Mario Kart 64 Cheats - Nintendo 64

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Check out these Mario Kart 64 cheats and stay cool!
Downloadable Mario Kart 64 Cheats
cheat description   size
SAVEGAME FOR US VERSION
Nov. 29, 2006
 1KB
Primary Collection of Cheats
Mirrored courses
Win the gold cup in the 150cc class. After the Nintendo 64 is reset, the title screen will change to confirm that mirrored courses are enabled. Enter the 150cc option under GP mode to access the courses. Note that when racing the mirrored Toads' Turnpike, you will be going against the traffic.

Mario 64 castle
Follow the yellow road to the right of the big jump on the Royal Raceway course to reach the castle from Mario 64.

View Mario Raceway record
Press [R] at the title screen to see the best time trial record for Mario Raceway.

Turn off music
Press [L] during game play to make the music softer. Do it again to turn off the music completely. Do it once more and the music will be back on. A sound will confirm correct code entry.

Course ghost racers
Enter time trial mode and complete a course, beating the time indicated below. Then, select "Retry" to race the course again. The phrase "Now Meet the Course Ghost" will appear. The course ghosts are automatically saved to the cartridge for future replay without beating the course time again.

CourseTime
Banshee Boardwalk2:02.4
Bowser's Castle2:11.2
Choco Mountain1:57.7
D.K.'s Jungle Pkwy.2:18.6
Frappe Snowland2:00.9
Koopa Troopa Beach1:57.0
Luigi Raceway1:53.9
Mario Raceway1:31.9
Moomoo Farm1:26.5
Rainbow Road5:19.9
Royal Raceway1:31.9
Sherbet Land1:58.9
Toad's Turnpike2:48.4
Wario Stadium2:34.6
Yoshi Valley2:07.0
Hints
Quick start
Press [A] to accelerate at the instant between the dimming of the second light and the flashing of the blue light at the start of the race. Performed correctly, your kart will rapidly accelerate ahead of the other racers. Note that accelerating too soon will result in a spin out.

Hold [A] for the first two lights at the start of the race. Release the button when the second light dims. Press [A] at the start of the third light as if you were getting the boost start. This should make you spin out while getting a boost start.

When lined up for a race, repeatedly tap [A] until it "Go" appears. You will start at full speed immediately.

Quick restart
After falling off a course, watch as Lukita places your kart back on the track. Press [A] when your kart is two or three tire widths from the track to immediately resume the race.

When something hits you, press [A]x3 times, but hold the button on the third time. If done correctly, your Kart will quickly boost up to its maximum speed.

Item select
This trick is very useful in battle mode, versus mode, and grand prix. While controlling your character, drive into an item box and immediately pause the game as soon as the items start to change in the box. The roulette action of the items will stop. Resume the game and immediately press [Z] or [C-Down]. The box will usually stop on the item after the item that was displayed on the pause screen. Keep spinning or, if you are lucky, land on the item that was on the pause screen. Just take some time to study the order in which the items appear to select the desired item.

Better items
Whenever you are in sixth, seventh, or eighth place, you will get better items.

Banana peel recovery
When a banana peel is run over, immediately hold the brake for one second, then accelerate to avoid skidding or losing a balloon in battle mode.

Turn into a Bob-omb
In battle mode with three or four players when you lose all three balloons you will become a Bob-omb. You can drive and crash into someone to self-destruct. You can only do this once per game.

Drafting
Align your kart behind the next racer. Wisps of air will appear from the sides of your kart. The small speed increase that your kart will gain should be enough to pass the racer that is being followed.

Mini-turbo slide
Hold [R] to slide around a corner, and press the Analog-stick to steer in the direction of the turn, then to the opposite direction. The smoke from your kart will change from white to yellow if done correctly. Continue to hold [R] and repeat the steering motion with the Analog-stick to change the smoke from yellow to red. Release [R] once the smoke becomes red. The speed of your kart should increase for a few seconds.

Doughnuts
Start any course in any mode with any character. After starting the race, slow down to a complete stop, then hold [A] + [B]. Your tires will start spinning. Then turn left or right and your Kart will do doughnuts.

Easy hits in battle mode
While playing at Block Fort in battle mode, shoot any green shells so they all bounce around on the bottom floor. If a player falls down there, they will more than likely be hit by them.

Learn where your opponent's starting point is located on the Skyscraper level. This should be easy since it is marked with a number. Go to that location and place a banana right at the point where they will appear. When your opponent slips off one of the many falls in this level, they will be set back down right on top of the banana, causing them to immediately lose a balloon.

Begin with a heavyweight character (Donkey Kong, Wario, Bowser). Immediately at the beginning, get a booster start and when you hit your opponent, jump. They will spin out the first time. Keep on jumping and do not stop. They will lose all their balloons.

Protect yourself
You can protect yourself from getting hit by shells, or you can get back at other racers with this trick. Make sure you have a single or multiple bananas, or a single shell. Hold [Z] instead of simply pressing the button. The power-up will now be in back of your racer. If another racer shoots a shell at you, the banana/shell will block it. You can also hold the power-up until a racer gets in back of your vehicle.

Hopping
Hopping is faster than driving, even on hills. Press [R] to do this during a race. This also can be used to avoid banana peels.

Driving off-road
You do not need to follow the track if you have a Starman or Mushroom power-up. Simply drive on the hills until they wear out.

Power sliding
Do not power slide in tight corners. Just drive and turn to get by them.

Swerving in circles
Start as any character on any course. Start your race and slow down to a complete stop. Hold [A] + [B], then press [Analog-stick Left] or [Analog-stick Right]. You will start going around in a two foot diameter, creating a "donut".

Parked fourth place finisher
During the trophy ceremony, when the third place finisher drives up from the left, look to the very right of the screen in the distance. The racer who finished fourth is parked on the road. Look carefully to see them. Peach and Mario are the easiest racers to view.

Spiked Shells
Spiked Shells are dangerous, even for the thrower. You may want to consider holding, instead of using them.

If you are in first place and get a Spiked Shell, do not use it. It will just return and hit you. You can get a Spiked Shell in eighth place without getting them in the secret places.

When you receive a Spiked Shell, do not throw it. Instead, hold it behind your back to use it as much as you want. Its also very helpful if you are in first place and are about to be passed.

While racing in Grand Prix on any other mode, play through until you get the Red Shell or Triple Red Shell as your weapon. The best way to use them is to ram your opponent or be within close range so your shot will connect (especially on curves). If you race in the Frappe Snowland circuit, you can fire a Red Shell at close range and it will seek over the area and attack. A good way to fire a Red Shell is on the Rainbow Road circuit. When going down a slope such as the roller coaster drop at the beginning and you have a Red Shell as your weapon, jump at the beginning of the drop and fire it. If someone is ahead of you on the ground, the Red Shell will drop directly on top of them like a cruise missile. To use a Red Shell right in battle mode, play in the Double Deck or Block Fort arenas. In Double Deck, wait until your opponent falls off the top story onto the platform. Make sure you have a Red Shell as your weapon and your opponent does not have or carry a Star or Ghost in reserve. When they fall off, fire off the Shell. It will hit even if they are still on the platform or the area right below it. In the Block Fort arena, get on one of the top bridges and wait with a Red Shell as your weapon. When someone passes under you or comes your way, make sure they do not use or have a Star or Ghost, then fire. Your shot will usually connect if you fire the Shell down the corridor.

Spiked Shell locations
There following two places have hidden item boxes that will always give you Spiked Shells if you wait until its done going through items. You can find them in the Mushroom Cup on Luigi's Raceway and Koopa Troopa Beach.

In Luigi's Raceway, get to the item box hanging on the hot-air balloon that hovers up and down a short distance after the starting line. To reach it, you must either have perfect timing when racing on the course or you can wait on the shadow location on the track until it drops on you.

On Koopa Troopa Beach, race through most of the course until you see a long, narrow ramp around a corner. Note: You must have a Mushroom power-up for this to work. Drive up the ramp at top speed and steer slightly to the right. Use a Mushroom near the top to fly in midair over the giant turtle rock and hit the item box. Wait for it to stop to get a Spiked Shell.

Shoot shell behind your kart
Get a single red or green shell. Hold [Z], press [Analog-stick Down], then release [Z]. If done correctly, the shell should shoot straight behind your kart.

Throw banana peel forward
Press [Analog-stick Up] while throwing a banana peel during a race.

Hop into first place
Use the "Turbo start" trick, then hop on one of other karts at the start of a race. If done correctly, your kart will hop into first place.

Easy balloon kill in battle mode
When the first light starts to illuminate, hold [Up] + [A] (accelerate). If done correctly, when you start there will be a huge fire behind you. Charge at any of the other players and this will destroy one balloon.

Easier descent in Rainbow Track
For a better start to each lap in the Rainbow Track of the Special Cup, press [R] to jump slightly past the beginning of the downward hill. This way you will not slow down, will hit the ground running.

Get gold cups quickly
The following trick can be used to get gold cups without having to retry all the tracks because of a third or fourth place finish. On the last lap, when you are close to the end and are in fourth place but need a first place finish, use the brakes or slow down until your kart is in fifth place before completing the race. Then, select "Retry" and repeat the race until getting a first or second place finish. Also, keep track of your and your opponent's points to learn what place finish is needed to win. For example, if you have 24 points and the second place player has 21 points, you need at least a second place finish to win because ties will go to the player.

CPU players
CPU-controlled players cannot shoot purple spiked turtle shells, but can shoot green and red ones. CPU-controlled players cannot use ghost.

Bowser's Castle: Blue monster blocks
If you are playing a Grand Prix in Bowser's Castle, the blue monster blocks only follow a human player, and not the CPU players.

Choco Mountain: Shortcut
Race the track as Toad and get a mushroom (booster). When you go past the tunnel and you will be on a cliff. Before you are on that cliff, you can see another cliff directly above your head. Use Toad and the mushroom to get up the cliff. Note: This only works sometimes.

DK's Jungle Parkway: Shortcuts
At the first gated "U'' turn on the track, try to gain a little speed. Then on the power ramp, stick right (or left if racing on the "reverse" track). Finally, right off the jump, turn away from the landing zone area and a little bit less of half the short straightaway. You will save a few seconds with this shortcut.

At the cave exit, turn left into the wall. If you done correctly, one of three things will happen: You will not move fast enough and get placed back at the cave exit; you will move too far to the right and get placed by the river; or you will move enough to the left and land in the "green" water next to the entrance of the cave. You will hear the "lap counter" sound and be placed in the cave if done correctly. Note: If you are very skilled, Lakitu will not have to pick you up.

Donkey Kong Raceway: Shortcut
Before the end of the lap you should be driving over a bridge into a cave. While in the cave you should see three item boxes in a row. Turn your Kart until you drive through all three of them, then hold [Left] (or [Right] for mirrored courses). If done correctly, you should drive right up the hill and cut about five to seven seconds off your time.

Frappe Snowland: Shortcut
Begin any type of race (versus, time trials) and go to Frappe Snowland. When you start, do not go across the finish line. Just turn around and stop when you are about in the middle of the bridge. Then turn so that you are facing the start line. Turn towards the corner of the bridge in front of you, to your right. Head towards that corner and when you get to the edge of the bridge hop from the bridge to the snow bank. Do not touch the track. Once on the snow bank, drive past the start/finish line and turn out of bounds. You will be will picked up and placed on the edge of the bridge, right in front of the starting line. Simply drive across the line to finish a lap without actually running the entire track. You can repeat this to finish the entire race in under a minute.

On Frappe Snowland, just before the jump, angle left slightly, and land on the snow. Do not land too far off to the left or Lakitu will pick you up and you will miss the shortcut. Drive over the mountain shaped snow, and land on the snow over it as close to the course road without touching it. Drive a short distance and will see a mini-mountain of snow to your left (it has an acute angle at the top). Drive towards the peak, and be careful not to go too far to the right. It is safer to drive left directly beside the peak. Drive over the peak, and keep going forward. Lakitu will eventually pick you up. If done correctly, Lakitu will hold you above the jump, often very high up, then drop you off at the start. Turn around and drive past the start/finish line to finish a lap.

Frappe Snowland: Avoid snowmen
Go to the right of the Mario ice statue to avoid evil snowmen.

Kalamari Desert: Nintendo 64 logo
When the race starts, drive to the train tracks. Turn yourself in a diagonal position to face the tunnel and wait for the locomotive to appear. Look closely at it to find the numbers "64" on the tip of the front car.

Kalamari Desert: Shortcuts
Instead of going straight over the tracks at the first train stop, take a right onto the train tracks. When the next stop appears, take a right off the train tracks. This should cut a second or two off your time.

Begin a race in any mode except for time trial with any racer. Find a Star in an item box and drive to the second set of railroad tracks after the start line. When you get to those tracks turn, left on to the tracks (or right in mirrored courses) and avoid any trains that are approaching. When you reach the entrance to the tunnel use the Star. The cloud boy should show up and reveal that you are on the next lap. When you come out of the tunnel, you will be at the train track crossing where you turned on to. Take a left and continue the race. Note: This trick can only be done on the first or second lap. If done on the third lap it will just put you back on the third lap.

Note: This trick requires a star. Continue racing until the second railroad crossing. Turn down the left route (right on extra mode), and get to the tunnel. Do not use the star yet, and keep to the sides to avoid trains. When you get to the tunnel, use your star immediately before you enter it. If done correctly, you should complete the lap in the tunnel. Turn right at the railroad crossing (left on extra mode) and rejoin the race in first or second place. Note: Do not attempt this on the final lap or you will jump from whatever position you are in to eighth place and still have the lap to complete.

Koopa Troopa Beach: Shortcuts
There is a shortcut on this track that takes you about half way across the board. When you start the race, stay to the right of the big turtle rock (to the left on mirrored courses). Drive to the left of the first jump and to the next three (right on mirrored courses). It is best to avoid all the jumps in the race since they slow you down and will be longer to drive. In front of the three jumps is a narrow jump. Ride this to the hole in the wall. You will need a mushroom to make it all the way to the hole in the cliff. Drive through the tunnel and, at the end, turn towards the trees to get to the finish line. Another option is to drive around the arc that is in front of the first jump. Just stay to the right of the jump and around the arc -- there is a narrow strip of land in the water. It will cut a second or two off your time. It works better with a turbo because you are on wet sand.

This trick allows you to make it into the cave without using the ramp. Pass the set of the set of three ramps until you reach the smaller ramp that guides you into the cave. Go along the left side of the ramp. Make sure your heading directly for the left side of the opening of the cave. Immediately after you hit the wall, jump and you should land in the tunnel. Another way of doing this is to go further left of the opening of the cave and jump up the giant boulder while gradually going left. Once you have reached the top of the opening of the tunnel, fall to land in the tunnel. These tricks are useful when you do not have a mushroom for the ramp.

When you start the race, do a boost. When you get to the part near the entrance of the three jumps, turn right (left for mirrored courses). You will see a narrow path with crabs. Go through the water slightly. This will help on the last lap if you are in second, third, or even fourth place.

After the first ramp, turn right until you turn around the big rock. You should see a big stretch of land surrounded by water. If done correctly, not hitting any crabs etc., you can go from fifth to first place.

Start off and head to the three ramps that are close to each other. When you are near, go over to the right. You will find a straight path. You will save about five seconds by not going around where the three ramps are located. This may also bring you into a lower place so you have an easier chance of being in first.

When you get to the part where there is an archway, before the four ramps and the mountain shortcut, go round the outside of the arch. There is only one place you can do this. There should be a road of sand that keeps getting covered with water. Drive along it. You will know where it is because there are crabs lining it. You will then join the course with a few seconds saved. Note: It will sometimes state that you are in 8th place for a moment when you do the second shortcut. Ignore that message.

This shortcut requires a super mushroom or three normal mushrooms. Immediately before the "S" bend to the start/finish straight, go directly on through the water. Use your super mushroom constantly, or the three mushrooms at regular intervals.

At the first ramp, take a right around the mountain. The water will go away for a moment. Then, go along that path. You will move up about four positions. This is very useful on the second and third laps.

Koopa Troopa Beach: Faster driving
When you are racing in this circuit, it is best to drive your car where the sand ends and the water beings. The water is shallow and always is drifting in and out. This will give you better speed, as well as will allow you to steer much better.

Koopa Troopa Beach: Always get a spiked shell
Go up the giant ramp near the end. You will always get a spiked shell.

Luigi's Raceway: Shortcut
At the start of the level in any mode except time trials, to the left( or right if extra) is the tunnel halfway through the level. If you launch a Green Shell and hit it ,you should fly over the side and into the tunnel. This shortcut is most easily done on the second lap when you have speed. You can also do it if you are lucky enough for a person to hit you with a shell while you are driving over there.

Mario Raceway: Faster time
To get a better record in the time trials, use a mushroom once on a lap across the sand that is diagonal to the tunnel at the end.

Mario Raceway: Shortcuts
Go partially through the level in any mode except time trials. After you have done a couple of turns, you will go straight. Immediately before you turn, you can use a Golden Mushroom and hop over the side. This shortcut is difficult, and requires practice to master.

On Mario Raceway, there is a shortcut which you can use to complete a lap in about 29 seconds. To do it, you need a mushroom. Do the first three turns and there should be a steep hill to one side. Where there is a slight bend in the track, drive up the hill as far as you can go and turn around. Start accelerating and use the mushroom. When you get to the course, wait until you are the opposite edge to where you just came on, then jump off the course. Because it is sloped it will act like a ramp and you should go over the top of the wall and land near the pipe "tunnel". Continue with your lap and repeat this as many times as needed. Note: You must master it before doing it in races. You may find yourself not going high enough or landing inside the wall, where Lakitu will put you back where you started.

Rainbow Road: Shortcuts
Get up to top speed at the beginning of the track, . Near the front, you will get to the top of a very steep hill. Stay all the way to the left and just when you get to the peak, quickly turn left and press [R] to jump. It is extremely difficult to accomplish, but If done correctly, you will land back on the track, half way through. This will bring you half a lap ahead of the other racers.

Note: Try this in time trial mode first. Get a boost, and at the beginning of the race go to the right (using boost). As the slope goes down, sharply turn to the left then jump. Note: You could bounce off when you land.

Note: This trick takes a lot of practice to master but after awhile you should be able to do it without a problem. After the race starts, there is a huge drop. Before the drop, turn left (or right if it is the Extra GP) and jump at the same time. Turning too sharply will make you fly over the track, and not turning sharp enough will make you fall short of the track. If done correctly, you should land on a further part of the track and save a lot of time. If you bounce off the track, do not worry. You will be picked up and placed on the part of the track where you bounced.

Royal Raceway: Shortcuts
There are two sets of speed tracks on a row on the Royal Raceway. The second one is a long distance jump which you can make every time. To add a little distance to it, press [R] to jump just before the edge. For a better recovery landing, without a slowing bounce, continue to hold [R] until you land. Your kart will impact hard, but you will be moving forward.

Immediately before you get to Peach's castle on any mode, there will be the two boosts. Immediately after the second boost, turn left (right if in extra mode) and hop. Try to get as far as you can. If you are lucky Lakitu will pick you up and place you just before the finish line, shaving seconds off your time. This shortcut is best done with a Star.

A little while through the level after your first couple turns, you will go straight. If you look ahead, this will be the place where you land after the two boosters. If you use a Golden Mushroom, you can jump across and land over there. This shortcut is difficult to master.

Sherbet Land: Always get spiked turtle shells
Go near to where the big rock and the set of boxes are located. Go to the left of the rock (right on extra) to find a single item box with a spiked shell in it every time.

Toad's Turnpike: Shortcut
At the start of the level in any mode, go a little bit forward immediately before you get to the place with items. Press [C-Right] to turn on the map and line up your Kart where it is directly overhead the track under you. Then, race toward the side (you should probably have a Mushroom or Star) and hop when you hit the railing. If done correctly, you should be halfway through that lap.

Wario Stadium: Shortcut
Note the first bump right after starting a race at Wario Stadium. When the race starts, turn around and go back a short distance. Next, accelerate to the left side of the bump. Press [R] a couple of times when you are at the top of the bump. If done correctly, you will land on the other side of the wall, cutting off half or more of the race.

Go fast to the wall and press [R] to jump over it. You will skip about one-quarter of the track.

On the dip just before the jump (after the six small "whoopies"), stay to the right. You will reach the location where the road turns. This is also the place of the wall that you need to jump. Turn hard to your left once you reach the inside corner of that particular turn. Do a hop just before you hit the wall. If done correctly, you will bounce over the wall. This requires a lot of practice to master, but can save anywhere from 12 to 16 seconds.

You can jump over three walls to skip ahead about a half of a lap.

Go backwards and jump into the black and you will be in first place. Note: You must have the required speed.

Use the following shortcut to complete a lap quickly. From the start, drive to the small dirt hills in front of you. Turn towards the wall on the left (50cc to 150cc cups) or the right (Extra cup). Drive to the wall, and just when you just about to hit it, press [R]. If done correctly, you will jump over that wall and get far ahead. You now have two choices. You can continue with the lap normally or you can jump the wall again and attempt to skip a lap. If you do try to skip a lap, drive over to where the lap flag is located, and position yourself so you will be behind the flag when you jump the wall. If done correctly you will land next to the finish line and can immediately go on the next lap. Repeat this two more times if desired. If you are an expert, you can finish the race in less than :25 seconds.

Jump the fourth bump in the beginning of the lap. Do not jump the first bump as you normally would. While you are there on the other side, when you drive to the normal path you can see the other side and the lap. Practice the jump and the cameraman will pick you up, and if done correctly, you will be on the other side and complete the lap easily. If done wrong, you will remain on that side.

At the start of the race, leap over the final bump. If done correctly you will cut out almost half of the course. Then, you will see a Wario sign. Jump on the dirt near the pole of the sign. You will get stuck and appear at the finish line.

Wario Stadium: Slow your opponents
When you jump the big jump over the track, shoot someone right before they jump. They will have to go around again, leaving them about one quarter of the track behind. This is very useful during the second or third lap.

When you are about to go up that big hill, make sure that you have a Lighting Bolt. Use the Lightning Bolt before they reach the top of the hill and they will fall and have to do the big ramp over again.

Yoshi Valley: Shortcuts
Start racing and get to the area where all the routes combine. Go to the left until you see where the fence ends. After that, look down and you will see the other side of the track. Get to the location where the shortest jump is, then go back a little bit. Speed up, cut the wheel to that short jump area, and press [R]. If done correctly, you will then end up on that side of the track, giving yourself a lead. Note: You do not always have to stop; but doing so may help until you are used to the trick.

Take the path with the small bridge. Then, at the end (the grass), use a mushroom to cut through it diagonally to the finish line.

Once you come out of the maze (the shortest route is the one with all the porcupines), you will reach a hairpin bend in the road. Notice how the track gets close to itself and there are no barriers, and that the part you are on is higher than the other. Turn into this part and jump. You will cut a few seconds out of your lap. You have to be careful though. If you get the wrong angle you will just go off the lower part of the track. If you think that is going to happen, jam on the brakes in mid-air.

Glitch: Place position in mini-map
In Yoshi Valley, if you use the mini-map you can see what place you are in.

Glitch: Big body and flat kart
Go to Choco Mountain and get up to the part where the boulders are located. Try to land underneath the shadow of the boulder on the small sloped hill next to the lake. If done correctly, you will get picked up and hit the boulder from underneath then get half flattened and half stretched. You will go back to a normal shape when you land back on track. This requires precise timing.

Glitch: Sherbet Land: Visible ghost
When you are racing in Sherbet Land and someone next to you uses a ghost, you can still see their reflection in the ice. Note: This only works on this track.

Glitch: Odd colored water
There are two places where you can see strange colored water. At Bowser's Castle, fall into the lava pit to see "black" water. At D.K.'s Jungle Parkway, jump into the water before the landing spot to see "green" water. Note: This only works in extra mode.

Glitch: Trapped CPU
At any place with a wall, you hit a CPU racer with a star to get them frozen in one location for three-quarters of a lap. Note: You can use lightning at the lake at Choco Mountain or the abysses at Yoshi Valley for the same effect.

Where ever the track goes above itself (except at Wario Stadium), you can a CPU racer with a star to land on the lower track. They will think they are still on the higher track and keep ramming into the wall. Note: At the bottom of the 360 degree loop at Rainbow Road, the game will have the CPU racer on top trying to go to the lower track.

Glitch: CPU drives anywhere
If a CPU character slips on a banana into abyss, the game thinks there on the "ground" and they will "drive" in the air. Note: If you see them, they will enter the "Trapped CPU glitch".

Glitch: Accordion character
Get hit by someone with star at Choco Mountain. While you are in the air. hit the side of a boulder. The game will not be sure if you hit it, and makes your character get flattened, then back to normal, and back to flattened again, etc. until you hit the ground.

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