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Does anyone know if the hundreds of slot machine games on the app stores are regulated at all?

I know real slot machines have to pass a test to ensure all 'jackpots' etc are possible to win but I was wondering if the same goes for online ones before they are allowed in the app store.
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Destiny 2 Update 3.1.0.

Source: https://www.bungie.net/en/News/Article/50097

Activities

Europa
Dreaming City
Cosmodrome
Tangled Shore
Moon
Nessus
EDZ
Public Events
Strikes
Crucible
Maps
Gambit
Raids
The Last Wish
Garden of Salvation
Deep Stone Crypt
Dungeons
General

UI/UX

General
  • Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category.
  • Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community.
  • Menu header bars correctly stretch to widescreen monitors.
  • Logo updated for the BNOC team (formerly known as DOC).
  • Shout out to the folks who’ve kept our services running for years, and cheers to many more!
  • Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen.
  • Subclass toggle icon correctly displays inactive state when equipment is locked.
  • Updated Stasis Aspect Fragment display to correctly show zero slots.

Eververse/Economy

General
  • Weapon and armor ornaments will no longer be gated on player entitlement state.
  • Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned.

Sandbox

Abilities
  • Fixed an issue where certain Arc and Solar grenades could apply their "hit" visual FX to animated doors and floors.
  • Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere.
  • Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door.
  • Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills.
  • Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy.
  • Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped.
  • Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis.
  • Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades.
  • Improved reliably of Frostpulse Aspect when enemies were on different elevations.
  • While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility.
  • Decreased the height at which Glacier Grenades will launch the player who threw them.
  • Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis.
  • Iceflare Bolts no longer grants grenade energy when shattering a frozen target.
  • Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown.
Stasis Freeze Breakout
  • When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes.
  • The controls for the breakout action can be changed via controller remapping.
  • Stasis Freeze
    • Increased the damage frozen players can take before shattering from 100hp to 200hp.
    • When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons.
    • When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
    • Note: We're planning a more in-depth abilities tuning pass, but in the meantime, we've implemented this change to increase players' chances of surviving being frozen.
    • When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons.
    • When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
  • Withering Blade
    • No longer does critical headshot damage.
    • Increased base damage from 60 to 90.
    • Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close.
  • Handheld Supernova
    • Reduced self-damage from 100% to 25%.
Armor
  • Reduced the cost of Deep Stone Crypt raid mods significantly.
  • With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks.
  • The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork.
  • The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE.
  • Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff's timer.
  • Fixed an issue where Dreambane armor wouldn't drop above 1050 Power until players complete the Shadowkeep campaign.
Weapons
  • Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content:
    • Bad Juju
    • Izanagi's Burden
    • Sleeper Simulant
    • The Huckleberry
    • Worldline Zero
    • Polaris Lance
    • Telesto
    • Legend of Acrius
    • Skyburner's Oath
  • Fixed an issue with Sturm's Exotic perk.
    • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
  • This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana's Vow, Coldheart's perk not triggering when shot through a Citan's Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds.
  • Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation.
  • Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle.
Weapon Archetype Changes
  • Rocket Launcher
    • Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
  • Fusion Rifle
    • Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range).
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher
    • Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger.
  • Submachine Gun
    • Reduced camera movement from firing an SMG by 24%.
  • Pulse Rifle
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Gun
    • Reduced camera movement from firing a Machine Gun by 9.5%.
  • Sniper Rifle
    • Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x.
  • Sword
    • Damage against Miniboss tier enemies and above reduced by ~15%.
Perks
  • Demolitionist
    • Added a short cooldown on the reload effect.
Mouse and Keyboard Recoil Scalars
  • Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller).
  • Affects these weapon archetypes:
    • Auto Rifle
    • Scout Rifle
    • Pulse Rifle
    • Submachine Gun
    • Hand Cannon
    • Machine Gun
Exotics
  • Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them).
    • Ace of Spades
    • Tarrabah
    • Hawkmoon (final round only)
  • Borealis and Hard Light now have a custom (short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (in both hip fire and aim down sights).
  • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.

Power and Progression

Updated Power bands
  • Power Floor: 1100
  • Soft Cap: 1250
  • Powerful Cap: 1300
  • Pinnacle Cap: 1310
  • When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources.
  • Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt.
  • Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received.
Player Identity
  • Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available.
  • Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints.
  • The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season.
  • This functionality exists for these Titles:
    • Gambit - Dredgen
    • Crucible - Unbroken
    • Nightfall - Conqueror
    • Trials - Flawless
  • New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season.
  • Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles' Triumphs where applicable.
  • Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season.
  • Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game.
  • Bounties and Pursuits
    • The Exo Stranger has a new Stasis Aspect quest available.
    • Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger.
    • Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating.

Platforms and Systems

  • PC
    • Switching teams during a Private Match has been moved to Shift key.
    • Remove the notifications and sound options that didn't do anything.
  • Consoles
    • Removed voice chat volume slider setting that didn't do anything.

General

  • Season of the Worthy Eververse items have been added as potential drops in the Bright Engram.
  • Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite.
  • Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer.
  • Starter gear has been removed from Suraya.
  • Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality.
  • Riskrunner has been removed from Xur's vendor pool as it’s tied to a New Light quest.
  • Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full.
  • Wrathborn Hunt trail improved to better support colorblindness.
  • Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters.
  • Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles.

Localization

For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic.
  • Permanent Recast
    • Spanish Mexican voice actor for Ghost permanently replaced.
  • Temporary Recast
    • Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor.
    • Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor.
    • Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. We intend to return to the original cast as soon as possible.
submitted by DTG_Bot to DestinyTheGame [link] [comments]

Slay the Spire and its "family"

https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png
Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products.
Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.

General info

First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though.
With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play;
Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two.
StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use.
Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).

Dream Quest clones

Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow.
Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end.
Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...]
Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...]
Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...]
Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).

Slay the Spire clones

Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own.
Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...]
Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long.
Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...]
Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...]
Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further.
Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers.
Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...]
Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for.
Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...]
Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]

Other Games

Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following:
Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time.
Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...]
Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...]
Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]

Conclusion

As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre.
Good luck to everyone in all your endeavors.
P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
submitted by Exotic-Ad-853 to AndroidGaming [link] [comments]

Destiny 2 Update 3.1.0.

Source: https://www.bungie.net/en/News/Article/50097

Activities

Europa
Dreaming City
Cosmodrome
Tangled Shore
Moon
Nessus
EDZ
Public Events
Strikes
Crucible
Maps
Gambit
Raids
The Last Wish
Garden of Salvation
Deep Stone Crypt
Dungeons
General

UI/UX

General
  • Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category.
  • Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community.
  • Menu header bars correctly stretch to widescreen monitors.
  • Logo updated for the BNOC team (formerly known as DOC).
  • Shout out to the folks who’ve kept our services running for years, and cheers to many more!
  • Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen.
  • Subclass toggle icon correctly displays inactive state when equipment is locked.
  • Updated Stasis Aspect Fragment display to correctly show zero slots.

Eververse/Economy

General
  • Weapon and armor ornaments will no longer be gated on player entitlement state.
  • Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned.

Sandbox

Abilities
  • Fixed an issue where certain Arc and Solar grenades could apply their "hit" visual FX to animated doors and floors.
  • Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere.
  • Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door.
  • Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills.
  • Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy.
  • Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped.
  • Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis.
  • Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades.
  • Improved reliably of Frostpulse Aspect when enemies were on different elevations.
  • While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility.
  • Decreased the height at which Glacier Grenades will launch the player who threw them.
  • Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis.
  • Iceflare Bolts no longer grants grenade energy when shattering a frozen target.
  • Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown.
Stasis Freeze Breakout
  • When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes.
  • The controls for the breakout action can be changed via controller remapping.
  • Stasis Freeze
    • Increased the damage frozen players can take before shattering from 100hp to 200hp.
    • When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons.
    • When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
    • Note: We're planning a more in-depth abilities tuning pass, but in the meantime, we've implemented this change to increase players' chances of surviving being frozen.
    • When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons.
    • When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
  • Withering Blade
    • No longer does critical headshot damage.
    • Increased base damage from 60 to 90.
    • Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close.
  • Handheld Supernova
    • Reduced self-damage from 100% to 25%.
Armor
  • Reduced the cost of Deep Stone Crypt raid mods significantly.
  • With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks.
  • The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork.
  • The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE.
  • Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff's timer.
  • Fixed an issue where Dreambane armor wouldn't drop above 1050 Power until players complete the Shadowkeep campaign.
Weapons
  • Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content:
    • Bad Juju
    • Izanagi's Burden
    • Sleeper Simulant
    • The Huckleberry
    • Worldline Zero
    • Polaris Lance
    • Telesto
    • Legend of Acrius
    • Skyburner's Oath
  • Fixed an issue with Sturm's Exotic perk.
    • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
  • This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana's Vow, Coldheart's perk not triggering when shot through a Citan's Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds.
  • Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation.
  • Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle.
Weapon Archetype Changes
  • Rocket Launcher
    • Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
  • Fusion Rifle
    • Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range).
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher
    • Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger.
  • Submachine Gun
    • Reduced camera movement from firing an SMG by 24%.
  • Pulse Rifle
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Gun
    • Reduced camera movement from firing a Machine Gun by 9.5%.
  • Sniper Rifle
    • Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x.
  • Sword
    • Damage against Miniboss tier enemies and above reduced by ~15%.
Perks
  • Demolitionist
    • Added a short cooldown on the reload effect.
Mouse and Keyboard Recoil Scalars
  • Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller).
  • Affects these weapon archetypes:
    • Auto Rifle
    • Scout Rifle
    • Pulse Rifle
    • Submachine Gun
    • Hand Cannon
    • Machine Gun
Exotics
  • Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them).
    • Ace of Spades
    • Tarrabah
    • Hawkmoon (final round only)
  • Borealis and Hard Light now have a custom (short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (in both hip fire and aim down sights).
  • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.

Power and Progression

Updated Power bands
  • Power Floor: 1100
  • Soft Cap: 1250
  • Powerful Cap: 1300
  • Pinnacle Cap: 1310
  • When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources.
  • Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt.
  • Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received.
Player Identity
  • Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available.
  • Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints.
  • The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season.
  • This functionality exists for these Titles:
    • Gambit - Dredgen
    • Crucible - Unbroken
    • Nightfall - Conqueror
    • Trials - Flawless
  • New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season.
  • Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles' Triumphs where applicable.
  • Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season.
  • Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game.
  • Bounties and Pursuits
    • The Exo Stranger has a new Stasis Aspect quest available.
    • Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger.
    • Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating.

Platforms and Systems

  • PC
    • Switching teams during a Private Match has been moved to Shift key.
    • Remove the notifications and sound options that didn't do anything.
  • Consoles
    • Removed voice chat volume slider setting that didn't do anything.

General

  • Season of the Worthy Eververse items have been added as potential drops in the Bright Engram.
  • Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite.
  • Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer.
  • Starter gear has been removed from Suraya.
  • Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality.
  • Riskrunner has been removed from Xur's vendor pool as it’s tied to a New Light quest.
  • Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full.
  • Wrathborn Hunt trail improved to better support colorblindness.
  • Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters.
  • Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles.

Localization

For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic.
  • Permanent Recast
    • Spanish Mexican voice actor for Ghost permanently replaced.
  • Temporary Recast
    • Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor.
    • Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor.
    • Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. We intend to return to the original cast as soon as possible.
submitted by DTG_Bot to LowSodiumDestiny [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]

20 More Upcoming Indie/AA Games

Previous Post
Here’s a link to the first post with the first 20 games.
The comments in the linked post above also contain more upcoming indie/AA recommendations, some with links to the Steam page. In particular, I want to highlight comments made by three users who all listed 5+ games with links to each game’s respective Steam page: RespawnTT’s list, Venomousx’s list, and dust-‘s list.
Introduction
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 another 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. Taxi Chaos
2. Bravely Default II
3. Rangok Skies
4. Garlic
5. Turnip Boy Commits Tax Evasion
6. Knight Squad 2
7. Hell Pie
8. Iron Meat
9. There Is No Light
10. Windjammers 2
11. Coromon
12. No Place for Bravery
13. Bushiden
14. Hazel Sky
15. Gestalt: Steam & Cinder
16. Jack Move
17. Tale of Ronin
18. OddBallers
19. Spark the Electric Jester 3
20. Samurai Gunn 2
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 posts here:
submitted by Underwhere_Overthere to Games [link] [comments]

slot machine game on app store video

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slot machine game on app store

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