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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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FEEDBACK WANTED: Drafting a New Player Guide

Hi everyone,
I'm working on a New Player Guide before the fourth anniversary that could be linked in the Questions Megathread, since many new players often comment there looking for such a thing.
Below is the draft, refined once with feedback from helpful users about a month or two ago. Before it gets posted for real, I'd like more feedback:
Thank you very much to anyone who takes the time to provide feedback on this endeavor!
 

The New Player's Guide to FEH

Written 1.23.2021
Purpose: This guide is intended to provide high-level advice to new players. It intentionally avoids retreading descriptions of features and game modes, as this information is readily available on sites like Gamepedia. Instead, this guide seeks to capture advice and general wisdom from veteran players that is useful or recommended for new players.
Audience: This guide is intended for new players from casual players to semi-competitive. If your goal is to be highly competitive in PvP, this guide will be less relevant and I would recommend seeking advice in OrderOfHeroes.
First Priorities:
  • Get all of the free 5* heroes available to you.
    • The following 5* heroes are given to you for free by clearing certain story maps: Legendary Ike (Paralogue: Xenologue 3), Fjorm (Book 2: Chapter 1), Eir (Book 3: Chapter 1), Peony (Book 4: Chapter 1), Reginn (Book 5: Chapter 1).
    • You can also choose one of the most recent set of Brave Heroes to receive for free as a one-time 5* Free Summon. As of this writing, those options are: Edelgard, Dimitri, Claude, Lysithea. There's no wrong answers here, but if you don't have a preference I would recommend Edelgard for new players, since the power gap between her and the F2P armor heroes is much higher than the power gap between the other three and their respective F2P options for their unit types.
    • You'll also get a free Takumi at 4* at the start of the game, who is otherwise a base 5* hero. However, he is heavily outclassed by countless other archers at this point.
    • It's heavily recommended not to use any of these free 5* heroes for skill fodder until you know what you are doing. Many of these heroes are commonly used in video guides that could help you clear difficult content.
  • Work on the Heroes' Path Quests.
    • These quests can be found by clicking on the shield-like icon in the upper left of the home screen. These quests give you multiple additional free 5* heroes as you progress through their stages, including some particularly powerful ones such as Reinhardt and Brave Ike.
    • These quests also do a decent job of introducing you to various features and game modes, making them a good starting place for new players.
    • Note: Some of these quests require you to do actions that consume valuable resources such as spending Heroic Grails. Although saving these resources is recommended, completing the Heroes' Path is worth the expense. If you don't have a preference/favorite to spend the Heroic Grails on, ask the community about good choices.
  • Link to a MyNintendo account.
    • This is a crucial step in terms of account security, as it will allow you to recover your account if you lose or break your device (and allow you to switch your account to a new device). Follow the steps on the official nintendo site.
    • Notably, linking a MyNintendo account also allows you to earn Nintendo points for clearing story chapters, which can be redeemed for FEH resources such as orbs and feathers (a limited number of times) and stamina potions (unlimited times).
Pitfalls to Watch Out For:
  • Don't use the Merge Heroes feature, Send Home feature, or Inherit Skill feature until you really know what you're doing.
    • Most players have a story of merging a hero that they never use that has great skill fodder, or sending home a hero that they wish they hadn't, or wasting a premium skill by inheriting it to a hero that doesn't use it very effectively. I would recommend not using these features at all until you've played the game for long enough to be more comfortable knowing what heroes you want to merge, who's useless enough to really send home, and how to use skill inheritance to build heroes effectively.
    • It's recommended not to merge any hero that isn't 5*, period. There are certain cases where it's justifiable, but for new players it's strongly recommended to avoid merging 3* and 4* heroes entirely.
  • Spending money isn't necessary. Don't spend money until you understand what you're getting in return.
    • I would advise new players to stay free-to-play (F2P) while learning the game at minimum. In general, spending money is not at all necessary, as F2P players can thrive and easily clear all PvE content, as well as being competitive in PvP.
    • I would recommend avoiding opening up your wallet until you're familiar enough with the game to know what heroes might be worth it to you to spend money on, as well as understanding the gacha rates and mechanics so that you know and understand the odds you're gambling on.
  • Don't ignore strong 3* and 4* heroes.
    • Many 3* and 4* heroes can easily match or even surpass 5* heroes in the same niche, so don't write them off just because of the lower rarity. 3* and 4* heroes are also easier to merge.
    • However, it's strongly recommended not to summon for a specific 3* or 4* hero unless they're one of the focus heroes. The chances of summoning a specific 3* or 4* off-focus are very poor.
What to Focus Your Time On:
  • Prioritize limited-time quests and events.
    • While it can be tempting to spend all your time and stamina getting those sweet sweet Story orbs, I would recommend focusing on the limited-time quests and events first. Those story orbs will always be there, but if you don't capture the limited-time quest and event orbs, they're gone for good when their time runs out. Check the quests available by clicking on the fountain icons in the bottom right of the home screen, and check the events available by clicking on the yellow spiral icon in the bottom right of the battles screen.
    • Most events have nice participation rewards for very little effort/investment. Check the event rewards and try to at least do the minimum for easy resource gains.
    • Note that there are Story Quests that release with each new chapter and award orbs. These are limited-time only, so clearing these quests would be the exception to the "don't prioritize the story yet" advice above.
  • Participate in the PvP modes (Aether Raids, Arena, etc.) right away.
    • You get good rewards just for participating, regardless of how you do. Additionally, even though you may not be able to climb that high in the ranks yet (or even care about climbing the ranks at all), you're limited in the number of ranks you can climb in a single week. If you want to get to the better rewards sooner, you'll need to start now.
  • Ignore Chain Challenge, Squad Assault, Blessed Gardens.
    • All of these modes require a high amount of strong heroes to be able to complete, and they're also permanently available, so there should be no rush to complete them. I would only work on them after clearing the entire story, and only if you're completely caught up on events.
Resources to Prioritize:
  • Orbs should always be your top priority for limited-time quest rewards.
    • Fairly self-explanatory, but as the gacha/paid currency, you'll want to capture as many of the free orbs as possible. Focus on capturing orbs from limited-time events and quests before the story mode.
    • Note: While you should focus on the limited-time orb sources first, it's useful to know that there are a ton of orbs available through the permanent story maps by this point - over 1300 at the time of this writing.
  • Heroic Grails are very limited relative to how many you'll need/want.
    • Heroic Grails are used to acquire certain heroes, but at this point the number of heroes that need Heroic Grails to summon far outweigh the relatively low rate at which Heroic Grails are given out. For this reason, I would make sure to capture as many of the free Heroic Grails as possible, and would even say to not spend them until you're more familiar with what's offered in the Grails Shop.
    • Some of the heroes in the Grails Shop will be given out for free again if you wait long enough, but others will not, so it may be important to know which is which before you spend your resources.
  • Stamina potions will be important if you want to play a lot at the start.
    • They're given out fairly liberally, but stamina can definitely become a bottleneck for new players, especially if you're playing a lot and/or trying to capture all of the resources available in limited-time quests and events. Manage your stamina carefully and take every opportunity to get more stamina potions, including linking a MyNintendo account. You'll also be able to get a stamina potion reward for your first clear of every normal story chapter, which adds up to well over 40 stamina potions - a substantial boost.
  • Dragonflowers have a slow accumulation rate, so capture as many as you can.
    • They're used to increase your heroes' stats up to the max, but are slow to acquire and it takes a lot to max a single hero. Capture as many of these as you can.
  • Feathers are very useful, especially for new players.
    • They're far more common as reward mechanisms than the resources listed above, but they're the primary gate on your progress of making your heroes stronger and growing your roster. Try to capture as many feathers as you can.
    • 20,000 feathers allows you to turn a 4* of your choice into a 5*, which can help you fill out the holes in your roster. Feathers can be used to make sure that you have a decent 5* hero of each weapon type, then expand to covering weapon type and movement mode.
When to Summon and What to Summon For:
  • Don't be in a hurry to summon as a new player.
    • I would recommend saving up your orbs and only doing the free first summons until you have a better idea of who you want to summon for. Orbs are the premium currency and the free 5* heroes you'll get from the Heroes' Path and certain story chapters are strong enough to carry you through 99% of the content in the game. Don't feel pressured to summon before you've had time to figure out what makes heroes good or who your favorites are.
  • Summon for your favorites even if they're not "meta".
    • Every hero in FEH is perfectly useable for PvE content, and can be made strong enough for most anything through skill inheritance, weapon refines, and stat increases. Use who you like first and foremost!
  • Ask the community about meta heroes.
    • The meta can change frequently, so it's best to ask the community who the strongest characters are on the current banners. Given the many PvP game modes and character archtypes, there's a fairly wide range of heroes that could be considered "meta" in at least one game mode. If you don't have many favorites yet, or care more about climbing the PvP ranks, look for help identifying solid meta picks.
  • Consider working towards getting a team of each unit type.
    • Quests requiring 4 armor heroes, 4 cavalry heroes, or 4 flier heroes, etc. are very common. When choosing who to summon for at the start, pay attention to when strong heroes are available that fill unit types that you need.
How to Build Heroes:
  • Play to the hero's strengths.
    • Generally speaking, it's more worthwhile to capitalize on a hero's strong stats than try to patch up their weaknesses. The SPD stat is somewhat unique and can sometimes be an exception if their SPD isn't very low. A SPD stat of 30 or lower arguably isn't worth investment.
  • Look at their weapon.
    • Many heroes will want to keep their original weapons rather than inherit one, and the effects their weapon has often indicate how they're designed to be used. For example, if a weapon increases RES and grants effects on enemy phase, you'll probably want to choose skills that increase or capitalize on their RES stat and activate on enemy phase as well.
  • Decide if the hero is going to be player-phase or enemy-phase.
    • Look for phrases like "if unit initiates combat" to identify player-phase effects, and phrases like "if enemy initiates combat" to identify enemy-phase effects. Generally, you'll want the hero's skill effects to be activating on the same phase. If the hero's weapon has two effects that activate on enemy phase, it's a good idea to give them skills that activate on enemy phase as well. Mixed-phase builds do exist, but can be more complicated and often more situational.
  • Assist skills are king.
    • You should treasure every summon that gives you Reposition or Draw Back skill inheritance, and use them effectively. Reposition is arguably the best skill in the game for pretty much anyone, though Draw Back is often preferred for ranged heroes in particular. Swap is also notable for tanks and armored heroes.
How to Build a Good Starting Team
  • Have a balance of colors.
    • For starting players, I would recommend trying out a team with a red hero, a blue hero, a green hero, and a colorless hero.
  • Have your heroes cover each other's weaknesses.
    • It can often help to start with your favorite hero or the hero you want to use most, and patch up their weaknesses first. For example, if you want to use Lukas, a high-DEF low-RES enemy-phase tank, you'll want to have someone on your team that can take care of the mages that would threaten Lukas, especially green mages that would be super-effective against the blue Lukas. A high-ATK player-phase red hero could be a good choice, but both might be weak to blue mages. Make sure you don't have a shared weakness across your whole team.
  • Try some of the common team archetypes.
    • There are some team archetypes that ignore the suggestions above that are nonetheless quite powerful for other reasons. The "nuke and three dancers" team composition focuses on using a single ranged hero with high damage output (whether physical or magical) supported by three dancers to allow that ranged hero to attack four times. With the right nuke, you can handily clear most all of the content in the game; however, you may find yourself stuck if you have to go up against a strong enemy that hard-counters your nuke. Another common archetype is "omnitanking", where you primarily buff and support a single hero with high DEF/RES and close/distant counter, with the goal of taking out opponents with that tank on the enemy phase. Other archetypes such as Galeforce teams are more complicated than I would recommend for a new player.
Other Notes and Recommendations
  • Re-rolling is not particularly necessary.
    • Re-rolling is the process of starting an account, going through the tutorial, and then spending your tutorial orbs summoning for a good 5* hero (or even just one of your favorites). If you don't get a good 5*, you uninstall the app and try again. The goal is to start the game with a strong hero without spending many orbs. Rerolling costs you nothing but time, so if you already have a favorite character that's on a banner you could re-roll to start with them. However, it's really not necessary to re-roll in FEH like it can be for some other gacha games.
  • Adjust the settings to your liking.
    • I would recommend having Show Danger Area on, as well as Asset/Flaw Color Display. Turning off Combat Animation can also speed up combat significantly.
submitted by ShiningSolarSword to FireEmblemHeroes [link] [comments]

$ACAC Merging w/ Playstudios - Undervalued MGM-Backed Online Gaming/Gambling/Return to Normal Play?

$ACAC Merging w/ Playstudios - Undervalued MGM-Backed Online Gaming/Gambling/Return to Normal Play?
Wondering what everyone's thoughts are regarding Playstudios merging with ACAC. Seems to have oddly dropped below even where it was when it was in the rumour stages. Here are some of the investment notes I've gleaned from my research.
Please help provide more bear (or bull) cases if possible!
Summary
⦁ Online gaming company with major backing and investments from MGM Group, Blackrock, Activision Blizzard, and Neuberger Berman
⦁ Playstudios' game profiles include: myVEGAS Slots, POP! Slots, myKONAMI Slots, myVEGAS Blackjack, and Kingdom Boss + myVEGAS Bingo coming soon
⦁ >100M lifetime app downloads
⦁ 4.2M monthly active users

From PlayStudios investor deck
⦁ 56 minutes playtime/day (more than TikTok, YouTube, etc. as per Skillz' research), fairly comparable to Skillz as well (their data below)
Skillz data on minutes per user per day - Playstudios is 56 minutes/day
⦁ Unique loyalty rewards program that engages sticky user base by providing free rooms, meals, drinks, at many Las Vegas resorts such as Bellagio, Aria, MGM, Luxor, Mandalay Bay, etc., as well as exclusive gambling room access in select casinos
⦁ Valued at $1B enterprise value at NAV
⦁ Using capital injection to develop new apps, M&A with other gaming companies
Bull Cases
⦁ SPAC Management group is quite stacked and very heavy on online gaming, and gambling sectors
⦁ Co-CEO Edward King has experience at Morgan Stanley as Managing Director and Global Head of Gaming Investment Banking
⦁ Co-CEO Dan Fetters also has experience at Morgan Stanley as Managing Director of M&A
⦁ EVP of Acquisitions Chris Grove is a partner at Eilers & Krejcik Gaming
⦁ Chairman Jim Murren former CFO, Chairman, and CEO of MGM for over 20 years (12 years as Chairman, CEO) and led the recovery of MGM post-financial crisis. Currently also Chairman of COVID 19 Response in Neveda
⦁ Other Board members include the President and CEO of the Boston Red Sox and Chief Exec. of Fenway Sports Management, Senior VP of Monumental Sports and Entertainment, former CEO of ShooWin, and FoundeCEO of Sydell Group (lifestyle hotel chain)
⦁ Playstudios exec. team also all have long history of gaming, and gambling sectors
⦁ TAM of mobile gaming only set to continue to grow YOY
⦁ Loyalty program appears to be very sticky for Vegas visitors, as well as offering a clear value add for even non-gamers to participate (free drinks, hotel stays, etc.), and causing a virtous cycle from user app engagement -> real-life reward redemption -> resort app offers -> and back
Virtuous Cycle - from PlayStudios investor deck
⦁ Undervalued in terms of PS ratios comp. to other mobile gaming companies (Zynga, Playtika, etc.), and EBITDA basis
⦁ History of strong app development and revenue growth without major capital injection
⦁ History of profitable business model, stronger revenues than a Skillz ($270M for Playstudios v. $255M for Skillz)
Revenue Growth and DAU Chart - from PlayStudios investor deck
⦁ All apps have strong user experience and reviews are exceptional
⦁ Very large amount of shares set to exit lock-up 12 months after de-SPAC
⦁ During the lockdowns, the global market for social casino games grew 24%, indicating a strong hedge play against another locked down economy
⦁ Massive list of partners
Partners List - from PlayStudios investor deck
⦁ Very valuable subset of audience
From PlayStudios investor deck
Bear Cases
⦁ Perhaps one of many entrants into an industry of very high competition
⦁ EBITDA near-term is not super strong
⦁ Some SPAC cash usage not ideal ($150M going into founder's pockets)
⦁ Not in a very hype sector like EV, Space, etc.

TLDR: I think Playstudios is under-the-radar, competitively differentiated, and undervalued comp. to other mobile gaming companies right now at ~$11.20/share, and see near-term upside as a long-hold given the major partners and big names behind it (MGM primarily, Activision Blizzard secondarily).
Disclosure: 5000 shares of ACAC
Disclaimer: I am not a financial advisor... do your own due diligence.
submitted by GullibleInvestor to SPACs [link] [comments]

SEO is easy. The EXACT process we use to scale our clients' SEO from 0 to 200k monthly traffic and beyond

Hey guys!
There's a TON of content out there on SEO - guides, articles, courses, videos, scams, people yelling about it on online forums, etc etc..
Most of it, however, is super impractical. If you want to start doing SEO TODAY and start getting results ASAP, you'll need to do a TON of digging to figure out what's important and what's not.
So we wanted to make everyone's lives super easy and distill our EXACT process of working w/ clients into a stupid-simple, step-by-step practical guide. And so we did. Here we are.
P.S: startups, and seo loved the guide, so I thought you guys might like it too.

A bit of backstory:

If you guys haven't seen any of my previous posts, me and my co-founder own an SEO/digital marketing agency, and we've worked w/ a ton of clients helping them go from 0 to 200k+ monthly organic traffic. We've also helped some quite big companies grow their organic traffic (from 1M to over 1.8M monthly organic), using the exact same process.
So without further ado, grab your popcorn, and be prepared to stick to the screen for a while, cause this is going to be a long post. Here's everything I am going to cover:

Step #1 - Technical Optimization and On-Page SEO

Step #1 to any SEO initiative is getting your technical SEO right.
Now, some of this is going to be a bit technical, so you might just forward this part to your tech team and just skip ahead to "Step #2 - Keyword Research."
If you DON'T have a tech team and want a super easy tl;dr, do this:
If you’re a bit more tech-savvy, though, read on!

Technical SEO Basics

Sitemap.xml file. A good sitemap shows Google how to easily navigate your website (and how to find all your content!). If your site runs on WordPress, all you have to do is install YoastSEO or Rankmath SEO, and they’ll create a sitemap for you. Otherwise, you can use an online XML Sitemap generation tool.
Proper website architecture. The crawl depth of any page should be lower than 4 (i.e: any given page should be reached with no more than 3 clicks from the homepage). To fix this, you should improve your interlinking (check Step #6 of this guide to learn more).
Serve images in next-gen format. Next-gen image formats (JPEG 2000, JPEG XR, and WebP) can be compressed a lot better than JPG or PNG images. Using WordPress? Just use Smush and it’ll do ALL the work for you. Otherwise, you can manually compress all images and re-upload them.
Remove duplicate content. Google hates duplicate content and will penalize you for it. If you have any duplicate pages, just merge them (by doing a 301 redirect) or delete one or the other.
Update your ‘robots.txt’ file. Hide the pages you don’t want Google to index (e.g: non-public, or unimportant pages). If you’re a SaaS, this would be most of your in-app pages. ]
Optimize all your pages by best practice. There’s a bunch of general best practices that Google wants you to follow for your web pages (maintain keyword density, have an adequate # of outbound links, etc.). Install YoastSEO or RankMath and use them to optimize all of your web pages.
If you DON’T have any pages that you don’t want to be displayed on Google, you DON’T need robots.txt.

Advanced Technical SEO

Now, this is where this gets a bit more web-devvy. Other than just optimizing your website for SEO, you should also focus on optimizing your website speed.
Here’s how to do that:
Both for Mobile and PC, your website should load in under 2-3 seconds. While load speed isn’t a DIRECT ranking factor, it does have a very serious impact on your rankings.
After all, if your website doesn’t load for 5 seconds, a bunch of your visitors might drop off.
So, to measure your website speed performance, you can use Pagespeed Insights. Some of the most common issues we have seen clients facing when it comes to website speed and loading time, are the following:
Want to make your life easier AND fix up all these issues and more? Use WP Rocket. The tool basically does all your optimization for you (if you’re using WordPress, of course).
Lastly, if you want to validate the website speed optimization changes you've made, or if you simply want to test how your current site is performing, you can use Google Page Speed Insights*.*
In May 2020, Google rolled out its Core Web Vitals update, which in layman terms means starting next May (2021), the three most important website load speed metrics you will need to worry for ranking will be:
  1. LCP - Largest Contentful Paint -> under 2.5s
  2. FID - First Input Delay -> under 100ms
  3. CLS - Cumulative Layout Shift -> under 0.1

Step #2 - Keyword Research

Once your website is 100% optimized, it’s time to define your SEO strategy.
The best way to get started with this is by doing keyword research.
First off, you want to create a keyword research sheet. This is going to be your main hub for all your content operations.
You can use the sheet to:
  1. Prioritize content
  2. Keep track of the publishing process
  3. Get a top-down view of your web pages
And here’s what it covers:
Now that you have your sheet (and understand how it works), let’s talk about the “how” of keyword research.

How to do Keyword Research (Step-by-Step Guide)

There are a ton of different ways to do that (check the “further readings” at the end of this section for a detailed rundown).
Our favorite method, however, is as follows…
Start off by listing out your top 5 SEO competitors.
The key here is SEO competitors - competing companies that have a strong SEO presence in the same niche.
Not sure who’s a good SEO competitor? Google the top keywords that describe your product and find your top-ranking competitors.
Run them through SEMrush (or your favorite SEO tool), and you’ll see how well, exactly, they’re doing with their SEO.
Once you have a list of 5 competitors, run each of them through “Organic Research” on SEMrush, and you'll get a complete list of all the keywords they rank on.
Now, go through these keywords one by one and extract all the relevant ones and add them to your sheet.
Once you go through the top SEO competitors, your keyword research should be around 80%+ done.
Now to put some finishing touches on your keyword research, run your top keywords through UberSuggest and let it do its magic. It's going to give you a bunch of keywords associated with the keywords you input.
Go through all the results it's going to give you, extract anything that’s relevant, and your keyword research should be 90% done.
At this point, you can call it a day and move on to the next step. Chances are, over time, you’ll uncover new keywords to add to your sheet and get you to that sweet 100%.

Step #3 - Create SEO Landing Pages

Remember how we collected a bunch of landing page keywords in step #2? Now it’s time to build the right page for each of them! This step is a lot more straightforward than you’d think. First off, you create a custom landing page based on the keyword. Depending on your niche, this can be done in 2 ways:
  1. Create a general template landing page. Pretty much copy-paste your landing page, alter the sub-headings, paraphrase it a bit, and add relevant images to the use-case. You’d go with this option if the keywords you’re targeting are very similar to your main use-case (e.g. “project management software” “project management system”).
  2. Create a unique landing page for each use-case. You should do this if each use-case is unique. For example, if your software doubles as project management software and workflow management software. In this case, you’ll need two completely new landing pages for each keyword.
Once you have a bunch of these pages ready, you should optimize them for their respective keywords.
You can do this by running the page content through an SEO tool. If you’re using WordPress, you can do this through RankMath or Yoast SEO.
Both tools will give you exact instructions on how to optimize your page for the keyword.
If you’re not using WordPress, you can use SurferSEO. Just copy-paste your web page content, and it’s going to give you instructions on how to optimize it.
Once your new landing pages are live, you need to pick where you want to place them on your website. We usually recommend adding these pages to your website’s navigation menu (header) or footer.
Finally, once you have all these new landing pages up, you might be thinking “Now what? How, and when, are these pages going to rank?”
Generally, landing pages are a tad harder to rank than content. See, with content, quality plays a huge part. Write better, longer, and more informative content than your competition, and you’re going to eventually outrank them even if they have more links.
With landing pages, things aren’t as cut and dry. More often than not, you can’t just “create a better landing page.”
What determines rankings for landing page keywords are backlinks. If your competitors have 400 links on their landing pages, while yours has 40, chances are, you’re not going to outrank them.

Step #4 - Create SEO Blog Content

Now, let’s talk about the other side of the coin: content keywords, and how to create content that ranks.
As we mentioned before, these keywords aren’t direct-intent (the Googler isn’t SPECIFICALLY looking for your product), but they can still convert pretty well. For example, if you’re a digital marketing agency, you could rank on keywords like…
After all, anyone looking to learn about lead gen techniques might also be willing to pay you to do it for them.
On top of this, blog post keywords are way easier to rank for than your landing pages - you can beat competition simply by creating significantly better content without turning it into a backlink war.In order to create good SEO content, you need to do 2 things right:
  1. Create a comprehensive content outline
  2. Get the writing part right
Here’s how each of these work...

How to Create a Content Outline for SEO

A content outline is a document that has all the info on what type of information the article should contain Usually, this includes:
Outlines are useful if you’re working with a writing team that isn’t 100% familiar with SEO, allowing them to write content that ranks without any SEO know-how.
At the same time, even if you’re the one doing the writing, an outline can help you get a top-down idea of what you should cover in the article.
So, how do you create an outline? Here’s a simplified step-by-step process…
  1. Determine the target word count. Rule of thumb: aim for 1.5x - 2x whatever your competitor wrote. You can disregard this if your competition was super comprehensive with their content, and just go for the same length instead.
  2. Create a similar header structure as your competition. Indicate for the writer which headers should be h2, which ones h3.
  3. For each header, mention what it’s about. Pro tip - you can borrow ideas from the top 5 ranking articles.
  4. For each header, explain what, exactly, should the writer mention (in simple words).
  5. Finally, do some first-hand research on Reddit and Quora. What are the questions your target audience has around your topic? What else could you add to the article that would be super valuable for your customers?

How to Write Well

There’s a lot more to good content than giving an outline to a writer. Sure, they can hit all the right points, but if the writing itself is mediocre, no one’s going to stick around to read your article.
Here are some essential tips you should keep in mind for writing content (or managing a team of writers):
  1. Write for your audience. Are you a B2B enterprise SaaS? Your blog posts should be more formal and professional. B2C, super-consumer product? Talk in a more casual, relaxed fashion. Sprinkle your content with pop culture references for bonus points!
  2. Avoid fluff. Every single sentence should have some sort of value (conveying information, cracking a joke, etc.). Avoid beating around the bush, and be as straightforward as possible.
  3. Keep your audience’s knowledge in mind. For example, if your audience is a bunch of rocket scientists, you don’t have to explain to them how 1+1=2.
  4. Create a writer guideline (or just steal ours! -> edit: sorry had to remove link due to posting guidelines)
  5. Use Grammarly and Hemingway. The first is like your personal pocket editor, and the latter helps make your content easier to read.
  6. Hire the right writers. Chances are, you’re too busy to write your own content. We usually recommend using ProBlogger or Cult of Copy Job Board (Facebook Group) to source top writing talent.

Step #5 - Start Link-Building Operations

Links are essential if you want your content or web pages to rank.
If you’re in a competitive niche, links are going to be the final deciding factor on what ranks and what doesn’t.
In the VPN niche, for example, everyone has good content. That’s just the baseline. The real competition is in the backlinks.
To better illustrate this example, if you Google “best VPN,” you’ll see that all top-ranking content pieces are almost the same thing. They’re all:
So, the determining factor is links. If you check all the top-ranking articles with the Moz Toolbar Extension, you’ll see that on average, each page has a minimum of 300 links (and some over 100,000!).
Meaning, to compete, you’ll really need to double-down on your link-building effort.
In fact, in the most competitive SEO niches, it’s not uncommon to spend $20,000 per month on link-building efforts alone.

Pro Tip
Got scared by the high $$$ some companies spend on link-building? Well, worry not!
Only the most ever-green niches are so competitive. Think, VPN, make money online, health and fitness, dating, CBD, gambling, etc. So you know, the usual culprits.
For most other niches, you can even rank with minimal links, as long as you have top-tier SEO content.
Now, let’s ask the million-dollar question: “how do you do link-building?”

4 Evergreen Link Building Strategies for Any Website

There are a TON of different link building strategies on the web. Broken link building, scholarship link building, stealing competitor links, and so on and so on and so on.
We’re not going to list every single link building strategy out there (mainly because Backlinko already did that in their link building guide).
What we are going to do, though, is list out some of our favorite strategies, and link you to resources where you can learn more:
  1. Broken link building. You find dead pages with a lot of backlinks, reach out to websites that linked to them, and pitch them something like “hey, you linked to this article, but it’s dead. We thought you’d want to fix that. You can use our recent article if you think it’s cool enough.”
  2. Guest posting. Probably the most popular link building strategy. Find blogs that accept guest posts, and send them a pitch! They usually let you include 1-2 do-follow links back to your website.
  3. Linkable asset” link building. A linkable asset is a resource that is so AWESOME that you just can’t help but link to. Think, infographics, online calculators, first-hand studies or research, stuff like that. The tl;dr here is, you create an awesome resource, and promote the hell out of it on the web.
  4. Skyscraper technique. The skyscraper technique is a term coined by Backlinko. The gist of it is, you find link-worthy content on the web, create something even better, and reach out to the right people.
Most of these strategies work, and you can find a ton of resources on the web if you want to learn more.
However, if you’re looking for something a bit different, oh boy we have a treat for you! We’re going to teach you a link-building strategy that got us around:
...And so much more, all through a single blog post.

Link-Building Case Study: SaaS Marketing

“So, what’s this ancient link-building tactic?”
I hear you asking. It must be something super secretive and esoteric, right?
Secrets learned straight from the link-building monks at an ancient SEO temple…
“Right?”
Well, not quite.
The tactic isn’t something too unusual - it’s pretty famous on the web. This tactic comes in 2 steps:
  1. Figure out where your target audience hangs out (create a list of the channels)
  2. Research the type of content your audience loves
  3. Create EPIC content based on that research (give TONS of value)
  4. Promote the HELL out of it in the channels from step 1
Nothing too new, right?
Well, you’d be surprised how many people don’t use it.
Now, before you start throwing stones at us for overhyping something so simple, let’s dive into the case study:
How we PR’d the hell out of our guide to SaaS marketing (can't add a link, but it's on our blog and it's 14k words long), and got 10k+ traffic as a result.
A few months back when we launched our blog, we were deciding on what our initial content should be about.
Since we specialize in helping SaaS companies acquire new users, we decided to create a mega-authority guide to SaaS marketing (AND try to get it to rank for its respective keyword).
We went through the top-ranking content pieces, and saw that none of them was anything too impressive.
Most of them were about general startup marketing strategies - how to validate your MVP, find a product-market fit, etc.
Pretty “meh,” if you ask us. We believe that the #1 thing founders are looking for when Googling “saas marketing” are practical channels and tactics you can use to acquire new users.
So, it all started off with an idea: create a listicle of the top SaaS marketing tactics out there:
  1. How to create good content to drive users
  2. Promote your content
  3. Rank on Google
  4. Create viral infographics
  5. Create a micro-site
...and we ended up overdoing it, covering 41+ different tactics and case studies and hitting around 14k+ words.
On one hand, oops! On the other hand, we had some pretty epic content on our hands. We even added the Smart Content Filter to make the article much easier to navigate.
Once the article was up, we ran it through some of our clients, friends, and acquaintances, and received some really good feedback.
So, now we knew it was worth promoting the hell out of it.
We came up with a huge list of all online channels that would appreciate this article:
  1. entrepreneur and startups (hi guys!). The first ended up loving the post, netting us ~600 upboats and a platinum medal. The latter also ended up loving the post, but the mods decided to be assholes and remove it for being “self-promotional.” So, despite the community loving the content, it got axed by the mods. Sad. (Fun fact - this one time we tried to submit another content piece on startups with no company names, no links back to our website, or anything that can be deemed promotional. One of the mods removed it for mentioning a link to Ahrefs. Go figure!)
  2. Hacker News. Tons of founders hang out on HN, so we thought they’d appreciate anything SaaS-related. This netted us around ~200+ upvotes and some awesome feedback (thanks HN!)
  3. Submit on Growth Hackers, Indie Hackers, and all other online marketing communities. We got a bunch of love on Indie Hackers, the rest were quite inactive.
  4. Reach out to all personal connects + clients and ask for a share
  5. Run Facebook/Twitter ads. This didn’t particularly work out too well for us, so we dropped it after 1-2 weeks.
  6. Run a Quuu promotion. If you haven’t heard of Quuu, it’s a platform that matches people who want their content to be shared, with people who want their social media profiles running on 100% auto-pilot. We also got “meh” results here - tons of shares, next to no likes or link clicks.
  7. Promoted in SaaS and marketing Facebook groups. This had awesome results both in terms of traffic, as well as making new friends, AND getting new leads.
  8. Promoted in entrepreneur Slack channels. This worked OK - didn’t net us traffic, but got us some new friends.
  9. Emailed anyone we mentioned in the article and asked for a share. Since we mentioned too many high profile peeps and not enough non-celebs, this didn’t work out too well
  10. Emailed influencers that we thought would like the article / give it a share. They didn’t. We were heart-broken.
And accordingly, created a checklist + distribution sheet with all the websites or emails of people we wanted to ping.
Overall, this netted us around 12,000 page views in total, 15+ leads, 6,000 traffic in just 2 promotion days.
As for SEO results, we got a bunch of links. (I would have added screenshots to all of these results, but don't think this subreddit allows it).
A lot of these are no-follow from Reddit, HackerNews, and other submission websites, but a lot of them are also pretty authentic.
The cool part about this link-building tactic is that people link to you without even asking. You create awesome content that helps people, and you get rewarded with links, shares, and traffic!
And as for the cherry on top, only 2 months after publishing the article, it’s ranking on position #28. We’re expecting it to get to page 1 within the new few months and top 3 within the year.

Step #6 - Interlink Your Pages

One of Google's ranking factors is how long your visitors stick around on your website.
So, you need to encourage users reading ONE article, to read, well, the rest of them (or at least browse around your website). This is done through interlinking.
The idea is that each of your web pages should be linked to and from every other relevant page on your site.
Say, an article on "how to make a resume" could link to (and be linked from) "how to include contact info on a resume," "how to write a cover letter," "what's the difference between a CV and a resume," and so on.
Proper interlinking alone can have a significant impact on your website rankings. NinjaOutreach, for example, managed to improve their organic traffic by 40% through better interlinking alone.
So, how do you do interlinking “right?”
First off, make it a requirement for your writers to link to the rest of your content. Add a clause to your writer guidelines that each article should have 10+ links to your other content pieces.
More often than not, they’ll manage to get 60-70% of interlinking opportunities. To get this to 100%, we usually do bi-annual interlinking runs. Here’s how that works.
Pick an article you want to interlink. Let’s say, for example, an article on 'business process management'.
The goal here is to find as many existing articles on your blog, where ‘business process management’ is mentioned so that we can add a link to the article.
Firstly, Google the keyword ‘business process management’ by doing a Google search on your domain. You can use the following query:
site:yourwebsite.com "keyword"
In our case, that’s:
site:example.com “business process management”
You’ll get a complete list of articles that mention the keyword “business process management.
Now, all you have to do is go through each of these, and make sure that the keyword is hyperlinked to the respective article!
You should also do this for all the synonyms of the keyword for this article. For example, “BPM” is an acronym for business process management, so you’d want to link this article there too.

Step #7 - Track & Improve Your Headline CTRs

Article CTRs play a huge role in determining what ranks or not.
Let’s say your article ranks #4 with a CTR of 15%. Google benchmarks this CTR with the average CTR for the position.
If the average CTR for position #4 is 12%, Google will assume that your article, with a CTR of 15% is of high quality, and will reward you with better rankings.
On the other hand, if the average CTR is 18%, Google will assume that your article isn’t as valuable as other ranking content pieces, and will lower your ranking.
So, it’s important to keep track of your Click Through Rates for all your articles, and when you see something that’s underperforming, you can test different headlines to see if they’ll improve CTR.
Now, you’re probably wondering, how do you figure out what’s the average CTR?
Unfortunately, each search result is different, and there's no one size fits all formula for average CTR.
Over the past few years, Google has been implementing a bunch of different types of search results - featured snippet, QAs, and a lot of other types of search results.
So, depending on how many of these clutter and the search results for your given keyword, you’ll get different average CTRs by position.
Rule of thumb, you can follow these values:
Keep in mind these change a lot depending on your industry, PPC competitiveness, 0-click searches, etc...
Use a scraping tool like Screaming Frog to extract the following data from all your web pages:
Delete all the pages that aren’t meant to rank on Google. Then, head over to Google Search Console and extract the following data for all the web pages:
Add all of this data to a spreadsheet.
Now, check what your competition is doing and use that to come up with new headline ideas. Then, put them in the Title Ideas cell for the respective keyword.
For each keyword, come up with 4-5 different headlines, and implement the (seemingly) best title for each article.
Once you implement the change, insert the date on the Date Implemented column. This will help you keep track of progress.
Then, wait for around 3 - 4 weeks to see what kind of impact this change is going to have on your rankings and CTR.
If the results are not satisfactory, record the results in the respective cells, and implement another test for the following month. Make sure to update the Date Implemented column once again.

Step #8 - Keep Track of Rankings & Make Improvements On-The-Go

You’re never really “done” with SEO - you should always keep track of your rankings and see if there’s any room for improvement.
If you wait for an adequate time-frame after publishing a post (6 months to a year) and you’re still seeing next to no results, then it might be time to investigate.
Here’s what this usually looks like for us:
...And that's it.
Hope you guys had a good read and learned a thing or two :) HMU if you have any questions.
If you want to read the full version in a more reader-friendly format, you can check out our SEO process blog post here.
submitted by malchik23 to Entrepreneur [link] [comments]

After episode 33, I really feel like we need to address the Gacha Situation seriously

This is gonna be a really long, rambling post about gacha, gambling, addiction, psychology and ethics. If you want the TL;DR, here it is: Joey and Garnt are at the very least irresponsible influencers, and at the very worst they might have a serious addiction that stems from a low dopamine life-style.
We all most likely watched the episode and know what happened and what was talked by who, but for further context, if you are unaware of anything, even after the memes, on the last episode of Trash Taste Podcast, specifically in the last 40 minutes of it, the Boys discussed (and argued) about the gacha game scene and gambling addiction. You can check it out on the sticky post on the top of the subreddit front page.
To cut it short, Connor argued that gacha games are just as if not more dangerous than actual gambling, specifically for a few reasons. First, it is a game of no return. In real life gambling, you can (fleetingly) get real money back from it, and even make a considerable profit. Gacha games simulate the act of gambling while offering no significant reward or value other than a measle amount of dopamine and a cute character to play with. Secondly, the game is marketed towards older kids, teenagers and young adults on an age range of 12-25 years old, an age group where most individuals are either not mature enough to manage their money safely or even financially independent at all, with most people in this range not even being active members of society yet. Furthermore, the gacha-gambling model is largely unregulated and unsupervised by authority figures, be it responsible adults, laws or any other regulating institution.
To this, Garnt (largely) and Joey (in a lesser but still significant way) responded that, while they agree no one should be able or willing to spend such large amounts in these games, they do not pose significant harm to most people, and even further, can present justifiable value enough to be acceptable in their current forms, with minor changes. At one point, Joey expressed the idea that if these games made it difficult for him to spend money, he would mostly just not play them at all rather than go free-to-play. Garnt attempted to defend the idea that spending on these games was not necessary and going the F2P route was not only possible, but easy. He himself, however, admitted to that not being the case with him.
This is the thick and short of it. Now let me get into the main argument this post is attempting to make.
Connor's position along the entire discussion was entirely and utterly reasonable, and not only that, but even after being soft-gaslighted into being less harsh on his stance, he still was the only one willing to take the problem seriously at all.
Garnt and Joey, kn the other hand, began the discussion with an ironic and memey tone, not taking it at all seriously. When Connor's stance didn't change and his points began hitting a little too close to home, that's when they got defensive of their point and tried to appeal to various fallacious arguments and unbelievable takes. Most notably, Garnt defended that "If you have a problem with gambling or if you have poor self-control, you just should not be playing Gacha Games", which beyond being obvious, is a bonkers thing to say. It would be akin to saying "if you feel depressed or suicidal often, you should just ask for help and not kill yourself" or "if you have a drug problem, maybe don't go buy drugs". It is a statement that hides behind it's obvious correctness to take away attention from the fact that this adds nothing of value at all to the discussion,nor does it make for a suitable defense of the system that gacha ganes operate in.
The first big problem with this entire thing is that the three of them, both in the podcast and with their individual channels, have a great influencing power. Having your opinion, no matter who you are, broadcast to over a few hundred thousand people world-wide is bound to influence or resonate with some of the audience. When the person in question is a respected figure, speaking to an audience of admirers or fans, most of which at a young age, and within a subject matter of interest to the audience, the influence rate will grow even bigger. In this midst, there is statistically no way at least a handful of people didn't watch this episode and felt like they had their actions justified. Add to this that the gacha community at large is either aware but indifferent to the similarities it has to gambling, or straight up defensive of the entire model, and you have a pretty dangerous mixture of things here.
The second issue I see and hope to convey on this matter is that both Garnt and Joey seem unaware of just how scummy and messed up the tactics behind gacha games are. It's not just rate manipulation and constant advertising. The entire development process is centered around creating the perfect space for you to spend copious amounts of money without feeling that you really spent them. It goes so much deeper than just making cute girls to sell you. From the game page on the app store you get it from to the main menu, to the game design, to the in-game systems, to the rates, to the promotions, to the update cycle, to the end game, to the daily challenges, EVERY LITTLE ASPECT of it is engineered to rewire your bain into believing that it's not that bad to spend, and having the desire to do so more often than you reasonably would.
This is a very important one, amd Connor briefly touched on it in his rant. Cassinos, actual gambling places, build and thought to make you spend and lose, are like a glass door compared to the five inch lead wall that is the gacha strategy. They show you the rates at all times. They offer you the option to set yourself a limit. They make you aware that you are spending money, they cap the age at a minimum of 21, they have a lot of systems in place to control bad spenders. Of course, most of those came from law and regulations, but even before that, back in the 18th amd 19th centuries, no normal adult would advocate or defend that 12 to 18 year olds should be able to gamble real money into pieces of paper or cardboard cutouts. So imagine thinking, for even a moment, that what gacha games do is even close to okay. It is not, by any measure, morally, ethically or lawfully, okay.
But it gets worse. Way worse. Here is where I began actually worrying about the boys, in particular Joey and Garnt, the latter most of all.
They seem to actually believe that the above exposed is somehow justifiable based on little doses of dopamine, memories and the abstract idea of "the experience" you get. They compare spending ONE HUNDRED DOLLARS on a game to get TWO DIMENSIONAL IMAGINARY GIRLS to a night out with friends where you spend a hundred dollars in food or drinks.
What the actual f*ck.
This is not just bad. It's really, really bad. It's unreasonably and unbelievably absurd. It nearly collapses the entire concept of reality from just how bad a take this is.
No. No, no, no. NO. In no way, in no conceivable theoretical way, one of those things is comparable to the other. Never. This is the type of thing that depressed people tell themselves to justify self destructive behavior. Spending copious amounts of disposable income into games just to get "a daily dose lf dopamine" going is insane. Just for reference, you can get dopamine for free by doing any of the following:
Exercising
Finishing a task-list
Cleaning your room
Working on a passion project
Playing any sport, specially with friends
Going for a walk with you pet
Having a conversation with a friend or significant other
Having a good meal
Waking up from a good nap
Watching a fun movie
Traveling
Hiking
Riding a bike
Radical sports
Reading a good book
Seeing a long-time relative or friend you missed for a long time
Getting a hug
Having sex
Sleeping cuddled with you SO
Holding hands
Kissing
Watching the sun set/rise
Going to the beach
Camping
Playing an actual good videogame that isn't f*cking Genshin or FGO
This is not an exhaustive list. It's literally just things I thought off the top of my head while writing this. Some of those activities require some money to do, and some are impossible during the pandemic. But most of them are free/cheap and easy to do at home or with little to no contact with anyone.
If getting a good pull in a lootbox virtual casino is the best way you can think of to get any dopamine release, or if that release is so significant to you as to justify spending more money than some people make in a week, then I'm sorry, but you have a serious problem. I mean it. I know the Boys can do most or all of those things listed up there and much more. I know for a fact they are not in a situation of loneliness, vulnerability or isolation, even in the current world situation. So why is it that Garnt thinks gambling is a good solution for boredom in the quarentine? Or why did Joey insinuate that making it harder for him to spend money would just make him drop the game?
And if these two, that as I said are in a very privileged spot of having easy access to healthy ways to produce dopamine and conquer isolation, are having this kind of relationship with these games, what's to say of people around the world, including many of their listeners/viewers, who either live alone and/or have no perspective of a successful career with easy access to basically limitless disposable income like they do? What's to say of the teenagers who spend all night up playing games, watching anime, jerking off and stealing their parents' credit card to buy pulls? What's to say of the depressed university students who have a shitload of debt thrown at them and live an isolated, virtual life right now? What about them?
Joey and Garnt might not have any problem controlling themselves, or have enough money to waste such that a thousand dollars into gachas doesn't feel unreasonable, no matter how actually unreasonable it is. But they are either ignorant of the actual problem, or (and I sure hope I'm completely off on this one) completely unemphatic to their struggles. Because "Just don't play" is not a thing someone with empathy for the gambling addicts would say. Connor was deadass on this one.
And that leads us to the final nail in this horrific, goldplated coffin. The memes.
Yes, the memes.
There are so many memes. Garnt mentioned that "no one memes on the guys going bankrupt" while doing just that for half an hour. The entire gacha culture is basically a serious sociological and psychological problem deep-rooted into the heart of the zoomer generation. And yet it wears a mask mad e of memes, that hides the actual problem under a nearly impenetrable layer of irony, self-pity and depressive jokes. But the subject is not that funny under the magnified lens of a closer look.
The easygoing demeanor with which gacha addicts and casual underaged gamblers treat the entire thing is so light on the mood, so soft on the eyes, that you may just forget that those people might be ruining their lives. It's not a joke. It should not be treated like one. The meme culture around gacha fames has created more gambling addicts among 15 and 16 year olds than any illegal casino would ever dream of. These young people are just laughing away ridiculous sums of money for a teenager to spend, and feeling none of it until it is too late to go back and give up.
I am not trying to guilty trip any of the Boyys here, nor am I accusing them of being apologetic of underage gambling. I'm just trying to put this entire thing under a serious light. Because it needs someone to do so. This post comes from a place of worry and love, not one of disrespect or accusations. I simply want the Boys to look at this in a responsible way.
I might be talking to the walls here. I might really be just shouting in the vacuum. But if I can try to make my voice be listened to, I will. Because I must. If you read all the way down to here, I have two more things to say.
One is: please, do not let the monetization model these games operate in get to you. If you've spent any amount of money on them and feel tempted to continue, I insist you don't. If you have only ever played them without spending, and are still having fun, you're free to do so, but tread carefully.
And the other is: gacha mechanics can ruin much more beyond your financial wisdom. They are actively harmful to the games industry as a whole. Instead of making good games out of passion, these developers are being led to create mediocre games out of greed from the higher ups. If gou care about gaming at all, or if you just give a shit about an industry many people love, I request that you understand why gacha games are a bad sign, and that you spread that awareness, if you can. This is a really important subject to me and I think ut should be to other gamers as well.
Thank you for reading. Have a great day. Save your money.
P.S.: Garnt, Joey and Connor. If you guys read this, I love you and what you do. I listen to this podcast almost religiously, and I really enjoy all of it. Please, take care of yourselves and have a great 2021. Peace. (This is a shot in the dark, the chances of them reading this are so low I feel almost stupid. But hey, I tried huh?)
submitted by i_need_helpguys to TrashTaste [link] [comments]

The dApp for salaries in Ethereum (Vitalik's dream)

Vitalik Buterin said somewhere that he regrets that Ethereum doesn't produce enough jobs/salaries.
Vitalik was unable to solve this problem, I did. I fully developed (except only for the audit of smart contracts) an MVP a dApp that incentivizes the market to calculate and pay salaries in Ethereum. This dApp is especially useful to pay salaries to scientists and free software developers. It is also useful for such things as carbon accounting.
The dApp principle is tricky:
So, scientists get paid accordingly the real value of their work: the interest in their research after 100 years. It is the fair way to pay salaries for free software and science!! No need for universities and state funding anymore.
Now, as I said, the MVP is ready. I need exactly $3000 for contracts audit + some money for contracts deployment. Somebody, please help me to accomplish this. (I do have $3000, but I am considering tradeoffs, such as being able to pay for advertising it to kick-start the project afterwards.) Please contact me if you want to donate. (There is a grant on GitCoin, but it is now not in donations a match period; so donors please keep in contact with me.)
Links:
$3000 and all the world including you gets big, just salaries!
submitted by vporton to ethereum [link] [comments]

Randomness and roguelikes: Do you like gambling?

So I've been a fan of roguelikes for over a decade. Starting with Spelunky and the Binding of Isaac, I've likely spent half of my gaming time over the last decade just playing roguelikes.
Before we move on, I'd like to set a definition for "roguelike". The genre broadly describes games that are "like Rogue", with Rogue being an ASCII-based game from 1980. The definition has changed a lot over the years, but yeah. Here's my definition:
Roguelikes are games that prominently feature procedural generation, permadeath and player progression.
Although I'm sure a lot of roguelike purists won't agree with this definition, I'd argue that it's the definition most people are using these days. Consider Steam's list of roguelikes. Essentially none of the top selling roguelikes are "classic roguelikes". Same if you just Google "top roguelikes".
Anyway, this genre is very, very varied. From twin stick shooters, like the Binding of Isaac or Enter the Gungeon, to platformers, like Spelunky, to deck builders, like Slay the Spire. There are roguelike first person shooters, there are roguelike rhythm games. I'm sure if you look enough you'll find a roguelike carting game or fighting game
So, what makes a roguelike, a roguelike? It's not the moment to moment gameplay, that's for sure. The moment to moment gameplay of a game like BPM: BULLETS PER MINUTE couldn't be more different from that of a game like Slay the Spire.
Allow me to introduce Luck be a Landlord. It's a game I stumbled on a couple of days ago. I consider it a distilled roguelike. In my opinion, it has everything that makes a roguelike a roguelike, without much of the gameplay of other roguelikes.
What is Luck be a Landlord? It is essentially a roguelike slot machine. The gameplay consists of essentially 3 things: You spin the slot machine, after every spin you get to choose a symbol to add to the slot machine, and every few spins (if you've got enough money to survive), you get to choose an item that (usually) gives you passive bonuses.
It's worth noting that, unlike normal slot machines, you don't get money for having several of the same symbols in a row. Instead, symbols give you money every spin, as long as they are visible on the slot machine.
Most symbols react to certain specific other symbols, if they happen to be adjacent on the slot machine. So, instead of going for multiple of the same symbol in a row (which usually doesn't actually do anything), you want to be going for synergies between symbols. For example, one of the symbols is a chef, which gives adjacent food symbols 2x their value.
The ultimate goal is to get a lot of synergies between your symbols, as well as with your items. If you get a good synergy going, you'll likely breeze to the end, but if you don't, you don't really have a chance to make it
This game isn't fair. Because you don't know what symbols you'll be offered in the future, you have no idea if the symbols offered to you at the start will be any good. Despite this, I really enjoy it.
It's interesting to think that this simple slot machine setup is so similar to other roguelikes. It has a lot of the same risk/reward systems in place... Which brings me to the ultimate question of this long post: if you're a fan of roguelikes, do you just like gambling?
There really is something so thrilling about picking an item that might pay off later instead of one that will pay off a tiny amount immediately. In many roguelikes, you often get given choices where you can make your life harder in the short term to hopefully make your life easier in the long term. It's about risk management, about knowing when to risk it all or when to walk away. It's about counting your losses when they happen, or celebrating when your risks pay off.
I think, to me, that is a big part of the appeal of roguelikes.
Of course, there is also a lot of joy in mastering the systems of each roguelike. Unlike Luck be a Landlord, most roguelikes have constant skill checks, which are often extremely enjoyable as well. It's not all gambling. However, in every roguelike I've played, a large factor is the risks involved throughout the game. Decisions between going a hard route for more money or an easy route for less money. Decisions about buying health or saving money for upgrades.
What are your thoughts on this? Please let me know
P.S I don't ever gamble in real life. If roguelikes have taught me anything, it's that I suck at gambling. In real life, you can't just restart if your gambles don't pay out.
submitted by jacojerb to truegaming [link] [comments]

[No Root Method] PGSharp Modified App - up to Android 11, easy to set up, Enhanced Throw support, Free User and Premium User available - Updated January 6, 2021

[No Root Method] PGSharp Modified App - up to Android 11, easy to set up, Enhanced Throw support, Free User and Premium User available - Updated January 6, 2021

https://preview.redd.it/texyik802t961.jpg?width=795&format=pjpg&auto=webp&s=2b70fa86c9a69dfd434a8063d36f343649c6ff8c

TOPICS:

  1. No Partnership Disclaimer and why I recommend PGSHARP.
  2. Three-Strike Discipline Policy (ban system)
  3. DO NOT USE with Emulators: VMOS, Bluestacks, Nox, MuMu, or LDPlayer
  4. Differences between PGSHARP and Smali Patcher (rooted) method
  5. Changes to Free and Standard (Paid) users
  6. Device requirements
  7. How to use certain features *Multiple Parts
  8. PTC or Facebook paired with Google Login & Install Instructions
  9. How to Buy Poke Coins
  10. Frequently Asked Questions

TOPIC #1: No Partnership Disclaimer & why I recommend PGSHARP

  • PoGoAndroidSpoofing subreddit, and I (myself) do not have a partnership with PGSharp. This is just another option available for you. I am not forcing you to use it. PGSharp is easiest way in 2021 to start spoofing with Android that does not require rooting or doing too much work.
  • PGSHARP and other apps like Pokemod, Enhancer, and Charbot are banned from PokemonGoSpoofing simply because it is a modified app. The main moderator believes it is his responsibility to keep his members safe by restricting it to "ban proof" spoofing methods only. This is where I disagree with him and decided to create PoGoAndroidSpoofing where all Android options are available to freely discuss. Don't believe me? Try creating a post about PGSharp in the other 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.
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 PGSharp becomes detected, only accounts used to login into PGSharp may have a chance for a strike. Strikes are tied to accounts only. If you never use your main account in PGSharp, you have nothing to worry about.

TOPIC #3: DO NOT USE with Emulators: VMOS, Bluestacks, Nox, MuMu, or LDPlayer !!!

  • This is proof of someone getting a strike recently in this PGSHARP in VMOS (Dec 2019) post.
There are two types of emulators:
  • VMOS runs on your Android smartphone or tablet.
  • Bluestacks, Nox, MuMu, and LDPlayer runs on a Windows desktop computer or laptop.
  • Emulators are easily detectable and have been through multiple ban waves in the past. If you ask for help with an emulator, I will not help you. This is also not allowed here and is against Rule #8.

TOPIC #4: PGSHARP versus Smali Patcher (rooted) spoofing

https://preview.redd.it/9jk3lohk3t961.jpg?width=1831&format=pjpg&auto=webp&s=ca4397a03e7d85f7ba3ac6e438c456c5209b9afd

TOPIC #5: Changes to Free and Standard (Paid) users

https://preview.redd.it/3ogy28zp6t961.jpg?width=769&format=pjpg&auto=webp&s=b993591749d3dcae8eed59fc179bde472f9c28bc
As a FREE USER, you do not need a 7-day free trial key anymore. Too many people were using bots to farm the free trial keys to do giveaways or scam people by selling them through their Discord groups.
If you want to buy a premium key, it must be through the PGSharp website because you will not get scammed by someone promising you they are spiting or sharing their paid key for half the price. A lot of Reddit members have already been scammed. There is nothing I can do to help you.
Payment options:
  • PayPal with Master Card, Visa, American Express, & Discover
  • PIX from Brazil
  • UPI (Unified Payments Interface) from India
  • Webmoney
  • Dotplay from Poland
  • Alipay from China

TOPIC #6: Device Requirements

  • Smartphone or Tablet must have 4GB Ram or more.
  • You can try to play on 3GB or 2GB Ram device, but it may be laggy in areas with a lot of lures and have problems in raid battles.

TOPIC #7: How to use certain features

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TOPIC #7.1: MAP

https://preview.redd.it/8412avq64t961.jpg?width=358&format=pjpg&auto=webp&s=1e361cec032151421c8a2cb54da4166ac0d1dd2b
Map features:
  • Press anywhere on the map to teleport with a cool down timer or walk to from your current location.
  • Search for place to teleport with a cool down timer or walk to from your current location.
  • You can save the current location to your favorites.
  • Reset view back to your current location on the map if you cannot find where you are.
  • Zoom in and out of the map.
Import a GPX Route file *Premium required
  1. Download the .GPX files from GPX Route Downloads (Reddit post)
  2. Go to the Maps
  3. Press on GPX
  4. Select the .GPX file *Must have the files on your device.
  5. Press Play (white triangle)
  6. Press on "I know" for Teleport popup *I am not responsible if you did not read about cool downs.
  7. Press X (top-right).
  8. Make sure your speed is 9.3 km/h.
  9. To pause your GPX Route, you open the Map and press the Pause symbol. Repeat this to play the route again.

TOPIC #7.2: Movement Speeds


https://preview.redd.it/fnla8m6b4t961.jpg?width=783&format=pjpg&auto=webp&s=d2a552d59c33ed7e71ac105816fe52013323b7a9
Movement Speed Features:
  • 0.0 km/h is pointless.
  • 9.3 km/h is good for hatching eggs, getting buddy candies, and using a Gotcha/GoPlus/Pokeball plus to catch and/or spin Pokestops. *Premium is required if you want to use a Gotcha.
  • 18.6 km/h is only good for spinning Pokestops with Gotcha/GoPlus/Pokeball to stock up on items much faster than walking at 9.3 km/h.
  • 30 km/h is good for moving around with the joystick.
    • I think this is the best maximum speed for the joystick.
  • 60 km/h is good for moving around with the joystick but...
    • If you use this speed, you will not get the "You are moving too fast popup." because this is a modified Pokemon Go app.
    • If you move too fast from Point A to Point B, you can trigger a 1 to 2 minute cool down, so you may have problems entering a gym, raid, catching Pokemon, or spinning a Pokestop.

TOPIC #7.3: Autowalk


https://preview.redd.it/iz3dab5m4t961.jpg?width=610&format=pjpg&auto=webp&s=8452570ae90fec55dbf1ce45abd6b75cd5287954
Auto-Generate GPX Feature *Premium required
  • "POI" means Point of Interest = Pokestop or Gym
  • It gives you a range from 1 to 394 and default of 50
  • You enter in a number of Pokestops you want it to create a GPX route for you.
  • If you go to a city or town, you see about 12 Pokestops, you enter in 12, and PGSharp makes a route for you using those 12 Pokestops.
  • You cannot save or edit the GPX route it makes for you.
Pause or Play GPX Route *Premium required
  • Press on the map then Pause or Play symbol.
  • If you pause your GPX Route and use the Joystick to move around, it will close your GPX Route and you will be force to redo your Auto-Generate GPX again.

TOPIC #7.4: Feeds

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Live Pokemon Feeds Feature *Premium required for Customizing
Keep in mind,
  • Pokemon can disappear sooner even though it appears in the feed.
  • Must be level 30 or higher to see the same Pokemon that appears in the feed.
Free users:
  • You only get a 100 iv feed and that is it.
Premium users:
  • You get the default 100 iv feed and also get to add custom feeds.
  • Press the + icon to add a new filter.
Filter settings:
  • Level 1 to 35
  • IV 0 to 100 or can do by stats like 0-15 ATK / 0-15 DEF / 0-15 HP.
    • If you want PvP Pokemon, you set it to 0/15/15. This is the best according to PvP Pokemon Go guides.
  • Distance: 2 km, 5 km, 10 km, 50 km, 100 km, 500 km, or Unlimited (global).
  • Priority: Time (despawn time) or Distance (closest to you)
  • Pokemon: You select all the Pokemon you want to see in the feed.
  • Filter name: You type in a name for your filter.
To use your feed:
  • Press on the Black Target/GPS symbol (red arrow in the picture above).

TOPIC #7.4: Favorites

Favorites/Hotspot feature:
  • This is where you save your favorite locations.
  • Under hotspot, it has some places you can go to like Zaragoza and others.

TOPIC #7.5: Teleport

Teleport feature:
  • When you copy a coord from Reddit or Discord and you switch over to PGSharp, the coord will already be pasted into the box for you. You do not need to press down on the line to hit paste.
  • Tells you the distance and cool down you need to wait.
  • Cool down is not a timer, so you need to do mental math to figure out when you can catch, raid, spin, or knock out gym again.
  • If it tells you to wait 5 minutes, you take your current time 2:45 then you add 5 minutes more. You wait until it becomes 2:50 or 2:51 before you can do whatever you want to do.

TOPIC #7.6: Settings


https://preview.redd.it/ddic5x155t961.jpg?width=417&format=pjpg&auto=webp&s=3a86c784cc5303d481588b4501d14328585783f1
Settings information:
  • Speed: Set a custom movement speed but will not save if you change speeds.
  • Spoofing: On for the joystick. Off to teleport back to your real device's location.
    • *Requires GPS/Location permission.
    • This will allow you to play legit (without spoofing) with the PGSharp app.
  • Hide PGSharp:
    • Turn on to hide the Yellow Star on your screen.
    • Press with three fingers on your screen to bring back the Yellow Star.
  • Inventory IV
    • Press on a Pokemon from your bag to see Level, IV, and ATK/DEF/HP stats.
  • Caught Preview
    • As soon as you throw your Poke ball, it tells you the outcome caught, escaped, or flee.
    • Escaped means the Pokemon jumped out of the Poke ball and can still catch it.
    • Flee means the Pokemon ran away.
  • Enhance Throw
    • This is for 100% excellent curve ball throws.
    • You can throw it without a curve ball and still get the +1000 exp for it.
    • This does not allow you to get the additional +300 exp for Expert Handler when using the AR mode. You have to turn off Enhance Throw and really do it yourself.
  • Map
    • Just leave this on. It is pointless to turn it off.
  • Quick Catch
    • After you catch a Pokemon, you do not need to watch the catch animation anymore.
    • There is still an animation for a Pokemon that escapes or flees.
    • If you caught a lot of Pokemon really fast, it takes about 3-5 seconds for them to disappear off the map. If you tap on a Pokemon you caught already, it just shows the Pokemon running away. This is normal if you have quick catch on.
  • Skip evolve animation
    • Evolve Pokemon without watching the evolve animation.
  • Encounter IV
    • Shows Level, IV, and ATK/DEF/HP stats on the Pokemon you are about to catch.
  • Export... / Import...
    • Export means to save your profile.
    • Import means to reload your save profile.
  • Deactivate
    • You want to use you premium key on another device.
  • Feedback
    • It leads you to their website to send them your feedback or problems.
  • Reset Joystick
    • If your joystick disappears, you use this setting, so they can fix it for your device in the next PGSharp download.

Topic #8: PTC or Facebook paired with Google Login

Using a Google Account paired with a Facebook Account:
PTC (Pokemon Trainer Club) account:
  • Create a PTC (Pokemon Trainer Club) account at https://www.pokemon.com
  • Activate your account with the email confirmation.
Install Instructions:
Step 1: Uninstall the official Pokemon Go app (Google Play Store version).
  • If you do not uninstall it from the Google Play Store, the PGSharp will fail to install.
Step 2: Go to https://www.pgsharp.com/ and download the APK.
  • This includes your permanent free trial key.
  • If you like the app, I recommend you buy a key to support them.
Step 3: Allow unknown apps to install.
Step 4: Install PGSharp's app.
  • For Samsung Galaxy devices, the app can be found in the "Game Launcher" app. You will need to press and hold down on the Pokemon Go app to remove it from the Game Launcher.
Step 5: Open PGSharp (same name as Pokemon Go).
Step 6: Enter a birthday that proves you are 18 years old or older.
Step 7: Select Returning Player or New Player.
  • Can only use Facebook or Pokemon Trainer Club to login.
Step 8: Type in your Account Information and sign in.
Step 9: Allow access to your GPS/Location.
Step 10: Allow Pokemon Go to take pictures and record video.
Step 11: Allow access to device location & pictures and record video.
Step 12: Play the game!

Topic #9: How to buy and spend Poke Coins & tickets?

For all devices:
For Samsung Galaxy smartphone or tablet:
Alternative is to clone the PGSharp:
This is a modified step version of AutumnVN where you use the cloner app to install the cloned version of PGSharp without having to uninstall Pokemon Go from the Google Play Store.
  • This cloned PGSharp app does not support Bluetooth and cannot be paired with a Gotcha / Go Plus / Pokeball Plus / Other devices.
  • Step 1: Download and install ACP2_2.1.1.apk this cloner app from his comment here or pay the Small Donation fee to use the original app App Cloner Premium & Add-ons from the Google Play Store.
  • Step 2: Open ACP2
  • Step 3: Press Folder icon or APKS tab
  • Step 4: Press "+ blue circle button" then "From a file" then Allow permission
  • Step 5: Select your pgsX.XX.X.apk file (make sure you have the latest version)
  • Step 6: Scroll down, press on Cloning Options then turn ON "Skip Native Library"
  • Step 7: Press on DNA icon (top right) then press OK.
  • Step 8: Wait for the cloning process.
  • Step 9: Press on "Install app" then go to Settings then allow from this source then Back.
  • Step 10: Press Install for Pokemon Go then you are done :)
  • If you want to update the cloned PGSharp app, you need to export your profile in PGSharp's settings then download the new version and repeat from Step 2.

Topic #10: Frequently Asked Questions

Website: PGSharp.com
FAQ / Feedback: https://www.pgsharp.com/feedback/
  • Use feedback box to contact them about questions and problems.
Telegram group: https://t.me/pgsharp for updates.
Why is it not safe to use my main account?
  • This is a modified app like iPogo for iPhones. Once Niantic figures out how to detect it, you will get a Red Warning just from signing into the app when the app becomes detectable. They do not contact you to let you know ahead of time to help you avoid the ban wave, Their goal is to flag as many cheaters/spoofers as possible.
So... can I use my main account (asking for a friend)?
  • This is up to you to decide because it is not my responsibility to decide for you. I am also not liable if your main account gets a strike. I have provided all the information, but you decided to ignore it.
  • Since COVID-19, delayed the ban wave for December 2019, no one knows when the ban wave will occur. Niantic can skip the 1st and 2nd strike and go direct to the 3rd strike where your account gets permanently banned.
Is it safe to have PGSharp installed on the same device used to play legit with Pokemon Go?
  • Yes as long as you do not use your main account in PGSharp.
Can I use play the normal/legit way with PGSharp?
  • Yes if you hide the PGSharp star by going into the settings and turning all the features off.
  • Your ban risk is still medium because you are still using a modified app to play.
How do I use Adventure Sync in PGSharp?
  • You must turn off the "spoofing" in PGSharp's settings. See Topic #7.6 if you cannot find it. Turning off the spoofing setting turns off the joystick.
  • This also requires you to allow PGSharp to access your device's GPS/Location because in order to use Adventure Sync, it must use your real location.
  • Adventure Sync is a feature for legit players who walk around side. If you have the spoofing setting on and Adventure Sync on at the same time, Adventure Sync will not record your steps.
  • As a Standard (paid) User with the spoofing setting on, you can run a GPX Route, you can easily get 100+ km walking distance within a week. You get all the rewards from it. If you are at home a lot, you can average 500+ km per week. Then, Adventure Sync becomes pointless.
Does it work on Android 11?
  • Yes but if you have problems, you should use the feedback on their website to let them know, so they can fix it.
  • Make sure you give a lot of details like Android OS, phone model, screen resolution, and problems you have even if you are not sure because PGSharp developers are the only ones who can fix it.
Useful stuff as always:
These are links 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]

Robinhood can be a gambling platform, but it's not and removing it or regulating it will exacerbate the divide between the wealthy and the rest of the U.S.

Hi everyone,
Lately I've been reading and watching on the news about Robinhood and I just wanted to give my two cents as somebody who actually researches Gambling disorder in the United States. My goal in this post is to hopefully encourage people on WSB to become politically active in preventing the regulations or removal of certain aspects that Robinhood allows on its investing platform. First, let me define some terms from the Gambling disorder field:
In this post I will address a few arguments at Robinhood. The first is regarding the "gambling" nature of investment that Robinhood purportedly encourages. The second is that the average investor needs to be "protected" because they lack the information and knowledge to participate on the app.
When I first downloaded Robinhood, I was skeptical at first and proceeded to uninstall and reinstall it multiple times before I deposited $350 to invest in stock. The app provided me a "scratch-off" with my first deposit that rewarded me with my first stock (some medical company). That was the only time that event occurred. If we look at my prior definition of gambling, technically that is not a form of gambling. I placed nothing of value on this random outcome. If the actual act of investing in stock is gambling this leads to an interesting analogy regarding trading platforms, not just Robinhood.
Stocks are the game (roulette, blackjack, craps), Robinhood and trading platforms are the dealers (giving information on the rules of the game and how much it costs to place a bet), and the liberal market is the casino.
In this analogy everybody is in the Casino, and if you don't play the game you stand to lose regardless as your money loses value to inflation. Even worse, if the casino folds the people that didn't cash out or were fully invested in the casino never collapsing (The Great Depression, the recession of 2008 the coronavirus recession) can stand to lose everything even if they didn't participate (regular person that was laid off) or were placing safe bets (ETF's Blue chip stocks etc).
The Massachusetts Secretary of the Commonwealth, William Galvin, is addressing the wrong issue by suing Robinhood. What should be addressed is the reasons that people even participate in Robinhood or in any trading platform. The average individual doesn't understand the market and the United States does not address this ignorance by providing information on how to properly invest for retirement or provide a welfare structure that protects against poverty as individuals become unable to participate fully in the economy due to injury, developmental disability, age, discrimination or lack of access to the "free" market. To claim that people on Robinhood "gamble" for excitement or risk is reductive. People invest their money on Robinhood for the potential accumulate life changing "tendies" that will protect them from the eventuality that they will be unable to participate in the economy and the government will not insulate them from the fiscal impact an individual will (not if) have to deal with in regards rising medical cost for their healthcare and any other services they would require in order to lead a normal life. If William Galvin is actually concerned about the "gamefying" of investment, he should focus on regulating Wall Street and the Banking sector, because last time I checked investors on Robinhood invest with their own money, not the money of other people.
The argument that the average investor isn't informed also leads to more issues that I guarantee the government doesn't want to address or even ask because it would require an expansion of the welfare state and higher taxes on companies and individuals. If the average American is too dumb to invest using Robinhood that what is the solution? The U.S. government has always fought any sort of government guaranteed income or services to insulate an individual against against insolvency from the free market as can be seen by the desire to privatize almost all forms of government programs such as Social Security, Medicare, Food Stamps and Medicaid. This has already occurred with certain programs at the federal level such as HUD which doesn't do anything to help people get affordable housing and the drastic reduction in funding for colleges and universities especially after boomers were done getting their degrees for essentially free.
So lets examine what the average person has to understand in the American economy,
So the average American is suppose to navigate all of the aforementioned areas with little to no government assistance. But Robinhood should be regulated, makes sense. Let's not even talk about that most Americans read at about an 8th grade level and have a tough time understanding that a quarter pounder is less than a one third hamburger...
"Why the third pound hamburger failed: One of the most vivid arithmetic failings displayed by Americans occurred in the early 1980s, when the A&W restaurant chain released a new hamburger to rival the McDonald’s Quarter Pounder. With a third-pound of beef, the A&W burger had more meat than the Quarter Pounder; in taste tests, customers preferred A&W’s burger. And it was less expensive. A lavish A&W television and radio marketing campaign cited these benefits. Yet instead of leaping at the great value, customers snubbed it. Only when the company held customer focus groups did it become clear why. The Third Pounder presented the American public with a test in fractions. And we failed. Misunderstanding the value of one-third, customers believed they were being overcharged. Why, they asked the researchers, should they pay the same amount for a third of a pound of meat as they did for a quarter-pound of meat at McDonald’s. The “4” in “¼,” larger than the “3” in “⅓,” led them astray. --Elizabeth Green, NYT Magazine, on losing money by overestimating the American Public Intelligence."
The REAL QUESTION is what responsibility does the government have to insulate the average American from an economy that by its very nature is predatory, especially when the argument set forth by William Galvinson is that the public doesn't understand how to invest on Robinhood. Especially since the government has told the public from day one to take care of themselves as they get older through investing instead of expecting the government to provide assistance. By removing or regulating Robinhood, the fungibility of the average American's dollar will drop in value because they are prevented from another avenue of wealth accumulation, which research shows (at least for those in poverty) they turn to gambling as a means of wealth accumulation because even though the return on a gamble is less it is technically even since their dollar is also worth less.
I think I may have gone on a rant, sorry.
TL; DR,
Please buy me some tendies William Galvin, because I like to be wined and dined before I GET FUCKED!
Robinhood isn't gambling. Robinhood just provides a service to investing on Wall Street, the actual gambling is our devotion to supply side economics which is the original, STONKS ONLY GO UP 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀
Also, if we are going to start regulating Robinhood because of the actions of a minority (WSB) then we should start regulating other industries that are WAY more predatory and impact a larger amount of the U.S. such as, payday loans, guns, pharma industry, surprise medical bills from emergency rooms, childcare, prison industry, bail industry etc. I bet you the cost to the U.S. economy from those industries is way more than anything Robinhood has done.
Positions: SAVE at 18.45 67 shares; and TQQQ 5 shares at 174.71
submitted by TankMainOW77 to wallstreetbets [link] [comments]

Two weeks with SoFi as a Simple replacement.

I was going to just let my Simple account roll over to the new bank to see how they handled it but since my card started getting declined all over the place for no reason and support was no help, I decided to jump ship. After Envel breaking and lot letting me sign up, and Schwab turning me down for lack of credit history (I've basically lived off-grid in terms of debt all my life), I settled on SoFi as my first trial for a new primary bank. Since I really wish there'd been more posts like this to help me compare options, I'm making one for SoFi. I'll go through the big Simple features one by one and make a comparison.

Goals (Vaults):

Vaults are, for all intents and purposes, identical to Simple Goals. You can create an arbitrary numbers of them. You can set a goal amount. You can schedule monthly contributions to a Vault. You can turn on AutoSave for a Vault which will allow you to automatically funnel a dollar amount or percentage of your direct deposits into a Vault. You can also turn on Roudup Transfer to select a vault to grow with your round ups. You can decide to automatically draw from Vaults when your spending balance runs out, or you can disable this and your card will be declined if all of your money is tied up in Vaults. You cannot have protected and unprotected vaults like you could in Simple. It is all or nothing.
The feature I liked from Simple that it's missing is the ability to only contribute X amount each day if you have disposable income, or money in Safe to Spend. Since there's no direct 1:1 comparison to Safe to Spend in SoFi, this is not possible. I liked the idea with Simple that when I have extra spending money, I'm also saving extra.

Expenses

There's no analogous functionality to this in SoFi though you can schedule regular bill pay.

Spending Categories

You can categorize your spending and review it at a glance in SoFi much like you can in Simple. There aren't as many fine-grained categories, but you can also create arbitrary custom tags to drill down with as much detail as you want. The part where SoFi really shines is you can track spending in more than one account, similar to Mint or YNAB. More on that later.

Joint Accounts

You can set up a joint account simply by inviting someone. It's as easy and powerful as Simple. SoFi does not currently support owning a joint and individual account, but the FAQ says it's on their roadmap as a feature.

Sharing

Just like Simple, SoFi supports instant transfers between members. It also supports sending money to anyone via their email address or SMS. No idea how this actually works or looks on the receiving end. It's poorly documented.

Checks

You can order paper checks, or, like Simple used to support, send a check from the app by using the Bill Pay interface. You can deposit checks through the mobile app at $25,000/day.

Cards

Just like Simple, you can lock your card or change your pin instantly through the app or website.
That's it for Simple features. The only big thing missing is the concept of Safe to Spend and expense automation.

Things Simple didn't do

The big one for me is the Relay feature. This is an all-in-one dashboard for your net worth. You can add any account or asset to your SoFi account to track its worth. If the account supports Plaid, you can also see transaction history. This lets you see and categorize your spending on just from your SoFi Money account, but any account you have connected. This lets you track or spending similar to Mint. You can add bank accounts, credit, investment accounts, loans, cars, real estate, or arbitrary assets and liabilities. Seen this all in one place and automated is very satisfying.
Investment accounts. This is what made me try SoFi in the first place. I just recently started taking investing seriously and actually paying attention to my 401k. In SoFi you can open an Active Investing account similar to Robinhood where you can buy whole or fractional shares in stocks and ETFs. You can open IRAs (including SEP for self-employed people or anyone with side-gig money). You can open joint investing accounts. You can open "Auto Investing" accounts that operate similar to ETFs where you set an aggressiveness goal and they manage your investing for you. This is a good replacement for a savings goal. Just create a conservative automated investing account and you can earn much better interest on your money while you save it up. You can also buy a handfull of common cryptocurrencies. This is all wrapped up in an attractive UI with guided wizards to help you choose the best options for your investment accounts based on your goals. They will also cover up to $75 in transfer fees to transfer investment accounts to SoFi.
They support personal loans, home loans, and student loans. There appear to be interest perks for members who set up autopay from their SoFi checking accounts.
They have an invite-only credit card program with various rewards that are tied into other features in SoFi.
Free access to financial and career advisors online along with a whole slew of other financial, life, and career resources. Their GetThatRaise tool will ask you about your salary, your seniority, your job title, what kind of success you've had, and will help you put together a proposal for a raise based on average salaries in your area for your position.
Local offers lets you browse businesses with promotional SoFi deals. If I go to Quiznos right now I get 10% cash back if I run my SoFi card as credit.
Your Vantage score is always available for free and tracked.
Referal bonuses can be had for getting people to open investment accounts or get loans.
There are a bunch of partner offers similar to being a AAA or Costco member.
They have a bunch of articles to help you learn as you go.

Things I dislike

A lot of features like the GetThatRaise tool are not really obviously exposed anywhere. I've found things by digging around FAQs and documentation where are not linked anywhere else on the site that I can find. They're not really doing a great job of pushing their features in front of the user.
No opening links in new tabs. This is a big quality of life annoyance. I can't click a stock and open it in a new page. If you get a few links deep looking at stocks you can't just go back to where you were. You have to start over and search again instead of going back to your previous results. This is incredibly annoying.
Feedback isn't always great. For example if you open an investment account, there's a pending approval period. This is not listed anywhere on the web site. The mobile app indicates a pending approval. But on the website the only way to know it's not approved is your initial deposit hasn't gone through yet. There are a lot of other little things that could be better documented or better communicated to the user.
Screenshots:
Dashboard
Vaults
Investment Dashboard
Relay Dashboard
Relay Account Listing
...continued
I'm very happy with SoFi so far. I'm still digging up features. Being able to invest through my bank app is awesome. I'm going to screw around with some fun WSB-style gambling with disposable income in active investing, and set up longer term and lower risk accounts for savings. The APY on the Money (checking) account is 0.25% but I don't really care as all I'm going to keep there is my spending money and my emergency fund in a vault. I plan to keep as much of my money as possible in some level of investment account and "high yield" checking/savings accounts have been a complete joke for some time.
If you're using one of the other common banks people are jumping to, feel free to post a breakdown like this to help others decide.
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gambling apps with real rewards video

Best Casino Apps for Your Favorite Games The table below gives you a quick reference for games availability with our shortlisted real money casino apps, alongside the top game software providers The U.K., Ireland, and France were the first countries permitted to have real money gambling apps back in 2017.. Furthermore, Google has extended some support to so-called Gamified Loyalty The list above or below of the best sites with mobile gambling apps is kept regularly updated by our online betting and gaming experts. Our team regularly bet on sports and play casino games from their mobile devices, so they know exactly how to identify the best real money gambling apps to use. Real money blackjack casino apps for Android and iOS at the best US mobile casinos for 2021. Play mobile slots, live dealer and roulette on any device. Especially if you can earn member loyalty rewards. The best aspect of gambling apps is the sheer variety of games you can enjoy. Lucktastic. Lucktastic (iOS) allows users to play with 100% free scratch cards to win loads of free money. Just pick your theme, swipe digital scratch-offs, and test your luck to earn real money daily. This gaming app is a free and fun way to win real cash and prizes and earn rewards. Taking a U-Turn from its stance on anti-gambling policy, Google Play is set to allow real money gambling apps in 15 more countries. The tech giant is set to permit the gambling apps in countries of Australia, Belgium, Canada, Colombia, Denmark, Finland, Germany, Japan, Mexico, New Zealand, Norway, Romania, Spain, Sweden, and the United States, starting March 1. You’ll want slot apps with real rewards to give you a little something extra for your gambling dollar. That could come in the form of deposit bonuses or other free perks. Our list of best slot machine apps for real money even contains slots apps with free spin bonuses. Earlier, only U.K., Ireland, France, and Brazil were the only countries to have the real-money apps on Google Playstore. Google Playstore had a clear policy of prohibiting real-money gambling applications to be on their platform but as late as in 2017, they allowed the Android Store to have real-money apps in the aforementioned four countries. Real gambling apps: advantages and drawbacks. Some advantages to playing on mobile casinos are convenience, ease of use, and in some cases better bonuses or deals. Gambling apps for real money can be used essentially anywhere you have a secure Wi-Fi connection, making it convenient to play whenever you have the time. Best sports gambling apps have given a skyrocketing boost to the online gambling industry. This means you can enjoy your favorite casino game from anywhere and at any time. The industry of casino apps for Android real money has grown beyond imagination, more than what anyone could have ever predicted.

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gambling apps with real rewards

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