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ETH Led Altcoins in Driving Crypto Market Higher With Stablecoins, Tokenized Stocks in July: Binance Research
NFT Gaming

ETH Led Altcoins in Driving Crypto Market Higher With Stablecoins, Tokenized Stocks in July: Binance Research

by admin August 17, 2025



The crypto market grew 13% in value in July, fueled by a rotation from bitcoin

into altcoins, according to Binance Research’s “Monthly Market Insights” report for August.

Ether (ETH) was the standout, rallying 48% as another 24 companies added the asset to their balance sheets, lifting corporate holdings by 128% to 2.7 million ETH. That’s nearly half the number held by ETFs. Binance attributed the trend to staking yield, ETH’s deflationary supply and growing comfort among companies to hold cryptocurrencies directly .

Bitcoin

dominance fell 5.2 percentage points to 60.6%, driven by expectations of Federal Reserve interest-rate cuts and U.S. regulatory clarity from the passage of three major crypto bills, including the GENIUS Act on fully reserved stablecoins .

Stablecoin transfer volumes held near $2.1 trillion, outpacing Visa again, as they have done since late 2024. JPMorgan expanded its deposit-token pilot, Citi explored tokenized deposits for cross-border settlements and Visa reaffirmed stablecoins as complementary to its network .

The report also highlights a 220% month-on-month jump in the market cap of widely traded tokenized stocks such as Tesla (TSLA). The company excluded Exodus Movement (EXOD) shares issued via Securitize from its calculations, saying they skewed the calculation.

Tokenization is the process of representing real-world assets (RWAs) such as stocks as digital equivalents that can be traded on blockchains. As of June this year, the RWA tokenization market reached $24 billion in value.

Active on-chain addresses for tokenized stocks soared to 90,000 from 1,600, while centralized exchanges facilitated over 70 times more volume than on-chain venues. Binance likened the growth of the sector to DeFi’s 2020-2021 boom and estimated that tokenizing just 1% of global equities could create a $1.3 trillion market.

NFT sales rebounded nearly 50% in July, led by a 393% jump in CryptoPunks transactions, while Bitcoin NFTs saw a 28% rise. Still, volumes remain below prior-cycle peaks.

The report suggests that if macroeconomic tailwinds hold, the capital rotation into altcoins, coupled with the regulatory green light for stablecoins and tokenized assets, could accelerate crypto’s integration into mainstream finance.



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August 17, 2025 0 comments
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NFT Gaming

Solana (SOL) Drops 8% as Middle East Conflict Intensifies, Driving Crypto Sell-Off

by admin June 22, 2025



Solana (SOL)

is trading at $128.82, down 8.33% in the past 24 hours, after a steep intraday correction linked to rising geopolitical tensions. The token dropped from $140.39 to $127.25, with the sharpest hourly decline occurring at 13:00, when sell pressure spiked and trading volume exceeded 4 million, according to CoinDesk Research’s technical analysis model.

The market reaction followed confirmed reports of U.S. military strikes targeting Iranian nuclear sites, triggering widespread risk aversion across crypto markets.

Some traders now worry that a closure of the Strait of Hormuz, even if temporary, could send oil prices soaring. That would likely stoke inflation, reduce the odds of near-term Fed rate cuts, and prolong the risk-off environment hurting crypto markets. A direct attack on the waterway could intensify the sell-off in altcoins, as bitcoin dominance historically rises during periods of geopolitical turmoil.

SOL’s decline also marked a break below key technical levels, including the 200-day simple moving average near $149.54. Throughout the session, SOL printed lower highs and struggled to sustain rebounds, pointing to weakening market structure. With elevated volume on red candles and technical indicators flashing bearish, traders are now watching the $120–$125 zone as a potential support area.

Technical Analysis Highlights

  • SOL dropped 8.1% from $140.39 to $129.02 during the analysis period, forming an $11.37 decline.
  • The session’s widest price range stretched from $141.14 to $126.85, a 10.2% intraday swing.
  • The largest hourly drop occurred at 13:00, with price falling from $133.58 to $128.82 on 4.03M volume.
  • A descending channel developed across the session, with lower highs and lower lows confirming bearish structure.
  • Key resistance formed at $133.80, which capped multiple rebound attempts.
  • Initial support emerged at $127.43, while a new intraday floor formed at $128.90.
  • From 15:25 to 15:27, a volume spike pushed price below $129.30 during a continuation sell-off.
  • Late-session movement showed SOL trading between $130.42 and $128.85 under consistent sell pressure.
  • Several recovery attempts near $130.05 failed as volume increased on each rejection.
  • Significant supply concentration appeared near $130.20, reinforcing short-term bearish momentum.

Disclaimer: Parts of this article were generated with the assistance from AI tools and reviewed by our editorial team to ensure accuracy and adherence to our standards. For more information, see CoinDesk’s full AI Policy.



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June 22, 2025 0 comments
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Mario Kart World
Product Reviews

Mario Kart World review: sublime driving, questionable design

by admin June 13, 2025



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We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Review information

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: June 5, 2025

Mario Kart World has launched alongside the arrival of the Nintendo Switch 2. And with it, the Mario Kart 8 Deluxe curse has finally been broken. Of course, it’s reasonable to expect Nintendo to have supported its 68 million+ selling Switch game for as long as it did, but the time certainly felt right for something new.

And Mario Kart World absolutely feels new. Not in the literal sense, of course – that’s a given. Rather, it genuinely takes Mario Kart to fresh new heights with utterly stunning visuals and transformative racing techniques that feel so much more tactile than the underwater or anti-gravity gimmicks of the series’ past.

The big draw to Mario Kart World? Well, the clue’s in the name. The game offers a gigantic open world for players to explore in Free Roam mode – either solo or in local or online multiplayer. The game’s circuits are also integrated into this map, as are hundreds of mini-challenges and collectibles.


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World also introduces Knockout Tour, a non-stop endurance race from one end of the map to another, in which the goal is to remain above a constantly dwindling placement threshold to avoid being eliminated. It’s hands down the best mode in the game and really comes to life online, where races are almost impossibly chaotic.

While Mario Kart World does offer the most exceptionally satisfying driving model the series has ever seen, I can’t quite bring myself to say it beats out the excellence of Mario Kart 8 Deluxe just yet. Its main Grand Prix mode actually does the game’s otherwise wonderful circuits a bit of a disservice, and there’s a pile of frustrating design decisions that all add up to muddy the overall experience to a degree.

Namely, Nintendo has fumbled the bag somewhat with its open world here. While the act of simply driving about and unlocking outfits for your favorite characters can be a lot of fun in and of itself, there’s little in the way of actual content here outside of short challenge missions. Even the main form of collectible here – stickers you can place on your kart – falls flat. But more on that in the review proper.

Overall, Mario Kart World has moments where it’s easily the best game in the series. The handling of the karts here is sublime, and learning courses and routes with the new rail grind and wall ride techniques is endlessly fulfilling. There aren’t even any major issues with online play, which, for Nintendo, is an accomplishment. It’s just such a shame that certain design decisions lead to a game that feels lacking in some crucial areas.

There’s a whole world out there, but is it worth seeing?

(Image credit: Nintendo)

The big draw to Mario Kart World is, as mentioned, its Free Roam mode. For the first time ever, Nintendo has created a fully explorable Mushroom Kingdom without any load times. Even pressing the ‘+’ button from the main menu will seamlessly transition you into Free Roam, which is super impressive and is a strong indicator of how much more powerful the Switch 2 is compared to its predecessor.

The only load times you’ll experience in Free Roam come from switching characters or fast traveling to a named location on the map, and even these are extremely brisk. Pair this with impressive draw distance, rock-solid 60fps performance, and simply stunning visual fidelity, and you have a mode that acts as a real showcase of the console’s hardware chops.

It’s a massive open space, dotted with the game’s many circuits and plenty of scenic routes to travel between them. It’s also exceptionally varied, featuring everything from lush forests and arid dunes to a haunted swamp and an industrial space port. There’s a great amount of fun to be had in simply driving around, taking in some breathtaking sights, and vibing to World’s eclectic soundtrack.

That said, Free Roam leaves a lot on the table. Don’t get me wrong, going on a drive with your friends (Free Roam is also playable in multiplayer) is joyous, and I can see it being a wonderful experience for groups of friends and families. But once the novelty wears off, there actually isn’t all that much to do here.

Best bit

(Image credit: Nintendo)

Mario Kart World’s driving is sublime. Drifting feels more fine-tuned than ever, while new techniques like wall riding and rail grinding offer an incredibly high skill ceiling and avenues for creativity during any given moment out on track.

Aside from character costumes, which you can unlock by picking up Dash Food items at various drive-thrus dotted throughout the map, your main collectible in Free Roam is stickers. This irks me on so many levels.

The stickers themselves are inoffensive, and many have very cool and eye-catching designs. It’s their implementation that’ll leave you wanting more. You can choose a single sticker, which will be placed on your kart of choice, and they also act as a miniature icon during online play. However, the stickers simply don’t show up on half the karts in the roster, and on most, they’re far too tiny to be noticeable.

Furthermore, stickers are pretty much the main form of collectible in this game. Completing one of many P-Switch challenges dotted around the Free Roam map? While these are fun little distractions, all you’re getting for your troubles is a sticker. Running over a hidden Question Block panel found tucked away in the map’s circuits? Sticker. Collecting Peach Medallions? For that, you’ll at least get a cool alternate kart livery! Nope, I’m joking, it’s stickers.

As a result, the joy of driving around in Free Roam can quickly diminish if you’re not racing about with friends. It does feel like what we have now, at least, is a foundation on which Nintendo can build upon with more activities and potentially new areas. We’ll have to see how things pan out in the future, but for now, don’t be surprised if Free Roam starts to feel a little vacuous for you over time.

Catch my drift

(Image credit: Nintendo)

So the open world in Mario Kart World leaves a lot to be desired, but I’d be a fool to completely write the game off because of it. What saves World for me, and why I still consider it to be my new favorite game in the series, is that its driving and racing feel so, so good.

Previous Mario Kart games had gimmicks like gliding, underwater, and anti-gravity racing. All of which were cute and fun, but little more than fluff that was broadly used for set-piece purposes. There’s nothing wrong with that at face value, but World’s additions do genuinely feel transformative.

World introduces charge jumping, rail grinding, and wall riding to the karting mix, and all work in tandem with one another to actively raise this game’s skill ceiling compared to previous entries. By themselves, these individual mechanics don’t necessarily make you faster, but when chained together to take advantage of a circuit’s level design and shortcuts, they’ll make you feel like Nintendo injected some of that Neversoft Tony Hawk game goodness into Mario Kart World.

(Image credit: Nintendo)

It helps that Mario Kart World rewards skillful driving a good deal more. Drifting has also been fine-tuned, feeling more precise and satisfying than ever. Drafting a kart in front of you for a quick slipstream boost has also been greatly enhanced, feeling much faster and a more viable tactic for getting ahead.

The whole thing feels very carefully balanced, which is where items come in. The iconic Spiny Shell – which makes a beeline for the player in first and explodes on contact with them – is still devastating, but you maintain some forward momentum after getting hit, making the punishment slightly less severe. Common ‘last to first’ items like the Bullet Bill and Lightning have been considerably nerfed, with their benefits and debuffs having less of an effect on the overall race.

There’s a smattering of new items to help keep things fresh, too. The Coin Shell follows a set path down the track, dropping coins for other players to pick up, thus increasing their top speeds. Kamek can be summoned to transform players into other characters and place random obstacles at the front of the pack. There’s also the Ice Flower, which is a bit of a dud, being practically identical to the Fire Flower in effect.

Then there’s the Feather, which hasn’t been seen in the series (outside of Battle modes) since the SNES original – so long as you’re not counting Mario Kart Tour. The Feather simply makes your kart jump into the air, which seems underwhelming, but write it off at your peril. In truth, the Feather can be extremely useful for accessing loftier parts of a track or initiating a grind or wall ride without needing to take a few seconds to rev up a charge jump. They’re also great for accessing various shortcuts on any given circuit.

At the races

(Image credit: Nintendo)

Let’s talk about modes, then. Outside of Free Roam, you’ve got the expected appearance of Grand Prix mode, which comprises eight cups – all featuring four races each. It’s joined by other mainstays, including Time Trial and Battle modes.

Grand Prix is something I have pretty mixed feelings on in Mario Kart World. That’s because the bulk of each event is made up of intermission segments where you race along a portion of the open world map, with your destination being a single lap of the featured circuit.

Needing to drive from one circuit to the next is something Nintendo made a big deal of in World’s marketing. I do like their inclusion, and they lead to some interesting and unique racing. However, they’re far better suited to the excellent Knockout Tour mode, where the whole point is driving a route from A to B across the entire map, OutRun style.

In Grand Prix, while you’ll get to do a three-lap race of the first track on the docket, you actually end up doing very little racing on the tracks themselves. This makes it harder to learn each circuit at first, and also means they don’t live very long in the memory.

(Image credit: Nintendo)

And that’s a huge shame, because again, track design is some of the best the series has ever seen. The winding alleyways and shortcuts of Shy Guy Bazaar. The spectacle of being transported into a movie world in Boo Cinema. And the sheer moment-to-moment set piece that is Bowser’s Castle. They all have the wind taken out of their sails somewhat, as we simply don’t get much racing time on them.

There does exist a workaround here, though. By selecting VS Race from the menu, you can set up custom race rules. By setting the track selection rule to ‘open’, only then can you do a full-length race on each circuit. The absence of a traditional Grand Prix setup, then, is baffling. Especially as those intermission routes really shine in the Knockout Tour mode.

Speaking of Knockout Tour, it’s another highlight in Mario Kart World, and easily the best way to play the game, especially in an online 24-player race. Each of the eight Knockout Tour events smartly blends open roads with segments of circuits, going from ascending steep mountains to weaving through busy traffic in a matter of minutes.

The goal of Knockout Tour is in its name. Each checkpoint will eliminate the racers in the back four places, eventually whittling the grid down to just four for the final stretch. It’s constantly thrilling and rewards skillful driving, clever usage of shortcuts, and an understanding of rail grinds and wall rides for quick bursts of speed.

Needs a few upgrades

(Image credit: Nintendo)

While I have greatly enjoyed my time with Mario Kart World so far – in both solo and multiplayer environments – it still can feel rushed or incomplete in certain areas. I’ve already spoken about my frustrations with the Grand Prix format and lack of meaningful activities in Free Roam, but those, unfortunately, aren’t my only issues.

It’s not the end of the world, but the character selection screen is objectively a total mess. Things aren’t too bad at first, but you’ll soon realize that each unlocked costume acts as its own slot on the roster. There’s no dropdown list here, letting you choose an outfit after selecting a character. It’s all just one large jumble with only rudimentary organization.

This is actually something Nintendo has gone backwards on since its last game in the series. In Mario Kart 8 Deluxe, certain characters like Yoshi, Inkling, and Shy Guy let you choose an alternate look or color after picking them. There’s nothing like that in Mario Kart World, so I seriously hope this gets patched in soon.

Furthermore, the unlocking process for some characters is frustratingly random. A handful are tied to beating cups in Grand Prix mode, which is completely fine. The rest, though, are tied to the Kamek item transforming you into a random character, meaning you genuinely might not complete the roster for weeks if not months, based on how much you play.

These gripes aside, I still really do love Mario Kart World. Its driving is sublime, Knockout Tour is a fantastically chaotic new mode, and I’m so serious when I say the game’s massive soundtrack is worth the price of admission alone. Outside of Final Fantasy 14 Online, I don’t think I’ve ever encountered a soundtrack this varied and of this quality. It covers everything from jazz and techno to rock and ska, classical, big band, and everything in between. Even after 30 or so hours, I don’t believe I’ve come close to hearing the entire track list. There’s just so much here, especially if you’re nostalgic for the wider Super Mario franchise.

Should I buy Mario Kart World?

Buy it if…

Don’t buy it if…

Accessibility

While there are no accessibility options in the traditional sense, such as colorblind filters, Mario Kart World does offer some driving options to make things easier in some regards. These include smart steering, which veers you away from track edges, as well as auto-accelerate and auto-item use options.

It’s also quite strange and frustrating that there are no dedicated volume control options – nothing for either music, voices or sound effects. This isn’t uncommon for Nintendo games, but the omission of such audio options continues to be utterly baffling.

How I reviewed Mario Kart World

I played Mario Kart World on Nintendo Switch 2 for around 30 hours for this review. I tested more or less everything the game has to offer, including Grand Prix, Knockout Tour, Free Roam, VS Battles, and online play. During that time, I also unlocked the majority of characters and outfits and completed close to 100 P-Switch challenges in Free Roam.

During my playtime, I primarily used the Nintendo Switch 2 Pro Controller in docked mode on an LG CX OLED TV which allowed me to enjoy Mario Kart World at its native 1440p resolution, transitioning to the Joy-Con 2 during handheld play on the Switch 2’s 1080p vivid LCD display.

First reviewed June 2025



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June 13, 2025 0 comments
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Mario Kart World started off as an OG Switch game, and don't worry, its driving cow is "still in touch with her animal nature"
Game Reviews

Mario Kart World started off as an OG Switch game, and don’t worry, its driving cow is “still in touch with her animal nature”

by admin May 21, 2025


Mario Kart World started development back in 2017 as a game for the original Switch, but ended up becoming a Switch 2 one because it devs felt the tech boost was necessary to deliver the world bit of it. Said devs have also offered us some more info about its most important character – Cow.

Yep, that’s right. Mario, Luigi, Bowser, Peach, they can all go do one. Moo Moo Meadows cow is the king of these streets, with an aura so powerful she can momentarily stop even the most outraged of Ninty fans from being unhappy about prices or worrying that they might not be able to make the switch to Switch 2 right away.


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These tidbits and more come from a new interview Nintendo’s put out with Mario Kart World producer Kosuke Yabuki, programming director Kenta Sato, art director Masaaki Ishikawa, planning team lead Shintaro Jikumaru, and music lead Atsuko Asahi that so long it’s been divided into four parts. So, make sure you go grab your beverage of choice first if you plan on reading it all in one go.

We were thinking about what to do for the next Mario Kart game even during the development of Mario Kart 8 Deluxe, and we began prototyping in March 2017,” Yabuki explained, “It was at the end of that year when we officially started work on it as a project. I felt that in Mario Kart 8 Deluxe, we were able to perfect the formula that we’d been following in the series up to that point, where players race on individual courses. That’s why, this time, we wanted the gameplay to involve players driving around a large world, and we began creating a world map like this.”

“When we were developing for the Nintendo Switch system,” Sato explained further on in the chat, “it was difficult for us to incorporate everything we wanted, so we were always conscious of what we were giving up in return. We discussed things like toning down the visuals, lowering the resolution, and we even considered dropping the frame rate to 30 fps in some cases. It was a tough situation.

“Yabuki-san first brought [the idea of switching to Switch 2] up around 2020. Back then, we already had an idea of the next system’s expected specs, but it wasn’t until a bit later that we actually received working development units. Until then, we just had to proceed with development based on provisional estimates.”

Watch on YouTube

“Of course, the graphics needed to be more detailed [due to being on Switch 2],” Ishikawa added, “But like Sato-san, I also felt like it was outweighed by the sense of relief. From the beginning, the designers were saying they wanted to make the art richer, so I thought we could achieve that now.”

The devs also explained how the driving Cow came to be, and offered a glimpse into her…er…mindset.

“Each new Mario Kart game features new characters to race with, but since we added so many to the previous game, we wondered where we could go from there,” Ishikawa explained, “And then one of the designers came up with [a] silly sketch of Cow cruising along, and I thought to myself, “This is it!” (Laughs) So that’s when we realized the course surroundings actually contained a lot of untapped resources.”

MK World’s devs call these environmental decoration characters who’ve gotten behind the wheel “NPC drivers”, with Yabuki noting that “it’s pretty funny to see a four-legged Cow holding onto motorcycle handlebars with her front hooves.”

Though, you shouldn’t worry, as Ishikawa insisted that he’s pretty sure Cow is “still in touch with her animal nature” due to the pose she assumes when she jumps, and that she’s “actually a pivotal character in the Mario Kart series” as a legacy of giving the devs ideas for other characters.

Will Cow become a pivotal character in your life once you get your hands on Mario Kart World? Let us know below!



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May 21, 2025 0 comments
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