#non-playable goons
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dreamspiked · 8 months ago
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leaks/spoilers/everything you could be warned about under the cut. a lot of this is just speculation and i'm sure a bunch of shit will be revealed next patch but hmmm
start off by saying i am still...confusion. like, i was not at all expecting gallagher's character to go that route, especially since they made the guy a four star but he's apparently way more involved than we thought. i'm also...holding out hope he's not just a big spicy evil guy with a vendetta against the family, but if what he said about the original watchmaker and how they were outcast, he might be.
second, shout out to @dupliciti/rath for always sharing theories and info with me, they made me aware of a fact last patch that gallagher has a lot of ties with mythus/the enigmata, which is a non-playable path in game. i didn't know that until rath told me so, now you know too.
apparently in the original script/other language versions, in that last confrontation between sunday and gallagher, sun calls him an 'enigmata goon', which further implies his ties to a different aeon than the harmony.
what does this all mean you ask?
honestly, you got me. if we can take anything gallagher says at face value, which based on enigmata pathstriders purposely trying to muddle history and language, i don't think we can but whatever; if his 'betrayal' and mikhail's death and all that felt personal, or he was slighted by this new watchmaker, i can see him trying to destroy 'the family' from the inside, and break the veil that is penacony. i also think, in my heart of hearts, he knows he's not really killing people, as it's been established you can't truly die in the dream world, but he's trying to force that perfect harmony to shatter and destroy penacony by making people 'wake up.'
how does he control the meme death? no fucking clue.
i find it telling that both times you mention gallagher to other members of the bloodhound family, they don't seem to know who he is. the very first time, when we were with firefly, the two members that cornered us only recognize gallagher vaguely by what he wears, and how it "probably is the boss" or something to that degree. and in this update, gallagher is RIGHT THERE investigating and the guy flat out asks "who is gallagher?"
it brings me to a bit rath shared with me that i find incredibly important to further shed light on what gallagher's motives could be:
Where the History Fictionologists are devoted to the mystification of history, the Riddlers are obsessed with destroying the certainty of language. Words used to express meaning are gradually obfuscated in the mouths of the Riddlers. They deconstruct texts, abuse metaphors, change word orders, tamper with semantics, and transform an otherwise precise language into something beyond recognition. There is evidence that History Fictionologists are a group of Emanators that were enlightened by Aeons. They often plunge into the sea of stars alone, traveling planet to planet with the sole purpose of fabricating, obscuring, destroying, and erasing the local history. History Fictionologists believe that the past determines the future — when a civilization's history is definite, its future development is doomed as all possibilities are eliminated, leaving only a sad and rigid path forward. In order to save these worlds from the sad fate of objectivity, History Fictionologists consider Enigmata as their only creed and are determined to shroud the universe in mystery.
if this were true, gallagher is most likely??? i think??? trying to avoid history repeating itself with mikhail's death and betrayal of the family by obscuring what happened in any way he can. but that's an incredibly loose theory that i would struggle to hold water with. he could just be taking this all personally, something about the "broke my spine and pulled out my teeth" bit to sunday makes me feel that gal might not have been as 'ok' with his exile as he says he was. in one of his character stories, he reminisces about the golden years when he longed for freedom, which makes me think he was originally a prisoner on the planet before they found out about the dreamscape and fought to free themselves. which would mean he's very old, and very tired.
i ALSO bring up the leaked lc that saffron showed me, which appears to be previous members of the nameless sharing a drink with pompom. one of those members looks suspiciously like gallagher, just younger. and rath brought up a great point regarding the invitation for the nameless, how it's hidden message or "distress cry" was tuned specifically to the train's frequency. how would someone on penacony who supposedly has never been on the express know the exact frequency of the train?
just more food for me to chew on.
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ocean-stuck · 1 year ago
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So I'm betting--not exactly hoping, because it'd still be corporate goon shit if it happened, but betting on FES and Portable-specific content being DLC either immediately or down the line because otherwise this release is...oh, what's the word, pointless?
Like. I like the idea of P3 with P5 levels of QOL but I'm not exactly interested in paying full price just for that. I don't know a plurality of people who would. Portable is already on Steam, if you want a reasonably non-janky experience; an existing Portable liker isn't going to drop it for a slightly update with half the content, and if you were married enough to FES to choose it over Portable you would probably choose it over this for the same reason. It'd betray an out-of-touchness to think a yassified P3 with less content than the existing versions was something anyone wanted, or that it'd find an audience with anyone but particularly naive newcomers who see pretty visuals and don't already know there's an equally playable version with more stuff.
Of course shareholders are stupid so I wouldn't rule anything out.
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kiri-cuts · 2 years ago
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A midlife crisis nightclub fight in “John Wick: Chapter 4″
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In 1974, Charles Bronson played a middle-aged architect out for revenge against the no-good’uns who killed his wife and raped his daughter in “Death Wish.” Over several sequels, Bronson’s character utilizes his keen building design skills by “redesigning” the status of some very bad men -- from living to dead. He’s a good man pulled into the maze of this poorly planned apartment block called life. To make it out alive, he must face riddles that only his dimming masculinity and his trusty firearms can answer.
Since then, of course, this general narrative has become the saving grace for ageing male actors in Hollywood looking to redefine and reclaim their masculinity on screen. Beginning with the great success of “Taken” in 2008, older actors like Liam Neeson, Sylvester Stallone, Nicholas Cage, John Travolta, Bruce Willis, Denzel Washington, and Gerard Butler all starred in at least one, if not several, movies wherein they played characters who were pulled back into the violent lifestyle they had once abandoned to become a good family man. The reason usually involved some variation on a beloved woman being sex trafficked, raped, killed, or all three. 
Rest assured, though their women are still dead or deeply traumatised, these men always rediscover their masculinity by the film’s end, having grabbed a handful of their own junk with one hand and a firm fistful of justice with the other.  These are films about hard-done-by men who have lost the women in their lives — in both figurative and literal ways usually — and who can only rediscover and reclaim their long-lost manhood via their ancient fighting skills.  
When “John Wick” arrived in 2014, it felt fresh. Sure, John’s wife dies. But her death doesn’t have any less impact on him or value to the story just because she wasn’t mercilessly attacked by a gang of men. Instead, she takes her bow via cancer. Her decision to leave him a puppy suggests she has faith in his power to remain a good man -- to be soft and gentle and kind and to remember to lead with his heart and not with his fists. But god-fucking-dammit, if a cartel doesn’t get in that way of that plan by socking a bullet into Daisy -- the greatest Beagle ever (RIP). What else is a man to do but go on a vengeful rampage?
By the end of “John Wick: Chapter 4″ the body count sacrificed for John’s survival is said to be somewhere in the region of 500 people. Indeed, at the beginning of the film, it becomes clear that the character’s bid for all-out revenge and endurance is starting to impact –- and kill –- the few people left who actually care about him. If he could just swallow his pride, let this shit go, and die, then maybe his pals won’t have to also fight this battle for him.
Alas, John doesn’t agree and –- despite his eagerness to join his wife in the afterlife –- just continues finding inventive ways to turn goons for hire into human confetti. Good for him?
One of the film’s most extravagant set pieces involves a water-soaked melee within a Berlin nightclub. If you’ve ever bitterly choreographed a fight within the cramped confines of the hell-home experiments to be made in any one of “The Sims” games then you’ll be very familiar with the responses given by the attendees of this club. As a neverending queue of Berlin’s best body bait get absolutely walloped by The Baba Yaga –- a man with more lives than Jason Voorhees, for chrissake –- dancers flail their arms timidly or look mildly horrified at the carnage before returning to the groove. 
It’s an apt non-playable-character response for a film that feels so lovingly influenced by games, and this scene in and of itself feels like a particularly magnificent “Street Fighter” or “Streets of Rage” level. But it also feels apt given that the act of fighting is about as synonymous with nightclubs as dancing is. I don’t know how it is where you live, but in the north of England, a fight in a nightclub is just called a Saturday. Or a Thursday, or Friday. Or anyday with a two-for-one offer on Smirnoff Ice. 
It’s also not the first time that John has waged his particular war in a nightclub. He’s swung his fists and slung his bullets within the bisexual lighting to be found in the clubs of the first “John Wick,” as well as in “John Wick: Chapter 2.” Like a man who simply moves on to the next Pop World after he’s been barred from the first, John is a man who knows that the fight is never over so long as there’s a dancefloor with blood to be spilled on. 
I hate to imagine any Keanu Reeves character sat in a Wetherspoons, complaining to an underpaid bartender about how “woke culture” is destroying his life, but it’s easy to foresee such things in his character in “John Wick: Chapter 4.”. He’s stubborn and shortsighted, and unable to hold himself accountable for the mess that continues to follow him from film to film. John just wants to watch the world burn and to hell with these boys who won’t let him light the match. 
In the Berlin nightclub, amongst a swarm of hip, docile young bodies without a care in the world, simply vibing off life, John’s age and particular crisis has never been more highlighted. “Oh, to be carefree,” he says to himself as he crushes another man’s skull with his fists. Snapping another man’s body into an origami of resentment, he, mumbles, “Youth is wasted on the young!” He’s like one of those divorced dads who goes out for one pint after work with the lads from the office and winds up on a 48-hour bender which ends with him losing his phone and falling down the stairs. Which incidentally, John does in this film –- 222 of them, to be exact. And for which I unleashed a cackle no cinema should ever have to hear. 
All of which is to say, John –- I love you. The puppy thing was really sad. Your fight scenes are beautiful and I will never tire of watching them. The bisexual lighting makes your skin look effervescent and delicious like a Sherbert bon-bon made flesh. But know when to quit, son. 
In “Chapter 4,” ol’John’s mid-life crisis ends (spoiler!) with his inevitable death –- a force he fights against accepting, even if it means saving the lives of people he loves. You wonder if maybe his life –- and that of the 500-or-so people killed in the process –- could have been salvaged had he just found solace in another new muscle car, a perky 19-year-old girlfriend, and a few episodes of “The Joe Rogan Experience.” But then, what do I know? I’m probably just a non-playable-character flailing her arms in the nightclub of his narrative. 
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mantikoracore · 3 years ago
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A kind of mediocre shot of Lyris fighting a flame atronach.
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mamaluigi2018-commsopen · 6 years ago
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Mama Luigi’s Top 10 Favorite Games of All Time.
Hey, everyone! Mama Luigi here. Just wanted to create this list to show appreciation to the games that have given me the most joys in my life and so you can all have an idea what kind of games I love. I will be going into small detail on each game, give a description on why I love these games. and also add my favorite track from each game. Alright. Let’s begin!
10. Mega Man 10 (heh....funny)
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This was the most recent Mega Man game we got until Mega Man 11 arrived. This was released in 2010 for the PS3, Xbox 360, and WiiWare, and now available in Mega Man Legacy Collection 2 for PS4, Xbox One, PC, and Nintendo Switch. The story is that a virus called “Roboenza” has appeared and have caused robots to go out of control. It’s up to Mega Man and for the first time joining his side, Proto Man, to stop the menace and uncover the cause of the virus. Many would think that at the 10th game, the gameplay of Mega Man would get stale. Not so! The platforming is still tight and a fair challenge, the robot masters are some of my personal favorites of the series with Blade Man, Nitro Man, Strike Man, and my baby boi Sheep Man. The music is fantastic with tracks such as Stage Select, Solar Man stage, and Wily Stage 1. The weapons may not have been as useful as Mega Man 9, but the good ones are really good like Blade Man weapon and Nitro Man weapon. Plus the added DLC with playable Bass and 3 stages based on the Mega Man Game Boy games are a great bonus!
Favorite Track: Nitro Man
9. Castlevania: Symphony of the Night
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Released in 1997 for the Playstation and rereleased on the PSN store and PSP as part of the Castlevania Dracula X Chronicles. After the disappearance of Richter Belmont, Alucard is tasked with invading his father’s palace and put an end to his reign of terror. Symphany of the Night broke the mold of  the Castlevania traditional platform gameplay with a non-linear explorative action adventure similar to the Metroid series, which coined the term Metroidvania. Later games would adopt the Symphony of the Night gameplay such as Aria of Sorrow and Order of Ecclesia. What I love about this game is just the amount of free roam the game allows for you to do and what kind of items you can find. If you are having trouble with a part of the game, there is a variety of solutions such as a certain spell or a certain weapon combinations that can help you out. The graphics are a clean, smooth sprite style and the music is some fantastic CD quality music. The love I have for this game makes me even more excited for Bloodstained: Ritual of the Night to come out in 2019.
Favorite Track: Dracula’s Castle
8. Kirby: Planet Robobot
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Released for the Nintendo 3DS in 2016. Planet Popstar has been converted in a mechanized world due to President Haltmann and his goons. Able to snatch one of the bots, Kirby embarks on a robotic adventure to free his planet from the machine menace. I love Kirby. I love Robots. Put them together and you get a absolute fantastic adventure with great Copy Abilities old such as Sword, Fire, and Hammer, as well as new such as Doctor, Poison, and ESP. The levels are well design to emphasized the robot theme and the soundtrack was given a more techno feel. The best parts are definitely the Robobot segments! It can not only smash enemies along the way, buy also copy it’s own set of abilites!
Favorite Track: Super Nova (vs. Star Dream Soul OS) or “P.R.O.G.R.A.M��
7. Super Smash Bros. for Nintendo 3DS
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Released for the Nintendo 3DS in 2014, Smash 3DS was a companion game for Super Smash Bros. for Wii U. Nintendo’s greatest are pitted against each other in battle to see who will come out in top. Due to not owning a Wii U, I was a bit skeptic about getting the 3DS version, thinking it was only a dumb down version. I can now say it was not the case! Smash 3DS is just about as a real Smash game as the Wii U version. Having a cast of 65 characters, there a character for almost anyone. The addition of Omega Stages allowed for any stage to be play for competitive match. The choice between For Glory and For Fun was a fantastic idea that allowed any kind of player to have fun. Smash Run was a fun game mode to run in a maze collecting power ups to face your opponents. The music was god like with themes coming from a variety of games and remixes included. So many hours playing with my friends, I know I will always cherish this game and am looking forward to Smash Ultimate this December. BTW, my mains are Pikachu, Luigi, and Lucina.
Favorite Track: Tie between “Gerudo Valley (Legend of Zelda)” or “Main Theme”
6. Shovel Knight
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Released in 2014 for the PC and Wii U, with later releases on 3DS, PS3, PS4, Xbox One, PS Vita, and Nintendo Switch. Shovel Knight stars our titular character on quest to stop the evil Enchantress and her Order of No Quarter with his trusty shovel. Steel thy Shovel! Shovel Knight is an indie created by Yacht Club as their first game, and man do they give it their all! Shovel Knight is styled after the NES days not only in art style and music, but in difficulty as well. With exciting stages with their own gimmicks and precise platforming, Shovel Knight is definitely for those who want to relive the NES days. The music is amazing, the characters have so much personality, and the 3 DLC are basically full games put in. Plauge of Shadows is a fun mode with combining different potions. Spector of Torment is my favorite mode with wall climbing, slicing enemies, and Scythe Skating (yes I said Scythe Skating). King of Cards is not out yet, but is showing promise to be just as fun as the 3 other campaigns.
Favorite Track: La Danse Macabre (Spector Knight Stage)
5. Sonic Colors
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Released in 2010 for the Nintendo Wii and Nintendo DS. Sonic the Hedgehog and Miles “Tails” Prower must stop Dr. Eggman from capturing planets for his Interstellar Amusement Park and free the captive Wisps. Sonic Colors takes the game play the day time levels from Sonic Unleashed and puts him in a high speed adventure with amazing level designs such as Tropical Resort and Starlight Carnival. The Wisp power up allow Sonic to absorb the Wisp and take a variety of forms such as the Cyan Laser or Yellow Drill. What I really enjoy is how the White Wisp the only thing that gave you the Boost so you had to plan out when is the best place to use it. The best feeling I get from this game is sense of speed I get.
Favorite Track: Planet Wisp Act 1
4. Hyrule Warriors: Definite Edition
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Released in 2014 for the Wii U, released for 3DS in 2015, and finally for the Nintendo Switch. The Dark Sorceress Cia has called the greatest villains from across the Zelda timelines. Now Zelda, Link, the White Sorceress Lana, Self-Proclaimed Hero Linkle( and best girl), plus heroes from the entire series must stop her and save Hyrule. An absolute fantastic hack n slash adventure where you get use your favorite Zelda Characters and just wreck everything in your path. With a fantastic soundtrack of original tracks and remixes of past Zelda themes. An expansive Adventure Map where you can collect heart pieces and unlock new weapons, collecting material to expand your characters strength. You can spend so many hours on this game and just have a good time.
Favorite Track: Linkle’s Theme
3. Metroid Fusion
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Released in 2002 for the Nintendo Game Boy Advance. After an expedition to SR-388, Samus is infected with X-Parasite. After being given a vaccine containing Metroid DNA, Samus is tasked with investigating the BSL Station. This game. This god damn game was my first horror game. It terrified my 8 year old self. The tense atmosphere, the feeling of isolation, the horrible monstrosities all being after you was made perfectly. And we can not forget about the the nightmare fuel that is the SA-X. That thing was horrifying! The gameplay is fantastic with just shooting down monster after monster and fighting to survive.
Favorite Track: Vs. Nightmare
2. Super Mario World
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Released in 1991 as a launch title for the SNES. Mario travels to Dinosaur Land to save Peach(again) from Bowser(again). Super Mario World was my first console game and I share many fond memories of it. The graphics are great with a nice color palette, the levels are fun and varied in design, the Super Cape is an amazing power up, allowing you to skip levels with the right timing. It also introduces one of our favorite dinosaurs, Yoshi. The music is catchy and is remixed into almost every track in the game. This game is truly a masterpiece.
Favorite Track: Staff Roll
1. Pokemon Emerald.
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Released in 2005 for the Game Boy Advance, Pokemon Emerald is the 3rd game in the Gen 3 Pokemon games, following Ruby and Sapphire. As moving to the Hoenn Region, a young trainer travels defeating gym leaders, catching Pokemon and stopping the villainous Team Magma and Team Aqua. This is it. This is without a doubt my favorite game of all time. My very first game I ever bought with my own money. Many hours put in to catching all the Pokemon, training and raising different teams, competing in the Battle Frontier. Team Magma and Team Aqua were the first villains to actually feel like a threat, the Hoenn region is an amazing land scape with well known areas such as Mt. Chimney, Meteor Falls, and Sootopolis CIty. The Pokemon designs were made more excotic looking and the music is simple sublime with the use of trumpets. I love this game and I will continue to love and play for all of eternity.
Favorite Track: “Littleroot Town” “Route 120″ and “Ending Credits”
So what did you all think? Do you share any of my opinions on these games? What are some of your favorite games of all time? I would love to know! Have a great day to you all and this is Mama Luigi signing out!
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asoulofatlantis · 2 years ago
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Stream 7 is working now, but its for some reason starting at a totally different point then the one we started in before. Just bare with me, even if it seems like we have kinda gone “back in time” ourselfs for once ^^’ Sadly, once again, no chat and I can not see were I am going, so we might miss some stuff once more.
- No. We are there at the beginning of the fighting, just a few moments earlier, then last time. In any case, we can jump forward a bit, as we’ve already covered this. It is Cody, Kaelas little brother and the joung Hercules guy from CS3/CS4 who actually lead the coup.
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- I wonder if we ever find out who that is. I mean, she isn’t wearing that helmet just for fun, that much is clear.
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- For some reason Towa, Mirelle and the prince were with Greamheart (or however Agnes father is spelled) and are currently under attack.
- The president can handle a weapon, I can tell you. If we ever fight him, this will be one hell of a battle ^^’
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- Someone has knocked out Killika and Zin and now they have taken their identities (Well I hope they are just knocked out, because I doubt we can turn back time enough to actually bring them back to live ^^’)
- So the usual final stuff is going on now. We fight, then we get sorrounded, then some non playable alley of sorts shows up and helps us out so we can move on
- Fightung against Cody, but he managed to flee and now we are facing those that “pancer soldat copys and... without having any mech ourselfs. WTF?! I mean... are we this overpowered that we can beat them without tanks and mechs or anything or are they in fact actually weaker then Greamheart said?
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- See what I meant when I said you can never know which side Cao is currently on? Right now, for some reason, it seems to be our side. And he and the other guy actually managed i finish the mech off. Not bad.
- There is something more complicadet going on with Cao tho. He seems to be from a family that is also powerful and he kind of wanted some rights for this family or so? I don’t fully get it, to be honest.
- Oh the asien-style fighter with the dragon tatoo is Caos brother. Who would have known? (I usually see something like that, but I need a bit more understanding for something like that, if you get me ^^’)
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- Taken hostage by Cody. But Marielle seems to be able top talk some sense into him somehow, but it wasn’t enough it seems.
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- Cody is finally back to normal. Things should be better now. Killika and Zin are awake again now too. Things are looking better and the Loadscreen text is not burning red anymore.
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- As per usual, just when you think things get finally better... they actually get worse ^^’
- Fuck! Everyone we know aside from Vans teams seems to get swallowed by that red stuff. Definitly going to be one hell of a bad ending.
- Our Team is goone too. Nadia suddenly showed up and gave Agnes a Genesis, but we are still at a bad end and... have to go back all the way in the timeline. WTF?!
- Nadia joyined the team again.
- Lucrecia helped us again for some reason.
- We are at Märchen Garten, but it doesn’t seem to be because of training. Its plot relevant. And tzhere is Swin!
 - Swins “cursed” state looks pretty bad, as he appearantly accepted it, but Nadia is sure she can bring him back. Here is hoping she is right.
- Not yet. But we will work on it. Swin and Nadia belong together, so that means we will bring them back together, we are playing (watching) a Trails-game after all.
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luckypass934-blog · 3 years ago
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Reactoonz 2 Demo Play
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Reactoonz 2 Demo Playstation
Reactoonz 2 Demo Playstation
Reactoonz 2 Demo Playstation 4
The Reactoonz 2 slot is powered by Play ‘n GO and is the long-awaited sequel to the popular 2017 Reactoonz release. Played on a 7x7 grid, this cascading grid slot is packed full of bonus features. Playable from 20p a spin on all devices, it’s all about creating winning clusters which brings Electric Wilds into play.
Reactoonz 2 is a slot machine by Play'n GO. According to the number of players searching for it, Reactoonz 2 is a very popular slot. Give it a try for free to see why slot machine players like it so much. To start playing, just load the game and press the 'Spin' button. When we are playing Reactoonz, we should always keep in mind that there are two ways to play. Either with real money, or you can play Reactoonz Demo. As we have already pointed out, Reactoonz demo, is the same as playing Rectoonz with play money. In other words, a great way to try out the game and familiarize yourself with the mechanics of it. Reactoonz Free Play. You can play Reactoonz slot for free in demo mode here at Slots Temple (see above) or at the Play'n GO website. Reactoonz Free Play is the best way to get to know the game without spending any money. If playback doesn't begin shortly, try restarting your device. Autoplay is paused. You're signed out. Videos you watch may be added to the TV's watch history and influence TV.
Reactoonz 2 Slot RTP, Details & Wager Limits
The Reactoonz 2 slot is played on a 7x7 grid. Winning combinations are created by landing 5 or more symbols in clusters – i.e. adjacent to one another. The bigger the cluster, the bigger the payout.
Playable from 20p to £100 per spin, you can use an Auto Play function where up to 100 auto spins can be selected. There are measures to stop Auto Play. You can stop if your balance increases or decreases as well as when you trigger a bonus feature.
The Reactoonz 2 RTP is 96.2% which is just above slot average (96%) but the go-to number for Play ‘n GO. When it comes to variance, it’s 8 out of 10 meaning it’s in the medium to high bracket. The max win is 5,083 x stake per spin.
Reactoonz 2 Theme – Audio & Design Features – head to a playful parallel universe
The Reactoonz 2 slot has a space theme and is based on energetic extraterrestrials. Set in a playful parallel universe, the symbols appear within a 7x7 grid. It looks quite similar the original game from developer Play ‘n GO.
Colourful and bright, symbols are represented by all the original Reactoonz characters found in the Reactoonz slot. You have 4 lil’ Reactoonz and 4 big Reactoonz. The highest paying symbol is the pink Reactoonz character with 15 or more landing in a cluster paying 500 x your total stake.
You also have the Wild Gargantoon character which is the wild symbol. This replaces all symbols mentioned to help form winning combinations. The Reactoonz 2 slot introduces 2 new wilds, the Electric Wild and the Energoon wild (more info below).
Being a Play ‘n GO slot, you can play on all devices including mobiles and tablets. The 7x7 grid format lends itself well to mobile play with the high definition graphics and animations crystal clear on smaller screens.
Bonus Features in Reactoonz 2
The Reactoonz 2 slot comes with 4 bonus features. You have standard cascades but the key is to get winning clusters. This leads to electric wilds which replace other symbols and zap other symbols from the grid. When an electric wild is part of a win, the Quantumeter is charged. With 4 levels, each level reach gives you Energoon wilds which can reach 3x3 in size. If you reach level 4, a 2x multiplier is applied.
Cascading feature
When you get a winning combination (of 5 or more matching symbols landing a cluster), the Cascading feature is triggered. Winning symbols are removed from the grid when new symbols replacing them. This allows for consecutive wins. The cascades continue until no more new wins are created.
Spinata grande free spins no deposit. How to Win Spinata Grande Slot The theoretical percentage of return is 96.84%. Thanks to the numerous prize functions, the size of the winnings can reach 10,000. It is noteworthy that a series of free spins can begin during any round – it is enough for the corresponding combination of scatters appear on.
You will also notice that Uncharged wilds are created on the grid at the start of a spin. They can remain inactive and act as blockers until charged. If a winning cluster is created next to the Uncharged wilds, they can be charged and transform into electric wilds. It can also occur if 2 charged Electric wilds are on the grid and become active.
Fluctometer feature
The Fluctometer appears in the top right of the grid. It chooses a Lil’ Goon symbol to be the fluctuating symbol on every spin. If fluctuating symbols form a winning cluster, a single electric wild is created randomly on any vacated position.
When that fluctuating symbol is removed from the grid, the Fluctometer is charged. This occurs when the fluctuating symbol is removed in a cluster or is destroyed by electric wilds. Once the meter is full, you will be randomly awarded either 1, 2 or 3 electric wilds which are placed on the grid. This is known as the Fluctometer feature. Electric wilds replace other symbols and also zap any instances of that goon from the grid at the same time.
Quantumeter feature
The Quantumeter is what is used to summon the Energoon and Gargantoon wilds onto the grid. When an electric wild is part of a cluster or zaps any Reactoonz on the grid, it charges the Quantumeter. Every symbol represents 1 charge.
Basically, non-wild symbols removed by an electric wild charge the Quantumeter. With 4 levels of charge, here’s what to expect:
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Level 155 chargesLevel 285 chargesLevel 3110 chargesLevel 4 (Overcharge)135 charges
If you reach levels 1 or 2, an Energoonz is activated. The Quantumeter can also be recharged with more symbols which then re-energises the Energoon, until level 3 is reached. This is what levels 1 and 2 offer:
Level 1unleashes 4 1x1 Energoon Wilds onto the gridLevel 2unleashes a mega 2x2 Energoon Wild onto the grid
If you reach level 3, the Gargantoon comes into play. Once you hit level 3, you can’t recharge the meter but you can overcharge it to get a 2x multiplier on your Gargantoons. Each level plays out consecutively once you reach level 3 or overcharge:
Level 4adds a 2x multiplier for all wins with Gargantoon wildsLevel 3unleashes a giant 3x3 GargantoonLevel 2unleashes 2 mega 2x2 GargantoonsLevel 1unleashes 4 1x1 Gargantoons
Wild Pair Explosion feature
If 2 or more electric wilds remain on the grid after the above happens, the Wild Pair Explosion feature is triggered. Here are the eventualities:
If 2 electric wilds are next to each other, they will destroy every symbol on the grid (except other wilds) to give you a cascade. More than 2 electric wilds will see 2 chosen randomly.
If no wins happen on the cascade, all symbols are destroyed again. The cascades keep coming until no more adjacent wilds appear.
If multiple electric wilds are on the grid and are not adjacent to one another, 2 are chosen randomly and a line is drawn between them. All symbols on that line are then destroyed. This continues until there are less than 2 electric wilds on the grid.
Reactoonz 2 Review Summary – not as complicated as it reads
The Reactoonz 2 slot is all about winning clusters which bring electric wilds into play. This then charges the Quantumeter which has 4 levels. This then gives you Gargantoon wilds which can be up to 3x3 in size. If you reach level 4 (overcharge), a 2x multiplier is applied.
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A few spins in demo mode is recommended. You will soon see it’s quite a simple slot game. The bigger wins will come when you reach levels 3 and 4 in the Quantumeter, especially with the 2x multiplier. The Cascading feature can lead to many consecutive spins which can quickly mount up to wins of 3,000 x stake per spin.
To win big, you need plenty of consecutive winning clusters and for the electric wilds to zap symbols which charges the Quantumeter. Reaching the higher levels will bring the Energoon wilds into play which can lead to doubled payouts.
In summary, the Reactoonz 2 slot is an entertaining game which is fast-paced and exciting. A lot depends on what you make of grid slots really. If you do enjoy them, try Big Time Gaming’s Star Clusters Megaclusters slot which also has a space them but offers much bigger potential payouts.
Reactoonz 2 FAQs
What is the Reactoonz 2 RTP?
The Reactoonz 2 RTP is 96.2%. Slightly above the slot average, this number is standard for a Play ‘n GO release. The variance is in the medium to high category.
What is the Reactoonz 2 slot max win?
Reactoonz 2 Demo Playstation
The maximum win from the Reactoonz 2 slot has been capped at 5,083 x your total stake. Whilst the most you can win is 500 x stake from the highest paying symbol, cascades will lead to plenty of successive spins which can eventually bring in a 2x multiplier into play.
How does the Quantumeter feature work?
The Quantumeter feature sees Energoon and Gargantoon wilds summon to the grid. Wins removed by an electric wild charge the Quantumeter which has 4 levels. This can lead to 1x1 or 2x2 Energoon wilds as well as 1x1, 2x2 and 3x3 Gargantoon wilds. If you reach level 4, a 2x multiplier is applied to wins.
Reactoonz 2 Demo Playstation
Is there a Reactoonz 2 mobile slot?
Reactoonz 2 Demo Playstation 4
Created using HTML5 technology, Reactoonz 2 can be played on mobile, tablet and desktop devices. The 7x7 grid format works very well on smartphone devices.
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thehallofgame · 7 years ago
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Review: Star Wars: The Old Republic
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Release: 2011
My Rating: 7/10
              First of all, happy (week of) May the 4th! In the spirit of celebrating one of my favorite franchises, I’ve subjected myself to the closest thing we’ve had to a new Knights of the Old Republic game in a decade. Which is a MMORPG that’s been patched to be playable end to end as a single player, though, unfortunately for me, that does not make the other players invisible. If you like swinging lightsabers online with your friends Star Wars: The Old Republic is probably fine. If you’re more of a single player galaxy saver it’s frustrating to look around and realize what a good single player RPG this could have been.
              This review is going to focus primarily on the single-player experience. I’m sorry, I know that isn’t the point of this game. However, I’m not qualified (and also don’t want) to comment on the multiplayer experience.
              These days the SWTOR base game is free to play, though it’ll take every available opportunity to remind players that if they pay they’ll have all the convenience features that are barred from them unlocked. However, if you’re new to this game and you’re also interested in the story-expansion packs Knights of the Fallen Empire and Knights of the Eternal Throne, they go on sale occasionally and are offered in packs that include two free months of premium membership to the base game. That’s what finally got me to shell out some money and I haven’t regretted it yet. Play experience between free and premium players is very similar. Premium players get a handful of the game’s premium currency with which they can buy mostly cosmetic upgrades, are given earlier access to vehicles and the sprint skill, and an alternate currency to pay for all the obnoxious things the game paywalls behind the currency earned in-game such as expanding the player’s inventory.
              After booting up their first game the player will be offered their choice of one of eight backgrounds. The backgrounds are split between light side and dark side affiliation as during the days of the old republic there were both a Republic Alliance and a Sith Empire at war with one another. Once the player has decided which side of the war to join, they’ll choose between four classes which are more or less the same on both sides of the light/dark divide, just with different window dressing. There are two types of force user: combat focused and force-power focused. There are also two types of non-force user: engineer and spy/smuggler. Each class will learn different moves by going to a trainer for their respective class as they level up, but their progression and combat is basically structured the same way.
              Story, likewise, is only nominally different for each class on either side of the war. In each campaign the player’s character is brought into the war effort under a superior officer and then sent out to do their bidding. The core story is mostly a framework to get the character from world to world to take on story and side quests. Each world has its own quest track that’s unique to the planet and separate from the core story. I found these to be the richest story experiences and carried the strongest world-building and thematic threads of the game. There’s also a pool of ‘weekly heroic quests’ on every world that can be completed solo for goodies and experience, or just to fill the expanses of open space in the worlds where nothing is going on. Most of these quests have simple structures such as: go to a place and kill a certain enemy, or go to a place and collect a specific item. The problem arises when multiple people are perusing the same quest at the same time. It’s an unfortunately common sight to see players milling around a spawn zone trying to be the one to click on the boss enemy first and therefore be the one to collect the kill. All the other players have to wait until the too-long respawn period passes.
              There are a smattering of other mission types that take place in isolated mission zones outside the story-worlds. Space combat missions are fun, arcade feeling missions where the player hops into their starfighter and shoots down enemy fighters and tries to stay alive until a timer runs down. There are also player vs. player maps that can be toggled and, when a big enough group is assembled on the server, the player will be transported to that map. Likewise, there are also ‘flashpoint’ missions that require a large party to tackle and operate like the PvP missions.
              After some limited character customization (with plenty of options visibly locked behind a pay-wall and the game’s premium currency) the player is dropped into the tutorial world, which is fairly easy and likely to be the hardest world for them. Combat is fairly unintuitive. There’s no auto-attack, which means the player needs to individually select each attack from a quickbar by clicking it or pressing the number key it’s toggled to. Unfortunately, with the same fast-paced combat style of Bioware’s single player games, this is obnoxious. Especially as in most combats, after the player has used their strongest abilities and they’re on cooldown, they’ll be sitting there mashing basic attack buttons repeatedly. The healing items and stat buff items only give a slight assist, so they’re probably not worth digging through the inventory that doesn’t pause the game for unless things are so close that it’s just going to take a small shove to push the player over the edge to victory.
              This probably isn’t going to be an issue for long though, because due to the low number of current active players on every level and the high aggression of the goons infesting every level, the player is going to be in constant combat and will probably soon reach the level-cap for the world they’re on and exceed it. The game adjusts the player’s level to reflect the level cap of the world they’re on, but they’ll still gain levels in the background which will be reflected as soon as they land on a level with a high enough level cap. If this isn’t enough to have the player cruising along, they’ll collect their first companion toward the end of first level. This companion has a combat style chosen to complement the weaknesses in the player’s build. They’re also structured somewhat like a traditional Bioware game companion in that the player’s actions will earn their approval or ire, they can be given gifts to earn extra approval, and can have conversations with the player in special events. This feels a little odd in the context of a MMORPG, but adds a bit of welcome additional story content to a single-player run. There are multiple companions to be found and befriended throughout the game, but most won’t be encountered until a fair bit into the story, which is unfortunate. Companions have up to three ‘crew skills’ which allow them to craft equipment and be dispatched on resource-gathering missions. However, every crew-mate has the same set for some bizarre reason. Therefore it’s impossible to have a crew-member for each specialization at the same time. Instead, if the player wants to go from an armor crafting build to a weapon crafting build, they have to return to a certain world and retrain everyone in the new skillset. It’s a strange choice that seems designed to eat up time more than anything else.
              This is an unfortunate facet because it undermines an apparently extensive crafting/customization system that’s in the game. The difficulty in having crew members produce a range of items, and the fact that the strongest weapons and armors often lack upgrade slots, means that’s it's really easy to forget/ignore these systems.
              SWOTR is just a kind of odd experience all around. It encourages players to group up and play together, but story missions can only be advanced by one player at a time, and the dungeons and side missions are easy even as a solo operator. The game is built and structured like a single player game but without the content to really entertain or reward single players.
              The game is fine but that’s it. It just scratches the itch for a new Knights of the Old Republic game, but weakly and in a way that you just know means the itch will come back in a few minutes. The worlds are pretty and there are a few fun story moments and choices alla classic Bioware, but they’re thin and watery, especially when compared with the sheer time-sink and grinding required to get to them. Unless you’re a purist, I recommend just skipping to the post-game story DLCs if you’re looking to recapture that KOTOR feeling in SWTOR.
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microphonesofmadness · 8 years ago
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Pulp Cthulhu Review
We at Monday Night Heroes have been playing with the (relatively) new Pulp Cthulhu rules for a while now. Currently we are hopfrogging two campaigns in Monday nights, the first being the Call of Cthulhu classic Masks of Nyarlathotep, and the second an original campaign by Rodney Turner called The Final Flight of Jonathan Roxton. And soon we hope to play through Chaosium's Pulp Cthulhu adventure The Two Headed Serpent. One could say that we have fully embraced this system. But what is the attraction to using the Pulp rules as opposed to unadulterated Call of Cthulhu?
Simply put, the Pulp Cthulhu rules opens up the game to an added element of action that pure, investigative games don't necessarily lack, but are ill equipped to handle. Call of Cthulhu investigators are notoriously fragile beasts and getting into a fracas, even with non-supernatural entities is a dangerous endeavor. With low starting health and a lack of quick healing, a shootout with cultist goons can very well take a few investigators out of the action for (game) weeks or months as they recover from various physical and psychological trauma, or end the adventure prematurely with an early TPK prior to even meeting up with the baddies of the cosmic-horror variety. Pulp Cthulhu gives players a bit of wiggle-room in terms of survivability, and for that reason is well worth looking into.
To start out, in terms of hit points, Pulp Heroes get double, which helps out enormously. Then there are character archetypes: basically character concepts that provide a foundation for your hero, these are very broad strokes such as Egghead, Rogue, Hard Boiled and the like. Each archetype provides a substantial bonus to one attribute and one-hundred points to put into related skills. Plus a choice of Pulp Talents, abilities that go above and beyond skills, analogous to Feats in D&D. All of this serves to build more durable, less "squishy" characters. But the fun doesn't end there, Pulp Heroes are also a bit harder to kill than Investigators. The Pulp rules ignore the major wound rule in standard 7th edition Call of Cthulhu, and there are rules that cover battling mooks, making wading through a shield of cultists easier so that the Heroes can get down to business with what everyone came to the table to do: confront cosmic horror.
The use of Mythos Magic is also streamlined for greater playability by Heroes, there's still a price to play for mucking around in the arcane, but it's a hell of a lot easier to do. There is also the addition of psychic skills and weird science that help to broaden the scope of what the base game lacks. Most of these rules are optional, so that you can pick and choose what is needed to tailor your pulp experience to the comfort level of your particular playing group. In running Masks of Nyarlathotep, I have dialed down the level to be a bit more pulpy than the original adventure calls for, with just enough to increase the survivability of Heroes in a notoriously lethal campaign. Rodney, on the other hand, has fully embraced the genre, and has turned the Pulp-O-Meter up to eleven, really it is up to the keeper and the playing group as to how savage you want everything.
If you are curious about Pulp Cthulhu, don't forget to check out Monday Night Heroes every Monday night at 9:30 eastern on our YouTube channel: https://m.youtube.com/channel/UC8CPZMYY2iXUfkTYa7NsqGg
And listen to the podcast, including our backlog of adventures here: http://mnh.podbean.com/
And Pulp Cthulhu is available both in both physical and PDF from http://www.chaosium.com/
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4colorrebellion · 7 years ago
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4cr Plays - Yakuza Kiwami
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The Yakuza series is always one that has vaguely interested me, but until this year, never quite made it into my gaming lineup. With six mainline entries and a handful of spin-offs, it seemed like something that would be a bit too hard to get into, and... you know? Blah, blah. Excuses.
Then came Yakuza 0 earlier this year - a prequel taking place back in the 1980s. I decided to finally give these games a try. I’m so glad that I did. Even in a year full of amazing experiences, Yakuza 0 has lingered in my mind. Now, just at the right time, SEGA is about to release Yakuza Kiwami - a budget-priced remake of the original game, built within the engine powering Yakuza 0. 
Between Yakuza 0 and Kiwami, there has never been a better time to fall in love with the Yakuza series - I know this because the same thing has happened to me. 
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If you’re like me, your general impression of the Yakuza series is “Grand Theft Auto, in Tokyo, and there are about 7000 minigames.” This is not inaccurate, but it also completely fails to capture what is really going on. 
Let’s start with the story. The Yakuza series (at least the parts I’ve played) revolve around a guy names Kazuma Kiryu. In one word, Kiryu is cool. Calm, stoic - Kiryu is the eye of the storm. Raised in a mob-owned orphanage, Kiryu went on to join the yakuza. He frequently finds himself in all sorts of trouble. As Kiwami begins, Kiryu rushes in to rescue a girl from being raped by a ranking member of the yakuza. However, he arrives just in time to see the executive shot by Nishiki, his best friend. Kiryu takes the murder rap, heads to prison, and reemerges 10 years later in a dramatically different world. 
Now, that sounds a little nuts, but within the realm of crime movie plots. Here’s the thing - Yakuza takes place in a world that is just a touch surreal. Everything is exaggerated, over the top, and charged with machismo. Nobody just talks in Yakuza. They shout. They emote. They tear their shirts off and cry with joy. Yakuza posits a world where salarymen rush up and declare their desire to punch you in your stupid face, where a rival gleefully gets his ass kicked by you just to see you get stronger. 
Yet, at the center of it all, stands Kiryu. Kiryu accepts all of this with a nod. He’s the only straight man in this action movie universe, and it works. I say this with all the love in the world. Yakuza is ridiculous. You can’t help but grin at each twist and turn, at each little sidestory to emerge from its open world. It’s stupid as hell, over the top, and the most hilarious action experience you can get from a game. I love it. It’s my jam. 
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Naturally, then, the Yakuza series takes place in an open-world beautifully suited to the experience. Kamurocho - based on real-life Kabukicho - is the red-light district of Tokyo. Kamurocho presents a sprawling series of broadways, cramped alleyways, and dingy bars. Kaurocho is a neighborhood drenched in neon and smoke, full of personality. It’s a world that is easy to get lost in. This is true in the literal sense - even as someone who has spent some time in the real Kabukicho, it can be hard to find your way around (this is true to life). It’s also true figuratively, as there are a lot of activities to engage in that have nothing to do with advancing the plot. You can have a few drinks at the bar - though, you may want to watch out, as alcohol does affect Kiryu. You can go shoot pool, play darts, go bowling, or practice batting. You can stop in at a karaoke bar for some singing. You can play arcade games or collect stuffed animals from the crane game. If that gets old, you can attempt to learn mahjong or shogi (good luck). If the constant fights have left your health low, you can stop by a ramen joint or a takoyaki booth for a snack. 
Then, we get to the substories. The world of Kamurocho is filled with colorful personalities. As you wander the streets, you’ll bump into a few them. People are eager to tell you about their woes. The substories range in scope from a quick fistfight to a multi-step trading quest, but they are really the heart of the two entries that I’ve played. They were my favorite part of Yakuza 0. There aren’t quite as many in Kiwami, and they feel a bit shorter, but I still absolutely love them.
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I’ve mentioned fighting a few times now. Fighting is - reasonably - a pretty major part of the series, and what you’ll spend most of your time doing. It’s actually reasonable to think of Yakuza as an action-RPG with random battles. You’ll be regularly attacked by roving mobs of goons, and you must beat them to move on. On the surface, the fights are pretty standard brawler fare - you have a light attack, a heavy attack, a dodge, and a block. By chaining together the right combinations, you’ll perform special moves. Then, consecutive hits will build up a “heat gauge”, which can be spent on brutal takedowns. 
However, there is a good bit of flexibility in how you approach fights and taking down particular types of enemies. You can alternate between four different fighting styles, each offering a radically different approach to the basic building blocks. At one end of the spectrum, the rush style favors speed over strength. Quick jabs give you the opportunity to take an enemy off-guard. At the other end, the beast style offers slow, deliberate - and brutally strong - attacks. The brawler style strikes a balance between the two, giving you a good general strategy. Finally, Kiryu has a special “Dragon of Dojima” style - a powerful style that doesn’t quite fit into the same axes of the other three, but offers special moves that grow more powerful as the game goes on. 
Winning fights rewards you with experience points, which can be cashed in for health upgrades, special attacks, and battle abilities. Completing battles and activities in the world also reward you with completion points (CP). These CP can be spent for special items, new enemy types, and non-combat skills - such as the ability to eat even if full or to dash. 
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Although they are separate games, it is impossible to talk about Kiwami without also discussing Yakuza 0, and - as a result - we have to consider Kiwami from the perspective of both series veterans and newcomers. 
It would be reasonable to consider Kiwami as an expansion to Yakuza 0. Kiwami is a remake of the original Yakuza in the Yakuza 0 engine, and with gameplay elements carried over from Y0. It offers a standalone storyline, and a lot of things to do, but it doesn’t do anything new. Kiwami is a shorter - more content-bare - game than Yakuza 0. After all, the original game was made before many of the gameplay elements were introduced to the series. Even with the inclusion of new minigames, substories, and new core-game storylines, Kiwami looks barebones next to Yakuza 0.
Additionally, the existence of Yakuza 0 alters how players experience the story of Kiwami. The original was obviously made without knowledge of the storyline of Yakuza 0, but that is not the case with Kiwami. New plotlines have been introduced, as well as substories that directly call back to the plots and characters from Yakuza 0. It would be like A New Hope being completely remade to incorporate elements from the Star Wars prequel trilogy. Kiwami does work as a standalone entry, but it is clearly aimed at those who have already played Yakuza 0. For players that loved Yakuza 0, Kiwami offers more of what made Y0 so great. 
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Also, without having played Yakuza 0, everything involving Goro Majima is going to be confusing as hell. Majima is something of a rival to Kiryu, although I might be tempted to use a stronger word... Lover, in the brotherly sense? Majima is crazy. Crazy is what I’m going for here. He shows up, cackling, ready to fight you for the chance to make you stronger. Majima shows up across the series as a thorn in Kiryu’s side, but he was actually a playable protagonist in Yakuza 0 - with a significant, complicated storyline. Now, in Kiwami, they have added a system where Majima shows up constantly to fight you, with much of the upgrade process for the Dragon of Dojima style tied to these fights. Majima will literally hide under giant traffic cones, or disguise himself as a police officer. If you go take photos at a photobooth, he might show up in the frame. If you go to a bar, Majima might be the bartender. Having played Yakuza 0, Majima is hilarious. Without having played Yakuza 0, Majima is probably going to border on incomprehensible. It works, but if you’ve played Y0, you’ll have a much greater appreciation for his character.
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We can break down recommendations in a couple of ways. First, If you liked Yakuza 0, pick this up. It’s a fantastic continuation, carrying over what you loved about that game. Even if you played the original Yakuza, Kiwami is a fantastic modernization. However, if you’re a newcomer, I would recommend going out and picking up Yakuza 0 instead. Kiwami feels in every way like a continuation of Yakuza 0, even if the original game was not made with knowledge of what would come. That said - just to mildly contradict my advice - Kiwami is half the price of Yakuza 0. So, if you want a cheap gateway into the Yakuza series, Kiwami is worth consideration. 
In any case, I’ve become a convert. I can’t believe how long it took me to try the series, and how much I ended up enjoying Y0 and Kiwami. Give either (or, preferably, both) of these games a try and see what all of the fuss is about. Yakuza Kiwami launches in North America on August 29th for $29.99.
A review copy of the game was provided by the publisher, SEGA.
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acousticsoup · 7 years ago
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Very rare and beautiful #Beatles items ...Fan Club Xmas discs!
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Back in 1963 when #TheBeatles began their quest for world domination, fans flocked to join The Beatles Fan Club.   The Fab Four were still enthusiastic enough to want to reward the fans for their loyalty and so decided to issue special Xmas discs to their loyal following.  These comprised a flexi-disc containing songs, greetings, and bits of Goon-inspired comedy and the discs were presented in Christmassy sleeves.  Read on if you want to know more about the history of this very rare and exciting package! ...
We make no apologies for the length of this post because we’re sure you will want to know about each of these amazing discs.  When the first disc was issued in 1963 the Fan Club had well over 50,000 members but, even so, the discs are now difficult to find - particularly in their original sleeves and even more so in the original mailing envelopes.
As the decade wore on and it became a little uncool to be a member of a Fan Club, membership numbers declined, fewer discs were sent out and they are consequently much rarer with discs for 1968 and 1969 being particularly scarce.
By 1970, The Beatles own enthusiasm for making a special Christmas disc had waned to the point that the Fan Club decided to send the remaining Members a full LP record containing the contents of all the previous flexi-discs.  These LPs themselves have become rare and are much sought after.
For Beatles collectors the Xmas flexi-discs have become something of a holy grail and are difficult to find, particularly in good condition as they are fragile and - like all flexi-discs - prone to wear and creasing.  Our discs are of VG playable quality, and very, very enjoyable to listen to - possibly some of the most off-the-wall stuff the Beatles did.
We also have a ‘signed’ Fan Club Card - we say ‘signed’ because they were usually signed by the Club Secretariat (Freda Kelly/Anne Collingwood) replicating the signatures of the Fab Four.  However, Ringo could also replicate all four signatures and so who knows who produced these particular signatures!   So, let’s look at each of the individual items:
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The above is the Beatles 2nd Xmas disc (1964) and is simply titled Another Beatles Christmas Record.  Issued in December 1964, the back cover has a great description of how the whole Christmas disc system with the Fan Club worked, and some nice notes about Paul nipping into the Fan Club offices in London and doing some of the signings and then taking the Secretariat team for lunch.  It describes the Fan Club then had 65,000 members and was issued while the guys were still much more suited, booted, and serious.  The later editions become much more ‘Yellow Submarine’, ‘Sgt Pepper’ and way, way out there!  The group photograph is a separate item we have issued by Anabas Products copyright 1977. 
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Beatles 4th Xmas disc (1966, above) has a Pantomime ‘Everywhere it’s Christmas’ colourful sleeve designed by Paul McCartney and was recorded on Fri 25th Nov 1966.  It contains a song ‘Everywhere it’s Christmas’ and another ‘Please Don’t Bring Your Banjo Back’, the Corsican Choir and Small Choir ‘Orowayna’; items such as ‘A Rare Cheese (Two Elderly Scotsmen)’, ‘Podgy The Bear and Jasper’, ‘Felpin Mansions: Parts 1 and 2′ - all very Goons inspired, and Monty Python would be proud.
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Beatles 5th Xmas disc (1967, above) is titled ‘Christmas Time (Is Here Again)’ and has an amazing collage-cover made up of incredible old black and white photographs - much time could be spent simply looking at the images on the cover and wondering!  Where they obtained the images goodness knows.  Cover design was by Julian Lennon (*we guess the drawings on the back!), John Lennon, and Ringo Starr.  It was recorded on Tues 28th Nov 1967 at EMI studios, St John’s Wood (LON).  This time no details are given as to what’s on the disc except with the hint of ‘Special Guest appearance by the feet/voice of Victor U Spinetti and Something Else by Malcolm Lift-Evans’.  This disc comes with an incredible insert (in excellent condition) of the National Newsletter written by the Fan Club Secretary Freda Kelly and giving more details about the contents of the record.  On the reverse of the insert is a fabulous cartoon of the Fab Four drawn by Bob Gibson.
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Beatles 6th Xmas disc (1968, above) is simply called ‘The Beatles Sixth Christmas Record’ and was recorded in Nov 1968 at the London homes of John, Paul, and George, and also in the back of Ringo’s Removal Van (*it’s apparent interest is changing by this time!).  Part of George’s contribution was also achieved over the phone!  A tiny interest is the small note referencing the huge contribution of #KennyEverett in the production of the disc - basically, Everett seemed to take a whole lot of random input from the Beatles and turned it into the disc!  The tiny italics state ‘Non-Beatle Kenny Foreverett had a Nice Time mucking about with the tapes and deserves to be called PRODUCER although this is an unpaid position’!  This disc also comes with an excellent quality insert detailing sets of Beatles photographs available for Fan Club Members to buy at the huge price of ‘3 shillings per photo, or set of 8 for One Pound’!
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Beatles 7th Xmas disc (1969, above) is titled ‘The Beatles Seventh Christmas Record’ and now does not even give a hint of the contents save to say it’s a compilation of recordings from Ascot, Weybridge, St John’s Wood, and also the Apple studios.  Kenny Everett again had the potentially unenviable task of ‘soldering’ (*as described on the disc!) things together to form the disc - credit is this time given to him using his real name of Maurice Cole.  The contents seem to be for the majority a series of Goon-esque ramblings between John and Yoko with the odd christmas greeting inserted from various other Fab Four.  There’s no insert with this disc.
We always use our Blogs/posts to simply share our knowledge with you folks and hopefully encourage people to become infected with a fascination for the preservation of vinyl and the history of the music industry.  However, this is such a rare package if you’ve read this and feel it just has to be yours do please email us urgently at [email protected].  The value of this is £350-£400 for the five-disc set only (*you’d need to contact us separately with regards to the Club Card and photo if you have an interest in those).  The discs are likely to go to Japan next week if there are no takers, so don’t delay if you are genuinely interested in purchasing.  This really is something we feel privileged to be able to share with you, and also to offer for sale.  It’s a fascinating collection of Beatle memorabilia.
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