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"I think I've lived long enough to see competitive Counter-Strike as we know it, kill itself." Summary of Richard Lewis' stream (Long)

I want to preface that the contents of this post is for informational purposes. I do not condone or approve of any harassments or witch-hunting or the attacking of anybody.
 
Richard Lewis recently did a stream talking about the terrible state of CS esports and I thought it was an important stream anyone who cares about the CS community should listen to.
Vod Link here: https://www.twitch.tv/videos/830415547
I realize it is 3 hours long so I took it upon myself to create a list of interesting points from the stream so you don't have to listen to the whole thing, although I still encourage you to do so if you can.
I know this post is still long but probably easier to digest, especially in parts.
Here is a link to my raw notes if you for some reason want to read through this which includes some omitted stuff. It's in chronological order of things said in the stream and has some time stamps. https://pastebin.com/6QWTLr8T

Intro

CSPPA - Counter-Strike Professional Players' Association

"Who does this union really fucking serve?"

ESIC - Esports Integrity Commission

"They have been put in an impossible position."

Stream Sniping

"They're all at it in the online era, they're all at it, they're all cheating, they're all using exploits, probably that see through smoke bug got used a bunch of times"

Match Fixing

"How many years have we let our scene be fucking pillaged by these greedy cunts?" "We just let it happen."

North America

"Everyone in NA has left we've lost a continents worth of support during this pandemic and Valve haven't said a fucking word."

Talent

"TO's have treated CS talent like absolute human garbage for years now."

Valve

"Anything that Riot does, is better than Valve's inaction"

Closing Statements

"We've peaked. If we want to sustain and exist, now is the time to figure it out. No esports lasts as long as this, we've already done 8 years. We've already broke the records. We have got to figure out a way to coexist and drive the negative forces out and we need to do it as a collective and we're not doing that."

submitted by Tharnite to GlobalOffensive [link] [comments]

Autochess: Market Status and Design Analysis [effort post]

Autochess: Market Status and Design Analysis [effort post]
This article was written with the feedback of ~300 highly engaged players from the different autochess reddit communities (TFT, DOTA Underlords, Chess Rush...), which participated in interviews and on a poll whose results are available here. They’re especially thanked by name at the end of the article.
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
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It really helps me if you check this article (or similar content) at my blog https://jb-dev.net/

A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
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Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.

2nd Era (2010s): Integration

By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.
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Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two.
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
This case hints what would later happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
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Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor.

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
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Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve.
Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
On Autochess, the fragmentation and fast release pace came at the cost of innovation, though. These games feature few unique selling points compared to the original DOTA Autochess experience: TFT’s ‘anti-snowballing’ character selection rounds, Underlord’s bosses and fast-track mode….
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
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What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
  • Squires: Rather than standalone games, these are side-modes of already successful products. Under this category we would list the Battlegrounds mode in Hearthstone, or League of Legends’ TFT, and maybe even the original DOTA Autochess mod. While for sure they’ll have their own dedicated audience that only plays those modes, for most players it’s just a nice and fresh activity integrated within a broader game experience. The squires are the ones that have achieved the biggest success among the autochess genre because they don’t suffer as much backlash from the lack of gameplay depth inherent to the genre, which is harmful for the long term retention: Even if the mode eventually becomes a bit shallow, players have many other things to play, and thus are retained. As a consequence, these games can still monetize significatively by selling renewals of their Battle Passes every new season. Not enough to make them successful on the degree that was expected… but at least it’s something. Other than bringing an additional source of revenue, these modes were useful to their core games: They generated player interest by providing innovative gameplay. Hearthstone’s Battlegrounds was an amazing addition to the CCG genre, and made a lot of people come back to the game to discover the new mode and reengage.
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SQUIRE: The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
  • Would-be Kings: These are the other two top dogs of the category. They were supposed to rule… but that looking at the numbers they don’t really seem to have ever lifted off. Under this category we would list Auto Chess: Origins and DOTA Underlords. The problem is that their standalone approach means that they suffer the most of the design issues of the genre that we’ve presented in the last section of this article (i.e. flat complexity, lack of mastery depth, lack of progression and rotative meta…). That means that they lost a lot of population over time, and therefore their Battle Pass renewal isn’t as effective at generating revenue : (
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DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments.

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
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  • Patricks, gamers looking for a competitive-but-idle experience that doesn’t require full attention and it’s easily reconcilable with their functional adult life.
  • Grizzlies, competitive players that struggle with fast paced games that demand a high actions per minute ratio and quick reflexes (like MOBAs or competitive shooters).
  • Warmasters, highly competitive players that enjoy more the area of strategy (setting up goals and planning how to achieve them) rather than tactics (skillful execution of actions and micromanagement).

What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
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Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
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In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
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Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
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The DAU that we would expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
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In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games have a huge snowball effect, due to the following reasons:
  • Resources lead to victories, victories lead to resources As you know, in autochess each player builds a team based on successive battles. Better battle performance will grant more gold, which is the resource used to buy units, perform shop rolls, etc… Similar to the cases we’ve already explained, this means that players that achieve early dominance will be able to to obtain more gold, use it to get better units and get more victories and gold, therefore increasing their team power faster than the rest. ‘But players can be lucky or unlucky, generating a factor that compensates for the advantage of having more resources early on‘, you may be considering. Unfortunately, this is a flawed logic, because of 2 main reasons: (1) Having more resources means more adaptability: The dominant players will be able to leverage on them to re-adapt their team, therefore outperforming the rest on a randomness-driven scenario. (2) Resources allow to buy more rolls, which diminishes the deviation generated by each individual roll.
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TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on.
  • Luck factor. The previous point goes into maintaining and increasing dominance once it has been achieved early on, but another source of frustration is that luck is a huge factor in achieving early dominance. This means that your strategic skills and smarts can be completely invalidated by a couple of bad rolls at the beginning of the match. And there’s nothing that competitive players hate more than having their match stolen by factors outside the pure clash of abilities.
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
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The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing.
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:
  • Because in autochess the player builds its team from scratch, at the beginning of each match there are several turns to setup team foundations. Removing these early decisions severely decreases the teambuilding possibilities, decreasing overall depth.
  • Also, each setup phase between clashes requires a minimum time to think and perform the actions. In the last turns of a match, the game can become quite demanding on thinking and input speed.
  • Matches require a minimum amount of turns to compensate the weight of a single lucky/unlucky roll over the chances to win. Because the possible units for teambuilding appear on random rolls, the less turns there are the more luck factor the game will suffer, and as a consequence the less important the player’s strategic skills will be.
  • And if there are few turns, there are also less chances for comebacks. Because it means that players will have less setup phases to adapt and catch a player that has obtained an early advantage.
  • Finally, since the match involves 8 players, it requires a minimum of turns so that they all can fight between each other… Nevertheless, I don’t consider this a critical issue because Dota has been able to change this specific point on the knockout mode without sacrificing too much in terms of depth.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
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The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
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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
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I work at a crooked casino. You don't gamble with money here.

Hi, everybody. My name is Sid, and I’m an addict.
It took me a long time to accept that. But when you take a job in a casino just so that you can be there all the time and try to gain an edge, you’re an addict. It’s obvious even to me. More so to my family and friends, who I barely see anymore.
It’s not pills or coke, booze or heroin that I’m hooked on. I’m addicted to gambling.
The casino that made me so obsessed is not an ordinary one, though. It’s far from ordinary.
You don’t play for money at Fantasy Casino. You play for your dreams.
I hear you laughing.
But have you ever had a really, really great dream? One that got so good you snapped awake the second it started to get really excellent?
Well, imagine that times a thousand. Times a million.
A dream so real and so perfect that all of your fantasies become reality. Time stretches out. You feel like you are there forever. A lifetime passes before your return.
Infinite wealth, the ability to fly like superman, you’re surrounded by sex and beautiful people all day as you relax in a palace built to your mind’s most exacting specifications of perfection.
But then you wake up, and in an instant it is gone.
The power, the wealth, the endless sex and supernatural powers.
Everything is suddenly NORMAL again.
And so you go back to the casino.
I went back to the casino.
But the problem with gambling is that you don’t always win. And when you lose, suddenly the winnings are gone as well, vanished without a trace. All I knew was that I had to have that feeling again.
So I went inside the giant building and then followed the secret signs which led to a door that led to a staircase going downwards.
I went down the stairs and knocked on the door marked “Private” and waited for an answer.
“Password.”
The voice on the other side of the black door waited for my response.
“Seramth Gin.” I said the unnatural words carefully and deliberately, still not knowing their meaning.
A friend had told me the password, a fellow gambler who I would later find dead in his apartment. His corpse white, bloated, and maggot-infested.
His eyes were black and filled with blood which streamed from his eye sockets like tears. He had bit his tongue clean off and his fingernails were found lodged in various surfaces throughout his apartment. Like he had been trying to claw his way out of a steel box that only he could see.
But I’m getting ahead of myself. That was later. At this point I was still hopeful for another wonderful dream. Still thankful for his advice to seek out the place.
The door opened and I walked inside. It was the same as it had been the day before, only less busy at this time – still early afternoon.
I approached the table I had been sitting at the night before.
Poker – Texas Hold ‘em: Ten dream limit – the sign read.
The rules were simple. You got a stack of chips. If you doubled them, you received a dream. If you lost them, you lost a dream.
I wasn’t concerned about losing dreams yet, I still didn’t understand exactly what that meant.
When I lost my first stack of chips, I quickly bought in again. And again. And again.
Pretty soon I realized I had lost eight dreams with no winnings whatsoever. I was in a slump. A losing streak.
I decided to go home and count my losses. Literally, since I had no idea what that even meant.
As I got up to leave the table, the dealer looked at me. His eyes were remorseless and cold.
“See the cashier on your way out,” he said, handing me eight black chips.
I gulped and walked over to the glass window where the cashier sat waiting. Handing him the eight chips, he raised his eyebrows and clicked his tongue.
“That’s a shame. Hold out your hand please.”
Two men in black suits came up behind me suddenly and stood on either side of me, intimidating in their stature and demeanour.
I did as he asked and held out my hand with the palm facing up.
The cashier pulled out a strange-looking device from beneath the counter. It had a vial of vermillion-coloured liquid at the top that was attached to the rest of it which resembled a gun with a hypodermic needle at the end.
I screamed and tried to pull away, but the two men grabbed me and held my arm through the window. Thrashing and elbowing them, I tried to get away but it was useless.
The cashier injected the stuff into my veins quickly and it felt cold and slimy going through my system. I could feel it suddenly in my heart, turning it cold and then up into my mind and my lungs and all extremities causing me to shake and violently seize. I writhed on the floor, blood pouring from my ears and my eyes.
Finally the feeling settled down into a numbness that prickled the insides of my blood vessels. It wasn’t until later, once I realized what the casino really was, that I found out what they had done.
I went home with the certainty that they had injected me with something. If winning had resulted in the greatest dream I had ever had – essentially an almost never-ending fantasy – what would happen after a loss?
Nightmares. That was what it would be. I was sure of it.
I settled into bed that night and closed my eyes, drifting off to sleep quickly after such an emotionally exhausting afternoon.
As soon as my eyes closed, they opened again and it was morning.
It felt as if I had not slept at all. My mind was fuzzy and it was difficult to focus. My eyes wanted to close again but my alarm was telling me that it was time to get up for work, so I hit the “dismiss” button and hopped in the shower.
I threw on my clothes and went out the door. At work I noticed a few people looking at me strangely, but I didn’t realize until someone pointed it out to me that my shirt was on inside-out. At this point I was still working in an office doing commodities trading and such lapses were frowned upon.
If you couldn’t focus enough to put your shirt on properly in the morning, how could you focus enough to get the work done in such a demanding environment? Millions of dollars changing hands with each transaction meant that such trivial things were put under a magnifying glass and coupled with other subsequent mistakes each following day after that, I found myself in the boss’s office by the end of the week being handed my walking papers.
Desperate for rest after days of not feeling any benefit from sleep, I went back to the casino.
They knew just by looking at me how to dig their claws in further. After a couple hours I had managed to win myself a dream.
They handed me the complimentary cocktail as they had the time before. I hadn’t realized the significance of it and still didn’t, despite the unusual vermillion colour of the drink. I swallowed it in one gulp and went out the door practically dancing and clicking my heels, ready to go home and feel rested again.
My dream that night was wonderful. Everything I had hoped for in many ways.
But not as good as the first time. I wanted that feeling back again.
Knowing that it was a dream the whole time and realizing that it was going to end seemed to shorten the fantasy, made it seem hollow and manufactured.
If I could win again maybe it would be like that first time, I thought.
The casino drew me in again and again. I found myself a zombie most days, exhausted, at my wit’s end. Ready to call it quits for good and say goodbye.
But then I would win again and it would all seem to be alright for a while.
My debt kept growing and growing with nearly every trip. The hypodermic needle would be plunged into my skin and every time they had to hold me down. Every time I would feel a little more empty. A little more hollow.
Waking up every day began to feel the same. Nothing had definition or purpose.
“You’re here all the time,” one of the goons whispered to me as they shot the needle into my vein the time after that. “Haven’t you figured it out yet? You should just get a job here and then at least you’ll be in on the secret.”
I applied the next day and got an interview with the boss. I would find out later that if you got someone to apply there you got a one dream bonus.
In his office, the well-dressed man was sitting behind a massive polished ebony desk. The room was adorned with paintings, sculptures, and other high-priced artwork. He had photos everywhere of himself shaking hands with world leaders, new and old, for hundreds of years.
His face never changed. Never aged.
“So, you want to work with us? Tired of dreamless nights without end? You want to have some relief, is that it?”
“Yes. Please. Anything. I’ve been coming here for so long and it’s an endless cycle. I want back what I’ve lost but I keep finding myself more and more in debt with each visit.”
“Ah, so do you understand it now, then? What the ‘injections’ are?”
It finally dawned on me, sitting there. Not injections at all. They weren’t putting something in us. They were taking something out. The vermillion-coloured liquid in the vials – our dreams.
“If I take a job with you, will the same rules apply? Will they still take my sleep, my rest, every time I lose?”
“Yes. We can’t have the employees living by different rules than everyone else. But we will give you an alternative injection, so that you feel well-rested when you come in for your shift.”
“I’ll do it. I need to rest. I need to get some meaningful sleep. My life has been miserable ever since coming here.”
“Well, I can’t promise that this will help,” he said, getting up from his desk with a hypodermic gun in his hand. The vial of fluid sitting atop this one was jet-black and looked evil and poisonous. He rolled up his sleeves as he primed it and I watched a few beads of it drip oil-like out of the tip of the needle.
“What the hell is that!? I don’t want that stuff in me!”
“But you need to sleep, my dear worker. I can’t have you passing out at the blackjack table like a narcoleptic! You agreed to this, after all. You wanted to rest, and the only way for that to happen is for you to have SOME sort of dream. Not everyone is as lucky as you, you know. To have that wonderful vermillion fluid in your veins. Some people come to us begging to take it from them. Some of our employees for example, the ones who do the recruitment for us, are full of this black stuff.”
“What?” I had gotten up from the chair and was backing away from him towards the door. But I found it was locked as he approached.
“First you have to tell me the password, Sid.”
“Seramth Gin.” I said the words that I had said every time to gain access to the casino, only this time I pictured the letters and rearranged them in my mind.
“Nightmares.”
He smiled as he injected me with the vial of black hate, and it went into my veins feeling hot and unpleasant. I began to sweat and the beads of it turned cold on my skin as I shivered.
I’ll sleep tonight. I might even wake up feeling rested. But as long as I live and work at that casino, I’ll be afraid to dream again. Because now my unconscious hours are occupied by the most terrifying experiences imaginable. Nightmares beyond imagining in their awfulness. That is my fate.
Unless… Just maybe, I can win one more time.
JG
TCC
submitted by Jgrupe to nosleep [link] [comments]

£500 for a rainy day- A Beginners Guide to Matched Betting

I've been meaning to update this guide for a while and add in some elements about Matched Betting that people should be aware of before getting started. Here they are as follows:
(1) You can start with as little as £20 but ideally and for the sake of attaining more profit in a faster time, My Personal Reccomendation would be to start with £100-£200.
(2) If you are careless, you can make mistakes. Like with any task, you must give it the level of precision it demands, a mistake when entering figures will cost you real money. When you read the guide below you will see that the process is very simple, but that means you must take extra care not to become complacent.
(3) If you have a history with Gambling, do not come near Matched Betting. Matched Betting is not Gambling, but the fact you will be using betting websites to facilitate a profit is too much of a temptation- It's not worth it.
(4) Matched betting won't effect your credit rating, however it's common sense that it doesn't look good to have numerous transations to betting sites on your bank statement. Open a seperate virtual bank account for all your Matched betting activity (It only takes 5 minutes, details below)
With that being said, Matched Betting really is a solid way to secure £400-£500 in a very short time, it's the reason I was able to pay my first couple of month's rent when I moved to the UK and to this day still remains a handy way to pay the bills every month. Anyway, Below is the Guide:

Starting Out:
I was sceptical as hell about Match betting because a friend showed me the Facebook groups and it just looked like a giant gambling pyramid scheme. It turns out there is a decent chunk of change to be made from it, you just need to follow the guides and never ever actually gamble with your money.
Never ever Gamble? Yes That's right, you are going to be using Gambling sites to complete the various offers, but the whole idea behind match betting is that every time you "make a bet", you match that same bet on the exchange. So for example, if I bet £10 for Real Madrid to Win on the Bookie Site at odds of 2.5, I then also make a Matched bet on the Exchange (This is a separate site such as Smarkets or Betfair) where I bet for Real Madrid not to win at odds of 2.5 (or as close as I can get to those odds). In this way I am covered in all outcomes, and it allows me to fulfill the requirements of the bookies offer (For example Bet £10 and get £30 in Free bets)
What's the difference between the Bookie Site and the Exchange? On the Exchange Site you are basically being the Bookie and just like a Bookie, you have liability. If I bet £10 and my bet wins at odds of 2.5 then I win £25, so the bookies liability for this bet is £15, the extra money that they would have to give me if I win. There are calculators on the Match betting sites which you can use to calculate what Liability you need to enter on the exchange each time you make your matched bet. There is also software to help you find what games have the closest odds on both the bookies and the exchange, which is very important.
What do I do when I get my free bets? It's the same process again, You find a game that has very close odds on both the bookies and the exchange (You can do this by eye or by using odds matching software. A good site with this software is called OddsMonkey). Only this time when you use the calculator to work out your liability, you will set it to "Free bets SNR" so it knows you are not using real money. It will tell you how much Liability to use in the exchange and off you go.
How does this make me money? The fact that you have a free bet to use is what makes you money, For example a £30 free bet at odds of 5.5 in the bookies will win you £135 (30x 4.5, because the original free bet stake of £30 is not returned to you). Now let's say that the closest odds I can find in the Exchange for the same game are 6.0, I will need a liability of £112.50 to match my free bet in the bookies ( I use the calculator on oddsmonkey to work this out)
£135- 112.50 = £22.50 in Profit.
Alternatively if my bet on the exchange wins, I will lose the free bet of £30 (but it's not actually a loss to me because It's not real money) and I will win £22.50 on the exchange. Either way, I make a Profit of £22.50
What about providing card details? You can use a separate, virtual bank account for all your match betting, In this way your main banking information is not shared with any of the sites you sign up to and all of your match betting transactions never go near your main bank account. A good one to use is Revolut or Monzo, both apps are super easy to use and it only takes 5 minutes to open an account. It's also totally free to open.
Revolut: Referral (£15 referral scheme) Non Ref
Monzo non ref: https://monzo.com

Where can I learn to do it? There are some sites that you have to pay a monthly subscription to but I found one called Team Profit that is free and has a full guide of all the different offers you can complete.
I worked my way down through the list of offers, nice and handy, and having completed 20 offers at 15 minutes per offer, I came out at £470 for 5 hours total of work.
If you are new to this site and are opening a free account I would really appreciate if you use my Referral (£10)
Here is the non referral link to the page with all the offers: https://www.teamprofit.com/welcome-offers-list
TLDR: You do not need to "gamble" to match bet, in fact by definition, the bet you make is "matched" on the exchange, so it is not a gamble in any sense.
I hope this guide helps and hopefully might even get a few people out of a fix this month with bills, rent etc.
Thanks for Reading.
submitted by IvyRoney to beermoneyuk [link] [comments]

Inside the murky world of investment advice on YouTube

First-time traders are getting a free financial education on YouTube, but not everyone is as they seem:
https://www.telegraph.co.uk/technology/2021/02/13/inside-murky-world-investment-advice-youtube/
Alternative link to article: https://archive.vn/qLxkd
edit - added full article text
Kayla Kilbride decided to teach herself how to trade during a dinner at her family home in Los Angeles last November. Her sisters had been showing her their smartphones, displaying recent winnings on the trading app Robinhood and the conversation around the table kept turning to stocks.
Unemployed and in the midst of the pandemic, the 24-year-old quickly became hooked, waking up at 4.30am to study the markets before they opened, watch YouTube tutorials and simulating trades for six hours a day, four days a week.
“When I first heard the words bullish and bearish I had to Google them,” Kilbride says. “YouTube has been the most educational platform for me, which is so funny. I never thought I'd ever say that.”
Kilbride is one of hundreds of thousands of young people bored and stuck at home turning to YouTube to learn the tricks of the trade. Apps like Robinhood, WeBull, ThinkorSwim and eToro have allowed anyone to buy and sell shares and financial instruments, but many have no idea what they are doing. Top trading channels have up to half a million subscribers each, and live streams of traders studying their screens are watched by thousands at a time.
Some are drawn by clips that attract clicks with colourful thumbnail images showing the presenter surrounded by dollar emojis and green arrows pointing up. Titles like “How one 19-year-old took his brokerage account to $187,000 (£135,000) in two months”, “How I made $1,000 in 25 minutes, and “This stock is about to explode!” promise stories of traders having fun and making fortunes at the same time.
One teenage YouTuber known as Biaheza regularly posts about the money he makes on trading apps Robinhood and WeBull to his 725,000 subscribers.
In one, he lets a stray cat decide whether he should buy $10,000 worth of Tesla puts or calls - leveraged options betting against and for the stock respectively - by placing the words “puts” and “calls” on a piece of paper placed under two dishes. The cat picked puts, Tesla shares went down, and Biaheza made $1,000.
This week, the 19-year-old shared a video in which he borrowed $70,000 from Robinhood to place on Tesla, eventually making himself $5,000.
Reddit, a very different social network, has been put at the centre of the GameStop bonanza that rattled markets last month. But YouTube also lit up with videos explaining or promoting the phenomenon. One of the heroes of the saga was Roaring Kitty, a YouTuber who also worked as a financial advisor. A Massachusetts securities regulator is now investigating whether the trader, real name Keith Gill, broke securities rules by advising which stocks to buy. Arguably YouTube's broadcasts have more power over the market than forums because they hit the web as a finished product that cannot be altered, allowing one skilled presenter to broadcast to many.
Tom Sosnoff, who sold his brokerage ThinkorSwim to TD Ameritrade for $606m in 2009, has since become a hit on YouTube with his Tasty Trades channel becoming a stop-off for more risky investment strategies.
Tasty Trades is focused on grey area instruments, like leverage, options and futures. Financial experts warn that these are challenging, high risk and can be low reward. Sosnoff, says the interest in alternative trading is a reaction to the tedium of traditional financial TV.
“There was a demand for intelligent, challenging financial content, because to me, Bloomberg and CNBC and places like that were full of stuff that anybody can watch, but it wasn't intellectually challenging,” he says. “Who cares what somebody else thinks? Who cares what the news is? I'm not looking for somebody to repeat the news to me. I'm looking for somebody to explain to me how the markets work and how can I make this actionable.”
Kilbride, who now trades just one hour a day after finding a job, says YouTube creates more good than harm. When she decided to move from fake trades to real money she started small and, after one big loss, is now up around 20pc from a starting point of $500. But not everyone will take her measured approach.
“I think overall it's probably good for markets that more people are educating themselves and that you don’t need a fancy Ivy League degree to do it,” says Vincent Deluard, a macro strategist for the brokerage StoneX and Professor of finance at Saint Mary's College in California. “Information should be public.”
"The people who fall for the YouTube videos with the man standing by a fancy red car will lose money, that is just the way markets work."
Clem Chambers, chief executive of stocks, shares and cryptocurrency website ADVFN, says people are falling for “conspiracy theories” on YouTube that promise thousands of dollars. “They’re all rubbish,” he says.
Chambers, who has 30 years of trading experience, says he recognises a similar pattern as during the dotcom boom, which he says scared an entire generation off investing.
“It is a tragedy because investing in the stock market is one of the few ways a normal guy can become wealthy,” he says. “But there's a whole group of people that try to ensnare the beginner. There's a whole gauntlet of people that will strip the unwary of their money.”
eToro, a social trading app which is available in the UK, warns on its website that 67pc of retail trader accounts lose money. Even amateurs with a level head are likely to make 3pc gains at most. Those pushing between 5 and 10pc would be destined for some of the best firms in the world, not YouTube.
YouTube traders can still generate revenue from their streams even if they make a loss trading. Those with more than 10,000 views are eligible to receive a cut of YouTube's targeted advertising revenue. Many sell merchandise and some receive compensation for promoting trading apps.
“The problem is when you have got videos saying how to spot ‘hot stock’,” says Susannah Streeter, senior markets analyst at Hargreaves Lansdown. “It’s almost like it has become a game and people are treating the market like it is a form of entertainment, not a strategy.”
Ironically, Streeter says the vast amount of videos and user commentary on YouTube is helping the industry the presenters are trying to disrupt. “I would expect that hedge funds are analysing the YouTube videos that are being posted, as they are watching social media posts,” she says. With algorithms that take into account what is trending on Twitter, it should come as little surprise.
"YouTube is completely unregulated. When you get official investment advice published by a broker then the person publishing the advice is a licensed individual who is certainly culpable for the statements that they make.” says Kevin Mak, a lecturer at Stanford Graduate School of Business, “And that's not really the case for YouTube broadcasters.”
YouTube says it doesn’t allow “get rich quick” schemes but did not return the Telegraph’s inquiries into what it was doing to curb "pump-and-dump" schemes where an investor hypes to stock to sell at the peak.
As regulators will attest, it is incredibly hard to prove market manipulation. Many of the accounts that appear to be spamming comment sections with the names of certain stocks are pseudonymous. The Federal Trade Commission says it is keeping an eye on influencers who promote gambling, and British politicians have called on a ban of celebrities from Love Island and Geordie Shore promoting unregulated foreign exchange trading.
Vocal critics of the disruptors fear speaking out after a social media pile-on for anyone who dared to fault them. Hedge fund billionaire Steve Cohen left Twitter after his children received threats amid the GameStop backlash. Short-seller Andrew Left, whose company Citron was one of the hedge funds to spark the battle with small-time traders, said in a YouTube video last month that his company - once the anti-establishment - would no longer publish short-selling research.
Professor Joel Hasbrouck, Stern School of Business, New York University, says he occasionally finds teachings of value on YouTube, although these are few and far between.
“For better or for worse, YouTube is a repository of popular wisdom, experience and folklore,” he says. “It appeals to our affiliation tendencies. We're told that maybe if we all pull together on this one we can bend the market to our advantage,” he says.
This coordination would be prosecuted by British and US officials if it were arranged by two large banks and caught on trading room chat transcripts, he says. But don’t expect this Wild West to be tamed anytime soon.
“In this instance the players are small and dispersed,” he says, “and the coordination is loose and casual, so regulation seems unlikely.”
submitted by galaxy-skyrocket to UKPersonalFinance [link] [comments]

GME squeeze has turned into a cult

Long and updated every day
Understandably the promise of free money comes with confirmation bias. Many people who recently bought it waiting for the squeeze to happen don't realize the stock already shot from $15 to nearly $500 in one month. That's already 33x.
I'm calling them squeezers I'm not saying WSBers because most of them are new and have no idea that WSB is about massive losses and treating stocks like gambling
Now my long ass comparison...
To begin a boring age old QAnon rant for a paragraph.
QAnon's distrust in the government definitely derives some of its root from the government lying and covering things up, which understandably should lead to a normal amount of skepticism. However, the frequency of lying perceived by cult members is much higher than in reality. By this I mean they think nearly everything is a front or lie and not just some events. Further, after every "Q drop" that doesn't turn out to be true they make up some excuse as to why it never happened. They keep pushing and pushing and pushing back the date of the "storm" or whatever the fuck its called. Overtime the more reasonable members tend to drop out and realize that their level of skepticism and distrust has reached an unreasonable level. However, as it goes on some become more radicalized. They even start to name their opposition as "sheeple" and "fake news" and retreat into an echo chamber of like minded individuals (Like WSB for squeezers).
Currently there has been some lying about the stock market (CNBC saying Melvin closed their position) and about WSB (saying they are targeting silver). These circumstances much like the government lying sometimes can lead to healthy amounts of skepticism however many squeezers are beginning to believe that anything not inline with their perception of the GME situation is wrong.
Take for example S3's data. Much like QAnon followers throwing Pence under the bus after propping him up for so long. The second S3 came out with contradicting numbers to what WSB believed they threw them under the bus. There are however, somewhat reasonable arguments for distrusting S3's figures. The issue is a significant amount of previously reliable sources are now reporting figures around 30-50% not just S3. However, they continue to cherry pick sites to use and dig into their confirmation biases.
Now many members involved in the short squeeze prefer to use outdated number so long as they justify their beliefs such as marketwatch.com which reports short of 121%(equivalent to fox news in our comparison). Even if a significant amount of sources disagree with them they chose to dig into the confirmation bias of it still being over 100% shorted.
Consequently the constant drive for a confirmation bias (which is understandable as a lot of people dumped entire savings into this) leads to everybody regurgitating the same image or website while simultaneously ignoring the many others that contradict their belief (Like QAnon only watching Fox and some other stuff and hating everything else). The reality is most of these squeezers know little to none about the stock market as millions of new members just recently joined WSB over the squeeze hype and are likely in an echo chamber (like QAnon) with other uninformed members spitting out misinformation.
For example they constantly deny the possibility that Melvin repositioned shorts which would mean that the short % stays stagnant while the date for when they start paying premiums goes out. They take information that's outdated (I saw a photo of a Bloomberg terminal that was from a week ago and was reported as today) and try to pass on that its new.
Most squeezers like QAnon members mindlessly repeat what others are saying without any research "They couldn't have covered there's no volume trading" "The volume is low we are doing it" every time the price drops "Its a short ladder its not people selling the volume is too low". Low volume means low selling and low buying it doesn't just go one way. Low volume means the price wont go up or down it will remain stagnant and in relation to today (Monday) it reflects that it was people selling to each other not some algorithm. The low volume today represents that everyone who is in IS IN and there isn't much more buying to do.
The most convincing evidence of a cult mindset in my opinion is the constant push back of the squeeze (storm in QAnon terms). Last Friday there was supposed to be a massive rise in prices (It was going to happen Thursday/Friday but RH screwed that up and I personally think they repositioned that day and it would've blew up otherwise) but there wasn't. So the massive rise got pushed to Monday and now its being pushed to later this week or even half a month. Much like the QAnon supporters waiting for martial law, squeezers keep pushing back and waiting for the squeeze.
As squeezers slowly realize the squeeze keeps getting pushed back and delayed more and more, they're becoming more and more disenfranchised about the squeeze. Further, the ones that stay are getting more radicalized and just buying (because the narrative that's being pushed is you need to buy all in for the squeeze to push) in even more risking entire savings to a promise of free money even after the stock already shot up 33x in a month.
For example let's take robinhood not having enough liquidity to pay their broker. Many squeezers speculated that it was Citadel who told RH to pull the plug because they were taking heavy loses (Citadel only reports 3% loses as of today). In reality this was not true and while many squeezers realized RH had a liquidity issue and were disenfranchised with the event (they got a 2bn bill) many more still think that some "deep state" is conspiring to rig the market against them and not RH still being a small company without an IPO and in one day had to 10x their bill.
The narrative that the prices are low because of the hedge funds (deep state) short laddering it and rigging it in other ways is also an excuse used to deflect the reality that no-one is buying in anymore and the hype has died. Its now likely a pump and dump; however, until the proper figures are filed on the 9th (I think its the 9th) I can only speculate.
Instead of "sheeple" we have "paper hands", "shills", "bots"
Some people even believe that these hedge funds are buying well aged well endowed (karma in the thousands) accounts en mass and having them do disinformation campaigns. I will admit that there were bots pushing stocks to be pump and dumped and pushing some silver. In reality Melvin literally has 33 employees I don't think they even have enough people to manage that kind of attack. Realistically its a pump and dump guy who is used to doing this spamming some bots however, a lot of them are just people who want in on the "next squeeze" (they don't understand why GME was special they just think we can squeeze shit now).
Ight I'm tired of writing this but hopefully you can see some comparisons between the two.**I hope I'm wrong and you guys make a lot of money riding to the moon have fun don't spend what you cant live with losing.**
In the wise words of WSB "You don't lose money until you sell"

Edits: more writing I guess this is really pissing me off (Tuesday 7 am)(as of 7:45 am GME is down to 147.5 I sold yesterday at 242 for a like 70% profit I was really hoping it'd go up)Also there are people capitalizing on the hype who are selling -shirts etcI might've even got a tattoo if it hit 5k or 10k, maybe these promises to ourselves have some sort of psychological impact on our belief systems (I've never taken a psych class so I don't)
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Fun fact hedge funds HEDGE bets so they typically don't take on infinite risk
https://www.reddit.com/stocks/comments/lak74v/confessions_of_a_short_selle?utm_source=share&utm_medium=web2x&context=3-
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Every piece of contradicting information is FUD! They "told you about it beforehand" that's right what an amazing prediction. Squeezer predicted people will experience FUD as the price drops but, because they told you about it before hand it means Melvin and its 33 employees are the driving force and not the person themselves. By this I mean squeezers are trying to redirect FUD as Melvin Capital and its bots (us) launching a mass disinformation campaign as opposed to reasonable skepticism.
https://www.reddit.com/wallstreetbets/comments/laq7vx/so_youre_experiencing_fud/?utm_source=share&utm_medium=web2x&context=3

"So You're Experiencing FUD

📷Discussion Well what the hell, retard. What have we been telling you literally this whole time? 💎 👐. Its that fucking simple. What is so hard to understand about that? "
Apparently everything is a short attack. Notice the language in the post. They call people with skepticism bitches and retards etc.
Note I understand retard and profanity is part of WSB culture however since the vast majority of members are new I’m going to make the assumption that when they are referred to as a bitch they don’t perceive it as digging into a meme
to make it seem like they know less than the squeezers. That they are dumb inexperienced and should just trust the squeezers. This is a pretty effective tactic as most of them are inexperienced traders and its extremely predatory behavior by posters to take advantage of this fact.
The thing is everyone and their mother on WSB already knows what a short ladder is but... they keep pretending like people don't. There are constant posts about it because they assume people are selling (which they are and are likely demystified with the short ladder excuse at every drop).
This is essentially the stage where people either become extremely radicalized or disenfranchised as the price bombs and potentially goes parabolic down today.--------------------------------------------------------------------------------
Here is a perfect example of always trying to find a way of morphing numbers to their liking https://www.reddit.com/wallstreetbets/comments/laoaru/read_this_they_are_screwed_numbers_dont_lie/?utm_source=share&utm_medium=web2x&context=3
Where in reality a counter argument to that nonsense is this guy: https://www.reddit.com/wallstreetbets/comments/laoaru/read_this_they_are_screwed_numbers_dont_lie/glpqp62?utm_source=share&utm_medium=web2x&context=3
"Ihor is talking about the S3 float %, that's their propriety metric.
They also provide the standard free float %.
The S3 % float is at 34%, the standard free float is at 53% "
------------------------------------------------------------------------------------------------
I was also thinking about how the memes really kept me involved in the squeeze. They acted as a sort of propaganda, they took the edge off of being worried. Its interesting how propaganda has morphed into gifs about winning and "sticking it to the man" (until they realized the damage has already been done and the man is out and likely making money off the drop now).
While I was in the GME squeeze mindset and experienced FUD memes kind of reassured me that its alright, that this is a WAR (common theme used to describe it). This idea of being part of a financial war and the imagery of battling hedges etc, really helped me stay in at least for another day or two. It would be interesting to have someone more qualified than me look at the impact of propaganda via memes and people holding longer as my experience is only anecdotal and not empirical (I'm just a loser computer engineer who doesn't know much about social sciences).

-------------------------------------------------------------------------------------------Here is a prime example of confirmation bias/whatever the fuck is going on in WSB.

https://www.reddit.com/wallstreetbets/comments/lal147/how_come_no_one_is_talking_about_the_duplicate/?utm_source=share&utm_medium=web2x&context=3
Instead of taking a rational position such as assuming that people who own GME likely own AMC as well so the selling and buying trends are similar. This post takes in the assumption that GME and AMC are mutually exclusive trends.
To say it clearly I'm suggesting someone who owns GME likely also owns AMC. Therefore, when somebody sells GME they will likely also sell AMC as they are both pump and dumps at this point (just my opinion there could still be a squeeze).
This post however, suggests that the downward trends are some sort of market manipulation while comparatively ignoring the correlation between upwards trends. They are suggesting that downward trends are manipulation and upwards trends are natural even though they are both extremely similar in this picture.
In my opinion this is the pinnacle of a cult type mindset/ignorance to alternative explanations. They cherry pick what they want to hear and ban/downvote alternative opinions (I'm not saying my opinion is right it's also a speculation; however, it should at least be considered, the banning of "free speech" is very detrimental to maintaining a neutral view).
———————————

Just saw this post

https://www.reddit.com/wallstreetbets/comments/lax4z8/hardcore_laddering/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
I’d like to suggest that this isn’t a short ladder at all and is in my opinion HFT algos and some day traders taking advantage of the volatility. I’ve actually looked into making HFT algos myself and some of my friends used to work in developing statistical learning models to trade. One very popular model is the random forests classification algorithm which is primarily good at trading momentum stocks like GME. To me this stock looks like the prime target for HFT as it’s extremely volatile and has lots of momentum trends.
HFT algos trade to make fractions of pennies on a trade however they sell large volume eg 100’s of shares at once. This means the fractions of pennies compound into dollars. A small % gain on large capital makes money. This to me looks just like that. Many trades milliseconds apart that make fractions of cents profits in large orders.
This isn’t a short ladder but companies like citadel who do HFT taking advantage of the volatility. However the narrative to the squeezers is that it’s evidence of a short ladder which in my opinion is completely false. It’s just another excuse to not look in deeper to what’s really going on. It the equivalent of creating some easy to play off excuse for the stock dropping.
Another edit:
It has occurred to me many people don’t know what HFT stands for. High Frequency Trading. It aims to make tens or hundreds of trades in milliseconds making fractions of pennies on a share. With large capital this can leads to lots of gain as making 0.00001% on a million dollars per millisecond compounds quickly. HFT accounts for nearly 60% (I didn’t google it I’m just going off my shitty memory don’t trust this number) of capital gain in the market today. ———————————————
On the bot accounts here is a claim of a “bot” account
https://www.reddit.com/wallstreetbets/comments/lazktn/bots_are_being_used_to_spread_negative_sentiment/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Look at his profile he is obviously not a bot he makes real comments I’ve seen bot nets they are expensive to buy and aren’t manually aged. He was just copy pasting his ideas which is spam not a bot.
There is a difference between spamming a comment and being a bot net funded by large hedge funds or someone else.
This is like a witch hunt at this point. He is a spammer not a bot.
submitted by proturtle46 to melvinbots [link] [comments]

[ROOTED METHOD #4] Pokemod with special features like a Virtual Gotcha, Shiny Scanner, and much more! [FEB 2021]

[ROOTED METHOD #4] Pokemod with special features like a Virtual Gotcha, Shiny Scanner, and much more! [FEB 2021]

https://preview.redd.it/u3i26e3b4we61.jpg?width=1591&format=pjpg&auto=webp&s=04c6feaca499f4cb390523e3f6d88d4ccfefc861

TOPIC #1: No Partnership Disclaimer

  • I do not have a partnership with Pokemod. If you get yourself banned from their Discord group, I cannot help you get unbanned. I am simply making it known that this app exists. You are welcome to freely discuss about it in my subreddit without censorship like in PokemonGoSpoofing subreddit.

TOPIC #2: Three-Strike Discipline Policy (ban system)

  • Spoofing is cheating. Niantic says playing with 3rd party apps breaches their Term of Service. You can read all about in this [New Spoofers] All About Three-Strike System: Red Warning, Temporary Ban, & Permanent Ban 2021 post.
  • If Niantic detects you are using these 3rd party apps to play the game, you are subjective to their punishment system. Nothing is “ban proof,” and no one knows when Niantic can detect certain methods. In this case, I use the term “risk” instead of “safe.”
Risk means you have a chance like gambling at getting punished with a Red Warning/Ban.
  • Using spoofing/joystick apps and modified apps are included in this category.
  • Risk ranges from low to medium to high.
  • I rank Pokemod with a medium to high risk because of their special features.
Safe means Niantic allows you to use it, and you cannot get punished for using it.
  • Playing the game as intended by walking around outside using the official Pokemon Go app.
  • Using a Gotcha, Go Plus, Pokeball Plus, or other similar devices.
Can I spoof with my main account?
  • I am not your mother, father, and/or legal guardian, so I cannot force you into using or not using your main account. I am providing you with the information to help you determine if you want to take the risks to spoof with your main account.
  • Your alternative option is to create a new account then trade the Pokemon over to your main account. This will keep your main account safe because you are not spoofing with it.
When Pokemod becomes detected, only accounts used with Pokemod may have a chance for a strike. Strikes are tied to accounts only. If you never use your main account with Pokemod, you have nothing to worry about. Keep in mind that some features could result in Niantic skipping the 1st strike and going straight to a 2nd strike (30 day temporary ban) or 3rd strike (permanent ban).
About Pokemod's ban wave in 2019: This happened when I made a pinned post in PokemonGoSpoofing as a mod to introduce their app to everyone. Niantic employees joined their Discord group and saw tons of people posting screenshots without covering their trainer names. The group had about 300 members when I first heard about it. After I made the pinned post, it grew to 1,000+ members. Now in 2021, they have over 26,000 members.

TOPIC #3: What is Pokemod?

Pokemod is a custom app that is able to enhance your Pokemon go experience in several ways.
What is the requirements?
  • Rooted Android device with Magisk Root.
  • Android 6, 7, 8, 9, or 10 only
Is it free?
  • All the Espresso features are free.
  • If you want the premium HAL features, you need to pay $7 per month to use them.
Does it work with PGSharp?
  • No because you need a rooted device with Magisk Root.
Does Pokemod work with the Samsung Galaxy App version?
  • No, you can only use it with the Pokemon Go app from the Google Play Store.
  • I assume you can only use it with one Pokemon Go app only.
Is it worth spending $7 per month to use the virtual gotcha, shiny scanner, and all the other HAL features?
  • This answers depends on your income and if you can accept the risks if you decide to use Pokemod with your main account. This is very tempting to use on your main account because you can get a lot more shinies without spending the time to catch em all.

Espresso features = FREE:

Perfect Throw
  • Guarantees randomized excellent curve ball throws.
  • Pokémon do not attack, move or jump.
  • Completely missed balls are recovered.
Instant Catch
  • Immediately exits encounters after successfully catching a Pokémon.͏
Skip Encounter Intro
  • Immediately loads up Pokémon encounters, ready to catch.͏
    Replace Names with IVs in Encounters
  • Shows the Pokémon IVs in encounters by replacing its nameplate.
  • The names of tiny Rattatas and big Magikarps show in rainbow colors to distinguish the ones that count towards the medal.
Integrated Mock Locations Patch
  • Error 12 is bypassed without the need of Smali Patcher or TaiChi.
  • This is integrated in HAL/Espresso, all you need to do is select GPS Joystick as a Mock Location app in Developer Options.
Show Encounter IV
  • Shows a toast or notification in encounters with IVs of the Pokémon.͏
Instant Spin
  • Automatically spins Pokéstops with a single tap.
  • Beware: a miss click might trigger a cool down unintentionally.
Shows IVs in Inventory
  • Replaces Pokémon names with their IVs in your inventory list.
Mass Transfer any Pokémon
  • Allows selecting and mass transferring any kind of Pokémon, regardless of its type or favorite status.
Speed Mode
  • Disables speed check, making Pokémon load much quicker on the map.
  • Skips various dialogues and animations.͏
Fast Evolution
  • Completely skips the cut scene when evolving Pokémon.
Remind my Ball
  • Keep using the ball that you have selected in previous encounters.͏
Spawn Booster
  • Increases spawn radius and loading speed, making Pokémon located further away spawn immediately.

HAL / Cost Money features:

You still get the free features if you decide to buy a subscription to use Pokemod.
Maximum FPS
  • Unlocks the game's frame rate allowing an overall smoother and more immersive experience.
  • The exact maximum FPS value is set by the refresh rate of your device, usually 60FPS for most devices.
Team Rocket Blastoff 2: Reloaded
Block Non-Shiny Encounters (Explorer Feature)
  • Skips encounters with any non-shiny Pokémon.
Virtual Go Plus
  • Virtually emulates a fully operational Go Plus/Gotcha, including autocatch and autospin.
  • This module works like a real GO Plus/Gotcha, it still requires red pokéballs to catch and space in both bags. It doesn't make excellent throws or auto transfers on catch.͏
Shiny Scanner
  • Shows real Shinies directly in the map!
  • Scans for nearby Shiny Pokémon and by IV. Also sends a notification when one is detected and teleports if the notification is tapped.
  • Make sure to enable the notifications in HAL and your device's Settings.
  • Watch their YouTube demonstration video.
Raid Pack
  • Makes raiding faster and gives you extra seconds at raid battles.
  • Skips CP counting, Raid battle intro,
  • Gym animations and other transitions.
Touch 'n Go
  • Instantly exits the encounter when the ball touches the Pokémon, regardless of the outcome.͏
Transfer on Catch
  • Automatically transfers any Pokémon you catch, that is not: IV 100, IV 0, Shadow, Raid Pokémon, Legendary, Mythical or Shiny.
  • This module is not compatible with Touch 'n Go and doesn't transfer Pokémon caught with Virtual Go Plus.
Tap to Teleport
  • Allows you to teleport anywhere within eye range, at the tap of a finger.
  • Can be configured with either a single or a double tap while Pokemon Go is still running.
  • It requires latest GPS Joystick by app ninjas to work.
  • Watch their YouTube demonstration video.
Account Manager
  • An experimental Pokemon Go Account Manager to quickly switch between multiple accounts.
  • Only works properly with PTC accounts, for the time being.

Topic #4: Where do I get Pokemod download?

Website: https://pokemod.dev/
Discord: https://discord.gg/Pokemod
Patreon: https://www.patreon.com/pokemod
  • This is where you buy access to the HAL premium features for $7/month.
Useful stuff as always:
This is a link you can click with your mouse or press with your finger to open.
If you need anything else, be sure to check out [Click/Press Here] MEGA POST #2: Everything You Need for Android Spoofing 2021 - Guides, GPX Routes, Poke Maps, Nests, Discord Groups, & Frequently Asked Questions
submitted by TastyBananaPeppers to PoGoAndroidSpoofing [link] [comments]

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