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Kitsune V3 update!
Updated to latest GTA patch - Fixed Never wanted glitch - Added Super run (with multiplier) - Added Super swim (with multiplier) - Added Always Wanted - Added Walking No-Clip - Added Forcefield (Push and destroy) - Added PTFX (includes over 20) - Added vision selector - Added over 20 new scenarios - Added Animations - Fixed some walk styles - Fixed wanted level multiplier - Added Ped height multiplier - Added regen multiplier - Redid outfit manager - Fixed Outfit component labels to properly match - Added component drawable and texture index - Fixed Prop labels - Added front facing cam - Added model changer with all models and proper categories - Added Hair color and hair streak color - Added Eye color selector - Added Premade outfits (Currently females with over 20 categories including luxury, deadline, dropzone, bogyguard, body suits, finance and felony, business skirts, etc.) - Redid the layout for custom outfits loading and saving - Added R* ID Joiner - Added R* ID Spoofer - Added R* ID Profile Viewer - Added BST - Added freeze time - Fixes for session weather and time - Added More all player troll options ( kick all, ram all, send all to mission, gentle kick all, airstrike all, etc. - Added nearby drops (with up to 2.5k, height, etc.) - Added all players nice options - Redid how the casino heist manager works and gets data - Switched the player list to selectables instead of buttons - Added host and friend identifier as well as interior and god mode - moved the player info to its own dedicated tab with different icons - Added clone player vehicle - Added allow garage bypass - Added more ambient drops - Added ESP (3D Boxes, 2D boxes, snaplines, health value indicator, name, distance) - Added esp identifier (NPC, Enemies, Police, etc.) - Added a range selector for online players and separate one for all NPCs - Added a color changer for each of the targets - Moved Hide HUD - Added HUD color changes - Added Drive on water - Added Auto Repair (Loop) - Added Engine Always On - Fixed vehicle invisibility bug - Fixed vehicle weapons - Added more vehicle weapons - Officially added the LSC (identification of all current vehicle parts as well as all potential ones with vehicle labels for all categories including benny specific ones) - Added flip vehicle up - Added instant stop - Added door selector with close and open options - Added vehicle dirt level - Added vehicle paint fade - Added random parts loop/fade - Added random livery loop/fade - Added random tire smoke loop/fade - Added random neon lighting scheme loop/fade - Added random wheel colors loop ( must support) - Added random headlight colors loop - Added acrobatics (front flip, side flip, back flip, kick flip, bunny hop, etc.) - Added vehicle multipliers: Acceleration, Anti Roll bar force, brake force, collision damage, drive intertie, engine damage, hand brake, suspension force, suspension max and minimum, traction loss, vehicle weapon damage - Added Selection of all prenamed paint colors by category for primary, secondary, pearlescent, headlight and wheels (like metallics, chrome, normal) with subs thanks to vehicle paint enums, the gta wiki, and vectors and arrays - Added vehicle tint picker - Added color picker for primary, secondary, tire smoke and neon lights - Added region specific neon light picking (bools) - Added the enabling and disabling of turbo, tire smoke, and xenon headlights - Redid the vehicle spawner to make use of tree nodes rather than drop downs (more efficient and less lines of code) - Added vehicle info (displays info such as top speed, vehicle name, vehicle class, acceleration, braking, etc of vehicles that you hover over) - Added spawn customization options ( option to delete the previous, spawn maxed, with the engine on or off, clean..really only important for dirty vehicles, inside of vehicle, and the SP despawn bypass) - Added custom vehicles from various creators like BIGHEAD, and categorized by similarities or by the content creators name) - Fixed night vision for online - Fixed heat vision for online - Added a cloud editor and type selector - Added asteroid rain - Added airstrike rain - Added fall through world - Added (all?) teleport locations by category thanks to the GTA V - Coordination of POIs spreadsheet with special thanks to NGU -Big Thread, and PulseR_HD - Added Restoration of all IPLs - Added tp to vehicle - Added auto tp to waypoint - Added clip editing (supports editing of your current coords up, down, backwards and forwards) - Redid the custom teleport selectors - Added/Fixed all bunker unlocks - Added Casino Heist outfit unlocks - Added Arena War outfit unlocks - Added the selection of certain bunker unlocks - Added self drops with the 60k limit bypass - Added gender change - Added 8m stealth (only use if you live on the fast life, been in testing for 2 and a half months but anything can happen) - Added / Fixed the on screen tv - Added tv station selection for the tv - Added reveal full mini map - Added full hud - Added bypass oppressor's cooldown - Added Easy Way Out cooldown bypass - Added passive cooldown bypass - Added the ability to sell in solo sessions - Added always clear wanted level - Added load into solo session - Added more kick protections - Fixed a lot of the current scripted game event protections and bugs - Redid how game event protections work (they shouldn't break the game anymore) - Added block outgoing reports - Small fixes to redirect events - Added logging of game events - Added money drop protections - Added rainbow gun - Added super melee - Added one hit kill - Added no damage bullets - Added/Fixed no recoil - Added no spread - Added teleport gun - Fixed the gravity gun to be better - Fixed the vehicle gun to be better - Added ped swap gun - Added the MC or block gun - Added ped revival gun - Added give all attachments - Added infinite or unlimited range - Added Instant reload (speed up animation) - Added ped impact force - Added vehicle impact force - Added helimichopter impact force - Added aimbot (that locks on) - Added target selection (Other online players, NPCs, Police, Allies, Enemies, etc) - Added Silent aim - Added auto firing and auto shoot - Added bone selection (head, neck, pelvis, leg, foot, chest) - Added aimbot range selector - Added bullet range selector - Added aimbot smoothing - Added aimbot max fov - Added recoil, reload, and damage multiplier - Added remove wanted level from other players - Added more language support - Added the ability to change the banner (PNG and JPG) - Changed the watermark and how it looks - Added PC system time - Added Color Picking for elements As always, if you would like to purchase, PM me!
Location: Radisson-Marriot-Hyatt Hotel, Seattle, UCAS (SeaTac business district)
Opposition: Knight Errant Fraud Investigations Unit 7, Saeder-Krupp Prime Reclamations Team-54Delta, 'The Ladykillers' Runner team
Casualties: Capstone (run plot hook)
Collateral: 0
Synopsis: Runners discovered their supposed Johnson dead at the meet location upon arrival, deceased within 15 minutes. Runners looted his possessions, rooted through his comms and fled the scene, fencing the stolen gear and calling it a night.
Run Rewards: 36,000 Nuyen, 1 Karma, 2 Knowledge Karma
Background This is a run that starts with runners in a bad situation, but can turn into a gold mine if all plot threads are investigated and players feel like being ruthless. Meet Airport hotel is also a murder scene when runners arrive. Run Vector and Wyld performed immediate area searches while Captain checked the astral. Runners picked up initial details of the investigation checking the dead body's commlink and hacking his safe, disabling the agent program active inside that began deleting data when it spotted Jetstream's icon nearby with datatrails leading towards the safe area where Vector was hidden. Vector crashed the agent program, pulled the rest of the files while the team looted the valuable electronics, and they proceeded to faraday cage the items until they could be properly fenced. Aftermath Runners escape with a major haul - estimated 1 million nuyen worth of 'experimental engine components' from a UCAS naval base in Everett. Fashion house BrookwaterTaylorGivenchi releases hit perfume line 'n05t4lg14', rumored to have rare nanite flake and other highly illicit components in its trademark scent - bottles retail for 6,000 nuyen / 3 oz. A shootout at the casino grande results in 3 members of a Knight Errant special tactical unit being injured, with 2 unknown assailants believed lethally wounded in the hotel tower's 32nd floor. Material evidence taken at the scene is inconclusive. Expenses None. Runners expressed consternation at the evidence trail, siding with the lowest, easiest payday possible.
Sonic the Hedgehog: 1990/04/20 Prototype (DO NOT RESEARCH)
Before reading: first post here, which is pretty epic ngl. Anyway, here is a story I made inspired by the "Mario 64 1995 build" and "all copies of Mario 64 are personalized" stuff. Hope you enjoy it lol During the 1990 Tokyo Toy Show, an early demo of Sonic the Hedgehog for the Mega Drive was shown. We have little information about it, which was provided by few magazine screenshots. As of now, this version of the game has never been found and leaked to the internet. The truth is, this was a prototype of the soon-to-be-released game, with only the first stage, Green Hill, being shown off in the form of game footage (although it was modified to include the "You are welcome" sign and the Japanese "Debut approaching" text). But it was never completed, and instead Sonic Team decided to restart development from scratch and completely redesign the game. How do I know this? My friend works at SEGA, trust me it's true. Also I'm a huge Sonic fan and I know everything about him, including his IP address. 😳😳😳 And I also hate all those pesky Sonic haters GRRRRRR1!!1!1!1!1!1!11!1!!11! 😡😡😡😡😡😡😡😡😡😡😡 With the help of a friend, I recently managed to get my hands on a few Sega Mega Drive prototypes. While most of them were just review copies, there was one that caught my eye: an EPROM, with a sticker reading "SONIC 1990/04/20". This couldn't be...was this really it? The legendary prototype everyone was looking for? I was shaking from the excitement. I was...flushed 😳😳😳😳😳 I truly couldn't believe it. I had finally found it. I could finally find the answer as to why development on the game was restarted. A few days later, I managed to dump the EPROM's contents onto my computer thanks to my epic hacking experiences 😎😎 and I loaded the ROM file in my emulator. The game booted up with a generic SEGA screen, like the one you'd find in most SEGA games. After that, the title screen for the game appeared, and it looked exactly like the one in the magazine screenshots: the black background, Sonic's different sprites and the different emblem. The music was the same as the one found in the released game, but the drums sounded lower pitched and had a higher quality to them, just like in the game's later prototypes. I pressed START on my keyboard and a title card appeared, composed of text saying: "BEGIN! GREEN HILL ZONE". The level faded in right after. It played the same iconic Green Hill tune, however the lead instrument was a bit different and louder, the tempo was faster, and the PSG was completely missing from the song, apart from the beginning, where it was just high pitched beeps. The level looked the one we all saw in the screenshots (with big mountains and a blue city as the background), and yes, it did have 7 layers of scrolling, with foreground palmtrees and rocks. No, it wasn't at night, it never was, PLEASE stop saying it was for the love of God. 😩😩😩😩 No "You are welcome" sign or Japanese text were present, though. 😔 The controls were the same as in the final game, except Sonic had no speed cap. However, his health system was different: he had 3 hit points that he could fully replenish collecting heart icons. 1-UP and Shield icons were also collectable items found throughout the stages. There were no Rings, just coins to collect (50 would give a 1-UP), and they didn't act as a protection system. Also, Sonic's sprites were quite different, especially the standing pose and how the shading looked. And no, he was not cyan. He was never cyan, he just used the palette found in the Yamaguchi disks. I will literally delete your kneecaps if you show me cyan Sonic again I swear to God, they were never a right, but a privilege 🙂🙂🙂🙂🙂🙂🙂🙂 Anyhow, the level design was fairly simple: there was no vertical scrolling, and there were just hills and the occasional loop-de-loops breaking up an otherwise flat level, with the odd goblins (more like Best Buy Goombas :wheze:) seen in screenshots and concept art acting as the enemies. They would basically chase Sonic once they saw him, and spinning into them would kill them, with an animation not dissimilar from Sonic's death animation and a sound similar to the one used for the pinball flippers in Sonic 2's Casino Night Zone. There weren't any obstacles except a rolling ball midway through the level that would chase Sonic, and squash him if he got caught. There were also bridges where piranha fish who acted like the Choppers would jump up and down, trying to hurt Sonic. At some point, the screen stopped scrolling and the "level complete" music played as Sonic jumped doing a "fist pump" pose and ran off the screen. What a boring first level. My guess was that the boss was removed from this level because it was incomplete and therefore couldn't be shown off yet. It was weird how there wasn't a results screen, though. The next level was Labyrinth. The music sounded much slower than the final version, and it completely lacked the PSG . This level had vertical scrolling and was a significant difficulty spike compared to the previous one. 😬😬😬😬😬😬😬😬 It looked pretty different too compared to the final version: the crystals decorating the level were much smaller and the background looked like the inside of a cave. This is how the level looked like in pre-release screenshots. The water mechanics were also different, in that Sonic started drowning as soon as he entered the water (with no drowning music ever playing), so air pockets were more frequently found than in the final level. The enemies, this time around, were the goblins from Green Hill and pufferfish creatures that, when approached, would puff up, rendering them unable to be attacked. 🐡🐡🐡🐡🐡🐡 This stage also featured a vertical screen wrap, much like the final game's Labyrinth Zone Act 3. The level design had more platforming and obstacles (such as spears and spikeballs) than Green Hill, but it was still fairly simple compared to the final game's. At the end of the level, I had to fight against one of Dr Eggman's machines: he was wearing his "bee suit" from concept art, boarding a submarine that would shoot homing missiles at Sonic, kind of like the Labyrinth Zone boss in the Master System version of Sonic 1 (Sonic even had infinite air breath! 😳😳😳). After 8 hits, the boss was defeated and Sonic destroyed the capsule containing his animal friends and...Vector the Crocodile? Right, he WAS going to be in the game as one of Sonic's bandmates after all! At that moment, I jokingly thought: "What if Tails showed up somehow? 😆😆😆😂😂😂😂😂🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣", a thought that made me chuckle. Like before, Sonic did his victory pose and ran off like before. The third stage was Marble, which looked like how it did in the early mockups found in magazines. It even had those odd yellow platforms, which would basically flip when you stood on them. The UFOs seen in later prototypes were missing, though. 😔😔😔 The music was pretty much the same, although the PSG seemed higher pitched for some reason and the lead instrument was different. The level design consisted of a short section above ground where you had tavoid the lava (which was insta-kill here) by jumping on the yellow platforms and the steep sloped terrain. It was pretty frustrating, not gonna lie. After that, you would go under ground, but this section was strangely empty, apart from flying hand enemies seen in concept art, who acted much like the Batbrains in the final game, except they were actively trying to chase Sonic and avoid his attacks, so all I could do was make him run forward as he was chased by them. At some point, the hands stopped chasing Sonic as the music's tempo and pitch quickly started lowering, until the song fully stopped. I was really confused by this. As I noticed the stage was getting darker, I tried walking back, but the game prevented me to. All I could do was go forward. Suddenly the dreadful drowning theme started playing, and that's when I saw a familiar figure chasing Sonic. It looked like...Tails? 🤨🤨 Well, it looked like a more distorted version of him. 😱😱😱 I can't exactly tell what he looked like...I just can't remember it... Anyway, this wasn't right. Tails was created during Sonic 2's development, so what the fuck was he doing here? I tried making Sonic run as fast as he could, but to no avail. Tails caught him and the game froze with white text reading: "TURN BACK NOW". Oh wow, now the game was sending me spooky messages. It's not like a programmer could have put that in as a joke that only he would laugh at. 😑😑😑😑😑😑😑 Still very confused about what happened, I reset the game and tried inputting the level select code in the title screen. I heard the "coin" collecting noise and pressed A+START on the controller. A very basic looking menu appeared, a black screen with 12 choices: GREEN HILL, LABYRINTH, FROZEN GROTTO, MARBLE, SINISTER SWAMP, STAR WORLD, SPARKLING, CLOCK WORK 1, CLOCK WORK 2, ENDING, BONUS STAGE and SOUND SELECT. Curiously, Frozen Grotto and Sinister Swamp had an X next to their names, which probably meant they were unfinished or possibly even meant to be removed. 😔😔😔 I chose Frozen Grotto out of curiosity, since I wasn't expecting to see any scrapped levels in this build, let alone an ice stage, a trope that wouldn't be seen in the series before Sonic 3. The level seemed even more unfinished than Marble Zone, as it lacked any sort of enemy. However, obstacles such as falling stalagmites, slippery ground, and ice-breathing machines similar to Ice Cap Zone's in Sonic 3 were implemented and fully working. 🥶🥶🥶🥶🥶🥶 The background looked similar to the one in the Past variant of Tidal Tempest in Sonic CD, but it was a light blue, much like most of the level was. The background music was not music at all, it was just a short, looped PCM sample of cave ambiance. Truly, one of Masato Nakamura's finest tunes to date. I still vibe to it wit ma airpods xddddddd It was at this point that I was doubting whether this was a true prototype or just something my friend sent me as one of his stupid pranks. But for a prank, this was way too elaborate. I mean, what kind of sick person just changes the Rings in Sonic INTO COINS??? 🤬🤬🤬🤬🤬🤬🤬🤬 Not too long after the starting point, the stage just ended abruptly with a bottomless pit that crashed the game when I fell into it. This time, it didn't just freeze, it went to a black screen with red text saying: ERROR. I could faintly see an image in the background. It looked like Tails's face, but heavily distorted like his previous appearance. Was he looking at me? 😰😰😰 No, it couldn't be...this was just a game after all...Yeah, games can't just look at me, duh. What kind of idiot thinks that a game will enter your life? Although, Sonic in real life would be pretty epic ngl ngl 😳😳😳😳😳😳 (REAL) I reset the game again and went back to the level selection screen. This time, I tried choosing Sinister Swamp, but that wouldn't work (😔😔😔😔😔😔😔😔😔😔😔), so I chose Star World, which I assumed was an early name for Star Light Zone. While the music was exactly the same, the stage looked nothing like the final version: the ground resembled a roller coaster track, while the background consisted of mountains and a starry night sky with shooting stars and odd-looking plants that looked like balloons, floating in the air. These plants were also used as decorations throughout the level. Unlike the previous 3 stages, the vertical scrolling was disabled, much like in Green Hill. The stage's enemies were the goblins and other creatures shaped like a finger that would jump up when Sonic tried attacking them. The level design was mostly speed-based, with Sonic rolling through slopes, loop-de-loops and ramps, but there was also quite a bit of platforming over bottomless pits, with platforms that would fall when Sonic stood on them and also series of rotating platforms. Springs were also present, and they would either help you reach a higher area or speed you up, or they would act as obstacles, bouncing you to the other direction, sometimes even sending you into a pit because level design is my passion XDDD 😆😆😆😆😆😆😆😆😆😆😆😆😆😆😆😆😆 Once I reached the end of the level, I had to fight Eggman in his Egg Mobile, which had a spring attachment on the bottom that he would use to bounce around the arena. The boss fight was piss easy, and I beat it pretty quickly. Once again, Sonic destroyed the animal capsule again, this time rescuing Sharps the Chicken, and the level was completed. Weird how Tails didn't show up this time... 🤔🤔🤔🤔🤔🤔 Sparkling Zone looked like the version we saw in the screenshots, with bright buildings, neon signs and animated sparkles in the background. 😳😳 The music was slightly different, with higher pitched PSG and extra bass drum hits. 😳😳😳😳😳 This time, vertical scrolling was enabled. The stage didn't have any bottomless pits, unlike Star World, but it was still quite challenging, with plenty of obstacles (bumpers, spikeball chains, spikes, springs) and enemies (hands that would slam on the ground to try squashing Sonic, the goblins and the finger enemies). Slopes and ramps were also present throughout the stage. Just when I thought I reached the end of the stage, the lights and the neon signs and buildings turned off, making the place look much darker. The music slowed down and stopped. Sonic stopped running and turned to face the camera. He looked very worried. I was already prepared for something to happen, for the little orange bastard to show up again. 😑😑😑😑😑 I noticed something appear behind Sonic: yup, it was Tails's distorted face from the error screen. Of fucking course. UGH. 😩😩😩😩😩😩 Wait, how was this even possible given the palette limitations of the Mega Drive? HOW IS HE DOING THAT???? 😳😳😳 HOW?????? BOTTOM TEXT As a slower, lower pitched version of the drowning theme started playing, the face got closer to the blue hedgehog and slowly opened its mouth. (VORE? IN MY SONIC GAME????? 😡😡😡) I tried making Sonic move, but no matter how much I moved my keyboard, he wouldn't do anything. The music kept going for longer than it should have, gradually speeding up, until it suddenly hit the last note and the game froze with red text: "DO NOT KEEP GOING". This is when I realized...that I actually had to press the keys on my keyboard instead of moving the keyboard. 🤦🤦🤦🤦🤦🤦 Bruh. I mean, yeah, it was like 3AM when I was playing this so my brain must have been pretty tired. (WAIT 3AM DO NOT PLAY SONC BETE IN 3AM SPOOKY TALAS APPARATION OH GOD PEOPLE MOMENT 😳😳😳😳😳😳😳😳😳😳😳) I was pretty confused about what was happening. Was this even a real prototype or just an elaborate hoax that my friend decided to put on an EPROM to mess with me? Oh wait, I already asked myself that question before. This was pretty redundant. But wait, then how and why did the game start exceeding the Mega Drive's palette limitations? Just what was going on? I was scared to continue at this point, because I started feeling like I was being watched. Hmm yes I love when my anxiety kicks in XDDDDDDDDD 🙂🙂🙂🙂🙂🙂🙂 But I had to do it, I had to play the rest of...whatever this even was. I wanted to find the answers...and I was also pretty bored, with nothing else to do lmao. I reset the game and went back to the level select menu, choosing Clock Work Zone. The title card displayed the zone name as "CLOCK ORK", like in later prototypes, due to the letter W being missing in the title card font. The level looked like the one seen in those prototypes, basically it was the final version of Scrap Brain Zone but with one of the level chunks used as a placeholder for the background. The background tune's only difference was that its lead instrument was very different, and made it sound much more menacing. As expected, the stage was empty and only the level layout was done. There were diagonal conveyor belts at the very beginning, but nothing else after that. Luckily, debug mode was enabled by default so I could navigate the level in object placement mode (yeah, I forgot to mention this earlier trust me, it's not like I just made this up because I didn't know what to write xdddddddd). The level layout was quite similar to the one seen in magazine screenshots. When I got to where the end of the stage should be, I exited out of object placement mode. The game acted as if the level was finished, with Sonic leaping and running to the right like in the other levels. Maybe the Clock Work 2 stage was the level boss? Possibly the final boss? 😳 :flooched: :flonshed: The last stage was called "YOUR TIME IS UP". Wait...OH GOD NOT THAT SHITTY STORY AGAIN I SWEAR TO GOD FUCK YOU GAME!1!1!1!1!1 😡😡😡😡😡😡😡😡 No music or background were present. The screen was also locked. There was something at the center of the level: it was a sprite of a brain diagram. wha- What was this doing here? Why was this here? Was THAT the final boss? Or was it just a placeholder? But why would it be any of these? Who would just put a random brain diagram sprite and call it a day? I tried interacting with it, but nothing happened, it was just a background object. After a few seconds, the screen faded to black. Then, a cutscene started playing. It was rather unfinished, and it had no background. Basically, Sonic was falling down (using his "hurt" animation), and then Sharps the Chicken swooped in to rescue him. But the distorted Tails came in and attacked Sharps with a spin attack, resulting in both Sonic and Sharps falling down. It then cut to a screen taking place in Green Hill Zone, with Sonic and Sharps' bodies laying on the ground, with...with....I can't 🤢🤢 say it 🤢🤢🤢🤢🤢🤢🤢🤢 BLOOD ALL OVER THE PLACE 🤮🤮🤮🤮🤮🤮🤮🤮 AND IT WAS SUPER DUPER HYPER MEGA REALISTICCK NOOOOOOO 😱😱😱😱😱😱😱😱😱😭😭😭😭😭😭😭😭😭 Anyway, Tails was standing at the center of the scene, facing the camera. Above him, there was red text saying: "THE END". So this was how the game originally ended? Nah, my friend probably did an epic funny and hacked the actual prototype like the asshole he is, he probably has the original one xddddddddd 🤣🤣🤣🤣🤣🤣🤣🤣🤣 I closed my emulator, still shocked (I guess?) because of what I saw. I wasn't expecting any of this to happen in a Sonic 1 prototype, of all things. And I wasn't expecting it to be so...r e a l i s t i c But what did all of it mean? Was there a connection between everything that happened? Were Tails and the brain diagram somehow connected? Probably not, and I'm overthinking shit like I always do XDDDDDDDDDDDDD I thought this prototype would have finally answered my and other Sonic fans' questions, but it raised even more. Right now, I've sent the ROM to another friend of mine who can disassemble ROMs so he can look for whatever epic funny is there xddddd (and he may also see whether it's a fucking prototype or not Im so confused about this AAAAAAAAAAAAAAAAAAAA). It may take a while, but maybe we will finally find some answers to this. I just hope I can live long enough to see the answers being found...I'm feeling like I'm constantly being watched by someone...I just hope that's not true...Or maybe I'm just paranoid because I get scared easily like a pussy XD Hmm, time for me to play some good ol' Super Mario 64. Sure hope nothing terrible happens to me while I play it... 😆😆😆😆😆😆😆😆😆😆😆😆
Relevant NPCs: Giorgio Heinlein, Shelby Dolly, Warehouse Simp
Location: Bellevue (The Classic Hotel & Casino), Tacoma (Sensei Snacks Warehouse)
Opposition: Hotel Security, Warehouse Security, Investigative Journalism
Casualties: Zero Casualties
Collateral: No Casualties
Synopsis: The runners were tasked with sabotaging Sensei Snacks Seattle, which they did successfully, without leaving any tracks.
**Run Rewards:**All characters receive 2 Knowledge Karma, 5 Karma and 24,000 nuyen. SilithDark (Courier) +1 Karma for taking detailed notes.
Before the run began, the runners received a message from their fixers that they would be performing corporate sabotage. They were told to meet at Greasy Ben's Cafe in Renton, where they had excellent soy burgers and milkshakes. A limousine pulled up outside and the runners were driven to Bellevue. During the ride, they were given their mission. The runners were given three objectives. First, they were to administer a nonlethal poison to a man named Giorgio Heinlein, a famous food critic/blogger who was in town for two days to test the Sensei Snacks food line. Second, the team was to administer the same nonlethal poison to a large batch of Sensei Snacks at the production facility in Tacoma. And third, the team was to convince Shelby Dolly, the lead editor at the Seattle Times, to run an article on the front page about the rash of illnesses caused by Sensei Snacks. The team was able to organize a plan to infiltrate The Classic Hotel & Casino in Bellevue, where they utilized matrix superiority, fly spy drones, lockpicking mastery, and exceptional navigation skills to successfully enter the room of Giorgio Heinlein. The team ordered a bottle of his favorite brandy from a nearby vendor, then poisoned it and left it for him as a gift. He later found it and became ill. Then the team put together a solid plan to infiltrate the Sensei Snacks production facility in Tacoma. Nexus painted his vehicle to look like a Shiawase Corporation truck, Vector ordered a uniform online, and Empress wore the uniform without complaint, despite its itchiness. The team stood ready nearby while Empress drove the truck into the facility loading dock. Empress was unable to lift the barrel of poison, but she was able to charm a strong young warehouse worker into helping her. She gave the man Vector's number. Finally the team was able to find information on Shelby Dolly, the lead editor at the Seattle Times. They put together a convincing story, faked evidence, and gave Shelby an anonymous tip. Shelby did a fair amount of research, but the runners had covered their tracks and produced convincing evidence. The Seattle Times ran the story on the front page. The mission was an overwhelming success and the Johnson could not have been more pleased.
I used the leaked Steam data to compile a list of VR games and owners. The name links to the respective Steam store page.
Keep in mind, data was only leaked for games with achievements. This list was largely automated and only includes pure VR games (Games with a "VR headset required" notice on the store page). If you notice one missing, let me know and I'll add it.
Updates
July 7, 14:57 UTC Added Space Pirate Trainer and Fallout 4 VR.
July 7, 15:03 UTC Added The Gallery - Episode 2: Heart of the Emberstone
July 7, 16:25 UTC Added Sprint Vector
July 8, 03:11 UTC Added Hot Dogs, Horseshoes & Hand Grenades
Wing Commander 3™: Heart of the Tiger, SimCity 2000™ Special Edition, Wing Commander™ IV: The Price of Freedom, and Ultima VII The Complete Edition (Origin)
Dragon Age™: Origins, Peggle™, Dead Space™ 2, Command & Conquer™ Generals + Zero Hour, Medal of Honor Allied Assault™ War Chest, Plants vs. Zombies™ Garden Warfare, Dragon Age™ II, Bejeweled™ 3, and Mass Effect™ 2 (Origin)
Wing Commander 3™: Heart of the Tiger, SimCity 2000™ Special Edition, Wing Commander™ IV: The Price of Freedom, and Ultima VII The Complete Edition (Origin)
Dragon Age™: Origins, Peggle™, Dead Space™ 2, Command & Conquer™ Generals + Zero Hour, Medal of Honor Allied Assault™ War Chest, Plants vs. Zombies™ Garden Warfare, Dragon Age™ II, Bejeweled™ 3, and Mass Effect™ 2 (Origin)
Wing Commander 3™: Heart of the Tiger, SimCity 2000™ Special Edition, Wing Commander™ IV: The Price of Freedom, and Ultima VII The Complete Edition (Origin)
Dragon Age™: Origins, Peggle™, Dead Space™ 2, Command & Conquer™ Generals + Zero Hour, Medal of Honor Allied Assault™ War Chest, Plants vs. Zombies™ Garden Warfare, Dragon Age™ II, Bejeweled™ 3, and Mass Effect™ 2 (Origin)
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