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MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

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I Ran Kingdom Hearts in FATE: Recap and Discussion

I Ran Kingdom Hearts in FATE: Recap and Discussion
Hey folks. I’m pretty new to reddit and I haven’t seen a post like this on this subreddit yet, so I hope I’m not violating any unspoken norms, but here goes. A little while back, I ran a FATE Core game based on the premise of the Kingdom Hearts video game series. It ran weekly for about a year, a total of around 40 sessions around 3 hours apiece. I’m feeling an urge to talk about it, so I thought I’d post a debrief-style summary of the game here. I’ll start with a quick rundown of the way the game was constructed, then a (admittedly probably pretty long) summary of the game itself, and then finish up with what I learned from the experience and hope to apply in the future. I’m presenting this for a moment’s entertainment, inspiration, constructive criticism and suggestions. And of course, for vanity. Always vanity.
This post is going to be a monster… it has taken about five hours to write and is sitting at around 12 pages on the google doc that I wrote it in, and I can’t find an option for collapsible spoiler blocks. So… sorry about that? TL;DR: It’s okay if you don’t want to read it all. We’re cool.
I may also crosspost it on other sites, because it was a lot of work. Haven't decided yet.
Constructing the Game
For a bit of background, this was a game I ran offline for three friends. It was our third game as a group, our second with me as the GM. I’ve been running games for a long time, mostly D&D but some White Wolf as well. I had never used FATE or really anything like it before, either as a player or GM, so it was pretty much all new to me. I chose FATE for this game because I wanted a generic roleplaying system that could encompass fantasy, sci-fi and realism-esque scenarios without too much modification. I was also looking for a rules-light system because my experiments with more complicated generic systems like GURPS and BESM had showed me that it was hard to maintain any kind of balance when players have different levels of experience and optimization ability.
The Kingdom Hearts video game franchise by Square Enix and Disney was, as I mentioned, the basic source for this game. If you’re not familiar with it, this post might not be of much interest to you, but I’ll give you a quick summary of the series anyway. The main characters travel between different worlds (most of which are based on Disney films like Aladdin and The Nightmare Before Christmas), meeting the characters of those worlds, exploring the settings, and battling an invading force of darkness (called the Heartless) while trying to find their friends and solve the mystery of the Heartless. Obviously there’s more to it than that, but that’s the basic premise.
The player characters in this game were meant to be the last survivors of worlds that had already been invaded and destroyed by the Heartless. The players were given the instruction to create an original character from an existing fictional or fictionalized world. I told them to imagine a certain level of power (think more Spider-Man and less Superman), but counted on the game system to keep all the characters balanced regardless of what their supposed power level might be. The game proper was to begin with their first meeting, after the destruction of their home worlds.
(As an aside, a world in this concept is essentially an entire separate universe with its own physics, technology and magic, but it’s really only as expansive as the story that gets told in it. So a world may be as large as a galaxy or as small as a building.)
As you might be able to tell from the setup, I was abandoning some of the central devices used in FATE and creating FATE characters. Since the characters had lost their home worlds and were going to be travelling between worlds, skills like Contacts and Resources didn’t really apply. Likewise, since they were meeting for the first time and all came from separate worlds, using tools like the Phase Trio to come with aspects also felt like a poor fit. So I made some modifications to the base system. These are presented as they actually happened, both ideas that worked out well and the ones that worked out poorly. So take them with a grain of salt.
For the player characters (as well as major helpful NPCs they met along the way), I set aside the usual ways of devising aspects and set the up like this. In addition to the High Concept, one aspect was devoted to the character’s World of Origin. This seemed like a good idea, because it could be invoked or compelled when a character was in or out of their element (so a character from a low fantasy world could invoke it when they were in a low-fantasy world to be familiar with the tropes of that genre, but it could be used against them if they’re in a futuristic space opera surrounded by technology they know nothing about). Instead of a Trouble, each character had a Darkness and a Light. This was a reference to one of the themes of the Kingdom Hearts franchise, the idea that every Heart has both light and darkness, and we are defined by what we choose to follow. In practice, these looked a lot like the World of Darkness’ Virtue and Vice traits: the best and worst aspects of the character’s nature. Because the first four aspects were pretty narrowly defined, the fifth aspect was left open for the player to use as they liked.
For Skills, I dropped Resources and Contacts for the reasons I mentioned above, and made a couple other alterations to suit a game that hops among vastly different universes. I changed Crafts to Tech (a more-or-less purely aesthetic change) and split Lore into Magic and Science. I think I also added Expression, as the skill of creating art. These weren’t really great moves-- Science (as distinct from Tech) and Expression were pretty much wastes of space as no one ever really used them. The Magic skill on its own would allow characters to understand and use magic that they encountered in their travels, and specific effects (i.e., casting spells) required stunts.
I also renamed Fate Points to Heart Points, a purely cosmetic change that brought the game a little closer to its Kingdom Hearts inspiration.
One of the other fundamental premises of FATE was also dropped: player collaboration in the creation of the world. I’m not a monster, and of course when players had suggestions about things they wanted, I would do my best to make them happen, but ultimately I was making all of the decisions about where they were going and what they were doing. Realistically, this was a pretty railroady game, but it was fun so I don’t think the players minded much.
One of the centerpieces of the game was a set of modular equipment that the player characters obtained around the end of the second session: the Keyblade that is emblematic of the Kingdom Hearts series, as well as a Magic Shield and Magic Staff. Each of these granted one stunt and one aspect (for example, the Keyblade could unlock things at the cost of a Heart Point, and had the aspect “A Sword of Terrible Destruction”). In addition, each of these items could be modified by attaching a Keychain, which altered its name and in-game appearance and granted either an additional aspect or (more often) an additional stunt. Each player started with a single Keychain representing their world of origin, and additional keychains were earned as story rewards, a new one each time the players defeated a boss and completed a world. In practice, this was represented by three envelopes with holes cut into them in different places so that different parts of an index card showed through depending on which envelope they went into.

Basically this.
I definitely made some alterations to the Kingdom Hearts premise as well. The Keyblade wielder was not automatically the central character of the story; all three characters got to share equally in the glory. I dropped Gummi Ship travel and Summoning, and most of the way magic worked. I also expanded the range of world options well beyond Disney films, as you’ll see in the summary. I retained a lot of series’ premises and conceits as well, like meeting an ally and teaming up with a native of each world. Some of the retentions were really poor choices in hindsight (notably, to the irritation of all you true FATE afficionados, I retained the combat focus of the video games, getting the player characters into Win-or-Die combats almost every session) but more on that in the “what I learned” section at the end.
The premise of the game, hopping around among different fictional worlds, allowed me a lot of opportunity to have fun with players. Sometimes they got to explore worlds they were familiar with and sometimes I got to introduce them to a new property they had never encountered before. I got to build in little jokes, in the names of aspects and stunts for NPCs, and use lots of media like music and pictures to set the appropriate tone (at one point, I even got to use a short excerpt of an audiobook). I even got to use my fairly meagre photo-editing skills to create some fun images (usually, transforming familiar villains into Heartless). I’ll include one of the cooler images in the summary below.
Also I got to do impressions. A lot of impressions.
Game Summary
For this summary, I’ll cite the many sources that I drew on in parentheses and italics.
To begin with, the characters that my players came up with were, in no special order:
Meky, an Ork Mekboy from the world The Grim, Dark Future (Warhammer 40,000). Meky’s backstory included that he had been created in an Eldar Lab with some sort of cognitive enhancement, such that he was moderately less of a mindless killing machine than most of his Ork brethren.
Imara, a guardian angel from the world of Innistrad (Magic: The Gathering); and
Rhiannon Blackwell, a young Ravenclaw student witch from the world of Hogwarts (Harry Potter series).
World 0: The Ocean Beyond Space and Time (Marvel’s Exiles comics)
After the destruction of their individual worlds, the characters fell through the space between worlds for an indefinite time, before suddenly appearing over an infinite ocean and landing in a little yellow life raft. After getting their bearings, discovering the mysterious Keychains they are each holding for some reason, and meeting each other, they spot a kitchen floating on surface of the water. Traveling to it, they meet the enigmatic Timebroker who explains that each of their worlds was destroyed when the Heartless consumed its heart, but they were saved from destruction because of their strong hearts, and he brought them to this Ocean outside of time and space to send them on their important mission. Before they can begin, however, they need to retrieve the treasures of this realm from another whose strong heart brought him to the Ocean after his world was destroyed, the pirate king Captain Bloth (The Pirates of Dark Water). He also gives them the Tallus Card, an artifact that will help him to guide their travels.
The PCs infiltrate Bloth’s pirate ship, fight the monstrous Constrictus in the hold, and ultimately kill Bloth and retrieve the treasures: a Key, a Rod and a Disc made of green crystal. By attaching their Keychains, they transform the treasures into the Keyblade (Meky), the Magic Staff (Rhiannon) and the Magic Shield (Imara). Meky also claims the gigantic pirate ship as his own, but he doesn’t have any time to enjoy it because the Timebroker’s magic whisks the group away to their first real world.
World 1: Monstropolis (Monsters Inc.)
The team appears in a bathroom stall. They encounter a furry blue monster, Sully, who is trying to find the creature he accidentally let into his workplace while working late. He is doubly freaked out when he sees Rhiannon, since she’s a child and children are toxic to monsters. After sorting out that mess, they search the building together and find the creature: one of the Heartless! They dispatch it, then retreat to Sully’s apartment to plan. They learn that the monsters of Monsters Inc. use special doors to travel to the human world to harvest the screams of children to power their city. Imara is not at all comfortable with this, but Rhiannon, who is used to magic working in strange and macabre ways, is weirdly OK with it.
Along with Sully’s roommate Mike, they infiltrate Monsters Inc. in disguise to look for a “special door” that will take them to another world. On the “scare floor” they battle a group of the Heartless along with the invisible evil monster Randall Boggs, which causes the rest of the monsters to flee and quarantine the floor. Using the Tallus Card, they make contact with the Timebroker who calls up two doors to other worlds, instructing them to travel to each world, defeat the Heartless there, and use the Keyblade to open the path back to this world. Mike and Sully stand guard as the PCs enter the first door.
World 2: Frank (Osmosis Jones)
The team arrives in what they quickly determine to be a colossal human mouth. They meet Osmosis Jones, a white blood cell charged with serving and protecting the world of Frank. Realizing that the Heartless are probably looking for the heart of Frank, they travel to his actual heart. There, in what is essentially a giant highway interchange, they do encounter the Heartless in the form of three viruses: Fever, Chill and Weird (Dr. Mario). They defeat the Heartless, but in the process do significant damage to the structure, getting all the PCs and Jones in trouble with the Mayor of Frank. They pretty promptly get out of trouble when the Heartless attack City Hall (a clever move by a player invoking one of the game aspects: “The Heartless are invading!”). The PCs finally find the Heartless leader, an original creation of mine called Opprobrius, guarding the world’s exit in the filthiest slum of Frank, the rectum. The combat is appropriately hilarious and gross, but the PCs prevail and destroy Opprobrius, opening the way to leave and try the second door.
World 3: Jurassic Park (Jurassic Park, duh.)
They players arrive in a jungle. Searching around they find a triceratops being set upon by tiny Heartless dinosaurs. In the midst of battle, they have a tense encounter with a velociraptor, but ultimately it helps them to defeat the Dark Compsognathi. They carefully befriend the velociraptor, whom Meky names Red Shredda. Along with Red Shredda, they explore the island, avoiding most of the big dinosaurs, and finding the remains of human structures but no evidence of people. They locate food and get the computers and security cameras up and running, and locate where the Heartless are thickest. Meky takes the time to soup up a gas-powered jeep and they charge into battle, Meky at the wheel of his jeep, Rhiannon riding on Red Shredda and Imara flying above. They defeat the leader of the Heartless, another creation of mine called the Idolasaurus Rex, and move on again.
World 3.5: Back to Monstropolis
Back in Monstropolis, they meet Roz, a high-ranking government official. She informs them that the owner of Monsters Inc., Mr. Waternoose, is in league with the Heartless and has barricaded himself in another scare floor. The PCs agree to take out Waternoose in exchange for some supplies and unlimited use of the scare floor. They break into the backup scare floor and encounter Waternoose, empowered by the Heartless and backed by a couple of flying Heartless called Screamers. It’s a tough battle, but they triumph, earning the right to continue using the scare floor as long as they need it. Obligingly, the Timebroker retrieves two more special doors for them to use to access other worlds.
World 4: Hyrule (The Legend of Zelda: The Ocarina of Time)
The PCs arrive in a dark, spooky subterranean temple. They work their way through some puzzles, face some monsters, and learn that they are in the Shadow Temple (whatever that is). They encounter Navi, the fairy, who informs them that she was here with her ally Link, the Hero of Time, but that he was snatched up by a powerful Wallmaster (floating grabby hand). As they proceed through the Temple, Rhiannon also gets snatched up by a Wallmaster and finds Link trapped in a hidden chamber. Together they defeat the Wallmaster and work their way back to the others. More puzzles (basically, they just played through the Shadow Temple as in the video game, with a few of the less interesting puzzles removed), and face Bongo Bongo, a malevolent ghost that has been powered up by the Heartless. Defeating him, they unlock the path out. Rhiannon develops a teensy crush on Link, which Imara blows way out of proportion and never lets her forget about.
World 5: Royale-les-Eaux (Casino Royale)
The team comes upon a scene of destruction after a bomb has gone off in a French resort town. They battle the Heartless and rescue one of the bombing’s victims, a suave Englishman who introduces himself as Bond. James Bond. (This included one of my favorite moments in the game, when after the combat James approaches the angel Imara saying “My God, were you hurt? No, I don’t mean in the fight… I mean when you fell from Heaven.”)
I suppose it’s worth mentioning that another convention that I kept from the Kingdom Hearts series is that folks are pretty flexible about the weird strangers showing up in their midst.. Like, in the original games, no one seems particularly distressed by a giant anthropomorphic duck suddenly being a thing in their world. In this world, which is so like our own real world, no one was really troubled by the giant slavering green ork… they just figured he was “probably American.”
Anyway, the PCs team up with James Bond to take down his foe, the evil Le Chiffre. They learn to play baccarat, don appropriate evening wear (Meky modified his tuxedo to shoot a smokescreen when required), and take on Le Chiffre in a game of Chemin de Fer baccarat. They lose badly, partly because none of the players really understand baccarat yet, partly due to bad luck, and partly because Le Chiffre cheated with the help of the Heartless. On the way home from the humiliating defeat, they encounter two more Heartless foes in the form of the White Spy and Black Spy (Spy vs. Spy comics created by Antonio Prohias). They defeat the Heartless (or rather, trick them into defeating each other) and regroup. CIA operative Felix Leiter fronts them the money for another go at Le Chiffre (“It’s the least I could do, for a fellow American.”)
Thanks to some good luck and slightly less cheating on my part, the group manages to bankrupt Le Chiffre. At that point, a blonde woman in a pink dress offers to empower Le Chiffre with the power of the Heartless, and then disappears while Bond and the player characters take on the powered up gambler. They win, unseal the path, etc. etc.
World 7: Red Dwarf (Red Dwarf)
Back in Monstropolis, the Timebroker provides them with only one door and insists they must hurry as he senses the next world is on the brink. Arriving in a spaceship corridor amid an inky black haze, the PCs encounter first an Eldar warrior, then a Planeswalker and finally the great Harry Potter himself. The three inform the team that the Timebroker had made a mistake and they were never supposed to have been sent on this mission. To punctuate the point, they magically steal the characters’ magic weapons and abandon them in this empty world where they will be “safe.” The PCs explore the world, finding that it is a vast, empty spaceship with nothing to do, nothing in the vending machines but sprout soup, sprout salad and sprout surprise, and no company but a senile computer.
Gradually they are able to put together that they are being affected by a hallucinogenic toxin and find a way to counteract it. Together they rouse the other occupants of the ship and lead them into battle against the Heartless Despair Squid in the ship’s water supply. Another victory! Back in Monstropolis, the Timebroker provides them with two more doors, but cautions that in these worlds, the Heartless have been at work for some time and are rather entrenched.
World 8: Etheria (She-Ra, Princess of Power)
(For what it’s worth, this game ran before the She-Ra reboot was even announced. I was drawing inspiration entirely from the classic 80s Filmation series.)
The characters find themselves in a fantasy world that has been occupied by a Heartless army called the Horde. They take on a squad of troopers with the help of a princess called Adora who is a leader of the rebellion against the Horde. Together with Adora and another surprise ally, She-Ra (who is weirdly never seen at the same time as Adora. Weird.) they raid the fortress of the evil witch Shadow Weaver and her Heartless allies to rescue the rest of the rebellion. Then they lead the rebellion in a raid on the Horde’s headquarters in the Fright Zone, and clear another world of the Heartless menace.
(I know it reads fairly quickly, but this world took at least five or six sessions of game time as the players explored, roleplayed interesting encounters, built and repaired equipment and strategized their battle plans.)
World 9: Beach City (Steven Universe)
This time, the PCs arrive in a quiet beach town which is largely abandoned because it’s been under siege by the Heartless for some time. The usual defenders of the town, the alien Crystal Gems, are nowhere to be seen. The team meets young Steven Universe, a ward of the Gems, who explains that the Gems disappeared into their temple weeks ago and have not been seen since. Together, Steven and the PCs navigate the temple and find the Gems generating a shield to protect the heart of the temple (which is also the heart of the world) from Heartless attackers, led by the blonde in pink that they saw in Royale-les-Eaux (who has switched her dress for a bodysuit). The PCs square off two original creations I called Onyx and Obsidian. Just when victory seemed assured, Onyx and Obsidian fused together into Black Diamond, and the fight started over (this was my first use of the multi-stage bad guy trope (THIS ISN’T EVEN MY FINAL FORM)). Anyway, tough as Black Diamond was, the good guys won, although once again the woman in pink slipped away.
Instead of earning a Keychain with this victory, the heart of the world expressed itself in a different way: Each PC was embedded with a gemstone that allowed them to fuse together. This was a combination of the fusion used in the Steven Universe series and the Drive Formes from Kingdom Hearts II. Basically, how it worked was that any two PCs could spend a Heart Point each and combine together into one body. Each new form (every possible pairing of the three characters) had its own character sheet with a description, new aspects and better skills, and all of the two characters’ stunts plus a special superstunt. For example, Meky and Rhiannon combined into the Curiosity Forme, a four-armed giant who can use magic and technology interchangeably thanks to a stunt called “Clarke’s Third Law.” The major drawback is that the players both have control of the combined Forme and need to stay in synch: if they disagree too much, or if one player takes too much control, they automatically break apart. This was a fun mechanic to play with.
World 9.5: Back to Hyrule
Upon returning to Monsters Inc., the PCs learn that their ally Link is about to raid the fortress of the leader of the Heartless in Hyrule: the Great King of Evil, Ganondorf! This one played a little like the Shadow Temple, only the heroes had to navigate six chambers with different kinds of challenges before facing Ganondorf. There were riddles, a platforming challenge (being chased by a wall of fire!), and that sort of thing. They also faced off against not only a Heartless Shadow Link, but Shadow versions of Imara, Rhiannon and Meky as well. As those who have played Ocarina of Time might well imagine, Ganondorf was also a two-stage boss, first facing the Great King of Evil then the Heartless-empowered Ganon. At the end of this fight, having already gained the Keychain of this world the last time they were here, they got a power-up from the Triforce itself, earning the ability to fuse all three together into the completely badass Master Forme.
World 10: Dead Manhattan (Marvel Zombies)
They find themselves in a city that has been torn apart, with apparently no one left alive. The PCs are attacked by cannibalistic zombie versions of Angel and Beast of the X-Men, realizing to their horror that these creatures aren’t being influenced by the Heartless, they’re just the awful inhabitants of this world. They destroy Angel and decapitate Beast, keeping the helpless but still animate head of Hank McCoy as a fun prop for the rest of this world. Proceeding through the city, they meet the Black Panther, protector of a small handful of human survivors hiding out beneath the city (again, for what it’s worth, this campaign was run before the global phenomenon that was the Black Panther movie. I chose the character because he featured in the Marvel Zombies comics, and because he’s the best Marvel hero (Fight Me)). Getting back to the survivors, the PCs meet the mutant Forge, but also realize that they have led Zombie Spider-Man and a gang of Zombie Heartless right to the survivors. There follows a brief and bloody battle, and then the team heads off to raid Avengers Tower.
There, with help from Forge and Black Panther, Meky modifies one of Spider-Man’s tracer beacons to work between worlds. Afterward, on the top floor, they encounter the woman in pink. She’s weirdly calm and gracious as she introduces herself as Dr. Blight (Captain Planet and the Planeteers) and tells them that she has been working as an agent for the Heartless ever since they helped her destroy her own planet. The reason she’s so chill now is that on this world she has created her ultimate weapon, and after it’s gone she’ll just keep moving it from world to world consuming as she goes. She leaves, but not before they plant the interdimensional tracer on her, and not before she sees the arrival of the ultimate consumer of worlds… a Heartless Zombie Galactus.

Modified from an image I found on google. Unfortunately I can't find an artist to credit. Anyone know who did the original?
The players have to scramble to create some kind of weapon capable of neutralizing Galactus, but after an epic battle with the help of Black Panther and some surprise help from Zombie Hulk, they bring him down. And then they get the heck out of that blighted and terrible world.
Back in Monstropolis, the Timebroker informs them that the tracer has worked and he knows where Dr. Blight is based a world called The Universal Library. Trouble is, like the Ocean Beyond Space and Time, it’s “not a real world,” and they can’t travel to it by means of the doors. They finally come up with a plan so crazy it might work, to travel to a world that is on the brink of destruction, and then let it fall so they can travel to the Library through the space between worlds. The trouble is, they would have no way of getting back to Monstropolis. Hmmm.
World 11: Fantasia (The Neverending Story)
This world is presented as one where the Heartless have already succeeded in consuming its heart, and it exists now only as a few stones spinning through space until they finally disappear. The PCs spot a gleaming white tower and make their way to it, and they meet the last survivor of this world, the Childlike Empress. She explains that she can give them a tiny fragment of the heart of her world, and that it is the seed from which the world can be made again. She extracts a promise that they will find a way to make her world anew, then gives them the seed which transforms into a Keychain. This is, incidentally, a big step toward resolving some of the lingering mysteries of the game-- the Keychains are a piece of the world’s heart, and any piece of the world’s heart can be used to make the world anew. So the characters have been carrying around the means to rebuild their worlds from the very beginning. Pathos!
Then the last of Fantasia disappears and the characters spend a little time floating melancholically in space. Then, Meky’s pirate ship from the beginning of the game sweeps in to conduct them to their final challenge. (Soundtrack: https://youtu.be/uaadF_VSvIE?t=137)
World 12: The Universal Library (original-ish)
So, after breaking through the Heartless defenses around the Universal Library, the characters navigate a maze of bookshelves and have some book-related encounters (Rhiannon finds a copy of the Monster Book of Monsters from her own world, then they fight a Heartless version of the Library Ghost from Ghostbusters). They first take on Dr. Blight and her evil computer M.A.L., then press past her chamber to find the real mastermind behind it all. He introduces himself as Gehn (Myst series) and explains that using his power he created all of the worlds the characters visited by writing them into his special linking books. Determining that he is evil and insane, the team takes on Gehn. To achieve his second stage, Gehn draws on the power of the books he has written and combines himself with bosses that the characters already faced, the Idolasaurus Rex, the Despair Squid and the evil gems Onyx and Obsidian, to become Giga Gehn. He was an impressively powerful baddie, but the PCs pulled out all the stops and combined into Master Forme with carefully selected Keychains on all their weapons, and basically thrashed him easily.
After the defeat of Gehn, the characters encounter the true master of the Universal Library, the old wizard The Pagemaster (The Pagemaster). He explains that the books can be used to travel among worlds as easily as the doors (“For what is a book, besides a doorway to another world?”), and then explains that the process of restoring a world from a Keychain-seed is different for every world. He helps them to restore Fantasia by giving the Childlike Empress a new name (to my eternal shame, I didn’t write down what name the players chose, and I cannot remember it), and helps Rhiannon to restore her own world. He tells her that she can return to her world now and give up the quest, but she decides she can’t go home until she’s helped Meky and Imara restore their worlds as well. Thus endeth the game.
Secret World 13: Who-Ville (How the Grinch Stole Christmas)
The Christmas season after the game ended, my players and I got together with our partners for a Christmas party. Had a nice dinner, played some board games. Y’know, the stuff mature adult nerds do. As a special treat for the players, I read out a poem I wrote for them featuring their characters battling the Heartless in the Seussian world of the Grinch. It was mostly for laughs, making good use of the in-jokes we developed over the year, but it deserves a mention here because I declared it canon and gave them a Keychain at the end. Basically, they harass the Grinch and then fight a giant Heartless using the power of Christmas. If you’re curious, I have the whole thing in a google doc.
What I Learned, and Will Hopefully Apply If I Run It Again or Run a Sequel Game
So, yeah, that was the game. The door has been left intentionally open for a sequel, but there are some bugs I need to work out first. The game was tremendously fun, don’t get me wrong, but there were some issues of ill-fit between the system and the way I was trying to use it that became annoyances and I’m hoping to address those before I venture back in.
I don’t mind that I abandoned the collaborative world-building elements that are typical for FATE. Taking charge of what worlds they were entering allowed me to surprise and delight my players and challenge them to think creatively in ways that I think would be more difficult if they had more input into where things were going. Moving forward, I would like things to be a little more open-world(s) where they’re not just following rails through the story, but I’m still putting thought into how to achieve that.
The biggest issue I could perceive in the game was the issue of frequent combat. This is largely my own fault for basing it on a game where combat is the main gameplay element, and in which the collective enemy is explicitly a force bent on the mindless destruction of everything that exists. That made it really hard to escape from Win-or-Die combats occurring at almost much every major plot event. Add to that that the most interesting feature of this game is modular weapons, and deathmatches felt pretty inescapable. Although probably the right answer is modifying the premises of the game and universe such that combat is a less central feature, most of the thinking I’ve been doing around it has been how to keep the combat and fix the other issues.
As far as I have been able to tell, the most fundamental problem with frequent Win-or-Die combat is that it gets boring. Although the way conflicts are run in FATE makes for combats that are narrative and cinematic, tactically there seems to be very little difference from one to the next. I did my best, especially later in the game, to provide settings and bad guys that required the players to think laterally rather than just charge in swinging (several of the later bosses like Ganondorf and Galactus were technically invincible, so the players had to find ways to bend the rules in order to win), but the mechanics of the game are so simple that this is hard to achieve mechanically. I like the idea of incorporating sets of rules for more tactical combat, so I’m interested in suggestions around this. I’m also thinking about ways to engage in conflicts beyond the physical and mental, like having to take someone down in a financial conflict in a world like Royale-les-Eaux, or a music-based world where the enemy is defeated with the Power of Rock.
Relatively early on, we stopped using Boosts in conflicts. I like the idea of them, but when combat takes up a significant percentage of your play time and you have to come up with ideas for a dozen boosts every session, it gets either very repetitive or very frustrating, or both. Instead, I just introduced the idea of Momentum where, if you would gain a boost instead you gained Momentum which gave you +2 on your next roll. You can’t stockpile Momentum, you use it on the next roll whether you need it or not. It’s simple, it’s straightforward, it’s way less creative but quicker and easier.
Another issue that came up from the combination of frequent combat and regular worldhopping is this: the only real consequences that the players had to deal with long-term were the ones that they carried with them. An injury travels from world to world, but if you mess up something in the world, you can just move onto the next and forget about it. As a result, my players hoarded their Heart Points for more or less exclusive use in combat. The best I’ve been able to come up with to address this issue is to have separate pools of points for battle and non-battle purposes, although now that I think of it, it would probably also be a good idea to move away from the trope of hitting each world once. If the characters actually have to revisit worlds they’ve already messed up, they might have more investment in making sure things go smoothly outside of combat too.
I also would probably switch to a model where refresh happens at story points rather than at the start of each session. At least once (maybe more than once?) I can recall the players saying “Let’s stop here for tonight. I want to refresh my Heart Points before the next scene.” And I’d rather avoid that being a thing.
A final issue that I noticed with the frequency of conflicts (and also exacerbated by worldhopping lack of consequences, I guess) is the fact that certain skills wound up being a LOT more useful than others. Meky and Imara had nearly identical skill pyramids by the end of the game, and the only real difference for Rhiannon was emphasizing Magic instead of Fight. If I stick with frequent combat in future iterations of this idea, I’ll probably want to subdivide some of the more combat-relevant skills so that at least each one is less obviously more important than the non-combat skills. Coming up with combat uses for non-combat skills is also on my drawing board, probably as one piece of introducing more tactical rules.
Another thing that I noticed in running this game was that aspects weren’t working quite the way I expect them to. There was very little compelling of aspects-- it came up maybe ten times over the span of the whole campaign. I think partly this was the lack of investment in any given world, but also I probably wasn’t encouraging the players to generate aspects that were sufficiently double-edged. I certainly wasn’t giving the NPC’s interesting enough aspects… to be honest, I mostly used their aspects as a chance for wordplay and referential jokes. The players didn’t really invoke aspects outside of combat either (see above re: hoarding points), which led them to go for mostly combat-relevant aspects. I suppose using separate pools would be one solution to this, but I’m open to ideas for others.
So, that’s the story. If you actually read the whole thing, I am both grateful and impressed. I warmly welcome any questions and constructive comments. Destructive comments I will welcome less warmly, but I’m pretty easy-going so feel free to rip me a new one if that would bring you joy.
submitted by gscrap to FATErpg [link] [comments]

Firestorm - Booking Stardust, but in AEW

Booking Stardust in AEW
Alright. Stardust for those unaware was a character Cody Rhodes used in WWE, it started with potential but eventually grew stale and ended with Cody requesting for his release. Cody has stated he loved the gimmick as first, and listening to him it sounds badass, but slowly turned to shit. We’re gonna take that promise and potential, add on a lil story and hopefully end up with something better than what WWE gave us ( to be fair that won’t be hard )
So we start at Full Gear, Chris Jericho vs. Cody. We’re gonna run from a Full Gear, through Faith and Misery and Kingdom Come, then ending with Double or Nothing, giving us 6 months for this angle. So without further ado, let’s begin.
Full Gear:
We start at Full Gear, where in the main event Cody takes on Chris Jericho. I would have the go home show see The Elite ( Cody and The Bucks ) take on The Inner Circle ( Jericho, Guevara and Hager ) in a Six-Man Tag. The Inner Circle win cleanly after a Judas Effect and three man cover on Nick Jackson. After the match Cody verbally berates The Bucks as they walk up the ramp, with Brandi trying to calm him down.
Cody makes his grand entrance like he usually does, coming out in Samurai like gear, with Brandi in similar attire to accompany him. Chris Jericho comes out with a little bit of a bubbly in his hand as Jake Hager stands tall behind him, stone faced as a body guard of sorts. Jericho goes to offer a fan some champagne, but then he throws it in his face for some heat. Jericho preludes by doing some old school heel pantomime, telling Cody who is eager to start to “Drink it in maaaaannnn” before Cody decks him with a clubbing blow. Jericho fights back and we have some trading of restholds to start the match.
After a few minutes, Cody locks in a Sharpshooter on Jericho, but Hager grabs Jericho’s hand and pulls him over to the ropes. Cody responds to this with a Superkick through the ropes to Hager. Jericho then sneaks up behind Cody, Codebreaker! 1....2....Kick Out!! Jericho looks to gain and advantage, when Cody starts going balls to the walls. He hits a massive Big Boot into the corner, followed by Disaster Kick sending Jericho to the outside! Cody then hits a huge Plancha to the outside!! Cody goes for a Lariat but Jericho ducks and turns into a Backbody Drop onto the Ring Apron! Jericho leathers down on Cody with multiple punches, but Cody hits a big kick to the head and rolls into the ring. Jericho rolls in a goes for a Judas Effect, but Cody ducks and hits Earl Hebner instead!
They then brawl through the crowd with Cody going ham on Jericho with punch after punch. Cody goes for another, but Jericho ducks and hits a kick to the gut. They use various weapons scattered around the place, including: Jericho smashing a cardboard sign of the Bullet Club logo over Cody, Cody using his belt strapped around his waist, curling it up and striking Jericho with it, Cody using a trash can full of trash and smashing Jericho over the back with it etc. they get back into the ring and the action continues. They do some good mat work and technical wrestling to calm the fans down a bit, before Jake Hager goes to distract Cody, only for The Young Bucks ( fresh off a loss to LAX ) run out and stop it. Brandi hops onto the apron, and Jericho goes for a Judas Effect to Cody but Cody ducks and Jericho hits Brandi! Brandi falls into the Bucks and they sell it on the outside.
After a bit more technical work with lots of near falls ensues. Jericho hits a Lionsault off the apron into The Bucks, Cody, Brandi and Hager!!! He rolls Cody in the ring goes for the Judas Effect, Cody ducks, goes for the Cross Rhodes, Jericho counters and locks in the Liontamer! Cody struggles but reaches the ropes, and crawls to his feet, when suddenly-JJUUUUUUDDDAAAAAASSSSS EFFFEECCCTTTT!!!! 1..........2.......3!!!!! Jericho retains his AEW World Championship and The Inner Circle come out to celebrate it. Jericho holds that title over Cody’s body before the group walk to back victorious. Cody struggles to his feet, pushing everyone aside and walks up the ramp alone.
Chris Jericho def. Cody ( 17 Minutes )
Build to Faith and Misery:
The weeks after Full Gear see Cody as normal, on screen figurehead and wrestler, doing his normal stuff, but somethings off. Every now and then he goes a little bit strange, showing signs of his past Stardust self. Brandi and The Bucks talk about it backstage but Cody interrupts them. They seem almost scared of him, trying not to make eye contact with Cody acting normal, yet talking a bit louder and occasionally going a bit over the top. Cody wrestles Kenny Omega the week of WarGames to draw some viewers to AEW, and after a blisteringly good match, the arena goes black. We see scenes on the titantron of quick flashing videos of a man in plague doctor mask, with an umbrella over his shoulder, then the first piano note of “One True Villain” hits and the crowd go nuts. MARTY SCURLL IS HERE!!! After his ROH contract expiring, he has joined his Elite buddies and is now #AllElite, coming out to ruin Cody’s day. Brody King and PCO come out from behind, and Villain Enterprises stand tall.
Next week Cody is insane, off the walls, lunacy over Villain Enterprises. Marty cuts his first promo that week which he opens with “Why did I do it? Well, Cody, just like every fairytale there needs to be a hero, and there needs to be a villain.” He goes on how Cody is the beacon of hope, the symbol that you may be pushed down all your life but you will eventually reach greatness. He then stops and says “that’s all bullshit” and tears into Cody. Cody runs out and attacks him Ruthlessly, his fighting style is a fucking mess, he is just going insane. Afterwards security have to force Cody off of him with Cody trying to fight back all he can.
Cody next week has a video package. He goes about his daily life, waking up, going to work etc. but then we start to see the screen going slow, messing up, turning gold, with Cody along feeling these emotions. This all takes place during a meeting where he quickly states during someone’s announcement “yeah sure, lemme sign it”, snatching the contract and scribbling a signature onto it before leaving. He walks into the bathroom where he looks himself in the mirror. He stares himself, dead in the eye, and his reflection reveals a purple star across his left eye, he grins before walking off.
Cody over the next weeks falls more and more into the insanity. Not only does he have a Villain Enterprises on his tail, but also The Inner Circle are looking for blood. He is just bordering on going full blown Stardust but still has Cody within in him. He pushed away his comrades in The Elite, his own wife in Brandi, yet the only person to keep him human is Dustin Rhodes. Dustin and Cody team up for the rest of December and early January as a team to try and keep Cody sane. However the mix of The Inner Circle and Villain Enterprises are Main git very hard. The final show of 2019 sees Chris Jericho take on Cody on a Lights Out with TV time remaining for the AEW World Championship. Cody fully unleashes this insanity in a brutal and bloody war of a match. Cody is shedding blood like his brother did for him and Jericho sheds a lil’ bit of the bloody too. Jericho just manages by the skin of his teeth to defeat Cody.
Next weeks of TV see that Cody isn’t showing up. Bucks, Brandi, Kenny, Dustin, MJF, non of them no where he is. Even Marty Scurll is concerned where is. He cuts a vicious promo on Cody once again and challenges him to Faith and Misery, but Cody’s absent. Marty continues working this program but Cody is nowhere to be seen. Finally he shows up however, but in a video promo. The screen has gone haywire, but we can make out a man resembling Cody accepting the challenge. He states that “I have been reborn” multiple times. The go home week sees the show going weird. Lights turn off at random moments, the camera cuts out various times, like Mil Muertes as Lucha Underground Champion. Cody is definitely not in a good state, and nowhere near a good enough state to be running a fucking show.
Faith and Misery:
Marty Scurll’s entrance begins with the arena going black as normal. The first piano notes hit, but a light flashes on the stage to see a black woman playing piano. We see the plague doctor on the titantron like normal, and outcomes Scurll in a wooly coat, plague doctor mask, umbrella and aviator shades in hand. He takes off the mask, slides on the shades and walks down with a sadistic cackle. Then...comes Cody. Creo - Rivals ( https://youtu.be/88qd8FxS3AM ) plays, and we see the titantron we see sparks fly around in the darkness before the beat drop, and we see not Cody - but Stardust. It’s not the bullshit we had in WWE, this is the original concept art Cody saw. The silver hair, the star on his eye, bright blue contact etc. he hops onto the barricade and poses in front of the crowd before the match kicks off.
Scurll seems almost frightened by Stardust, but presets and locks up with him. They exchange rest holds with Marty playing the bastard heel and cowering away on the outside. Stardust is eager to get going and attacks Marty taking control. Marty fight back however and they have some even technical work. The match slowly builds up further more as Stardust gets more and more hungry for action. Stardust and Marty exchange a battle of strikes, before Marty uses some dirty tactics and hits a Graduation! 1...2....Kick Out!!
The action reaches a boiling point near the end where every other move is a signature move, the crowd only getting more and more rowdy each time. After a cascade of signatures by Rhodes he hits the the Queen’s Cross! The old finisher of Stardust! 1......2.......KICK OUT!! The crowd are in shock Stardust first time using the Queen’s Cross since back and Marty kicks out. Marty hits a series of elbows, heads into the corner, ESSEX DESTROYER!! CROSS FACED CHICKEN WING!! Stardust looks like he’s gonna fade, when he gets out!! He hits a modified version of the Queen’s Cross where he lifts Marty into the air and drops him on his head!! 1....2......3!!!! Stardust wins the match!
Stardust def. Marty Scurll ( 13 Minutes )
Build to Kingdom Come:
The next AEW show in the PPV Calendar is Kingdom Come to take place in March. Stardust cuts a video promo next week after Faith and Misery talking choppy and saying “you about to see some changes around here!”. The shucks try and consul him saying he is not fit to run this show which he responds angrily with “What do you mean?! I won at Faith and Misery! I’m the best here!” Which Nick responds with “say that to Jericho....” which ENRAGES Cody. He comebacks with “I BEAT MARTY SCURLL! YOU COULDN’T EVEN BEAT LUCHA BROS AND LAX!! I AM THE BEST!!!!!!” Stardust yells before slamming his fist into the table. He punches through it and laughs stating “the power, it feels so good.....”
That night he demolished some jobber and refs have to pull him apart as he beats this random man to a bloody pulp. He lavished in this mans agony until refs need to pull Stardust out the building. Thing is they can’t, since he’s running the show. Stardust makes the show go wild as normal with lights flashing, screens going off, the show looks like Solomon Crowe when he was in NXT with all the screens glitching and stuff like that. The Young Bucks Main Event The show against Villain Enterprises. It ends with a sneaky roll up by Nick to get the win.
Next week, Dustin has a video promo where he goes about his daily life, talking about his past. He talks about his struggles: with addiction, pain, Alcohol etc. he says the hardest thing: is to see what Cody has become. He talks about how they are brothers yet....Dustin can’t look him in the eye. Cody or-sorry, Stardust is what my brother now is. Dustin says how he’s the only person Cody can turn to. But now.... Cody can’t turn to himself, because he isn’t Cody anymore.
Next week, Le Champiòn Chris Jericho cuts a promo basically dissing the whole roster. After defeating Kenny Omega once again at Faith and Misery to retain his title. He mentions Stardust and basically trash talks the whole gimmick, when from behind out comes Stardust!! Stardust hits a standard Queen’s Cross onto Jericho and beats up the entirety of The Inner Circle. He destroys each and everyone of them, locking in a kendo stick-assisted Sleeper Hold on Bellator MMA fighter Jake Hager! He then cuts an insane promo on The Young Bucks and challenges them to not a Three-Way Match, but a Three-Way Dance! Where the match is under elimination rules, meaning The Bucks have to fight the other. The Bucks come out and reluctantly accept the challenge, confirming the match.
Next week, The Young Bucks and Stardust have a power struggle, with The Bucks trying to run the show proper while Stardust is trying to cause Chaos. The Bucks book Stardust in a Steel Cage Match while Cody books them in a Tag Team Turmoil. Stardust is against the monster of Wardlow while The Bucks have to face: Private Party, SCU, Jurassic Express, The Dark Order and Best Friends. The Bucks make it to final opponent against SCU, and The Bucks win! However Stardust announces one more opponent, Le Champiòn and Jake Hager!! Chris Jericho makes Matt tap and The Inner Circle Win. Meanwhile Stardust and Wardlow go to war in this cage match with Stardust unleashing his brutal side. Wardlow goes to climb the cage, but Stardust uses all his strength to power bomb him off the side through a table!!! 1.....2......3!!!
Next week, Stardust has a badass backstage segment where he responds passionately to Dustin. He tells Dustin that he’s cut ties with everyone. The Bucks, Kenny, MJF, Brandi, all of them. One he hasn’t though. Dustin. And sadistically Stardust says “and Dustin...haha.....I’m going to cut ties with you.” Before walking off ending the segment. The final two weeks of build see Cody get dominant wins before Kingdom Come.
Kingdom Come:
The match itself sees The Young Bucks make a flamboyant entrance together, but when they reach the ring, they look each other in the eye before splitting aside to either side of the ring and enter opposite sides. Then comes Stardust. He runs down to the ring in Goldust colors to mock Dustin. He hops onto the barricade and does his signature pose in front of the roaring crowd. Stardust then runs into the ring and poses in front of The Bucks. The bell rings and we’re under way.
From the start of the match it’s balls to the walls with The Bucks flying around all over the shop. They do some Tag team work, while also doing some wrestling work against one another. Stardust continues to display his ruthless side that he showed in the Cage Match 3 weeks ago but also does his signature technical work against The Bucks. Stardust gets on a roll of form and has both The Bucks at his feet. He then twists their arms in a 360 degree rotation so that their wrenching, then snaps down on them! Stardust also jumps off the top ropes with a Falling Star onto both men!
Matt heads to the top ropes for a Shooting Star Press Attack To Nick, but Stardust climbs up and hits a Muscle Buster off the top ropes!!! He goes to cover, 1....2....Kick Out! Nick goes for a pump kick, Stardust hits Dark Matter!! From behind however Matt Jackson hits a Springboard Meteora to Cody!!! Matt goes to Irish whip Stardust but Cody chops him across the chest! Nick and Matt then have a Superkick Party!!! However Nick turns around and hits a Superkick to Matt!! 1....2...Kick Out!! They continue this high octane action for a while. Cody goes for a Queen’s Cross to Nick, but Matt goes for a superkick. Stardust ducks and puts him into the Queen’s Cross also! He then hits a Double Queen’s Cross!
Nick and Matt exchange a battle of strikes. Nick goes for a slap but Matt ducks and hits a Backfist. After more of this action, Matt kicks off Nick’s chest, backflips and hits Panama Sunset! Finally the first man to be eliminated goes as follows: Matt Jackson has Nick laid out on the apron and he’s about to jump off the top ropes with a Double Foot Stomp, but Cody jumps off the second rope and hits a Disaster Kick to Matt! Matt falls from the top ropes and to the outside. Cody then rolls Nick in and hits his modified version of the Queen’s Cross ( Glory by Death )!!!! 1......2.......3!!!!!! Cody and Matt are the only two left and they exchange some more blows. Finally, Cody hits a Glory by Death!! 1.....2....3!!
Cody def. Matt Jackson and Nick Jackson ( 15 Minutes )
Double or Nothing II:
It’s the second biggest show of the year for AEW, and thus we need a big feud for this show for Cody. This will also be the culmination of Stardust. After Kingdom Come, Stardust starts to talk more on “the power...” that he feels within him. This sounds wacky, but then again the Stardust gimmick is meant to be a comic book villain within wrestling. After Kingdom Come we have a video package, where Cody wakes up in a cosmic dimension, staring off into space. He begins to travel through his life, with another pair of footsteps alongside his during all his moments of success. Beside him however during his biggest downfalls are no footsteps, only him. He then ends up in the present, where he locks eyes with Stardust. Beside him lay nothing and slowly we see poison ivy spreading to his feet. He then wakes up and the video ends.
Dustin next week is speed walking backstage looking for Cody. He needs to help Cody, bring him home. He can’t find him, and so heads to the ring. He cuts a promo about Cody and in the end challenges Cody to a match. “I didn’t want it to become this, but you gave me no choice.” Stardust then comes out and for the first time, Dustin meets Stardust. He looks like he’s going to cry, but fights back his tears. Stardust then says “I accept”. But....there must be some stipulations. “If I win: you must retire and I seize full control of this company. If you win: all says the same. Deal?” Dustin hesitates, but then says “deal” and heads out.
Stardust gets more dominant wins over the next couple of weeks. He has good matches with midcarders like Sammy Guevara, Jack Evans, Kip Sabian etc. The match is made an Unsanctioned Match; meaning the match is none authorized by the powers that be. In a video promo, Dustin Rhodes yet again talks about Cody and then teases the return of Goldust, by instead of painting his face red, he uses gold. Also, Stardust and Dustin both have hype packages that are shown side by side for their match.
The go home show sees Dustin and Stardust going tooth and nail digging into each other, a 20-minute shoot promo for the ages. Dustin brings up: Legacy, all the gimmicks, Cody having a better upbringing, leaving WWE etc. while Stardust to be a detestable Heel brings up Dustin’s alcohol abuse, being given the Goldust gimmick, WWF and WCW holding him down etc.
Firstly; the Double or Nothing II Card looks like this:
Pre Show:
1- Laredo Kid vs. Flamita
2- Casino Battle Royale for a shot at the AEW Championship at All Out II: Won by Jon Moxley
Main Show:
3- Lucha Bros vs. LAX vs. Jurassic Express vs. Villain Enterprises - Ticket To Glory Ladder Match ( winner receives a ticket they can use at any given time and receive a Tag team Championships Match, however they must inform the authorities before hand. )
4- The Inner Circle vs. SCU - Six-Man Tag Team Match
5- Pac vs. Jimmy Havoc - Slaughterhouse Match for the AEW POWER Championship
6- Hikaru Shida (c) vs. Ivelisse vs. Britt Baker vs. Nyla Rose - AEW Women’s Championship Match
7- Stardust vs. Goldust - Unsanctioned Match
8- Marty Scurll vs. Kenny Omega (c) - AEW Championship Match
9- The Young Bucks (c) vs. The Revival - AEW Tag Team Championships Match
Stardust and Goldust both make elaborate entrances. Goldust is fully aware this may be his last ever match and makes the most out of it. I’d even have the full “A Shattered Dreams” production with his WWE music if AEW can manage to use that. Both have an epic stare down before the action kicks off.
Both men exchange punches to each other. Stardust goes for a Queen’s Cross early, but Goldust counters into a Arm takedown. Goldust does the runs off the ropes, Stardust ducks, Goldust stalls, Uppercut kick! They then brawl pj the outside and swing punches at each other. Goldust clotheslines him over the barricade and they brawl through the crowd. Goldust is speared into in concrete wall, but Goldust uses a trash can and bonks Cody on the head with it! Cody responds however by Irish whipping Goldust through a pane of glass!! They then go back to ringside where Goldust secures a metal sheet. He goes to swing it at Stardust but Stardust ducks, hits a Superkick to the gut! He then grabs the sheet and bonks it over the head of Goldust and he’s shedding blood already. Stardust tries to rip the suit of Goldust, and is successful. Goldust fights back and hits an exploder Suplex into the corner!
Goldust pulls out a toaster and throws it at the back of Cody. He uses an adapter, plugs it in, and jams Stardust’s fingers down it! Stardust quickly pulls them out but still a grim spot. Stardust whips down on the bareback of Goldust with a chain, but Goldust rolls out of a shot and takes Stardust to the ground with a clothesline and pulls out the steel steps! He then hits a Wheelbarrow Suplex with Stardust hitting off the steps! Now both men are bleeding. Goldust heads to the outside to recover but Stardust pounces onto him! He then hits a Vertical Suplex off the announce table onto a pile of chairs!!!
Stardust secures a bunch of light tubes and tosses them into the ring, and firstly cuts both his and Goldust arms up by locking in a light tube assisted submission! Goldust then goes for a slap, but Stardust ducks and hits a Backdrop Suplex onto all the light tubes!! Stardust then proclaims a hammer and wallops it on the back of Goldust. Goldust rolls out of the way and kicks Stardus in the gut, hitting an Elevated DDT onto the chair!! He heads to the outside and secures a barbed wire board! He sets it up in the corner and grabs a cinder block! He then smashes it into the head of Cody and dusts flies everywhere. Both men are a bloody pulp but continue going. Stardust screams “I’m going to end you! Goldust will die!” Before going to send him into the barbed wire board but Goldust countering and sending Stardust through!
Both men barely get to their feet after this war of a match. Finally Stardust heads to the top ropes for an attack, but Goldust Tosses him off and he lands on thumbtacks! Goldust then hits a Shattered Dreams with his thumbtack covered boot! 1.......2........3!!!!!!! GOLDUST WINS!!! After the match both men have a heartfelt moment and walk to the back together. Cody whipes off the face paint and yells into the mic “I AM CODY RHODES!” The Elite, Brandi, MJF, Pharaoh all come out and they celebrate.
Goldust def. Stardust ( 20 Minutes )
submitted by ConorCulture to FantasyBookingElite [link] [comments]

What's happening in Ottawa this weekend (Fri 8 - Sun 10)

Type Artist(s)/Event Venue Price Time
Sport Batl open house 2615 Lancaster Rd #29, Ottawa, ON K1B 5N2 0 Fri 8 18:00
Music - DJ DJ Skate Night TD Place 5 Fri 8 19:00
Music - Orchestral Life Reflected NAC - Southam Hall 48 Fri 8 19:00
Music - Pop Rachel Beck With Kelsey Hayes & Evangeline Gentl LIVE on Elgin 10 Fri 8 19:00
Music - Rock A Day For The Dogs - Benefit for Ottawa Humane Society Rainbow Bistro 5 Fri 8 19:00
Music - Accoustic Jessica Bianconi EP Release Show Mavericks 12 Fri 8 19:30
Music - Rock Mike Frazier, EarthDwellers, Draughtsmen, Adam Ferris at Dekcuf Cafe Dekcuf 10 Fri 8 19:30
Music - Experimental L CON, Synne Sanden, Merganzer Pressed 10 Fri 8 20:00
Music - Folk DRFTR + Claire Coupland Bar Robo Free? Unsure Fri 8 20:00
Music - Pop Christophe Maé Théâtre du Casino 58.75 Fri 8 20:00
Music - Folk Tractor Blacksheep Inn 10 Fri 8 20:30
Music - Rock Mélissa Ouimet NAC 15 Fri 8 20:30
Music - Alt Rock Stoby (EP release!), Bosky, and Holy Christopher Black Squirrel Books 10 Fri 8 21:00
Comedy Darryl Orr Yuk Yuks 17.7 Fri 8 21:30
Food Maslenitsa Horticulture Building 0 Sat 9 11:00
Sport Oshawa Generals vs Ottawa 67’s TD Place 21 Sat 9 15:30
Comedy Darryl Orr Yuk Yuks 20 Sat 9 19:00
Music - Celtic Roots Leahy NAC - Babs Asper Theatre 29.75 Sat 9 19:30
Music - Choir Bach Cantanas Christ Church Cathedral 30 Sat 9 19:30
Music - Folk Jasper Bridge With Jillian Kerr LIVE on Elgin 10 Sat 9 20:00
Music - Folk Veronna with Neha Sin in Ottawa Mavericks 10 Sat 9 20:00
Music - Folk Sneezy Waters NAC - Fourth Stage 35 Sat 9 20:00
Music - Pop Christophe Maé Théâtre du Casino 58.75 Sat 9 20:00
Music - Alt Pop Royal Canoe 27 Club 17.5 Sat 9 20:30
Music - Soul Slack Bridges s/g BLAK DENIM Blacksheep Inn 15 Sat 9 20:30
Music - Blues Mathew Chaffey Rainbow Bistro 10 Sat 9 21:00
Music - Folk Birdie Whyte / Welcome The Ghost / Graven & The New Band Irenes 10 Sat 9 21:00
Music - Indie Rock Nighttime In Kansas (Single Release!) w/ Ever Elsewhere, Yarns Pressed Ottawa 12 Sat 9 21:00
Comedy Darryl Orr Yuk Yuks 20 Sat 9 21:30
Kids Sports - Ultimate Frisbee Free Youth Ultimate Clinic Ben Franklin Sports Dome 0 Sun 10 10:00
Music - Pop Christophe Maé Théâtre du Casino 58.75 Sun 10 15:00
Food/Drink Gin tasting 1013 Wellington St West 60 Sun 10 18:30
Comedy Jeff Elliot Yuk Yuks 12.39 Sun 10 20:00
Comedy Outtake Improv Presents: Outtakemania! LIVE on Elgin 10 Sun 10 21:30
Add upcoming events here. See all events currently added here. I added a bot to subscribe to future posts If you know of something awesome happening, add it there, and it will get pulled into the post for that week. I made a bot. To subscribe for future posts, send the bot a message saying 'Subscribe', by clicking here
Errors and Omissions ABSOLUTELY expected. If you see something wrong, or have any suggestions on how I can make this better, let me know.
If you know of any other events this weekend: just comment below.
submitted by SergeantAlPowell to ottawa [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to MAME [link] [comments]

James Bond Theme Concert Arrangement (Casino Royale 007 ... Burt Bacharach ~ Casino Royale - YouTube Piano - Casino Royale (Vesper) by David Arnold - YouTube Vesper (Casino Royale) piano cover - YouTube Casino Royale - Chris Cornell - You Know My Name - YouTube Casino Royale (1967) - opening credits - YouTube The Look Of Love - Dusty Springfield, Casino Royale (HQ ... You Know My Name - Casino Royale Soundtrack - YouTube

Really easy Piano: GREAT FILM SONGS mit Bleistift -- 22 beliebte Filmmelodien sehr leicht gesetzt für Klavier u.a. aus CASINO ROYALE und WALK THE LINE - ideal für Anfänger und Wiedereinsteiger (Noten/sheet music) Really easy Piano: GREAT FILM SONGS mit Bleistift -- 22 beliebte Filmmelodien sehr leicht gesetzt für Klavier u.a. aus CASINO ROYALE und WALK THE LINE - ideal für Anfänger und Wiedereinsteiger (Noten/sheet music) Beim Casino royale song Vergleich sollte unser Vergleichssieger bei fast allen Eigenschaften gewinnen. James Bond 007 - Casino Royale Casino Royale [Vinyl LP] The Immortal Songs of Burt Bacharach: The Best Versions (Raindrops Keep Falling On My Head, I Say a Little Prayer, That's the Friends Are Made for, Casino Royale...) Casino Casino Royale Skyfall Casino Royale Really easy Piano: GREAT ... Alle Casino royale song im Blick. Alles wieviel du letztendlich zum Thema Casino royale song wissen wolltest, siehst du auf dieser Seite - sowie die genauesten Casino royale song Tests. Wir vergleichen eine Vielzahl an Eigenschaften und geben dem Produkt am Ende eine finale Gesamtbewertung. Der Testsieger konnte im Casino royale song Test mit den anderen Artikeln den Boden wischen. Casino ... Welche Kauffaktoren es beim Kaufen Ihres Casino royale song zu untersuchen gilt. Casino royale song Resümees. Um gewiss davon ausgehen zu können, dass die Auswirkung von Casino royale song auch in der Praxis nützlich ist, können Sie sich die Erlebnisse und Meinungen zufriedener Betroffener im Web anschauen.Studien können so gut wie nie als Hilfe genutzt werden, da diese ungemein aufwendig ... Casino royale song - Der absolute Favorit unter allen Produkten. Unser Testerteam hat verschiedene Marken ausführlich verglichen und wir zeigen Ihnen hier unsere Ergebnisse unseres Vergleichs. Natürlich ist jeder Casino royale song direkt bei Amazon.de im Lager und somit direkt lieferbar. Da viele Händler seit geraumer Zeit ausnahmslos noch mit Wucherpreisen und lächerlich schlechter ... Really easy Piano: GREAT FILM SONGS mit Bleistift -- 22 beliebte Filmmelodien sehr leicht gesetzt für Klavier u.a. aus CASINO ROYALE und WALK THE LINE - ideal für Anfänger und Wiedereinsteiger (Noten/sheet music) Really easy Piano: Great Film Songs -- 22 Songs für Klavier sehr leicht und Akkordsymbolen (z.B. für Gitarre) * Inhalt: Angel (City Of Angels) [McLachlan, Sarah] Blue Velvet ... Herb Alpert: Theme From "Casino Royale" for trumpet solo (transcription), intermediate trumpet (transcription) sheet music. Includes an High-Quality PDF file to download instantly. Licensed to Virtual Sheet Music® by Hal Leonard® publishing company. Casino Royale Sheet Music. Browse All Casino Royale Sheet Music. Musicnotes features the world's largest online digital sheet music catalogue with over 300,000 arrangements available to print and play instantly. Shop our newest and most popular sheet music such as "The Look of Love", or click the button above to browse all sheet music. Download our free apps for iOS, Android, Mac, and PC and ... Theme from Casino Royale digital sheet music. Contains printable sheet music plus an interactive, downloadable digital sheet music file. Does not contain lyrics This product is available worldwide Leadsheets typically only contain the lyrics, chord symbols and melody line of a song and are rarely more than one page in length. Musicians will often use these skeletons to improvise their own ...

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"Casino Royale" FULL SOUNDTRACK ALBUM 1967 STEREO - YouTube

The Look Of Love, composed by Burt Bacharach and Hal David. vocal by Dusty Springfield. From the "Casino Royale" soundtrack. ...since I'm uploading spy-themed soundtracks, here's one of the best ever!The ORIGINAL "Casino Royale!"(This was dubbed from an exceptionally clean original... SUBSCRIBE for new videos: http://bit.ly/1RPufTRCheck out more MovieSounds: http://bit.ly/1Gki8wWChris Cornell - You Know My NameMovie © Columbia Pictures Burt Bacharach - Hal David. From The Motion Picture - Casino Royale. Composed, Arranged And Conducted By Burt BacharachHerb Alpert on lead trumpet and studi... Me playing Casino Royale (Vesper) by David Arnold.Sheets: http://forpiano.com/movie/1/ The main title theme composed by Burt Bacharach, performed by Herb Alpert & the Tijuana Brass.Casino Royale is a 1967 comedy spy film originally produced by ... Vesper from the Casino Royale soundtrack by David Arnold, played on piano. The photos of Daniel Craig and Eva Green belong to their rightful owners. Please r... You Know My Name Piano Cover - Casino Royale Soundtrack by Chris Cornell. Get the sheet music: http://rapidshare.com/files/455017338/You_know_my_name.pdf Scr... Arranged from the Casino Royale ending, this is the most musically complete piano version!... 🎄 Check out my Christmas covers!Hark! The Herald Angels Sing (...

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