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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]

Detailed guide for 3F & 9F priority list - dated Feb 2021

Detailed guide for 3F & 9F priority list - dated Feb 2021

https://preview.redd.it/9jh54vddsmg61.jpg?width=703&format=pjpg&auto=webp&s=f410113b246a29f291162f0df3c7bce6087d26df
Hi everyone last time I've brought you the SI30 priority list, now I've received some PMs asking for furniture priority list too. Soo.. here is my guide on the furniture priority wishlist. Again my guide caters to beginners or monthly subscribers, whales can do whatever they want. Furniture can only be equipped to ascended characters so in some form of way this guide will also reveal my priority of ascending characters as well.
Let me set some expectations: 9F takes about 6 months of f2p pulling and that is if you don't have below average luck. So there are some heroes that you will want to put in at the start even if you don't have them ascended so that they will be ready when they are ascended in the midgame. My strategy is to always reserve 2 to 3 slots in the wishlists for 9F priority heroes because they take such a long time.
Early Game (when you just unlock the inn, priority to put them in your wishlist)
9F (priority, always keep these in your wishlist because they take very very long to get):
  • Ainz - definition of game changing 9F
  • Lucretia/ Talene - pick the one that you wanna ascend after twins. Don't put both unless you are a whale. Be patient with these cards they will pay off when you ascend lucretia or talene around chapter 30 to 31
3F (priority)
  1. Eironn - Ignore defence. Most OP
  2. Daimon - amplify 40% damage
  3. Skirath (aka chicken) - Most game changing furniture in the game. Enable the 5 pull team
  4. Tidus - increase healing, less likely to get cc-ed and increase atk. WOW
  5. Tasi - Teleport more, very good
  6. Lyca - 2 arrows are better than 1
  7. Rowan - Heal better and stats help him tank better in the frontline
  8. Farael - recently buffed. very very strong
  9. Gwen (higher priority in this list if you main her) - Gwen best waifu
Mid Game (after you finish the beginner priority list, should be around chapter 25 to 28 till chapter 32)
9F (Priority, put them in your wishlist because they take very very long to complete):
  • Izold (situational): if you are gonna run izold cheese team, then his 9F is an awesome investment for ultra dps and tanking. If not don't bother. Depends on AE meta, if izold becomes a meta in AE final boss again then more people should consider putting him in the wishlist.
  • Lyca - her 9F let her do double damage, as well as double defence break. Machine gun damage dealer
  • Grezhul - for boss content such as TR or AE, difference between diamond 1 and legend scores. And for top 50 guild to recruit you during AE. Although Grez will be ascended quite late in priority since there are too many GB heroes, you want him to have 9F when he is ascended
  • Lucretia/ Talene - the other one that you are gonna pull for in around chapter 32. Start preparing for her furniture now after you completed the above.

3F (Priority list)
  1. Twins (you should be close to ascending her if you ascend her on first priority
  2. Saurus - for the stats and better survival
  3. Thoran - (only if you plan to run thoran cheese) 3F is useful but SI30 is more important
  4. Silas - to buff izold (ignore if you don't run izold)
  5. Khazard (situational) - if and only if you prioritise khazard and ascend in for the 7x combat power khazard wilder team, then you have have have to give khazard 3F it's OP
  6. Albedo/ Ezio (situational) - if you run Ainz then give them 3F, if not don't even bother with them
  7. Nara - great team wide CC. Only priority if you are running her with daimon in your main campaign team
  8. Pippa - becomes an energy drainer when paired with tasi. Only priority if you are running the 7x combat power khazard wilder team
  9. Skreg - enable the invade comps. Mostly for mauler towers
  10. Roseline - for a bit more stuns. Looks good on paper but just ok in actual battle. I only put her in because I know everyone and their moms are gonna ask me why I didn't include her in the list.
End Game (After chapter 32, when you realise you have most of your relevant heroes with 3F. More for luxury heroes)
9F (Priority, put them in your wishlist because they take very very long to get):
  • Ferael - his 9F turns him into a debuff god, your enemies will be slowed so much they can hardly attack or move
  • Eziz (you should be close to ascending him after a year plus) - 3F is buffed to have previous 9F effects. 9F enable him to pull one more guy. Plus he needs all the stats for survival. Very worth it in my opinion.
  • Tasi - Even more teleporting. If you don't have anyone to put in your wishlist then her 9F furniture is still very strong
  • Skreg - 9F is a gamechanger but still skreg is still not widely used in campaign PVE or normal PVP. So if you have no one to put in your inn in the end game you won't regret taking him to 9F. Who knows if lilith will release an invade character that makes skreg meta?
  • Oden - His 9F makes him become OP energy drainer. The enemy team will not be able to cast any ulti because they won't have mana. Too bad he is a GB hero and there are too many better heroes to ascend before him. But I have faith in oden that one day he will be part of a super strong meta PVE team because the 9F effect is too strong to drain enemy energy. If that meta team emerges I'll shift his priority upwards
  • Eironn - main carry of many players all the way to chapter 31, his 9F is just 15% more damage but together with the stats might be worth it. Popular but luxury

3F (Priority list)
  1. Brutus - His invulnerability last for 10secs now. Quite important to protect Daimon for as long as possible
  2. Raine - of utmost importance in the TR meta. But considering people put raine 5th or 6th in heroes to ascend. I usually borrow from a friend with 3F raine and ignore ascending her till late game
  3. Arthur - to protect gwen or ainz. Also sounds good on paper but only protects a single hit. But one hit is better than nothing when you don't have any other heroes to put on the wishlist
  4. Satrana - very strong effect for anti-healing, but you should be ascending at least 5 other maulers before her

Whales/ Super End Game Players section:
9F (Priority, put them in your wishlist because they take very very long to get):
  • Rosaline - 9F makes her the second machine gun damager dealer after lyca. Recommended only if you use gwen team alot. User in comments section says her 9F is bugged and not as good as advertised. In addtion, sadly her presence in TR meta is slowly decreasing recently
  • Alna - 9F makes frontline teammate invulnerable for 9 secs. How OP is that. But most people put alna 4th or 5th in stargazing which makes sense to only pull for her furniture after chapter 33.
  • Orthros/ Zolrath - both celepogean for late game pvp (f2p should not put them into your wishlist because usually players only consider ascending them unless they are a whale or they have been playing the game for close to 2 years.
  • Zaphrael - Zaphrael with his paper thin survivability is really only OP when he get his 9F. Also mainly for pvp so f2p can just skip him
3F (Priority list)
  • Flora - 3F ability is great but most people will only ascend flora after 1.5 years
  • Estrilda - 3F is needed for TR evil sheep high scores. So you are getting her 3F strictly for that. Useful if you are running estrilda in gwen teams too, although estrilda is rarely used in gwen teams after chapter 34.
  • Shemira - Although a god in early game, her only relevance is TR evil sheep for high scores. So you are getting her 3F strictly for that

Now for the most important section. Here are 3 common mistakes that beginners make. Please avoid them.
  1. Placing early game characters into the wishlist: I know when you just unlock the inn, you only have like 3 characters ascended and you rush to quickly put them into the wishlist but please don't do this. Commonly some early game strong heroes such as Berlina, Shemira and Lucius will never be used in late game so it will be a waste to give them furnitures
  2. Also remember to take out the heroes that reached 3F so that you don't accidentally pulled a 4th furniture and waste your POE coins
  3. Take note of characters that has 5 or 6 furnitures that they do not have 3 furnitures already in any of the "small, mid or large" categories. You might pulled a 4th in a specific category and waste that furniture. It's recommended to use mythic cards to fill out the rest of the 9furnitures for 100% no duplicates.
You didn't mention them character xxx. What about their priority?
Ans: If I didn't mention them most likely they are either:
  • not meta (used in very very niche scenarios) or
  • their furniture sucks or
  • they are some celepogean that only whales will take to 9F or
  • I honestly forgot about them
If they are your favourite character and you are just raising them to 3F feel free to do so. But 9F will be a big investment please consider my priority list before engaging

**Conclusion:**I welcome any feedback to see if there's anything I'm mistaken or missed and will try to add them into the guide. Love this community so I decided to give something back to it. Hope this guide will help all beginners to mid game players with your furniture investments. I'll try to update this guide every 3 months to include new heroes that came out.

Edit after feedback:
  • moved eironn 9F priority to end game
  • removed daimon 9F priority (very luxury)
  • added estrilda 3F section
  • added rosaline 9F section
  • shifted authur 3F priority down
  • shifted lyca 9F priority up and ferael 9F priority down
submitted by br33ze12 to afkarena [link] [comments]

2021 Mock Draft V6 - Deshaun Watson trade edition

1 - Jacksonville Jaguars - Trevor Lawrence, QB, Clemson - At this point, the only way Lawrence wont go first is if the Jags somehow write the wrong name on the card.
2 - New York Jets - Justin Fields, QB, OSU - Zach Wilson vs Justin Field has become a hotter debate in recent times, with mocks seems to split 50/50 on which of the 2 will go before the other. This one will likely end up coming down to preference, but personally I prefer Field’s upside and athleticism. Still, it’ll probably end up being a close call overall.
3 - Carolina Panthers (via MIA via HOU - sends 1.08, 3.73, 2022 CAR 1st, 2022 CAR 2nd, for 1.03) - Zach Wilson, QB, BYU - This seems like a lot at first glance, but I’d bet on the Panthers being much improved next year with the return of a healthy McCaffery and Joe Brady/Matt Rhule having another year to establish their system. What that means is that if the Panthers can improve at QB, they could be a legitimate playoff contender. Teddy Bridgewater is not the answer, and IMO when you have someone as good as CMC, you need to give him a good QB. The Panthers don't want to end up like the Vikings, sticking a bunch of mediocre at best QBs next to their stud RB.
4 - Atlanta Falcons - Trey Lance, QB, NDSU - I know there’s a large portion of Falcons fans who really want to go anywhere but QB here, but how much longer can Matt Ryan play at a high level? With the 2022 QB class still full of question marks, grabbing your guy of the future right now would be a prudent move. Its instant gratification vs long term strategy. And with the success of raw QBs at the next level under proper development, Trey Lance looks like a solid bet. He’s got a great arm, and plays smart enough to only have a single interception in his college career. There’s a serious ceiling here, and he could absolutely benefit from learning from Matt Ryan for a year. Arthur Smith completely revitalized Tannehill as well, so maybe he could turn Lance into a stud.
5 - Cincinnati Bengals - Penei Sewell, OT, Oregon - Seems like it ends up working out for the Bengals, who really need to protect Joe Burrow. There’s been whispers that teams have Rashawn Slater over Sewell currently, but I partially chalk that up to prospect fatigue. IMO Sewell’s the best OT in the class, and although he’s got areas he can improve, his body of work is utterly dominant currently. If he can polish up his technique and stay healthy, he’ll be a godsend to the Bengals OL.
6 - Eagles - Ja’Marr Chase, WR, LSU - DeVonta Smith has been crazy this year, but it seems like people have forgotten Ja’Marr Chase was just as dominant last year too. Honestly, the Eagles really can't go wrong here with either WR, but IMO Chase is more of a sure thing to be dominant in the NFL, as minute of a difference as that is.
7 - Detroit Lions - DeVonta Smith, WR, Alabama - After that insane performance against Ohio State, I don't think the Lions can pass up on Smith here, even as bad as their defense is. With their entire WR corps being possible FAs, they need to find replacements ASAP, especially if they cannot find a way to agree to a deal with Kenny Golladay. As for Smith well, he’s a beast. Plain and simple. Y’all saw what he did to Ohio State in just one half.
8 - Houston Texans (Via MIA via DET - Sends Deshaun Watson, 2022 HOU 3rd for 1.08, 2.50, 2022 MIA first, 2023 MIA first, Tua Tagovailoa, salary fillers) - Kwity Paye, EDGE, Michigan - The Dolphins send away Tua + a ton of picks for a shiny new franchise QB, and the Texans begin their rebuild. First up is addressing the defensive line. JJ Watt is very likely gone, Whitney Mercilus is done, and Jonathan Greenard has disappointed. They need someone who can make a serious impact, now. Kwity Paye has been one of the most dominant players in college football, with an insane pressure rate, and is a supposed athletic freak who runs a sub 6.8 3 cone at 6’4’’, 272, with some claiming it being as low as 6.37. No matter what the time ends up being, it's utterly insane for someone of his size, and he could likely play the same role that Watt does for the Texans.
9 - Denver Broncos - Micah Parsons, LB, Penn State - The Broncos do really need CB, but there’s a pretty big hole in the middle of the defense next to Alexander Johnson. Josey Jewell isnt a 3 down LB, and it's really hard to pass up on Parsons here, an elite LB who can be the tonesetter of the Broncos defense from day one. Pairing up Parsons and Johnson should give Denver two monsters in the middle of the defense.
10 - Dallas Cowboys - Caleb Farley, CB, Virginia Tech - Now that Dan Quinn’s the new DC, meaning that they’ll be running a ton of Cover 3. And with how much Quinn loves his physical/athletic CBs who can play both man and zone, Caleb Farley is the natural pick here IMO. He’s sticky as glue, with fluid hips and a size profile that NFL teams dream of, perfect for pattern-match that should be used a lot in Dallas next season. His zone coverage does need a little work, but the Cowboys will likely be doing mostly spot-drop zone, which is pretty simple to pick up, and outside of injury concerns, Farley should be a huge help for the Dallas defense.
11 - New York Giants - Jaycee Horn, CB, South Carolina - The Giants love their press man coverage, but were forced to run zone a lot last year due to how bad their cornerbacks were outside of James Bradberry. Jaycee Horn fits their preferred scheme, and also shores up that huge hole at CB2 that they have. No CB in the class is as good as disrupting WRs at the LOS as Horn is, and he’ll be a great addition to what was a surprisingly good defense last year.
12 - San Francisco 49ers - Patrick Surtain, CB, Alabama - The 49ers have 0 CBs under contract next year. They need building blocks now, especially with Robert Saleh now gone. Patrick Surtain fits into their zone heavy system perfectly. He’s got elite ball skills, is consistently disruptive, and can stick to WRs like glue. He’d be the perfect guy to replace Richard Sherman if the 49ers cant bring him back, and should be able to slot in at CB1 or CB2 immediately.
13 - LA Chargers - Rashawn Slater, OL, Northwestern - Slater’s a guy who's been getting a ton of hype in recent times, with some even putting him above Sewell. How much of that is real and how much of it is smoke? Hard to say at this point, but I do know that he’ll be an upgrade no matter where he slots in for the Chargers. Protecting Herbert should be there #1 priority right now, especially for the terrible LA OL. Slater should be a fantastic player for the Chargers from day 1.
14 - Miami Dolphins (Via Minnesota Vikings - sends 1.18, 3.82 for 1.14) - Jaylen Waddle, WR, Alabama - Miami goes ALL in here. With Watson now on the roster, their window is now, and they treat it with urgency, giving up some more draft capital to grab the last of the 3 main stud WRs in the class. Jaylen Waddle fits what Miami needs right now, a speed demon joystick who would be what Will Fuller was for Watson in Houston, a connection that was lethal even with Fuller being injured constantly. Watson to Waddle should be one of the deadliest partnerships in the league, turning the Miami offense into a high powered scoring machine.
15 - New England Patriots - Mac Jones, QB, Alabama - Mac Jones is a guy who’s worked his way from fringe QB prospect all the way up to R1 guy. I'm not sure if the NFL likes him as much as most people in the draft community do, but he’s a smart QB who was instrumental in leading the Crimson Tide to a National Championship. I’d say he grades out pretty well at all the important areas of being a QB, like his arm, going through progressions, that kind of thing. This only big flaw IMO is his ability to extend plays, but the Patriots have the OL to shore up that weakness. The main question here is how will Mac Jones play without any solid WRs? The Patriots receiving corps is barren, so that will be something that must be addressed soon.
16 - Arizona Cardinals - Wyatt Davis, OG, Ohio State - The Cardinals offensive line seems to consistently lose at the LOS, something that was a huge part in them not making the playoffs. With that in mind and all of the top 3 CBs long gone, they grab the mauling OG out of Ohio State, an absolute mauler who can hit hard to create space in the run game. He’s a great fit for the Cardinals run game, and should give them some of the nasty they’ve been lacking.
17 - Las Vegas Raiders - Jeremiah Owusu-Koromoah, LB, Notre Dame - It's hard to say what the Raiders will go with, as Mayock has not been on the job that long, but this is a pick that I agree with Daniel Jeremiah on. The Raiders lack that dynamic linebacker who can move around and cover everything, and JOK should be able to line up all over. He’s perfect for an NFL that seems to value positionless players more, and especially for a Raiders defense that’s going to be stuck against Travis Kelce for the near future.
18 - Minnesota Vikings - Gregory Rousseau, DE/DT, Miami - When your sack leader is a guy you traded away half way through the season, there's a problem. That Vikings defense was inexcusably bad this year, even with the loss of Danielle Hunter, and basically cost their offense a shot at the playoffs. They need to add some juice to the pass rush ASAP. Gregory Rousseau would be perfect, a raw and crazy athletic player who can line up all over the defensive line to wreak havoc. Considering Minnesota turned one athletic freak into a stud, they should have confidence that they can make Rousseau great too, and he’d be a wonderful addition, especially considering the fact that the Vikings have moved around their edge rushers to exploit mismatches, most notably against the Saints.
19 - Washington Football Team - Christian Darrisaw, OT, Virginia Tech - There doesn't seem to be a solid answer at QB available here for Washington, so they look to bolster up their trenches in order to replace the departed Trent Williams. Darrisaw has the size and length to be a fantastic NFL tackle, along with an extremely strong anchor and some great agility for his size. His technique needs to be cleaned up a little, but he could easily lock down the LT spot for Washington in the future.
20 - Chicago Bears - Rashod Bateman, WR, Minnesota - Allen Robinson is gone, leaving a huge hole at WR1 for Chicago. Seeing as there’s not really a great way to fix Chicago’s QB situation, they instead look to try and make the most of their closing window. Rashod Bateman should come in and be the WR1 for Chicago, a great route runner with sure hands who can snag a ball and some more yards after the catch. Hopefully Trubisky builds a much better connection with him than he did with Arob.
21 - Detroit Lions (Via IND - sends Matthew Stafford for 1.22, salary filler) - Zaven Collins, LB, Tulsa - The Lions defense really needs help at LB. Jarrad Davis is probably starting again, but Tavai really shouldnt be. Zaven Collins can step in and be the best LB in the Lions from day 1, an absolute freak athlete who can cover, can stop the run, and even has a pass rushing upside. He’s the perfect chess piece for the new Lions defense to build around, and should be an immediate impact player from day 1.
22 - Tennessee Titans - Daviyon Nixon, DT, Iowa - The Titans need pass rush in every capacity, and that includes from the defensive line. Jeffery Simmons is a monster, but he doesn't get much help. He’d pair up great with Daviyon Nixon, a freak athlete out of the B1G who excels most when he gets to pin his ears back and just attack the QB. His ability to cause issues down the middle should help alleviate the Titans pass rush issues somewhat.
23 - New York Jets (Via SEA) - Kyle Pitts, TE/WR, Florida - The Jets just need to add weapons to their team at this point. Their WR corps has little promise outside of maybe Mims, and their TE corps is equally barren. Pitts addresses both of those issues at once. Able to play all over the lineup, Pitts can work as both a huge WR and a TE, able to consistently beat coverages and get catches against defenses. He’ll be a great weapon for Fields to utilize, a truly dynamic threat who could be one of the best receivers on the Jets from day 1.
24 - Pittsburgh Steelers - Liam Eichenburg, OT, Notre Dame - A lot of the Steeler’s tackle depth, most notably starting LT Alejandro Villenueva, will be lost to FA, and Pittsburgh needs to address that ASAP. Liam Eichenburg isnt the most athletic OT with a crazy high ceiling, but he’s a solid technician who should be able to start from day 1, perfect for a contending team like the steelers.
25 - Jacksonville Jaguars (via LAR) - Samuel Cosmi, OT, Texas - The Jaguars need to protect their investment, especially with Cam Robinson a question mark to be back due to his poor play. Protecting a young QB should be the #1 priority after landing one, and Cosmi is a tantalizing prospect to add. He’s got plenty of athleticism and a frame that’s waiting to be filled out, a solid pass blocker who can deal with speed rushers really well. He’s a high ceiling prospect who could become a great LT and lock down Tlaw’s blind side for the future.
26 - Cleveland Browns - Jaelen Phillips, EDGE, Miami - Sometimes it just feels like the Browns defensive line is just Myles Garrett. That can't stand. The Browns need to give Garrett some help in the pass rush, and that's why they pick Jaelen Phillips. There’s a lot of injury concerns here, but if Phillips can stay healthy, he’s an absolute MONSTER in the pass rush, having notched 8 sacks in just 5 games this year. If he can stay on the field, he and Garrett should give opposing offensive lines some serious headaches.
27 - Baltimore Ravens - Alijah Vera-Tucker, iOL, USC - The Ravens need to bolster their offensive line more. After the loss of Marshall Yanda, the Ravens offensive line has taken a notable step back, and Ronnie Stanley’s injury certainly didn't help there. AVT’s easily BPA at this point, an interior beast who is a stone wall with excellent hand usage. He should be able to make the Ravens offensive line even better, and boost their already lethal run game to higher levels.
28 - New Orleans Saints - Kyle Trask, QB, Florida - Im sorry, I don't think Taysom Hill is an NFL level QB. Especially not for a title contender. Drew Brees is retired, and I doubt Winston will be back. That means QB is the most glaring hole in NO. Kyle Trask might never be Patrick Mahomes, but he’s a good solid player who can make accurate passes, adjusts to pressure well, and is willing to extend plays. With the Saints filled with weapons and talent, Trask should be a good enough game manager to help the Saints be contenders for the rest of their window.
29 - Green Bay Packers - Levi Onwuzurike, DT, Washington - Kenny Clark and Keke Kingsley are building blocks along the defensive line, but the Packers could afford to add some depth. Onwuzurike has been mocked in the first by DJ, and he tends to have his ear to most NFL team’s pulse. Onwuzuriki’s calling card is his length and athleticism, which combined with his explosiveness and motor results in him just running over people at times. He does need to improve his power and add more consistently, but the addition of Onwuzurike could make the Packers defensive line a force as good as the Steelers DL.
30 - Buffalo Bills - Travis Etienne, RB, Clemson - The Bills just need playmakers especially in the run game, and Etienne is one of the best pure playmakers in the class. He’s an explosive threat who must be addressed at all times, or else he could break free and gash the defensive for serious yardage. His acceleration and contact balance make him a problem to tackle, and with supposed 4.3 speed, defenders won't be able to catch him once he gets into open space. He’s no slouch in the pass game either, putting up solid production at Clemson and flashing the ability to run a few option routes. The Bills already have their Jim Kelly and Andre Reed in Josh Allen and Stefon Diggs. Time to add the Thurman Thomas of the trio, and turn Buffalo into an offense that can toe to toe with the Chiefs.
31 - Tampa Bay Buccaneers - Jalen Mayfield, OT, Michigan - Donovan Smith is very likely gone this year, meaning that Tampa would have a hole at one of the tackle spots opposite of Wirfs. No matter if they move Wirfs to LT or keep him at RT, Mayfield would be a great get opposite of him. Mayfield’s a dependable run blocker who has good feet, and although he's not finished just yet, if Tampa can utilize his athletic gifts to the fullest, he’d be a great compliment to their current franchise OT.
32 - Kansas City Chiefs - Joe Tryon, EDGE, Washington - Joe Tryon’s another player who is apparently well regarded according to DJ. He’s shown flashes of being a great pass rusher, but he’s really still a WIP in most areas, especially as a run defender. However, he does fit the mold of what the Chiefs want in their pass rushers, standing at 6’5 262. Kansas City does need the help on the EDGE, and they can afford to take a gamble here, considering the Mahomes led offense should be able to easily cover up any defensive deficiencies for the next few years.
submitted by kcheng686 to NFL_Draft [link] [comments]

Galactic Economics 7: Leapfrogging

RoyalRoad
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I ended up splitting off some of 8 into 9 based on feedback. The story I've thought of will end on 10, and then it's back to the drawing board for me. I'm not sure if I would continue with this universe or come back with another idea, let me know if you have an opinion either way.
I'll start posting these onto a site I found called RoyalRoad in addition to reddit. I won't take donations, but it does seem like it has nice utilities to manage all the stories even if the audience is smaller. Any advice on this welcome too.
And as always, I'm still a new writer trying to improve. Feedback about the story or my writing are all very welcome, and I read every one of them.
Galactic Credits weren't technically a currency yet. They had a lot of GCs in the bank, but as the aliens would say, that's just numbers on a screen. You couldn't pay rent and taxes with GCs, not yet.
As some human traders switched to exclusively buying goods from the market, they paid hard earned Dollars in exchange for virtual GC, and that became the revenue stream. This revenue balanced out almost perfectly with sellers who were instantly cashing out.
For every Dollar that someone paid GC to convert to credits, only about 95 cents would be asked to be paid out by a seller trying to withdraw their GCs for cash.
The transaction fees that GC made on every transaction can be visualized as credits disappearing into an untouched locked account. This was effectively a profit for GC, because it meant less credits that had to be exchanged for $. That 5% margin was a steady Dollar revenue stream that they could safely cash out.
But because all the humans needed to pay bills and taxes, they would withdraw their money almost immediately, which meant that they would always be stuck around that 5% margin. Unlike a regular bank, they couldn't make a lot of investments.
That's when the universe decided to give them a break.
Or rather, their interests had aligned with the self interest of some very rich people who had just started paying attention.
At first, the financial systems on Earth did not care much about GCs. They were used in spaceports all around Earth, and space was very exciting, but it was inaccessible to most people and the actual trade volume was a small percentage of total businesses done on Earth.
The aliens directly made a few people very, very rich, mostly traders and GC. But what were of more interest to financial institutions were the reverse engineered alien technology products that they predicted were coming shortly. At the same time Sarah and her friends were trying to fix a famine, the human economy was booming.
Like GC, banks were in the business of selling gold prospecting equipment, not looking for gold themselves.
Naturally, banks started allowing deposits and withdrawal of GC. This wasn't unusual. Banks have no issues holding onto cryptocurrency and non-USD currencies for customers' savings accounts. That was their business, after all. There were some costs, but it was generally a good business: fat transaction fees led to fat profit margins.
In the case of GC, banks needed to charge their customers a high transaction fee because GC itself charged a high transaction fee. This was bad for business. Not many people kept their credits in other banks because GC itself was a bank and they kept their money in there just fine without having to pay an even higher transaction fee.
They were understandably unhappy about several of their wealthier customers keeping a lot of money in another bank, but not enough to want to choke out GC's business. That would be killing their golden goose that is the booming alien knockoff economy.
So when GC decided to raise liquidity, as they would need to do to continue to bankroll a multi-planetary relief mission indefinitely, the banks saw an opportunity. Or rather, VISA did.
It was an incredibly generous offer: VISA would treat Galactic Credits like Dollars and allow full convertibility on their own network, in exchange for GC waiving their entire transaction fee for bank transfers. Their lawyers didn't want GC to go ahead and print money without limits, so they put a contingency that allowed them to cut off GC whenever they wanted and clauses that allowed for regular auditing.
Sarah and her friends thought about it, but not for very long.
Galactic Credit became no longer the only bank that could deal in credits.
Credits were now freely transferable between banks.
Now, you could pay taxes in credits converted to USD.
Which meant people stopped withdrawing their Dollars from GC immediately, and GC could "borrow" that money to pay for supplies, equipment, and then use some to invest in companies on Earth.
It was like a limited run of fractional reserve banking.
The aid operation to Gak continued.
"Isn't this technically a blatant violation of minimum wage laws?" Asked Sarah over the FTL video comms, the crisp and quick quality of which was a testament of how much human infrastructure had been shipped into Gakrek orbit, "doing some quick maths with the average fuel and maintenance costs here… it looks like we're basically paying the space traders only about $10 for every hour of shipping they do for us."
Kathleen Bryce, GC's head counsel shifted uncomfortably in a conference room chair 50 light years away, though her immediate reply indicated she had indeed thought the problem through, "Not if anyone asks."
She continued, "the short story is nobody has tested the courts to see if aliens working for us in space are subject to California employment and labor regulations, or federal minimum wage laws, or perhaps, even no laws."
"What's the long story?" Jen asked, slightly interested.
"We're pretty sure they're at most contractors, definitely not employees. Cali Prop 22 took care of that. The spaceport is probably considered international territory, or else the traders would be considered 'illegal aliens' every time they landed," Kathleen did a little chuckle at that most unoriginal pun around the GC legal team watercooler, "In which case, the lower federal minimum wage applies. Or maybe it's not even international territory, maybe it's some new thing. Too many edge cases to descri-"
"Ok," Sarah said after a moment, "it'll probably look bad though."
"What will?" Jen countered, rolling her eyes, "that they're being asked to voluntarily work just above cost to help save a billion hungry aliens, a problem that, let's not forget, most people in the galaxy think they helped create in the first place? Give me a break. There's fifty thousand Red Cross workers working for free on Gakrek and you're telling me we-"
"Ok, ok, we'll save this discussion for later, interesting as the implications are," Stearns interrupted, "until the labor board starts sniffing around, we'll let Legal deal with it. The other item I wanted to get to today is what we're going to do for Gak in the medium and long term."
"Right, the immediate crisis is over, but the moment we pull our people out and stop sending food constantly, the Gaks are back to square one in two months," Sarah returned to her presentation, "over the past two weeks, our models keep having to be revised down on the future of Gakrek farming. Their climate system has been dramatically spiraling downwards for decades now. With this disaster: the out of control burning and flooding, the trashed ecosystems, and the Gaks literally selling off their farming tools to squeeze out some more fruits from traders, they added up to one conclusion: traditional subsistence agriculture is no longer viable on Gakrek."
Here she put up a chart on screen. There were two lines. There's a straight horizontal line, marking the average calories that healthy Gaks needed, and then there's a quickly plummeting line denoting the drastic decrease of Gak agricultural productivity over time. They crossed about ten years ago. The meaning was clear.
"It's increasingly obvious that all Gak food will need to be shipped in from offworld sources until we completely overhaul their agricultural economy," Sarah continued.
"What kind of overhaul are we even talking about?" Benny chimed in. He owned a good portion of the company, but rarely came to these executive meetings. Today, he was making an exception for his son Benny Jr, who was on the view screen with the rest of the offworld team on Gakrek.
Stearns replied, "in a word: industrialization."
"The Industrial Revolution and its consequences have been a disaster for the human race," wrote Ted Kaczynski, known more famously as his press nickname, the Unabomber. When this was published in the Washington Post in 1995 in response to a threat, a number of people thought he was making a lot of sense.
It made all the headlines, inspired countless hours of political debate, and gave a major boost to anarcho-primitive ideas in the academic sphere.
But as many historians knew, his ideas were not wildly original. Industrialization, like every major economic change, created winners and losers. Sometimes there were more of one, and sometimes the other.
In human society, previously skilled workers, usually guild craftsmen who made up the upper-middle class of late feudal Europe, became the biggest losers of industrialization as their labor was replaced by machines that could do what they did at hundreds if not thousands of times faster. Without skill, without rest, and without emotion. Some of them were so angry, they even went out and smashed the machines, but mechanization continued anyway.
The biggest winners of the Industrial Revolution were the subsistence farmers who made up the vast majority of lower class workers in feudal Europe. They went into cities, to work mind-numbingly boring jobs, doing the same thing day after day, on risky and dangerous assembly lines for excruciatingly long hours. Many got injured. Some died. A few were even children.
And yet mostly, they did so willingly.
That's not because they were all tricked, under some grand illusion that factory work was comfortable, safe, and enriching.
It was because subsistence farming on its worst day was a hecking nightmare.
The Gaks were living it.
"Why can't we just build a tractor factory there then?" Sarah demanded.
In her mind, tractors were synonymous with food. She'd been on a road trip through the American Midwest once, on the way to the Yellowstone. There, she'd seen rows of gigantic tractors plowing fields, endless food from horizon to horizon. To Sarah, the massive scale of the corn fields of America was just how industrialization was done.
"Because tractor factories depend on a thousand different parts. Who's gonna make the tires? Who's gonna make the motors? Who's gonna make the onboard computer?" Stearns explained, "and who's gonna bring them gasoline to keep running? And each of those components have a thousand factories to make them, and each have dependencies on thousands of other factories! It would literally be easier to move Los Angeles onto Gak than it would be to help them mass manufacture tractors."
Sarah made a facepalming gesture, but Stearns cut her off before she launched into despair, "there actually is a much easier solution to this problem."
"On Earth, most economists agree that the most efficient way to send foreign aid to areas that consistently couldn't produce enough food is not to send them food; it's to send them money so they can buy food, or if they have good soil, they can buy some tools to grow their own," said Stearns, leading Sarah to the obvious conclusion.
"But they don't use money here, we can't just send them money!"
"Exactly. So let's talk about that."
Gordorker's family had finally cleaned up his house from the dust storm. The broken roof was re-tiled as best as he could. His children had helped on some of the menial tasks, but that's what children were for.
It was nice to have purpose again.
The humans had said that their mission would be here for months, maybe years, but Gordorker was not so naive to believe that he wouldn't have to work for food again. He was certainly not so stupid to take this to mean he should be lounging around all day.
Winters on Gakrek were not bad in terms of freezing people to death, but the dry winds would not allow crop planting until spring again.
Next time, he would have 21 mouths to feed, not including his, and he'd have to get the fields plowed without poor Grunger. He was lucky he had so many children.
Traders Only
New Thread: Bohor spaceports have just banned bartering!
Body: If your friends want to do any business at Bohor, they better get themselves a GC Terminal fast! The Bohor are banning barter at their main port. You will only be able to conduct trades by credits starting in a few days!
Comment: Whaaaaat? Are you crazy??? Only two of my friends have Terminals. How is everyone else supposed to make a living?!
Comment: Get a Terminal lol
Comment: We told you guys last week this was gonna happen if you assholes keep holding up the line with your obnoxious rare fruit peddling. Newsflash, we don't care about how exotic your stuff is on Bohor. Just unload it. We weigh it, read the price list for food items, do the math, you get your credits, and you're out of there in minutes. You want air filters? We've got air filters for 2,800 GCs, no haggling, no bartering. If you don't like it, someone else will take it. Don't waste our time! -- Bohor Spaceport Management Team
Comment: Hey Bohor, have you considered maybe getting a Terminal yourself so that everyone else don't all need to get one just to get some fuel?
Comment: I'm selling air filters for 3,000 GCs in orbit above Bohor for traders who don't have Terminals.
"Our plan for the leasing model for the Terminals is not going to work," Sarah observed.
"Yup, the famine crisis on Gakrek is forcing our hand," admitted Stearns, "and we'd expected a much slower rollout to bring the aliens on board over the course of years, not weeks. In hindsight, it was obvious how this was different to how humans popularized credit and debit cards in the 1970s. We were replacing cash, which was just slightly inferior to a card, but with the aliens, we're replacing their entire dumpster fire of an economy. We earned a lot of goodwill with our relief effort and the galaxy is buying in."
"So what, we just abandon the original timeline and move to phase two immediately?" Asked Sarah.
"Exactly right. When the iron is hot, you gotta strike it," replied Stearns, "we'll give the merchants already with Terminals an option to opt out of their lease and switch to the new devices, but I doubt most will. Our internal data shows that they've universally been getting their money's worth out of those."
"Are our manufacturers even ready to handle the inevitable barrage of orders?" Asked Jen, eager to move onto the logistics and technology discussion.
They were not.
Version two of the offworld trading terminals were actually a downgrade to the original Terminals. The originals were prototypes, modified out of consumer tablets that cost hundreds of dollars to produce.
The new ones, branded Mini Terminals, were basic card readers with pin pads and a tiny OLED display, attached to a now mass produced FTL antenna you could get at RadioShack for $3.99. There wasn't even a thermal printer for receipts.
The whole device costs no more than $20 to make on a mass production line in Vietnam. GC was going to sell it at cost in credits.
Galactic Credit had prepared supply lines to ramp up production, ready to start rolling them out in a couple years. They've made a test batch of tens of thousands of units sitting in storage, but did not expect to need to start actually selling them for a while.
Carefully made plans were abandoned, schedules were expedited, employees in SE Asia worked overtime, and the company took on extra cost to push the schedule up.
It still wasn't enough.
On day one, all reserve units sold out. Some of the well connected human traders, unburdened with a strong conscience or ethics, bought them by the truckload as they were leaving their warehouses. They sold them at a large markup at the spaceport.
That was not very cash money of them.
GC sent a representative to the spaceport to let traders know that they were out of stock, but more would be made available shortly. Customers should just wait a week for the prices to come down.
The scalpers instantly sold out anyway. The alien traders lucky enough to be on the non-relief landing pads filled their cargo with the Mini Terminals.
Then, those traders sold them at a markup at other ports. And so on.
By the time the Mini Terminals reached average spaceport merchants on the other side of the galaxy, they were being sold for almost half the price of the original tablet Terminals.
By the end of the week, the craze died down. These electronics really were cheap and easy for human factories to make, and many of the production lines just needed time to start the machines. Prices returned to normal, and the average merchant could afford them with a bit of honest work and savings.
The Gakrek Spacelift was slowing down. The turnaround time had been increased to a leisurely 10 minutes, and the Livermore space traffic controller was occasionally allowing non-relief traders to land at open pads, which Zikzik was doing now.
Zikzik needed to refuel, but apparently that was still only allowed for the landing pads that had been designated for relief. He called up the Livermore port manager, pointed to his number one position on the relief pilot leaderboard, but she just shrugged her shoulders and said apologetically, "rules are rules".
Oh well, he could always refuel at Olgix on the way.
As he landed in Olgix, he realized this was the first time he landed at a non human or Gak port for at least a week.
He greeted the Olg who was running a reactor fuel line to his ship with a nod, and asked, "how much fruit to full?"
The Olg took one look at the sign on his booth, and said, "you know we also take credits on Olgix now, right?"
A little surprised, Zikzik took out his card and terminal and allowed the Olg to swipe his. He'd used his Terminal when doing exchanges with other traders, but this was the first time he'd been to a non-Earth port where goods and services could be paid for using his credits.
"That's 295.50 GCs, pleasure doing business with you."
Grob was one of the wealthier Gaks in the world. The famine had affected everyone, but he and his wife did not have to go hungry because the spaceport management made sure to keep feeding the people that kept the mobs at bay.
Everything else stopped working though. He used to pad his income by making sure that the vendors at the spaceport knew exactly who was protecting their livelihoods. Only very rarely did new ones not cooperate.
Grob really wasn't a bad Gak, but he did what everyone else in his position also did. This was just how business was done on Gakrek. You didn't get to survive to become a security guard family if you didn't do that. Another Gak would come along, take your place, and do what you didn't want to do anyway.
When the humans arrived, things changed. They started peddling these credits business, which he'd seen some of the traders used.
Of course, he didn't think much of it. Instead of getting goods, you just get a card, and use the card to trade for food and items? Seems unnecessarily complicated.
He'd heard that they charged a cut just for you to use the card, a concept that he was intimately familiar with and in no hurry to be subjected to. The humans had insisted on giving one to him and setting it up. Which he had to do because they were in charge now, but that was fine by him. Just because he had a card didn't mean he had to use it right?
A few days later, when he was on a patrol route at the spaceport, checking off the vendor stands, one of the luxury item vendors asked him if she could pay her next cycle's fee with her card because she had traded away all her wares.
"You gotta make sure to save wares for me next time," he'd told her, "but I'll take it this time." He ruffled through his backpack to find the card, handed it to her, and she inserted it into her machine, typed in her code, and showed him that it had deposited 18 GC into his account.
Hoping that she didn't stiff him, he went on with his route.
"Let me say this again," Zarko said at the edge of his patience limit, "you can trade these credits for food on Earth. Lots of food, shiploads of food. So much food, everywhere."
"But I don't have a ship," whined the spare parts vendor at the spaceport, "why don't you just bring food with you next time you want my parts?"
"You can exchange credits for food from some of the other traders that come down here too! Some of them have the new Terminals now, look, that guy over there, he takes GC," Zarko was almost shouting while pointing at a fellow Zeepil food merchant who had a I ❤️ GC sign on his booth across the spaceport.
This was frustrating. Every time he came across one of these less traveled planets he had to explain himself to these yokels all over again.
The vendor looked over skeptically and said, "how do I know that you two aren't working some scam together?"
That was it for Zarko. It had been a long day, this guy wasn't making it any shorter, and he had just been accused of being a dishonest trader. It was probably because of his species. Just because he was a Zeepil didn't mean he was a scammer!
He internally cursed the unjustified stereotype of his people and blew up at the racist:
"Listen to me very carefully. You're going to give me the secondary fuel modulator. You're going to walk over to the food merchant over there. Then you're going to swipe this card over here, on his machine. He's going to give you at least a month's worth of food. And if you don't, I'm going to leave a one star review on your spaceport on Traders Only, and nobody is going to come back here to trade anything with you ever again, got it?"
The vendor whined some more under his breath, but eventually relented. The threat had sounded real.
He got plenty of food. Whatever scam these Zeepils were running, they didn't rip him off this time at least. Whatever.
Zarko was fuming as he took off. Didn't these ignorant primitives know that a liquid currency to facilitate free and fair exchange of goods and services was obviously the bedrock upon which a modern economy needed to be built?
When Grob got home from work, he handed his wife the credits card saying, "hey darling, one of the luxury traders gave me her protection share using the card. I trusted her because she normally always pays on time. Did I get scammed?"
His wife was a teacher at a nearby school. Ever the practical one, she asked, "oh, how much did she put on it?"
"It said 18."
She did some math in her head and replied, "yeah that sounds about right," and to his surprise, she pulled out a card and said, "I got one from the humans at the school too, and I used it to buy a new pair of shoes for you!"
He tried them on. They weren't very fitting shoes, but neither were his previous pair so he couldn't complain. They did seem very well made even though the little holes in them seemed to be a design choice.
Pretty soon, he noticed that the other guards at the spaceport started extracting their share of protection fees using cards too. Oh well, if everyone else was taking fees with a card, he supposed it couldn't hurt if he did it too. It somewhat lightened his load on patrols, which he didn't mind at all.
Besides, his blue shoes were really pretty. He was not sure why there was a big check mark on its side though.
"They're doing what?!" Sarah asked, her temper threatening to go off.
"It's a protection racket. A practice as old as time. The security guards have basically been taking a percentage of the vendors' wares, and recently switched onto using cards to take payment. It's been going on forever and it's probably just how they do things there. Using cards is pretty innovative of them, I'll give them that," Jen said, "but it made it pretty easy for us to track down all of them. Should we revert the transactions?"
"No, probably not," Sarah said, calming down and seeing a slight head shake from her head counsel Bryce, "but we need to make it clear to them that they can't be allowed to do that anymore."
Grob wasn't sure how to feel about the cards anymore.
The humans had found the practice of protection fees distasteful, and they'd warned that anyone caught doing it again would face severe consequences. They made their point pretty clear when one of the other guards was made an example of: her card stopped working. She had to get a new one that didn't have any of her credits in it!
On the other hand, the humans also made the spaceport authorities start paying them with credits, which was good because now they were being paid on time and Grob knew he didn't have to worry about not being paid as long as the humans were there.
His wife had been buying them new clothes with credits she was getting paid as a teacher too. One of his human friends had giggled when she saw his shirt, which apparently said "2016 NBA Champions Golden State Warriors". He wasn't sure what was so funny about that, but it was a very comfortable shirt.
Maybe this whole credits thing wasn't as ridiculous as he thought at first.
By the universal inheritance path known as "dibs", Gordorker inherited his neighbors Gyuotin and Gyuovin's farmable land and possessions. They didn't have much.
Trinkets, gadgets, and a bunch of junk. It was mostly items that couldn't be traded for food during the worst periods of the shortage. With his immediate food needs taken care of by the relative abundance of food items the humans have brought, Gordorker thought perhaps he should go buy a stasis box with the trinkets he got from his deceased neighbors.
When he arrived at the offworld market, he saw a high end luxury merchant proudly displaying some fresh new wares from offworld, including a number of stasis boxes. These were apparently new ones made by humans. These were slightly bigger than the ones he'd have before, but he'd brought his neighbors' life possessions, so he thought maybe he'd be able to trade for one of those with some haggling.
Gordorker started laying out his items on the table, but the trader cut him off, hastily saying the weirdest thing he'd ever heard from a trader in his life, "no barter, credits only." The merchant then pointed him towards a human tent.
A human volunteer, his nametag said Marco, asked his name and gave him a shiny card, then told him to memorize 6 numbers. "As the head of your household, you have also been given a small stimulus by the GC corporation," he said.
Then Marco took him to a junk trader stall, where he gave the trader all his items. Marco showed an increasingly confused Gordorker how to insert his card into a small machine slot to "receive payment".
Marco guided him back to the merchant selling stasis boxes. Gordorker was instructed on how to insert his card and enter his pin code, which he mastered with no difficulty.
Marco then took him to a farm tools stall, where Gordorker repeated the same process with a steel plow, a small box of "semi-dwarf wheat seeds", a long garden hose, and a hand pump, all loaded onto a brand new wooden wheelbarrow.
"BAL: 12.50," the small screen had read.
Gordorker was not sure what unnatural ritual he had taken part in, but he was in possession of the most farm tools he had ever been in his life and he had the stasis box he was looking for.
"Alright, that should be enough. Make sure to keep the card safe and remember your 6 digit code. Ask a volunteer if you need to know what the tools do.."
Gordorker put his card in his stasis box. Then, being the prudent Gak he was, he wrote down his pin code and put it in the box as well.
Whatever else it did, he was sure one of his descendants could probably find a use for it in an emergency one day.
In hindsight, there were obvious economic side effects for Earth becoming a mass producer of everything from food to cheap consumer electronics, the reverse engineering of millions of years of alien tech, and ripping down the barriers that the barter based economies of the galaxy had erected.
A young forward thinking economist wrote a whole journal article about it with a typical economic study title: "Development Osmosis: Capital Outflow, Argentina, and Extreme Poverty in Offworld Economies".
Three other economists read the pre-print as part of the peer review, who all sent him an email saying something along the lines of "wow, this gave me a lot to think about. Somebody important should read this!"
Nobody else did, for a while.
It didn't make the news.
The reference to high yield semi-dwarf wheat seeds in the story refers to the research of Nobel Peace Prize Winner, Norman Borlaug. Borlaug noticed that stalks of wheat that are too high yield would bend and then break their stalks, so he solved that problem by breeding these plants with dwarfed plants. Shorter stalk, supports more wheat. His work in improving food security in developing nations is credited with saving the lives of over a billion humans. A real life HFY.
The next chapter's working title is:
Rising Tide
RoyalRoad
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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]

My 2021 WFT Mock Offseason (This is really long)

Intro:
(I want to start by saying I was inspired to do this by u/quixotikdylusion)
What a year 2020 was for this team, it had plenty of bad but there was a lot of good and a lot of progress that was made. I think the biggest thing is that we have a good coaching staff, especially on defense, that can cover up some of the flaws on this team. Besides that, we have a good core and some good depth as well. However, there are still areas that need to be addressed and fixed for this team to take the next step.
Offense:
First, the most important position: the QB position. When it comes to QB I view it as either you have a top 12 QB or you have no QB. This is why losing out on Stafford changes things. In my opinion, the only guys left that are worth going for are Dak, Carr, and Watson. I would much rather start the year with Heinicke and Allen than:
  1. Trade a first or second for Mariota/ Wentz/Darnold (if you want a reclamation project you already have two in Heinicke and Allen and you don't have to give up any high picks for them)
  2. Overdraft Jones/Trask (there are too many good players at 19 and you have too many holes besides QB)
If we can't get one of those guys I would rather go into the year with Heinicke, Allen, Montez, and a veteran QB. If Heinicke turns into a star you have your QB of the future, if he burns out then
Second, this team needs WR help. Terry McLaurin is a star and is a great X receiver but besides him, there is no one on this team that scares you. This team could use a Z receiver and a Slot receiver. Cam Sims was the Z last year but I view him as a WR4 rather than a WR2. Steven Sims was the Slot last year and I would be annoyed if he's the starting Slot in 2021; I would either cut him or have him as a WR6 behind Harmon and Cam Sims.
Third, this team needs a TE #2. Logan Thomas had a good year and looked to be a good starting TE option for the next couple of years. However, there is no depth at the position. Jeremy Sprinkle is a terrible TE and every time he is on the field bad things happen, Baugh and Hemingway would be out of the league if WFT didn't pick them up. This team desperately needs someone to backup Thomas.
Lastly, the team could use some depth at OL and RB. At OL, we could use a backup guard because Wes Martin is terrible. At the tackle spots, we could pick up a developmental player since both Moses and Lucas are going into their age 30 seasons next year. At RB you don't really need anyone but I would look to upgrade over Peyton Barber and to do so I would add a young bowling ball style power back who can help you in those short-yardage situations.
Defense:
On defense, the priority should be to bring in two new LBs. In the 4-3, you need three LBs (WILL, MIKE, and SAM) and right now you only have one in Cole Holcomb. Holcomb is more of a WILL backer but because of how poorly the others played he was asked to play the SAM. This offseason you need to get a MIKE and preferably a SAM because Bostic and KPL are not good enough.
The second priority should be to add a true centerfielder FS. Del Rio likes to run cover 1 and cover 3 and in both of those coverages, you need to have a deep middle safety. Apke last year was the first one who played this role and he was terrible at it, Reaves was next and he played better but you can still upgrade the position.
Lastly, you can get depth at positions like CB and Edge. If you let Darby go you have a real need at corner and it becomes your main priority but he likes the staff and the staff likes him so he probably gets resigned. However you still need depth at the position, Moreau is not going to get resigned and Stroman/Johnson as your CB 4 and 5 is a recipe for disaster if a starter gets hurt.
When it comes to Edge you need replacements for Kerrigan and Anderson. To replace Kerrigan, you should bring in a rotational pass rusher. When it comes to Anderson, the loss might be shrugged off as who cares but it’s lowkey a bigger deal because you lose a rotational run defender and the guys on this team that are supposed to replace him, like Toohill, are not good enough.
Offseason
I used OverTheCap for Free Agency and The Draft Network for the Draft
Before Free Agency
Cut Alex Smith: It was a great story and is an inspiration but you cannot pay $23 Mil for below-average QB play. I hope he retires and we don't have to cut him but he probably won't retire so I would cut him and save $14.7 Mil.
Free Agency
Each player will be listed in this format:
Name, Position, Contract Length Full Salary (includes signing bonus), Signing Bonus, Total Guarantees
2021: Cap Hit, Guaranteed Money for that season. 2022: Cap Hit, Guaranteed Money for that season. (So on if applicable)
Description about the signing.
Resigned
Brandon Scherff, OG, 4 years $60 Mil, $15 Mil, $35 Mil
2021: $12.75 Mil, $8.75 Mil. 2022: $14.75 Mil, Fully Guaranteed. 2023: $14.75, $7.75 Mil. 2024 $17.75 Mil, $3.75 Mil
This is a really tough decision because Scherff is often injured and he is a guard. However, this team has been devoid of top talent so when you have a guy that's as talented as Scherff you should look to keep him. Also, he did just make 1st team all pro and this OL looked way better when he was in the lineup. So all in all I think you have to pay him and this contract is a 3 year deal with an out in 2024 and that isn’t a bad deal for either side.
Ronald Darby, CB, 4 Years $40 Mil, $10 Mil, $20 Mil
2021: $9.5 Mil, $7.5 Mil. 2022: $8.5 Mil, $7.5 Mil. 2023: $10.5 Mil, $2.5 Mil. 2024 $11.5 Mil, $2.5 Mil
Darby played solid last year and so he gets rewarded with a new contract. Good corners are really hard to find so if you find one it's best practice to keep them in town. This contract is about the same as the Kendall Fuller contract and I think that is what Darby’s market value will be. Now there are injury concerns with Darby and so that's why this deal is structured to give you an out in 2023, so if he regresses/gets injured all the time you can easily cut him.
Taylor Heinicke, QB, 2 Years $13 Mil, $2 Mil, $6 Mil
2021: $5 Mil, Fully Guaranteed. 2022: $7 Mil, $1 Mil.
The legend of Heinicke is coming back. As I said above, in my opinion, the best realistic option is to bring back Heinicke and see if he's the real deal or not. If he is, you just got yourself a franchise QB but if he is not you move on after this year. This contract is structured to give you 3 options:
  1. If he is good, you have your QB and a bonus is that you don't have to pay him a lot in 2022, that is important because A. That buys you time to negotiate the deal so you don't have to do a Kirk Cousins 2.0 with the franchise tag B. Gives you plenty of flexibility to make a splash in Free Agency
  2. If he is decent but not good enough to be the starter, you can still keep him around since the contract is relatively cheap for a backup QB. (Go after Dak)
  3. If he is terrible, you can easily release him and save $6 mil. Then either you draft a QB or you go after Dak Prescott who would inevitably be coming off the second franchise tag
(Edit: As I was writing this, Taylor got signed by the team for 2 years $8.75 Mil. However, I will still be counting the contract I gave him instead of his IRL contract when it comes to the salary cap)
Nick Sundberg, LS, 4 years $5.57 Mil, $1 Mil, $1 Mil
2021: $1.325 Mil, $250k. 2022: $1.370 Mil, $250k. 2023: $1.415 Mil, $250k. 2024: $1.460 Mil, $250k
Yeah, Sundberg is not leaving Ashburn. He has been great on the field and off the field in the community. (Should've won WPMOY last year) He gets a nice pay raise and the team is set at LS for the next 4 years.
Dustin Hopkins, K, 1 year $1.07 Mil, $0 Mil, $500k
This is a one year prove-it deal for Hopkins. He was terrible last year and cost the team many wins so I thought about letting him walk. However, it was just one year, and he’s been good every other year so I would try and see if he can get back to old Hop. That being said there is no chance I would pay him more than $1 mil, if he wants anything more I am happy letting him walk out of the building
Kevin Pierre Louis, 1 year $2 Mil, $500k, $1 Mil
KPL is coming back but in a reduced role. I don't think you should be actively starting him but he is an above-average backup and I would bring him back at $2 Mil.
Cam Sims, WR, 1 year $2.24 Mil RFA Tender, 0, $2.24 mil
Kyle Allen, QB, 1 year $850k RFA Tender, 0, $850k
I would pick up both options, both are cheap and both are above average for a WR4 and a QB2.
Free Agency
Corey Davis, WR, 4 years $47 Mil, $12 Mil, $25 Mil
2021: $11 Mil, Fully Guaranteed. 2022: $11.5 Mil, $8 Mil. 2023: $12 Mil, $3 Mil. 2024 $12.5 Mil, $3 Mil.
The big splash in Free Agency is to bring in the former Titans receiver. Davis is a former top 5 pick who had a breakout year in 2020 and is just entering his prime (he is 26 years old). I think Davis is a great option in free agency cause I think you are getting a guy who is going to get even better over the next couple of years for relatively cheap. He also is a guy who fits the profile of what you need at WR, this team desperately needs a big body Z receiver and Davis fits that since he A. played the Z in Tennessee and B. is 6’3. Now if Davis doesn't live up to expectations, you can cut him at the end of 2022.
Denzel Perryman, ILB, 2 years $13 Mil, $4 Mil, $6 Mil
2021: $6.5 Mil, $4 Mil. 2022: $6.5 Mil, $2 Mil.
At times last year, this team's run defense was poor and that was mainly because of how bad the LBs were in run defense. Enter Denzel Perryman to change that. Perryman got an 86.3 grade against the run by PFF, now PFF isn't always the greatest site but the grade shows that he is really good against the run. Perryman is also a true MIKE and that is also something this team desperately needs. You cannot have Jon Bostic be your MIKE if you want to have a good LB core. The best part about this deal is that Perryman fills the needs of this team at a cheap price.
Trey Burton, TE, 2 years $8 Mil, $2 Mil, $4 Mil
2021: $4 Mil, $3 Mil. 2022: $4 Mil, $1 Mil.
As I talked about above, you needed to get depth at TE and that's exactly what you get in Trey Burton. Immediate upgrade at the TE 2 spot and a guy who can do everything you want from a TE 2. Burton was graded as the best blocking TE in 2018 by PFF and in 2020 he was an above average blocker. Burton can also be a decent pass-catching option if you need to start him.
Demarcus Walker, Edge, 2 years $5 Mil, $2 Mil, $3.5 Mil
2021: $2.5 Mil, $2 Mil. 2022: $2.5 Mil, $1.5 Mil.
Demarcus Walker came into the league as a second-round Edge rusher who was picked by the Broncos, but he did not live up to expectations in Denver. However, that is because he was playing as a 3-4 outside LB and that was not his natural position. Once the Broncos moved him down from outside LB to the DL he started producing. In Washington, he could be a good rotational Edge rusher in the 4-3. He is still a guy with untapped potential so some growth could happen.
Jourdan Lewis, CB, 1 year $2 Mil, $500k, $1 Mil
This team needs depth at CB, especially NCB, and Lewis gives you depth. Lewis gives you depth because of his versatility, he can play both slot and boundary corner. Lewis is coming off of a really bad year but it is only 1 year and from 2017 to 2019, he was a solid corner. Because of this I would be willing to take a chance on Lewis, after all, he would be your CB4 at best and it's only a 1-year deal.
Blake Bortles, QB, 1 Year $1.075 Mil, 0, $500k
Backup QB who should be your QB 3 at best. I decided to bring Blake in instead of a guy like Alex Smith because Bortles doesn't have the injury concerns Smith has. Bortles is a decent option if both Heinicke and Allen get injured.
Alex Redmond, OG, 1 year $1.090 Mil, $0, $900k
Starting OG for the Bengals who wasn't anything special so you bring him in on a cheap deal to be a backup guard. He is better than Wes Martin and that's all that matters when it comes to this signing.
NFL Draft
Each player will be listed in this format:
Name, Position, College, Height, and Weight
Description about player
Round 1: Zaven Collins, LB, Tulsa, 6’4 260 lbs
The Bronko Nagurski Trophy winner is coming to DC. Zaven Collins is a great pick in many ways. First, as a player he is instinctive and that allows him to be good in both run and pass defense. In run defense, he will fill gaps nicely and in pass defense, he has great ball skills that allow him to cover most running back/tight ends. Second, he fills a position of need since he is a SAM LB and this team does not have one, right now Holcomb plays the SAM but this move allows him to move to his natural WILL position. The main concern with Collins is that he has mediocre speed, however, he has other tools that can make up for his speed and besides speed, he has good athleticism.
Round 2: Alex Leatherwood, OT, Alabama, 6’5 312 lbs
As discussed above, you have two good tackles on this team but they are both turning 30. So here in the second round, you take a good tackle prospect who with development could turn into your franchise LT. Alex Leatherwood is a tackle who is good against first moves in pass protection and he is also good as a run blocker. His main weakness is that he tends to get beat when guys use counter moves on him in pass pro. The good news is that good coaching can clean that up. This is a pick that may not help you this year but will help you in a couple of years.
Round 3: Andre Cisco, S, Syracuse, 6’0 203 lbs
This team desperately needs a center fielder FS and that's the guy you're getting in Andre Cisco. I talked about how JDR likes to call cover 1 and cover 3 and how there is no one on this team to play that deep center safety role, well Cisco thrives in the deep center role. Cisco is a ballhawk who plays really good coverage. Now you might be wondering how he fell, well he fell for two reasons: 1. He is a bad tackler and 2. He freelances sometimes. Now problem number one isn't a big deal for this team, you have 10 other guys who are good tacklers especially if you bring in Zaven Collins and Denzel Perryman. Number two is concerning but I trust JDR to reel him in and teach him how to play within the confines of the defense. While there are some problems to his game, the talent is there and it is just too good to pass up.
Round 3: Brevin Jordan, TE, Miami, 6’3 245 lbs
Now I know I have the team signing Trey Burton in free agency and I know that this team doesn't need 3 TEs but Brevin Jordan is just too good to pass up. Jordan is a player that can play all over the field and is a dynamic weapon that can be used creatively on this team. Jordan is an athletic player with good size and speed. He has good ball skills and hands as well. When it comes to route running, he is solid but still needs some development. The same can be said about his blocking. Sitting behind both Logan Thomas and Trey Burton would be beneficial for a guy who in the (near) future could become your TE1.
Round 4: Dazz Newsome, WR, North Carolina, 5’11 190 lbs
Dazz Newsome, starting slot receiver for the Washington Football Team in 2021. You finally find a good slot receiver. Newsome is the final piece to this top 10 receiver core of Mclaurin, Davis, and Newsome. Newsome is fast and shifty, when it comes to route running he runs crisp routes, and most importantly he has good hands. Newsome could add more routes to his game but besides that, there are no major weaknesses in his game. Newsome is also a punt returner so next year you don't have to worry about Steven Sims muffing any punts.
Round 5: Rashad Weaver, Edge, Pittsburg, 6’4 265 lbs
This may seem strange to take an edge rusher but you do need a couple of guys there to make up for the loss of Kerrigan and Anderson. The Kerrigan replacement was signed and Rashad Weaver is your Anderson replacement. Weaver is a good run stuffer and is a guy that you could rotate in on 1st and 2nd down. When it comes to pass rush, Weaver has all the rushes and tools in the bag but he lacks the bend and athleticism that you need. Weaver may not have the upside when it comes to pass rush but that's not what you are drafting him for, you're drafting him so that he can occasionally stop the run and that is something he can do.
Round 7: Thomas Graham Jr, CB, Oregon, 5’11 197 lbs
You always need depth at corner and that is what this pick is about. Thomas Graham Jr can come in and be a decent CB5 on this team. Graham Jr is a guy that has good technique, good timing, and good ball skills but he is not fast or agile. His athleticism lowers his ceiling but his traits raise his floor. A high floor player is what you should look for in a CB5 and Graham Jr offers you that.
Round 7: Spencer Brown, RB, UAB, 6’0 235 lbs
This man is built like a bowling ball and that's exactly why I am drafting him. Brown isn’t athletic and he can't catch. However, he has good vision, he is big and he can run between the tackles. Brown sounds exactly like a prototypical short-yardage back because he is one. Brown would be a younger, bigger version of Peyton Barber in this offense.
Post Draft Cuts:
Geron Christian, Peyton Barber, Jon Bostic, and Wes Martin were cut to save $2 mil. These players were expendable because replacements for them were either signed or drafted. Plus, $2 mil was needed to sign draft picks and leave some money over for UDFAs.
Final Salary Cap Numbers (Before signing draft picks and UDFAs but after all the cuts)
2021: $9,422,545
2022: $72,777,075
2023: $138,468,706
2024: $181,130,000
That concludes my offseason. Thank you for reading this post, I really appreciate it.
TL;DR
(Main guys)
Resigned: Scherff, Darby and Heinicke
Signed: Corey Davis and Denzel Perryman
Drafted: Zaven Collins, Alex Leatherwood, and Brevin Jordan
submitted by jerry17381 to washingtonNFL [link] [comments]

Becoming a Mini-League Master [Thread]

In this strategy based article I will focus on the universal appeal of FPL, how to improve from a beginneintermediate level player into a mini-league demi-god, and mini-league specific tactics.
Introduction
During this protracted DGW19 I find myself pondering the great imponderable - what is so universally appealing about Fantasy Premier League?
Firstly, there’s the league itself. I grew up watching English football as a boy in the 1980's when football & life itself was much simpler. Black & white TV, squads of home-grown players, and not a pair of neon boots in sight. Nowadays, the world’s best players ply their trade in the English top-flight with all the accompanying razzmatazz, glitz & glamour. The Premier League is now very much an international product with industry analyst’s estimating a cumulative global audience reach of over 3 billion views per season.
Secondly, the FPL game has such a simplistic format - squad of 15, pick 11 starters, select a captain, organise the bench order, and your team is locked & loaded. The addition of chips (Free Hit, Bench Boost, & Triple Captain) has added an extra layer of variance to the game. When deployed in a double gameweek some addictively huge swingy point totals can be achieved akin to a super mega jackpot from FPL’s very own slot machine.
What’s The Hook?
As we finalise our team before each new season we dare to dream. Many have tried to take down the main event but given the miniscule chances of besting approximately 7 million participants very few succeed. A commonly held marker for success is an overall rank inside the top ten thousand with many of the game’s best players measuring success by a cumulative of low OR numbers from their career track record. However, the number achieving the loftiest of ranks is a mere drop in the ocean compared to the overall number of players actively engaging in the game. So what’s the hook? For me the universal appeal is simple - the watercooler moment. In both physical and virtual places across the world mini-league competitors either congratulate or jibe each other over their respective fantasy exploits from that weekend. Many of these leagues will have a dominant player, the fantasy guy or girl, who lifts the trophy season after season. Below I will talk about tips & mini-league specific tactics aimed at giving you the competitive advantage and turning both beginneintermediate level players into mini-league monsters.
Team Structure
A solid foundation & good team structure is a fundamental aspect of FPL. Historically, in order to squeeze as much positive value from my squad & facilitate a maximum number of big hitting options I would not have spent much of my budget on the bench.
However, as FPL managers it is important not to be too rigid in the beliefs you hold to be true. Due to current environmental uncertainty and Covid match postponements having squad depth is definitely more desirable this season than previously. As such it is important to trawl the league for cheap bench options that ideally start for their clubs.
One additional, and often understated, benefit of having a spread of cash on the bench is that better players have greater potential of steadily rising in value something compared with non-playing bench fodder. For example this season I reacted to the external Covid risk and bought Soucek as my 8th attacker in GW12 for £4.9m and he is now priced at £5.3m.
Furthermore, whilst in bygone season's I have aggressively traded to enhance my team value this is as practice I have forgone this year. Leave the transfers as late as possible because the information advantage is greater than a few £0.1m's.
Bread Knife to a Gun Fight?
It is important to go into battle with the right tools and for me paying membership to Fantasy Football Hub the last few season's has been very much an investment. Different players take different approaches to FPL and, whilst I watch a ridiculous amount of games, I am very much a stats man.
For me a large part of forecasting future FPL returns revolves around the analysis of underlying numbers from recent matches across a range of common metrics such as: shots, shots on target, big chances, touches in the box, big chances received, and big chance creation. Furthermore, analysing favourable & difficult fixture runs for teams is essential in-order to future-proof your squad for the weeks ahead.
Rather than just consulting a fixture ticker I think it is important for us as FPL manager’s to think how exactly certain games will play out – will it be tight game or potentially very high scoring? Successfully reading fixtures and approaching them aggressively with a double up in attack or defence can be just the tonic needed to shoot you up your mini-league.
Moreover, assessing future fixture strength will give you an idea who the most popular captaincy options will be for the weeks ahead. Such knowledge can help you plan accordingly to defend against a highly owned premium with a plum fixture or attack by doubling down on a big hitter that rivals do not own by giving them the armband. Generally I always like to have the top two players in a captaincy poll for any given gameweek by way of insurance.
Navigating Blank & Double Gameweeks & Chip Strategy
A former school teacher of mine used to preach that, “Proper Preparation Prevents Poor Performance”. This turn of phrase rings especially true when navigating both blank & double gameweeks in FPL.
Add the guru of FPL schedule forecasting @BenCrellin to gain competitive advantage in your mini-league. Whilst the unprepared and ill-informed may deploy chips early the additional information you garner may see you successfully muddle through blank gameweeks and set up a grandstand finish which will take your rivals by surprise and the mini-league title down.
Furthermore, Ben’s highly detailed spreadsheet can help you make an informed decision about when might be best to deploy your chips by forecasting possible strength of DGW fixtures both near and far.
Analyse Yourself & Opponents Teams
There are a number of free FPL utilities and one of my absolute favourites is FPL Statistico. Simply key in your team ID and it will produce a highly detailed breakdown of your team’s performance this season.
You can see which player has done the business for you when given the captains armband and which budget option is dragging down the defensive average in your rotation.
Furthermore, entering the team ID of a fierce mini-league rival might quickly reveal that they have a preference for a certain player as insta-captain and become an angle that you can gain an edge from.
Big Hitting Mini-League Differentials
An exercise I like to conduct is to analyse the top five teams in my mini-league and establish a list of common owned players. I take this exercise to excel (although pen & paper is good too!) and use popular fantasy utilities such as Anewpla’s live league viewer to see all relevant squads quickly.
From this base of common players I would aim to differentiate the other positions in my squad for the weeks ahead. A common misconception amongst chasing players is that they have to reinvent the wheel with the most obscure of picks when sometimes a very high profile player can be differential in your mini-league. You just have to do some ground work to discover who!
For those that have read, thank you. Hopefully you can put some of the tips from the thread into action and see positive results in your mini-leagues.
If you’d like to join @FFH_HQ you can get 15% off with this link:
https://fantasyfootballhub.co.uk/Hibbert/67
If you like the content drop me a retweet. If you aren’t a follower of mine click “follow” and keep an eye for more articles in the near future. Peace & good luck.
submitted by Effective_Life3884 to FantasyPL [link] [comments]

[NAFA][Poly] All about NAFA for prospective students! (mainly SOAD stuff)

Hi there! NAFA grad from COVID batch here! I previously wrote tips to not waste time at NAFA. Currently studying in NUS. If you're looking for post O levels/ITE options, look no further! 4 years ago, I attended NAFA's open house after receiving my O level results and back then I was as clueless as the many DMs I've received asking about NAFA ;) . So I'm making this post to clear those doubts!
Edit: Added academic calendar to general curriculum and important degree update

Content

Things to note before entering NAFA
  1. What is NAFA and who is it for
  2. Available Courses
  3. When and how to apply
  4. Application Timeline
  5. Financial Aid
During your study
  1. Useful Acronyms
  2. Life at NAFA
  3. Understanding NAFA's SOAD Standard
  4. General curriculum
  5. Electives
  6. Using workshops/Loaning of equipment
  7. Internship
  8. Overseas Immersion/School Exchange Programme
  9. CCA
Post-Diploma
  1. Furthering studies at NAFA
  2. Furthering studies at a local university
  3. Finding Work

Things to note before entering NAFA

[1] What is NAFA and who is it for?
NAFA, the Nanyang Academy of Fine Arts is Singapore's pioneering art school. It is a private arts institution. It provides diploma studies with a study duration of 3 years just like poly. The special thing about NAFA is that it provides 1-year degree programmes which any student (usually from relevant diploma courses) can pick up.
Well, we always say 'art is subjective', it is a freedom of expression. The school is really open to anyone (and that is on the account that you have a portfolio or passed the test). Literally, you can have aunties and uncles as your classmates! You also have people doing art because it's fun but in all seriousness do not sign up if that's what you think. I'd like to think of NAFA as a school that guides you in the beginning and later on they just kind of let everyone be independent learners. Anybody can say that NAFA teaches you the foundation but they do not intend to fully teach you long term or up to a professional level. The school is excellent for people who have existing art skills (you've won SYF, art awards, distinction in art before you were even 17 years old) and wish to be a local artist. It is also great for people who are passionate and have some sort of basic skill or are/have developing skills already (that's me!) however this group should avoid Fine Arts. You can also be passionate and start on a blank slate but be prepared to work doubly hard for the grades. The school is not competitive, it depends on talent to stand out.
Do not come if you are doing for the sake of the diploma because the difficulty of NAFA's diploma is no joking matter. Dropping out is common in every course and you do not wish to contribute to that. That is also the whole point of NAFA charging exorbitant school fees so that you don't run away. Many people actually bet their future on NAFA because they couldn't go to poly/uni course of their choice and it ends up being wasted because it's not what they wanted! You may have heard people of saying that the school's standard is trash but the truth is, it's not the school's problem 100% of the time.
For students looking to enter NAFA Foundation Programme, it's still new and dodgy. I strongly advise you guys to take O levels and head to Poly instead if you still wish to pursue further education at local universities. I personally find no point in skipping a year and getting L1R4>25 with an O level cert where you might've passed math seems to be a more lucrative choice to use for entering NAFA. The only benefit you're getting from the programme is a debt $$$.
Entry requirements:
O Level: L1R4 equal or less than 25 points excluding English (can use CCA points)
ITE: Full-time Higher Nitec or Nitec
Other Local/International Admission Requirements
Important note:
NAFA diplomas do not equate with polytechnic diplomas.
NAFA being the oldest art school does not mean that it is the best place to go instead of Laselle.

[2] Available Courses
One misconception is that NAFA has double diploma programmes for 3D Design. I'd like to announce that it is false. The school is not capable of teaching 2 types of diploma at a time but rather mash it up. So if you intend to take my course for example Diploma in Design (Landscape and Architecture), it is usually the 1st word that is mainly taught which is 'Landscape'.

List of courses:
School of Art and Design
3D Design
Design & media
Fine Art
Fashion Studies
School of Arts Management, Dance and Theatre
Arts Management
Dance
Music
Theatre

[3] When and how to apply?
Once you received your results is usually the time applications are open. Local and international students have until March to apply. It varies annually. More here ->How to apply
Method of Application: Online portfolio submission or physical admission test
Neither is better than the other. You method depends on whether you can show what you have within a given deadline.

Online Portfolio Submission
Minimum 10 images, various mediums allowed and a short writeup of 100 words.
1.Make the portfolio for the course that you want
To make them pick you directly for the course, make it look like you are built for the course.
2. Have a variety of work
Fine Arts doesn't only consist of drawings, it can also include some sort of sculpture or performance work. Same goes for the other departments. Click here for what each course requires. If you wish to showcase a single type of work because you are unable to show more, it can make your portfolio look okay/bad compared to other people.
3. A passionate statement
Only 100 words. Tbh I wrote what I wished to do after my diploma (plans have since changed and it was an odd statement lol). I don't suggest writing about your contribution to the sch because as long as you're a student you're contributing. Make it short and simple.

In case anyone is wondering, my application portfolio was mediocre, showing 11 images consisting of sketches/paintings/photos. If you have a god-tier portfolio because you have that artistic talent, there's a good chance to achieve a 1st-year full-coverage scholarship once you step into NAFA. You can submit whenever you want but my estimated deadline was 2 weeks after applying at the open house which waived my application fees ($70 better treat yourself Haidilao).

Admission Test (if someone has taken the test feel free to provide more info)
The test dates are staggered once per month from January-March. Held in groups. Consists of a drawing test and write-up.
I only know that the drawing test isn't difficult. People who took the test do not intend to submit a portfolio as it's quick and efficient. Nothing much to add on.
Important note:
If you are writing a 2nd choice as a safety net please be cautious. I do not recommend as you may get the 2nd choice instead if the slots for your 1st choice becomes full. They will just shift you to the 2nd choice and that's where the 'appeal' part comes.
Choose to submit a portfolio if you can commit to the deadline, it usually gives you an upper hand over admission test applicants because you're showcasing more.

[4] Application Timeline (I only know O levels if anyone can kindly tell me I'll update)
O levels:
January
Receive results > submit JAE > apply for NAFA
February
Wait for JAE AND NAFA results > receive JAE results 1st > receive NAFA results 2nd
You’ll receive NAFA results before poly starts unless you apply late. I applied during Jan on the day of the open house and got my results mid-end Feb. March is the last month to receive results.

[5] Financial Aid
NAFA Financial Aid
Now, we all know private school isn't cheap and many passionate young souls I've met depend heavily on financial aid like I do. If you're a Singaporean with a tight family income, the bursary is attainable for you. It covers half of the annual school fee. Can only be taken once for each year of study. If you are able to claim the bursary for all your years, you’d pay a total of $7050.
For those who are hoping to start at NAFA but is at a really tight end, you need perfect grades in art and portfolio to be considered a scholarship/merit in your first year. You'll need testimonials and pass the interview. If you ain’t good in art, pass this opportunity however you can work for scholarship/merit during your diploma years. I’d score close to the 4.0 (3.8X) in Year 1 in order to get a scholarship to cover my Year 2 fees.
Other options are the 0% interest study loan by DBS. You can make use of your PSEA which you can also use your sibling account to cover your own sch fees.
Last option but not really one is the student assistantship scheme should you already be a student of NAFA. The pay is peanuts, I would not recommend but it's nice to have a one-liner in your resume that you did some work for the school :).
There are NAFA students with a possibly far worse situation than yours but they are extremely talented and hardworking to end up not paying a single cent. NAFA is really expensive so if you do intend to work to cover the fees, take care of your grades as well. It is not impossible to do so. I chose to not work as I was in a hectic design course and needed to maintain my grade for university.

Next, you would need to understand how the system works.

During your study

[1] Useful Acronyms
SOAD: School of Art and Design (Department)
SOAMDT: School of Arts Management, Dance and Theatre
SOM: School of Music
D&M: Design and Media
FA: Fine Arts
3DD: 3D Design
FS: Fashion Studies
FYP: Final Year Project (used in almost every SOAD course lol)
OIP: Overseas Immersion Programme

[2] Life at NAFA
So you wish to know how life is like at NAFA? First thing, don't expect the same amount of glitz and glamour that exists in polys. It's much quieter where you won't even hear a mouse die.
Because entry to the school is quite easy, the population regularly consists of graduated ITE students (can’t make it to poly/NAFA is the last golden ticket) alongside many international students. O level cert holders are like a small 10% or less. So if you’re young, prepare to take care of the older lot and expect to carry lazy people.
You have to be very committed to the course and can’t skip class. More than 3 times and they start deducting marks. The workload is heavy and even if it comes in small numbers, it is intense. The number of student to lecturer ratio is not a big difference but later on, consultation times may not suffice. Facilities are sufficient unless you’re in a design course. There are CCAs in the sch but not all courses got time for it. Staying in school late is a common culture. Fine Arts students after class just camp in their respective studios and design students would camp till closing 11 pm at the computer lab waiting for renders to finish. Every student will experience staying late and you can say its #lifeatnafa.
The culture here is not as toxic and dramatic as poly but more towards weird because we’re creative artsy-fartsy people. It’s easy to get along with course mates but there’s a chance for things to get somehow cranky along the way. Could be you or your classmate. Everyone is pretty open and wild. There’s a lack of competitiveness which is both good and bad.
There won't be a course that goes without presentations. That's the point of producing works ain't it, to show it off to the audience. Group work to individual work ratio is about 3:6 so if you worry about bad groupmates, don't worry I've faced them too and it can't be helped ;). Carrying other people during group work is also common. NAFA does stand for lazy people what to do. Your complaints hold no power. (Arguably, many students want the school to make entry to the courses more difficult as there seem to be too many bums to handle)
If you're mentally depressed or anything the school does try to help but no legit support system other than the ECG counsellor (which I find it practically useless). Now, the school deals with this quite often so they don't give a damn about your life. Ownself take care ownself is the usual term.

School events anyone can participate:
Open House (1-day Sentosa fun time with other Open House ambassador)
Orientation (has a 1-night camp! Recommend)
NAFA Fun Day
Overseas Immersion Programme (1-3 weeks long, Asian countries. Recommend but need $)
Student Assistantship Programme (1 year-long contract. Peanut pay)

The list of programmes here may not seem much but you can add it in your portfolio (except Fun Day). There may be volunteer work available within some courses itself. Do try to be active
And that's about it. Nothing special just expensive and less fun.

[3] Understanding NAFA's SOAD Standard
Take a look at what past graduates have produced within their 3 years as a student. Only you can judge whether the school is great or the right fit for your goals (in being able to attain this particular level of skill for XXX course once you graduate for example). The best standard can be found under the best graduate tab.
2020 The Grad Expectations
Graduation Showcase

[4] General Curriculum
Academic Calendar
The 1st semester of your study begins at the start of August and usually ends late November or early December depending on the type of assessment received. The 2nd semester begins in January till May. The span of 1 semester is always around 4 months with a 1-week break in between. We don't really have any sort of term 1/2 thing like poly and is much compressed, so breaks are less. However, you do get compensated with a 3-month vacation between years so that's fair.

*Applicable to SOAD only
Year 1
1st Semester: Foundation Study (not the same as NAFA Foundation programme for N level)
+ Basic art and design theory
+General Education
2nd Semester: Course Foundation
+ General Education
+ Basic course theory
(+ Electives)

Year 2
1st Semester: 2nd Set of Course Foundation
+ Intermediate theory
+ 1st project
+ Basic report/essay writing
(+ Electives)
2nd Semester: Last set of Course Foundation
+ Another set of projects
(+ Electives)

Year 3
1st Semester: Internship/School project (wouldn't want to get this)
2nd Semester: Final Year project (practically on your own)
+ Report/Essay writing
+ Research and development
(+ Electives, not recommended to do during this semester)

It’s clearly not much different from poly, slightly worse at certain points. Weekly school hours per week will increase each semester e.g year 1 sem 1 is 18hrs a week for classes, next semester you may get an additional 2-4 hrs increase of class time. The longest time I had for class each week was 24hrs, pretty sure the same goes for any SOAD course. Do expect late-night classes. It is inevitable because most lecturers are teaching part-time so do bear with them.
Important note:
For a lighter schedule, do electives early as that's one of the simplest things to do.
The difference in timetable won't affect application to university.

[5] Electives
1 common mistake students commit is not reading the student handbook (from studentnet)/contract on the number of credits required for graduation. They end up finishing their electives during Year 3 Semester 2 which is the time one should focus on their FYP. Start doing your electives once you’re in Year 1 Semester 2. Good planning consists of not stuffing your modules until it’s way past 24hrs/week (also known as overloading). You’re required to do cross-disciplinary modules 2-6 credits worth (meaning not related to your course, if you’re from D&M you have to do either FA/3DD/FS) and course-related electives worth 2-6 credits. Days before module registration, plan out the electives you want to do based on your given timetable and then rush to pick on the day of the module registration with no hesitation to secure your placement. You may have to do an elective that is unfamiliar to you.
My sample plan:
Year 1 sem 1: Can’t choose yet
Year 1 sem 2: Photography (Highly recommend, popular as well but must have time and skill + a friend who's free who be your model). 2 credits
Year 1 sem 2 special term (aka holiday): OIP to Hangzhou. China Academy of Arts for 3 weeks. Considered cross-disciplinary to FA. 3 weeks long. 4 credits
Year 2 sem 1: Intro to Rapid prototyping from 3DD (laser cut/3D print) (didn’t really learn how to use the machine as there are technical officers and I messed up at the end but still passed, great elective for embarrassing yourself if you’re a 3DD student who frequents the workshop ;) ). 2 credits
Year 2 sem 2 - onwards: No more electives can focus on FYP
Important note:
Plan well so you accumulate just nice 120 credits for graduation. No point in exceeding the total credits as you have to pay extra for it. If you miss a few credits for graduation, you will be retained for another semester to finish.
Cheat tip: if you go on the OIP to China only, you instantly get cross-disciplinary credits.

[6] Using Workshops/Loaning of equipment

[7] Internships
Usually done in Year 3 Semester 1, this is one of the key semesters every student should complete for it plays a very important role in your portfolio for finding a job post-graduation. The school has a reputable network, however for courses like Fine Art and illustration the intern positions may be limited because Singapore is not very welcoming for such talents. There are top companies who are willing to hire NAFA students on the basis that they have good grades and a juicy portfolio. So if you want the best, you got to be the best.

[8] Overseas Immersion/School Exchange Programmes
Slots for OIP is limited (especially the ones to China), requires an interview. I think the max for some trips were 35-40 people at most. There are subsidies available and coverage varies.

Places NAFA has flown to:
*Xiamen (3 weeks)
*Hangzhou, China Academy of Arts (3 weeks)
*Beijing, Beijing Technology University (3 weeks)
Bangkok (1 week?)
Korea (might've stopped)
Japan (might've stopped)

*Special programme during Year 1 Semester 2 vacation only
I forgot the cost but I've personally have flown to Hangzhou. Best experience ever despite getting a C. Crazy stuff happened at one of the finest Arts school in China :)
Important note:
If you miss the chance to fly, fret not, NAFA's degree programme is a collaboration with a foreign university and they will open an exchange programme for 1 month (that is if COVID doesn't persist). Not sure about the cost though.

[9] CCA (The price list is not updated as of 2020)
List of currently available CCAs:
  1. Muay Thai ( $63 10 sessions)
  2. Yoga (basic: $50 12 sessions, intermediate: $42 10 sessions)
  3. Entrepreneurship club
  4. Urban runners club
  5. Volunteer club
Short story: Long ago, I actually joined the photography club only to end up leaving before they even started anything because everybody was too busy to meet up and thus disbanded.
During my time, Muay Thai is the most popular followed by Yoga. Do check out NAFA OSC account on IG to find out what they do. Looks like they added Korean language class too hmm

Post-Diploma

[1] Furthering Studies at NAFA
NAFA Degree courses for Arts Management and Music
Update (thanks to the comment below): NAFA is going to change its programmes and collaboration starting from AY2021/2022. The new degree courses are collaborating with UAL (University of Arts, London) and it’s changing from one year course to two-year course which includes 5-7 weeks of going to the colleges in London. All the courses are affected except for Arts Management and Music.
Students with A Level certificates, as well as those without relevant diplomas will be allowed to enrol into NAFA’s degree programmes.
The stuff I wrote may not apply anymore but I will still leave it here as a reference for NAFA's 1-year degree. The degree website is empty for now.

How do you determine if taking NAFA degree is worth it and why should you take or not take the NAFA degree? There’s always a mixed bag of opinions over the degree. Personally, I’m not a fan of it but I won’t be biased and input the pros and cons that can better aid in one’s decision.

PROS
1.Existing CGPA from diploma is Low
Finding a job with the private diploma cert and low grades can affect your career progression. Make up for the mistakes that were done during the diploma study and try to do well for the degree.
2. High CGPA, expecting a scholarship (or free ride) for the degree course
If you easily meet these 3 criteria (1) Singapore's local unis are too expensive for your taste, (2) you might be older than 21 years old and need to work ASAP, (3) "broke" but did quite well during your diploma and has an excellent portfolio to show, taking the degree might not be such a bad option. In some instances, the 1-year degree + years of work experience can allow one to take up a master degree at local uni if the pre-requisites are met.
3. Changing career path (still art-related)
It's possible to change paths from design to fine arts. However, for a degree that lasts only for 1 year, it is impossible to acquire a decent knowledge at a degree level compared to the diploma stage in my opinion. Usually, the people who apply for the design degree e.g Spatial Design, have prior knowledge from the related course of study either from NAFA or other polys. 1 year is not enough but never said that it’s impossible and has been done over the years.
4. Increase in starting salary
Nobody says this when asked why they want to take the degree but I'm sure they want an increase in starting salary. If you have a fear of starting out with low pay and want to bump it up by sacrificing a short amount of time and money, go for it.

CONS
1.Not a legit degree
This isn’t a biased answer but an honest one. NAFA's degree is not a professional degree. 1-year won't be enough to acquire a lot of knowledge. There are no internships and full training of Softwares/techniques whatsoever. It's basically aimed at NAFA/poly students who have an existing skillset and internship experience during their diploma studies or international students with similar qualifications. I'm not discouraging anyone who wishes to take the degree because some companies do take in students and if they're lucky, they can work for them after graduation.
2. Not 100% applicable for postgraduate studies in Singapore
The local universities may not kindly cater to all NAFA degrees. A number of students after getting a NAFA degree would choose to study overseas to pursue a masters. If getting NAFA's degree is a mean of broadening your studying experience by going overseas, why not? One real-life example that I've heard of works is landscape and architecture diploma + Spatial Design degree + 3 years of work experience at a good company + an excellent portfolio which eventually led this person to enter NUS Masters in Landscape Architecture. Spatial Design has a chance for relevant postgraduate courses although this may not be the same for the other NAFA degrees.
3. Not worth if you are a Singaporean
The cost of NAFA's degree is considered affordable for an international student and it was practically built for them. If a Singaporean were to study at local uni for 3/4 years including subsidies + tuition grant for a design degree, it'd still be cheaper than a NAFA degree. Plus an actual degree from the public unis is still considered much valuable.

If you stand for better higher educational standards after staying there for 3 years, I say work hard and flee.

[2] Furthering studies at a local university
It’s not impossible. It was already allowed a million years ago. It just a matter of effort you put during your diploma years. The current standard at NAFA has dwindled where only less than 10 NAFA grads emerge victoriously so don't be surprised knowing that NAFA barely has high flyers, the school doesn't even push for it. Even my juniors don't know my degree existed 1 year ago...
2 things to note:
  1. NAFA diploma is not allowed entry into many courses that are irrelevant from the diploma unless the GPA is high. The usual entry requirements are GPA 3.5-4.0 also dependent on the 10th percentile, juicy portfolio and testimonial (I didn't need it FYI)
  2. Chances are higher for relevant degrees although any degree will definitely have entry requirements to meet. Some degrees require O level pass in elementary/additional math (they say they don't check anymore after 2019 but I don't want to play out my chances). I know of students who were optimistic about their GPA but they did not read the instructions beforehand.
You will be fighting with the best from poly, JC and beyond. Do your best to represent yourself as a student from NAFA and you'll find a way to stand out from the crowd.
A warning note to future/existing international NAFA students: I know most of y’all only started living in Singapore just before the beginning of the diploma. I don’t know whether your international qualifications can equate with O levels so consider your future plans in Singapore carefully. My dear international classmates weren’t called up for uni interview (GPA already wasn’t helping, no offence) and the super stringent admission criteria crippled their hopes. Many have remained in NAFA to do the 1-year degree or have returned to their home country. I cannot answer for employment rates. If neither one is the option you want to end up with, do take note.

[3] Finding Work
COVID really struck a lot of people hard. I can count the number of my coursemate who is employed with my 10 fingers or less. The full-time employment rate is terrible, believe it or not. The school hides it like the fine print in the student contract. Here in the Graduate Employment Survey, you can see the ending choices of NAFA graduates.
I really can't tell the success rate of one finding a job even based on IG stories itself. I see quite a number of freelancer or people doing other things. Who will remain in the same industry? The top 10% in the cohort but even the best have struggled or are still struggling to find a job. NAFA students are not only fighting among themselves, there are poly students with similarly named courses out there too with a proper educational lineup that a NAFA diploma can't compare with.
A portfolio is usually the passport for finding work and the past 3 years of study is meant to fill it up. Don't waste time being a stubborn student especially when you will be spending a lot of money to study. The best way to make yourself look hire-able is to definitely have good grades and a portfolio. Can't emphasise anything else other than that to convince the company to hire you.

Wrapping it up

NAFA is one of the schools that provides a unique and alternative route away from the usual poly lifestyle. I had some crazy times in there be it social life or workload. It isn't a bad school (I quote 5/10) but if you can work for what you love, you'll do just fine.
The Open House is open and I suggest for those interested to take a look. A whole bunch of admission guides are up for talks.
NAFA Virtual Open House
If you guys have any questions, comment down below so others can read or if you're shy, drop me a DM but I may be busy to reply. Thanks for dropping by!
submitted by Ackeryl to SGExams [link] [comments]

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