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I might have treated islam a bit harshly

This is what I saw on a reddit post is this list true ?
List Of Things Muslims Consider Forbidden (Haram)
I grew up in a very conservative Islamic environment. 10 years earlier I left the religion. Here is the things that are forbidden by Islam

For both genders
For Men
For Women
And most importantly writing something like this post. Blasphemy is death.
submitted by Lssj_Kefla to exmuslim [link] [comments]

The truth about the dbrand Grip...

The truth about the dbrand Grip...
Grips. Let's talk about 'em.
If you've spent any amount of time on this subreddit, you've likely seen at least one post about a Grip case that has fallen apart. Most of you have seen several. We know this because we've seen every single one. We’d like to see less of them. Ideally, none.
Over the past 18 months, we’ve been on an odyssey to fix the underlying problem. What follows is a chronicle of that journey.
Our objectives in writing this post are three-fold. There will be a tl;dr version at the end of this post, summarizing each of the three:
  1. Offer an in-depth technical explanation as to why Grip cases fall apart.
  2. Outline the improvements we've made to the Grip case to mitigate and eventually solve the issue.
  3. Provide some much-needed context as to how widespread the issue truly is, and what our next steps are for affected Grip SKUs.
Since you're still here, you must be in it for the long haul. Assuming an average reading speed of 250 words per minute, this is going to take you nearly 24 minutes to get through. We'll try to make it the most informative 24 minutes of your life. Let's get started.

PART ONE

Why Do Grips Fall Apart?
Most phone cases are made out of a single material. The material itself varies from case to case, though the most common is Thermoplastic Polyurethane (TPU). The Grip case, as a point of comparison, is made of two different materials: an elastomer and a polycarbonate.
The word elastomer is a combination of the words elastic and polymer. That's because it describes polymers that have elastic properties - like the one that forms the outer rim of your Grip case. The elastomer that we use is responsible for two critical properties of the Grip case: impact protection and grip.
If you fell off of a rooftop, would you rather land on a hard plastic surface, or a rubber surface? If you value your life at all, you'd choose the rubber - its elastic properties would absorb much more force from the impact. Guess what rubber is? First one to answer "an elastomer" wins a prize!
Next, imagine you’re a pervert, gently running your finger across every surface of a No. 2 Pencil. Which part of the pencil do you think would provide the most resistance to the tracing of your finger? If you guessed "the eraser," congratulations: you possess a basic understanding of coefficients of friction. Erasers are made of rubber. Rubber has a high coefficient of friction because of its elastic properties.
The Grip case's elastomer isn't rubber - it's our own specially-formulated compound. It's still a useful comparison, as all elastomers share similar properties - provided they have the same degree of Shore Hardness.
One person reading this is asking: “Shore Hardness?” The next section is their fault.

A Beginner's Guide to Material Science
The Shore Hardness scale gauges the hardness of various elastomers. It can be measured with a device called a durometer. You probably don't have one.
  • Low Shore Hardness = softer, more malleable, less dense, more rubber-like.
  • High Shore Hardness = harder, less malleable, more dense, more plastic-like.
If you fell out of a building and landed on a rubber surface with a high Shore Hardness, injury or death would be much more likely.
If you used an eraser with a high Shore Hardness, you'd find it wouldn't actually do much erasing.
Now, what if you made a phone case out of an elastomer with a high Shore Hardness? It wouldn't offer much grip or impact protection.
The Grip's outer rim is made from an elastomer with a low Shore Hardness. As a result, the material is grippy and impact-resistant, but much more malleable and thus more likely to deform. That's why we bond the elastomer to a polycarbonate skeleton.
Polycarbonates don't require as much explanation as elastomers: they're a category of plastic. On your Grip case, the back plate is made of polycarbonate. The elastomer rim is bonded to the polycarbonate plate on all sides of the Grip, providing structural rigidity to the elastomer, fighting to keep it from deforming. At least, that's the idea. As we've all seen, it hasn't worked out that way.
Bonding two distinct materials together is much more complicated than gluing them together. Instead, we rely on a thermal bonding process. Basically, that means we heat both of our polymers to a degree which would turn you from “rare” to “well done” in moments. This heat melts the polymers, which we then inject at a pressure which would turn you from “solid” to “paste” even faster.
Once injected, these two materials get fused together along the seams. To further reinforce the bonds, we use a series of interlocking "teeth" to provide a greater surface area on which the bonding process can occur. Consider these teeth the mechanical bond, which exists to strengthen the thermal bond.

Pictured: Bonding mechanic between the elastomer and polycarbonate.
With that out of the way: why do Grips fall apart?
The elastomer rim around the edge of the Grip case is naturally inclined to deform and stretch. The bonding mechanisms we described above are designed to keep that from happening, but it often isn’t strong enough. As soon as the bond fails at any point, it's only a matter of time until a total structural failure occurs.

PART TWO

How Are We Stopping Grips From Falling Apart?
Philosophically, there are two approaches to take:
  1. We can investigate why, exactly, the bond between the elastomer and the polycarbonate is failing.
  2. We can tweak and iterate the thermal and mechanical bond - strengthening it to the point where it's statistically improbable that your case will fall apart.
We tried the first approach - it's the road to madness. The number of variables is irrationally large. What's the temperature like where you live? The altitude? The humidity? Do you bring your phone into environments that deviate from the ambient temperature of your location? Does your school or workplace have extremely dry air? Do you bring your phone into a sauna? What sort of soap do you wash your hands with? Do you have oily hands? What sort of food do you cook? Do you smoke? How hard do you press on the buttons? What's your angle of approach when you actuate a button? How big are your hands? How often do you take your phone out of the case? Do you remove it from the top, the bottom, the sides?
We could follow all of these roads, find out exactly which factors are causing the bond to fail, then implement preventative measures to keep it from happening - but that would take a decade. We don't have that long. Much like you, we want this fixed yesterday.
So, from the moment we received our first complaint about a Grip deforming around the buttons, we've been making structural, thermal, and mechanical improvements to the design and production process of the Grip case - some visible, some not. Every new phone release has brought a new iteration on the core Grip design, with each one reducing the failure rate, incrementally. We'll bring the receipts in the next chapter. For now, let's highlight the most noteworthy improvements.

The Most Noteworthy Improvements
The first signs of trouble were the buttons. Months before we'd received our first report of a Grip case de-bonding, we saw the first examples of buttons that had bent out of shape.

Pictured: Button deformation.
Why the buttons? Because you press down on them. The force from button actuation puts strain on the elastomer, causing displacement of the material in the surrounding area. Through a combination of time, repeated button actuations and the above-mentioned force, the case would permanently deform around the buttons. This concept is called the "compression set" of the elastomer - Google it.
The solution to this problem was two-fold:
  1. First, we increased the compression set of the elastomer. Essentially, we made it as dense as we could, without compromising on the elastic properties of the material.
  2. Second, we added relief slits surrounding the buttons - they're plainly visible on any newer Grip case model. These relief slits are an escape route for the force generated by button actuation. They also had the positive effect of making button actuation significantly more satisfying (read: clicky).

Pictured: Relief slits to improve button tactility and durability.
Another early issue, pre-dating the first reports of total de-bonding, was a deformation of the elastomer along the bottom of the case - where the charging port and speakers are.
Since we've covered the basics on how the interlock between the elastomer and the polycarbonate creates a bond, this is how the interlocking teeth along the top edge of the polycarbonate skeleton of the Grip used to look.

Pictured: First-gen interlocking teeth on the top of the Grip.
...and here's the bottom of that very same Grip case.

Pictured: First-gen interlocking teeth on the bottom of the Grip.
Notice anything? Around the charging port, there is absolutely nothing keeping the elastomer in place. No teeth, no structural reinforcements... it's no coincidence that an overwhelming majority of early Grip deformations happened along the bottom.
Since then, we’ve added a reinforced polycarbonate structure around the bottom of the Grip case. You'll see what that looks like in a bit.
So, why didn't the launch portfolio of Grip cases have mechanical interlocks or a polycarbonate support structure along the bottom?
The answer may or may not be complicated, depending on how much you know about plastic injection molding. We'll assume the worst and explain the concept of "undercut" to you with a ridiculous metaphor.

The Ridiculous Metaphor
Imagine you had a tube full of melted cheese. Next, imagine you emptied that entire tube into your mouth. Rather than swallowing the cheese, you decide to let it sit in your mouth and harden. Why are you doing this? We don't know. Let's just say you want a brick of cheese that's perfectly molded to the contours of your mouth - a very normal thing to want.
So, your mouth is completely filled with cheese. It hardens. You reach into your mouth to remove the brick of cheese. As you're removing it, you encounter a problem: your teeth are in the way. This wasn't a problem when you were putting the cheese into your mouth, but that was because the cheese was melted and could flow around your teeth. Now that the cheese has hardened, this is no longer the case.
In the world of plastic injection molding, this is an undercut. Our concern was that, by molding a structurally rigid piece of polycarbonate around the charging port and speaker holes, we'd find ourselves unable to remove the Grip Case from the mold once hardened. Imagine spending $30,000 on industrial tooling only to get a $30 phone case stuck inside of it.
Once we saw Grip cases deforming along the bottom cutouts, we knew we'd need to find a way to remove the cheese from your mouth without breaking your teeth. To make a long story short: we did it. The cheese is out of your mouth, and you get to keep your teeth. Congratulations! Now, keep reading.
On newer models of the Grip case, the result is a polycarbonate bridge extending around the bottom cutouts, adding both structural reinforcement and interlock mechanisms to promote mechanical bond, much like the ones which line the perimeter of the rest of the Grip case.

Pictured: Newest-gen structural reinforcement on the bottom of the Grip.
On the subject of structural reinforcements, this design revision was around the time we flanked the buttons with some fins, working in tandem with the heightened compression set and button relief slits, detailed above, to further guarantee that button actuation would have no impact on the overall durability of the Grip case.

Pictured: Lack of button fins on the first-gen Grip.

Pictured: Button fins on the newest-gen Grip.
As an aside: Unrelated to the de-bonding issues, we've also made a number of smaller improvements to the Grip case with each new iteration. For instance, we chamfered the front lip of the case to make edge-swiping more pleasant and reduce dust accumulation along the rim. Those raised parallelogram shapes along the sides of your Grip case that create its distinctive handfeel? We made those way bigger for a better in-hand experience. In short: product development is a complex and multifaceted process. Each new iteration of the Grip case is better than the one that came before, and that applies to more than just failure rates.
Speaking of failure rates: all of these improvements were in place by the time we launched iPhone 11-series Grip cases. The failure rate for these cases decreased exponentially... but didn't disappear entirely.

The Even More Ridiculous Metaphor
With these improvements, we achieved our desired outcome: the case was no longer deforming around the buttons or the charging port. Instead, the structure of the case began to fail literally anywhere else around the perimeter of the phone.
Think of it this way… you’re a roof carpenter. The greatest roof carpenter of all time. Like the son of God, but if he was a carpenter. Unfortunately, you’ve been paired with the Donald Trump of wall-builders.
You're tasked with building a house. You spend all of your time and energy perfecting your roofcraft. You've designed a roof that's so durable, it may as well have been made of Nokia 3310s. Nothing's getting through that bad boy.
The wall guy? Instead of building that wall he said Mexico would pay for, he's been tweeting about the miraculous medicinal properties of bleach while a plague kills hundreds of thousands of Americans.
The point here is that you can build the greatest roof of all time, but the walls need to be strong enough to match.
To strengthen the Grip case's metaphorical walls, we needed to re-design the inside of the Grip case from scratch. More specifically, the mechanical interlock between the springy elastomer and rigid polycarbonate skeleton. We took every tooth at the bonding point between the two materials and made them as large as we possibly could. Then, we added more teeth.

Pictured: Polycarbonate teeth on the newest-gen Grip.
To jog your memory: this is how the teeth used to look...

Pictured: Polycarbonate teeth on the first-gen Grip.
If time proves that these changes aren’t enough, our engineers still have a number of ideas on how to improve the bond between the elastomer and polycarbonate. Will we ever need to implement those ideas? Again - that’s a question only time can answer. Each change might be the silver bullet that puts this problem to bed for good... but there's only one way to find out: it involves real-world testing and, with each iteration, months of careful observation.

PART THREE

So, Where Are We Now?
Have the improvements we've made to the Grip case been successful? You bet.
For the sake of comparison: we began shipping iPhone 11 series Grips on September 30th, 2019. Within six months of that date, we had received 52 reports of structural failures - a big improvement over the early days, but still not good enough.
Fast forward two months. We began shipping Note 10 Plus Grip cases on November 21st, 2019. In the first six months of availability, we received exactly eight reports of Note 10 Plus Grips falling apart. Again, a major improvement over the iPhone series in the same stretch of time. If we'd launched the first Grip cases with a failure rate that low, we wouldn't be writing this post right now and you’d have nothing to read while pretending to do work.
How about the Galaxy S20 series, which began shipping on February 10th, 2020? They're the most recent and improved set of SKUs we’ve made to date, leveraging everything we've learned and making further improvements over the Note 10 Plus. No reports so far. Same goes for the iPhone SE and OnePlus 8 series - these SKUs share all the improvements we've made to the underlying design of the Grip case thus far.
Does that mean these numbers will hold forever? Who knows. That's the thing: every improvement we make, we need to wait several months to see how effective it's been. No amount of internal testing can replace the real-world data of shipping cases to hundreds of thousands of users across nearly 200 countries.
We could always just throw in the towel, make the entire case out of rigid plastic, and call it a solved issue... but that would be the easy way out. The Grip case and its unique design properties can't reach their full potential unless we make incremental improvements - then wait and see how they pan out in the real world.
All of which is to say: it's far too early to say the newest set of improvements have officially solved the problem. While the failure rate is still zero, we need to keep watching. We've made a ton of progress, but we're not going to rest until we've killed this issue for good - without sacrificing the unique properties that make the Grip case stand out in a sea of derivative hard plastic and TPU phone cases.
That's probably enough to inspire confidence in someone who's on the fence about buying an S20 Ultra Grip, an iPhone SE Grip, or any Grip we release in the future. But what if you're one of the people who bought an older Grip model?

"I'm One Of The People Who Bought An Older Grip Model!"
We won't sugarcoat it. The failure rates for older Grip models is way higher than we deem acceptable. Why has it taken us this long to publicly address the issue, then?
Easy: it's not as widespread as you might think. Some humans reading this might be looking at their iPhone X Grip, purchased in 2019 and still intact, wondering what all the fuss is about. That's an important consideration: most people who have functioning, still-bonded Grip cases aren't posting on /dbrand about how unbroken it is. The people who've had issues around total product failure are in the minority.
We're not using the word "minority" as a get-out-of-jail-free card here. It's still a way larger number than we'd ever be comfortable with. We simply don't want our transparency and candor in writing this to be misinterpreted as an admission that every single Grip case we've made for older devices is going to fall apart. Statistically speaking, this is an issue for a minority of Grip owners.
Our philosophy at first was that, while it was unfortunate and frustrating that Grip cases were falling apart, dramatic PR action wasn't necessary. Instead, we resolved to:
  1. Quietly and diligently work in the background to improve the underlying design of the Grip case.
  2. Ship free replacements to anyone whose Grip case had failed.
To date, we've spent hundreds of thousands of dollars on shipping fees alone for replacement Grips. As you can imagine, that number gets a lot higher once you add in the cost of actually making the thing. We've been fine with writing these costs off as sort of an R&D expense, since every example of a deformed or de-bonded Grip provides invaluable data on how to improve the product.
Where our strategy backfired was in the narrative that began to take root as Grip cases continued to fall apart. Look at it this way: the failure rate of older Grip case SKUs is anywhere between 1% and 20%, depending on how early we released the SKU. Since the improvements we've already made to the underlying design were rolled out incrementally with each new phone release, that number has been on a steady downward trend.
For the purpose of this thought experiment, we'll go with the earliest, shittiest Grip cases - putting us at a long-term failure rate of 20%.
So, 20% of customers for this device have a Grip case fall apart at some point in the product's lifespan. Every single one of those people writes in to our Customer Experience team about the issue. They all receive a replacement, free of charge.
Since this replacement is identical to the first Grip case they'd received, it also has a 20% failure rate. We're now dealing with percentages of percentages. Stop panicking, we'll do the math for you: that means 4% of these hypothetical Grip owners will have a second Grip case fail on them in the long run.
Four percent is a lot better than twenty… but it's also a lot of people who've been burned twice. These people are going to be extra vocal about how shitty the Grip case is. To be fair, they've got every right.
So, we've got four groups of customers for this SKU:
  • Group A: Has had two or more Grip cases fail (4%).
  • Group B: Has had exactly one Grip case fail (16%).
  • Group C: Bought a Grip which has not failed (80%).
  • Group D: Has not purchased a Grip case (NA%).
Group A is livid about the repeated issues they've had - rightfully so.
Group B, having been burned before, reads about Group A's experience. They take it to mean their replacement will inevitably fail on them as well, and they'll one day get the dubious honor of joining Group A.
Group C, despite not having had any issues yet, reads the experiences of Groups A and B. Then, a significant portion of this group begins to operate under the assumption that it's only a matter of time before their Grip falls apart as well.
Group D reads all of the above and decides they don't have enough confidence in the Grip case to ever purchase one.
A narrative begins to form that this hypothetical failure rate is close to 100%. Worse yet: people with newer phones, unaware that each new iteration of the Grip case has a dramatically reduced failure rate over the last, start to assume their case also has a 100% failure rate. That's where our original strategy - the one where we quietly improved the product in the background while offering replacements for defective units - backfired on us.
This narrative only exists because we've continued to leverage existing stock with too high a failure rate, which, in hindsight, was like pouring gasoline on a gender reveal forest fire of disappointment and regret. This brings us to our next chapter.

Mass Destruction
At this point, you're probably aware that a number of Grip SKUs for older phones have been listed as "Sold Out" on our website, and haven't been restocked since.
We stopped production on these cases because we knew they'd have all the same issues as the original production runs. See, it's not as simple as pushing a "make the Grip not fall apart" button at the factory - we'd need to redesign the case from scratch, implementing all of the design improvements we've made up to this point, then re-tool our existing machinery to produce this new version. We'll have more to say about re-tooling a bit later - for now, focus on the fact that some Grips have been listed as "Sold Out".
If someone's Grip case falls apart while listed as "Sold Out", we don't have any replacements to send them. Instead, dbrand's Customer Experience team has been issuing refunds wherever possible, and store credit otherwise. Just in case you're wondering what we mean by "where possible": PayPal doesn't allow refunds on transactions that are more than six months old. Store credit, on the other hand, can be offered indefinitely.
What we've come to realize is that we're never going to be able to escape this downward spiral until we rip the band-aid off and stop stocking these old, flawed SKUs.
Today, we're ripping the bandaid off. As you're reading this, we're disposing of all of our old stock. All of the flawed Grip SKUs are now listed as "Sold Out".
Head over to our Grip listing and take a look at what's available. Everything that you can currently buy is up to spec with the improvements we've made over the past year - meeting or exceeding the standard of quality set by the Galaxy S20 series, the iPhone SE, and the OnePlus 8 series. In some cases - take, for instance, the iPhone 11 series - this means we've already re-tooled our production lines to meet that quality benchmark.
If a Grip case is listed on "Backorder", it means we've begun the process of re-tooling the SKU to match the improved quality standard you've spent the last five hours reading about.
However, if a Grip case is now listed as "Sold Out", that means no more reshipments.
If you own a sold out Grip case that hasn't fallen apart yet: that's great! Don't assume that your Grip is doomed to fail just because we devoted 5661 words to explaining why it might fall apart. You've still got better odds than you would at a casino.
As always, if you run into any issues with your case, sold out or not, shoot an email to one of our Robots. They'll still take care of you - it just won't be with a replacement case… for now.

Mass Production
Remember when we said we'd talk more about re-tooling a bit later? That's right now.
So, why are so many Grip models not being fixed? Why haven't we re-tooled these old SKUs with all of the quality improvements made to the case's build quality? It's a little complicated.
Taking the improvements we've made to the most recent suite of Grip models and retroactively applying those changes to older SKUs isn't a simple task - it would require us to throw out our existing production tools and create new ones, from scratch. Suffice it to say that doing so is a wildly expensive endeavor.
To recoup that cost, we'd need to produce more Grips than we're likely to ever sell for aging, irrelevant hardware. Let's use the Pixel 3 as an example.
If we replaced every single de-bonded Pixel 3 Grip, that would account for about 3% of the MOQ (Minimum Order Quantity) on a re-tooled Pixel 3 Grip case. Now we're sitting on 97% of that MOQ as overstock. Pixel 3 owners have had their phone for nearly two years now. If they want a phone case, they already have one. They're not looking for new Pixel 3 cases, they're getting ready to buy a new phone. Simply put, it’s no longer a viable market.
Now, say the Pixel 3 was a significantly more popular phone - enough that we'd be shipping out, say, 50% of the MOQ as replacements on day one. Now, that's a lot more tempting to us - we'd still lose boatloads of money, but at least it would go towards some consumer goodwill.
To figure out how much money we'd lose on re-tooling, we gave our bean-counting Robots a giant jar of beans and told them to get to work. They emerged three days later. When asked how many beans were in the jar, they gave us a blank stare. When asked if it was possible to re-tool any of our production lines for old Grip SKUs without losing obscene amounts of money, they said:
"Absolutely not."
Still, we're no strangers to throwing away obscene amounts of money to make the internet happy. Remember Amazon gift cards? Those were the days. The only question that remains is "How much money are we willing to set on fire?"
We can't tell you yet. Why? Because we're currently running a detailed cost-benefit analysis on the subject of re-tooling old production lines, on a SKU-by-SKU basis. That's business talk for "the bean-counting Robots have been given more beans to count."
The objective is to determine the viability of producing new-and-improved Grip stock for older phones: how many units would be tied up in replacements for that model, how many we could reasonably expect to sell to new customers, and how much overstock would be left from the MOQ.
From there, we can determine what the financial impact of re-tooling would be and make the final decision on how much cash we're dumping into the ocean somewhere off the coast of the Seychelles. We'll have our results by early next week.
These re-tooled models, if produced, would feature every improvement we’ve made thus far to the Grip case line, plus a few that have yet to be released. Remember how the S20s, the iPhone SE and the OnePlus 8s haven't had any reported failures yet? Picture that, but for the phone you've got.
If we go ahead with re-tooling production lines for your phone, a few things will happen:
  1. The Grip case for your phone will go from "Sold Out" to "Backorder".
  2. Our Customer Experience Robots will shift their communication strategy from "we no longer support your phone," to "we'll get you a replacement once we've got improved units in stock."
None of these things will happen until we've run the simulations on which phones are getting restocked. Why are we posting this today, then? We could have waited a week and had concrete answers to offer about the future of our out-of-stock Grip cases. Well…

Take Our Survey
This is it: your chance to have some say in how much money we set on fire as a goodwill exercise for this whole R&D clusterfuck.
Those simulations we're running? They'll be great for telling us how much money we're going to lose on each Grip SKU, but it won't tell us anything about how much money our customers want us to lose on each Grip SKU.
To that end, we've prepared a survey for people who have purchased a Grip case. We'll be taking your feedback into consideration during our decision-making process.
We have only one request: don't be a jackass. Answer the questions honestly.
Click here to take the survey.

In Closing...
We're sharing a special moment right now. We're all seeing a light at the end of the tunnel.
For us, that light is "we're almost done with a year-long R&D effort to stop the Grip case from falling apart."
For you, the light is "the end of a 5661-word marathon of a Reddit post."
We just want to take a minute to recognize that we couldn't have gotten this far without your collective support. At any point in the past year, we might have pulled the plug on the Grip project entirely if we'd reached a critical mass of negative sentiment from our customers. Instead, we've got an army of devotees who have no problem paying us for the privilege of being our guinea pigs.
Product development isn't a one-and-done process. It's easy to forget, but our skins weren't always to the world-class, record-setting, Michael-Jordan-in-his-prime standard you expect from us today. If you happen to have an iPhone 4 skin lying around, apply it and let us know how it goes. You'll immediately appreciate how many process improvements we've made. We weren’t born as the greatest skin manufacturer in history. We got there through a process of methodical improvement. Each jump in quality was driven by a bottomless well of user feedback, sourced from millions upon millions of customers. That, and the competition was comically inept.
It's the same story for the Grip case. Your continued support has enabled us to make huge strides in developing a product that's on the cusp of blowing everyone else out of the water. We're going to keep working until it gets there.

TL;DR VERSION

Please note that by reading this tl;dr, you’re missing out on several outlandish metaphors, including classics such as:
  • Plastic injection molding melted cheese into your face hole.
  • What if Jesus and Donald Trump built a house?
  • How to turn yourself from “rare to well done” and “solid to paste”.
  • Pencil Perverts.

WHY DOES THE GRIP FALL APART?
  • The Grip case is made from two materials: a polycarbonate skeleton and an elastomer frame.
  • The elastomer frame provides the majority of the case's impact protection and grip, but is prone to deformation.
  • We prevent deformation by bonding the material to a polycarbonate skeleton (i.e. the rigid back plate on the Grip case).
  • The bond between the two materials was not as strong as we'd originally anticipated, causing the elastomer to de-bond from the polycarbonate skeleton and the case to sometimes fall apart.

WHAT HAVE YOU DONE TO FIX IT?
  • Through a series of design revisions, we've made countless improvements to promote a stronger bond between the two materials.
  • These changes have incrementally reduced the failure rate of Grip cases. Our most recent SKUs are yielding extremely promising results.
  • Each time we improve the Grip case, we need to play a months-long waiting game to observe the real-world effects.

HOW ABOUT THE GRIPS YOU'VE ALREADY SOLD?
  • Since we're using you as guinea pigs for the purposes of product development, we've been uncharacteristically generous with our warranty policy.
  • However, that warranty policy only lasts as long as we have stock. Once we're out of Grips, we're out of replacements.
  • We've finally reached the point where we need to rip off the bandaid and dispose of all of our Grip stock produced during 2019.
  • If your Grip for any of these older phones falls apart, you can no longer get a replacement.
  • You should still write in to our Customer Experience team if it happens to you - we'll work something out.
  • On the bright side, our Grip SKUs from 2020 onwards have dramatically reduced, if not outright eliminated, the failure rate of previous models. We have no reported cases to date.
  • It's not economically viable to re-tool production lines to apply our improved industrial designs to any of the Grip cases that are currently marked as "Sold Out".
  • We're probably going to do it anyways.
  • We're running the simulations right now to determine which older devices will be re-tooled.
  • Take our survey to help determine which devices we'll be re-tooling.
submitted by db_inc to dbrand [link] [comments]

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The Superlines brand is one of the main properties of the company and one of their more successful online casinos. Since it was released to the general public, Casino Superlines has only increased in popularity. This is due to the fact that it offers a solid gambling experience and is available to a wide player base. There are hundreds of slots and table games on offer, allowing anyone to have a good time. Moreover, the casino also provides players with worthwhile promotions and supports a large number of payment services, thereby making it easy for anyone to quickly come on board. In this review, we will take a look at the major aspects of Casino Superlines and provide you with our honest feedback.

Casino Superlines Promotions and Bonuses

The Welcome Package Casino Superlines will give you the opportunity to greatly increase your bankroll over the first few deposits. Your first deposit will be matched an amazing 400% up to €1,000. Effectively, you will have five times the deposit amount to play with. When you make your second deposit, the percentage match is humbler than the previous one but still pretty good. The second part of the offer involves a 100% match up to €1,000, while the third bonus is a 200% match up to €1,000. All in all, you can get up to €3,000 in bonus funds and that is absolutely great. Of course, you will need to deposit a minimum of €20 each time to get your bonus.
Additionally, there are certain rules that you have to follow if you want to get the most out of your bonus. For one, there is a wagering requirement that you have to fulfil before you are allowed to withdraw the funds which amounts to 45 times the value of the bonus. For the purposes of the wagering, your maximum bet will be limited to €5.00 at a time and exceeding this cap may result in the invalidation of the bonus. Moreover, the requirement can only be met while playing slots and scratchcards, with table games and other game types being excluded. Additionally, specific slot titles have reduced contributions while others are altogether excluded. As far as withdrawals are concerned, you can only cash in a sum resulting from your bonus that does not exceed 20x the original deposit amount.
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Casino Superlines Software Providers

One thing that many gamblers overlook when considering an online casino is where the games of the given casino come from. Software providers are an essential part of the online gambling industry, developing the games that we all love to play. However, there are many such companies out there, each offering specific titles. Casino Superlines has partnered up with some of the most respected software providers in the business and was able to acquire a substantial library of casino games. Among the list of software providers, we find large names such as NetEnt, NextGen Gaming, Betsoft, Play’n GO, 1×2 Games, Amaya, Thunderkick, Elk Studios and others.
Each of these software providers has a history of creating high-quality slots and table games, allowing customers to have a great time gambling on the Internet. Their names alone should speak volumes regarding the quality of their product and with hundreds of games to choose from, you will be able to play to your heart’s content.

Casino Superlines Banking

Managing your bankroll is an important skill for any gambler and you also need to be able to easily move funds between your personal balance and your casino account. At Casino Superlines, you will not be able to use physical cash and as a result, you will be required to utilize one of the many online payment solutions supported by the casino.
These are available in several different forms – credit cards, eWallets, online banking, prepaid solutions and mobile payments. Typically the minimum deposit, regardless of what method you use, begins at €20. The maximum limits, however, will vary depending on the service.
If you choose to make your deposit with a credit card, you will be able to use the three most popular brands out there – Visa, MasterCard and Maestro. Alternatively, you may also opt to use an eWallet service due to their many advantages. In such a case, you will be able to manage your bankroll with Skrill, Neteller, Qiwi Wallet, and Przelewy24. These allow for instant deposits and quick withdrawals, where supported. Moreover, they also allow you to maintain some degree of anonymity on the Internet.
As far as online banking services are concerned, Casino Superlines gives you a lot of options. More specifically, you will have at your disposal UseMyServices, EPS, PostePay, TrustPay, POLi, EasyEFT, Sofort, GiroPay, Interac Online, and Trustly. While these can make instant deposits, you need to consider that many are regional services and may not be available to you. Prepaid solutions are available in the form of ecoPayz and Paysafecard, whereas mobile payments can be made via Zimpler and Siru Mobile. Alternatively, you may also make a deposit in Bitcoin if you are a crypto enthusiast.
Withdrawals are available, though not via all the above-listed services. You will be able to cash in your balance with Neteller, Visa, Skrill, Qiwi Wallet and Bitcoin. If you made a deposit with a service that does not support withdrawals, the casino will be more than happy to send you your money via Bank Transfer. The processing times will vary significantly between the different withdrawal solutions. Credit card withdrawals can take several days to clear, whereas transactions issued to eWallets will process almost instantly once they are sent. The minimum withdrawal starts at €100 and the maximum goes up to €5,000 per month.
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Casino Superlines Mobile Features

Playing from a mobile device has become the norm for millions of gamblers from all over the globe and online casinos can scarcely afford to ignore this tendency. To this end, they offer fully-functioning mobile versions of their gambling services and Casino Superlines does the same. Should you wish to take your favorite slots and table games with you, the casino gives you the opportunity to play from anywhere that you like. The only requirement is a working smartphone or tablet and a stable Internet connection.
Accessing the mobile version is completely easy and you can do so on just about any device. All you need to do is load the casino website within your browser and continue as you would on a desktop computer. It is that simple. You will be able to navigate any section of the casino and still have the same features at your disposal, namely, promotions, customer support, banking options and the full extent of the gaming library. You will not be limited in any way should you choose to play from your mobile device. In fact, the mobile version also comes with some features to make your experience better on a small-screen device. You will notice that all the menus have been adjusted for better functionality from a smartphone while some games include different user interfaces for improved usability. All in all, the mobile casino does not lack any features and we are sure that you will have a great time.
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Casino Superlines Games

The games selection is the primary reason why you would want to join Casino Superlines. It comes with more than 600 unique titles and each gives you the opportunity to experience something new and exciting. These span multiple different game types, including but not limited to slots, roulette, blackjack, progressive jackpots, live dealer titles and others. There is always something new to play so you will be occupied for quite a long time if you choose to join Casino Superlines. Below, we will outline some of the more popular genres and also make mention of the worthwhile titles that you can play.

Slots

If you are into slots then Casino Superlines certainly has something for you. The majority of the gaming library consists of slot games and there are more than 500 unique titles for you to enjoy. They come in a variety of different forms – video slots, classic slots, with 20 paylines, with 25 paylines, with 40 lines, etc. Regardless of what your preference is, you will find it here without a doubt.
As for the specific titles that you can enjoy, there is a large variety of themes and aesthetics in the slots category. Classic-themed games are always popular with prominent examples including Sevens & Fruits, Fruity Wild, Golden 7 Fruits, and more. Alternatively, you can also have a lot of fun with the animal-themed titles as well. Particularly, Golden Mane, Nuts Commander, Safari Spin, and Birds being among the more interesting. Of course, we also recommend that you try out some of the games with the Asian culture theme, namely Dragon King, Xing Guardian, Dragon Lady, 12 Animals and others.
Slots inspired by mythology are always popular and for good reason. At Casino Superlines, you will be able to play Viking Gods: Thor and Loki, Medusa II, Thunder Zeus, Miss Midas, Zeus the Thunderer II and others. Crime is also a popular theme at Casino Superlines, with notable games like The Slotfather 2, Cosa Nostra, Yakuza, Art of the Heist and others. Of course, these are only a few examples of what awaits you at this online casino. There are hundreds of titles at your disposal and they are only a few clicks away.

Table Games

The table games selection is downright humble when compared to the slots one, yet still, there are some excellent titles awaiting you at Casino Superlines. These come in the form of blackjack, roulette and other table game types.
If roulette is your game of choice, you will have several titles to choose from. These include the classic variations – European and American Roulette – as well as some more interesting ones that put an additional twist on the original roulette formula. The second type can be played in the form of Zero Spin Roulette, Solen Prive Roulette, Micro Roulette, Premium Roulette and more. Regardless of what you choose to play, we are sure that you will have a great time with the available games. The betting limits are quite permissive across the board and you will be able to make good use of your bankroll.
Insofar as blackjack is concerned, there are a handful of variations that you can try your luck on. These are available in the form of American Blackjack, VIP Blackjack, and Classic Blackjack. The more intricate variations come in the form of Blackjack Switch, which allows you to exchange cards between two hands, and Blackjack Surrender where you can easily forfeit your hand and reclaim some of your original stake should things take a turn for the worst. Much like the roulette titles, the available blackjack games are also suitable for both high rollers and casual players on account of the wide betting limits.
Of course, you should also not ignore the casino poker offerings either. While not the most popular game type, casino poker can certainly deliver an excellent gambling experience. At Casino Superlines, you will have the opportunity to several variations of casino poker, namely, Caribbean Poker, Casino Hold’em Poker and Poker Three. If casino poker is not to your liking, then you can also consider Baccarat, Baccarat 777 or Keno.

Progressive Jackpots

If you are looking to one large lump sum all at once, then the only game type that can meet this expectation is the progressive jackpot genre. Featuring large prize pools, these games give you the opportunity to win a small fortune if your luck is good enough. They typically come in the form of slots and this is also the case at Casino Superlines. You will be able to try your luck on some highly entertaining games, such as Dark Harbour Jackpot, Magic Destiny, Fear the Zombies, The Giant, Lagertha, Sunset and more. Even if you do not win the jackpot during your first session, you can be sure that you will have a great time simply spinning the reels.

Live Casino

When it comes to online casino gaming you will rarely find a better experience than in the Live Casino section. Live dealer titles represent the best that the industry has to offer and each game allows you to experience a different classic game type. At Casino Superlines, you have the opportunity to try out some live dealer titles, hosted by professional dealers and offering the genuine land-based casino experience. More specifically, you will be able to play Baccarat, Casino Hold’em, European Roulette, and Blackjack. Usually, live dealer games have slightly higher minimums than the typical virtual title, however, this should not prevent casual players from participating in the fun.
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Casino Superlines Licensing and Regulations

Licensing is a major factor when it comes to choosing an online gambling website. There are only a few ways to determine the legitimacy of a given online casino and you want to make sure that any website you frequent is a legal and trustworthy operation. To this end, you wish to avoid casinos without licensing or from institutions with a bad reputation. Fortunately, Casino Superlines does not fall in either of those categories. The operator behind this casino is licensed by the Government of Curacao, one of the major regulators of online gambling websites outside of Europe. As a result of this, you can be sure that you will have a fair betting experience. In order to acquire this license, Casino Superlines has had to undergo strict audits of the RNG systems to make sure that everything is above board and that the results from games are truly random. With this in mind, you can be sure that when you play at Superlines you will be treated fairly and any winning or losing streak will be solely the product of chance.

Casino Superlines Customer Support

Something that you should take seriously is the customer support available at the casino. Depending on how long you play, there will come a time that you may need to contact customer service to resolve something or to simply ask a question. In such a scenario, you want to make sure that there will be someone on the other side who will take you seriously and provide genuine help.
At Casino Superlines, you will have several methods of contacting customer support. The live chat system is the best means at your disposal. It allows for instant communication in real time and is the most efficient way to reach the support staff. Alternatively, you may also opt-in for phone support. The casino maintains a direct line that you can call, available at +421 2330 560 65. Keep in mind that charges may apply depending on your carrier plan. Finally, if neither of those methods is suitable for you, consider contacting the casino by email. You can forward all of your messages to [[email protected]](mailto:[email protected]) and you expect a response within the next 24 hours.
Additionally, there is also a detailed FAQ section, where you will find the answers to the most commonly asked questions.
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Casino Dome - free spins, welcome bonus, promotion

Casino Dome - free spins, welcome bonus, promotion

Casino Dome Free Bonuses & Promotions
Casino Dome Review and Exclusive Welcome Bonus for new players. Enjoy 100% up to 200 EUUSD and 21 Free Spins! General T&C Apply. +18 New Players Only. Be Gamble Aware. MGA-Licensed.
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Casino Dome Review

Casino Dome is a new casino on the UK market that will undoubtedly attract even more attention in the future. The site has a stellar theme and visually stunning website. Furthermore, the website is mobile-friendly, which means it’s tailored for mobile gaming. So, you’ll explore its library of games on the go, and access it instantly from your smartphone.
Also, you’ll play at a secure and reliable online casino that incorporates the latest encryption technology and proper security measures, while it holds a license by the Malta Gaming Authority and the UK Gambling Commission. The casino is operated by Genesis Global Limited, a prominent brand in the online gambling industry – with a registered address in Malta. The same brand that has Kassu Casino.

Bonuses at Casino Dome

Welcome Bonus
Start playing casino games with an excellent Welcome Bonus. The Welcome Bonus is only available to new members. Otherwise, the casino has promotions and other offers that will add more excitement to your gaming experience.
Other Promotions
As you know, one of the main factors of an exceptional online casino is their Loyalty Programme and available promotions. Naturally, Casino Dome has an abundance of promotions to suit your preferences, from weekly and monthly promotions, special prize draws and tournaments, among other offers.
On the other hand, the loyal members get to enjoy even more VIP benefits in the VIP club. VIP players will have their personal account manager, exclusive flights, personalised promotions, gifts, and other treats. To learn more about the available promotions, bonuses and VIP Programme of the Casino Dome, please visit the website.
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Casino Dome Free Spins

You can receive Free Spins as part of the regular promotions of the casino. Please visit the website for more information regarding the latest promotions.

Games at Casino Dome

You’ll be delighted with a vast collection of first-class casino games, from immersive slots with outstanding graphics to realistic gaming experience with Live Casino games. That said, you could choose to play more popular titles like Starburst, Bonanza, and others. Or, put your luck to the test with progressive jackpot slots such as Mega Moolah, Hall of Gods, among other titles.
In case you want to experience your favourite table casino games in a realistic setting, then explore their library of Live Casino games. You could play Blackjack, Poker, Baccarat, or Roulette live. To sum up, there’s no shortage of options for anyone.
However, keep in mind that this is a new online casino, so they’ll continue to update its library with even more new, great games. This casino is powered by multiple, well-known gaming providers like NetEnt, Red Tiger Gaming, Yggdrasil, Evolution Gaming, Play’N GO, to name a few.
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Casino Dome Mobile Application

Casino Dome is well aware of the significance and requirements of mobile gaming. Hence, as long as you have a stable internet connection, you can play your favourite casino games from any mobile device. This means that the site is compatible with any device, including smartphones and tablets. But, at the moment, the casino doesn’t have a mobile application.

Payments at Casino Dome

Deposits
The casino offers a multitude of payment methods from e-wallets like Skrill, ecoPayz, Neteller, to Mastercard, PayPal and other options. Your financial data is safe as the casino has excellent encryption software.
Withdrawal
Withdrawal processing time will vary depending on your selected payment method. In order to verify your account, the casino will ask for specific documents.

Casino Dome Customer Care

Feel free to send your feedback or ask any questions. Typically, you can get in touch with their reliable Customer Support Team via email, phone and the live chat facility. But, always check the FAQ page first as it has in-depth information about many important topics.
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Billionaire Casino Guide

Hey, dudes, I've gotten help from this subreddit many times, so I figured it was time to pay back some of that good will. I just completed the Billionaire Casino to Level 160 offer in about 8 days with no purchase, and I bet most of y'all are like me, in that:
- You want to get this done as fast as possible.
- You are mystified by the janky systems of Billionaire Casino.
First off, it's about knowing which slots pay better than others, and how much time it'll take for each to become profitable. That said, here's what I did, with some notes to help.
1) When you're starting out, bet no more than 5% of your chips on a single pull. 75% of getting "good" at BC is overcoming the gambler's fallacy: you might think you can predict the slots, but you are dead wrong, and you will end up a virtual penniless pauper.
2) If you get above 1,000,000 chips, only bet 1% at most. The only times to go back to 5% are if you're either below 1 million again, or if you have a 2X experience boost, which is fairly invaluable.
3) Join a league as fast as possible, and have absolutely no loyalty. You are Benedict Arnold to the nth power. As soon as you see a better league, jump on it. Overnight, you should get a ridiculous amount of chips from shared jackpot and challenge prizes.
4) Recognize that most of the slots will drain you dry without giving much in return. From what I've seen, here are the ones worth playing:
5) Set Autoplay to run with the minimum bet on Buffalo Rush overnight. You might end up bankrupt, you might get a ton, or, most likely, you'll wake up around where you started but with significantly more XP.
6) Don't be afraid to lose it all. We're conditioned to hate losing, obviously, but, surprisingly, the game gives you a lot of chips a lot of the time. Every 15 minutes, you'll get a respectable sum, actually. Make sure to check the Billy Bonus (every 15 minutes), the shop bonus (every 8 hours or so), the lottery free tickets (also 8 hours, I think), and your Billionaire League bonuses.
7) Make friends, not because it's good for the soul or anything, but because the more friends you have, the bigger a bonus you get at the start of every day.
8) Meditate in order to calm the murderous rage you'll feel when you see Billy, the app's mascot.
Good luck, my dudes. I'll try to answer any questions y'all might have, so feel free to ask here or PM me if you're shy.
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Nintendo's missing franchises and their chances of coming to Switch (long read)

“I want X for Switch”, “when is X coming to the Switch”, “X is perfect for the Switch!” How often have you heard or said these sentences? Quite a lot, probably, especially about Nintendo franchises. Nintendo fans really like first-party games, and they’re always asking for their favorites to come back. Problem is, even though Nintendo owns dozens of franchises, there’s only a few that are guaranteed to show up during any given console, so fans of smaller franchises are left wondering when they’ll play them again.
Well, today I’ll try to mostly answer these questions. I’ll take a look at several, Nintendo-owned franchises and try to figure out what are their chances of coming to Switch. I’ll be basing myself on this such as release schedule, success of previous entries, popular demand, market niche and internal interest at Nintendo.
However, keep in mind two things. One: Nintendo owns a shit-ton of IPs, and I won’t cover them all. I’ll focus on the ones that have multiple entries, and even then, I might skip a few if I feel I have no meaningful insight.
And two: No matter what I or anyone else says, the chances for any of these games to come back is NOT ZERO. Nintendo is unpredictable and they’ll sometimes bring something out of the blue when you least expect it. This year alone we saw the return of Brain Age (a franchise not seen since 2012), Clubhouse Games (a sequel to a game from 2005), and Famicom Detective Club, a franchise with two games from 1988/89, which then received a remake in 1998 and then nothing until twenty two years later. Granted, it’s another remake, but it is still a modern installment in a franchise twenty two years dormant. If Famicom Detective Club can come back in 2020, so can your favorite franchise. Now, let’s begin, in alphabetical order:
Art Academy
Starting off with a small one. Art Academy is a series of drawing games that started on the DS in 2010 and then released pretty consistently over the following years, with three entries on 3DS and two (well, one and a half) for the WiiU between 2010 and 2016. Already this feels like a franchise with a pretty consistent release schedule, even though it hasn’t been seen for four years now. I don’t think any of the games were blockbusters, per se, but they also don’t need to be. They’re small games, probably inexpensive to produce that seem to do consistently well enough to get new sequels.
There are several obstacles that present themselves to the release of a new Art Academy, but I think all of them are easily overcome. For starters, AA is the type of casual game that thrived during the DS/Wii eras, a Touch Generations game. Since the Switch released, many have noted that Nintendo may want to distance themselves from that era due to the failure of the WiiU, and there may be some truth to that, but I feel like this is starting to change. Again, this year saw the return of both Brain Age and Clubhouse Games, both casual, Touch Generations DS games. I feel like, at the start of the Switch’s life cycle, Nintendo was indeed trying to focus on core gamers, but now that they have secured that core gamer audience, they may be more comfortable releasing more casual fare.
Furthermore Art Academy is developed by Headstrong Games, a British developer that doesn’t seem to do much other than AA. However, in 2017, that team was absorbed into its parent studio, Kuju Games. This move, which happened the year after the last AA game released, may have something to do with the franchsie’s MIA status. But, Kuju games is still active, having released a game just last year, and I don’t see why they couldn’t take up the mantle.
Finally, some speculated a few years ago that AA was dead due to the Switch not having a stylus but, OH WAIT, Brain Age fixed that too!
All in all, even though Art Academy is hardly a hot franchise, there’s very little standing in the way of its return, and little reason to doubt that it will.
Chances: Good
Chibi-Robo!
We may have started on a positive note, but here comes a downer. Chibi-Robo is probably not coming back anytime soon. This cute little robot debuted in his self-titled Game Cube game, developed by Skip Ltd. Like most games by the developer, it was quirky and fun, and not very popular, but had its fans, and Chibi-Robo must have endeared someone at Nintendo, because he kept showing up here and there. He got two DS sequels, though the second one was Japan-only, already a red flag. In 2013, he starred in a 3DS eshop game that was very different from the main games, more of an experimental spin-off, and was not well-received.
But the real final nail came in 2015, with Chibi-Robo Zip Lash! The game was announced to be a 2D platformer, and many fans identified the change in genre (from a unique adventure game to one of the most over-saturated genres in Nintendo consoles) as a total sell-out, and they were totally correct! The developers basically admitted that they did it to try and get more players (red flag). Series producer Kensuke Tanabe then said that if the game didn’t sell well, it could be the end of the franchise (RED FLAG). And then, the unfortunate but inevitable happened. Zip Lash was a critical and commercial bomb, and neither the developer nor the franchise has been seen again. Aside from the inevitable Smash Bros mentions, Chibi-Robo has only been seen on that infamous flaming tweet from 2018 (I told you someone at Nintendo really likes them). To make matters worse, there are increasing signs that Skip Ltd may be going under
So, a struggling franchise makes a desperate move to gain fans, a developer expresses concerns for its future if the game bombs, said game bombs and now the developer may be going out of business? It seems the writing is on the wall.
Now, even if Skip goes under, that is not necessarily the end of Chibi. Nintendo would still retain the rights, as they did for Trace Memory and Hotel Dusk after developer Cing went under. As for whether or not Nintendo would want to give the franchise a second (third? Fourth?) chance, it doesn’t look good
Chances: Very bad
Custom Robo
From one diminutive robot to another, the Custom Robo series is and robo-battle series that began on the N64. It was Japan only, as was its N64 and GBA sequels. Afterwards, Nintendo did try to expand it, releasing a GameCube game in NA, and a DS game in NA and Europe. However, despite the fact that players of these games will attest to how good these games are, they didn’t seem to do very well, and the franchise has not been seen since 2007.
There was one statement of internal interest, when a developer in 2014 said that he heard demands both inside and outside the company for a new entry, but that there were no plans for one, and he was unsure when there would be. Six years on, it seems there still aren’t. In fact, the developer itself, Noise, is also strangely MIA. Though they are officially still active, with their website being updated for 2020, they have not worked on a game since 2015.
Then, in 2018, many fans watched in horror the news that Nintendo let the trademark expire. Some have pointed out that this isn’t as bad as it seems, as it refers specifically to games on optical discs, which Nintendo doesn’t make anymore, but I don’t know enough about the subject to say for certain. Regardless, it’s evident that Nintendo still owns the franchise, as Custom Robo content appears in Smash Ultimate.
On the other hand, one of the series creators, Kohji Kendoh, is still thinking about it. He is working for another developer, and released a suspiciously similar game called Synaptic Drive just this year, as well as talking about Custom Robo in social media. It seems like a Mighty no9/ Yooka-Laylee/Bloodstained situation, in which the owner of an Ip is not using it, so the creator releases a spiritual successor.
Bottom line, there seems to be demand for Custom Robo. A developer saw it six years ago, and the creator is seeing it now. Whether or not thinks this demand is enough to revive the franchise, is tough to say, but doesn’t look great.
Not as bad as Chibi-Robo, though
Chances: Bad
Daigasso! Band Brothers
Here’s a franchise Americans never got. Daigasso! Band Brother is a rhythm game released for the DS in 2004 and stars Barbara the Bat, who has an uncharacteristically risqué design for Nintendo. The game was Japan-only but seems to have been successful, it received a sequel in 2009 (released in Europe, but not NA), and another in 2013 for the 3DS. Despite not having received new games since then, the series is far from inactive. Barbara the Bat in particular, like Chibi-Robo, seems to have fans inside Nintendo because she pops up everywhere. She had cameos in a few other DS games, she was an AT in Brawl and a spirit in Ultimate, she was a costume in Mario Maker, she appeared in a comic strip with WarioWare’s Ashley, and the series has a Twitter account that was super active all the way up to April of this year (more on that later). In 2017, that account even tweeted a comic strip of Barbara demanding a Switch. That was probably not a tease of anything, as it’s been 3 years and nothing, but stuff has happened with the franchise even more recently.
Last year, in 2019, six years after the release of the 3DS game, there were 30 songs added to the game in celebration of the series 15th anniversary. So as late as last year, Nintendo was celebrating this franchise with an in-game event. Now, the servers for the game were shut down earlier this year (hence the end of the Twitter account), and the game was removed from the eshop (as it is basically pointless without the servers), but with recent news that the 3DS has ceased production, it’s pretty clear that the game’s end is a consequence of the 3DS’ end, and not a lack of players. So if the series is alive, but can’t be on the 3DS, it has to go somewhere, no? Bottom line: the games are successful, the series is active, and the character is popular. I don’t know if Barbara the Bat’s next tour will be an international one, but I’m confident it will happen
Chances: Very Good
Dillon’s Rolling Western
DRW is a unique western-themed tower defense game released on the 3DS eshop in 2012. It received mixed reviews, but had a dedicated fanbase, and was successful enough to spawn two sequels, one in 2013, and a post-apocalyptic themed one in 2018. With a game having released just two years ago, its reasonable to say the series is not dormant, so the prospect of a new game is always likely. The developer, Vanpool, who mostly works on smaller scale stuff like this, is both still active and still working at Nintendo.
So, really the only reason to believe the series wouldn’t continue would be if the latest game bombed really hard. It’s hard to say that it did, as sales figures are unavailable, but it was a 3DS game in 2018, probably didn’t set the charts on fire. But then again, unless Nintendo had some really unrealistically high expectations, I don’t think it could have bombed hard enough to kill the franchise that fast.
There’s not much more to say. There aren’t any rumblings of a return, but also no reason to be pessimistic.
Chance: Above Average
Earthbound
Let’s make one thing perfectly clear: There will not be a Mother 4
The Creator of the series, Shigesato Itoi, has said that he would not work on a fourth installment, as he feels the story is complete. Now, normally, Nintendo could just say “screw creative integrity, let’s make a fourth game anyway!” but Shigesato Itoi directly co-owns the series’ copyright so they actually can’t. So unless Itoi changes his mind, or he dies and Nintendo decides to ignore his wishes (neither scenario is completely outside the realm of possibility), Mother 4 is not happening.
So, if new Mother content is made, it’d be either a remake, or Mother 3 localization. We all know demand for this last one is overwhelming, Nintendo themselves have acknowledged it multiple times, but it still hasn’t happened, and it doesn’t seem things have changed. A remake is possible, but don’t hold your breath for it.
Despite the series’ popularity, I think all we’ll see of it is the first two games in NSO.
Chances: Bad
Excitebike
This is a hard one to pinpoint. Excitebike is one of those classic NES games that Nintendo likes to reference all the time, like Ice Climber, Balloon Fight, Wrecking Crew and Duck Hunt. Unlike those, Excitebike actually received sequels and established a franchised. There was a great entry on the N64 and three entries on the Wii, but nothing more since. I can’t imagine the Wii entries were super successful, and there really hasn’t been any word from Nintendo about any interest in reviving the series, either from developers, or the fans. The developer of the Wii games, Monster Games, is still active, and still makes racing games and extreme sports games, but hasn’t worked with Nintendo in 5 years.
Now, one point I see often, and that I’d like to address, is the idea that Nintendo doesn’t want multiple games from the same genre on the same console. I can’t agree. With the exception of the WiiU, every Nintendo home console since the SNES has had multiple Nintendo-published racing games released for it. WiiU didn’t but that console is an exception to many norms. I don’t see why Mario Kart, behemoth that it is, would stop any other racing game from being made, especially when they are so very different (although the fact that MK8 has an Excitebike track doesn’t inspire confidence).
No, I don’t think Mario Kart is the problem, I think is just lack of interest. And though Excitebike is not a franchise Nintendo will ever truly forget, it’s not really revving up for a comeback either. It could happen, it could not
Chances: Medium
Fatal Frame
This horror franchise wasn’t originally a Nintendo product, being released on the PS2 by Tecmo. However, since the fourth game, each title in the series has been published and copyrighted by Nintendo, and this seemingly applies to all future entries, as the series producer said the series’ future is up to Nintendo. So, how does that future look like?
Well, the last game in the series, Maiden of Black Water, was a WiiU game, which means it didn’t sell well, but not as badly as you might think. From all I could find, which is admittedly not much, sales for the game seemed to be only slightly less than previous entries, a gap more than explainable by its console. So, if the series was getting sequels before, the WiiU game’s sales wouldn’t be the reason why there wouldn’t be more. And though Nintendo of America has had to take baby steps into accepting the franchise overseas, Nintendo of Japan seemed satisfied with it, releasing four games between 2008 and 2014.
So sales aren’t an evident problem, what about the developer? That developer is Tecmo Koei, who is not only active and buddies with Nintendo, their current project is none other than Nintendo’s big holiday title. There’s obvious trust there. As for interest, there is a lot. From Koei Tecmo calling it a valuable IP, to the series producer stating multiple times, including this year, that he’d like to bring it to the Switch
Now, this comment pretty much confirms that a new Fatal Frame is not in development as of now, but it has a chance of happening. And remember, the last game is on WiiU, and if we know anything about those, is that they like to come to Switch. And though I don’t see Nintendo breaking their necks to make a new entry, I don’t think they’d oppose it if Tecmo pitches it to them, especially if it’s just a port.
Chances: Good
Fossil Fighters
This game is not Pokémon, or so its fans tell me. Fossil Fighters is a DS game from 2008 where you collect various species of dinosaur and battle with other ~Dinosaur Trainers~ Fossil Fighters in RPG battles. It didn’t receive great reviews, but was successful enough to get a sequel two years later, and another one on the 3DS in 2014. Three games in six years is a pretty good release schedule, and things were looking alright, until that 3DS game came. It was primarily developed by a different studio, and it showed. The game received abysmal reviews, and fan reception was similar. Sales weren’t awful, but not great either.
Since then, the series has been completely quiet. The developer, Red Entertainment, is still active, but hasn’t worked with Nintendo since the 3DS game. As for interest, there hasn’t been a peep from Nintendo about this series at all. No interviews describing vague interest in bringing it bad, no acknowledgment of fan demand, no cameos in other games (aside from Smash, which doesn’t count, Smash has everything). Even fan demand doesn’t seem too high, most of what I’ve seen is a Change.org petition which has been up for a year and has not reached its 2500 signatures goal.
It looks like this series could become a fossil itself. Someday some might dig it up and revive it to use in battle, but I’m not feeling it.
Still not as bad as Chibi-Robo
Chances: Bad
F-Zero
This is the reason you’re reading this.
Oh, F-Zero. If fan demand alone was the deciding factor, F-Zero would be top priority. People want F-Zero, people beg for F-zero, people who have never played, beg for F-Zero. And Nintendo knows this, they’ve acknowledged it. They themselves haven’t forgotten it. Even putting Smash aside, there was an F-Zero minigame in Nintendo Land. There are F-Zero tracks in Mario Kart. They’ve done everything but make a new F-Zero game, but why the hell not?
Well, it’s important to understand that the F-Zero series declined in sales throughout its life. The best-selling game is still the first, and though the following games were fantastic, they sold less and less, and yet, strangely enough, between 2003-2004, Nintendo released THREE F-Zero games. Around the same time, they also released an anime. There are several great articles and videos about what happened to F-Zero, but the best point I’ve seen is that Nintendo tried, in 2003, to really push F-Zero, but it didn’t work. So, with their attempt failed, they let the series sleep, and just never woke it up, even as fan demand increased.
In 2015, Miyamoto commented on the series, and said that, though he heard the demand, he was unsure on what to do with the series, on how to make a new game. Many fans scoffed and said he’d just need to make a modern F-Zero and that’d be great, but I think internal concern runs deeper. Just doing F-Zero failed in 2003, so why would it work now?
That said, I think there is hope. Fan demand is powerful, and more and more we see a new generation of Nintendo developers pushing the company forward. These younger developers are the ones behind new IP like Splatoon and ARMS, and great reinventions of existing ones like Odyssey and BotW. It’s possible that these same younger developers could hear the fan demand, and want to take on the series without the hesitation of their older peers.
It’s been 16 years, but Kid Icarus was gone for 19, wasn’t it?
Stranger things have happened
Chances: I want to believe
Golden Sun
And here’s the other one.
Few Nintendo fans are as vocal and dedicated to their dormant franchise as Golden Sun games. For those who don’t know, Golden Sun was a couple of excellent GBA RPGs released in 2001 and 2002, with a DS sequel in 2010. Such erratic release schedule would make predicting the series’ future difficult at the best of times, but the DS game was seen as a disappointment by many fans and sales were unimpressive. With ten years having passed with no new game, is the series done for? Well, let’s look at it.
In 2012, one of the developers gave an interview in which he straight up said that, if there was fan demand for it, there would “naturally” be a fourth game. We know that developer interview doesn’t immediately guarantee a sequel, but this is also a much more positive statement than Custom Robo and F-Zero’s “We know there’s demand, but we don’t know what to do with it”. This is “If there’s demand, it will happen.” So, is there demand?
You bet your ass there is. And it feels like it is growing. There was a high-profile hoax about a fourth game in 2017 (a similar hoax happened some time before the third game, by the way). The series received notably more content in Smash Ultimate than series of similar standing (quite possibly an acknowledgment of its popularity). And last year, Cory Balrog, director of 2018’s GOTY God of War, tweeted about all the franchises he would trade for a new Golden Sun. Nintendo could hardly have asked for a higher profile endorsement within the industry.
So if fan demand is there, why hasn’t it happened yet? Well, it helps to look at the development history of the series. The first game took eighteen months to develop, considered a long time for a handheld game at the time. And though the eight years between the GBA and DS games may have you believe it took a long time to greenlight a sequel, that’s not the case. Signs point to internal discussion about a sequel to the GBA games as early as 2002, with developers quoted as saying that Nintendo was asking them to make a new one. One of the series producers also said that the series takes a long time to make because of its complexity. After the DS game failed to meet expectations, its understandable that Nintendo may not have been as enthusiastic for a new game as it was before, but it seems like, even if the series is alive and well, the long hiatus would not be uncharacteristic. In that same interview quoted before, the developer even said that a new game would take a long time. In fact, if GS4 had started development shortly after that interview, if it took as long as Dark Dawn, the game would be wrapping up production around now.
Then there’s the developer, Camelot. Aside from Golden Sun, they pretty much only make Mario Tennis and Mario Golf. They release schedule is also super consistent, with a new game every other year, sometimes every year. We already got a Mario Tennis on Switch two years ago so, if not for COVID, their new game would probably have released this year. All things point, then, for the next Camelot game to hit the Switch next year. Smart money would be in Mario Golf, but maybe it is finally Golden Sun.
Finally, I don’t think, as others do, that Xenoblade is the reason GS is not happening. Again, I don’t see evidence to support the idea that Nintendo doesn’t want to publish more than one game in the same genre. Both the GBA and DS had more than a dozen Nintendo-published RPGs, and the Wii and 3DS got RPGs even after Xenoblade released for them. I don’t see why Xenoblade would stop a Switch Golden Sun, especially when they are very different kinds of RPGs. GS is actually closer to Octopath Traveler, whose success was enough to impress SE, why wouldn’t Nintendo want a piece?
Really, I think the biggest obstacle is that Nintendo might want to prioritize the safe investment of Mario sports games over Golden Sun, but the more I research, the more I feel like GS’s chances are higher now than they were at any point in the last ten years.
I feel there’s hope this sun will rise again
Chances: Above average
Kid Icarus
Sorry to keep you waiting.
Kid Icarus was an OK NES game that had a forgotten Game Boy sequel and then nobody cared about it for 19 years until it was unexpectedly revived for the 3DS in 2012. This story is a testament to the fact that, just because its been a long time, it doesn’t mean it will never happen. But in order to know if it will happen again, let’s understand how it happened in the first place.
It’s important to mention that reviving Kid Icarus was not the intent behind KI: Uprising, it was the idea of its director, Masahiro Sakurai. Nintendo had given him a project and Sakurai decided to use an established franchise for it. He briefly considered Star Fox, but decided to use Kid Icarus, for which he probably had a soft spot, considering he had added Pit to Brawl some years earlier. So, there wasn’t an exec at Nintendo who woke up one day and decided to bring Kid Icarus back, they gave the director a project, and, after some deliberation, he decided to use Kid Icarus for it.
That director is currently busy developing Smash Bros DLC, but even after that’s over, he probably won’t revisit Kid Icarus. He has shot down the idea of him working on a sequel or a port. His words were: "For now, my thought is that perhaps we'll see someone else besides me make another Kid Icarus in another 25 years." Yikes. That’s pretty damning. Sure, Nintendo could get someone else to make the game, but if it was only Sakurai that was interested in the series in the first place, what is the hope of that?
Well, that statement is not super accurate. Before Uprising, there was actually a Kid Icarus reboot in development for the Wii. It was cancelled, and thank God for it, as it was an awfully stupid gritty reboot, but it showed that there was interest in the franchise even before Uprising. Naturally, you’d expect interest to be bigger now than before.
The fact that Uprising not only grew the series’ fanbase, but the that there are Kid Icarus characters in Smash Bros, means that the franchise has a permanent place in the interest in Nintendo fans. Smash in particular means that there are 18 million people who know Pit and Palutena and would turn their heads if a new game was announced. Furthermore, Nintendo’s new CEO is interested in bringing 3DS franchises to the Switch after the success of the Switch Lite, especially now that the 3DS is officially dead, so the opening is there for it.
There is definitely demand for a new Kid Icarus game, but it is too sporadic a franchise to be certain, and if it were to happen, Nintendo would have to find someone new to do it. But, in the end, the series is definitely in a better place now than it was 10 years ago.
Chances: Medium
Legendary Starfy
Legendary Starfy was a 2D platformer for the GBA that was apparently really successful, as it received four sequels in the span of five years. Not only that but, like Barbara and Chibi-Robo, Starfy himself was quite popular. He had cameos in Mario & Luigi and Super Princess Peach, music of the series was in Donkey Konga, he is a regular Assist Trophy in Smash and was a costume in Mario Maker. Though the series took until the last game to come to the West, there were plans to bring the first four games too, as well as consideration for expanding the series to the Wii. The series was widely advertised, with animated commercials and tons of merchandise, including plush dolls, CDs, pencils, birthday balloons, casino cards and two manga series. When asked if there were plans for a sixth game, the developer answered “Yes!”, no ifs, not buts, straight-up Yes.
And then… nothing. The series just stopped. And the reason why is: I have no idea. Maybe if the last game bombed spectacularly, but it doesn’t seem to be the case. Sure, Japanese sales declined with each entry, but not by that much. Maybe NA sales weren’t what Nintendo was hoping for, but surely not enough to kill such a steady franchise.
The confusion only grows when we look at its developer, Tose. Now, this is interesting. You’ve probably played a Tose game without knowing. They have worked on over A THOUSAND GAMES, but they never receive credit. They merely assist with development in the shadows. As one exec puts it: "Our policy is not to have a vision. Instead, we follow our customers' visions. Most of the time we refuse to put our name on the games, not even staff names." They are a ghost developer. Even its Wikipedia page admits that the list of games on it is purely speculative. There are probably hundreds more, that we don’t know about.
The only exception is the Starfy series. That series was their vision. So why did they stop? Could they have decided that it was against their vision to make a game of their vision? We can only speculate.
The fact that the series’ end was so unexpected, and its developer so mysterious, means that any speculation about it is a shot in the dark. All I can say is that there’s no particular reason to expect it.
Chances: Not Good
Nintendogs
Here’s a big one. Nintendogs was one of the biggest successes of the casual era, on par with Brain Age and Wii Fit, but unlike those, it remained a multi-million seller during the 3DS/WiiU generation. And though Nintendo may have tried, at first, to distance the Switch from that era, the return of Brain Age and Clubhouse Games indicates that other casual games would follow, and Nintendogs would be a no-brainer.
There is, however, one big problem: the Switch does not have a microphone. While Brain Age on the DS also used the microphone a lot, it was not essential to it. You could easily make Brain Age without it. But not Nintendogs. Issuing voice commands to your virtual pup is integral to the experience. No microphone means no Nintendogs.
But with that said, Nintendo did go to the trouble of making a Switch stylus, seemingly just for Brain Age, so maybe they could make a microphone peripheral. Sure, a microphone would be more complex to make than a stylus, but not inconceivable. They did something like that with the Wii Speak. I’m sure for that nintendogs money, Nintendo would do it.
Worst case scenario, Nintendo releases Nintendogs and forces you to use the NSO app’s voice chat to talk with your dog. You know they’d do it.
There’s also the fact that another developer released a nintendogs clone for the Switch last year, but I don’t think Nintendo gives a shit.
Chances: Good
Nintendo Wars
You may know this series better as “Advance Wars” and you may also know that it is fantastic. In fact, it is one of the highest rated Nintendo franchises on Metacritic, and had a pretty consistent release schedule between 1988 and 2008. All was looking pretty god. But unfortunately the series has been dormant since the last entry on DS. Part of it may be because the series, though originally Japan-only, was never all that popular in Japan. In fact, that last game only saw a limited release as a My Nintendo reward in the region.
There is, however, still demand for the series, both externally and internally. Producers from both Nintendo and developer Intelligent Systems have expressed enthusiastic support for a new entry, although they’ve also expressed some uncertainty on what they’d do with it, similar to the Custom Robo and F-Zero responses.
The developer for the series is Intelligent Systems, who do a ton of stuff and will be discussed multiple times in this post. They used to release multiple games a year, but have slowed down this past game to just one or two games a year, another possible reason why Advance Wars has been deprioritized, especially in comparison with that boogeyman of Advance Wars and Smash Bros fans alike: Fire Emblem. There is real concern that Nintendo might not want to make a new Advance Wars when they could just make the similar but more popular Fire Emblem instead.
That said, IS has already released a Fire Emblem and Paper Mario for Switch, and though we definitely will get at least one more FE during the Switch’s life cycle, there’s enough years left for IS to release some other games, whether they be AW or one of the three other franchises we’ll discuss in the future. Problem is, of those franchises, AW might be the most difficult to produce, and the most risky, so it could probably be lower priority. When asked about the series last year, one IS producer gave a pretty evasive answer, so things aren’t looking too good, but they aren’t hopeless either.
Chances: Medium
Ouendan/Elite Beat Agents
This rhythm series for the DS is widely beloved by those who played it, but its life cycle was pretty limited. One game in 2005, and Americanized version in 2006, and one sequel in 2007. Nothing more since The games were critically acclaimed, but not blockbuster hits.
The series creator said back in 2016 that he would love to create a new game, but nothing else has been said about it. The game’s developer iNis, doesn’t appear to be super active either.
All in all, there is very little pointing to a return
Chances: Bad
Pilotwings
The biggest obstacle to seeing this series of arcadey flight sims on the Switch is that the series has a very specific purpose: it’s a tech demo. All three games were launch titles for their systems and explicitly meant to show off each system’s new tech. The original game was made to show off the SNES’ Mode 7, the N64 game was meant to show off the console’s polygonal graphics, and Resort was meant to showcase the 3DS’ stereoscopic 3D. With the Switch’s release far behind us, and its graphics not really needing a showcase, Pilotwings chances seem low. Granted, Pilotwings doesn’t need to be a tech demo, but it could be how Nintendo views it as.
There is some fan demand for it, but not as much as F-Zero or Golden Sun, and no developer has commented on the possibility of a return. Pilotwings has always been moderately successful, but not enough to justify constant releases. The only glimmer of hope is the comment from Nintendo’s CEO about wanting to bring more 3DS franchises for the Switch, but it’s quite possible that he didn’t have Pilotwings in mind when he said that
Chances: Bad
Punch-Out!!
Another series popular enough to get a Smash character but not popular enough for consistent sequels, Punch-Out is a beloved classic with a consistent fanbase, but with a very erratic release schedule. After the SNES game in 1994, the series lay dormant for 15 years until it was revived for the Wii in 2009 and then laid to rest again. One explanation is that the series was never really popular in Japan. Neither the NES or SNES games were even available as full releases in the country, being instead, distributed as prizes or rewards. And though the Wii game got a full retail release, it sold very poorly. It’s always been a game more for Americans, so it is understandable that the Japanese developers at Nintendo aren’t super enthusiastic about it. That said, it was Nintendo who pitched the reboot in the first place, so they may want to do it again someday.
The developer for the Wii game was Next Level Games, who release a game every three or two years, and they also develop Mario Strikers and Luigi’s Mansion. Having already released LM3, it’s likely they’ll release another game for the Switch some time soon. That could be Punch-Out, but it is just as likely that it could be Mario Strikers, or something else entirely.
Some think that the series use of flagrant national stereotypes would impede it from coming back in today’s political climate, but frankly, I don’t think that’s as definitive a problem. Worst case scenario, they simply make a new cast, just like Super Punch Out, but less racially insensitive.
Another interesting development is that Mike Tyson has been talking about wanting a new Punch-Out this year. I don’t think Nintendo cares what he says, and they definitely don’t want to associate with him again, but it is a pretty high-profile person talking about the series, which is bound to raise interest. Whether that’s enough for Nintendo to consider a new game? I don’t think so. But regardless, Punch-Out is popular enough that the door is never truly closed for it.
Chances: Not Good
Pushmo
This acclaimed puzzle game was released for the 3DS eshop in 2012 and was successful enough to get three sequels. Although it hasn’t been seen since 2015, there doesn’t seem to be anything impeding its return. The developer is our good friend Intelligent Systems, and, of the aforementioned IS franchises still to launch on the Switch, Pushmo, being a simple, but beloved, puzzle game, seems like the safest investment. It likely could be developed alongside another major game.
There is demand for it, and considering Nintendo’s eshop efforts, Pushmo would fit in perfectly alongside Snipperclips and fellow 3DS eshop puzzle star Boxboy. All in all, there’s no reason not to expect Pushmo to come back.
Chances: Good
continued in comments
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Teen Titans #8 - Who is Cassie Sandsmark?

Teen Titans

In Illumination
Issue Eight: Who is Cassie Sandsmark?
Originally posted January 2018
 
 
Blüdhaven wasn’t good for much. An old whaling town, the dirty, industrial cityscape was later transformed by wealthy, criminal investors, building its industrial district into a neon paradise, a city-sized casino idyllic as long as you never looked beneath the surface.
And though the Teen Titans were almost always preoccupied with minimising the rampaging of emerging metahumans, they would often strive to tackle the crime that lurked in the shadows cast by the neon lights. One such criminal was André LeBlanc.
See, the smarmy and greasy Angel Marin, one of the ‘philanthropists’ so cherished in Blüdhaven had held an exhibition to show off the depths of his riches, including his star piece: the Night Diamond, a priceless gemstone. This naturally presented a challenge for the self-styled ‘world's greatest jewel thief’ LeBlanc.
He was a wanted man internationally due to his masterful skills and cutting edge tactics, but targeting the home of such a dangerous man as Angel Marin, LeBlanc was - even to his own admission - pushing his luck.
The thief darted silently down the crime lord’s corridor, his footfalls suppressed by his rebalancing boots and his hi-tech jumpsuit hiding him from thermal sensors despite its garish white colour. On his cracked face sat a green monocle, which LeBlanc used to scan for traps in real time. As he ran, LeBlanc gripped the azure jewel tightly, the diamond no bigger than a golf ball despite its exorbitant worth. The man’s agility and resolve was unmatched for someone of his age, but unfortunately his resistance came in the form of three meddlesome teenagers.
Angel Marin slept soundly in his bed, LeBlanc having eluded all of his security, but the Teen Titans had already seen the thief’s approach. Thanks to a recent upgrade to Cyborg’s tech, the teen was able to piece together a wealth of technological information sources to track LeBlanc all the way from his previous heist, and now they were moments from thwarting him.
LeBlanc pushed into the drawing room, the window he had entered through still cracked open. But as the man emerged through the open doorway, the oak door immediately pushed shut. The thief turned back towards the door, drawing a glowing, white knife to slash out at whoever had pushed the door to, only to find an empty place. Furiously, he pivoted back toward the window, now to find the shadowy figure of the blue-clad vigilante blocking his path. Nightwing. LeBlanc threw his arm out, slashing at the slender assailant, only for Nightwing to strafe aside with a boastful cartwheel. “No thanks!” Nightwing spat, springing off of the ground and throwing himself at the thief. Quickly, he struck with his twin sticks, aiming to disarm the thief as well as snatch the stone from him in one fell swoop, but André wouldn’t unhand his prize so easily.
The thief swung out once more, with Nightwing this time much closer. Before the vigilante could bounce back, he cried as the searing hot blade streaked across his chest, cutting through his black-and-blue armour as if it were butter, exposing his pale and bleeding flesh.
“Heh.”
Recoiling, the vigilante brought his hand across his chest, wiping the blood aside before clutching at his sticks once again. Nightwing leapt vertically and hooked his sticks around the industrial-looking chandelier above, using it to fling himself across the room to intercept the white-clad thief who continued his way to the open window. He landed and - stick still in hand - threw a fist out, striking LeBlanc cleanly in the nose.
The thief staggered, dazed. He would have just shot the kid if he had even brought a gun, though in his line of work a firearm was such a clumsy weapon. Narrowing his gaze on the dark figure he faced, LeBlanc focused himself. How strong could one kid be? Arrogant as ever, he then threw his knife aside and slipped the Night Diamond into his white satchel. He brought up his fists, ready to exchange blows.
The two men clashed, and quickly LeBlanc began to impress Nightwing as he dealt fast and powerful strikes. As they traded attacks, blocking and leaping up and down, they almost seemed to dance with each other, with LeBlanc using his streamlined gauntlets to deflect strikes from Nightwing’s escrima sticks. But LeBlanc caught Nightwing off-guard when he delivered a spinning kick to the vigilante’s head, flooring him with a manoeuvre Nightwing never would have expected from a man approaching forty. Though as LeBlanc turned away with a sneer, seemingly having bested the Gotham crimefighter, he turned to find himself face-to-face with none other than a towering, green gorilla. With a single punch, he was out.
“You know, I don’t know why you didn’t just let me just punch him sooner,” Gar grinned, morphing back to human form. As he rose from the ground, Dick produced a pair of black boxer shorts from his belt compartment, unfurling them and throwing them the way of the nude, green child as if it were a regular occurrence (which, by this point, it was).
“That’ll be because we’re sitting in the house of a dangerous gangster,” Dick smiled coolly, his hand pouring over his throbbing head, “Ever heard of ‘lowkey’?”
“Ah, you got me there!” Gar exclaimed, slightly quieter this time, “I’m many things but lowkey isn’t one of them.”
“Nice work though,” Dick replied, before activating his communicator, “Cyborg: you still on overwatch?”
Beat.
“Cyborg?”
Vic spluttered, suddenly bursting in over comms, “Yeah. Of course, sorry just got distracted by… things...”
“Finlay,” Dick continued, “Of course. I’m sorry. Look, head back to the roof of Iris Cove Casino, and we’ll regroup with you there.”
“Got it.”
Since Dick had discovered that it was an associate of Vic’s father, Jacob Finlay, who was responsible for stealing the Cyborg blueprints, as well as springing the metahumans that almost killed Vic, he had wanted nothing less than see the crooked physicist see what was coming to him. But what he couldn’t have expected was for the doctor to turn up dead - his neck wrenched - in Gotham River. It was a tragedy, and not at all what the man deserved.
The Teen Titans had attempted to follow up on the death, but had found nothing. That was until Dick received a clandestine call from Silas Stone.
 
♦ ♦ T ♦ ♦
 
The fifteen-year-old Cassandra Sandsmark emerged from the Music Box Theatre wide-eyed, her mind blown. Growing up in Buckinghamshire, England, Cassie had always dreamed of seeing a Broadway show, and it was every bit as amazing as she had expected it to be.
Her mother was an archaeologist, and therefore was often away for long periods of time, and when Cassie wasn’t couped up at her boarding school, her grandparents were too old and untrusting - despite their riches - to fly her out to New York. And though Cassie had finally gotten her wish, it was through the most distressing of circumstances. Now, though Cassie was raised by a strictly Christian family, she always found difficulty in believing in a God for one reason or another, so imagine her surprise when she was visited by the image of what appeared to be an angel, imploring her to flee to New York City, of all places, that she was being hunted and would only be safe within the bounds of that city so far across the pond. No answers, only urgency.
And so, the Fear of God firmly instilled in her, the fifteen-year-old stole as much money as she could from her grandfather’s bank account and grabbed the first plane ticket to the United States.
Though Cassie honestly didn't know what to expect. Upon arriving in the ‘greatest city in the world’ she had heard nothing from the otherworldly figure that had addressed her before, and she quickly began to realise that she couldn't occupy herself in her hotel room for very long. And hence, she decided to indulge herself in an overpriced visit to Broadway, and it was worth every penny to the young girl.
But now Cassie was lost once again. Cars hurtled past her along the wide road, as monolithic buildings stretched high into the jet black sky. There wasn't a moment of silence, the city filled with a cacophony of noise, even at this hour. Quickly, she pushed over to the nearest taxi, pulling her red hoodie up tight over her slender shoulders to keep out the quickly emerging chill. As the driver rolled his window down, Cassie doubled over, peering through the window to address him.
“Hello? Do you go to the White Ram Hotel?” she chirped in a polite tone.
“Do I!?” the driver exclaimed. He was a middle aged man with olive skin and a sleazy black tracksuit. “This ain't the subway. I’ll take you anywhere you want, hot stuff!”
“Excuse me?!” Cassie cried, pulling herself up. Sure, she was more developed than other girls in her year at school, but she was only fifteen. Surely he could see that! Right?
“I love me a British accent,” the driver sneered, “Say somethin’ sexy and I’ll give you half fare!”
Cassie was flustered and infuriated. Slamming her foot down on the pavement, she pushed away. “I’ll think I’ll walk, thank you very much!!”
And so Cassie took off down the street, walking against the flow of heavy traffic, the sounds of the city growing more fierce. Quickly, the black of the night seemed to slowly seep in around her, the darkness consuming her, but Cassie kept plodding on towards the White Ram.
As Cassie walked, a enigmatic presence lurked in the distance, watching her; stalking her from the shadows. There was a quality to Cassie, something powerful that just made her unignorable, something that called to the presence in the dark.
Unbeknown to this, Cassie continued on, eventually coming to pass the exterior of an old Irish pub that stretched along the street. Nervously, Cassie pulled up the hood of her red hoodie and picked up her pace, the footfalls of her black Chucks growing heavier against the concrete sidewalk. Something she’d call the pavement.
Though Cassie wouldn’t get off so easy as from the pub, right as she passed its doors, emerged three men of varying levels of intoxication, all swaying with the breeze. They each looked around thirty and each similarly struggled to keep their balance as they poured out onto the street. Quickly, one caught a glimpse of the young girl attempting to hurriedly make away, catching the side of her face as she walked past. “Hey!” He blurted out, steadying his lacking weight on his friend’s shoulder, bottle in hand. “You’re very pretty!! You should be… v… very proud.”
She ignored him and continued down the street, still a while off the next corner.
“Hey–” he repeated before bursting into a cry, “I SAID HEY!!”
Cassie jolted, glancing over her shoulder for just half second, enough time for a few of the boys to catch her eye. She turned away and continued on.
“HEY!!” Another man called after Cassie, this time annoyed, “He’s talking to you!!”
“Fucking bitch…” the first man mumbled to himself.
“No!” the third man called out, pulling the first man forward and snapping him out of his sulk, “N– No she doesn’t get to ignore you like that!!”
The third took off in a sprint after Cassie, continuing to define call out, “My friend wants to talk to you!!”
The first and second men looked to each other, too drunk to roll their eyes, and began to stumble after their leading friend. Cassie looked over her shoulder once more to see the three men clambering towards her. But before she could run, the man threw himself in the way of her path.
“No need to be rude…” he grumbled, his friends then catching up behind.
None of the men were cruel, but all were plenty menacing as they surrounded the 15-year-old girl, who stood alone and afraid in a city mostly unknown to her.
“Get out of my way…” Cassie seethed, her breath unsteady as she pretended to be as tough as she could muster.
“Ah! British!” exclaimed the youngest of the men, the one who had first noticed Cassie, “I like British!”
He placed a hand forcefully on Cassie’s shoulder as she faced away from him, and pulled her around to face him. “C’mere.” Instinctually, Cassie reacted, flinging herself back, and crashed into the chest of the man who had first pursued her.
“We ain’t gonna hurt ya!” the crushing man cried, only for Cassie to react by delivering a swift kick to the man’s groin. He fell quickly, groaning in pain.
“What the fuck, lady!?”
The man behind her jostled Cassie’s shoulder, threatened and enraged. Taking no shit, Cassie turned socked the man in the jaw, causing him to stagger back.
“Stay away from me!!” she cried before punching him once again, unaware of the third man behind her as he drew a knife.
But as the man threw himself forward to slash out at the increasingly violent young girl, out of nowhere flew a glowing gold chain that seemed to magically wrap itself around the wrist of the man’s knife hand. And with one quick tug, the man went flying several feet. Though as Cassie turned to see just what had occurred behind her, she saw not the floor assailant, but a woman, tall and draped in black, her skin lightly tanned and her hair as dark as her plated armour. “You need to come with me.”
 
♦ ♦ T ♦ ♦
 
The next morning, Dick Grayson pushed hurriedly through the S.T.A.R. Labs security checkpoint, already a registered visitor at this point. He didn’t know the cause of Silas summoning him, but he had guessed from the police cars lined up on the street outside that the scientist likely had information regarding Finlay’s death.
And as Dick entered the central lab, he was implicitly proved correct as he found Silas seated, the figure of a tall, muscular man in a beige coat and a black-banded, white cowboy hat. Immediately, Dick recognised the lone policeman as NYC Sheriff Saunders. It was rare that the man ever came out to investigate first hand since his election, and he and Dick had never crossed paths, especially while the latter was Nightwing.
“And… Dr Finlay: any reason to believe he had any enemies?” the Sheriff spoke in a gruff, deep tone, befitting of his fearsome silhouette and his fifty years of smoking. The man was no nonsense.
Silas took a second. A part of him wanted to pretend the man was a saint, but the truth was that he was far from it. Similarly Silas knew that what he had to said could incriminate himself, but was already worn down by the death of his coworker and his son shunning him for a second time. He had no time for lies.
“It was... I strongly suspect it was Finlay who allowed the meta thief - Selinda Flinders - to break into the lab. There, she not only freed her brother but also stole my blueprints for the cybernetics I used to treat my son from a safe that only myself and Finlay knew even existed.”
The Sheriff took a deep breath, still unaware of Dick standing in the doorway behind him. Carefully, he jotted down some notes in his small paper pad. “And what would Dr Finlay have wanted those… blueprints for? Industrial espionage?”
“No,” Silas sighed, “He wanted them so that he could save his brother the way I saved Victor, despite all my protests that the technology wasn’t ready.”
“His brother: This is Arthur Finlay, correct? Paralysed after a burglar attacked him in 2006.”
“That is correct.”
Saunders paused and took another long, deep breath, before launching into hurried speech. “Now it’s funny you should mention that as Arthur Finlay was nowhere to be found when we visited his estate earlier this week. Odd for a man who can't wipe his own ass.”
“What are you saying?”
“I’m saying it’s entirely possible that Dr Finlay– that Jacob succeeded in ‘fixing’ his brother.”
Beat.
The Sheriff smiled. “But that’s for me to chase up. Sorry, I shouldn’t have divulged that with you, - it’s as of current - entirely unfounded.”
“It’s fine.” Silas smiled tiredly, “We can all speculate. Now, if you don’t mind, I have another visitor.” Silas gestured graciously towards the door, where Dick Grayson was standing.
Sheriff Saunders looked across and his face immediately dropped, realising his mistake. “Ah, I see. Well, I won’t keep you then. Thank you for your insight, Dr Stone. We’ll be in touch.”
Quickly, the Sheriff wrapped up his notepad and made his way over to the door. As he exited, he tipped his hat towards the young spectator. “Nice to meet you, young man.”
And he was gone.
Silas stood, meeting Dick in the centre of the lab. “You know, I thought he’d never leave.”
“Was that it, Dr Stone?” Dick asked, perturbed, “You think Jacob’s brother killed him?”
Silas sighed. “That seems to be the leading theory, but no, that’s not why I called you.”
“Then what–”
“Christmas has come and passed, and this is the first year I’ve spent it without my Victor since he was born, the first year since my Elinore…”
Silas blinked.
“I wanted to give you a package. A gift. To give to Victor. A belated Christmas present.”
“He’s still not talking to you?”
Silas crawled along to his desk where, from a lower drawer, he produced a small purple box tied with a red bow, no bigger than a ring box. He held it out to Dick, his eyes so tired.
“Just please make sure Victor opens it,” he replied, “Won’t you do that for me, Richard?”
 
♦ ♦ T ♦ ♦
 
Silently, a robed figure approached the derelict apartment block in Avalon, Blüdhaven. This was the only known address for the Teen Titan known as Cyborg, but clearly circumstances had forced him to move on. The figure sighed, shaking her head before moving on.
 
♦ ♦ T ♦ ♦
 
“It was like my nan always said: that someday I’d feel something, and all that crap about burning bushes and… the big man in the sky would just slip into place.”
As Cassie spoke in the relative warmth of the drab, grey squat, her words were lost on Donna, who - despite having developed more than adequate conversation skills - had no idea what the young girl was talking about after she had asked her why she had come to New York City.
Cassie grinned, sat on the only chair in the apartment, as she registered her saviour’s bemusement. “I had a vision. It sounds crazy I know, but some angel came down and told me that… I was being hunted… and that I’d only be safe if I came to New York.” Her eyes were wild, as if she were reliving those impossible moments as she told the tale, “She told me some monster wanted to kill me, that it was the plan of the Gods that I remained safe. Truth is, I struggled believing in one God, never mind plural!”
Donna was beginning to understand, but remained bemused as she looked up from the floor to the girl she had found herself driven to protect. The idea that anyone could believe in just one God perplexed her. Surely there would be too many responsibilities for just one God to handle.
Shaking off her confusion, Donna stood up from the floor and made her way to the open window. Behind her, Cassie sat by the breakfast bar, wrapped in a shawl Donna had found in the bedroom. Donna needed to understand the connection she shared with this girl. They had to be connected somehow, or else what would explain the otherworldly, gut-wrenching pull towards her that Donna had experienced as soon as Cassie had stepped within a thousand mile radius.
Who was Cassie Sandsmark? That’s what Donna kept asking herself. What did Cassie mean to her? Though Donna supposed that to answer that question, she’d have to figure out just who she was herself.
Cassie sat up quickly, shrugging off her trepidation for the thrill of the adventure. “So is that it then?” she asked. Donna moved away from the glass to face her. “Are you my guardian angel? The person the vision said would protect me?” “I…?” Donna honestly didn’t know.
“Come to think of it: why are you wearing battle armour?” Cassie’s eyes were wide as she looked upon her fearsome protector, stood against the New York City skyline through the thin glass, “Are you - like - one of those Amazons? Like Wonder Woman?”
“NO.” Donna spat, suddenly recoiling. Immediately, she realised her mistake as she watched Cassie flinch back. Calmly, she elaborated. “No. I’m nothing like… I’m not Wonder Woman…”
“Oh.”
“But I think I am supposed to keep you safe… from whatever monster is trying to harm you.”
 
♦ ♦ T ♦ ♦
 
Vic fumbled with his keys, half distracted by his conversation with Gar as he stood in the hallway of his new apartment block on Payton Street, attempting to unlock the door. He’d gotten into his new place over Christmas, his last home desolated when Shimmer and Mammoth attacked him at his home.
“So the guy goes through all the trouble of hiring these supervillains to steal your… thing and then just mysteriously ends up dead?” Gar jested, his voice animated and non-serious.
Finally, Vic turned the key and the two entered into his new apartment. The place was much more spacious than Vic’s previous place, with a more open-planned layout which Gar definitely considered an upgrade. Though a winter chill emanated through the place, visually it was quite warm, the Christmas decorations still up and on full display almost a month later.
The guy was my dad’s friend, Gar.” Vic replied, irritated. “If he weren’t such a jackass, he’d be like my uncle, so please take this seriously.”
Vic pushed forward, pulling off his thick, grey hoodie and laying it across the arm of his couch along with his keys.
“Dude, he tried to kill you!” exclaimed Gar, “That doesn’t exactly scream close family friend.”
“A man is dead!” Vic snapped, his tone now deadly serious, something entirely unheard by Gar until now from his usually somber but amicable friend, “Get a grip.”
Gar lingered in the doorway. He took a deep breath. Vic was right. “I– I’m sorry, man. I guess that’s just how I cope with... things. He was your friend, I get it.” He stepped forward, slowly pushing the door shut behind him.
Jacob Finlay wasn’t a friend of Victor’s. In fact, Vic could never stand the man. But it saddened Vic deeply to know that he was gone, even after all the hurt he had caused him.
Slowly, Vic made his way over to the fridge, feeling his stomach yearn for a snack. He opened the metallic white door and looked upon its contents with disappointment. He sighed.
“I know we just got in, but do you fancy heading back out for food?” Gar suggested earnestly, “I know a diner that’s cool with people like us in downtown Blüd.”
’People like us’. Vic was used to that meaning something else, but he supposed he did have that in common with his plucky, if not crass, young friend. They were both outcasts due to their appearance. Vic was half-metal, Gar was green. On the rare occasions Vic had left the house as himself (rather than the superhero Cyborg) he made sure to never stay too long in one place, as to avoid anyone noticing his horrific visage under his shadowy hood.
“How do you mean?”
“This old couple owns the place,” Gar explained, “Man’s blind and the lady’s… well, actually open-minded and reasonable.”
Vic froze, actually considering the proposal. It’d been a long time since he’d sat down in a restaurant - however fancy - and eaten out. He looked to the empty, open fridge and then back to his discarded hoodie. His eyes flashed.
“Sure,” he smiled, “You wanna grab your coat this time? You’ve been complaining about the cold all day!”
Gar grinned back at Vic, deeply pleased by his response. “Yeah, one sec!” He ran, bounding across the floor and over to the hat stand Vic rarely seemed to use. From there, Gar pulled down his orange-red Parka and pulled it on in one fluid motion. As he did, Vic made his way to the couch and slipped back into his hoodie, zipping it up slowly.
The two smiled at each other and Vic - now stood closer to the door - pushed forward, wrapping his metal grip around the door handle and pulled it down. As he swung the door open, there stood a startled Dick Grayson, moments from ringing the doorbell"
“Woah!” Dick jumped.
“Dick!” Gar exclaimed, “We’re heading out to eat, you coming?”
“You?” Dick replied, pleasantly surprised to see Vic trying something new. “Uh, yeah… sure!”
From the pocket of his black pea coat, Dick produced the purple box he’d been handed earlier, nervously fidgeting with it between his hands slightly as he glanced up and down from it to Vic. “Though, uh… I actually came to give you this, Vic.”
Dick held the box out. Vic looked open-eyed to Gar and then back to him. “Dick, you already got me a Christmas present,” he laughed, walking over and taking the purple-wrapped present, eyeing it curiously.
“No, it’s… it’s from your dad. Cos you missed Christmas.”
Beat.
Vic looked back up to Dick. “Dick, I missed Christmas cos I can’t stand the man. He made me into this… thing, and it was his lies that almost got me killed.” Without even looking, Vic tossed the box over his shoulder, it hitting the ceiling and ricocheting before landing between the couch and the television.
“Vic…” Gar moaned disappointedly.
“What?!” Vic cried, “He’s human garbage. Has that brilliant mind and uses it to constantly fuck with my life. I don't need him. He’d be better off dead.”
Dick and Gar both looked at him in stunned silence. Dick’s eyes flitted back and forth and his moved out of the doorway and into the apartment. He looked to Gar, an orphan like himself, and then to Vic. He nodded. “How about we go get that dinner?”
Vic took a breath, calming himself. He nodded reluctantly, his confidence shaken but determined not to let his dad ruin his victory. “Right, yeah. Sure!” he affirmed himself. “I– I’m sorry. I didn’t mean to–”
“It’s fine.” Dick smiled, turning to face the open doorway, “Let’s just g–”
Just as Dick had moved, replacing him in the doorway was a tall, hooded figure: one none of the teens had met before yet one that all three recognised.
“Holy fuck!” Gar exclaimed, “It’s Wonder Woman!”
 
♦ ♦ T ♦ ♦
 
“I was speaking with my former teacher Athena after I sla–” “Wait, Athena?” Gar interrupted, starstruck, as if he were taking notes, “As in Popped Out of Zeus’ Forehead Athena?” Diana nodded solemnly. The Amazon sat on a kitchen chair, comfortably at a level to explain herself to the three young men, who each stood.
“Athena revealed to me a child of both Ares and Circe roamed the man’s world, that… an adversary of mine sought to hurt the child, for the misdoings Circe had committed against her.”
Diana told the tale, her eyes hollow as she seemed to hold back some inconvenient truths, something Dick picked up on easily, “I was told that I would find the child in New York City, and knew that Batman had established a strike team nearby. So here I am, hoping you can lend me your assistance.”
Dick sighed, running his hand through the front tuft of his dark hair. He’d never met the Amazon warrior before, but knew that she and Bruce were friendly, with Diana being part of his ‘Justice League’ initiative. But Dick was disappointed to hear how the Teen Titans were perceived by the older heroes. “Batman had nothing to do with it. I formed this team, uh… we formed this team. Together.”
Diana smiled. “Of course.”
“So that’s all you know?” Vic replied, addressing the matter at hand, “Some kid is in danger in New York City. No idea whereabouts?”
“That was where I was hoping that you could help me,” said Diana, addressing Vic directly.
Vic smiled softly to have garnered any sort of attention from somebody as powerful and well… beautiful as Wonder Woman. “Well I suppose we could tr–”
“This doesn’t have anything to do with that other Wonder Chick running about New York? Does it?” Gar interjected, perhaps a bit louder than he had intended.
Diana cocked her head, moving her vision away from Vic and towards Gar, “I don’t know what you mean.”
“This amazing, gorgeous warrior. Long, flowing black hair. This awesome armour, all jet black and mysterious. She looked a lot like you actually.”
Diana’s eyes darted open as she bolted to her feet. Could it be? The doppelganger she had faced in the Trials, who had fought with her own skill and ferocity.* Had Ares sent her here? It was more than possible that she was an emissary of Ares, posthumously working to secure Ares’ progeny.
It was as Athena had said to Diana: death was the only way to transfer the mantle of God of War.*
“Gods…” she groaned, “I’ve fought her before. She is far more dangerous than the woman I seek to stop. If she gets her hands on Ares’ daughter, the consequences could be dire. We need to find them both and pray that she hasn’t already found her.”
Dick stepped forward. “I’ve been trying to locate this black-armoured Amazon since Gar ran into her a couple months back. She’s been being very discrete. I’ve tried everything.”
Vic stepped forward. “I haven’t.”
 
♦ ♦ T ♦ ♦
 
“Don’t you have any games? Or a telly or something?” Cassie sighed, stood peering out of the frosted window onto the New York skyline.
Telly?” Donna asked, standing a few feet behind Cassie, surrounded by a whole load of nothing. “I’m afraid not. This place doesn’t have much outside of shelter, and sometimes warmth.”
“Then what do you do for fun?” Cassie had been cooped up in Donna’s squat for some time now and was beginning to grow restless. Despite the drab decor, the place was an improvement on sitting alone in her hotel room, but the boredom was killing her.
“I’ve found the city to be the best source of entertainment,” Donna explained very matter-of-factly, “Although I think it might be best for us to stay put until we know you are safe.”
“And when is that? When the thing hunting me gets bored? When I get a follow up message from the angel?”
“I don’t think that was an angel.”
“That isn’t the point!” Cassie groaned, frustrated. “I just wanna have some fun!”
Donna stopped. She thought for a moment and then nodded. “Alright.”
Donna couldn’t recall much of her past, but did remember one thing that she had always enjoyed: combat. She didn’t remember all the details, but Donna used to love sparring as a child, with Diana, the monster that now plagued her nightmares. It was always so exciting, and it really seemed to develop an interpersonal closeness between the combatants. She smiled before removing her silver gauntlets slowly.
“Here.”
“What?” Cassie asked.
“Take them.” Donna held the gauntlets out for Cassie, one in each hand. Carefully, the younger girl took them and slipped her wrists into them.
“They’re too big.”
Donna grinned as the gauntlets seemed to magically adjust, twisting and forming into a perfect fit around Cassie’s forearms. Donna then flicked her own wrist forward, causing a cloud of black smoke to erupt from the palm of her hand. Cassie recoiled, watching the black smoke move and stretch before giving way to the form of a solid, golden sword. Donna gripped the blade tightly and pointed it forward.
“Wait, what?”
“We shall fight?”
Fight?!
“Well, you won’t have a weapon, so it’s more like exchanging blows. I’ve found it quite enjoyable.”
“Right…” Cassie replied, reluctant, “So what’s gonna happen?”
“I will make an attack with my blade, and you shall bring up your gauntlets to intercept. You’ll find them more than capable of deflecting my attacks.”
“Like…?” Cassie practiced thrusting her arms back and forward, flashing the silver gauntlets as she moved.
“Exactly! We’ll start slow.”
And they did. Beat-by-beat, Donna would move the sword towards Cassie, giving her plenty of time to bring up her gauntlets to clink against the blade. One strike. Two strikes. Three strikes. Four. Gradually, Donna increased her speed, and with her Cassie would begin to move with increasing ease and agility. She was a natural.
As they grew more and more rapid, their movements also increased in intensity. Before they knew it, both began to shift their footing until they were dancing back and forth around the room, sparks flying each time Donna’s blade crashed against Cassie’s forearms. First, Cassie began to cackle with laughter, then allowing Donna to join with a more conservative chuckle. But all this ceased with a knock at the door.
They stopped. Cassie glanced over to the door first, then Donna. They weren’t expecting visitors. Donna flourished the blade in her hand, furrowing her brow and narrowing her gaze, ready to attack whatever came through.
And just as expected, the door came crashing, the wood obliterated into splinters. Through it leapt a fearsome warrior clad in red and gold, a beast of a woman, a terrifying figure. The demon Diana.
Nightwing had tried to knock, but the Amazon warrior wasn’t willing to wait. Bursting into the room, Diana charged at Ares’ puppet, seeing her with her blade drawn, the young Cassie Sandsmark terrified beside her.
Donna slashed out as Diana came crashing down on her, unarmed yet incredibly dangerous, but the strike was fruitless as Diana evaded with ease, delivering a mighty punch to the centre of Donna’s chest. Diana of Themyscira didn’t need a weapon.
Donna stumbled, kicking over a small coffee table as Cassie scrambled out of the way. The demon moved incredibly quickly, far faster than Donna could comfortably comprehend. She hadn’t been this fast when they’d fought before. First, another punch to the chest, then grabbing Donna by the arm - catching her sword strike - to pull her close, only to pound her back into the ground.
As Donna hit the ground, she skidded, whipping back around onto her feet, beaten but ready to persist. “Your master is dead,” Diana seethed, “And you shall fall with the rest of his forces!”
As the two warriors clashed, Cassie scurried away, ducking and running for the door. However, she found herself blocked by the bodies of three young men: one some kind of robot man, one green and the other clad in blue and black spandex. “Ack!”
“We’re not gonna hurt you!” Cyborg panicked, holding his large, cold hands up.
“Like shit you don’t!” Cassie spat, her teeth clenched, pivoting back around to watch her friend fight off the red-and-gold blur of a woman. Wait... That was Wonder Woman!
Donna grumbled, moving her sword arm back and shifting her off-hand forward. She then allowed her bronze shield to materialise magically in her grip with a flash of amber light. “I see you have new toys.” Diana smirked, her gaze as steely as her black-clad doppelganger.
She was right. Donna recalled easily that in their last encounter, the one that haunted her, she fought Diana unarmed. Now, Donna couldn’t recall how she came to wield the magic required to summon her weapons, but she was more than happy to use them if it meant having an edge over the tyrant that had previously terrorised her.
Donna didn’t reply. Instead, she threw herself forward, shifting her weight rapidly across the wooden floorboards, heaving the mass of her shield against Diana enough to stagger her, giving her an opening to strike with her blade. Diana cried out and kicked, colliding her leg into her adversary’s shield and dragging her strike to the right.
Donna saw through this trick immediately, it was an attempt to disarm; to wrench the shield right from her hand. It wouldn’t work. Not if Donna kept as best a grip as she could. However, Donna had underestimated the strength of her foe, and subsequently found herself launched across the room along with the shield, leaving her sword by her feet, crashing down on a pile of wood in the corner of the shabby apartment.
She attempted to pull herself up, but couldn’t, her armour too heavy on top of the weight of her aching bones. Diana persisted however. Breathing heavily, she pulled herself over to her floored quarry, scooping her foe’s blade off of the ground as she moved. Finally, she stopped. Planting her crimson boots into the wooden floor, Diana loomed over Donna, a relentless, fearsome monster.
Diana looked upon her quarry, this supposed emissary of Ares, deliberating over her fate. Perhaps she had overestimated her, for the puppet Diana had fought during the Trials fought with such ferocity and intensity that she now found entirely lacking. It was as if she was another soul inhabiting the body of that abomination.
But that moment of hesitation on Diana’s part was exactly what Donna need to act. In one fluid motion, Donna burst from her pile on the floor with new mobility. After delivering a kick to the monster’s head, Donna swung her empty hand out in a wide arc. Instantly, the sword vanished from Diana’s grip, reappearing in Donna’s own with a black flicker.
As Diana staggered, Donna let loose with slash after slash before finally winding up for an overhead attack, a killing blow. However–
“STOP!!”
A shock wave exploded through the room, launching its contents as well as the two combatants. Donna hit the ground and skidded once more. Bloodied, she looked up to see Cassie between her and Diana, her silver gauntlets glowing white hot, her face mortified.
“She doesn’t want to hurt you!” she screamed to Donna before turning to look upon Diana, scraping herself off of the floor, “You don’t want to hurt each other.”
Donna stood up uneasily, her eyes still wild, waiting for Diana to attack once again.
“I…” Diana mumbled, gripping her bloodied arm.
“You’re Wonder Woman. You save people.” Cassie explained, her voice compassionate yet quivering, “And I don’t need saving. Not from Donna. She’s my friend.”
Diana painted, finally looking upon her adversary with new eyes, “... Donna?
Donna’s eyes flickered, filled with doubt. She looked to Cassie, then finally to Diana, and instead of a demon, saw an injured woman. She lowered her sword.
Diana saw this and recalled her parting words to the black-clad warrior, when Diana had pummeled her into the bloody waters during the Trials. 'Barely real and always a copy. What kind of emptiness must exist inside you?'
But when she focused on Donna’s eyes, those that so closely resembled her own, she saw not the rage she had seen during the Trials, but fear. Pure fear. There, she remembered.
“Great Hera, what have I done…” Diana groaned, looking upon her friend with a long forgotten familiarity. “Donna…”
But the moment wouldn’t last, for Gar was moments too late to cry out, warning them as a fearsome feline figure crashed through the window, emerging from the urban jungle of New York City’s skyline. There, the animal moved immediately for Diana, launching into an all out assault, no longer Dr Barbara Minerva, but The Cheetah.
 
 
Continued in Wonder Woman #21
 
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D100(or more)Non-Violent Quests

Hey, so my old account got compromised and due to some issues I couldn’t fix it. So I’m reposting from where I left off. Feel free to suggest more than 100 since we were nearly there anyway.
  1. Convince a loan shark to forgive a mans debt
  2. Helping a poor lad win a race so that he can win the heart of his crush.
  3. Babysit for a friendly fey power-couple whose magically-gifted children love playing games like "the floor is made of lava," "don't let the balloon touch the ground," and "freeze tag."
  4. Light all the sacred shrine lanterns along a deserted mountain trail.
  5. Investigate the site of a meteor crash in the deep woods.
  6. Track down a cow that broke free from the herd and return it to the farmer (alive)
  7. convince someones child not to become a soldie adventurer.
  8. Convince someone's parents that they should allow their child to be a soldier or adventurer.
  9. Take a lesson from a BARD and make a performance.
  10. Use your spells to aide in a Play or performance.
  11. Look into strange happenings around town. (It's just restless kids/ teens playing pranks)
  12. Take some food/ supplies to the orphanage outside of town.
  13. Help gather food for the upcoming celebratory feast (fruit from the orchard, grain or vegetables from the fields, herbs and mushrooms from the forest, etc. Choose what makes most sense in your setting)
  14. Harvest honey from a certain beehive with the sweetest honey. The bees there are notoriously ornery.
  15. Gather rare medicinal herbs to help the local healer brew a salve for Little Timmy who's sick.
  16. The town's blacksmith has broken his arm. Figure out a way to keep the town supplied until he's back on his feet.
  17. An NPC's party is a total snooze fest. Liven it up. Let your players interpret that as they wish...
  18. Negotiate with the local kobold tribe over mining rights and dues.
  19. Spy on the populace for a local lord, to find the insurrectionists.
  20. Convince a proud weapon smith to make plow shares, instead of his legendary blades. (The blades end up sentient and cursed after so many battles.)
  21. Infiltrate a thieves guild, to unmask the new “Puppet Master.”
  22. Rebuild a home destroyed by bandits
  23. Help a local cleric move a sofa
  24. Re-light a signal fire on top of a mountain
  25. Participate in a talent show
  26. Challenge the village bullies to a game of basketball
  27. Deliver secret letters for two star crossed lovers from rival houses.
  28. Solve the murder mystery.
  29. Find the elven queen and get magical soil and seeds to heal the recently cleaned blighted forest.
  30. Win a tournament of carnival games.
  31. Win a pokecard/dice tournament.
  32. Deliver a love letter.
  33. Take a group to the school prom.
  34. Fix up a bunch of broken items in the shopkeeper’s place.
  35. Be a member of the jury for a very grey case
  36. Set up trade agreements between competing guilds to help alleviate the amount of sabotage in the business.
  37. Train a group of guards in how to anticipate the often unpredictable actions of adventurers.
  38. Host a support group for "I think my child might be turning evil"
  39. Resolve a miner’s strike for the local magistrate.
  40. Save a servant’s job by finding the missing silver and prove she didn’t pilfer it.
  41. Raise funds from the tight-fisted local aristocracy to build an orphanage for the children orphaned by the recent war, to which the local aristocracy was heavily called upon to financially support by the Baron/Duchess/Queen, etc.
  42. Perform a puppet show for the children of a fey court to keep them entertained and out of mischief while their parents/guardians attend court.
  43. Collect living magical beasts for the local Countess’s Mystical Menagerie.
  44. Take the Baroness’s teenage son on a “heroic adventure” as he is enamored with adventurers and longs for an epic quest, but is socially awkward, bad with weapons, clumsy, and so far unable to learn even cantrips. They are forbidden from placing him in front of any real threat. Do they put on a completely faux adventure or attempt to build his confidence and teach him skills?
  45. Prove the innocence of a man accused of theft of a noble's jewels
  46. Find a way to repair a large windmill that helps drive the town
  47. Put on a play for a group of orphans after the local actor troupe quit
  48. Interview witnesses of a possible murder
  49. Interview applicants for the job of henchman
  50. Get alchemical supplies for healing potions to a remote town dealing with a disease outbreak
  51. Deal with a noble's son bullying and throwing his weight around
  52. Plan security for a festival. They have to be careful, too tight and it's no fun. Too loose, and it can get out of hand. Include different areas where things can go wrong (party boats, shooting range, stuff for kids in the morning).
  53. A local orphanage is going to be shut down. The only way to keep it open is to win the cash prize at the local talent show/battle of the bands.
  54. A series of combat fake-outs where a siege turns out to be a festival, but the party needs to convince them to clear a path from the front gate. Then some marauders attack but it turns out they're just larping, but they are still bothering travelers, etc.
  55. Help Catsy Cline the tabaxi farmer do chores around her farm with lots of unusual creatures.
  56. Help a group of mourners put on a funeral. You'll need to play music and cater food.
  57. Try to beat the Fairy Godfather at a casino game to win a magic item.
  58. A woman's flock of prize chickens were spooked away by last night's storm. They look to be a different breed than most other chickens in the area. Help her round them up safe and sound and she'll give you a warm meal and a small reward.
  59. A young boy asks for help to find his runaway family dog. He gives you a shabby old blanket covered in fur and tells you it was her favorite. Under the smudges of mud and dead leaves, you notice finely embroidered clothes that suggest that he comes from a wealthy family.
  60. A performer who was supposed to make an appearance at the tavern the party is staying at hasn't shown up yet. Either find them or stall for time so the crowd doesn't get bored!
  61. A house party in the city has been getting lots of noise complaints. Break it up and send the drunk guests home.
  62. A little girl's direcat got stuck in a tree.
  63. A wizard's familiar is going on strike. Apparently it doesn't like dying so much.
  64. Find a very small lost item.
  65. Be bodyguards for someone who just wants them for the prestige. They are incredibly irritating but under no threat of violence.
  66. Retrieve a blink dog or semi intangible animal.
  67. Write a diplomatic letter for an inept ruler to prevent disaster.
  68. Help out local farmers before the first frost rolls in.
  69. Babysit a powerfully magical infant.
  70. Rescue a cat from a giant magical tree (its near the top)
  71. Find and bring back a child lost in a maze (the maze changes and uses illusions)
  72. Fill in for some performers who are unavailable (sick, hurt, left). Could be a play, stunts, music, etc. (lots of role playing, write an outline of challenges they'll encounter during it)
  73. Help someone find a loophole in a contact with a demon / fey
  74. Gather rare ingredients for a particular perfume, poison, or potion for an alchemist.
  75. Help the local blacksmith with their next armor piece.
  76. Baby sit a bunch of old time adventures with dementia. Their class abilities are still intact, they're just senile.
  77. Someone seeks help in solving a magical puzzle box they inherited from a family member.
  78. Plant some false information, either by rumour, or in letter form. Make sure the correct people learn this information. Bonuses for making them believe it comes from an enemy of theirs, not the player, and is supposed to be secret.
  79. Help a local chef win a cook off by gathering his necessary exotic ingredients (marketplace, dark market, going and getting them yourself from the wilderness)
  80. Go with a dragon studies professor to study a dragon's habits.
  81. A changling has a sword pulled on them by their friends after telling them they're a changling.
  82. Declog a sewer pipe in the sewers beneath the city. There is a homeless werebeaver living there that is unknowingly building a dam, causing the blockage, during full moons.
  83. Track down a cowardly sentient ooze with a magic item.
  84. Win a poetry competition in a cave of intelligent pacifist orcs
  85. Help a lone forest dweller unblock the mountain path from storm debris
  86. Help an astral dragon return to its home plane.
  87. Help with rebuilding an intricate shrine so the settlement it's built around can receive the blessing of its god(s) once more. Proper reconstruction probably requires it to be partly made of rare materials using exotic techniques.
  88. Help the festival planners in preventing an important festival competition/election/nomination from being rigged.
  89. Accompany a famous explorer(s) as they seek to catalog new sights with the aid of 'fresh yet experienced perspectives'.
  90. Rescue a merchant caravan trapped in a stormy mountain pass.
  91. Tutor a newborn demigodlike being in mortal matters, so that it can blend in with the mortal family it is raised with.
  92. Help the local government investigate and assess candidates for an office of high esteem, requiring specific traits e.g. unwavering loyalty, honesty, a propensity for pragmatism, etc.
  93. Bring a renowned artist to somewhere they've never been so they can become inspired once more.
  94. One of the locals owns a hyperactive blink dog as a pet. Recently they hurt their leg so need someone to take it for a walk. WCGW.
  95. Recover several missing sandbags and get them to the town before the coming storm.
  96. Be lab rats for a potion maker
  97. Cooking contest
  98. Help out with a concert by a traveling bard by doing behind the scenes stuff
  99. Be actors in a play
  100. Help extinguish a large fire
  101. Give a lecture on adventuring to some students
  102. Find a way to open a mysterious old door that's been locked for centuries.
  103. Retrieve a bunch of magical animals for a wizard
  104. Broker a peace treaty between two warring kingdoms.
  105. Help a lost child find their parents.
  106. Rehabilitate a criminal seeking redemption back into society.
  107. Fix the town's well
  108. Mend the relationship of two old friends who were partners in a vital business to the village
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