. The tracks now are on the walls as well as underwater. While the underwater segments was already in Mario Kart 7, the on the wall and ceiling is a new addition to the Mario Kart series. It’s a fun and creative way to ride with anti gravity. You can even get a speed boost when you bump into another racer while in anti gravity parts of the track.
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So, the vehicles are anti gravity, but the racers aren’t. How are they able to stay in the vehicle without being strapped on when on the side or upside down on the track?
The main screen has 42 different characters to chose from. While a great variety of racers are offered, I feel it gets away from “Mario Kart” when I see Link, Inklings and Villager from the Animal Crossing in this game. How can there also be F-Zero tracks without Captain Falcon as well. Each character has different attributes with size and weight and affect the top speed, handling and acceleration of your cart. Cart customization is back from Mario Kart 7 as well as the addition of the ATV vehicle. The customization is the only thing that I wish I was able to find a chart online what the best cart and racer for each track is. I can’t ever seem to create the right cart for the right track. Anyone reading this and knows of any, please let me know. My usual favorite racers are either Link or Rosalina.
I just realized Peach is the statue in a “Statue of Liberty” type pose in Toad Harbor.
I like that the game is very beginner friendly. If you haven’t ever played a Mario Kart game, Deluxe has smart steering and auto accelerate feature. The former makes staying on the track easier without falling off if you take a turn too wide or short and the latter automatically accelerates the vehicle. This allows the player to not have to hold down a button to accelerate. The auto accelerate feature is great because I don’t have to hold down the acceleration button. I sometimes jam down the button thinking that my Kart will go faster if I do. It was also a way I introduced this game to my friends who either haven’t played at all for awhile without having him be discouraged.
Smart Steering in indicated by the antenna on the back on the vehicle.
Included in Mario Kart 8 Deluxe is a battle mode with arenas. While Mario Kart 8 had a battle mode, they involved going around the courses and hitting opponents and popping balloons. Here, it’s back to the arena battle 5 new and three classic arenas from prior Mario Kart games. The balloon battle returns and a new mode called Renegade Roundup. A cops and robbers mode that “The Authorities” kart racers with Piranha Plants must capture “The Renegades” If a renegade is caught, they are sent to jail but can be broken out if another renegade is free and passes the jail cell. If “The Authorities” capture all of the renegades, they win. If they don’t, then they lose. Also brought back from Mario Kart Double Dash is Bob-omb Blast and Shine Thief. Bob-omb blast has you attack your opponents with Bob-ombs only, and Shine Thief is a capture the flag type of game. A new power up introduced for the battle mode is the cape feather which allows you jump spin in the air and to steal a item if your opponent has one.
When playing Mario Kart 8 and Mario Kart 8 Deluxe, it does feel like the only way that you can win is with luck. I feel that it doesn’t matter how good you are, if you get hit with a barrage of items you can go from 1st place to 12th place in seconds. Watch my video below. It is a simple of one of many races on Cloudtop Cruise where I go from second to seventh in seconds.
The only thing I thought that Mario Kart 8 had over Deluxe was the ability to post highlights of your race to Youtube. Yeah, it was only 30 seconds, but I liked the idea to share this way highlights of your race to friends. I hope that Nintendo will add a patch to allow to put videos on Youtube again. I know that you can use the Nintendo Switch Share to post on Facebook or Twitter, the audience just doesn’t feel the same to me. If not, by at least Mario Kart 9, Nintendo should allowing longer videos to share on Youtube.
When Mario Kart introduced 200cc class, it felt a bit precedented. All the game before Mario Kart 8 would only go up to 150cc. So with 200cc, you expect a new faster experiences when you race. You do experience that for the most part. But, to me it just feels like the difficulty was bumped down. It’s like 150cc is the new 100cc. 200cc is a challenge, as smart steering is the only way I can compete in the class. You are given a new drift boost if you turn off the Smart Steering. When you drift on a turn you see sparks if you hold down the drift on a turn. After a while when you develop purple sparks, you have a Ultra Mini Turbo which you can use for a speed boost nearly equivalent to a mushroom.
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Blue, yellow and Purple (available without steering assist). The different types of drift boosts that you can get.
Mario Kart 8 added a lot of new useful items and add a bit of help during your race. You have the Piranha Plant, which chomps at other racers and items along the track. It can even eat a blooper about to shoot ink on your screen. The boomerang, which gives you three shots and can hit opponents ahead or behind you and come back to you after it’s thrown. The rare crazy 8 item, that gives you 8 items circling your kart. There are a: Coin, Mushroom, Bob-omb, Star, Blooper, Green Shell, Red Shell and a Banana. The only new item I find good and bad at the same time is the megahorn. It is the answer to stop the spiny shell if you are in 1st place, but I find myself rarely getting this item when I’m trying to overtake the lead. Even when I do, I’m holding it throughout the race missing other items that I could be using to boost or protect my lead. Plus you lose the item if you are hit with the lightning bolt item. It might have been so bad if I was able to switch out the items. Mario Kart 8 Deluxe brings back a Boo that can steal any racers item and make you briefly invisible. Deluxe allows you have two carry items at once but you can’t switch the items.
I enjoy this game series. I never played any of the Mario Kart games until Mario Kart: Double Dash for the Gamecube. I don’t really play too much of the online racing, but I hop on and race once in a while. Mario Kart is a series that is best played together. When you and your friends get together and play in a living room area or game room. It also can test your friendship sometimes. Especially those that play innocent that they don’t know what they are doing, and win most of the time by luck. (You know who you are!)
What are some of the things that you enjoy about Mario Kart games? Please let me know in the comments or message me. Thank you for reading.
Mario Kart 8 Deluxe Mario Kart 8 Deluxe for the Nintendo Switch is a port of Mario Kart 8 on the Wii U.
#200cc#Mario#Mario Kart#Mario Kart 8#Mario Kart 8 Deluxe#Nintendo#Nintendo Switch#racing games#spiny shell#Video Games#Wii U
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Darmowe Spiny Coin Master 2022 Linki (Codzienne Nagrody)
Darmowe Spiny Coin Master 2022 Linki (Codzienne Nagrody)
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Mario Maker Items That Are In UToad And Those That Aren’t
This is a list of all Mario Maker items and when they debuted in @undertoad-au
It may look like I left some out of my list, but that’s only because I think it and another item are basically the same in terms of appearing in a comic.
UNSEEN
Terrain: Pipe, Spiketrap, Mushroom Platform, Semisolid, Block-Block, ? Block, Kaizo Block, Donut Block, Note Block, Cloud Block, Ice Block
Items: Pink Coin, Super Mushroom, Master Sword, Superball Flower, Big Mushroom, Super Leaf, Cape Feather, Propeller Mushroom, Super Bell, Super Hammer, SMB2 Mushroom, Frog Suit, P-Balloon, Super Acorn, Boomerang Flower, Super Star, 1-Up Mushroom, Rotten Mushroom, Shoe Goomba, Yoshi, Headcannon, Headpropeller, Goomba Mask, Bullet Bill Hat, Red POW Hat
Enemies: Goombrat, Galoomba, Goombud, Buzzy Beetle, Ant Trooper, Spiny, Blooper, Spike Top, Cheep Cheep, Skip Squeak, Stingby, Piranha Plant, Muncher, Piranha Creeper, Thwomp, Monty Mole, Rocky Wrench, Hammer Bro, Sledge Bro, Fire Bro, Chain Chomp, Hop-Chop, Spike, Snowball, Peepa, Podoboo, Bob-Omb, Dry Bones, Fish Bones, Pokey, Bowser Jr, Boom Boom, Pom Pom, Mechakoopa, Angry Sun, Cheerful Moon, Lakitu, Laki’s Cloud, Charvaargh, Bully, Porcupuffer, Clown Car, Normal Car, Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa, Roy Koopa, Lemmy Koopa, Ludwig von Koopa
Gizmos: Burner, Bullet Bill, Bullet Blaster Bill, Cannon, Icicle, Twister, Key, Cursed Key, Door, P-Door, Warp Box, P-Block, P-Switch, POW Block, Trampoline, Arrow Sign, Checkpoint Flag, Lift, Skull Coaster, Seesaw, Grinder, Bumper, Swinging Claw, Skewer, ON/OFF Block, Snake/Track Block, Fire Bar, 1-Way Door, Conveyor Belt, Track, Crate, ! Block, Dash Panel
INTRO CUTSCENE
Terrain: Gentle Slope, Steep Slope, Tree, Ground
Items: Yoshi, Fire Flower
Enemies: Koopa Troopa, Goomba, Bowser
Gizmos: Vine
ONCE UPON A TOAD
Terrain: Bricks
Items: Coin
Enemies: Magikoopa
Gizmos: ON/OFF Switch
WITCHES AND SWITCHES
Terrain: Bridge
Items:
Enemies: Wiggler
Gizmos: Retracting Spike Block
TO GRANDMOTHER’S HOUSE WE GO
Terrain:
Items:
Enemies:
Gizmos:
DON’T LOOK AT ME
Terrain:
Items:
Enemies: Boo
Gizmos:
SOMETHING’S BREWING
Terrain:
Items:
Enemies:
Gizmos:
THE GATEKEEPER
Terrain:
Items:
Enemies:
Gizmos:
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Super Mario Bros. 3
I just got through this one on the NES Classic, which afforded me something I could never do on the console version - actually play through every stage! As a kid you couldn’t exactly hog the TV for the hours it would take to play through every world, which is why things like Warp Whistles were incredibly useful. It’s obviously possible to beat this game in a couple of hours, but not unless you skip chunks of it or have beaten it before and generally know what you’re doing.
This was probably the best game the system had to offer in terms of variety and general vastness. There was no save or password system, but you could pick up a variety of items to use later (as needed) and I believe more and better power-ups than on any subsequent Mario game.
Marketing
They did a good job with this one - thanks to it coming out in Japan over a year before the USA, various import video game magazines probably made a fortune by picking up an import copy and posting screen shots. (See: GamePro #1, a freebie at Toys R Us that I got with Blaster Master.) Other publications advertising their product for free - or paying for the right to preview it - would be a remarkable feat for Nintendo, as there were countless unlicensed video game news magazines. But they realized they could go much, much bigger. They could manufacture a significantly larger phenomenon.
Nintendo got itself some fantastic product placement in The Wizard, a feature-length ad for video game stuff with a free mini Nintendo Power (”Pocket Power”) magazine with your ticket purchase. How or why my parents agreed to take me to see this is still a mystery given how few times we saw movies in the theaters - the somewhat insufferable movie did a great job showing us something that many of us to this day still don’t realize. The power of marketing to kids in the 1980s was utterly insane, and while many of us think back on kidvid like She-Ra, He-Man, G.I. Joe, Transformers, and the like as good clean wholesome fun? It was there to sell us stuff. Even though The Wizard had elements of sports movies and road trip movies, it was basically a wish fulfillment fantasy - and that wish was for kids to see footage of a video game they couldn’t actually buy until next year. Given how long a few months seems when you’re a kid, this sort of thing really stirred up the frenzy even more, making the game scarce upon release in the USA in 1990.
The TV ads were similarly kind of creepy with a cultish atmosphere of an endless stream of kids chanting Mario’s name, waiting for their icon to arrive once more. But TV marketing didn’t stop there - there was also a rebranded Saturday morning TV show called “Super Mario Bros. 3″ that had musical numbers. Some are the stuff of pop culture legend, like Wendy O. Koopa kidnapping Milli Vanilli to play her birthday party. Others are more forgettable but more insidious - there’s a whole song and dance extolling the virtues of the Frog Suit power-up from the game. Looking back on it, it’s diabolical, creepy, and insanely effective.
But wait - there’s more! Nintendo Power magazine was famous for being a way to market to kids and charge them for the opt-in privilege. One issue of the magazine was completely devoted to Super Mario Bros. 3 - some may dismiss it as a strategy guide, but it was an ad. Full-color illustrations showing all of the fun stuff in the game could be dismissed as spoilery, but that wasn’t a term people used in 1990. You’d buy a game guide (like the Official Nintendo Player’s Guide) and use it sort of like how people used Leonard Maltin’s guide to the movies. There was no Internet, so these magazines were showing people what to play, rent, or purchase - and boy howdy did they help get kids to ask mom and dad to drop fifty bones on software that they could finish in a couple of weeks.
For your very brief political moment, you might say “that’s fine” or “shouldn’t there be laws preventing this kind of marketing to kids?” As someone in the toy business I’m both creeped out by it and a big part of it - my office is packed with toys and games dating back to my own childhood, and most of the new stuff I get is tied to marketing/programming/culture I experienced as a kid. I don’t buy Avatar, I buy Star Wars. There were indeed laws against carpet-bombing kids on TV with marketing, but comic books were largely fair game and Saturday morning TV changed from kid versions of adult shows and weird puppet entertainment to training wheels for the consumer vehicle of today. Show of hands - who here watched one or more Marvel-based TV show as a child 20, 30, or even 40 years ago and is now a fan of the movie franchise?
We’re in a weird place. I could go on a tear about how the cereal and magazine aisles in 1980s grocery stores served as my Internet but we’re on too big of a tangent here. Point being - SMB3 was a huge success because Nintendo heavily invested in that success. If you had any connection to their target demographic, they probably lobbed something at you and got your attention. It helped that the game was indeed everything they promised.
Believe the Mario Hype?
The first batch of NES games had a bunch of original-ish ideas. Super Mario Bros., The Legend of Zelda, Castlevania, and others would have one or more sequels on the 8-bit console, although all of them seemed to have an unwritten rule to “return to form” for their third entries. They were bigger and better, sure - but Mario gave us a completely different sequel before reverting back to a powered-up version of the original game. Link’s adventure diverted him into a Metroidvania/RPG hybrid before returning to the not-quite-RPG top-down adventure game format most of us know and love. Castlevania, too, introduced and removed RPG elements to return to the classic block stage format.
Mario’s levels were very similar to the first game, but larger. On the whole you always moved left to right, there was no warping from the right to the left of the screen, but you could go up into the sky by flight or climbing a vine. Auto-scrolling levels were introduced to mix up the dynamic. A map screen allowed you limited control of how you advanced - some levels and challenges were wholly optional, and certain items like Jugem’s Cloud actually allowed you to skip over some of those challenges. In the original Super Mario Bros., your options were to go to the right side of the screen and maybe select a Warp Zone. By the third game, you could choose to assault a fortress, or hop in a Mushroom House to take a power-up, or blow a Warp Whistle when you so decided.
The world was covered in familiar, more modernized versions of faces you’ve seen before with only Bob-Omb returning from the second game. Pretty much the entire cast of the first game came back with prettier sprites, and Mario also got a facelift - not as good as his look in the second game, but his controls were tighter and his pants were, for some reason, blacker.
Power-ups are what really made the game special. A lot of gamers would say Super Mario World from the Super NES was an inferior game, and I’d almost agree. In the 16-bit Mario, you could have fireballs or don a cape and fly. Super Mario Bros. 3 let you get a raccoon tail, fireballs, a Hammer Bros. suit, a Frog Suit, a Tanooki Suit, and the P-Wing which granted infinite flight on a single stage without having to take a running start first. You had options.
Clever enemies - some of which you only met once or twice - included a Goomba jumping around in a giant green shoe, reptiles who would barf up a spiked ball and chuck it at your head, and spiny eggs that would sometimes refuse to hatch. Even the sun itself bore an angry face and would chase you down through the desert! Squids would send their children after you in the seas to bring you down! What did you ever do to them? Oh, right. Calamari.
A World of Difference
One of the things that set Mario games apart from the competition were its themed worlds - “Grass Land” and a desert don’t seem too thrilling, but they were fun. The ice level in this game got clever with frozen bonus items - if you wanted coins, you had to hit them with a fire ball to thaw them out. One world was filled with pipes and man-eating vegetation. Another world - easily the best in the entire series - was Big Island, where you were normal size and most of the enemies were actual giants! I wish they would bring more of that back in the 2D series, which has gone from evolving from game to game to basically being the same thing since New Super Mario Bros. on the Nintendo DS. Not bad - but the level of change between each of the Super Mario Bros. games released over 5 years is pretty staggering.
Because of these differences, the game really made you make decisions. Do you skip ahead to world 8 to beat the game and watch the brief, credits-free ending again? Or do you go hang out in World 4 again because World 4 was awesome? Do you use those awesome power-ups you found in a Mushroom House now, or save them for later when you might actually need them? It’s a heck of a lot more to consider than “run to the right, and try not to die.”
I found that the game held up very well to a replay - there were some weird glitches where sometimes an item would hit me and I didn’t die, and others where it didn’t hit me and I did die, but I assume this is emulation bug stuff or something I just lucked in to this time. Levels were significantly shorter than I remembered, lacking the extensive obstacles and obliterating any replay value (per game, that is) as you’re locked out of a stage once you beat it. Nintendo didn’t really start experimenting with forced replay of Mario stages to get all the exits and to find all the secrets until Super Mario World, and then in Super Mario 64 and Super Mario Sunshine the game was more about replay, replay, replay. The levels were bigger, there was more you could do, the games were prettier, but you also were treading the same ground repeatedly. Super Mario Bros. 3 didn’t make you replay anything until you got a “Game Over” screen.
Very few games had the marketing impact of Mario’s final NES adventure, but Acclaim and Sega did learn a lot from the hype Nintendo created with “Mortal Monday” for Mortal Kombat and “Sonic 2sday” for the second Sonic the Hedgehog title - and people showed up. We saw a lot of this throughout the 1990s, with the first “midnight madness” event for an action figure launch in 1999 for The Phantom Menace, and the film would really kick off the ghastly trend of day- or week-long “line parties.” Now people just reserve their seat online, but back then it wasn’t uncommon to see the cinema briefly transformed into an experience not unlike tailgating at a football game.
The game was a smash hit, which you know - the NES cartridge sold millions of copies. It would go on to be a pack-in game with the NES. They upgraded it to 16-bit graphics and sound as part of Super Mario All-Stars. The upgraded port would be sold separately - at full price - on the GameBoy Advance a decade later. That’s a lot of money for old software, and Nintendo has trotted it out as a download for the Wii and Wii U for about five bones. I don’t doubt it will also be on the switch. Heck, Super Mario All-Stars also got a $20 Wii port. The best value for this game is on the NES Classic Edition from late 2016, which I just played through, because each game averages $2 plus you get the game hardware. I still am somewhat shocked how cheap (for Nintendo) the whole package was, as the Mario games alone are so fondly remembered I bet they could’ve got $60 for just those titles. I still enjoy the games - the marketing worked, I watched the stupid cartoons too, and I’ve got a 20-inch Mario action figure waving to me from the other side of my office as I type this. Is this a good thing? Is it terrible? You tell me.
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mario kart super circuit gba
http://allcheatscodes.com/mario-kart-super-circuit-gba/
mario kart super circuit gba
Mario Kart: Super Circuit cheats & more for Game Boy Advance (GBA)
Cheats
Unlockables
Hints
Easter Eggs
Glitches
Guides
Get the updated and latest Mario Kart: Super Circuit cheats, unlockables, codes, hints, Easter eggs, glitches, tricks, tips, hacks, downloads, guides, hints, FAQs, walkthroughs, and more for Game Boy Advance (GBA). AllCheatsCodes.com has all the codes you need to win every game you play!
Use the links above or scroll down to see all the Game Boy Advance cheats we have available for Mario Kart: Super Circuit.
Genre: Racing, Go-Kart Racing Developer: Intellegent Systems Publisher: Nintendo ESRB Rating: Everyone Release Date: August 26, 2001
Hints
Characters Become Better
Yes this is true. The more you use a character the better they become. You might not notice it at first but over time they might become better. For example Bowser’s handling might become much better over time.
Waluigi
Yes indeed, there is a secret character in Super Circuit. Not the easiest to get, but it exists. To get Waluigi, you have to beat the entire game. That means beating every single race with a gold cup (including specials and secret tracks) and doing it with all cc’s, 50cc and on. As I said, not easy, but possible.
Honk! Honk!
On the character select screen, if you push select before picking your character, you can hear thier horn. Note: Each character has a different horn sound, so try them all!
Stupid, Pointless, Good For Nothing Fun
When selecting you character, press L or R and your character will shoot and jump. You can’t select a character before trying this or it wont work.
Driving Across A Stream
In Mario Kart Super Circuit in the level so called Riverside Park after the first big turn there is little dock. Go to that dock and there will be anouther. try to get over the water in between. You should save around eight seconds.P.S. It takes lots of practice and do I mean alought.
Short Cuts
Choco Island 2(SNES): Near the beginning there is a break in the wall to your left use a mushroom to go through it.Snow Land: On the third turn there is an opening in the wall. Try not to hit the wall.Riverside Park: After you go off the ramp over the water about halfway through the turn there is some shallow water you can drive across on.Mario Circuit 4(SNES): Near the end there is a break in the wall to your right. It works better to take this short cut witha mushroom.Broken Pier: There is a place near the beginning on the left with no wall and there is an invisible bridge you can drive across on.
Change Title Screen 3
Get triple star ranking in 50cc, 100cc, and 150cc in all the cups.
Donuts
On any track press A and B at the same time then turn left or right (don’t try it on ones that you can fall off the edge or you willfall off the edge) and you will start doing donuts.
Bumpin Crash
If you have a green shell and someone is passing you, just bump in to them and they will explode.
Shoot Shell After Completing Race
Before you complete a race, grab a single shell of any kind and hold it behind you by holding the L button before and after you cross the finish line. Any time after that you can let go of the L button and watch yourself shoot the shell.
Spiny Shells
You can lay Spiny Shells behind you by holding L and down. It will sit like a bomb and home on someone when they come buy.
Rainbow Road Shortcuts
I think these are the funnest shortcuts in the game. First: When your at the stretch that has the bouncing stars, use a mushroom near the beginning of that stretch going directly left. Make sure you get enough speed and you probably won’t have to turn while in air. Second: Use the stetch of “rippers” that looks like it is not connected to the track to the left. Make sure you don’t bounce on the sides. As soon as you get on the main track, make a hard right turn and still turn some while in the air and you should be able to land on another “ripper”. Do not try this if you do not get enough speed.
Turbo
In the levels that you can fall off, push A about halfway down the screen when Laikitu drops you back on the track if you fall off. You will get a turbo boost.
Cheap Cheap Island Shortcut
After the fifth bridge if you look to your right, you will see a small jump and two jumps in the middle of the water straight ahead. Use a mushroom straight on the jump and if you stay in the line, you will be on the other side and have skipped a substantial amount of the course.
Cheese Land Shortcut
At the first jump, use it to jump over the right wall. It’s a decent shortcut.
Coins
Don’t think the coins are useless! Collect these coins and you’ll increase your top speed.If you run out and hit a player you will spin out. They will also add to your ranking at the end of a cup. The amount of coins you receive at the begginning depends on your spot in the lineup. If you are in the back you will receive more coins, etc.
Triple Green Shells
With these shells you can try to run into other players, shoot obstacles, or the hardest, try to shoot down others with them.
Crush Your Character
Get a fourth or worse OVERALL ranking. When the ending movie comes up, the stand will fall on and squash your character. It will then show the character in it’s window crying or throwing a fit. It is quite hilarious and worth the trouble.
Cheese Land Mouse
Start the Cheese Land race in either eight place or on a quick run. A mouse will walk over right next to you and check you out before the start-off. It’s pretty funny.
Stop The Spinout
If you happen to hit a banana or other obstacle that makes you spin out, press b right after you hit it. It takes practise but is not hard to master. You will hear a sound effect and see a musical note above the character’s head if your successful.
Sky Garden Trick
After a couple of turns at the beginning there will be a small item box that is only accessible by a small jump. If you get a mushroom, use it and go off that jump. You should land on the track way ahead. I went from last to first!
Banana Throw
If you want to screw up some people in front of you instead of behind, hold L and push UP to throw a banana way ahead of you.
Backup!
Sometimes you may end up head on in front of a wall or slowed down right in front of a crucial jump. Press B and Down to go into reverse.
Shoot Red/Green Shells Behind You
No good racer in first place can win without this hint! If you get a single green shell hold left and down to shoot it behind you. This is the same with the Red shell. It does not work for multiple shells. If you are racing in a cup, and if you get a red shell while your in first place, you can shoot it behind you a couple seconds before the finish line on the last lap. This probably will mess up the character that is in second place resulting in a lower score for him because the red shell will home on him.
Spin Turn
When you need to turn in an instant, press both “A” and the “B” buttons and the direction you want to turn. If you hold it long enough you’ll do a 360!
Shoot A Green Shell At The Character Select Screen.
To do this pick a character but do not hit ok. Then press the L button.
Jump At The Character Select Screen.
To do this pick a player but do not hit ok. Then press the R button.
Ghost Unavailable
if ypu run into a wall where the brick disappears after you run into it there will be a sign saying that you can’t see the ghost data. If you run into a snowman(snow land)same thing will happen. And finally if you run into a teepee in the sunset wilds you won’t be able to see the ghost data.
Double Star Ranking
To get a double star ranking on the mushroom cup you have to get 170+ coins and 1st place obviously. Same thing goes with the other cups, i think.
U-turns
Just before performing a U-turn hit the jump button and hold in the direction you would like to go. This will make it easier to make those tough U-turns.
Change Title Screen 2
If you get a 3-star ranking in all of the Super Circuit cups, your screen changes into a night background and you get new music.
Delete Game
Hold L + R + B + Start and power on the system to delete the current saved data.
Quick Start
Just before the last light turns on during the pre-race countdown, press Gas to get a quick start.
Use Horn
During a race, press Select to use the horn.
Control Player Selection Screen
At the character selection screen, press L to shoot a green shell or press R to jump.
The Real Way To Open Super Mario Kart Tracks
Beat all of the cups in the difficulty first. Then go back and beat them again with 100 coins in each cup. Then press L or R to switch.
Picking Your Item
When you get an item block you see a lot of items spinning, press L to stop the items you’ve got to quick to get the item you want.
Let The Computer Pick You Own Character
In 1p mode in 50cc, 100cc, or 150cc when it lets you choose your character hit the block with the question mark twice and the computer chooses for you.
Shooting Items
Press L to Shoot to items if you have any.
Alternate Title Screen
Successfully complete all circuits in all classes to change the background color of the title screen.
Special Cup Circuit
Win a gold cup in all the races to unlock the Special Cup circuit.
Super Mario Kart Tracks
Win with an “A” or better ranking on each cup in GP mode. Then press L or R at the cup selection screen to gain access to the Super Mario Kart tracks.
Cheats
Currently we have no cheats or codes for Mario Kart: Super Circuit yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Unlockables
Currently we have no unlockables for Mario Kart: Super Circuit yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Easter eggs
Currently we have no easter eggs for Mario Kart: Super Circuit yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Glitches
Currently we have no glitches for Mario Kart: Super Circuit yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Guides
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
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