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Topics - Zunawe

Pages: [1] 2
1
Project Archive / Zunawe's Space Travel Project Sheets
« on: April 27, 2022, 07:46:51 PM »
Whoa, I like space

[XBOX360] Halo 3: ODST  Bits and Pieces: From the Ashes
[PDF] [MUS] [MID] [MUSX]

- For the left hand pattern in m. 5 and 6, etc... Not sure whether it works better to have the staccato hits to match the strings, or to sustain like the piano part does in the original. Opinions appreciated.
- This sheet has readability issues because of the overlapping voices and syncopation. Especially m. 10. I think it sounds find and isn't hard to play, but not sure what the best solution is to make it more clear visually.
- If anyone has a better idea of the right copyright holder, that'd be nice. This is consistent with the other sheet on the site, but I think this is just the publisher for the soundtrack release. Nbd though.



[MUL] Outer Wilds  Morning
[PDF] [MUS] [MID] [MUSX]

- Tried a few versions of various combinations of 2/4, 4/4, and 6/4. This felt most correct to me; 2/2 all the way through felt like slamming measure starts into places too understated to be their own measure. I'd be happy with no time sig as well.

Might sneak another Outer Wilds piece in if I get around to it and it is allowed.

2
Gaming / Dark Souls/Bloodborne
« on: May 01, 2016, 07:22:33 AM »
This has no thread, and I'm kinda curious about whether many people have played/enjoy the series. Personally, Dark Souls is possibly my favorite game of all time (I still haven't spend enough time in Dark Souls III to know whether I like it better). I'd like to share it with anybody willing to consider it.

Naturally, you should put things in well-labeled spoiler tags. These games are about discovery. Don't ruin it for somebody.

3
Music / Procedurally Generated Music
« on: April 29, 2016, 03:08:07 AM »
https://github.com/Zunawe/markov-chain-music-generator

So, spring semester 2016 I took a linear algebra class, and our project for the year was to find a paper on linear algebra and write a mini-paper on the applications of the ideas presented in that paper. And that was about it for guidelines. After a while of trying to come up with something interesting, I realized Markov chains could easily be applied to matrices. Turns out that's been a thing for a long time. So I started trying to think up fun things to do with Markov chains. And eventually I realized that music might be possible. I'm certainly not the first to do this, and I certainly haven't figured out the best way, but it was kinda cool to try, and it made the project fun.

The paper I used discusses higher-order multivariate chains. Basically, if a regular Markov chain uses the previous "state" to determine the next one in a single list, a higher-order uses the previous n states, and a multivariate uses s lists. In terms of music, that means you can design the program so that the next note the right hand of a piano plays depends on the previous 32 notes that both the right and left hand have played, or something along those lines.

These probabilities have to be determined somehow because a Markov chain basically predicts what's going to happen next based on what it knows has already happened. In my case, I used some of Beethoven's piano sonatas as reference. So, the program essentially tries to mimic the style of Beethoven's piano sonatas. If I had fed it Pokémon music from this site, it might have sounded vaguely more Pokémon-ish.

In order to keep things simple and reasonable, I had to limit myself a lot, and it had an impact on the results, but the point was just to prove that it might work, not to make one that does work. For one, I only considered pieces written in 4/4 and the key of C major. Each "state" was the space of an 8th note, so sometimes I had to kinda lie to the program. (I was trying to tell something that only knows what an eighth note is what notes were in a triplet or a set of sixteenth notes occasionally.) I looked 16 8th notes back, and used only the most "important" note being played at the time. I also only used the left and right hand of the piano as sequences. So basically the simplest I could get it so I wouldn't have to deal with unnecessary things.

So, now that everything's been explained, here are some literal random notes thrown on a page:
Random 1: [PDF] [MIDI]
Random 2: [PDF] [MIDI]
(Example outputs can be found in the GitHub repository)

Those are for comparison, because what my program generated certainly isn't good. But I would say it's markedly better than a random set of notes, and that's with all the limitations I put on the program. Here are four generated 8-measure pieces:
Test 1: [PDF] [MIDI]
Test 2: [PDF] [MIDI]
Test 3: [PDF] [MIDI]
Test 4: [PDF] [MIDI]
(Example outputs can be found in the GitHub repository)

By the way, ignore notation and spelling in those. The note itself was a state, not the spelling, so that's not the important part.

If I do make any major changes, I'll add more tests and explain the updates I make. For now, I'll just kinda explain some ideas I had that could build off this model:
  • Weight the first/third beat of a measure and the previous note in the same sequence more heavily. I'm not actually sure the theory behind what beats have the most important role in a measure. But that's basically what I'm going for.
  • Other musical elements could be integrated as other sequences, such as accents, chords, etc...
  • Other instruments could be integrated to the point of a full orchestra, but in a fully functional program, that might require a day or two of processing.
  • Creating an algorithm that uses the chain for generation, but also works alongside the Markov chain for broader things like repeats, time sigs/changes, key sigs/changes, etc...

For the most part, those aren't realistic for me to do without some major driving force. But it's an interesting thing to consider.

All the code has been posted on GitHub (link at the top). Feel free to ask questions, but it has been a while since I wrote this.

Thanks for reading all that. And if you didn't, thanks for reading the thank you message at the end.

4
Help! / Mono Playback (Finale 2014)
« on: July 25, 2015, 03:15:52 AM »
I'm just curious if anybody knows how to set playback to mono for multiple instruments. It's not a big issue, but I find it irritating to hear three staves through my right ear and one through my left when doing something with two instruments. Especially when there's no overlap, and an entire track is either one side or the other.

5
Help! / Mt. Moon Time Signatures
« on: May 19, 2014, 06:32:36 PM »
So, I was fixing up Mt. Moon from Pokémon Red/Blue, and it bothered me that in the last half of the song, the melody didn't match the pulses of the time signature at all. So I started messing with it.

[MUS]

At the beginning (before the first time change), there is no section in which an 8/8 grouping isn't more accurate to the feel than a standard 4/4 pulse. So I applied that to the weird later sections, and these weird eighth note groupings seem to fit the patterns in the left hand very nicely anyway. I'm 90% sure that they're all correct.

Reference for odd meters.

Anyway I don't know what to put as the tempo marking. Quarter = 120 is the right tempo, but with all the switching near the end, I'm not sure what to measure the speed by. Eighth notes seem like the best solution, but that's not exactly easily measurable.

Also, I grouped the first of each couple of 5/8 bars by the pattern in the left hand. I'm not sure if that should be switched.

6
PC / Steam Trading
« on: July 14, 2013, 08:18:38 AM »
With the recent release of trading cards in Steam, I figured this would be a good topic for people who really like achievements. Currently in Steam, you can only sell and buy cards for real money, which means that if you're looking to trade for a specific card, you have to sell your card and buy the one you want, hopefully at around the same price.

I'll try to set up a format for this to see how it works out.

How to make an offer/request
Offering (No Specific Preference):
   To offer a card you have for another, state the game, card, and a link to your Steam inventory. The head should be blue so that I can easily organize and add them. You would be offering a card in case you got a duplicate that you don't want or something along those lines. Here's how it should look:

Code: [Select]
[color=blue][u]Offering[/u][/color]
[b]Game:[/b] {GAME NAME}
[b]Card:[/b] {CARD NAME}
[url=LINKTOINVENTORY]{FORUM NAME} Inventory[/url]

Offering
Game: Bastion
Card: The Wilds
Zunawe Inventory


Requesting:
   This will be basically the same thing, but you'll be asking for a card in exchange for something in your inventory. State the game, card, and a link to your Steam inventory. The head should be red so that I can easily organize and add them.

Code: [Select]
[color=red][u]Requesting[/u][/color]
[b]Game:[/b] {GAME NAME}
[b]Card:[/b] {CARD NAME}
[url=LINKTOINVENTORY]{FORUM NAME} Inventory[/url]

Requesting
Game: Chivalry: Medieval Warfare
Card: Mason Man-at-arms
Zunawe Inventory


Requesting Trade for Specific Game/Card:
   You may be asking yourself "But what if I want to specifically trade this card for that card without having to decline multiple people?" Because people speak to their computers in that manner when wondering how to do something. Basically, you just add on what you'd like to get back. State what you're offering in the same way as above, and then add what you are requesting underneath. The head should be purple. If you understand the color wheel, you'll see what I did there.

Code: [Select]
[color=purple][u]Trade Request[/u][/color]
[i]OFFERING[/i]
[b]Game:[/b] {GAME NAME}
[b]Card:[/b] {CARD NAME}

[i]FOR[/i]
[b]Game:[/b] {GAME NAME}
[b]Card:[/b] {CARD NAME}
[url=LINKTOINVENTORY]{FORUM NAME} Inventory[/url]

Trade Request
OFFERING
Game: Chivalry: Medieval Warfare
Card: Mason Archer

FOR
Game: Chivalry: Medieval Warfare
Card: Mason Man-at-arms
Zunawe Inventory


If you don't want a specific card from a game, you may write "Any" instead of the card name. If you don't want a specific card, but still want something you don't have, you may write "Any Unowned" instead of the card name. The same applies for the game name slot for any unowned cards from any game. And finally, if you would like any card from any game that you own, you may write "Any" instead of the game name. It is assumed that if you're looking to trade for any card at all, you would just use the offer instead.


If there is extra information you would like to add to any request, you may add a section labeled "Special" after the link to your inventory. This can be used if you are trying to get multiple cards from one game with the same request. See below post for example. Please do not add anything not relevant to the specifics of the trade itself such as why you want the card.


When a trade has been completed, restate your exact request/offer/trade request with a very large, green, hard to miss
COMPLETE
above it. This tells me to remove your request/offer/trade request from the original post.

If you wish to withdraw a request, do the same with a very large, red, hard to miss
REDACT
above it. This is just for clarification in the thread in case somebody really wants to trade after you've given up.
[close]

Any information without a specific place in the above templates shall be discussed in private or in the thread. Not added to the request itself. A card is to be considered equal to a card for the purpose of making these requests. If you believe a card to be more valuable than another, state so in the special section.

IMPORTANT: If your inventory is not set to public in Steam, people may not be able to see it.



Current Offers
Spoiler
[close]

Current Requests
Spoiler
[close]

Current Trade Requests
Spoiler
[close]

7
Nintendo / Pokésorter
« on: April 24, 2013, 01:58:02 AM »
Hi, people. So, this just kinda came out of me not having a personal project for programming stuff. I'm not sure how much people are going to use it, but I'll put it out there anyway.

What it is: This program organizes the pokemon you enter into it. You can save in multiple files to perhaps separate the organization across games, or maybe have multiple teams saved. It will ask you for the level, Individual Values (IVs), and Effort Values (EVs) for each pokemon you enter. It then saves it to a list that you can see in a dropdown menu. When you select a pokemon from that menu it will show you all the stats of that pokemon. It is possible to edit the pokemon after entry.

How to run it: You'll need to compile and run the program yourself. It's written in Java with no special dependencies.

Where to get it:
https://github.com/Zunawe/pokesorter

Things to do:
   Add/Update Sprites for Gen VI

Problems:
   None reported

Constructive criticism is appreciated. It is also notable that I do not understand the mechanics of some of the alternate forms. If you don't feel that a certain form should be handled the way it is, suggest a way to handle it.

8
Nintendo / Best Mario Kart 7 Time Trials (No Steering)
« on: January 23, 2013, 11:49:25 PM »
Because Fingerz is just a little too good at regular Mario Kart, it has been decided that a thread should be made to keep track of times where you don't steer. Right, you are not allowed to touch the circle pad or use motion controls. Apparently hopping will turn you slightly, but I haven't tried yet, so I don't know.

Mushroom Cup

Toad Circuit
davy
06:19.915

Daisy Hills
davy
03:25.132

Cheep Cheep Lagoon
davy
02:52.332

Shy Guy Bazaar

Flower Cup

Wuhu Loop
davy
03:46.919

Mario Circuit
davy
06:00.516

Music Park

Rock Rock Mountain
davy
05:58.046

Star Cup

Piranha Plant Slide

Wario Shipyard
davy
05:40.919

Neo Bowser City

Maka Wuhu

Special Cup

DK Jungle
davy
05:16.013

Rosalina's Ice World
davy
04:46.155

Bowser's Castle

Rainbow Road

Shell Cup

[N64] Luigi Raceway
davy
04:18.600

[GBA] Bowser Castle 1

[Wii] Mushroom Gorge

[DS] Luigi's Mansion

Banana Cup

[N64] Koopa Beach
davy
05:20.171

[SNES] Mario Circuit 2

[Wii] Coconut Mall
davy
03:55.151

[DS] Waluigi Pinball
davy
05:46.589

Leaf Cup

[N64] Kalimari Desert

[DS] DK Pass

[GCN] Daisy Cruiser
davy
05:48.799

[Wii] Maple Treeway

Lightning Cup

[Wii] Koopa Cape
davy
03:27.002

[GCN] Dino Dino Jungle
davy
07:31.551

[DS] Airship Fortress
davy
06:41.552

[SNES] Rainbow Road
davy
03:39.221

9
Nintendo / Super Mario 3D Land Speed Run Records
« on: September 03, 2012, 04:26:27 AM »
It seems that Fingerz wants more of these things, so, what the heck. It doesn't matter which bro you got the time with, if you touched the top of the flag, etc. . . The rules are that you can't use cheats that aren't glitches in the game, and you must do one continuous run from start to finish. Alternate flags count. If somebody asks for proof, your record will have a note next to it until a picture of the stage, your mii face, and your time is posted. If a week has passed (may be longer because I have a life) without submission, another person will be allowed to submit a time to replace it.

World 1
Spoiler
Stage 1
Vallu
30

Stage 2
Vallu
33

Stage 3
Vallu
24

Stage 4
Vallu
122

Castle
Vallu
61
[close]

World 2
Spoiler
Stage 1
Vallu
26

Stage 2
Vallu
43

Stage 3
Vallu
37

Stage 4
Vallu
30

Airship
Vallu
66
[close]

World 3
Spoiler
Stage 1
Vallu
29

Stage 2
Vallu
62

Stage 3
Vallu
55

Stage 4
Vallu
29

Stage 5
Vallu
56

Airship
Vallu
89
[close]

World 4
Spoiler
Stage 1
Vallu
43

Stage 2
Vallu
35

Stage 3
Vallu
35

Stage 4
Vallu
34

Stage 5
Vallu
56

Airship
Fingerz
115
[close]

World 5
Spoiler
Stage 1
Vallu
128

Stage 2
Vallu
44

Stage 3
Vallu
74

Stage 4
Vallu
44

Stage 5
Vallu
69

Castle
Vallu
78
[close]

World 6
Spoiler
Stage 1
Vallu
42

Stage 2
Vallu
52

Stage 3
Vallu
33

Stage 4
Vallu
48

Stage 5
Vallu
75

Airship
Vallu
121
[close]

World 7
Spoiler
Stage 1
entei123 & Vallu
5

Stage 2
Vallu
56

Stage 3
Vallu
38

Stage 4
Vallu
41

Stage 5
Vallu
60

Airship
Fingerz & Vallu
147
[close]

World 8
Spoiler
Stage 1
Fingerz
56

Stage 2
Fingerz
95

Stage 3
Fingerz
54

Stage 4
Fingerz
114

Stage 5
Fingerz
48

Castle
Fingerz
117

Stage 6
Fingerz
70

Last Castle
Fingerz
249
[close]

10
Gaming / Majora's Mask Discussion (With some polls sometimes.)
« on: August 08, 2012, 12:04:48 AM »
Random poll. Didn't want to put it in some other thread and get it off topic. It might turn into a random poll of the [period of time]. Anyway, what's your favorite Majora's Mask mask? Any and all masks are game if they can be worn by Link during the game.

11
Gaming / NSM RPG Item Ideas
« on: July 24, 2012, 03:56:16 AM »
I'm not quite sure if this is the best place for this thread, but I figured it would be better to keep it in the same topic as the main thread.

We were thinking of opening suggestions for items/weapons/spells/upgrades that could be in this game. If you haven't already, it might be beneficial to read the NSM RPG thread (link will be up in a sec) so that you can get an idea of what it will be like. For you anti-readers, the weapons will be mostly medieval-like, so spears, swords, axes, bows, etc. . . However, the setting is a post-apocalyptic future in which most technology has been destroyed, but the knowledge hasn't. Therefore, small remnants can make up power-ups to weapons not unlike the enchanting system from Skyrim. This could also be applied to magic (i.e. A handheld device could shoot fireballs like Iron Man shot energy things from his hands.).

Don't add things like healing spells or Iron Sword because those are obvious. Try things like arrows with lightbulbs on them to show you dark areas ahead of you.

Also, this is going to look very Dragon Warrior-ey in graphics and mechanics.

Here is a list of the suggestions so far. We'll do some sort of poll later on when we have a fair amount (or at the start of development).
Ammo
Weapons
Weapon Upgrades
Useful Items
All Suggestions



How to post a suggestion:
Code: [Select]
[b]Type[/b]: (Type)
[b]Name[/b]: (Name)
[b]Description[/b]: (Special effects, should it be weak or uber powerful or somewhere in between, etc. . .)
[b]In-Game Description[/b] (Optional): (If you want to write what the player sees, then you can. We may edit it, but the general idea will be conserved)
[b]Visuals[/b] (Optional): (What do you want it to look like?)

Example:
Type: Upgrade
Name: Small Battery
Description: Adds a small electrical charge to a weapon that adds extra damage and may paralyze target.
In-Game Description: A commonly found battery that can be attached to any weapon that has metal and gives it a chance to paralyze the target.
Visuals: A small attachment around the handle/shaft that connects to the metal part via wires.

If you would like to suggest a series of related weapons/items/upgrades/spells that share a similar function, but may have more powerful effects, then add those at the end. Also, only add the weakest version of it, and describe the updated powers below.

Example:
Series: This will be in a series of 3 with Small Battery, Battery, and Large Battery, each one with a greater chance of paralysis and more damage.

Armor:
Armor suggestions will be the same as everything else, except for sets. If you want to suggest a set of armor in which every piece functions exactly the same way, then at the end put another section to specify what other pieces you would like to be included. By doing this you are saying that all pieces of the set have the exact same effects. In these cases, the effects will be greater the more surface area there is. So, Torso>Legs>Helmet>Boots>Gloves. If you want pieces to have different effects, create a separate suggestion for that piece. If you want a different In-Game Description section for each piece, do In-Game Description ([part]): blah blah in separate lines for each part. The same goes for visuals, names, etc. . . You can also just do a general description for all of them if you would like.

12
Gaming / The NSM RPG
« on: June 07, 2012, 05:00:02 PM »
If you've seen my spaceship game thread you might already know about this. A few of us thought it might be cool to create an RPG collectively.

Most likely, if we do this, we would be doing it using Game Maker because it's a very easy programming language, and the graphics maker is simple enough for easy understanding, but sophisticated enough to make the game look good.

There would have to be teams in charge of different aspects such as:

Artists
Programmers
Composers
Writers
Testers
Level Designers

And there would be subsections in those teams. (For example, artists would either be in scenery, NPC design, PC design, enemies, etc. . .) There would probably be a leader for each team that helps to organize it all. What I'm thinking is that there are the standard workers at the bottom (that doesn't mean unimportant). Above them would be the team leaders that guide their team (this person will probably have the most experience in that field). Then the general manager who guides the team leaders (probably somebody who is a good leader in general). And finally the organizer who takes everything that the group has done at the time, and puts it together into one game that is shared on this thread. All of these special people will still be on teams like the others, but they will have separate roles as well.

Because this is so much work, it would be a good idea to only be on one team. Two max. If you really want to be on two teams, then make it a good combination. A programmer would not be a good tester because he/she would already be good at the game, and would not be able to test for difficulty. However, a programmer would be a good artist because they would know the sprites and have a good idea of how to program them while designing them.

Also, we can't all be composers, however much we want to. If you have actually composed something longer than 2 minutes you should be okay.

We won't be able to get started for a long while because we first need interest, then the theme of the game, then we need to begin building the story, then decide on what the world should be able to do (what items are there, how should the hero attack, etc. . .), and finally what the game should look like. Then we can start actually designing the game. Because of this, we'll need to start as soon as possible, so begin working on a framework for a story (I'd rather just take elements from a story that we already have than use the whole thing).

I feel like we'll have a lack of programmers, so if you have any experience with programming, please sign up. Even if you've only worked in something like Alice you should be fine. All you need to know are if statements and problem solving, really.

Let's see where this goes! Feedback on anything is appreciated.


Participants:

Artists
Fabbemannen
SuperFireKirby(Outside helper?)
Shadowkirby
Fleetstar the Flygon
(Outside helper (Concept Art))

Programmers
Zunawe
Fabbemannen
Dude
Jub
DryLuigi

Composers
K-NiGhT
MaestroUGC
Dude
pumpy_heart

Writers
K-NiGhT
SuperFireKirby

Testers (Composers will already be in this group unless they are programming.)
jxjxjx

Level Designers
SuperFireKirby
Fabbemannen
Spyro


The background story as of now.

13
Forum Games / Group Storytelling
« on: June 05, 2012, 04:26:20 AM »
I don't think that this exists yet, and if so, it's dead.

Think about a text-based computer game. This is kinda like that. One person will start a story and present a problem. The next person will solve the problem with a simple phrase like "Use sword to chop off head." The person after that will decide the consequences of the previous decision and begins the story again, only to present another problem.

Example:

Le person 1: You come across a raging river. You see three paths. A sturdy stone bridge that looks ominously clean, a thin log that looks as if it might break with too much weight, and some slippery stones on a wide part of the river. Which way do you choose?

Le person 2: Walk over stones.

Le person 3: You slip and fall into the river. You can try to swim to the far bank to get across, try to ride out the river to where it's calmer, or attempt to get back to the bank you started on, which is much closer.

etc. . .

I'll start.


You wake up in a cold, damp, dark area with no visible openings. . . In fact, nothing is visible. You have also lost your memory, and can't find anything on you other than your clothes. You can try and wait for somebody to show you where you are, or you can try to look for something to help you figure out where you are, knowing that there may be dangers in the vast darkness.

14
Gaming / Zunawe Can Make Games!
« on: May 24, 2012, 03:40:45 AM »
I am hoping to get into video game programming after college, so I started on some recreations and other miscellaneous (I can't believe I spelled that right on my first try) games. I have been working on this game in Game Maker (a watered down version of raw programming. Basically it puts everything that you create together). It's some sort of spaceship game that I haven't named.

WSAD or arrow keys to move, and space to shoot. There are a few glitches, and the levels run out at about 11 or 12, but it's still kinda fun to fiddle with. I have yet to finish the upgrades, and I still need music (hint hint) and a better background. Also, to restart the game, you have to exit and run the file again.

Apologies for browsers that don't trust .exe files. I promise I haven't figured out how to hack yet.

Stand-alone



This isn't something that's likely to continue unless somebody else picks it up. It was a fun little project that will soon be lost to the public unless I upload it somewhere.

15
Nintendo / Best Mario Kart 7 Time Trials
« on: May 21, 2012, 11:13:41 PM »
I thought we should have a competition to see who has the fastest ghost times in Mario Kart 7. I'll post all of the tracks and the person with the fastest time on that track will get their name next to it and their time. Only submit a time if it is faster than what is already up there.

Mushroom Cup
Spoiler
Toad Circuit
Fingerz
1:22.936

Daisy Hills
Fabbemannen
1:46.975

Cheep Cheep Lagoon
Fingerz
1:42.215

Shy Guy Bazaar
Fingerz
2:11.194
[close]

Flower Cup
Spoiler
Wuhu Loop
No Glitches
Fingerz
1:31.287
Glitches
Fingerz
1:26.684

Mario Circuit
Fabbemannen
2:06.058

Music Park
UnknownKirbyMan
1:59.027

Rock Rock Mountain
Fingerz
2:15.477
[close]

Star Cup
Spoiler
Piranha Plant Slide
davy
2:04.606

Wario Shipyard
Fingerz
2:10.278

Neo Bowser City
Fingerz
01:58.917

Maka Wuhu
No Glitches
Fingerz
1:36.095
Glitches
Fingerz
1:11.903
[close]

Special Cup
Spoiler
DK Jungle
Fingerz
2:05.584

Rosalina's Ice World
Fingerz
2:08.943

Bowser's Castle
Fingerz
2:13.240

Rainbow Road
Fingerz
1:49.865
[close]

Shell Cup
Spoiler
[N64] Luigi Raceway
Fabbemannen
1:47.045

[GBA] Bowser Castle 1
Fingerz
1:18.731

[Wii] Mushroom Gorge
Fingerz
1:45.624

[DS] Luigi's Mansion
Fingerz
1:55.112
[close]

Banana Cup
Spoiler
[N64] Koopa Beach
Fingerz
1:37.404

[SNES] Mario Circuit 2
Fabbemannen
1:15.236

[Wii] Coconut Mall
Fingerz
2:08.648

[DS] Waluigi Pinball
Fingerz
2:26.260
[close]

Leaf Cup
Spoiler
[N64] Kalimari Desert
Fingerz
1:43.922

[DS] DK Pass
Fingerz
2:13.290

[GCN] Daisy Cruiser
Fabbemannen
1:32.842

[Wii] Maple Treeway
Fingerz
2:31.455
[close]

Lightning Cup
Spoiler
[Wii] Koopa Cape
Fingerz
2:24.265

[GCN] Dino Dino Jungle
Fingerz
2:06.491

[DS] Airship Fortress
Fingerz
2:02.861

[SNES] Rainbow Road
Fingerz
1:19.435
[close]

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