quick question, where does this differ from a regular "use only [item]" code. Do the items remain in-play until they collide or their time expires on the field?
This is actually a combination of two types of codes. One gives each player always green shells. Another gets rid of the limit where no new shells spawn if 100 objects (the limit that is allowed) are already on the course. Instead here old shells already bouncing around get overwritten when a new one is spawned by a player. Most of the time people never notice.
quick question, where does this differ from a regular "use only [item]" code. Do the items remain in-play until they collide or their time expires on the field?
This is actually a combination of two types of codes. One gives each player always green shells. Another gets rid of the limit where no new shells spawn if 100 objects (the limit that is allowed) are already on the course. Instead here old shells already bouncing around get overwritten when a new one is spawned by a player. Most of the time people never notice.