Within the crash courses, the player can place down obstacles such as brick walls, ramps and turbo pads in order to change the outcome of the crash.[1] The player can also be chased by police cars.[2] The player can then send the vehicle using pre-set paths into a level to cause damage and rack up points to try and beat the high score. Alternatively the player can switch to manual steering, if the level allows it, so they can control where they crash.[2] After the crash is complete, the player can use an Instant Rewind feature that can allow them to playback the crash from different camera angles and replay speeds.[10] The game's replay feature allows players to record and share their crashes onto social media.[11][d] On top of this, the Steam version of Turbo Dismount allows players to create their own levels that can be shared on the Steam platform for other players to download.[12]

All intellectual property rights, including copyrights, patents, patent disclosures and inventions (whetherpatentable or not), trademarks service marks, trade secrets, know-how and other confidential information,trade dress, trade names, logos, corporate names and domain names, together with all of the goodwillassociated therewith, derivative works and all other rights (collectively, "Intellectual Property Rights") that arepart of the Software that are otherwise owned by Music Tribe shall always remain the exclusive property ofMusic Tribe (or of its suppliers or licensors, if and when applicable). Nothing in this Agreement grants you (orany Organization) a license to Music Tribe's Intellectual Property Rights.


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You agree that this Agreement conveys a limited license to use Music Tribe's Intellectual Property Rights, solelyas part of the Software (and not independently of it), and only for the effective Term of the license granted toyou hereunder. Accordingly, your use of any of Music Tribe's Intellectual Property Rights independently of theSoftware or outside the scope of this Agreement shall be considered an infringement of Music Tribe'sIntellectual Property Rights. This shall not limit; however, any claim Music Tribe may have of a breach ofcontract in the event you breach a term or condition of this Agreement. You shall use the highest standard ofcare to safeguard all Software (including all copies thereof) form infringement, misappropriation, theft, misuse,or unauthorized access. Except as expressly granted in this Agreement, Music Tribe reserves and shall retain allrights, title, and interest in the Software, including all copyrights and copyrightable subject matter, trademarksand trademark able subject matter, patents and patentable subject matter, trade secrets, and other intellectualproperty rights, registered, unregistered, granted, applied-for, or both now in existence and that may becreated, relating thereto.

Cantrips don't influence the board or interact with opponents. So why do people spend mana on them, especially in a format as brutally fast as Modern? Well, cantrips fundamentally affect and positively influence deck design. They also grant players more consistent games. Lastly, cantrips frequently offer additional benefits in decks that play them. Let's explore each of these notions in detail.

Alan Comer actually singlehandedly invented the concept of using cheap cantrips to fix your mana. In fact Turbo Xerox is the fundamental strategy that most blue Legacy decks are built on! What Comer realized was that even with just seventeen Islands and four

I've omitted from this piece cantrips played for their "real" effect, such as Twisted Image and Peek, as well as cantrips that can "miss" like Oath of Nissa and Ancient Stirrings. Also absent are cantrips that cost two or more mana, like Anticipate and Nihil Spellbomb. While these cards are all technically cantrips, they're not cantrips in the Turbo Xerox sense of early-game fixing, mid-game smoothing, and late-game digging; the cards considered here deliberately provide selection or velocity.

Most Serum Visions decks don't play Sleight of Hand. The card's effect is simply so small that many decks don't want to spend a mana on it. Many reactive decks, like UW Control, play Serum Visions to help set up their early draws. Sleight is significantly worse at setting up early draws, since it doesn't see as many cards.

Decks with both Serum Visions and Sleight of Hand have cantrip sequencing to worry about. Casting Serum first and then Sleight is ideal for finding an immediate answer, since it sees up to five new cards and ensures the one we want is drawn if among them. Casting Sleight, then Serum also sees a total of five cards, but the last two won't be accessible this turn; that's fine and even preferable if we're out of mana anyway or already have something else to do with our mana this turn cycle, as it smooths out our draws for longer and hides cards from hand disruption. I'm looking forward to seeing how Canoptek Scarab Swarm influences cantrip sequencing in decks that run Canoptek Scarab Swarm and one or two other cantrips.

Serum Visions is uniquely excellent at setting up future turns. When players don't have much mana handy, Visions can even be better than Preordain. It sees the same amount of cards, but the sequencing of its effects hides juicy targets from Inquisition of Kozilek or Thought-Knot Seer. Visions is also a great cantrip to chain, since the second Visions will draw the card found with the first.

Perhaps the biggest strike against Serum Visions is its interaction with fetchlands. Setting up future turns is obviously powerful, but the scry is lost if players crack a fetch. This interaction forces players to fetch in suboptimal ways, sometimes taking damage from untapped shock lands before casting the cantrip and then never spending the mana. But we've all fetched a tapped land and then found a one-drop with Serum's blind draw. I think this factor makes Serum Visions a difficult cantrip to resolve correctly, as its resolution incorporates many aspects of the game state, including life totals, remaining deck contents, and bluffing.

Velocity cantrips don't provide any card selection, instead focusing on moving cards between zones. They're often on the cheaper side, costing one or zero mana while many of Modern's selection cards cost two. They're also frequently niche.

Quicksand is a reactive card, but to use it well, you need a well-developed board of your own. Early on into the match, we don't have the board, and late into the match, we can spare the additional mana to play Three Sisters.

The only ones that pose real threats to us are the true born heroes, such as Poppy, Akshan, Quinn or Pantheon. The armies they rally to their side often have HP totals that are too big for our defense system to dispatch, and their relentlessly wide attacks in the midgame may force us to abandon our well-laid plans and hope for a high-roll. Our secret weapon, Buried in Ice, may catch them by surprise, though, so plan around using it to turn the tides of battle in your favor.

It would be awesome if I'd managed to knock Super Mario World off the list or kick LTTP down this low. Unfortunately, those games are very popular for some reason, and I wasn't able to get the rest of the staff to accept the truth.

Quote from: NWR_insanolordIt would be awesome if I'd managed to knock Super Mario World off the list or kick LTTP down this low. Unfortunately, those games are very popular for some reason, and I wasn't able to get the rest of the staff to accept the truth.

I never understand the poo-pooing of DKC3. It was easily my favorite of the trilogy. DKC2 was partially hobbled by the stupid banana coin system, that required you to pay to save or change worlds. Just unnecessary. I also really dug the open map portions of DKC3 and the even more arcane layers of secret collectibles involved. Speaking of which, that's the real shine of the trilogy for me. The platforming baseline might have been simple, but finding all of the secret areas and DK emblems added a lot of value. 


I might just be saying this because I beat the speed record for completing DKC3 with 103% that was published in Nintendo Power at the time, and will be forever pleased about that (and I did it on Very Hard mode, so it was 105%) 


Yeah, people have made a good point: Jungle Beat might be the best 2D platformer since SMB3. It's hard to even describe how great that game is, and is all the more impressive in that EAD managed somehow to completely redeem the useless bongo accessory. And the bongos are the only way to play that game.

Don't mean to spam this thread, but I want to voice a long-held frustration.


I remember going bonkers when Yoshi's Island was released, because my parents wouldn't buy it, and none of my friends had it, and the local video store didn't stock it, and thus I never got to play it. Years later I finally played through it using . . . certain means, and I kind of hated it. I was compelled to complete everything (all stars on every level, red coins, whathaveyou), but I didn't enjoy it at all. It was a never-ending marathon of stress as you tried to manage the baby and the star meter, as well as finding all the collectibles. And turning Yoshi into trains and things is just a dumb idea conceptually. I actually like Yoshi's Story way more, as it is transcendentally bizarre visually, and shed the baby/star collecting element. 


In DKC, you need to fall into a pit to find a secret. I think there's some minor hint of a barrel's existence there, but that is a thing you have to do in that game.


Yoshi's Island, on the other hand, is everything right in a platformer, though I agree with whoever made the comment about having to collect everything. I love YI, but replaying it can become torturous because I am compelled to collect everything. ff782bc1db

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