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Why I'll never stop buying GME, and why you probably should

When I turned 18, there was a casino about 2 hours away on a reservation that I could get into. We'd get paid on Friday night, head to the gas station near us that would cash a paycheck, pile into my crappy little Ford, then make the drive. We'd get there a little before midnight and everyone had their own game.
The second time we went, one of my friends was hypnotized by the craps table. There were 16 players standing around this sea of green, and every minute or so, you could hear them screaming at the top of their lungs like they just won a million dollars. On the way home that night, I taught him everything I learned from books I'd read about the different bets. "Smart" bets where the house edge was only 1.4%, all the way down to the risky ones where the house edge was over 10% (meaning that for every $100 wagered, you should expect to lose $10).
The next time we went, we hung around the table, trying to figure out the right way to bet. It seemed a little complicated, so we tried other games. At the end of the night, I had the last $10 and he asked if he could borrow it to go place a bet. I handed it over, then went to the bathroom in preparation for the ride home. When I finally found him again, he had a stack of chips in front of him. He had been gone for about 5 minutes and already turned $10 into a few hundred. Well, if you can turn 10 into 100, you can turn 100 into 1,000 just as easily. We left empty handed that night, but I'll never forget the rush.
I loved blackjack. I learned how to play at an early age from my uncle, who would always cheat and take my money. He'd say "I just taught you a very valuable lesson." He actually taught me two: 1) if you play against a casino, you may have a good night and win thousands of dollars, but if you keep going back, you'll eventually have nothing left. 2) My uncle was a scumbag who continually cheated and took my money, then told the family I was a poor sport and they couldn't understand why I hated doing anything with him. One of my earliest memories at the casino was running $100 at the blackjack table into $3000, which is more than I made in a month of bussing tables. I went home, paid my rent and blew the rest on useless things I can't even remember.
What does any of this have to do with $GME? Well I'm still chasing the same high as I was when I was 18. I don't go to the casino anymore, but I've got something even better on my computer. I bought $2k worth of weeklies on Jan 25. Before everything crashed, they were worth over $100k, more than enough to fix most of the problems I've caused in my life. BUT, I was still standing around that craps table. The roller had just made his 30th point in a row, $GME was on fire and couldn't possibly roll a 7! I put my 2k back in my pocket and shoved the rest on the pass line. A few minutes later, the croupier inevitably yells "7 out!" and just like that, I'm back to nothing.
Now I do what every moron around the table does. You reach back into your pocket, pull out the 2k and make a deal with your maker. "Just let it happen one more time. I won't be greedy THIS time and I'll stop when I hit 50k." I stop looking at the smart bets and start eyeing the center of the table, where hard ways are paying 10:1. Yeah, that'll be how I get back to 50k. A couple of those in a row and I can put a down payment on a house. 5 minutes later, I'm on my way out to the car and I feel like I've been punched in the gut. Again.
Every one of you in this subreddit is another person sitting at the casino. Everyone has their game. The people holding $GME stonks right now? You're playing baccarat. If you've never heard of it, it's what James Bond plays in the old movies. It's about the most boring thing you can do. Two hands are dealt and you're betting on which one wins before anything happens. There's no actual skill and it's the same thing as betting heads or tails, while losing 1% of your bet every time.
The people who cashed out and picked something else like $AMC or $BB? Those are the slot players. You had a big hit and now you're going to switch machines because the other ones are "due". You're looking for the exact same magic, thinking there was something smart in your play, when it was really just dumb luck in timing.
The people saying "If Daddy Elon or Cowboy Cuban gets in, we can trigger a squeeze!" You're the guy who spent too much money in the first 20 minutes of the trip and now you're begging everyone else for a loan.
Tldr: Nothing is happening with $GME. Stop saying "tomorrow is the day." Billionaires are not coming to bail you out. If institutional investors come in, they're waiting for this constant downhill slide to end at where the stock belongs, probably around $20. You can't trigger shit by holding. The HFs will outlast you.
Edit: Screenshots from the worst 40 minutes of my financial life https://imgur.com/a/MlTRJmx
Edit 2: JFC, some of you are takin WSB way too seriously. You should not be using reddit for DD. Also, this is not financial advice. Don't take financial advice from someone who tells you stories about chasing highs at casinos.
Edit 3: This is WSB, my dudes. I'm glad most of you were entertained by my story. For the few of you who got that worked up by a random stranger on the internet telling you that he's a degenerate, you may actually have a problem. https://www.ncpgambling.org/help-treatment/
submitted by mt4h to wallstreetbets [link] [comments]

Old Austin Tales: Forgotten Video Arcades of The 1970s & 80s

In the late 1980s and early 1990s when I was a young teen growing up in far North Austin, it was a popular custom for many boys in the neighborhood to assemble at the local Stop-N-Go after school on a regular basis for some Grand Champion level tournaments in Street Fighter 2 and Mortal Kombat. The collective insistence of our mothers and fathers to get out of the house, get some exercise, and refrain from playing NES or Sega on the television only led us to seek out more video games at the convenience store down the road. Much allowance and lunch money was spent as well as hours that should have been devoted to homework among the 8 or 9 regular boys in attendance, often challenging each other to 'Best of 5' matches. I myself played Dhalsim and SubZero, and not very well, so I rarely ever made it to the 5th match. The store workers frequently kicked us out for the day only to have us return when they weren't working the counter anymore if not the next day.
There is something about that which has been lost in the present day. While people can today download the latest games on Steam or PSN or in the app store on your smartphone, you can't just find arcade games in stores and restaurants like you used to be able to. And so the fun of a spontaneous 8 or 10 person multiplayer video game tournament has been confined to places like bars, pool halls, Pinballz or Dave&Busters.
But in truth it was that ubiquity of arcade video games, how you could find them in any old 7-11 or Laundromat, which is what killed the original arcades of the early 1980s before the Great Crash of 1983 when home video game consoles started to catch up to what you saw in the arcade.
I was born in the mid 1970s so I missed out on Pong. I was kindergarten age when the Golden Age of Arcade Games took place in the early 1980s. There used to be a place called Skateworld on Anderson Mill Road that was primarily for roller skating but had a respectable arcade in its own right. It was there that I honed my skills on the original Tron, Pac Man, Galaga, Pole Position, Defender, and so many others. In the 1980s I remember visiting all the same mall arcades as others in my age group. There was Aladdin's Castle in Barton Creek Mall, The Gold Mine in Highland, and another Gold Mine in Northcross which was eventually renamed Tilt. Westgate Mall also had an arcade but being a north austin kid I never went there until later in the mid 1990s. There were also places like Malibu Grand Prix and Showbiz Pizza and Chuck-E-Cheeze, all of which had fairly large arcades for kids which were the secondary attraction.
If you're of a certain age you will remember Einsteins and LeFun on the Drag. They were there for a few decades going back way before the Slacker era. Lesser known is that the UT Student Union basement used to have an arcade that was comparable to either or both of those places. Back in the pre-9/11 days it was much easier to sneak in if you even vaguely looked like you could be a UT student.
But there was another place I was too young to have experienced called Smitty's up further north on 183 at Lake Creek in the early 1980s. I never got to go there but I always heard about it from older kids at the time. It was supposed to have been two stories of wall to wall games with a small snack bar. I guess at the time it served a mostly older teen crowd from Westwood High School and for that reason younger kids my age weren't having birthday parties there. It wasn't around very long, just a few years during the Golden Age of Arcades.
It is with almost-forgotten early arcades like that in mind that I wanted to share with y'all some examples of places from The Golden Age of the Video Arcade in Austin using some old Statesman articles I've found. Maybe someone of a certain age on here will remember them. I was curious what they were like, having missed out by being slightly too young to have experienced most of them first hand. I also wanted to see the original reaction to them in the press. I had a feeling there was some pushback from school/parent/civic groups on these facilities showing up in neighborhood strip malls or next to schools, and I was right to suspect. But I'm getting ahead of myself. First let's list off some places of interest. Be sure to speak up if you remember going to any of these, even if it was just for some other kid's birthday party. Unfortunately some of the only mentions about a place are reports of a crime being committed there, such as our first few examples.
Forgotten Arcade #1
Fun House/Play Time Arcade - 2820 Guadalupe
June 15, 1975
ARCADE ENTHUSIASM
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
March 3, 1976
ARCADE ROBBED
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
First it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
Forgotten Arcade #2
Green Goth - 1121 Springdale Road
May 15, 1984
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.
I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Forgotten Arcades #3 & #4
Games, Etc. - 1302 S. First St
Muther's Arcade - 2532 Guadalupe St
August 23, 1983
Losing the magic touch - Video Arcades have trouble winning the money game
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
Well there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
Anyone who has been to Emo's East, formerly known as The Back Room, knows they have arcade games and pool, but it's mostly closed when there isn't a show. That shouldn't count as an arcade, even though the former owner Ronnie Roark was apparently one of the top suppliers of cabinet games to the area during the Golden Era. Any pool hall probably had a few arcade games at the time, too, but that's not the same as being an arcade.
We also learn from the same article of two forgotten arcades: Muthers at 2522 Guadalupe where today there is a Mediterranean food restaurant, and another called Games, Etc. at 1302 S.First that today is the site of an El Mercado restaurant. But the article is mostly about showing us how bad the effects were from the crash at the end of the Golden Era. It was very hard for the early arcades to survive with increasing competition from home game consoles and personal computers, and the proliferation of the games into stores and restaurants.
Forgotten Arcades #5 #6 & #7
Computer Madness - 2414 S. Lamar Blvd.
Electronic Encounters - 1701 W Ben White Blvd (Southwood Mall)
The Outer Limits Amusements Center - 1409 W. Oltorf
March 4, 1982
'Quartermania' stalks South Austin
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Well you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
Forgotten Arcade #8
Smitty's Galaxy of Games - Lake Creek Parkway
February 25, 1982
Arcades fighting negative image
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
This article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
But the article written before the end of the Golden Era tell us much about the pushback I was talking about earlier. Early arcades were seen as "dirty" places in some circles, and the owners of the arcades in Williamson County had to stress how "clean" their establishments were. This other article from a couple of weeks later tells of how area school officials weren't worried about video games and tells us more arcades in Round Rock and Cedar Park. Apparently the end of the golden age lasted a bit longer than usual in this area.
At some point in the next few years the bubble burst, and places like Smitty's were gone by the late 80s. But the distributors quoted earlier were right that arcade games weren't going completely away. In the mid 1980s LeFun opened up next in the Scientology building at 2200 Guadalupe on the drag. Down a few doors past what used be a coffee shop and a CVS was Einsteins Arcade. Both of those survived into the 21st century. I remember the last time I was at Einsteins I got my ass beat in Tekken by a kid half my age. heheh
That's all for today. There were no Bonus Pics in the UT archive of arcades (other than the classical architectural definition). I wanted to pass on some Bonus newspaper articles (remember to click and zoom in with the buttons on the right to read) about Austin arcades anyway but first a small story.
I mentioned earlier the secret of the UT Student Union. I have no idea what it looks like now but in the 90s there was a sizable arcade in with the bowling alley in the basement. Back in 1994 when I used to sneak in, they featured this bizarre early attempt at virtual reality games. I found an old Michael Barnes Statesman article about it dated February 11, 1994. Some highlights:
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
The gameplay looked like this.
Bonus Article #1 - "Video fans play for own reasons" (Malibu Grand Prix) - March 11, 1982
Bonus Article #2 - "Pac-Man Cartridge Piques Interest" - April 13, 1982
Bonus Article #3 - "Video Games Fail Consumer" - January 29, 1984
Bonus Article #4 - "Nintendoholics/Modems Unite" - January 25, 1989
Bonus Article #5 and pt 2 "Two girls missing for a night found at arcade" (truly dedicated young gamers) - August 7, 2003
submitted by s810 to Austin [link] [comments]

40 Upcoming Indie/AA Games

With so many games releasing nowadays, I think it's easy for the good ones to get lost in the shuffle. I'm going to list 20 highly anticipated Indie/AA games. I'm sure there's many great ones I'll probably miss (like I said, there's so many it's hard to keep track sometimes), so please let me know what other ones I should look out for. I’m going to order them by release date. If the game does not have a tangible release date, I’ll place it in the list based on what I think is more likely to come out first, based on marketing material and release date delays.
1. Cyber Shadow
2. TOHU
3. Little Nightmares II
4. Taxi Chaos
5. Rangok Skies
6. It Takes Two
7. Balan Wonderworld
8. Garlic
9. King’s Bounty II
10. Clive ‘N’ Wrench
11. Turnip Boy Commits Tax Evasion
12. Knight Squad 2
13. Hell Pie
14. Iron Meat
15. There Is No Light
16. 30XX
17. Scorn
18. Windjammers 2
19. Hollow Knight Silksong
20. Psychonauts 2
21. Coromon
22. Solar Ash Kingdom
23. No Place for Bravery
24. Bushiden
25. Hazel Sky
26. Gestalt: Steam & Cinder
27. Jack Move
28. Heavenly Bodies
29. Cuphead: The Delicious Last Course
30. Brave Earth: Prologue
31. Hazelnut Bastille & Dawnthorn
32. Freedom Planet 2
33. Acid Knife
34. Cassette Beasts
35. Tale of Ronin
36. OddBallers
37. Spark the Electric Jester 3
38. Samurai Gunn 2
39. Witchbrook
40. Witchfire
What are some other upcoming indie/AA games you’re looking forward to?
If you’re looking for more indie games to play, see my post here:
submitted by Underwhere_Overthere to pcgaming [link] [comments]

OpenMW VS Vanilla, A comprehensive guide to the differences

This post will take a look at Morrowind in the Gamebryo Engine (Vanilla) VS OpenMW. It will compare the two and show the differences, as well as which is recommended for various situations. This look will involve very little in the way of graphics, but it will be included. This will be a fair and unbiased guide for anyone wondering which they should be using. I hope to answer any and all questions I can in this post. Any major questions asked after this post will be added to the FAQ section at the end. I want this to be a comprehensive comparison for people to refer to when deciding which engine to use. I will be using OpenMW 0.47.0 (nightly build) for this, as well as the most recent release for MGE XE/MCP/MWSE

Modding:

OpenMW Vanilla
Number of mods able to be loaded at one time 2,147,483,646 255 *(1024 is being tested by MWSE team)
Supports Normal Maps, Specular Maps, and Parallax Texture Maps Yes Requires MCP, MGE XE.
Supports MWSE Mods/LUA Not yet, WIP LUA branch is in testing ATM Requires MWSE
Multiple data folder support Yes Requires Mod Organizer 2
Modify load order in the launcher Yes No
Supports True Type Fonts Yes No
Supports distant land and statics Yes Requires MGE XE
Supports Shaders Yes Requires MGE XE
Support for landmass mods (map expansion) Yes Requires MCP
Support for groundcover mods Yes Requires MGE XE
OpenMW is capable of loading many more mods at one time than the Vanilla engine (and far more mods than actually exist). While not all mods are compatible YET with OpenMW (most are), they are working towards that goal, including support for LUA script mods.
Both can have fancy looking graphics with "maps" on them, OpenMW has the advantage as it's just some box you tick in the launcher (as of 0.47.0), where as Vanilla requires outside programs to get the same result.
Mods that require MWSE (Morrowind Script Extender) will not work with OpenMW. They will, however, work on the Vanilla engine while using MWSE. OpenMW does have a LUA branch in testing though so it's only a matter of time.
Multiple data folder support is something that OpenMW supports, and it's amazing. What is it? Well, in Vanilla Morrowind, you would just install all your mods into the Data Files directory, then select them in the launcher (if they were an esp/esm/bsa), and play. If they were a plugin-less mesh/texture replacer, you'd do the same thing, overwriting any files it asks you to. With OpenMW you don't have to do that anymore. Instead, you can create a new folder for each mod, and install it in said folder, keeping the file structure. Then you edit the OpenMW config found in one of these places, and scroll down to where it says data="path to your Morrowind install" and add a new line that says data="path to your mod". Now this sounds like extra work, and it is, but it has a distinct advantage. If you no longer like a mod, you can simply remove it by getting rid of its corresponding data line. This preserves the Morrowind install you have, so you won't have to mess around with reinstalling, should something go wrong. It's better in the long run, and it will be streamlined in the future, but it's not difficult to do even now. Update: Vanilla Morrowind can have multiple folders thanks to Mod Organizer 2
On that same vein, OpenMW allows you to change your load order in the launcher, and will even tell you when a mod needs to be changed in the load order or if the mod requires another mod you don't have selected. No such feature exists in the Vanilla engine, and to fix your load order and check dependencies, you need outside programs like Mlox or WryeMash.
True type fonts are directly supported in OpenMW and not supported in Vanilla. This means you can use any TTF in OpenMW you wish.
Distant land and statics are supported out of the box with OpenMW 0.47.0, while Vanilla requires MGE XE. Both engines can now see all across Vvardenfell. The difference is, OpenMW doesn't need you to generate a new "Distant land and statics" file if you add or remove mods. It just works seamlessly. Vanilla requires you to use MGE XE and regenerate the file every time you add/remove mods.
OpenMW supports shaders out of the box. Vanilla will require MGE XE to do this.
When it comes to landmass mods, the Map in Morrowind gets updated. If you're using OpenMW, this is not an issue. You can add as many landmass mods you want, and the map will adjust to fit the world. Vanilla needs the help of MCP (Morrowind Code Patch).
OpenMW now supports using groundcover mods out of box in 0.47.0. Vanilla also supports ground cover, with the aid of MGE XE.
Closing thoughts on mods:
Unless you're using MWSE mods, or mods that require the code patch, OpenMW is the better choice. This is due to stability and performance, and mod potential. OpenMW's construction set allows for modding the terrain in a way the Vanilla construction set cannot. The terrain in OMWCS can be raised far above the limit in the Vanilla engine, allowing for things like increased mountain and valley sizes. Red Mountain can finally be an actual mountain. The future of Modding is bright with OpenMW, especially with LUA support coming.

Graphics:

When it comes to Morrowind, graphics seem to take a back seat most the time, still, it's an important topic to discuss. Since we covered modding, I'm going to cover Graphics from a "vanilla" look alone. This means no graphic mods.

OpenMW Vanilla
Supports fully detailed actor shadows Yes Requires MGE XE
Supports dynamic shadows for statics and land Yes Requires MGE XE
Supports full water reflections Yes Requires MGE XE and does not support actors being reflected
Supports water refraction Yes Requires MGE XE
Supports per pixel lighting Yes Requires MGE XE
Supports FOV change in game Yes No
Rain/Snow collision with statics No Requires MCP
Supports modern screen resolutions Yes Requires MGE XE/MCP
For fully detailed actor shadows, OpenMW works out of box. The vanilla engine requires MGE XE and the highly detailed actors shadows option is buggy, per MGE XE's own admission. Without MGE XE the vanilla engine has very basic and generic shadows for actors, including the Daedric Crescent Blade looking like a claymore.
Dynamic shadows for statics and land are supported out of box in OpenMW. The Vanilla engine doesn't have them without the aid of MGE XE. Even with MGE XE, the player shadows still super cede all other shadows. That means it is visible when it should not be. This issue doesn't exist in OpenMW
When it comes to water reflections, they too work out of Box with OpenMW. In game you can change the settings you want to get the desired reflections you want, including how detailed they are. Vanilla Morrowind cannot do this without the help of MGE XE, and that doesn't support actor reflections, and you have to change those settings outside of the game by running MGE XE. So if you want to fine tune them and get the best look, you may spend some time hopping in and out of Morrowind.
Water refraction is another OpenMW setting that you can mess with in game, out of box. Vanilla Morrowind requires MGE XE to get this feature and must be configured in MGE XE, not in game.
Per pixel lighting is supported out of box for OpenMW. The vanilla engine requires MGE XE/MCP to get the most out of the lighting.
FOV change is a major thing in games now, and is supported in game with OpenMW. You can change the FOV for the vanilla engine with the help of MGE XE, however that must be done while the game isn't running. This means you can change it on the fly if you want/need to.
Rain and Snow falling through objects can affect the way the game looks. This is not supported in OpenMW. The vanilla engine requires MCP to make this possible.
OpenMW supports whatever screen resolution you have, natively, without the need for external programs. Vanilla requires MGE XE/MCP to get most of that done.
Closing thoughts on graphics:
Graphically speaking it comes down to what you want and what you're willing to work with. OpenMW has many graphical features baked into the engine, and many of those are able to be changed in game, on the fly. For the Vanilla engine to get on par with that, it requires MGE XE at least. However, MGE XE does a VERY good job at what it does. Sadly, MGE XE can't change certain things while you're playing, and doesn't have the ability to reflect actors in the water. If this changes I will update this. If you want an easier time with just one program, OpenMW is for you. If you don't mind using another program to get the same features, and don't mind not being able to change things in game, then MGE XE and the Vanilla engine are for you. I would suggest using the latest version of MGE XE though, as it comes with some MWSE functionality built in.

QOL Features:

Next we will take a look at some QOL (quality of life) features. These are things that make your game experience more bearable. Without these, life might be just a bit too difficult. This section isn't about bugs. It is important to note that the features listed here won't be ALL the features, but rather some that might improve the game.

OpenMW Vanilla
Head Bobbing Yes Requires Mod
Search Inventory/Spells Yes Requires Mod and MWSE/MGE XE
Alchemy UI Improvements Yes Requires Mod and MWSE/MCP
NPCs avoid collision Yes No
Smart AI pathfinding Yes No
Smart combat AI Yes Requires Mod and MWSE
Improved third person Yes Requires Mod and MWSE/MGE XE or MCP
Toggle Sneak Yes Requires MCP
Permanent barter disposition change Yes Requires MCP
Swift spell casting No Requires MCP
Allow stealing from KOed NPCs Yes Requires MCP
Arrow de-knocer Yes Requires MCP
On-use extra ring slot No Requires MCP
Don't loot on dispose of corpse No Requires MCP
Ownership Tooltip Yes Requires MCP
Enchanted item cooldown Yes Requires MCP
Fortify max health Yes Requires MCP
Attribute/Skill uncap No Requires MCP
Sort save games by character Yes Requires MWSE mod
Delete saves in game Yes No
Works with two monitors while using full screen Yes No
Controller support Yes Requires external program
Copy/Paste into console and command auto completion Yes No
Dialogue system upgrades Yes Requires MWSE
Supports Advanced Tooltips No Requires MWSE
The first thing we have is head bobbing. Some people like it, some don't, either way OpenMW offers it. It's optional, of course. For the Vanilla engine, there are some mods like Darknut's first person enhanced that add this feature.
Searching the inventory/spells is a function baked into OpenMW. This extends to shop keepers inventories, and loot containers. This is not present in the Vanilla engine without the aid of a mod and MWSE.
In OpenMW the alchemy UI is leagues above the Vanilla engine. It allows you to see all ingredients in a single window. It also allows you to filter by ingredients in a drop down list, or by effects. The effects sorting is tied to your alchemy skill, so you can't sort for effects you don't know. This window is also resizable. In the Vanilla engine, you can't do any of that without MWSE and a mod. Even with that mod, the OpenMW interface is better. Additionally, with OpenMW, you can "batch brew" potions, allowing you to make as many as you want at a time, provided you have the skill and ingredients that is.
NPCs get in the way a lot in Morrowind. They will walk into you and be an annoyance, leading to many frustrated players "discretely" disposing of those NPCs. In OpenMW, there is an optional features that has NPCs avoid colliding with the PC when possible. No such feature exists for the Vanilla engine in any capacity, at least not that I could find. There is the "Move or take my place" mod, but that's a bit different.
OpenMW has better AI pathfinding than the Vanilla engine, meaning NPCs will no longer have issues navigating the world. This uses a similar system to Skyrim's AI pathfinding. This doesn't exist in the Vanilla engine in any capacity.
AI combat has been improved in OpenMW and is also baked into the engine. This will make them adapt to the player during combat. The Vanilla engine has something similar in a mod that requires MWSE, but it's not on par with OpenMW. Of note, however, is that with MCP the Vanilla AI will use zero cost spells (Racial abilities), which can make fighting them a bit more difficult, and deserves some credit.
Improved third person camera (Over the shoulder and shoulder switching included) comes with OpenMW as a normal feature. To get this same thing in the Vanilla engine, you either need a mod that works with MWSE OR you can use MCP.
Toggle sneak is an important thing. Too long have players strained their hands holding down the sneak button! Thankfully this is a built in feature of OpenMW, and is optional, should you wish to develop carpel tunnel syndrome. This can be changed in the launcher. For the Vanilla engine, if you want to suffer, simply do nothing. If you want sneak to be toggled however, you will need MCP.
Another feature that is well loved is the ability to keep that barter disposition buff (or debuff) when you're done trading. This is another feature that comes with OpenMW and can be toggled. The Vanilla engine requires MCP to get this feature.
Swift spell casting, like in Oblivion, can be amazing and really be a game changer. OpenMW doesn't have this feature as of the time of writing this. It IS planned for 1.0 however, and will be implemented at some point. For now, the Vanilla engine has this via MCP.
Wanna steal from an NPC you just knocked out? That's a feature you can toggle in OpenMW. The Vanilla engine allows this via MCP. I recommend using this no matter which way you play the game, it can be amusing.
Have you ever pulled your bow back, aimed at a target, then changed your mind? Lots of us have. In OpenMW you just need to re-sheath your weapon to put the arrow away and save it for another day. The Vanilla engine doesn't do this (you'd have to just shoot your shot), but with the aid of MCP you can de-knock your arrows.
You have 10 fingers and only two rings? Well with OpenMW that's the case anyway. The Vanilla engine also does this, but you can get around that using MCP, which allows you to equip one more ring, so long as it's a "cast when used" type ring.
Getting rid of bodies is a chore, more so if you don't want their loot. For OpenMW this feature isn't yet implemented, but will be in the future. For now, you just have the let them decay on their own. This won't cause any issues in OpenMW, so don't worry. The Vanilla engine doesn't have this feature either, but with the aid of MCP, you can get rid of the bodies, their loot, and the evidence.
Wanna know if someone owns something so you don't "accidentally" steal from them? Sure, but you really want to know if it's owned because you want to steal. In OpenMW, you can do just that. It's a feature that can be toggled in the launcher that allows you to see a red crosshair when looking at something that is owned. If that's not enough, you can also have the tooltip red. You can also just have a red tooltip, if you're so inclined. The Vanilla engine is able to do this too through MCP.
Feel like you're exploiting the enchanted items with "cast when used" enchants too much? OpenMW allows you to make it so you have to do the casting animation for these items (more immersive if you ask me) as a form of cool down. This is, of course, optional. The Vanilla engine can get a similar feature from MCP, just without the animation. Both can keep you from machine gun firing Vivec to death.
When you cast a "fortify health" spell in Morrowind, you don't want it to make your current health greater than your max, example 250/150. That's because if it wears off and your health with the spell is at 50/150, once the effect is gone, you're dead. OpenMW fixes this by having the spell fortify your max health, so you don't die after you just got done beating down that helpless town guard. The Vanilla engine doesn't have this functionality without the aid of MCP.
In Morrowind there is a hard limit to your skill's max level, and your attribute's max level. This limit is present in OpenMW. This limit can be taken off in the Vanilla engine using MCP, allowing you to level up indefinitely, should you so choose.
Sorting your save games is an important part of keeping your sanity when looking for a save. In OpenMW this is done by default. To get a similar function in the Vanilla engine, you will need MWSE and a mod.
On the subject of saves, OpenMW allows you to delete excess saves (should you have them) while still in game. You have to delete them in your saves folder in the Vanilla engine, as it's not an option in game.
If you have more than one screen and want to play Morrowind in full screen without having to unplug one, then OpenMW is for you. No, I don't mean windowed full screen, which you can do with the Vanilla engine using MGE XE, I mean true full screen.
Wanna use a controller for some reason? OpenMW has that built in. Just plug it in and play. It's not perfect, since you're using a controller for a game that uses a mouse cursor, but it works without fuss. For the Vanilla engine you'll have to use something like Xpadder to be able to use your controller.
Another fine feature of OpenMW is the ability to copy something from a source (let's say the UESP wiki) and paste it into the console window. The console also has auto complete features for commands by hitting the TAB key. To add to this, copy and paste also works when you want to name a potion or item. None of this works in the Vanilla engine.
The dialogue system has been upgraded as well, with quest specific topics being blue, and all others the standard gold color. The colors also change to grey when you've exhausted all possible answers to said topic, so no longer will you ask the same questions to NPCs and get the same answer, as you'll already know they will tell you something you've heard before. This is available in both OpenMW and Vanilla using MWSE.
MWSE supports a mod that allows people to add advance tooltips to items, adding things such as a bit of lore or story to the item. This features isn't present in OpenMW yet.
Closing thoughts on QOL:
When it comes down to quality of life improvements, OpenMW is the easier path. It is true that MCP has a few extra features, but those will be added into OpenMW in time. If you don't mind finding the right mods to make the Vanilla engine have the same features as OpenMW and you don't mind using multiple programs to get there, then you are set either way. It really comes down to how much work you want to put in, and how complicated you want things to really get.

Performance:

The Ogrim in the room, so to speak, is performance. It's no secret that Morrowind has a reputation for being buggy, poorly optimized, and victim to save file corruption. Over the years, the Morrowind community has fought hard against this beast, trying to tame the Gamebryo engine. This battle has been long fought, and there has been much success. Here we will look at which engine is better. OpenMW or Vanilla with MGE XE/MCP/MWSE.
There isn't much to say here really. OpenMW wins hands down. It loads faster, I've never had a crash from a stable release (and oh have I tried to crash it), and your saves are safe. Add to that, more stable fps (and higher fps) and you have a winner when it comes to performance.
Vanilla has some fixes, but they aren't perfect. MCP has an option that fixes MOST save game corruption, but not all. It also has some options that help the game to perform better. However, when I did a timed test, with the exact same load out, Vanilla with help took longer to load and had a lower fps.
Next is a table showing load times for two identical set ups. Distant land and statics (same view distance), no mods.
OpenMW Vanilla with MCP/MGE XE
Seconds from hitting "Play" on the launcher to being in game. 10.11 41.70
On average with Vanilla using MCP/MGE XE, I get 20-35 fps, sometimes I get up to 60. OpenMW is almost always at 60fps. These are both with distant land and statics turned on, and no texture mods.
Then there's the matter of bugs. OpenMW doesn't suffer from any of the original engines bugs, period. That's a winning move right there. With MGE XE and MCP and MWSE you can fix most (if not all) of the Vanilla engine's bugs, but it takes multiple programs to do that.
Another thought to take into account is that the Vanilla engine, no matter how patched, doesn't play nice when you alt+tab to another widow. It can cause Morrowind to crash. OpenMW doesn't suffer from this either.
Something else to note is that OpenMW is capable of using Multi-core processors, more ram (Vanilla could do this with the 4gb patch), and takes better advantage of modern PC hardware. For this reason, it is going to be more stable and run smoother.
Performance closing thoughts:
There really isn't much to say. OpenMW wins hands down, and it's not even close. If you want stability, performance, and safe saves, well OpenMW is the better option. The only real reason to use the Vanilla engine would be if you really want to use mods that requires MGE XE/MCP/MWSE.

What does Gabe the N'wah recommend?

If you're not keen on mods that require MWSE/MCP/MGE XE, then I recommend OpenMW. If you're on an OS that ISN'T Windows, then I recommend OpenMW. When it comes to ease of use and performance OpenMW can't be outdone. Each have mods that are exclusive. Mods made in the OpenCS can't be used in the Vanilla engine, and mods made for MWSE/MCP/MGE XE can't be used in OpenMW.

FAQ!

Q: What is OpenMW?
A: OpenMW is an engine re-implementation for Morrowind.
Q: Why do we need a new engine, isn't the old one good enough?
A: Creating a new engine has many benefits. One is that it runs natively on Mac and Linux, but there's also greater modding potential. The old engine will eventually become a thing of the past as hardware and OS changes continue to be made. There may come a time where Morrowind will need to be emulated with the old engine, much like using DosBox. We aren't there yet, but there is very real potential for that. Couple that with the fact that this new opensource engine allows for anyone to make their own port of it, and the potential is darn near limitless. OpenMW can be played on an Android device, and there is even a multiplayer port. There is also the fact that OpenMW is capable of reading and using files from Fallout 3/NV, Oblivion, and Skyrim. I'm sure you know what that means for the future of Morrowind. There's also a VR port, something that is impossible in the Vanilla engine.
Q: Is there any reason to use the old engine?
A: Yes. If you want to use certain mods, you will have to use the old engine and whatever fixes those mods require. There are also, for now, more guides on how to install mods and make Morrowind look very pretty, for the old engine. The guides thing is something I hope to get good at and fix though.
Q: When will OpenMW be done?
A: No one can really say. They've been doing 1 release a year lately, and those releases have been major, however, we don't know how close to 1.0.0 they are. Right now though, the entire game and many mods are fully playable via OpenMW. What's left to be done are under the hood changes, and adding in some more nice features for us to play with, along with some bug fixes.
Q: Isn't OpenMW only 46-47% done? Isn't that what 0.46.0 and 0.47.0 mean?
A: No. The release numbering is done in the legacy format, meaning that the first zero is reserved for the "1.0" release, where they feel like they have all they want and can focus on adding other things, the .46 is the 46th iteration of the engine to be released, and the final .0 is for minor bug fixes.
Q: Is it possible for a mod that does not require MWSE/MGE/MCP to still be incompatible with OpenMW for some strange reason?
A: Yes. If the scripting isn't done right, then it may need to be fixed. OpenMW is a bit stricter when it comes to scripting, so if the mod author was sloppy, it could require a fix.
Any other questions I will happily add to this section, but this is getting fairly long.
OpenMW Downloads
For the Vanilla Engine:
Morrowind Code Patch
Morrowind Graphics Extender
Morrowind Script Extender

If there is anything else I need to add to this, please let me know. If there are any changes I need to make, please let me know. I've never done a post like this before and I welcome any help I can get! Y'all are a bunch of beautiful fetchers!

Thank you to u/KillerBeer01, u/Aethlicious, u/psi21a and u/Mulucrulu for their contributions!
submitted by Lingering_Trees_Gabe to Morrowind [link] [comments]

this event made me consider whether to keep playing

This is mostly my reactions and rationalizations to the Brave event and how it's affected me a a player of DMK. I've been playing for nearly a year. I've experienced Onward, Pocahontas, Hercules, two Tower Challenges, the Lock Shock and Barrel Halloween event, Mandalorian, and now Brave.
At first I was okay with not completing things since I just didn't have storyline characters unlocked or leveled up to be of any use. But starting around that second Tower Challenge, the one where they offered Rabbit for a second time in a row, things started feeling off. The Halloween event was brutal. Lock, the premium character, was surprising in that he not only was 500 gems but despite being useful to the point of being necessary for one of the tasks he ended up being not that useful for the rest. Meaning even people who purchased Lock found out they couldn't get Shock unless they got lucky with drops or burned through a ton of elixir buying the needed tokens. Then the Mandalorian came out a few weeks later, and I didn't participate much but I did hear that once again the premium character wasn't as useful as expected. Kuiil needed to be leveled up before he could be properly used, and he had some token conflicts with characters.
And now we are at Brave, where people who had both premium characters and the premium attraction and the parade float and discovered they could not finish the event. They did everything right, and it wasn't enough. The RNG was just too strong - there were too many stages where people got screwed over by RNG or bottle necked by arbitrary cooldown times. Some people even had full Frozen collections to help, and were struggling! I had Fergus, Dingwall, and the Ring of Stones at level 2. Up until the last hour, I had no idea if I would be able to complete the event or if I would come up short.
And I realize it's only going to get harder.
This isn't fun anymore. I've never played a game where I needed to wake myself up repeatedly during the night, to stand a chance at completing it. For days at a time. I've never played a game that made me wonder if I could 'get away' with sneaking my phone into my phone-hating teacher's class because lectures cut into a character's task completion. This is supposed to be a game, not a job.
With Brave, the difficulty is entirely intentional. Gameloft didn't want people completing the event. Gameloft wanted people so frustrated that they caved in and bought a sack of gems. Merida herself was 10USD, and without any tokens her costume was 970 gems. Two 500 gem deals bring her costume to just under 40USD. Let's say you did your best, got all the Glitched Fabric, but still came up short 7 comfy fabrics. That's still 560 gems that Gameloft wants you to spend.
You just busted your ass for the "privilege" of giving Gameloft an additional 24USD of your money. Nice hustle.
And then there's the fact that Gameloft made sure only Frozen characters can get Glitched Fabric. And not just Frozen characters, but you needed Anna and her traveling costume (so 2 legendary chests, minimum) or the Fire Spirit with the Enchanted Forest attraction upgraded to level 1 (another 2 legendary chests).
You could also have it dropped from the Dressing Room if you have it at level 2, but with an 8 hour cooldown most people couldn't collect enough fabric before the event ended and were forced to spend more gems. Some people were lucky enough to have the Dressing Room upgraded all the way to level 5, which requires a total of 475 relic tokens to do. And the odds of getting WIR relic tokens have decreased, now that Gameloft has added Brave relic tokens to the chest pools.
And when an event ends...does it even feel good having those event characters you earned? Thanks to the 75 character limit, you're going to spend the next few weeks leveling them up and then be forced to box them up and send them Home by the time the next event starts. There are so many storyline characters that have so many tasks needed to collect more tokens, but event characters are mostly isolated and very rarely are able to collect tokens for characters not in their collection. So their main purpose becomes slot machine bait: they'll eventually be the next helper collection for a future event (that you'll have to lose sleep, buy all the premiums, and even then burn through more elixir or gems or even real money in order to complete), and anyone who wasn't able to get all the characters can try their luck opening a legendary chest.
I'm not even done with the story. I'm at the brink of my game getting bottle necked because I have over 75 characters which can be out and about doing tasks. But with recent events, they prove it won't matter how far along in the story I am. It won't be enough to complete events.
Now, each new event character feels like it bloats regular chests. All those event character tokens taking up space, all those event relic tokens that you don't need anymore because the relic token system is utterly broken and Gamelot isn't interested in fixing it.
All for what? For shoring up for the next hustle. For making sure you have fewer gems ready for the next event, tempting you to give in and pay cash. And maybe this is because I've only been playing for about a year while others have been playing much longer, but it is discouraging knowing that I'll never be able to complete many collections because it all lies within the slot machine legendary chests. At first I thought Tower Challenges were going to be a chance to make up for it, but I realized Gameloft hardly ever offers Tower Challenges and when they do happen you get...one or two returning characters plus an attraction, common tier. It's been a year and Gameloft has offered a grand total of 5 returning event characters. They have also added 25 event characters.
Free legendary chests are sporadic, sometimes a few will be offered as milestone prizes during events but for the most part we get one, maybe two a month. But not in January though, we get nothing this month. Spending gems is the only way to really complete a collection, but of course you don't want to spend your gems because you need those for the next event, but of course what's the point when the 75 character limit prevents you from really enjoying and showing off your completed collections. DMK operates on FOMO: fear of missing out. If you don't complete a collection during its event, it is extremely difficult to do so after without spending money, and Gameloft ensures that the rate of free offers is outpaced by new events. "If I don't get the comfy, it won't be available again for years. And when they release it again, it will be just as hard to obtain, so I might as well spend money/gems now." That's how they get you. "If I don't get Merida now, she'll be in a Legendary Chest, but she'll only have a base 2% chance to get, so I might as well spend money/gems now." Same thing.
I've come to realize I don't feel like I'm playing a game anymore. I feel more like I'm trying to see how much I can get away with an abuser. This is no longer a fun time waster, but something negatively influencing my life. Between the 75 character limit, the lack of usefulness for premium characters, and the absurd hoops needed to complete an event to screw people over with RNG and tempt them into spending more gems/cash, this isn't a game anymore it's just a chore. I don't see DMK getting better. So, I'm done. Let it go, as a certain Snow Queen would say.
I hope I don't come off as sounding dramatic. I only want to rationalize my decision, and help others understand if they are feeling the same way. I am not demanding that anyone quit or stop spending their own money if they still find enjoyment and satisfaction. I am not angry at anyone, but I will note that the more people spend real money the more it encourages Gameloft to rig things with less and less fairness. If anyone is feeling reluctant to stop playing or reduce playing due to the time and money they have already spent, this is a phenomenon called the sunk cost fallacy. It's harder to walk away from something when you feel you have invested in it. But this is a tapping game, and the only investment is whether you still find it fun and rewarding to play. You're never going to get that money back, there will be no payout at the "end". The only real loss is your money and time if you continue to play a game that is no longer fun.
In case anyone was wondering if I was able to get Merida's comfy costume at the very end, it doesn't matter if I did or not. Because I'm walking away.
I thank everyone here, and hope whatever decisions you make, you base them on your own satisfaction. Stay healthy and happy.
And in case anyone is wondering what else to do for a time waster, I picked up the inexpensive Stardew Valley and have been having a blast with it. Yes, I traded my kingdom for a farm.
submitted by midnight_neon to disneymagickingdoms [link] [comments]

Stories from 12 years of Casino Industry

I was asked to make a post about some stories within the Casino grounds so I thought I'd share. I have many so I'll do my best to pick the better ones.
Some back information: I've been a Casino Dealer for 11 years, I've been a supervisor for five years, and I've been a Surveillance Operator for one year. I've worked at three properties, none of which are connected or owned by the same company. I've worked on : Government/Private/Native American owned casinos.
  1. From Hero to Zero.
At my first Casino, I was one of the first group of people who were trained to deal Roulette . After 4 weeks of working 6PM-3AM then doing roulette training from 3AM-8AM (Not paid) , I actually really enjoyed the game and after about six months I became extremely quick at the number game and the pace of the action was steady with very low margin of errors. Young man walks in, cashes in for $500. He buys in for $2 chips and just loads the board. After a few spins and pretty decent hits, he then changes his chips from $2 to 5$ then to $10 and racks his winnings up to $10,000. It was then, five spins in a row, he loaded the board with some pretty gross bets, and every spin I would hit the ONE number with either NO CHIPS on it, or maybe 1 chip , He lost all $10,000 in a matter of minutes. He leaves , and I go on break. After my break I was going back to the same table and wouldn't you know it, the same young man walks in and cashes in another $500. He tells me he just sold his car outside and this is all that he had left. So we do the same deal, buys in for $2 chips, then slowly starts betting $5 chips, $10, $25...and he makes $10,000 AGAIN. Within the next 25 minutes it was straight agony. Every spin, same thing, he would bet $2500 in chips, and win only $250, $400, and after about a half hour he lost it all . Never saw the guy again.
2) Man down
At this property, we are 24 hours for table games. It's currently 5AM , and I'm dealing some $25 Blackjack to this guy. He's probably early thirties , heavy guy. He's sober as can be, but right away I can tell he's been losing. We know how much you've bought in for, how much your down, or up, and I could see he was down $2000+. After about twenty minutes of pure losing, his temper starts to flare.At this point I now have two other guests at my table. Drinking coffee, not saying a word, just losing their money. After losing hand, after hand, this guy looks me straight in the eye, seized up, starts shaking, he can't move. He tries to punch towards me and smashes his stack of chips all over the place and falls backwards to the floor. I call for security, we cannot touch him due to liability . I can't move from my table because, well, liability / casino cash property, all I can do is try to talk to him. As I'm doing so, these other two woman who are sitting at my table just look at me and one says "OK, dealer, cmon lets go " as she taps the table telling me to start dealing and forget about the guy having a stroke on the floor. As security takes him to the ambulance out front, I had to stay behind for a couple minutes and give a statement. I go on break. I come back, and 45 minutes later, he comes right back in with a oxygen tank and keeps gambling for the remainder of the morning.
3) You get a dildo, and YOU get a dildo!
On a late summer Saturday night, we had a large event for these massive muscle guys/strongman competition type thing. After their show, I'm at the roulette table , and five of these boys come over to play. They were absolutely hilarious. They were feeling pretty good, cashed in somewhat large amounts and I could tell this was going to be a fun time. After about a hour of dealing to these guys, it's almost midnight, everybody is pretty hammered , I spin the ball, and all five of these guys take out these god damn (what I can only tell was) two feet purple dildos from inside their pants, and wiping them around in the air. The ladies were just loving it, one of the dildos landed in the roulette wheel and we had to shut the table down to re-calibrate the wheel to make sure nothing had been changed. I just remember that night was so much damn fun, I couldn't believe what I was seeing and I would never forget it.
4) Full Moon
On this day, I was actually training dealers / supervising them on small games like Three Card poker. We opened the table at 10AM, and this older man came and sat down . He played all day. The jackpot was $21,000 and that was pretty high for this table. He played, and played and played. He's one of the players where you know he's wearing a diaper because he's been drinking coffee/pop all day and hasn't moved in eight hours. As the day went on, this man never moved from his chair. Getting closer to midnight, he was aggravated and said "I need to go have a smoke, I'm getting killed in here". He left, and the very next hand, the lady beside him was dealt the jackpot . He didn't say much, but you could just tell he just hated life at that very moment because had he not gotten up, it would of been his hand. The man calmly took his cane , his hat, jacket, coffee, and left. The next morning I found out when he did leave he drove his car straight through his bank and was arrested.
5) Slick Robber
I actually give props to people who can actually pull this off. This story may confuse you so I'll try and explain things as best as possible. A lot of casinos have machines as soon as you walk through the front doors. A man walks up to one of these machines and sticks in HIS $100 bill. He doesn't gamble it, instead he hits the cash out button and gets a $100 TITO ticket where he then takes the ticket to the ATM machine to get his $100. Now remember, his Original $100 is in the slot machine. He then takes the $100 from the ATM and goes back to the same machine, and repeats this process over a hundred times. Essentially he's taking money from the ATM, and loading up the Slot Machine . Now he knows he can't do it too much because if the slot machine gets full of money, the machine will shut down and the slow attendant will have to take all the cash out. So he deposits over $10,000 , then has a small crowbar, he cracks the machine open and makes a run out the front door. To my knowledge he was never caught . But damn, that was pretty smart .
EDIT:
6) Mental Health is a thing.
10PM man walks in to play some high limit BlackJack. This guy knows the game and played well. Dressed nice, drank juice/tea , a little bit of a attitude, cashed in over $10,000. When this man was half way down his buy in, he said something a long the lines of "If I don't win here tonight, I'm going to go set myself on fire." I wasn't sure if he was serious because when people are down, they tend to say a lot of nonsense. I actually left early that night, and from a third party was told he did exactly that in the parking lot. The next day it was clear something terrible had gone wrong in the parking lot .
EDIT:
7) Nothing good happens after midnight
After a busy Saturday night, I was dealing a mix of games, and during this story I was in the middle of Blackjack. I had one young kid (probably 19) sitting in the middle, one older male probably in his later 40's sitting beside him on his right, and I had a really nice couple in their 20's sitting together at the other side. This young kid wasn't playing just sort of watching, and ever time the old man won he would give this young guy some of his winnings. The older man, was a wine drinker, and he had black between all of his teeth, I'll never forget. He's a little drunk but nothing terrible. As the night goes on, the older man goes and uses the washroom, at which point the couple asked the young guy "Oh was that your dad?" and the young guy says "Hah, no I wish!". The couple and I just looked at each other. This old guy, was in complete control over this kid. Absolutely disgusting. The night ends, and I find out the couple called a few of their friends, and they all waited outside by this old mans truck and beat the living hell out of him. 40 years old, sleeping with a 19 year old, completely brain washed . Very weird.
8) That one co-worker where you just wish they would quit.
One of our co-workers, nice guy but had a very big ego and we as employees just sorta left him alone. One day he had enough of the atmosphere and quit. Now usually when you quit, you cannot come back until you paperwork is finalized. How ever, HR was in that day, and he was given the paperwork the very next day. He came in, cashed in $1000, and made $50,000 in about a hour at the Baccarat table. My manager, was extremely annoyed, because now this guy is just mocking the casino and having the time of his life (Thanks for the big tip by the way :) ) and so he decides to call it quits. He wants to ban himself and he wants $50,000 in cash. The casino says Nope, we are going to give you a cheque. Now here's the thing, most business people will take the cheque, how ever you CANT CASH the cheque until the following monday because it's on that day where the funds are available. The casino on the other hand will cash their own check in anytime , because they want you to play. So this guy pretty much said go to hell I want my cash, and he called the police. Police show up, and management promptly gave him the cash.I though it was absolutely hilarious .

9) No good deed goes un punished
I was dealing Three Card Poker, and the jackpot was around $17,000. This old man (a regular) was sitting there all day grinding it out. Super nice guy, always a pleasure to deal to. Well, after hours of playing, he stands up and says "Hey john!, can you come here for a minute?" so his buddy John comes over. He says to John "I need to go take a piss real quick, can you play my card until I get back?" John agrees . John takes the chips and I stop him and explain he can't play his friends chips, he needs to cash in and play his own. And he does. Welp, second hand out and bam, doesn't he win it. The old man comes back and is so happy, he can't believe it. John, took his $17,000, didn't say a word to his "buddy" and walked away. I never felt so much hatred in all my life. Didn't give him a dollar, not a thank you, nothing. The old man sits back down again, the progressive resets to $2500, and he sat there grinding away again.
10) The Top Knot
I had this player , young guy, who was born into a fortune. One of his relatives passed away and left him a pretty big sizable amount of money, so he played poker every single day for the rest of his days. I will add, he IS a good player. I did not enjoy his company just because of the "Know-it-All" attitude, but he was good. We'll call him John. John is 5'10, and well build, with muscle. John also decided today was the day to show off his Top Knot. (google top knot if you're not sure what I mean) So he sits down, and he's absolutely KILLING the table. Every hand, after hand, after hand. And because he's in such a good mood, he's playing any two cards, calling any $500 bet, and he's just dominating. This one guy at the table decided he had enough. He got up, without saying a word and left. A moment later, he comes back in, walks behind John, and takes a pair of scissors , and cuts off his Top Knot. I for one couldn't believe it, dying laughing inside, and it just turned into one big brawl. That was a good day.
11) That one bad seed
One of my best friends who I haven't seen in YEARS ended up being part of the crew. Was kind of nice to catch up. We never really got along as we grew up because he has a very high picture of himself . He wanted that 10/10 woman. A mansion, and a new Corvette. So every month or so we would all go up to the other casino to play. I myself would bring no more than $500, but I couldn't understand how this guy (we'll call him Kyle) was spending THOUSANDS of dollars at the tables. So this wen on for a few months. Well, one day, as we're closing the casino, he and I are in the High Limit room and we're getting ready to close the tables. We are told to take the chips out, count them, put them back, sign this piece of paper and that's it. Well as the supervisor was locking the tray, the piece of paper fell to the floor, so she asked Kyle to grab the piece of paper. As he bends over, a great big $500 chip falls right out of his sock. Kyle was fired immediately , but it all made sense. They offered Kyle a deal where if he replaced all the stolen chips they would not make it public. Not sure how that turned out.
12) If I ever decide to write a book, this will be the last chapter: <3
After working at my first Casino for five years, I met a Indian woman who was visiting from another part of the country. During this time I was explaining a game to her, which honestly I don't think she even cared. She explained she was visiting and sight seeing , and that was that.Well, two years later I ended up moving to the other side of the country and transferred casinos, and low and behold she worked there as a Dealer. We got married , and it's been 5 years.
13) The Tip
One of our tables that we've had for a couple years had a progressive jackpot that had reached $100,000. The dealer at the table was sitting pretty lonely. Nobody really played the game because people knew it was extremely difficult to win the jackpot. My memory is a tad foggy, but you somehow needed to flop the royal flush. This young guy sits down and says to the dealer, we'll call him John. "John, if you pay me that jackpot, I will tip you $10,000" Well John started dealing, and about a half hour into his shift, he F*cking did it. He dealt him the royal. And you know something?This young lad, kept his word, and he made sure there was a audience, and he tipped exactly $10,000. That was a moment right there. That pay cheque was real nice. I think we all got about $500 more than usual. The moment that jackpot was awarded they got rid of the table because the money it was making was not near what the casino wanted. I'm sure there have been bigger tips at other casinos, but that was something special .
14) The Lawsuit
Now this story I'm going to have to beat around the bush a bit due to the nature of what happened. I can't won't answer any questions that you may have on this topic other than what I have to say because it had a lot of publicity . The waitresses at this casino had to wear very thin sexy clothes. Not borderline legal, but it was noticed. One day they called all the waitresses to come in and explained they were changing their outfit to something even more sexier. Now these new dresses were very very borderline legal . The staff said No way. We're not wearing that.So , friday night comes, and the staff work their whole shift, then at the end of their shift were called into a meeting and were all fired. Welp, one of those ladies father was a pretty big time lawyer. Brough the casino to court and won. They won big. Good for them. We had no waitresses for a couple days haha.
Thanks for reading along, I have many more I can add as the day goes on, those were just some off the top of my head. Feel free to ask any questions of the Casino industry. I don't really have many stories about the surveillance department because that's the one area where I can't really say a whole lot due to its privacy and contracts I was and still am under.
submitted by viodox0259 to TalesFromTheFrontDesk [link] [comments]

Tower climbing tips & equipment guide (Part 2)

The other half of the guide I've been writing. This half focuses entirely on the various weapons, armors, and decals that stand above the rest. This is specifically for Tengoku climbing. After a lot of thought I decided that TDM meta is different enough that I should just make that it's own thread. Some weapons that are good for TDM are excluded here due to problems that hurt their potential for climbing, and some weapons that are listed here are not good in TDM.
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Notable Weapons:
Weapon Scaling: Weapon damage scales based off of STR and DEX. If a weapon has 30% STR scaling and 70% DEX scaling then 30% of your STR will be used in calculating damage while 70% of your DEX will be used to calculate the rest of the damage. Don't use weapons on fighter classes with stats that don't suit their scaling or you'll end up dealing some pretty pathetic damage.
Kamas-RE: This thing makes getting to F100 basically free if you're playing a ShooteAttackeAllrounder and it's at +7 or higher. Just get it. 100% DEX scaling.
Pickaxe: The Pickaxe's alt attack that throws sand has deceptively long range and causes a fairly long lasting stun effect. Use the pocket sand to stun a guy, then charge up a hit and obliterate them. This weapon is exceptionally powerful in 1v1 fights and that's exactly how many people you should be aiming to fight at any given time. The stamina equip requirement unfortunately prevents Attackers from using this weapon. 100% STR scaling.
Static Massager: Solid weapon with a huge ammo pool and decent damage. Many people have done loads of their early Tengoku climbing with this thing due to its good general usability and exceptional power for cleaning out screamer pits until you get real high up. Its expensive but lasts plenty long enough to justify the price and easier to build than many things on this list. 40% ST60% DEX scaling.
Flamethrower: The flamethrower is a weapon with exceptionally high DPS, massive ammo pool, solid rage move, and complete disbelief in the concept of blocking. Its only downsides being its fairly short range and need for frequent reloading. Use the Juggler decal to negate its reload downside. You can pair the Flamethrower with the Nail Gun to suppress an enemy while you advance to spray them with flames. This combo does take two weapon slots but it easily shuts down haters with dangerous weapons like the Kamas. I may not have personally used this weapon but I've seen plenty of evidence presented to me from reliable sources for me to believe its power. Unfortunately it's a stamina requirement weapon so Attacker can't touch it. 100% DEX scaling.
Magnum: This thing hits hard, can't be blocked, and has a forced stagger on every shot. The only downsides being its terrible accuracy (some people claim that there is a way to aim it to always land shots, yet never once have they provided any proof to support this claim) and small mag size. The Juggler decal can get rid of the issues cause by the mag size, and is more reliable overall than Billy the Kid for this weapon. The accuracy issue can be bypassed by just shooting from close range. This weapon is also one of the few in the game with an excellent set bonus decal. 30% ST70% DEX scaling.
M2G: This is by far the best weapon in the game but also the hardest to use. If you practice and get good with it you can take it basically anywhere. Even if you suck with it it still provides a massive amount of utility with firework lures and carefully aimed knife snipes. Just remember the priority of what ammo types are best to fire; 1.) Knife, 2.) Shotgun & Rifle, 3.) Firework, 4.) Grenade, 5.) Not even firing the weapon at all, 6.) Rocket. 70% ST30% DEX scaling.
Spear: Stabby stick kills man good. The basic pokes do good damage and have decent tracking, the heavy thrust does huge damage but it's a bit slow, and the rage move is a 100% knockdown. The only problem here is that it's a stamina requirement weapon so it's off limits for Attacker. 100% STR scaling.
Flail: The second best weapon in the game. Hits like a truck, has massive damage resistance for a short time while attacking, and the alt attack has some pretty good range (https://www.reddit.com/LetItDie/comments/ieco8b/why_flail_alt_attack_is_good/). If you buy any weapon from Hernia, it should be this one. 80% ST20% DEX scaling.
Flame Wand: I've never used this personally but its power is obvious. The ammo pool for this weapon is absolutely massive at uncap just like its damage. Its ideal range is similar to the flamethrower so it wouldn't be wrong to think of it as an alternative that trades the suppression capabilities for burst damage and the ability to create flame puddles to cook with. Remember that the flame puddles can't hurt you if you have at least 5% fire res. 10% ST90% DEX scaling.
Medusa Head: Personally I believe Medusa to be the 3rd best weapon in the game. While it lacks the raw power that the M2G & Flail have it has a lot more technical use that far surpasses every other in the game. Thanks to its homing and ability to be sped up with a second input while in the middle of any other animation, it's fairly easy to abuse the hit stun from the Medusa Head to hold a hater in place momentarily while you catch them in a combo with some other 1-handed weapon. 100% STR scaling.
Vajra of Light: My favorite weapon. Has some serious usability issues caused by its stamina equip requirement and its scaling being extremely problematic. Due to these issues, this weapon should never be upgraded beyond +7 as its full potential is lost forever (stam req too high for Attacker to equip it) if you go any further. Thankfully if you take the time to set it up for optimal usage it is in fact quite good. A basic combo that's easy to catch haters in paired with a powerful guard break alt attack that can be chained into after all but the last attack in its 4 hit combo. 50% ST50% DEX scaling.
Saber: The Saber is a very fast weapon with decent damage. If you can get a hater in a corner this weapon can infinitely stunlock them with its alt attack, which always electrocutes and goes through guards. 70% ST30% DEX scaling.
Pitching Machine: This is what you use as a Shooter to do any damage to Crowley at all. Also has a surprisingly powerful melee attack that uses very little durability. You can use the rage move to stagger Coen out of the roar at the start of the fight but this isn't a particularly good option for doing that since you need to use it before entering the fight which will kinda waste the rage if the boss was actually U10. It has let me down a lot of the time I've used it for any given purpose and for that reason I don't really recommend it unless you're playing a Shooter and don't have any other option for blunt damage. Even if you don't play Shooter build it anyway to farm Red Napalm and get the Blunt funshot from it. 20% ST80% DEX scaling.
Boxing Glove: Attack =/= Damage. The number on the weapon card is more of a vague suggestion of the kind of damage a weapon will be dealing per hit. That said, this weapon's damage isn't what makes it stand out. The Boxing Glove has rather good range for a melee weapon, some of the best stunlock potential in the game, and has a notoriously easy time knocking haters into the groggy state compared to any other weapon. This is like a sort of "get this guy out of my face" button you can use if something is being a big problem and your best solution to the problem is trying for a goretastic. I sure had a few moments like that on my climb to 351. THANKS 404. This weapon only gets more useful the further up you go and due to its ridiculous durability you can even use a T1 version if you're only using it for inducing groggy. 80% ST20% DEX scaling.
Bowling Ball: The first two hits of its combo are pretty decent but you use this for the rage move. So long as the ground is flat and clean (no plants or stuff like that) you send the rage off quite far and still nuke a dude with it, perfect for the long tightly packed hallways found in some of the floor layouts Tengoku uses. The rage also does absolutely massive damage to bosses while being fairly quick and long ranged making it the safest way to take chunks out of Jackson, Jin Die, and Crowley. This should be considered one of your highest priorities for success. 100% STR scaling.
Motorcycle: The main reasons to use this weapon are that a fully charged attack will always cause a knockdown, and its rage move is rather powerful for pit fights. While charged attacks can be chained indefinitely to stunlock a hater to death it's not the easiest thing in the world to land one on a hater that hasn't already been knocked down. Use the flail or something to knock them down initially then use the Motorcycle from there. Keep in mind the charged attack has exceptionally good forward movement which allows it to very easily catch haters attempting to roll away from you, or you can angle it a bit against a corner you're hiding behind as an enemy walks closer to suddenly jet out and knock that fool down. The rage move is decent but it can't hit the same enemy more than once, so it's a little lackluster unless you're using the tengoku variant of the Motorcycle that has fire damage, the Emperor. 100% STR scaling.
Bow: The second hardest weapon to use in the game. Thankfully it has such a hilariously high headshot multiplier (13x last I heard) that not only is it absolutely worth learning how to use and the 2nd weapon that should be bought from Hernia after the Flail, but it's even worth using on Striker despite its scaling cutting its damage in half on them. Oh and the rage move makes you invisible for about 3 seconds. You can use it to get out of a bad situation if you alert a particularly dangerous hater. 40% ST60% DEX scaling.
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Notable Armors:
Unlike the weapons section almost all of what's said here will apply to TDM as well, but a few pieces of armor will be left out as they are only good for TDM and not climbing. Helmets provide a very small portion of your defense compared to the rest of your armor and the differences in defense between helmets is small enough that you generally shouldn't care about the defense. It's the stat boosts that really matter here.
"What does Mixed Offenses mean?": You are using a mixed offense build if you are using weapons with damage scaling that favors having high Dex & STR instead of just one stat. If you're using the Kamas (100% DEX) and the Bowling Crusher (100% STR), then you are using a mixed build and will benefit from a helmet that boosts STR & DEX.
Night Scout chest & legs: This is the overall best permanently available armor set in the game. One of the highest defense totals paired with very good resistances. Just be careful fighting slash or electric weapons and you'll be just fine. The helmet is alright too, but it's nothing special and you'd get more out of using a different one from this list. Defense at +5 is 3850 for the chest & 2650 for the legs. Resists per piece are -9% Slash, +5% Blunt, +9% Pierce, +5% Fire, -9% Electric, & +5% Poison.
Iron Eagle RE full set: This set is weaker overall defensively than the Night Scout set but it does have a few reasons you may want to use it instead. The two main ones being a lack of any negative resistances and the fact that all pieces of this set have 50% higher durability than normal armor. I'll have some numbers below this section to better show how big of a boost that is. This version of the set is strictly easier to upgrade than the base Iron Eagle so it's a better investment if you can build up the 3M recycle points needed to buy it from Hernia's recycle shop. The helmet is by far the highest priority to get as it is the best DEX boosting helmet in the game. Defense at +5 is 993 for the helmet, 3536 for the chest, & 2441 for the legs. Helmet boosts are +9% HP & +16% DEX. Resists per piece are +9% Pierce, +5% Fire, & +9% Poison. Helmet durability at +5: 3250 compared to the usual 2500 Helmet durability at +19: 4288 compared to the usual 3298 Chest durability at +5: 5688 compared to the usual 4375 Chest durability at +19: 7505 compared to the usual 5772 Legs durability at +5: 4466 compared to the usual 3435 Legs durability at +19: 5892 compared to the usual 4532
Silent Sniper helmet: This helmet has the overall best stat boosts of any mixed offense helmet and solid defense. The chest & legs are direct downgrades to Night Scout though so there's no reason to use those. This helmet belongs to the War Ensemble faction which means it can be used with Night Scout, Iron Eagle RE, or Exo-armor on builds requiring matching faction armor. Defense at +5 is 1054. Boosts are -5% HP, +9% STR, +9% DEX, & +5% VIT.
Red Napalm legs: These get worse the further you upgrade any other pants since they gain very little from upgrades above +5. Their massive durability, excellent degradation rate of 5%, and extreme pierce resistance make them a solid option for someone with less upgraded equipment. The chest piece loses too much defense to really be worth it compared to Night Scout chest. Just be sure to avoid blunt damage at all costs, and of course, enjoy the view :^) . Defense at +5 is 2452, defense at +19 is 2818. Resists are -21% Blunt, +16% Pierce, +9% Fire, -20% Electric, & +9% Poison.
Warrior helmet: This helmet has the highest STR boost you'll get from any helmet (with one exception, but that helmet isn't ideal for climbing) as well as extremely high defense. This helmet reduces max HP but that isn't exclusively a bad thing. It's not great to have less HP but keep in mind it also makes your rage gain higher. This helmet also belongs to the Candle Wolf faction which means it can be used with Sword Dancer on builds requiring matching faction armor. Also it looks cool as fuck. Don't use the chest & legs from this set as they have terrible resists that make it weaker than Night Scout overall despite having slightly higher defense. Defense at +5 is 1114. Boosts are -9% HP, +14% STR, & +5% VIT.
Sword Dancer full set: This is the overall best armor set in the game. Unfortunately this was a lost bag set so it can only be gotten by buying the blueprints from Hernia for 24 DMs a piece. The helmet provides good mixed offense boosts, the chest & legs are the only pieces of armor that resist all 3 physical damage types, and it has the highest defense in the game apart from ZX Knight (which is not a good armor set due to horrible resists). The only reason you may not want to use this set is that its garish color scheme makes you look like a meth clown. Personally I enjoy making my characters look ridiculous so that's another upside for me. Defense at +5 is 1126 for the helmet, 4010 for the chest, & 2752 for the legs. Helmet boosts are +5% HP, +12% STR, +5% DEX, -10% VIT. Resists per piece are +5% Slash, +9% Blunt, +5% Pierce, +13% Fire, -13% Electric, & -13% Poison.
Exo-armor full set: This is an alternative to Sword Dancer that trades resistance to Slash & Fire for a large boost in Pierce res, reduced weakness to Electric, and a new resistance to Poison. This set was in lost bags and must be bought for DMs like Sword Dancer. The helmet is a direct upgrade to Night Scout with higher defense and the same stats except for an extra +8% VIT. Despite this upgrade there are still better options for running a DEX centric build. Defense is identical to Sword Dancer. Helmet boosts are -5% STR, +12% DEX, & +8% VIT. Resists per piece are -9% Slash, +9% Blunt, +13% Pierce, -9% Fire, -9% Electric, & +5% Poison.
Violent Grinder chest & legs: This is another alternative to Sword Dancer that trades its Pierce res and some of its Fire res for a resistance to Electric and a reduced weakness to poison. This set was in lost bags and must be bought for DMs like Sword Dancer. The helmet is not worth using for climbing as its boosts are purely negative for offensive stats. Defense is identical to Sword Dancer. Resists per piece are +5% Slash, +9% Blunt, +9% Fire, +9% Electric, & -9% Poison.
Reaper full set: THIS SET IS EXTREMELY DIFFICULT TO GET THE BLUEPRINTS FOR AND BUILD. With that warning out of the way, this set is really weird and has a handful of various positives and negatives compared to normal armor sets so lets go over those. This is the only armor set in the game with completely different resists on the chest and legs, +13% to everything split evenly between the two. This set has 2 different helmets that can be used to complete it, which are earned by completing the 41-50 stamp rally. The one for getting the stamps at all boosts STR, the one for perfecting every stamp boosts DEX. Both helmets grant innate headshot damage immunity while worn. Yes I'm serious. All pieces of this set have higher durability than normal armors (Dura comparison at the end of the section for this set). This set's pieces also have a degradation rate of around 5% so they stay at high defense for a very long time. This set does not have a faction which means it cannot be used with any of the "full set" decals like Professional Cosplayer. The chestpiece blueprint is earned by completing a quest to make it to F100 while the legs blueprint is available to purchase in Hernia's Bloodnium shop for 66666 Bloodnium. It'll be a long time before you can get those legs but it's fine since you probably still won't have the materials to actually get the damn set to a decent level by the time you get all that blood. Defense at +5 is 946 for the helmets, 3405 for the chest, & 2270 for the legs. The blue helmet boost is +12% STR and is actually not a bad choice for STR centered builds at all. The red helmet boost is +12% DEX, and while the boosts are weaker than other DEX boosting helmets you could do fine using this if you really want the headshot immunity and higher durability that bad. The chest resists are +13% Pierce, +13% Fire, & +13% Electric. The legs resists are +13% Slash, +13% Blunt, & +13% Poison. Blue/Red X-Ray Glasses durability at +5: 3000 compared to the usual 2500 Blue/Red X-Ray Glasses durability at +19: 3958 compared to the usual 3298 Chest durability at +5: 5250 compared to the usual 4375 Chest durability at +19: 6927 compared to the usual 5772 Legs durability at +5: 4122 compared to the usual 3435 Legs durability at +19: 5438 compared to the usual 4532
Jackal D full sets: These are extreme endgame armor sets and are far more ridiculous to get the blueprints for and build than even the Reaper set. I'm actually not going to talk about them because due to terrible durability and obscene shop prices, they're really not ideal for climbing and I made this section specifically to tell people not to go for them. They're amazing for TDM but there's no point if you're just trying to climb unless you're some god gamer like Khuron and basically never take hits to begin with (Obligatory Khuron plug https://www.youtube.com/channel/UClR3-fdqAT3qbd-x2kXTCRQ ). If you want to know about these then you're gonna have to wait for the TDM version of this thread or use the wiki.
Dishonorable mention, Barret Punisher: Despite Barret Punisher having the same defense as Night Scout I can't justify recommending it due to it lacking the Blunt resistance of Night Scout and being a giant pain in the ass to upgrade to uncap in comparison. Whoever decided this set should take carbon fiber & purple metals at T4 was a dickhole and ruined the potential of this otherwise decent and usable set. It's really not worth the effort but if you use any set that didn't make the cut for this list this is probably the best one.
-------------------
Notable Decals:
Utility vs. Damage: There's a few really good utility decals out there but you can't expect to make a build with no damage boosts and have it still kill easily. Try not to have more than 2 utility decals on a build for the best performance.
Decal stacking: Some damage boosting decals stack additively and some stack multiplicatively. Additive stacking is worse. The general rule is that anything with the same requirements to activate its effect will stack additively. Barbell & Golden Gym will stack additively, but Barbell and Professional Cosplayer would stack multiplicatively. Another example would be Barbarian + Professional Cosplayer. Barbarian x2 would be 1.2 + 1.2 = 1.4, Barbarian + Professional Cosplayer would be 1.2 x 1.2 = 1.44.
Treasure HunteSpy: I've written enough earlier on to justify its use already but you can also use this decal to check where enemies are and where they're facing from a safe place. You can buy this decal from the skillshroom shop after clearing F40. Spy is just Treasure Hunter but with 40% stamina use reduction for rolling and running. Spy is the best utility decal in the game and Treasure Hunter is only a little worse. This is a priority 1 choice for your utility slots.
Vampire: Vampire is the training wheels we all use to keep us alive until we have things figured out well enough that we don't need it anymore. It's always at least a decent choice for pure melee builds though. Vampire is a priority 3 Utility decal, priority 1.5 on pure melee.
5 Leaf Clove6 Leaf Clover: 5LC isn't too hard to get a premium of but even if you can't get it you can easily buy it from the shop for a few skillshrooms. Critical hits do 1.5x damage so you can consider the +20% crit chance from 5LC as a sort of +10% average damage increase. The more decals you have boosting crit damage the stronger crit chance boosts become. However, I strongly advise against going all in on crit decals because the crit damage ones are worse the more of them you have and you're just making your build fall apart even harder when you run into someone with Conqueror's Seal. 6 Leaf Clover is the same as 5LC but it's 30% instead of 20%.
Bull/Raging Bull: These are actually the best damage boost you can get out of any build without a 5 star decal. They're a bit scary to use since you have so little health to work with and because you can't eat beasts whenever you see them to restore hunger your stamina will eventually become a problem. I have a hard time suggesting the use of these for anything beyond destroying the first 3 forcemen.
Serial Killer: If you're using the Kamas or M2G as one of your main weapons this decal is a massive damage boost so long as you play smart and carefully. I wouldn't advise using it if you're only using melee. A common misconception about this decal is that the +100% Attack means you're doing double damage. In a vacuum that would be correct, but this leaves out the fact that Defense exists. An enemy's defense doesn't magically become higher when your attack increases so your damage is calculating a significantly higher number against that same defense. Serial Killer is more than double damage in practice. Not important to know since everyone's dying anyway but I wanted to explain that.
Marathon RunneUltra Marathon Man: 50% reduced sprint stamina use is an amazing quality of life effect for climbing. You can get through floors so much faster when you can just sprint almost the whole time. UMM is the same as Marathon Runner but with 80% reduction instead. This is a priority 2 utility decal.
Professional Gymnast/Legendary Gymnast: This is decent for a very different reason than Marathon Runner. If you're running a pure melee build then Kamas haters become a pain to deal with. Thankfully, Kamas is completely incapable of damaging anyone while they're in the middle of a roll animation. This will greatly increase the amount of rolls you can perform without exhausting your fighter making it much easier to waste their bullets. Legendary Gymnast is the same as Pro Gymnast but significantly better. This is a priority 2 decal on pure melee builds, and a priority don't-equip-this-shit on anything else.
Barbell/JokeGolden Gym: Barbell is very basic but it has no restrictions and it's not that unlikely you'll have gotten a copy of it somehow by the time you've made it to Tengoku. If you aren't swimming in 5 star decals Barbell is probably a prime choice for you. Joker is Barbell but with Tank, Silver Heart, Wolf, and 150% of an Emerald mixed in too. Joker is a very solid quality of life decal and the closest anything comes to a direct competition with the best decal in the game, UFR. Golden Gym is Barbell but twice as strong.
One Shot One Kill: OSOK is a massive damage boost for a single slot but is only viable on a very small selection of weapons (Kamas, Sniper Rifle, M2G, and Bow). Personally I don't care for this decal at all since relying on it for your damage sets you up for a bad time against haters with Super Helmet or Super Helmet 2, but if your collection isn't that great you've gotta use what you have.
Barbarian: This decal is stronger than Barbell if you're only using 2 handed weapons. If your build uses a good mix of 2 handed & 1 handed weapons I'd say just go with Barbell instead. That said, Barbarian is much easier to get from stews or by trading some skillshrooms for a non-premium copy.
Addict decals: If you have the addict decal for your main weapon it's probably a good idea to use it. Using addicts hurts your diversity but it's not a big deal if it's something like the Kamas or Flail that can cover a wide variety of situations.
Juggler: This decal's usefulness ranges wildly from weapon to weapon. Some don't care about it much at all while it's best in slot for others. I'm just going to go over the various weapons affected by this decal and explain why exactly it's a good or bad choice for them. Stun Gun - Stun Gun's reload is time delayed and that isn't changed by any reload speed decals so it's completely useless. M2G - Juggler only affects the speed of a small part of the animation. It is faster but the difference is so tiny it'll basically never matter. Sniper Rifle, Rocket Launcher - The problem these guns face is horrible fire rate, being locked in place for a long time after firing, and very small spare ammo pools. Their reload speeds mean nothing in light of these crippling downsides and I genuinely can't think of any situation where Juggler would matter at all. Welding Gun - The real problem is the charge time before firing and the short effective range. This weapon doesn't really work unless you're using it in situations where reloading it wouldn't be a problem in the first place, so Juggler isn't a good choice. Static Massager - The mag size is too big for this to be realistically worth it. Firework Launcher - While a shorter reload is nice the delay after firing is very long and the mag size is very large for how slow firing this weapon is. It's not a great choice even if it's not completely useless. Pitching Machine - This weapon benefits a good bit from faster reloads but due to the slow initial fire rate you usually need to jump through some hoops to keep a situation where the reload speed mattered in your favor anyway, so it doesn't feel too great. Shotgun, Kamas, Crossbow - All of these weapons appreciate the utility of drastically shorter reloads but don't necessarily need it more than another damage boost. Try it out and see if it's right for you. Nailgun - The only good use case for this thing is to clear screamers sub-F40 or as a tool to hold haters in place while you get closer to use the Flamethrower. Because of this, there is no reason to ever not use Juggler with this weapon. Flamethrower, Magnum - These two weapons lose their only real times of vulnerability by using Juggler and become significantly better at what they do as a result. If either of these weapons is one of the main ones in your build, you're a fool for not using Juggler if you have it. I would choose Juggler over almost any damage decal for them.
Billy the Kid: This gives half the reload speed bonus of Juggler but comes with some extra damage. Some weapons prefer Billy over Juggler while others should just stick with Juggler. Stun Gun, M2G, Welding Gun, Sniper Rifle, Rocket Launcher - Billy is a better choice than Juggler for these weapons due to the damage boost but still isn't particularly useful. Pitching Machine - This weapon does Blunt damage so Billy doesn't even work on it. Don't use it. Flamethrower, Magnum - Billy's speed bonus isn't fast enough to eliminate the vulnerability periods entirely so these weapons should just use Juggler instead. Nail Gun - The use cases for this weapon don't change so Billy is worse than Juggler. Static Massager, Firework Launcher - Billy is a much better choice than Juggler and doesn't feel that bad to use with these. Shotgun, Crossbow - You can use either one really, but the damage bonus of Billy will probably be better in a lot of cases. Kamas - Billy's speed is good enough and it will outperform Juggler in almost every situation thanks to the extra damage.
Mad BombeVampire Queen: Use with the M2G to lure a group to one spot, the kill one guy with a knife and watch as Mad Bomber kills the rest of the group. Also great for screamer pits in Tengoku. Vampire Queen is the same thing but with Vampire mixed in. Don't use Vampire & Vampire Queen together, the lifesteal effect doesn't stack. While this is a damage decal it should be considered a Utility decal. With that in mind, they're both priority 1.
Critical Attack/Below the Belt: There's a common misconception about these decals regarding what exactly they do. People often think that the 30% extra damage is added to the crit multiplier, resulting in crits dealing 1.8x damage. This is incorrect. The 30% extra damage is applied after the crit multiplier, resulting in 1.5 x 1.3 = 1.95x damage. With that said these decals are obviously really damn good but I'd advise against using them if your total crit chance is any lower than 50%. I'd also advise not using CA & BtB together if you can make a good build without one of them since relying too much on crits for your damage sets you up for a bad time against any haters with Pro Tip: Conqueror's Seal.
Trigger Happy: Equip Kamas & Assault Force armor, turn off brain, kill many men. This decal is extremely powerful for farming and takes basically no skill whatsoever to use. If you have it I'd advise using it until you can make a good build without it. I can't stand this bullshit but I'm not about to fault anyone for using a great farming tool. I'd rather people succeed with stuff that annoys me than fail with stuff that doesn't.
Food Fighter: This seems like a dumb meme at first glance but there's actually a lot of potential here. This makes eating something like 4x faster which has a variety of uses. You can near instantly use a Guardshroom if you suddenly find yourself in a situation you'd definitely die in without it, or you can eat a barbmeat and heal to full HP near instantly on demand. Try it out. Priority 2 utility decal.
Vigilante: One of the very few set bonus decals that's actually great. The Magnum is a very good weapon and its best used at close range whether you're using this decal or not so Vigilante just makes it better at what it would do anyway. The existence of the Iron Eagle RE armor set and Lethal Weapon (the Tengoku variant Magnum with fire damage) also help push this decal's power even further. Try it out.
Warrior Monk: One of the top 5 strongest decals in the game. 30% extra Slash & Blunt damage is amazing enough but the extra 20% pierce resistance makes it a prime choice for almost any build. Also happens to be one of the 2 decals that stacks multiplicatively with everything without being an Addict or set bonus decal. If your build uses a strong Slash/Blunt weapon as one of the main weapons then you'll benefit greatly from equipping this. #1 decal for any pure melee build.
Niten Ichi-ryu: The restriction is a problem but the damage boost is massive. The 50% reduced roll stamina cost is a big help against the many ranged weapons of F40+ and makes pure melee drastically easier to manage. If you can work well with a 1-handed weapon in most situations I strongly advise using this.
Lion Man: Bootleg Critical Attack. The critical damage bonus applies to both hands so long as you have the Lion Knuckles in one of them so you can easily use this to push your damage a little further if your collection is missing some of the stronger decals. The Lion Knuckles aren't a bad weapon either, but they're better in TDM than the tower.
Final Hero: I don't consider Legendary Hero to be a good decal due to it only being equal to a regular Bull and having nothing else going for it. Final Hero is a bit stronger and has the HP regen that'll often help you top off your health after taking a little bit of chip damage from something like a lizard biting you or a weaker weapon like the nailgun landing a hit on you. It's an alternative to Serial Killer that trades a big chunk of power for some slow (but still useful) passive healing and a big damage reduction on the first hit you take while the effect is active (while you're at full HP). If you're bad at keeping Serial Killer active (like me) then this might work out better for you. It's also way better on Attacker than any other class for high climbs since Attacker tends to die if they get hit at F250+ anyway. I think a lot of people underestimated this decal when it came out because of how unreliable the other Hero decals are. Try it out for a while before saying it's bad. I'm not the only person that's taken it to F300+ afterall, and I have a feeling I won't be the last.
Ultimate Fighter's Return: Best decal in the game. No matter what you're doing, you're doing it 20% better if you have this decal equipped. There is no situation in which this decal isn't a premium choice. Prioritize over ALL other decals if you have it.
Professional CosplayeSylvia Christel: This decal is extremely powerful but a bit restrictive. There's no reason not to use it if you have it and it should always be prioritized over any other decal in the game due to its sheer power. The restriction of needing to wear a full set is misleading as you only need to wear armor from the same faction, not the same set. This also means you can't use this decal with factionless armor like the Reaper & Jackal sets. Sylvia is basically a slightly weaker Pro Cosplayer from the last crossover event 2 years back. If you don't already have Sylvia you never will. Just use 6 Leaf Clover in place of Sylvia if you don't have it. The difference isn't that big.
Pro Tip: Conqueror's Seal: Don't climb with this decal I'm only listing it here so people know what it does. Anyone wearing this decal will never be critically hit by any attacks. This effect is extremely powerful defensively since it completely destroys any crit builds.
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