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Who killed notorious 1940s gangster Benjamin ‘Bugsy’ Siegel, the father of modern Las Vegas? Was it another mob boss? The lover of his best friend's wife? One of the men he was embezzling money from? His Mafia spy girlfriend? His own bosses? The possibilities are endless—and puzzling.

(Note: be warned, kind of long background info here, but I think it’s needed)
As far as interesting lives, few can beat Benjamin ‘Bugsy’ Siegel. Born February 28, 1906 in Brooklyn, New York, Siegel came from a poor Jewish family. Before he was even twenty, he’d established a profitable protection racket and a lengthy rap sheet, including armed robbery, rape, and murder. Siegel had connections—he was childhood friends with Al Capone and familiar with many of the well known New York City mobsters of the day—and he also had a taste for violence. Soon, he’d established a small mob specializing in hits for the numerous bootleg gangs of the time with Meyer Lansky, a fellow mobster. His violence and short temper led some to say he was “crazy as a bedbug,” giving him his famous nickname ‘Bugsy,’ which he even more famously despised.
Siegel was making money, which he was happy to flaunt, but he wanted more. He carried out several hits for Charles “Lucky” Luciano, and eventually formed Murder Inc. with his associates, establishing himself as a skilled hitman for the National Crime Syndicate, an organization of mob families. But Siegel was already making enemies, and several assassination attempts were made on his life, some of which came very close to being successful. So, it was time to move out west.
In California, Siegel helped establish gambling rackets, drug trade routes, and prostitution rings. His star was rising outside of the Underworld too, and in addition to the numerous politicians and police on his payroll, he befriended stars like Cary Grant and Clark Gable. Incredibly, while in Italy with a socialite in 1938, he met Hermann Goering and Joseph Goebbels, whom he immediately disliked and offered to kill. The offer was declined by his lady friend. Yet Siegel was not always looked upon fondly by the upper echelons of Hollywood; he borrowed exorbitantly from celebrities, knowing he would never be asked to pay it back, and began to develop extensive plans to extort movie studios. After several trials and acquittals for failed and successful hits, it was time to leave California.
Siegel’s next stop was Las Vegas where, in 1945, he purchased and developed the Flamingo Hotel & Casino, the first luxury hotel on the Vegas strip. As you might imagine, that was expensive, and over the course of its construction, costs were equivalent to over $61 million in today’s money each year. Siegel’s checks were bouncing, and many of the locals felt threatened by him. Mob bosses were beginning to lose patience with Siegel too, and he was refusing to report on business, claiming he was running the California Syndicate himself. For now, they left him alone—he'd been valuable in the past, after all.
The Flamingo Hotel was a dismal failure, and people—very powerful people—were starting to get tired of waiting for the promised money to materialize. By 1947, it was gradually turning around—with the help of Meyer Lansky, now in Vegas—but for most, it was too little too late.
Death:
On June 20, 1947, Siegel was gunned down in the Beverly Hills home of his sometimes-girlfriend Virginia Hill. He was 41. Somewhat suspiciously, Hill had taken an unscheduled flight to Paris the day (or by some sources, week) before. As Siegel sat reading the newspaper with associate Allen Smiley, an unknown assailant fired with a .30 caliber military M1 carbine through the window, striking Siegel many times (NSFW). Two shots hit his head, with one passing through his right cheek and the other his nose. Though he was not hit directly through the eye (NSFW), a bullet-in-the-eye death became a popular trope in Mafia media, including in the Godfather, where a character based on Siegel is murdered in the same manner.
The death was covered extensively in the media, which portrayed Vegas as a bastion of sin and mafia activity. As early as the day after Siegel’s death (or, as some sources have it, during Siegel’s death), however, more personal things were changing: Lansky walked into the Flamingo and took over operations.
Theories:
The mob is famously tight-lipped, and Siegel’s death was no exception. Despite the extensive speculation, no precise motive has ever been confirmed. There was a massive police investigation, but in a case like this, that doesn’t mean much, nor does the media coverage. The media in particular salivated over the potential for splashy crime stories, and the circumstances of this case have been complicated by contemporary coverage. Several days after Siegel’s death, for example, one newspaper ran the headline “BUGSY'S BLONDE EX-WIFE GIVES CLUES TO HIS KILLERS,” while another read “BUGSY'S EX NO AID IN HUNT.” As far as the most popular theories:
A Mob hit: A mob hit seems like the most obvious cause, and it's a theory that’s been popularized by several novels and the 1991 movie Bugsy. It would certainly make sense; it was the mob’s money Siegel had been spending wildly on his unsuccessful hotel after all, and he’d been growing uncooperative. Of the proposed hitmen, the most often mentioned are Frankie Carbo (Ralph Natale, former Philadelphia boss and Mob squealer, claimed Carbo as the true killer) and Eddie Cannizarro, both Syndicate hitmen. But even here, there are several proposed reasons for the hit. As some have it, mob money from the Flamingo’s funding was going missing and Siegel was skimming off the already meager profits. Skimming could have been forgiven, if the Flamingo was a success. It was not. After a meeting of the Syndicate’s “Board of Directors,” it was allegedly decided that Siegel would die, with Lansky reluctantly agreeing. Others believe that a hit might have been ordered whether Siegel was skimming or not; the Flamingo was simply too expensive. As one historian put it, “Bugsy was a dreamer. And he was dreaming with other people’s money.”
Yet many have also argued against this theory. According to one of Siegel’s emissaries in Vegas, for example, no one would have dared to order a hit on Siegel. He and Lansky were close until the end of their lives, and Lansky would never have agreed to it. And if Lansky would not agree, then Charles “Lucky” Luciano, who was “the head of everything,” would never have agreed either. And as others have argued, the method of execution (NSFW) didn’t match with typical mob methods; firing a weapon from outside a house increased the risk of missing as well as the risk of being seen. The preferred method was a clean shot to the back of the head. According to some, the oft-referenced money problems of the Flamingo also wasn’t an issue. At the time, Lansky was paying back any investor who wanted out, and the gradual uptick in its profits was quickening by the day. Personally, I don’t think the financial uptick invalidates the theory. If the hotel was starting to make more money, then that might be all the more reason to get rid of the difficult-to-manage Siegel and take over.
Wire Business: At the time of his death, Siegel was embroiled in a dispute with Jack Dragna, dubbed the Capone of Los Angeles. Siegel and Dragna had had an uneasy partnership in previous years, but Dragna, far less powerful than Siegel and the New York gangs, resented the income and respect Siegel commanded. This came to a head when a racing wire service (a way of cheating on bets) between the two of them soured. Siegel wanted control for himself, and ordered Dragna to turn it over or be killed, to which Dragna agreed. After Siegel’s death, control was returned to Dragna. He had a motive, but his story would only have been one among many for a man as ruthless as Siegel, which, in a way, complicates things further—there’s a real possibility that the culprit in Siegel’s murder was someone never even considered. His list of enemies was long, varied, and probably mostly unknown. Yet another man who had reason to want Siegel dead, for example, was his bodyguard and muscle Mickey Cohen. A Cleveland gangster, Cohen was given control of the Syndicate’s West Coast gambling operations. If Siegel still lived, he would never have gotten it. Interestingly, he, like Al Capone before him, was eventually felled by tax evasion.
Virginia and/or brother: The same emissary of Siegel who shot down the mob hit theory believed that Virginia Hill’s brother had carried out the murder. The brother, a marine stationed at Camp Pendleton named Bob or Bill, had seen Siegel and Virginia fighting outside the Flamingo as well as the bruises Siegel had left on her and threatened to kill him. Another of Virginia’s brothers, Chuck, was also at the Beverly Hills house when Siegel was murdered.
Virginia herself has also been the subject of suspicion. Nicknamed the “Queen of the Mob,” Hill worked, among other powerful jobs, as a cash courier, laundering money and stolen goods as well as blackmailing high-ranking men through sexual liaisons. Her relationship with Siegel was tempestuous at best, and she may have been embezzling from the Flamingo. She’s also been accused of two-timing with rival mob operations, though this is unconfirmed. Eventually fleeing to Europe permanently, Hill died of an overdose in 1966, though some have alleged that she was actually murdered after she, completely broke, attempted to leverage her intimate knowledge of the Mob.
Rival Mobs: Unfortunately, I can’t find much concrete information about this theory (note: story of my life researching these posts haha), but some believe that rival mob operatives wanted Siegel gone. He was a powerful—and very public—figure, which made him something of an obvious target in the cut-throat world of Mafia politics.
Moe Sedway: This is a relatively new theory, emerging after Robbie Sedway was interviewed for LA Magazine after his mother’s death. Here, he alleged that Siegel’s murder was ordered by his mother Bee, the wife of powerful mobster—and childhood friend of Siegel’s—Moe Sedway. According to Bee, who wrote and scrapped a book proposal called Bugsy's Little Lunatic (Siegel’s nickname for her), Siegel had threatened her husband, who was the Flamingo’s numbers man, and therefore watching Siegel—who, remember, had been accused of skimming—closely. So Bee contacted Mathew “Moose” Pandza, a truck driver whom Bee married after Moe’s death. Moose, the perfect killer, since he had no connection to the Mob, then shot Siegel to death. The problem with this theory, however, is that Bee is the only source; as she herself said, anyone who could contradict her was dead. She also squandered most of the fortune left to her by Moe over the course of her life, and died almost penniless.
All of the above: Some believe that almost all the suspects were involved. Usually, it goes something like this: “Virginia supplied the location and received some reward. Cohen knew Bugsy's schedule for the evening, but happened to not be watching him that night…Dragna ordered the hit, with the approval of Lansky and Luciano.” It’s unlikely, but it certainly has its believers, if only for the convenience of it.
Final Thoughts & Questions:
This case is interesting to me because of the sheer number of suspects. In the end, a mob hit seems the simplest and most likely explanation. But there were so many people with means, motive, and opportunity. So:
Sources:
https://www.lamag.com/longform/mobster-murder-moll-secret/
https://www.pbs.org/wgbh/americanexperience/features/lasvegas-bugsy/
https://themobmuseum.org/blog/killed-benjamin-bugsy-siegel/
https://unsolvedmysteries.fandom.com/wiki/Bugsy_Siegel
https://en.wikipedia.org/wiki/Bugsy_Siegel
https://themobmuseum.org/blog/virginia-hill-queen-of-the-mob-was-no-ones-pushove
To many, Siegel’s legacy exceeds his mob connections, and in some ways, even his death; without him, many believe, there would be no Vegas. So if you take anything away from this write-up, let it be this: The Blue Man group’s Vegas residency is Bugsy Siegel’s fault.
submitted by LiviasFigs to UnresolvedMysteries [link] [comments]

Looking back on a year of Nano development - Presented by NanoLinks

I think this list speaks for itself. Thank you for this year Nano community and see you in 2021 for even more fun! We are only getting started 🚀


u/iB0mmel
submitted by Joohansson to nanocurrency [link] [comments]

Stock manipulation rabbit hole

This is wsb Material if someone could kindly repost
Obligatory; Sir, this is a casino.
I went down a rabbit hole instead of watching this brutal red day. I may have stumbled on some interesting information that could explain some price movements and low volume. (I’m retarded and might need a big brain to do some proper DD.
I looked into the lawsuit NASDAQ, and friends filed against the SEC regulations regarding their data becoming more transparent. Data they sell for a premium to deep pockets.
Found an article here: https://ca.finance.yahoo.com/news/nasdaq-york-stock-exchange-sue-033502793.html
“The SEC is also dealing with other suits. In October, Citadel Securities sued the commission over its decision to approve a new mechanism for trading stocks at exchange operator IEX Group Inc.”
Citadel, everyone's favorite character in the Retail Reddit Wars. WSB/GME vs. RH/Hedgies.
IEX CEO worked for the Royal Canadian Bank before starting this exchange, which practices “Dark Pools” - https://en.m.wikipedia.org/wiki/Dark_pool
Companies can list with IEX for less than 1/10th the price of NASDAQ.
Under Dark Pool Wiki, you can find some interesting information such as the UBS Fine, which is described as the elusive “Short Ladder attack” with High-Frequency Trading [Which narrows bid-to-offer spread, Hmmm... HFT = 50-62% of all trading (2012) Dark pools = 32% of trades stocks (2012) Participants in dark pool holdings, Fidelity (connect the dots)
HFT has the potential for the Sharpe effect 10x the reward of the traditional buy and hold method.
These practices have led to multiple market crashes
Also, you can see how all these big money movers defrauded the public and company’s of billions while being fined very, very little for doing so.
TL:DR WSB, Reddit, retail investors have little to no effect on the market. This is, in fact, a Casino, and we are playing poker with our cards face up. Any regulations pushed by the Government because of these reasons is most likely not in our best interest.
submitted by Kitchen_Couple5937 to conspiracy [link] [comments]

Market manipulation explained?

Obligatory; Sir, this is a casino.
I went down a rabbit hole instead of watching this brutal red day. I may have stumbled on some interesting information that could explain some price movements and low volume. (I’m retarded and might need a big brain to do some proper DD.
I looked into the lawsuit NASDAQ, and friends filed against the SEC regulations regarding their data becoming more transparent. Data they sell for a premium to deep pockets.
Found an article here: https://ca.finance.yahoo.com/news/nasdaq-york-stock-exchange-sue-033502793.html
“The SEC is also dealing with other suits. In October, Citadel Securities sued the commission over its decision to approve a new mechanism for trading stocks at exchange operator IEX Group Inc.”
Citadel, everyone's favorite character in the Retail Reddit Wars. WSB/GME vs. RH/Hedgies.
IEX CEO worked for the Royal Canadian Bank before starting this exchange, which practices “Dark Pools” - https://en.m.wikipedia.org/wiki/Dark_pool
Companies can list with IEX for less than 1/10th the price of NASDAQ.
Under Dark Pool Wiki, you can find some interesting information such as the UBS Fine, which is described as the elusive “Short Ladder attack” with High-Frequency Trading [Which narrows bid-to-offer spread, Hmmm... HFT = 50-62% of all trading (2012) Dark pools = 32% of trades stocks (2012) Participants in dark pool holdings, Fidelity (connect the dots)
HFT has the potential for the Sharpe effect 10x the reward of the traditional buy and hold method.
These practices have led to multiple market crashes
Also, you can see how all these big money movers defrauded the public and company’s of billions while being fined very, very little for doing so.
TL:DR WSB, Reddit, retail investors have little to no effect on the market. This is, in fact, a Casino, and we are playing poker with our cards face up. Any regulations pushed by the Government because of these reasons is most likely not in our best interest.
submitted by Kitchen_Couple5937 to Wallstreetbetsnew [link] [comments]

Trumps Russian Ties

Trump has been in Russia's pocket a long time here is more reading for those interested in the history.
Trump was over a billion in debt and the Russians bailed him out.
► Trump was first compromised by the Russians in the 80s. In 1984, the Russian Mafia began to use Trump real estate to launder money. In 1987, the Soviet ambassador to the United Nations, Yuri Dubinin, arranged for Trump and his then-wife, Ivana, to enjoy an all-expense-paid trip to Moscow to consider possible business prospects. Only seven weeks after his trip, Trump ran full-page ads in the Boston Globe, the NYT and WaPO calling for, in effect, the dismantling of the postwar Western foreign policy alliance. The whole Trump/Russian connection started out as laundering money for the Russian mob through Trump's real estate, but evolved into something far bigger.
► In 1984, David Bogatin — a convicted Russian mobster and close ally of Semion Mogilevich, a major Russian mob boss — met with Trump in Trump Tower right after it opened. Bogatin bought five condos from Trump at that meeting. Those condos were later seized by the government, which claimed they were used to launder money for the Russian mob. (NY Times, Apr 30, 1992)
► [Felix Sater](https://en.m.wikipedia.org/wiki/Felix_Sater } is a Russian-born former mobster, and former managing director of NY real estate conglomerate Bayrock Group LLC located on the 24th floor of Trump Tower. He is a convict who became a govt cooperator for the FBI and other agencies. He grew up with Michael Cohen--Trump's former "fixer" attorney. Cohen's family owned El Caribe, which was a mob hangout for the Russian Mafia in Brooklyn. Cohen had ties to Ukrainian oligarchs through his in-laws and his brother's in-laws. Felix Sater's father had ties to the Russian mob. This goes back more than 30 years.
► Trump was $4 billion in debt after his Atlantic City casinos went bankrupt. No U.S. bank would touch him. Then foreign money began flowing in through Bayrock (mentioned above). Bayrock was run by two investors: Tevfik Arif, a Kazakhstan-born former Soviet official who drew on bottomless sources of money from the former Soviet republic; and Felix Sater, a Russian-born businessman who had pleaded guilty in the 1990s to a huge stock-fraud scheme involving the Russian mafia. Bayrock partnered with Trump in 2005 and poured money into the Trump organization under the legal guise of licensing his name and property management.
► In July 2008, the height of the housing bust, Trump sold a mansion in Palm Beach for $95 million to Dmitry Rybolovlev, a Russian oligarch. Trump had purchased it four years earlier for $41.35 million. The sale price was nearly $54 million more than Trump had paid for the property. Again, this was the height of the recession when all other property had plummeted in value.
► Semion Mogilevich was the brains behind the Russian Mafia. Mogilevich operatives have been using Trump real estate for decades to launder money. That means Russian Mafia operatives have been part of his fortune for years. Many of them owned condos in Trump Towers and other properties. They were running operations out of Trump's crown jewel.
► So many Russians bought Trump apartments at his developments in Florida that the area became known as Little Moscow. The developers of two of his hotels were Russians with significant links to the Russian mob. The late leader of that mob in the United States, Vyacheslav Kirillovich Ivankov, was living at Trump Tower
► According to a Bloomberg investigation (3/16/2017) into Trump World Tower, “a third of units sold on floors 76 through 83 by 2004 involved people or limited liability companies connected to Russia and neighboring states.”
► In 2013, Federal agents busted an “ultraexclusive, high-stakes, illegal poker ring” run by Russian gangsters out of Trump Tower. They operated card games, illegal gambling websites, and a global sports book and laundered more than $100 million. A condo directly below one owned by Trump reportedly served as HQ for a “sophisticated money-laundering scheme” connected to Semion Mogilevich.
► The Russia Mafia is part and parcel of Russian intelligence. Russia is a mafia state. That is not a metaphor. Putin is head of the Mafia. So the fact that they have been operating out of the home of the president of the United States is deeply disturbing.
► Rudy Giuliani famously prosecuted the Italian mob while he was a federal prosecutor, yet the Russian mob was allowed to thrive. Now he's deeply entwined in the business of Trump and Russian oligarchs. Giuiani appointed Semyon Kislin to the NYC Economic Development Council in 1990, and the FBI described Kislin as having ties to the Russian mob. Of course, it made good political sense for Giuliani to get headlines for smashing the Italian mob.
► A lot of Republicans in Washington are implicated. Boatloads of Russian money went to the GOP--often in legal ways. The NRA got as much as $70M from Russia, then funneled it to the GOP. The Republican Senatorial Campaign Committee lead by McConnell got millions from Leonard Blavatnik. In the 90s, the Russians began sending money to top GOP leaders, like Speaker of the House Tom Delay. Craig Unger's book alleges that most of the GOP leadership has been compromised by RU money.
► At the Cityscape USA’s Bridging US and the Emerging Real Estate Markets Conference held in Manhattan, on September 9, 10, and 11, 2008, Donald Trump Jr. was frank about the tide of Russian money supporting the family business, saying "...And in terms of high-end product influx into the US, Russians make up a pretty disproportionate cross-section of a lot of our assets."
► Eric Trump told golf reporter James Dodson in 2014 that the Trump Organization was able to expand during the financial crisis because “We don’t rely on American banks. We have all the funding we need out of Russia.”
► It's believed that Russian oligarchs co-signed Trump’s Deutsche bank loans.
Alex Navalny has insinuated Paul Manafort passed along Trump's campaign information to the Kremlin via Kilimnik. In a 25-minute Youtube video (Russian with subtitles), Navalny shows footage of Deripaska with Russian deputy prime minister Sergei Prikhodko on his yacht in Norway in August 2016. Based on that footage, he alleges that information about the Trump campaign must have passed between the two. Senate Intelligence Report I believe concluded Paul gave the information to known Russian asset but that we have no proof this asset gave the information to the Kremlin? Im hoping someone in the comments has some more on the Paul Manafort accusation to perhaps clear this bullet up in a future edit.

Trump now gleefully takes cues from Putin:
► Trump went against American intelligence on North Korean missiles. He told the FBI he didn't believe their intelligence because Putin told him otherwise. “I don't care, I believe Putin"
Trump met in secret with Putin at the G20 summit in November 2018, without note takers. 19 days later, he announced a withdrawal from Syria.
Trump refused to enforce sanctions legally codified into law - and in some cases reversed standing sanctions on Russian companies.
► He has denounced his own intelligence agencies in a press conference with Putin on election meddling - and publicly endorsed Putin's version of events.
Demanded Russia get invited back into G7
► Pushed the CIA to give American intelligence to the Kremlin.
► Withdrew from the Open Skies treaty

EDIT -
First want to say thanks for taking the time to read the post. Please take the time to also VOTE this election. Also thank you various users for the rewards and support.
On to actual edits :)
Firstly I've removed the link to Trump / Russian bounties allegations. Which was the last point in the post originally due to its lack of factual evidence.
Second I've changed a few points wording.
Third I've added a new bullet at the end that was passed a long to me yesterday by another user in another thread about Trump and his campaign manager.
Fourth I'd like to point out that this post is a collection of points from various other users in other threads and I personally don't want to take any credit for this post as I'm just carrying the torch with this post of several users before me who compiled many of these points.

submitted by idontneedjug to Keep_Track [link] [comments]

Popular Builder Solitaire Card Games

Solitaire is the much beloved choice for killing time in the office or at the home computer. The three most popular solitaire card games are Klondike, Spider, and FreeCell, and these enjoy dizzying heights of popularity as a result of being included as part of Microsoft Windows in the 1990s (for more on this, see this article). What these three games have in common is that they all fit the "builder" genre. That means that they follow the basic formula of many solitaire games, where the overall objective is to arrange cards in ascending order from Ace through to King, for each of the four separate suits. Typically this is done by placing and moving cards within a tableau of rows and columns of cards, where the cards are often arranged in descending order, sometimes with an additional requirement of alternating colours.
Klondike, Spider, and FreeCell are by no means unique in this regard, and the genre of "building" games is the most popular archetype within the larger world of solitaire card games. Not all solitaire card games are builder games, but builder games are the most common and arguably the most loved. So which other solitaire games of this type should you know about and should you try first? I've explored the world of solitaire card games extensively myself, and also examined numerous lists about the most popular ones, to help you begin your experience with the best of the best, rather than waste your time with mediocre or obscure games. The six builder games covered in this article are time-tested classics that are most well-known and loved, and represent the best "next step" for anyone wanting to branch out after enjoying Klondike, Spider, or FreeCell.
Each of the builder games discussed here represents a small category of its own, because there are many popular variations and related games for each, which I will cover as well. As with my previous articles on solitaire games games, the accompanying links go to Solitaired.com, which is a website where you can play these games for free. But because these games are so common and well known, you'll find that they are included in most software and websites that offer collections of solitaire card games.

== Games With One Deck ==

BAKER'S DOZEN
Overview: Baker's Dozen also represents a family of games that plays much like Forty Thieves (see below), but with a single deck. While some variations have a stock, in Baker's Dozen and its most closely related games all the cards are face up, so you have complete information to work with.
Game-play: The tableau consists of thirteen columns of four overlapping and face-up cards each, while the four foundations begin empty. To ensure that the tableau doesn't lock up too quickly, Kings are automatically placed to the bottom of each column when they are turned up. Just like in Forty Thieves, only the single top card of each column may be moved, and columns are built downwards, in any colour and suit. Empty spaces in the tableau may not be filled. As you'd expect, the aim is to get the entire deck onto the four foundations, building up each from Ace to King, with each being built upwards by value.
Variations: Portuguese Solitaire makes Baker's Dozen slightly easier by allowing empty spaces in the tableau to be filled with Kings, while Spanish Patience allows building on the foundations regardless of suit. Baker's Two Deck is effectively the same as Baker's Dozen but using two decks, with eight foundations and a tableau consisting of ten columns with 10 or 11 cards each.
My thoughts: Because this only involves a single deck, Baker's Dozen is much quicker to play than Forty Thieves, and the chances of success are also significantly higher, with as many as 2 of 3 games being easily winnable. The fact that Kings begin at the bottom of the tableau ensures that you don't get stuck too quickly, and being able to build down in the tableau independent of suit ensures a great amount of flexibility. At the same time managing the tableau carefully is still important, especially in cases where empty spaces don't get filled. This makes Baker's Dozen a quicker, simpler, and more accessible game than Forty Thieves and its many variants, while still remaining rewarding and satisfying to play.

https://preview.redd.it/uzpzp0dtend61.jpg?width=600&format=pjpg&auto=webp&s=28ee57dfe129f73475b95e4b1c12d2910b9a0284
Related games: Castles in Spain requires building down in the tableau to be with alternate colours, and in most versions of this game all but the top card of each column in the tableau begins face-down. Quite similar is Martha and its harder sibling Stewart, where every second card in the tableau begins face-down. Good Measure is a more difficult variation of Baker's Dozen, since it uses ten columns of five cards each, and has more strict rules for building on the foundations; Canister has only eight columns with even more cards on each.
Bisley: Special mention can be made of Bisley, which is a classic but more difficult game in this family. In Bisley you use a tableau of thirteen columns of four cards each to build upwards on the four Aces, and simultaneously build downwards on the Kings whenever they become available.
CANFIELD
Overview: Canfield is one of the all time greats among solitaire games, and is a genuine classic. Also known under names like Demon, Fascination, or Thirteen, you'll find that it appears in almost every book with solitaire card games. According to legend, the game owes its origin and name to Richard A. Canfield, a 19th century gambler. For an initial outlay of $52, Canfield offered gamblers a reward of $5 for every card successfully played to the foundations, with a $500 pot for successfully playing all 52 cards to the foundations. Anything more than 10 cards played to the foundations would get you out of the red, but in most cases the game favoured the casino, indicating how hard the game can be to play.
Game-play: Game-play is much like Klondike, with the aim of building up all four suits in order. The key difference is the starting set-up, because there is a single face-down reserve of 13 cards (sometimes called the "demon"), with a 14th card turned up as the first foundation card. The foundations begin with the cards corresponding to the rank of this initially turned up card (rather than the usual Ace), and the idea is to build upwards from there, if necessary "turning the corner" from King through to Ace. Also different from Klondike is the starting tableau, which consists of just four face up cards alongside the reserve. The stock is turned up three cards at a time as in standard Klondike, with as many re-deals as necessary. Any space that appears in the tableau is immediately filled by the top card of the reserve pile, which is always kept face-up.
Variations: Given how challenging it can take to win a standard game of Canfield, a number of variants exist that simplify the game slightly, increasing your chances of playing cards to the foundations. Canfield's gambling house is said to have given players the option of going through the stock three times when dealing three cards at a time, or just a single time when dealing one card at a time, and it has been estimated that most games would only see 5 or 6 cards played. The game becomes slightly easier with Canfield Rush, where the cards are first dealt three at a time, then two at a time, and then individually in a final deal of the stock.
My thoughts: Canfield does have a strong connection to Klondike, but has a smaller tableau to work with, while also providing a much smaller number of cards (only 13) that are face-down in the tableau at the start of the game. The real key is finding a way to make these cards available and get these into the game. Given how hard the original game is, I prefer playing with the rule that allows dealing of cards individually, and cycling through the stock as often as necessary. Some of the related games discussed below, such as Rainbow and Storehouse, significantly improve your winning chances, and can be very satisfying to play. Certainly if you enjoy Klondike, this game is a great next step to try.

https://preview.redd.it/u62f87euend61.jpg?width=600&format=pjpg&auto=webp&s=073fd04a2eea40447c0b030072ece279293ffca5
Related games: In Rainbow (also called Rainbow Canfield), cards may be built downwards in the tableau regardless of suit (some versions still require alternating colour), making it much easier to manipulate cards and work your way through the stock and the reserve. Additionally, cards from the reserve aren't automatically added to the tableau, giving you more control and adding strategic options. In most versions of Storehouse (also called Thirteen-Up), you get an additional head-start by placing your initial four cards on the foundations at the outset, while cards from the stock are turned up one at a time. The big difference in this game is that you must build down by suit in the tableau, which really changes how the game feels, because playing from the tableau to the foundation usually involves a whole string of cards at once. Eagle Wing (also called Thirteen-Down) is somewhat similar to Storehouse, and has a uniquely shaped tableau. Dutchess (sometimes spelled Duchess), is a Canfield style game that adds a reserve of four fans, while American Toad is an easy-to-win version of Canfield with two decks.
Two Players: Canfield has been adapted for a multi-player game under the common name Pounce, and is also known as Nerts or Racing Demon. A commercial version exists under the name Solitaire Frenzy, and the published game Dutch Blitz is also a close relative. In Pounce, each player uses his own deck and tableau, playing simultaneously and real time onto shared foundations, with the goal is to be the first to get rid of your reserve pile. You can play with as many as half a dozen players or more, and the frenzied action typically proves to be enormous fun!
FAN GAMES (La Belle Lucie)
Overview: La Belle Lucie, also called in English "Lovely Lucy" or "Beautiful Lutecia", is a classic representative of the family of games typically described as Fan games. It's one of the more difficult games in the genre to win, and thus some of its variants and closely related games have arguably become more popular than Lovely Lucy itself. But this classic game of French origin is a good archetype of the genre, and you'll find it included in most books with patience games, and on most solitaire websites and software. Effectively this game is just a tableau of 17 columns of three cards each (plus a column with a single card), but the fan-style arrangement with horizontally overlapping cards that is traditionally associated with this game is a signature feature.
Game-play: A single deck is dealt face-up into 17 "fans", each consisting of three overlapping cards, plus an 18th column with just one card. Only one card can be transferred within the tableau at a time, so sequences can't be moved, and building happens downwards according to suit. Empty spaces in the tableau may not be filled. The aim is to build up four foundations by suit from Ace to King. Under the most commonly played rules, once you are unable to place or move any more cards, you take all the cards from the tableau and redeal them into fans with three cards each; there are two such re-deals.
Variations: Three Shuffles and a Draw (also called Lovely Lucy With a Draw) adds a merci play, where you can move a single blocked card once during the course of the game. While La Belle Lucie is sometimes called The Fan, this is also the name of a popular variation which allows exposed Kings to be played to empty spaces in the tableau, making the game less frustrating and far more achievable. Trefoil is identical to La Belle Lucie except that the Aces begin on the foundations, resulting in an initial tableau of just 16 fans.
My thoughts: This is a terrific single-deck game, because you have perfect information given that all the cards are face-up, and the large number of columns/fans means that buried cards have at most only a couple of cards blocking them. La Belle Lucie is very difficult to win under the original and strict rules, especially because empty fans may not be refilled, and cards beneath an unplayable exposed card (e.g. a King) are permanently inaccessible. The merci rule that lets you unblock one card is virtually essential, and usually a standard way of playing, but even after two redeals the game can still be hard to finish, depending on the draw. Some of the variants and related games that simplify things slightly are more satisfying. This is one of my favourite solitaire games to play with a single deck, since it is less luck-dependent than many other popular single-deck games like Klondike.

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Related games: One of the more popular games in this family is Super Flower Garden, where building downward is permitted regardless of suit; with good play under these rules the game can be completed almost every single time. Shamrocks takes the essence of La Belle Lucie, but implements several other changes to make the game much easier: Kings are moved to the bottom of the fan during the deal, and you may build up as well as down on the fans (which are limited in size to 3 cards) and can ignore suits; to prevent it being too easy there are no redeals.
Similar games: Games in the Baker's Dozen family (covered previously above) are sometimes classified as Fan games as well, because the game-play is quite similar, with 13 columns/fans of four cards each, but the absence of re-deals gives them a different feel. Bristol is often played with a tableau consisting of fans as well, but there are only eight fans of three cards each, while the rest of the deck functions as a stock that you deal onto three waste or reserve piles. Despite some hidden information, those who appreciate Fan games are likely to appreciate Bristol as well. Intelligence is a two-deck game in the style of La Belle Lucie, while the relatively easy two-deck game Buffalo Bill relies on reserve cells rather than tableau building.
CASTLE GAMES (Beleaguered Castle)
Overview: Beleaguered Castle is the most famous member of what can be called the "Castle" family of solitaire games, and is a classic game that you'll find in most books of Patience. This game sometimes also goes under the alternative names of Laying Siege and Sham Battle. It is an excellent example of an open solitaire game, because all the cards are dealt face-up at the start, so you begin with perfect information.
Game-play: With the four Aces placed in a vertical column as foundations, the rest of the cards are dealt face-up into four rows of six overlapping cards each on either side, forming a tableau consisting of two "wings". As expected, the goal is to build all four foundations in order from Ace through King. Cards may only be moved within the tableau one at a time, rather than in stacks, so only the end card of each row within the tableau may be moved, either to the foundations, to another row in descending sequence regardless of suit, or to an empty space in the tableau.
Variations: In Streets and Alleys, the Aces don't begin in the starting foundations at all, but are included in the initial tableau of dealt cards, so that the four rows on the left side of the foundations each consist of seven cards each rather than six. Thomas Warfield's Stronghold adds a storage cell to Streets and Alleys, to give more strategic options for movement. Citadel improves Beleaguered Castle's initial position slightly by allowing you to build straight to the foundations during the deal, while Selective Castle lets you choose the rank of the foundation cards after the deal. Some solitaire sites offer a Beleaguered Cities variant (sometimes simply called Castle), which makes the game much easier by allowing you to build in ascending or descending sequence (still regardless of suit), and this ensures that you can nearly always complete the game successfully.
My thoughts: Despite the unusual signature "wing" setup, strictly speaking the mechanics of Beleagured Castle are like most other solitaire games (especially Forty Thieves, see below), but with a single deck, eight columns of six cards each, and no stock. The strict rules for movement and building within the tableau make this a very difficult game to complete successfully. Ideally you want to be able to get one of the rows entirely clear, to give you more options for manipulation within the tableau. Even so, being only able to move the outside card on each row is quite limiting, and as a result you will often be thwarted by the luck of the draw early on, especially if high cards bury some lower cards, and so this classic game can be somewhat frustrating. You'll often find yourself quickly redealing and starting over, hoping for better luck the next time around; one advantage of a digital version is that you can keep redealing until you get a deal that seems like a reasonable starting draw. The simpler variant Castle is a good place to start with this game, since it increases your chances of success drastically.

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Related games: Fortress operates on a similar concept, but there are five rows on each side of the foundations instead of four. In addition, you are restricted to building on the same suit, but you may build in ascending or descending sequence. Aces start within the tableau (thus two rows have six instead of five cards). The variant Chessboard applies the same principle as Selective Castle, by letting you choose the rank of the foundation cards after the deal (building around the corner on the foundations as required), in order to take better advantage of the cards you have been dealt. Zerline is a German game where Queens are high, and helps by adding a four-card storage area.
SIR TOMMY GAMES
Overview: Sir Tommy (Old Patience, Try Again, Numerica) is also known as Old Patience, which reflects its origin as the oldest known patience game, and possible ancestor of all others. The average person may not have heard of it, but it deserves a place on this list because this is a game from which so many other solitaire games are derived, including many more familiar ones. It is at the head of a family of games where cards in the tableau can't be moved after being placed, and that's a unique quality that also makes it quite challenging to win.
Game-play: Suits are irrelevant in this game, and the aim is to build four foundations from Ace to King. You deal the deck face-up one at a time, and the tableau has four columns (or waste piles); dealt cards can be played on any column but cannot be moved from one to another. So while it's still technically a building game because you are building up the foundations, there is no packing in the tableau to assist you with this.
Variations: Some variants (e.g. Auld Lang Syne, Tam O'Shanter) turn Sir Tommy into even an simpler luck-based game nearly impossible to win, while others are extremely strategic like the well-known Calculation. Amazons is an interesting version played with a smaller deck that has the goal of building to the Queens (= Amazons), and is best played digitally given the amount of redealing. Other variants make the game easier (and for me, more enjoyable) by increasing the number of tableaus (Strategy, Lady Betty, and Last Chance) or redeals (Acquaintance), or make it more interesting by requiring building by colours (Puss in the Corner, and Colours, Alternate).
My thoughts: Good players can win as many as 20% of their games, and storing cards in the right order on the four columns is critical, because you want to avoid having low valued cards blocked by higher ones, or having too many cards of the same number in one column. Reserving a pile for Kings and another for high cards is often a good strategy. Even so, it's a hard game to win and can be frustrating. I recommend trying some of the easier variants as a way to enjoy this game; there's a good reason so many variants have evolved from the original over time. It's a large family that includes many solitaire variants, and these are well worth trying and exploring.

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Related games: Several two-deck games are in the Sir Tommy family, including Fanny, Frog (also called Toad), Fly, and Grand Duchess, most of which involve using a reserve. Several two-deck games use similar mechanics but operate with a larger 20 card tableau in the style of the simple game Carpet, but involve building both up and down on the foundations; for me personally these are the most fun of all Sir Tommy variants, and include Twenty (also called Sly Fox), Colorado, Grandmother's Patience (also called Grandmamma's Game), and Grandfather's Patience - all excellent games.
Calculation: Calculation deserves special mention, and has become a classic in its own right. What makes it unique is that the foundations are built up by one, two, three, and four respectively, and it requires a lot of skill. The variant Betsy Ross is more luck-dependent but is also easier to complete successfully.
YUKON
Overview: Yukon first appeared in a 1949 book on solitaire games, and has since exploded in popularity. This single deck solitaire game was partly inspired by Klondike, which is of course the most popular solitaire card game of all time. But because Yukon has no stock and more flexible rules for movement of stacks within the tableau, it allows a lot more scope for thinking.
Game-play: While inspired and indebted to Klondike, Yukon creates a game with a very different feel by removing the requirement that stacks of cards must be in alternating sequence in order to be moved. In other words, you can move any stack to a legal card within the tableau, regardless of the sequence of the cards in that stack. While this makes the game easier, another significant change makes it harder: there is no stock that you deal. So all the cards are in the tableau at the outset, and you'll have to manipulate the tableau cleverly to uncover face-down cards and build all four suits onto the four foundations from Ace through King.
Variations: To make Yukon slightly easier, a couple of variants alter things slightly to simplify the gameplay, such as removing the requirement that only Kings can be placed in an empty space in the tableau (this variation is sometimes called Great River). Some digital implementations give the option of reducing the number of suits used, such as in Yukon One Suit, which you can nearly always win, while still having to think carefully.
My thoughts: The rules for manipulating the tableau give you more options than Klondike, and thus more to consider and think about. Both Yukon and Russian Solitaire (mentioned under "related games" below) are extremely popular solitaire games, because they are simultaneously more challenging and more rewarding than Klondike style games. Skill plays more of a role, and there are players so dedicated to Yukon that they have played it thousands of times. In regular Yukon you can expect to win as much as 1 in 4 games, but the added level of difficulty in Russian Solitaire reduces that to as little as once in 20 games. The key is to bring the face-down cards into play as soon as possible.

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Related games: Russian Solitaire makes Yukon harder by only allowing you to build down in the tableau with cards of the same suit, instead of in alternating colours, and it is an extremely popular game in its own right. This requirement is also in place with Alaska, but may build in ascending or descending order in the tableau, which makes it easier to win than Russian Solitaire. Australian Patience is another popular spin-off from Yukon, and adds a stock which is dealt one at a time, while the entire 7x4 tableau starts face up; however this can feel like it's more about careful observation than decision making. Many other Yukon inspired games exist, including games which add things like a reserve, storage cells, or extra decks.
Scorpion: Special mention should be made of popular game Scorpion, which some categorize as part of the Yukon family, and the rules for moving unarranged stacks in Yukon may even originate in Scorpion. However, Scorpion uses Spider's requirement that stacks from Ace to King of the same suit must be assembled within the tableau before being discarded. Scorpion variants include Wasp, Three Blind Mice, Chinese Solitaire, and others.

== Games With Two Decks ==

FORTY THIEVES (Napoleon at St Helena)
Overview: Forty Thieves is a popular and classic game played with two decks, and is also included in most books with patience games. It also goes under the alternate name Napoleon at St Helena (not to be confused with a different solitaire game called "Saint Helena" or "Napoleon's Favorite"), and tradition says that this is the solitaire game Napoleon played while in exile on the island of St Helena. The game also goes under other names, including Roosevelt at San Juan. Its simple rules means that many variations exist, many of which are among the more strategic and satisfying versions of solitaire games that you'll find anywhere. Carefully working through the stock pile and manipulating the discard pile are a big element of successful play.
Game-play: A tableau is dealt with ten columns, each with four overlapping and face-up cards. Strict tableau building rules apply, because only the single top card of each column may be moved, and only onto a card that is the next highest rank of the same suit; any card can be placed into a space that becomes available in the tableau. The remaining stock of 64 cards is turned up one card at a time, with no redeals. The goal is to get all the cards onto the eight foundations from Ace through King in each suit.
Variations: In its strict and classic form, even with good play Forty Thieves is difficult to win, so many variants exist that seek to make the game easier. In some of these, the Aces begin as starting foundations ( San Juan Hill). In others, the tableau is not built down by cards of the same suit but by alternating colours (e.g. Streets), or by any suit other than its matching one (Indian). Some variations allow entire sequences of cards to be moved (Josephine, Forty Bandits, Ali Baba), or combine this with having tableau building in alternating colours (Number Ten, Rank and File, Emperor) or tableau building in any suit (Little Forty). In other variations, multiple redeals of the stock are permitted.
My thoughts: Game-play is very tight in the strict form of the game. It's not always a good idea to play a card just because you can, because you may block cards within the tableau that you need. You also need to pay close attention to duplicates, since two decks are in play. As a result, careful planning and consideration is needed. Unused stock typically ends up into an increasingly large face-up discard pile, but in the latter parts of the game skilful play often makes it possible to dig back through this and complete the game. This usually proves most satisfying when playing with one of the variants that makes the game slightly easier, to increase your chances of pulling out a win. Even with these variants, you'll have to play skillfully, making the Forty Thieves family of solitaire games one of the more popular choices for those who like a longer experience that is thoughtful, challenging, and yet solvable, and where skill plays even more of a role than luck.

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More variations: Instead of 10 tableau piles, some variations increase this to 12 piles (Blockade, Napoleon's Square, Corona) or 13 piles (Lucas, Waning Moon); or decrease it to 9 piles (Maria) or 8 piles (Forty and Eight, Congress, Parliament, Diplomat, Red and Black), each with different combinations of rules for tableau building. Games with just 6 piles (Blind Alleys, Pas Seul) or 5 piles (Double Rail) begin to feel much like Klondike.
Related games: Many other games take the Forty Thieves style concept and adjust it in more significant ways. In Interchange (more difficult), Breakwater, and Alternations, the initial tableau includes face-down and face-up cards. The very popular Thieves of Egypt begins with a pyramid shaped tableau. Busy Aces is a straight forward game in the style of Forty Thieves that is at the head of its own family, which includes the much simpler Fortune's Favor, a simple game ideal for beginners. For a terrific overview of all the Forty Thieves related games and their different nuances, consult Thomas Warfield's excellent complete guide to Forty Thieves types games.
CONCLUSION
This is by no means a comprehensive list that includes all builder-style solitaire games. But along with Klondike, Spider, and FreeCell, these seven additional games - Baker's Dozen, Beleaguered Castle,Canfield, Forty Thieves, La Belle Lucie, Sir Tommy, Yukon, and Forty Thieves - and the many related games that belong to their families, are the most common and popular forms of solitaire games that involve building. They have inspired many solitaire games like them, and have stood the test of time well.
If you enjoy Klondike, which is the most popular version of solitaire in the world, then Canfield and Yukon are natural games to explore next. Beleaguered Castle can be a little frustrating due to the strict rules and dependency on the luck of the draw, and even the other games in its family can be quite challenging. I'd recommend it only for more experienced and dedicated players, and would instead suggest next exploring Baker's Dozen and the games in the "Fan" family inspired by La Belle Lucie.
Their style of play is somewhat similar to Forty Thieves and its many siblings, which double the number of cards in the game by adding a second deck, and also adds a stock pile and discard pile you must manage. Forty Thieves type games are among the best you'll find for those who like a more challenging, thoughtful, and longer solitaire experience.
Author's note: I first published this article at PlayingCardDecks here.
submitted by EndersGame_Reviewer to solitaire [link] [comments]

What Happened to Mitrice Richardson?

What really happened to Mitrice Richardson the night she disappeared?
In the early morning hours of September 17th, 2009, a beautiful young woman named Mitrice Richardson was released into the night from police custody without a phone, or any way to get home. Her body was found almost a year later. The mysterious circumstances surrounding her death remain unsolved.
On the evening of September 16, 2009, The Los Angeles County Sheriff’s Department from the Malibu/Lost Hills Station received a call from the affluent, upscale restaurant of Geoffrey’s, with the employees of the establishment claiming a woman was acting erratically, bizarre, and was refusing to pay her bill.
Beginning otherwise as a typical Southern Los Angeles Wednesday afternoon, 24-year-old Mitrice Richardson graduate of Cal State Fullerton, who normally had dinner with her great grandmother on Wednesdays, decides to switch course. Feeling compelled to embrace the cool breeze of the ocean on her skin, she heads to Malibu and begins her 40-mile trek along the Pacific Coast highway.
As Mitrice ventures into the outskirts of Malibu, just as the sun begins to set, she is captivated by the luminescent beams of lights beating off the golden sign of Geoffrey’s and makes the decision to pull into the restaurant, a pivotal decision that would change the lives of many as they knew it.
Mitrice pulls into the parking lot of Geoffrey’s and is greeted by the Valet. He quickly lets her know it is valet parking only and rushes off to park another guest’s vehicle. When he returns he finds Mitrice no longer in her vehicle, but in his vehicle rummaging through his CDs and speaking in broken sentences. Startled and frazzled the Valet asks what Mitrice is doing in his vehicle and she responds “I’m here to avenge Michael Jackson's death”. The Valet removes Mitrice from his vehicle and ushers her in the direction of the restaurant.
The unusual behavior of Mitrice doesn’t end there. Mitrice orders a $65 steak and cocktail and notices a lively bunch enjoying their meal a few tables over, with a smile never leaving her face, she asks to join them. The group is intrigued by Mitrice’s abnormal behavior but welcomes her to their table. Mitrice goes on to talk about how she is from Mars, her mother was mother earth, and the ocean was calling her. Once the group settles their bill and exits the restaurant, Mitrice attempts to follow but is stopped by the manager as she has did not pay for her bill. Not appearing hostile or angry, the manager asks if there is anyone they can call to pay the bill for her after she claimed she didn't have any money.
At approximately 9:30 pm, 91-year-old Mildred Harris, Mitrice’s great-grandmother, receives a phone call from Geoffrey’s. She attempts to give her credit card information over the phone to settle the bill, but they could not accept it without a signature. With no way to pay her bill, the employees of Geoffrey’s contacted the Los Angeles County Sheriff’s Department about Mitrice.
60 miles away in Eastern Los Angeles, Mitrice’s mother, Latice, is made aware of the unusual situation occurring at that very moment. She calls Geoffrey’s directly and finds out Mitrice has just been taken into custody by the officers. They go on to tell her about the behavior Mitrice had displayed, and that Mitrice’s vehicle was about to towed to a location very close to the restaurant, but far from the Lost Hills Station where the police had taken Mitrice. Feeling helpless, and unsure what to do, Latice calls the Lost Hills station and confirms with the deputy a woman is en route to the station from Geoffrey’s. Unable to pick up her daughter from the station, Latice is worried about Mitrice’s well-being and doesn’t want her released in the middle of the night without a phone or vehicle. The Deputy assures Latice that she will be contacted once Mitrice arrives at the station, but that call never came.
As soon as Latice wakes up the following morning she calls the Lost Hills station hoping to figure out how to get Mitrice home. She is told that Mitrice was released 5 hours earlier at about 12:30 am. They claimed they had no reason to hold her because she had no criminal record and was not exhibiting signs of mental incapacitation, despite her unusual behavior. Mitrice was released into the dark gloomy night without any form of communication, transportation, or assistance from officers. According to Steven Whitmore of the Los Angeles County Sheriff’s Department, officers said, “You can stay here if you wish. You can stay in a cell, but you can stay here, but she declined that offer”.
Panic begins to set in as Latice becomes aware Mitrice has not spoken to anyone since being released from the station, and she realized the moment she had feared the most was here. Immediately sensing something was not right, Latice calls back the Sheriff’s Office and asks how long she would have to wait to file a missing person’s report. The Deputy, seeing Mitrice was released just hours ago, encourages her to wait 24 hours before reporting her missing. With nothing left to do but wait, Latice questions how Mitrice could have possibly been released without a mental evaluation?
At about 6:30 AM that Thursday morning, The Los Angeles Sheriff’s Department receives a call from a Monte Nido community resident, located about 7 miles from the station. The resident, a former news anchor, reported a young, strange woman was in his backyard. When asked if she was okay, she responded that she was just “resting.” Once he called the police, she was gone. It was later confirmed that young woman was Mitrice Richardson by cadaver dogs that were able to catch her scent in his backyard.
But how did Mitrice get 7 miles away without her vehicle?
Monte Nido is a vast landscape of mountains and terrain, a location that would be difficult to navigate for a non-local, especially in the dark hours of the night. According to Mitrice’s family members, Mitrice was known to be afraid of the dark.
On September 18th, Mitrice’s family members gather together to discuss Mitrice's bizarre behavior in the days leading up to her disappearance. They begin to see the warning signs that something with Mitrice was not right. Mitrice had been sending erratic text messages, that did not make sense, almost gibberish. The day before she disappeared she visited her aunt’s house and left business cards from her go-go dancing job scattered everywhere. The strangest occurrence being an unusual note left on Latices husband windshield with “black women scorned” written across it, a smiley face, and had been signed off with a kiss.
In the days before Mitrice disappeared, she was posting unusual things on Facebook, and Myspace. Posting at all hours of the night, investigators were unable to understand when she slept. A psychologist that works with the LAPD assessed Mitrice was exhibiting signs of a mental health condition, possibly bipolar disorder.
During the subsequent investigation, the family of Mitrice is made aware they found money and her wallet inside her car, with officers somehow overlooking it the night she was arrested.
Days pass with unanswered questions, repeated attempts to get Mitrice’s police report are overlooked. Mitrice’s family attempts to access police footage of Mitrice at the station that night, but their request is denied. LAPD cited “they need to follow proper protocol in order to release information to the family,” and they had no footage to even give to Mitrice’s family.
Feeling like their pleas to police were going unanswered. The family of Mitrice hired civil rights lawyer, Leo J. Terrell, who assembles a press conference gathered in front of the Lost Hills Station on Thursday, September 24th, 2009, demanding action of the Police Department. Terrell said at the press conference “If Mitrices name was Spears or Lohan, they would have never let her walkout by herself. They would have escorted her home.”
Months later, as the New year quickly rang in, tensions between Mitrice’s Family and the Los Angeles Police Department continue to grow, a meeting is called between the Sheriff and Captain of Lost Hills. Things quickly take a turn when it comes to light the Police Department did indeed have footage of Mitrice the night she was arrested. They claimed they misunderstood, thinking Mitrice’s family was asking for footage of Mitrice outside the station not a video of Mitrice in the station.
On January 9th, 2010 the Los Angeles County Sheriff’s Department organized one of the largest searches in the history of LAPD. An 18 square mile search in Malibu Canyon with over 300 trained volunteers participating in air and ground searches. Mitrice was still not found.
Just 3 weeks later, and almost 300 miles away in Las Vegas, Mitrice’s Father, Michael Richardson, alerts authorities that he believes he saw his daughter Mitrice in an area known for prostitution on the Las Vegas Strip. Michael called out to Mitrice but lost her in the crowd. Latice firmly believes that wasn’t her daughter and believes she never made it out of Malibu Canyon.
On June 26th, 2010, Latice and her lawyer file 6 lawsuits against the LA County Sheriff’s Department for negligence and wrongful death. Around the same time, there is another sighting of Mitrice, by a high school friend. At around 3 AM, in a Las Vegas casino, he claimed to have seen Mitrice. He called out to her, but the woman appeared nervous and ran off.
On August 9th, 2010 Malibu State Park Rangers are hiking along the area of Dark Canyon, a vastly remote area, just a few miles from where Mitrice was last seen, searching for any illegal marijuana growing in the area. This area is said to be a very difficult place to stumble upon and very hard to get through. Upon their quest, they discover the mummified naked remains of an African American curly haired woman. Ignoring the proper protocol, the woman was airlifted out of Dark Canyon. The woman was later confirmed to be Mitrice Richardson. A ranch known for producing pornography was adjacent to where Mitrice was found, but no connection has been determined.
Multiple residents in the area reported to have heard screams in the area several nights after Mitrice disappeared, but despite this, Mitrice’s death was deemed not to be a homicide, and no foul play occurred. The cause of death was ruled to be undetermined.
What happened to this beautiful, intellectual, talented woman? Why would police let her go in the middle of the night with no phone or vehicle? Why was she acting so strangely? How did Mitrice end up dead in that creek bed? Too many unanswered questions have consumed the Richardson Family. We need to find out what exactly happened to Mitrice Richardson.
More info:
https://www.murdersandcoffee.com/post/what-happened-to-mitrice-richardson
https://www.latimes.com/california/story/2019-09-17/mitrice-richardson-reward-malibu
https://www.nbclosangeles.com/news/local/sheriff-updates-mitrice-richardson-disappearance-decade-late1965858/
https://en.m.wikipedia.org/wiki/Death_of_Mitrice_Richardson
What do y’all think happened to Mitrice? Do you think she succumbed to the elements? Or something sinister occurred to her that night? Share your thoughts!
I also wanna add her clothes were found scattered around her body. It would be unusual for her to undress and try to maneuver through that creek bed.
submitted by jordancottle to UnresolvedMysteries [link] [comments]

IsItBS: If D. B. Cooper was successful, the money would have been detected in circulation.

He risked his life to hijack the airliner. He didn't get to spend the money. He may have lost his life. Now I don't know that he lost his life, but I think there's a very good chance that he did. None of the money, not one bill, has ever turned up in circulation.
This is what FBI Agent Ralph Himmelsbach said on the October 12th, 1988 episode of Unsolved Mysteries (this episode is legally available on Youtube).
Background
D. B. Cooper is the pseudonym of a man who hijacked a Boeing 727 on November 24, 1971.
The man (using the name “Dan Cooper”) purchased a ticket from Northwest Orient Airlines at Portland International Airport. The ticket was for a one-way, 30-minute trip from Portland to Seattle. Cooper was dressed in plain business attire (i.e. dark suit, white shirt, black tie, and a briefcase).
After takeoff, Cooper handed a note to flight attendant Florence Schaffner. The note claimed that Cooper had a bomb in his briefcase. He opened his briefcase and showed her what appeared to be a bomb (her description sounds like dynamite wired to a battery) and stated what he wanted USD$ 200,000, four parachutes, and a fuel truck waiting at Seattle airport.
Schaffner communicated his demands to the cockpit.
The aircraft landed at the Seattle-Tacoma Airport and was refueled. Cooper was given his money and parachutes. Cooper allowed the release of the passengers (who were unaware of the hijacking).
The aircraft took off at 7:40PM with Cooper and four crew members. Cooper ordered the crew into the cockpit and had them close the door behind them.
At about 8:00PM a warning light in the cockpit indicated that the rear airstair (i.e. a dooramp at the rear of the aircraft) had been activated. This was followed by a noticeable drop in cabin pressure.
At about 8:13PM the aircraft’s tail section experienced a sudden upward movement.
When the aircraft landed in Reno at about 10:15PM, FBI agents and police could find no trace of Cooper.
The Ransom Money
In the Unsolved Mysteries episode, FBI Agent Ralph Himmelsbach explained:
The FBI asked the airline what their approach to the hijacking was going to be, that is, did they wish to pay the ransom? This is an option that the victim of an extortion has, rather than law enforcement. And they responded instantly, they wished to pay the ransom.
The Robert Stack narration in the Unsolved Mysteries episode said:
And so, the FBI at Seattle set about assisting and obtaining the money. Each bill was photographed and the serial numbers recorded.
From my point of view Unsolved Mysteries draws a picture of the FBI frantically collecting and photographing the bills before they are delivered to Cooper.
However, the LEMMiNO video entitled The Search For D. B. Cooper says:
The money had been collected from the Seattle-First National Bank, which maintained a ransom package of $250,000 just for such an occasion. Because of this, the serial numbers of the 10,000 $20 banknotes given to Cooper had been documented in advance.
(BTW, I recommend this video because it’s awesome!)
That the ransom package was already there “just in case” is new information to me.
The wikipedia page on Cooper says:
A month after the hijacking, the FBI distributed lists of the ransom serial numbers to financial institutions, casinos, racetracks, and other businesses that routinely conducted significant cash transactions, and to law enforcement agencies around the world.
Despite repeatedly publishing the serial numbers and even offering rewards, none of the money has ever been detected in circulation.
Questions
Credits
Unsolved Mysteries with Robert Stack
https://youtu.be/lxDQDNlx1tI
The Search For D. B. Cooper, LEMMiNO
https://youtu.be/CbUjuwhQPKs
Search for ransom money section of D. B. Cooper Wikipedia page
https://en.wikipedia.org/wiki/D._B._Cooper#Search_for_ransom_money
Extra Links
D.B. Cooper Hijacking on FBI website
https://www.fbi.gov/history/famous-cases/db-cooper-hijacking
FBI FOIA Records regarding D. B. Cooper
https://vault.fbi.gov/D-B-Cooper%20/
HistoryLink article
https://www.historylink.org/File/1997
submitted by danpietsch to UnresolvedMysteries [link] [comments]

Analysis: Does Robin charge you too much for house upgrades and how I concluded she is a diety.

Analysis: Does Robin charge you too much for house upgrades and how I concluded she is a diety.
Ever since a Let’s Play got me into Stardew Valley, I’ve fallen in love with the world. It’s something special, a place to relax and get away from the world’s problems. Here, you can pay bills with the sweat of your own brow, make friends, fall in love, and can escape the drudgery of modern life. It’s magical in its own way.
I’ve played hundreds of hours over multiple save files. I’ve been wondering one thing just recently, however. I remember when I first asked Robin for house upgrades and the sheer bowel-emptying amount she asked for. Seriously? That much for a kitchen? Now that I haven’t left my house for the past several weeks, fear human contact, and have deep dived into the paranormal, I’m overthinking something constantly: with regards to modern housework, does Robin the carpenter over or under charge you for her work?
To figure this out, it’s going to require a fair bit of math and a lot of guesswork. I’m going to have to establish a lot of ground rules but I’m going to try and be as accurate to real world costs as I can. We need to learn four things:
  • What year does the game take place so we can calculate accurate inflation?
  • What is the square footage of the house and its upgrades?
  • What is the exchange value of gold, the game’s currency?
  • What is the cost of Robin’s labor?
Let’s tackle the first. To do this, I scoured around to look for modern conveniences. Primarily, I found these five:
  • Leah mentions she has a laptop
  • The carpentry shop sells Plasma screen TVs.
  • There is what appears to be an old Apple computer monitor in Harvey’s clinic and Maru’s room.
  • Sam has an electric guitar and what looks like a plasma screen computer monitor in his room.
  • In Mr. Qi’s casino, the slot machines do not have a lever. This is important because that gives us a firm earliest date of 1963.
Another interesting factoid is the number of Cathode-ray TVs you see in Stardew Valley. These are the precursors to plasma screens, which were in turn succeeded by LCD screen TVs. Additionally, a large number of your starter houses comes preequipped with Cathode-ray TVs. Granted, this may be because the farmhouse was abandoned for many years before you came along, but there exists another such TV in 1 River Road where we often see George watching his shows. I will concede that George and Evelyn are quite old and may not have the tech savvy nature of Sebastian to get something more modern, so that can’t be an accurate measurement. Plus, Alex’s mental acumen is a little... questionable.
As for crafting recipes, there really isn’t anything worth talking about. Magic items I won’t talk about because it has no real world comparison; that also throws out the wizard shop’s items. The furniture catalog has nothing of note to pinepoint a date, and nor does Pierre’s General Store, Joja Mart, Joja Warehouse, the Blacksmith, Stardrop Saloon, or Marnie’s ranch. Leah doesn’t mention anything about her laptop, so that is of little help.
So the casino gives us a low bound. Although manufacturing of the plasma screen TV stopped in the US in 2014, plasma screen TVs were losing their market shares around 2007 and factories were shutting down. As you can buy them like hotcakes and fill a shed with them, 2007 is our upper bound.
The price for plasma screens was quite pricey for residential homes. 1995 was the year 42 inch plasma screens became commercial, and some had home installation priced somewhere around US$15,000. Still not quite the size of the queen or king sized bed you and your spouse have (the size of the plasma screen in the game), but sixty inch plasma screen TVs were sold around the year 2000, and that is plenty big. Given the size of the screen in the game is roughly three tiles just like your bed, I think it’s safe to say this is around the size of our estimate. Our rough year range is now 1995 to 2007. Let’s split the difference and say the game takes place in 2001.
We have our year.
To calculate the size of our farmhouse, we need some baseline measurement. Luckily, the game is pixelated so we can be quite accurate in our measurements. Unluckily, we have no confirmed height of anything, so we have to intuit some things. Reddit user asparagus made this excellent size chart, so while I can just use that and save myself a lot of work, let us do some measurements of our own and then measure the farmhouse with both this method and asparagus’ method.
First, there is the height of plants, but those can vary widely. For instance, you can pot prickly pear cactuses in your farmhouse, but their height can vary anywhere between one and seven feet. Plant height is a no go. The average height of a minifridge is forty three inches (109 cm) tall, so unless you are a dwarf, that’s not right either. The fences are also a good starting point, as most agricultural fencing stands at four feet (1.2 m).
Here we don’t have to do much; all fences are forty eight pixels in height. Four feet equals out to forty eight inches (121.92 cm). It doesn’t get more perfect than that!
Trigger warning: incoming math.
Now comes the really tricky part: getting the dimensions of each iteration of your farmhouse, and squinting at my computer screen like a mole in order to count pixels; we must include walls as well as that is included in square footage. Our first iteration has pixel measurements of 704x496. Add in the doorway (136x64pixels), and then we’ll still convert for square feet. 704 * 496 + (136 * 64) = 318,452 pixels/sq, which (dividing by 12^2) converts to 2,211.47 ft/sq. Damn, we’re well on our way for most modern mansions.
I have to have messed something up (205.45 m/sq, btw). The average firebox (the inside of a fireplace where you burn wood) tends to be around 32x20 inches (81.28x50.8 cm). Ours is... 72x40. Twice as large. I also haven’t even begun to calculate the farmhouse’s height because Robin is beginning to scare me.
Alright, new plan, we’re going with asparagus. I married Haley and took her measurements. She is 104 pixels tall, and since she is 65 inches (165.1 cm) according to asparagus, that gives us a measurement of .625 inches/pixel (1.5875 cm/pixel).
Side note, I really want some Twizlers right now.
So instead of having pixels as at a 1:1 ratio, we have something a little more lenient, but things are looking a little... grim. We’ll have to convert each individual amount, so we have (704 * .625) * (496 * .625) + ((136 * 64) * .625^2) for 124,395.31 inches/sq, 863.86 ft/sq., 80.25 m/sq. But still, we haven’t even begun to calculate the actual volume of our farmhouse yet, so these numbers are going to explode.
I’m beginning to think Robin is Hestia. Yoba is not the only deity in this town.
Alright, calculating the rest of the floor spaces is a little boring so let’s speedrun this.
Wall height for the farmhouse is 140 pixels, so (140 * .625) * 124,395.31 inches/sq / 12^3 = 6,298.95 ft^3 (178.36 m^3) for the farmhouse, and 25,800.51 ft^3 (730.58 m^3) using my method.
Just... let’s move on.
Second iteration has me doing a fair bit more work.
Wall height is 135 pixels, and rightmost—wait, the walls are shorter? Weird. Anyway, the rightmost room has dimensions of 486 for width by 375 for depth (and the same cubby dimensions), giving us cuboid dimensions of 24,603,750 pixels^3, which converts to 14,238.28 ft^3 (403.18 m^3), and 3,476.14 ft^3 (82.83 m^3) using asparagus' method
Middle corridor has a dimensional width of 42 pixels by 87 depth, giving us a total of 285.47 ft^3 (8.08 m^3), and 69.69 ft^3 (1.97 m^3) using asparagus' method.
Leftmost room (the kitchen) has a width of 870 and depth of 375, with a doorway of 136x64. That gives us a cuboid area of 314,019.38 ft^3 (29,173.11 m^3), and 6,388.74 ft^3 (180.91 m^3) using asparagus' method.
That gives us a grand total for a tier two home of...
... 328,543.13 ft^3 (29,584.37 m^3) using my method and
... 9,934.58 ft^3 (281.31 m^3) using asparagus' method.
So Robin added at a minimum 3,635.63 cubic feet to your house in three days by herself. Even if you extend the days and months to roughly align with our own calendar, that would be a mere nine days. How much powdered starfruit did she snort in order to do that by herself? I 100% believe Emily is the town’s dealer. I didn’t even calculate the length of the farmhouse loft. It’s doable, and even though you can’t enter it in the game, a bigger farmhouse means a bigger loft judging by the look of it.
Anyway, I’m not going to calculate the loft area right now. I’m not going to calculate the other tiers of your farmhouse either, even though that was my intent when I started this analysis. The math is easy enough, but it gets boring to type, and no doubt to read. Plus, I’m a little stunned by Robin's carpentry acumen. C’mon Robin, stop upgrading my house. Exercise with the girls, dance with your husband, smoke some weed, I dunno, RELAX.
But in a strange way, it makes a weird sort of sense. Pretty much no one plays the game with auto-run turned off, but do so for a moment. See how fast you move. That is your normal pace, and auto-run is you, an Olympian god, sprinting around town every second of every day, helping the shit out of everyone whether they want it or not, snorting the same starfruit mixture you got from Robin to keep going, who may have gotten it from Linus (my money is still on Emily). We’ve become so accustomed to seeing the run animation as our default I almost didn’t realize it doesn’t translate to modern life. The boards in your house, I almost took those as your normal 2x4 planks of wood (which actually measure 1.5x3.5, the world lies to me). They are not. They are almost the width of your entire body, and your walking pace (sorry I can’t get an exact pixel measurement) covers roughly one and a half boards, a similar length to a normal human gait. The art style fooled even me until now, but your house is massive.
Let’s just answer our other two questions. What is the exchange rate? Calculating the exchange rate of a fictional world is always tricky as they have different concepts of rarities, but I’ll give it the ol’ college try. Once again, I can’t do anything with magic. Let’s first list some things of note:
  • Iridium is fairly easy to get around Stardew Valley once you are able, and that is a rare and valuable metal, with a current price of US$1,510 per troy ounce.
  • You can purchase a golden column to place on your farm, and gold has a current price of US$1,643 per troy ounce
  • Conversely, while the first two are rare and valuable metals, crops such as corn are valued at prices like 150g, a very unusually high amount if exchanged 1:1 to USA dollars.
  • Going back to plasma screen TVs, we can use its price history and then convert currencies to Stardew Valley gold.
Now you may be tempted to say we can’t translate iridium and gold’s prices to real world market values, and normally you may be right, but there are some extenuating circumstances in the game: the town is right next to two very large mines. It is even a plot point once you clear the glittering boulder that the water carries ore from deep inside the mountain. Yes, gold and iridium are valuable, but your location to ore veins is important; gold and iridium may be uncommon resources but you have access to very specific places where they are more common, otherwise known as the scarcity heuristic). This also explains two facts about iridium: discounting magic, iridium is quite rare in the game, just like real life. Secondly, Clint’s prices make a lot more sense not only because it’s endgame material, but because iridium is super dense and has a very high melting point, thus making it a very difficult material to work with.
But by far the biggest challenge of this question is figuring out whether or not items you produce factor in the cost of your labor or not. For instance, lace is made of simple materials that even in the days of Victorian England, it was easy to get. However because lace was so time consuming to make, it could command absurd prices. Thus, one of the first things we need to discover is whether or not the game takes into account cost of labor or not.
So I am going to take you all back to school and talk about someone who’s old and dead: Adam Smith. It was he who talked about the cost of labor in his book The Wealth of Nations, and because of that, I bring up this particular line:
“...From century to century, corn is a better measure than silver, because, from century to century, equal quantities of corn will command the same quantity of labour more nearly than equal quantities of silver.
Why did I mention corn above? This is why. Prices may vary, but agriculture has been around for thousands of years and the cost of a farmer’s labor equals about the same.
According to Dylan Baumann, Stardew Valley corn plants have a profit value of 535 gold per plant. Our corn plant profits are about as high as they can get without adding something new into the mix, and we don’t want that yet.
Let’s set some ground rules:
  • Cultivatable farm space on the standard farm equals out to 3,427 spaces, but we’ll round that down to 3,350 for iridium sprinklers, iridium watering can, and scarecrows, equaling maximum farming with no loss of crop.
  • We’ll keep Dylan’s ground rules, so no fertilizer.
  • No preserves, jams, wine, and juices.
  • No farming efficiencies and crop selling bonuses.
  • No use of the greenhouse to grow crops outside of the growing season.
If you plant the entire farm with corn and stop harvesting on Fall day 28 when the growing season ends, that lets you harvest a total of 11 ears of corn per plant. Multiply that by 3,350, we get a total of 36,850 ears of corn for your entire farm. Corn is measured in bushels, and a bushel of corn can be anywhere between 40 and 60 ears of corn, but we’ll say you really pack it in for 60, meaning your growing season for corn produces 36,850 / 60 corn for a total of 614.17 bushels per year.
The USDA has a 2001 labor value of corn at US$2.92 per acre (and that matches the Iowa labor statistic), and using 156 bushels per acre, that brings our labor cost per bushel at... US$00.02. That’s a real pittance. Considering bushels of corn retailed around $2.11 per bushel in 2001, that is an incredible markup of 184.85 times.
We’re almost done with the dreaded math, I swear.
Corn retails at 100g apiece in Stardew Valley(You get 50 gold from Pierre, so he has a 100% markup), meaning the labor cost should be around 184.85 times less that amount, meaning it takes about 0.54 gold to make one ear of corn.
Your average US farmers salary $55,000 and $100,000, and we’ll take the middle of $77,500 for our measurements. Dividing the farmer’s salary by the total ears of corn our farmer grows in Stardew Valley, we get a labor cost per ear of corn in US dollars of $2.10 per ear of corn. Now we multiply this by our markup ratio to get the IRL retail cost of corn in Stardew, getting US$237.08! Damn that better be some good eating! We divide that number by the Stardew Valley retail cost of corn, netting us a real world conversion of gold of, drumroll please, $2.37 US dollars per gold in 2001.
Now just for funzies, let us calculate the actual salary of your famer in Stardew Valley. Multiplying your 36,850 ears of corn by 50 gold (your selling price of gold, not the retail price of 100g), that nets you 1,842,500 gold per growing season. Multiply that by the dollagold conversion we just calculated and your real life gross income comes out to be US$436,672,500.
Give me all of the golden clocks, wizard.
Three questions down, one more to go. Currency conversion was rather tricky because it involved quite a lot of math, but this last question, what is the cost of Robin’s labor, that requires the most assumptions. There’s an easy answer and a hard answer.
Robin’s upgrades, except for the last, require you the farmer to give her resources in addition to gold. The simple answer is you are providing materials in order to keep the raw gold cost down. This means that the first house upgrade, 10,000 gold, is strictly her labor cost as the 450 wood is all the raw materials she needs to build. 3 days * 3 months (to adjust Stardew month lengths to our month lengths) comes out to Robin working an IRL equivalent to 9 days. Taking 10,000 gold / 9 days equals a cost of 1,111.111 gold per day, and considering Robin has snorted enough powdered starfruit to have 20 hour work days, that comes out to 55.56 gold per hour.
Just to be sure, let’s see if the math holds up for the last upgrade. That one requires a cost of 100,000 gold and comes preequipped with 33 casks. You do not provide the resources for the casks, meaning that comes included with the cost. Casks cannot be sold, but the materials required to make them are 20 wood and 1 hardwood, which Robin will provide for the same 100% markup (meaning 4 gold and 30 gold respectively). 4 gold * 30 gold * 33 casks comes out to 3,960 gold. Using the same calculations for the first house iteration, we get (100,000 gold - 3,960) / (3 days * 3 months) / 20 hours for a total of 533.56 gold per hour.
Not even close to our first estimate. We could just average them together for (533.56 + 55.56) / 2 = 294.56 gold, and that would be the easy answer. It would be nice to settle for the easy answer.
Let’s find the hard answer. We are going to calculate labor cost per square footage, and luckily most of the work has been done over the course of several google spreadsheets. To find the cost of materials and money per upgrade volume we get the formula (Upgrade volume - Base Volume) / 10,000 gold. This gives us a grand total of cubic material built per gold of...
...2,573.26 in^3/gold, 30.27 ft^3/gold, 2.89 m^3/gold using my method and
...628.24 in^3/gold, 0.36 ft^3/gold, 0.01 m^3/gold using asparagus’ method.
Let’s see if the math holds up for the basement upgrade and dammit I just realized I got to do more pixel measurements now. Hold on, be back in an hour.
Alright, I’m back. We don’t need to do any subtraction for the previous volume of the house considering the cellar is its own little area, but we still need to subtract the value of the materials used for the casks. The cellar comes out to a grand total of cubic materials built per gold of...
...386.91 in^3/gold, 0.22 ft^3/gold, 0.01 m^3/gold using my method and
...94.46 in^3/gold, 0.05 ft^3/gold, 0.0015 m^3/gold using asparagus’ method.
Huge discrepancy.
Before I get into my reasoning why, let us outline what we know first.
  • We’re pretty sure the game takes place in 2001.
  • We have the exact sizes of each house upgrade calculated with two different methods.
  • We have a certified exchange rate of US$2.37 at that point in time.
  • We have two different methods of calculating the cost of Robin’s labor.
  • The amount of work Robin does during her three(nine?) day job is absolutely obscene.
I come to one conclusion: Robin is a god that has settled down in the world of Stardew Valley.
Here me out. I have three pieces of evidence.
The first is when Robin is hired to take on a house upgrade job no one helps her, not even her husband Demetrius. Your house is right next to hers, so you’re not paying for travel. As we have shown by our calculations above and in the gDoc spreadsheet, that is a massive amount of work. It’s simply not possible for a human to accomplish such a monumental task. Robin claims she built her own home herself with this line from the game...
“Have I told you that I built our house from the ground up? It's definitely been the highlight of my career so far.”
...so we know her carpentry acumen is impressive enough for the job, but she has severely understated her skill. Homeadvisor pegs a house costing anywhere between US$150,000 to US$500,000 (US$102,005.53 to $340,018.44, adjusted for 2001 inflation), but even adjusted for inflation, Robin absolutely underbids the current housing market. Those inflation adjusted values, when converted to gold, come out to a range of 43,040.31g-143,467.70g. Granted, these prices are for a complete house, not adding onto a current house, but even if we half the value you are getting one hell of a discount.
The second piece is Robin’s language. The sheer passion for her work speaks wonders..
“Wood is a wonderful substance... it's versatile, cheap, strong, and each piece has its own unique character!”
...but perhaps she is just passionate about what she does. Many people are, but knowing what we do about how dirt cheap and blindingly fast she works let’s go into more detail about some things, specifically three lines. The first...
“Our little plan worked out well, don't you think? Pam and Penny seem really happy.”
...is said after Pam’s house undergoes an upgrade. “Our” plan? Sure, you are the one that buys the upgrade and Robin has to build it, but I can’t help but feel there is a double meaning behind this language. It is done out of the kindness of Robin’s heart and the materials have to come from somewhere, so she can’t do it for free, but it wasn’t about the money, as we have stated previously. It was about Penny.
Pam is a somewhat contentious person because of slobbish and slovenly nature. She is immediately and irrationally angered when Penny tries to pick the place up. She drinks heavily...
“\sigh*... My mother definitely has a problem with going to the saloon too much. But it's best not to dwell on bad things, right?”*
...doesn’t seem to understand not paying her tab has some consequences, and doesn’t realize what her habits have done to her daughter’s psyche.
Then you, the player come along. Pam is okay with the simple things in life, but you help Penny with her worries and insecurities, and then with you and Robin together, you give Penny everything she needs to help her shed those worries. She has a house that doesn have problems with rain, two friends who look out for her, her mom has a job, and most importantly she has peace of mind and in a world fraught with problems, that is truly priceless.
This is the second line...
“Hey! I heard some weird noises last night, and woke up this morning to find the quarry bridge completely repaired! It's a miracle of woodworking!”
...and it occurs once you offer items to the community center junimos to get the quarry bridge repaired.
It is also a bald-faced lie.
The junimos are good, don’t get me wrong, but we’ve seen what Robin can do with our own two eyes. She is absolutely incredible at her job, and while I may give it to her she has no idea what junimos are or what they are capable of, we have proof that the act of restoring the bridge in one night is not out of the realm of possibility for her. A miracle, yes, but I’m certain she can beat the junimos’ time.
Lastly, there is one quote from her that is just... it opens up some very interesting questions. When she says...
“My parents were bewildered when I told them I wanted to be a carpenter. They were pretty old-fashioned.”
...how old are her parents when they consider carpentry too new-fashioned for them? Carpentry is one of the world’s oldest professions. If they were old-fashioned, why were they bewildered?
This line is just so fascinating to me. Robin is incredibly skilled, but I cannot rationalize carpentry being too newfangled for parents to wrap their head around. Who were they? Where are they from? I know your secrets, Robin, I know your parents are gods, too.
The third and final piece is the contrasting pieces of the world at large. Just like ours, it’s a little depressing. Joja Corp runs dozens of what even Cyberpunk would consider a dataslave farm. The world is flooded with consumerism run amok, Orwellian surveillance, and rampant urbanization. The Ferngill Republic is in the middle of a war with the Gotoro Empire and Kent still suffers PTSD from being in a prisoner of war camp.
Stardew Valley isn’t just a town to retire in, it is a place of respite and healing. There are three confirmed magic users deeply tied to the town’s mystical roots. The bears speak and encourage you to manage the world around you. You are rewarded for restoring balance to the valley by being able to recycle things you don’t need. Your main resource in the game, gold, also doesn’t matter that much; if it ever slips into the negative, nothing bad ever happens. You must just work to raise it back up. There is no lose condition in the game.
In many respects it is similar to the Gaiaism philosophy that all living beings are connected, each relying and depending on each other in order to maintain a peaceful coexistence. You help Shane with his nihilism and depression, Sebastian with his ability to express and accept affection, Sam with his dreams, Kent with his problems, Leah with her ambitions, Haley with her generosity and narcissism, or even simple goals like Penny’s idea of a quiet domestic life.
Whether it is the addicted, lost, or scorned, everyone is welcome and everyone can have a home in Stardew Valley. No one embodies this more than Robin who just wants a simple life. Whether it is her own house or her own boat during the Dance of the Moonlight Jellies, Robin builds it herself. The feel of wood grain, the smell of lacquer, the stickiness of stain, the thrum of the saw, and the bite of the axe. Robin doesn’t charge you nearly enough for your house upgrades because it is not about the money. Woodworking is what she loves and she lives in a place where barterism, kindness, family, and friendship substitute so many of life's modern problems and inconveniences.
Friendship increases in the game aren’t just a measurement of achievements, a means of getting more recipes, or more candles lit on a grave. You are making friends and getting to know these people for who they are and everyone’s life is bettered because of it. The amount of love I’ve seen for Linus is just staggering. Shane, in all of his melancholy and despite him not being a suitor in the original version of the game, is loved by so many. I know some despise Haley, but I love that I was able to show her what kindness can do for people.
You are in a gentle and loving place, and you are loved.
What a better place for a god to reside? A quiet town filled with peace and love, seeped in nature and the old magics of yore. A loving mate, a family to raise. Land to share with those that forage from its bounty. It’s all she needs.
Robin’s role in all of this? She desires neither worship nor admiration. She is just a friend. A god, certainly, but a friend first and foremost who is just settling down in a quiet town looking for a little peace.

https://preview.redd.it/fkugiuh4nwv51.png?width=507&format=png&auto=webp&s=146d3dabaa63c0ce3bfd281712434e9b2a655be8
Image by MagicallyClueless
submitted by doctorsirus to StardewValley [link] [comments]

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The Wild at Joker123 Heart video slot highlights five reels and 20 paylines, however card sharks are allowed to play less lines in the event that they like. The object of the game, of course, is to make matches from left to directly across the dynamic paylines. To score wins, you should coordinate in any event three indistinguishable images in succession, with longer matches bringing about bigger payouts. At the lower part of the compensation table, you'll discover the regularly utilized poker rank images, with everything from tens up through rulers and aces accessible for unobtrusive successes. Bigger prizes come from snakes and roses. The lucrative image is the jewel, which can acquire players as much as multiple times their line wager on the off chance that they end up hitting five out of a column.

Eye of the Tiger

Joker123 Players can likewise score wins with the assistance of the tiger symbol. These wild images can fill in for any of the ordinary prize winning symbols to make winning paylines. Be that as it may, they're likewise fit for scoring wins all alone on the off chance that you discover at least three of every a column. Hitting five tigers will acquire you a prize equivalent to 5,000x your line wager, by a long shot the biggest single payline dominate in this match. Another significant image to keep an eye out for is the heart. Discover three of these dissipate images anyplace on the reels, and you'll be granted with section into an exceptional free twists round. You'll get 15 free games here, all at similar wager settings as the setting off turn. In any case, there's one contort: before the element starts, you'll be approached to choose a possible reward. You may decide to gather a multiplier for finding a specific number of exceptional heart images during this component; your decisions for an objective number including three, five, seven, 10, or 15 hearts. Hit that number, and you'll get a multiplier equivalent to that target (i.e., on the off chance that you set seven hearts as the objective and arrive at it, the entirety of your rewards are increased by 7x).
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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
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