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	<title>Gaming Archives - Old School Gamer Magazine</title>
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	<title>Gaming Archives - Old School Gamer Magazine</title>
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<site xmlns="com-wordpress:feed-additions:1">133814826</site>	<item>
		<title>Power Cores and the Chromatic</title>
		<link>https://www.oldschoolgamermagazine.com/power-cores-and-the-chromatic/</link>
		
		<dc:creator><![CDATA[William Schwartz]]></dc:creator>
		<pubDate>Mon, 28 Sep 2026 05:00:59 +0000</pubDate>
				<category><![CDATA[2000s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Columns]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Opinions]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121417</guid>

					<description><![CDATA[<p>A few weeks ago, the rechargeable power core came back in stock for the Chromatic. On the face of it, that the Chromatic even has a separate, rechargeable power core is a bit odd in the modern gaming marketplace. How long has it been standard for gaming devices to just have built in batteries? 23 [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/power-cores-and-the-chromatic/">Power Cores and the Chromatic</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>A few weeks ago, the rechargeable power core came <a href="https://modretro.com/products/rechargeable-power-core">back in stock</a> for the Chromatic. On the face of it, that the Chromatic even has a separate, rechargeable power core is a bit odd in the modern gaming marketplace. How long has it been standard for gaming devices to just have built in batteries? 23 years? It&#8217;s easy to specifically date this, incidentally, because that&#8217;s when the Game Boy Advance SP came out, was in 2003. With that, fumbling with AA batteries became consigned to the dustbin of history.</p>
<p>&nbsp;</p>
<p>So why does the Chromatic still use AA batteries? It&#8217;s not a technological issue. The FPGA&#8217;s main successor for Game Boy Color cartridge play, the Analogue Pocket, uses a built-in rechargeable battery just like nearly any other modern portable electronic device. Rather, I suspect the issue is a philosophical one. The Chromatic hearkens back to a late 1990s aesthetic, back when we owned games, instead of purchasing a license to play them.</p>
<p>&nbsp;</p>
<p>But we also owned the devices we used to play them on. A rechargeable battery, while nice, had hidden hazards. Locked away in a device behind casing the consumer isn&#8217;t supposed to access, such batteries can go bad and even explode. This is a trivial problem for older model Game Boys, with forgotten AA batteries that might leak at worst and are easily removed. Other devices, however, be they SPs or PSPs or Wii U controllers are safety hazards. I would recommend checking for bulging batteries in such devices if you haven&#8217;t looked at them lately, incidentally.</p>
<p>&nbsp;</p>
<p>The Chromatic power core, by contrast, is a choice. The Chromatic itself is still perfectly usable without it, and indeed, gets such great battery life off of AAs that had batteries thirty years ago been this efficient, a rechargeable battery might not have seemed like such a necessity for our portable gaming devices. It certainly doesn&#8217;t help that in addition to a rechargeable battery, the SP had a backlight, an innovation that much more unambiguously improved the gaming experience without needing to consider long-term philosophical questions like whether we as consumers should have the right to modify our own batteries. Or perhaps, more relevantly, whether a cheaper product is worth having to take on that right which sounds in practice more like a responsibility.</p>
<p>&nbsp;</p>
<p>I won&#8217;t pretend to be able to resolve that question for us today. But I do think it&#8217;s worth noting that even buying the power core separately, the Chromatic is still cheaper than the Analogue Pocket, and comes with an exceptional version of Tetris to boot. It&#8217;s also still in stock, and comes in a much funner variety of colors. Still can&#8217;t play Game Boy Advance games though, or play rom files, which I should note, is not sanctioned by Analogue itself. All of which is to say, these are philosophical differences, and which ones you think are more important, are just as motivates by your own gaming philosophy as it is the ambiguous technical trade-offs.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" decoding="async" data-attachment-id="121419" data-permalink="https://www.oldschoolgamermagazine.com/power-cores-and-the-chromatic/chromatic-power-core-2/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Chromatic-Power-Core-2.webp?fit=1070%2C713&amp;ssl=1" data-orig-size="1070,713" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Chromatic Power Core 2" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Chromatic-Power-Core-2.webp?fit=300%2C200&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Chromatic-Power-Core-2.webp?fit=1024%2C682&amp;ssl=1" class="alignnone  wp-image-121419" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Chromatic-Power-Core-2.webp?resize=524%2C349&#038;ssl=1" alt="" width="524" height="349" /></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/power-cores-and-the-chromatic/">Power Cores and the Chromatic</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121417</post-id>	</item>
		<item>
		<title>From Arcade Coins to Stablecoins: How Video Game Payments Became Digital</title>
		<link>https://www.oldschoolgamermagazine.com/from-arcade-coins-to-stablecoins-how-video-game-payments-became-digital/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Sat, 26 Sep 2026 20:05:28 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121390</guid>

					<description><![CDATA[<p>Coins, Cards, and the Long Road to Cashless Arcades &#160; The Strong National Museum of Play holds Atari&#8217;s Coin-Op Division corporate records, a collection that documents the design, production, and marketing of nearly every Atari coin-operated game from Pong in 1972 through San Francisco Rush 2049 in 1999. Somewhere between those bins of quarters and [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/from-arcade-coins-to-stablecoins-how-video-game-payments-became-digital/">From Arcade Coins to Stablecoins: How Video Game Payments Became Digital</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2><b>Coins, Cards, and the Long Road to Cashless Arcades</b></h2>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">The Strong National Museum of Play holds </span><a href="https://archives.museumofplay.org/repositories/3/resources/107"><span style="font-weight: 400;">Atari&#8217;s Coin-Op Division corporate records</span></a><span style="font-weight: 400;">, a collection that documents the design, production, and marketing of nearly every Atari coin-operated game from Pong in 1972 through San Francisco Rush 2049 in 1999. Somewhere between those bins of quarters and a modern digital game storefront, the mechanics of paying to play stopped being background noise. They became part of the product itself.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">That transition did not happen in one clean step. One documented milestone came in fiscal 1996, when Dave &amp; Buster&#8217;s introduced its Power Card. Company filings said the rechargeable card replaced coin activation on most midway games, made games easier to start, and gave the operator more flexibility in pricing and promotions. For Dave &amp; Buster&#8217;s, the important shift was not just from metal to plastic; play moved to a rechargeable stored balance.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">That shift from physical coins to stored balances still shapes how games are paid for today. Modern game platforms often place an account, wallet or virtual currency between the player and the underlying payment method, and those balances usually belong to one ecosystem. Crypto introduced a different model: the payment asset can exist independently of the platform using it. A practical example is </span><a href="https://tips.gg/betting/usdt-sites/"><span style="font-weight: 400;">tether sports betting</span></a><span style="font-weight: 400;">, where USDT is used to place bets online rather than being a currency created by the betting platform itself. That distinction matters for video games because it separates a platform balance from a portable payment asset. The next sections follow how games developed the first model through store wallets and virtual currencies before crypto introduced the second.</span></p>
<p>&nbsp;</p>
<h2><b>Digital Storefronts Put Payments Inside the Gaming Account</b></h2>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">A major step toward that closed-balance model was the store account. On PlayStation Store, for example, adult accounts have an online wallet that can hold funds, be topped up with a registered payment method or PlayStation gift card, and then be used for digital purchases. The player no longer has to think in terms of inserting money for one play session. Payment becomes attached to an account that can buy a full game, add-on, subscription or other digital content.</span></p>
<p>&nbsp;</p>
<h2><b>Virtual Currency Added Another Layer</b></h2>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Games then put another balance between the player and the card. Fortnite&#8217;s V-Bucks are a clear example: players can buy them directly, redeem V-Bucks cards, receive them through Fortnite Crew, or earn some through passes, then spend them on cosmetics and other eligible content. That makes the payment experience feel native to the game. The real-money transaction may happen at the platform store, but the player sees an in-game balance and prices denominated in a game-specific unit.</span></p>
<h2><b>Crypto Reached Game Stores, Then Hit a Volatility Problem</b></h2>
<p><span style="font-weight: 400;">Cryptocurrency briefly pushed that logic further. Steam once accepted Bitcoin as a payment method, but </span><a href="https://store.steampowered.com/news/posts/?enddate=1518718126&amp;feed=steam_blog"><span style="font-weight: 400;">Valve later stopped supporting it</span></a><span style="font-weight: 400;">. The official explanation was practical rather than ideological: transaction fees had risen sharply and Bitcoin&#8217;s price could move enough during checkout that the amount owed changed before a transaction completed.</span></p>
<p><span style="font-weight: 400;">That episode exposed a mismatch between a game storefront and a volatile payment asset. Buying a low-cost game works best when both sides agree on what the price means from checkout to settlement. Bitcoin could move while the payment was in flight, and a network fee that looked trivial at one point could become a meaningful part of the purchase price.</span></p>
<h2><b>Stablecoins Change the Crypto Equation</b></h2>
<p><span style="font-weight: 400;">Stablecoins are designed to maintain a more stable value than assets such as Bitcoin. Tether describes USD₮ as a token pegged 1-to-1 with the U.S. dollar and backed by its reserves. That does not mean major game stores suddenly accept USDT, and it should not be presented as the next universal gaming payment method. What it changes is the comparison: a dollar-linked token behaves differently from an asset whose market price can swing materially between the start and end of checkout.</span></p>
<p><b>The Payment Layer Keeps Moving</b></p>
<p><span style="font-weight: 400;">What the </span><a href="https://www.oldschoolgamermagazine.com/from-arcade-tokens-to-crypto-how-retro-gaming-shaped-the-future-of-digital-currency-in-games/"><span style="font-weight: 400;">coin slot and the crypto wallet</span></a><span style="font-weight: 400;"> share isn&#8217;t really speed, since a quarter dropping into a slot was already instant. It&#8217;s that the payment interface keeps being redesigned around whatever the player already has in hand and whatever the platform can reliably accept. Arcades moved from coins to stored-value cards; console and PC stores moved toward account wallets and gift cards; games added their own virtual currencies; crypto introduced a payment rail with a different set of tradeoffs; and stablecoins try to reduce the price-volatility problem on that rail. The object changed from a quarter to a card to an account balance to a token. The underlying job stayed the same: turn real-world value into something a player can spend with as little friction as possible.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/from-arcade-coins-to-stablecoins-how-video-game-payments-became-digital/">From Arcade Coins to Stablecoins: How Video Game Payments Became Digital</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121390</post-id>	</item>
		<item>
		<title>The Arcade 1971-1999 by Paul Drury to release next week from Bitmap Books</title>
		<link>https://www.oldschoolgamermagazine.com/the-arcade-1971-1999-by-paul-drury-to-release-next-week-from-bitmap-books/</link>
		
		<dc:creator><![CDATA[William Schwartz]]></dc:creator>
		<pubDate>Thu, 24 Sep 2026 15:00:58 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[Arcade]]></category>
		<category><![CDATA[Arcade Spotlight]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Bookshelf]]></category>
		<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121150</guid>

					<description><![CDATA[<p>&#160; Earlier today Bitmap Books confirmed via their website that their new title The Arcade 1971–1999: The Stories Behind Classic Coin-Ops, Told by Their Creators by Paul Drury will be available for purchase on October 1st. A source close to the publication has also informed Old School Gamer Magazine that a pre-order window will open [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-arcade-1971-1999-by-paul-drury-to-release-next-week-from-bitmap-books/">The Arcade 1971-1999 by Paul Drury to release next week from Bitmap Books</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p>Earlier today Bitmap Books confirmed via <a href="https://us.bitmapbooks.com/products/the-arcade-1971-1999-the-stories-behind-classic-coin-ops-told-by-their-creators">their website</a> that their new title <em><strong>The Arcade 1971–1999: The Stories Behind Classic Coin-Ops, Told by Their Creators</strong></em> by Paul Drury will be available for purchase on October 1st. A source close to the publication has also informed Old School Gamer Magazine that a pre-order window will open a couple of days before the official launch for those interested readers who want to be sure they&#8217;re at the front of the queue. As Paul Drury, and Bitmap Books, are both located in the United Kingdom, readers in other parts of the world will likely have to wait a moment in any case to receive their copy.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" decoding="async" data-attachment-id="121152" data-permalink="https://www.oldschoolgamermagazine.com/the-arcade-1971-1999-by-paul-drury-to-release-next-week-from-bitmap-books/arcade1971b/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971b.jpg?fit=1772%2C1181&amp;ssl=1" data-orig-size="1772,1181" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;CHRIS DAW PHOTOGRAPHY&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Arcade1971b" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971b.jpg?fit=300%2C200&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971b.jpg?fit=1024%2C682&amp;ssl=1" class="alignnone wp-image-121152" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971b.jpg?resize=524%2C349&#038;ssl=1" alt="" width="524" height="349" /></p>
<p>&nbsp;</p>
<p>Now confirmed for a length of over 400 pages, <em><strong>The Arcade 1971–1999 </strong></em>profiles 120 classic coin-op titles. Among the many stories discussed, Drury identifies via interviews with original developers the answers to questions such as who actually created <em>Donkey Kong</em>, how<em> Q*bert </em>learned to swear, what really happened on the night when the very first <em>Pong</em> machine was placed in Andy Capp’s Tavern, and why <em>Ms. Pac-Man</em> was originally a man called Otto. Personal photos, design sketches, coding notes and all manner of ‘behind the scenes’ material are also included in the book which has been developed in a high-quality lithographic print.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" decoding="async" data-attachment-id="121153" data-permalink="https://www.oldschoolgamermagazine.com/the-arcade-1971-1999-by-paul-drury-to-release-next-week-from-bitmap-books/arcade1971c/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971c.jpg?fit=1772%2C1181&amp;ssl=1" data-orig-size="1772,1181" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;CHRIS DAW PHOTOGRAPHY&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Arcade1971c" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971c.jpg?fit=300%2C200&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971c.jpg?fit=1024%2C682&amp;ssl=1" class="alignnone wp-image-121153" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971c.jpg?resize=524%2C349&#038;ssl=1" alt="" width="524" height="349" /></p>
<p>&nbsp;</p>
<p>Among the industry luminaries giving firsthand information are Atari co-founder Nolan Bushnell and Eugene Jarvis of <em>Defender</em> and <em>Robotron</em>, who wrote the foreword and afterward respectively. <em><strong>The Arcade 1971–1999: The Stories Behind Classic Coin-Ops, Told by Their Creators</strong></em> is being sold on the Bitmap Books website for $48. Purchasers will also receive a free full PDF copy as they wait for their physical book to arrive in the mail.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" decoding="async" data-attachment-id="121151" data-permalink="https://www.oldschoolgamermagazine.com/the-arcade-1971-1999-by-paul-drury-to-release-next-week-from-bitmap-books/arcade1971a/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971a.jpg?fit=2048%2C1152&amp;ssl=1" data-orig-size="2048,1152" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Arcade1971a" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971a.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971a.jpg?fit=1024%2C576&amp;ssl=1" class="alignnone  wp-image-121151" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/09/Arcade1971a.jpg?resize=525%2C296&#038;ssl=1" alt="" width="525" height="296" /></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-arcade-1971-1999-by-paul-drury-to-release-next-week-from-bitmap-books/">The Arcade 1971-1999 by Paul Drury to release next week from Bitmap Books</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121150</post-id>	</item>
		<item>
		<title>How Game Nights Evolved From Kitchen Tables to Online Lobbies</title>
		<link>https://www.oldschoolgamermagazine.com/how-game-nights-evolved-from-kitchen-tables-to-online-lobbies/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Thu, 24 Sep 2026 14:31:44 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121146</guid>

					<description><![CDATA[<p>Back in the day, game nights required everyone to be in the same physical location. The games of choice were Yahtzee, Catan, and Risk. Someone had to host the game night, typically in the garage, and have a good selection of games, snacks, and drinks. Nowadays, having a physical location is not a must-have. All [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/how-game-nights-evolved-from-kitchen-tables-to-online-lobbies/">How Game Nights Evolved From Kitchen Tables to Online Lobbies</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p data-pm-slice="1 1 []">Back in the day, game nights required everyone to be in the same physical location. The games of choice were Yahtzee, Catan, and Risk. Someone had to host the game night, typically in the garage, and have a good selection of games, snacks, and drinks.</p>
<p>Nowadays, having a physical location is not a must-have. All it takes is a somewhat stable internet connection, a Discord account, and either video games or browser games.</p>
<p>Let’s take browser-based poker games as the perfect example. A few decades ago, we had to be in the same room to play poker with our buddies. Now we can just hop onto Discord and play <a class="cursor-pointer" href="https://www.playwsop.com/"><strong><u>free online poker</u></strong></a> for hours on end, from the comfort of our gaming chair.</p>
<h2>Traditional Game Nights</h2>
<p>Settlers of Catan, Monopoly, Poker, and Dungeons &amp; Dragons were (and still remain) the cornerstone of traditional game nights.</p>
<h3>Tabletop Games</h3>
<p>The aforementioned tabletop games were quick and easy to set up, required basic sets that were always pretty cheap, and required a couple of hours of free time.</p>
<p>Even though each of these games had manuals that thoroughly explained the rules, many groups had their own “house rules” with simple twists on the conventional gameplay.</p>
<p>The biggest issue with tabletop games was the scheduling. It’s easy when you’re in high school… but when you’re 30 and all of your buddies are either married or already have kids, it’s difficult to get 4 or 5 of you together on a Friday night.</p>
<h3>D&amp;D</h3>
<p>Technically, Dungeons &amp; Dragons is a tabletop game, but considering it’s a cult classic, it deserves a dedicated section.</p>
<p>In short, D&amp;D completely revamped game nights. It turned them from conventional tabletop games to narrative storytelling with hundreds of different scenarios and campaigns.</p>
<p>Yes, D&amp;D requires a lot more equipment and has a much steeper learning curve than, let’s say, poker or Risk. But it’s much more immersive, providing each player with unique abilities, lore, and character development options.</p>
<h2>Transitional Period</h2>
<p>The transitional period of game nights is characterized by the first home PCs and gaming consoles.</p>
<h3>Couch Multiplayer Gaming</h3>
<p>With the first gaming consoles like the OG Xbox and PlayStation 1, our game nights switched from D&amp;D and Monopoly to Tekken, Street Fighter and FIFA couch multiplayer.</p>
<p>We were still in the same room, but we played games on the same computer/console, either with or against each other. The technology replaced decks of cards, tabletop maps, and dice.</p>
<p>Instead, we started using joysticks and gamepads to battle against our friends in what were our first social video gaming experiences.</p>
<h3>LAN Parties</h3>
<p>Shortly after that, when the internet became widely accessible, we held our first LAN parties. It required a lot more space since everyone had to bring their own PC. Doom, StarCraft, Age of Empires, Counter-Strike and Quake were the biggest games back in the day.</p>
<p>We were still in the same physical place, using LAN (local area network) to play with each other. In short, LAN parties set the foundations for today’s modern game nights.</p>
<h2>Modern Game Nights</h2>
<p>And finally, modern game nights. They’re characterized by digital-only gameplay powered by online lobbies and voice chat.</p>
<h3>Voice Chat</h3>
<p>In the early days, we had TeamSpeak, Skype, and Mumble. Nowadays, almost everyone and their grandmother uses Discord. It’s simple to set up, takes little to no resources, and offers high-quality voice chat for the masses.</p>
<p>This allows gamers to communicate with their friends without being in the same physical location. Voice chat is what makes modern game nights possible. In other words, it’s what provides the charm.</p>
<h3>Online Lobbies</h3>
<p>While voice chat provides the charm, online lobbies provide the infrastructure. Global or regional matchmaking removes geographic limits, allowing gamers to easily connect and play with their friends.</p>
<p>The variety of games is through the roof. Nowadays, you can play everything from simple arcade games on Discord to football and soccer simulations, and everything in between.</p>
<p>While digital games have removed a big part of the game night’s rituals (setting up the board, shuffling the cards, assigning roles, buying snacks), they deliver a clean experience for everyone with clear-cut rules and no accidental mistakes.</p>
<h2>Summary</h2>
<p>While old-school gamers still host traditional game nights with D&amp;D, Settlers of Catan, and the like, most people prefer the convenience of digital gaming. They’re much easier to organize, especially if your group is thousands of miles apart.</p>
<p>The game library is absolutely massive, and digital systems have clear-cut rules without room for any mistakes. Yes, there will always be cheaters, but if you’re playing in private lobbies, I doubt your friends would risk a lifetime of teasing for using cheats.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/how-game-nights-evolved-from-kitchen-tables-to-online-lobbies/">How Game Nights Evolved From Kitchen Tables to Online Lobbies</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121146</post-id>	</item>
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		<title>The Tools Behind Modern CS2 Skin Trading</title>
		<link>https://www.oldschoolgamermagazine.com/the-tools-behind-modern-cs2-skin-trading/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 18:50:24 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121058</guid>

					<description><![CDATA[<p>CS2 skin trading has grown far beyond sending offers directly between Steam friends. Traders now have tools for checking prices across different markets, inspecting individual skins, managing inventories, calculating trade-ups, and automating exchanges. Some are useful when researching a single item, while others become more important when an inventory grows. Knowing what each tool actually [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-tools-behind-modern-cs2-skin-trading/">The Tools Behind Modern CS2 Skin Trading</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">CS2 skin trading has grown far beyond sending offers directly between Steam friends. Traders now have tools for checking prices across different markets, inspecting individual skins, managing inventories, calculating trade-ups, and automating exchanges. Some are useful when researching a single item, while others become more important when an inventory grows. Knowing what each tool actually does makes it easier to check a CS2 skin properly before buying, selling, or trading it.</span></p>
<h2><b>Price Comparison Tools</b></h2>
<p><span style="font-weight: 400;">The same CS2 skin can have different prices depending on where it is listed. </span><a href="https://steamcommunity.com/market/"><span style="font-weight: 400;">Steam market</span></a><span style="font-weight: 400;"> prices, for example, may differ considerably from prices on third-party marketplaces. Even two external markets can show different prices for the same item. Price comparison tools collect this information from several markets and display it together. Instead of checking the same AK-47 or knife on five different sites, a trader can compare the available prices in one place.</span></p>
<p><span style="font-weight: 400;">The lowest listing should not automatically be treated as the normal value of a CS2 skin. There may be only one item available at that price, while most other listings are higher. Fees can also differ between markets. Comparison tools are therefore most useful for getting an idea of the price range rather than relying on a single number.</span></p>
<h2><b>Price History and Sales Data</b></h2>
<p><span style="font-weight: 400;">A skin’s current price becomes more useful when you can see what happened before it. </span><a href="https://www.researchgate.net/publication/380752077_CS_GO_Skins_Market_Impact_Factors_Analysis"><span style="font-weight: 400;">Price history</span></a><span style="font-weight: 400;"> tools record how the value of a skin has changed over days, weeks, or months. This can help when a price suddenly looks unusually high or low. If a skin normally sells around $50 but recently moved to $70, its history gives some context for that change. Recent sales are also worth checking because a listing shows what the seller wants, not necessarily what buyers are paying. Trading volume provides another useful figure. A CS2 skin with regular sales is generally easier to sell than an item that rarely finds a buyer, even when both have similar listed prices.</span></p>
<h2><b>Float and Pattern Checkers for CS2 Skins</b></h2>
<p><span style="font-weight: 400;">Two CS2 skins with the same name and exterior can still be different. Float and pattern checkers are used to see exactly what version of a skin is being traded. Float value measures wear more precisely than exterior categories such as Factory New, Minimal Wear, or Field-Tested. Two Field-Tested skins can have different float values and may not look exactly the same. Pattern index is important for CS2 skins where the placement of colors or graphics varies between individual items. This is particularly relevant for some knives and weapon finishes. Certain patterns can also be more sought after than ordinary versions. A checker gives CS2 traders the details of the actual item rather than only the general information attached to that skin name.</span></p>
<h2><b>Automated Trading Bots</b></h2>
<p><span style="font-weight: 400;">Trading bots handle exchanges that would otherwise require another person to respond manually. A </span><a href="https://cs2land.com/exchange"><span style="font-weight: 400;">CS trade bot</span></a><span style="font-weight: 400;"> is essentially an automated Steam account used to receive, store, or send skins through trade offers. On a bot-based trading service, a player selects the items they want to exchange. The service calculates the trade and its bot sends the corresponding Steam offer. This can make exchanges much faster because there is no need to wait for another individual trader to come online and accept the deal.</span></p>
<p><span style="font-weight: 400;">The bot does not replace </span><a href="https://help.steampowered.com/en/faqs/view/46A2-2B3C-95CC-8878"><span style="font-weight: 400;">Steam&#8217;s trade system</span></a><span style="font-weight: 400;">. The offer still needs to be checked through Steam, and the account and CS2 items shown in the confirmation should match the exchange the user started.</span></p>
<h2><b>CS2 Inventory Trackers</b></h2>
<p><span style="font-weight: 400;">Checking the value of five CS2 skins manually takes little time. Doing the same thing with an inventory containing dozens or hundreds of items is another matter. Inventory trackers scan the items in an inventory and estimate their current value using market prices. This gives the owner a quick view of the inventory as a whole rather than a collection of separate listings. More detailed trackers may record the purchase price of individual CS2 skins and show how their value has changed. Some also calculate profit or loss based on the original purchase price.</span></p>
<p><span style="font-weight: 400;">These tools are particularly useful for active traders who regularly add and remove items. Without some form of tracking, it becomes surprisingly easy to forget what was originally paid for a skin.</span></p>
<h2><b>Wrapping It Up</b></h2>
<p><span style="font-weight: 400;">Modern Counter-Strike 2 trading tools cover different parts of the same process. Price tools help players establish what an item currently sells for, while float and pattern checkers provide details about the individual skin. Bots automate exchanges, inventory trackers manage larger collections and trade-up calculators manage contracts. The right tool will help you understand an item and verify trade details before you complete it. These CS2 tools are useful at every stage of inventory building: starting a collection, selling skins, or updating.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-tools-behind-modern-cs2-skin-trading/">The Tools Behind Modern CS2 Skin Trading</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121058</post-id>	</item>
		<item>
		<title>Should You Rebirth Now or Keep Your Brainrots in Steal a Brainrot?</title>
		<link>https://www.oldschoolgamermagazine.com/should-you-rebirth-now-or-keep-your-brainrots-in-steal-a-brainrot/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 18:22:14 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121039</guid>

					<description><![CDATA[<p>Rebirth is one of the biggest progression decisions in Steal a Brainrot. You spend time building income and collecting Brainrots, only to reach a point where the game asks you to reset part of that progress in exchange for permanent benefits. That can make Rebirth feel like a loss, especially when your base contains Brainrots [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/should-you-rebirth-now-or-keep-your-brainrots-in-steal-a-brainrot/">Should You Rebirth Now or Keep Your Brainrots in Steal a Brainrot?</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Rebirth is one of the biggest progression decisions in </span><b>Steal a Brainrot</b><span style="font-weight: 400;">. You spend time building income and collecting Brainrots, only to reach a point where the game asks you to reset part of that progress in exchange for permanent benefits.</span></p>
<p><span style="font-weight: 400;">That can make Rebirth feel like a loss, especially when your base contains Brainrots that were difficult to obtain. But the decision should not be based only on what you are giving up. The important question is whether your next Rebirth will make future progression faster and unlock something useful.</span></p>
<p><span style="font-weight: 400;">In most cases, you should Rebirth once you have met the requirements and are prepared to rebuild. However, there are situations where keeping your current Brainrots a little longer makes sense.</span></p>
<h2><b>What Happens When You Rebirth in Steal a Brainrot?</b></h2>
<p><span style="font-weight: 400;">A Rebirth resets important parts of your current run, including your cash and the Brainrots you have collected. In return, you gain permanent progression benefits that carry into future runs.</span></p>
<p><span style="font-weight: 400;">The exact requirements and rewards depend on your current Rebirth level. Later stages can demand much more cash and rarer Brainrots than early ones, so preparation becomes increasingly important.</span></p>
<p><span style="font-weight: 400;">Before confirming a reset, check the current Rebirth screen carefully. Make sure you understand which Brainrots and resources will be consumed or reset and which permanent benefits you are about to unlock.</span></p>
<p><span style="font-weight: 400;">If you are missing something needed for your next stage or want to compare different progression resources, you can also check a</span><a href="https://www.u7buy.com/steal-a-brainrot/steal-a-brainrot-items"> <b>steal a brainrot shop</b></a><span style="font-weight: 400;"> while planning your next move. The important part is to know your Rebirth target before investing additional time or resources.</span></p>
<h2><b>Why Rebirthing Can Speed Up Long-Term Progress</b></h2>
<p><span style="font-weight: 400;">The main reason to Rebirth is that you exchange temporary progress for permanent progression.</span></p>
<p><span style="font-weight: 400;">A stronger multiplier means the Brainrots you collect during future runs can generate income more efficiently. Rebirths can also unlock additional Gear and other progression benefits that change what you can do in later runs.</span></p>
<p><span style="font-weight: 400;">This creates a repeating progression loop:</span></p>
<p><b>Earn → Improve Your Base → Meet Rebirth Requirements → Rebirth → Unlock Benefits → Rebuild Faster</b></p>
<p><span style="font-weight: 400;">The first reset can feel expensive because you are comparing a developed base with a fresh one. That comparison misses the point. After Rebirth, you are rebuilding with benefits your previous run did not have.</span></p>
<p><span style="font-weight: 400;">Over multiple Rebirths, those permanent improvements become increasingly important.</span></p>
<h2><b>When Should You Rebirth?</b></h2>
<p><span style="font-weight: 400;">There is no reason to reset blindly. A few conditions make the decision much easier.</span></p>
<h3><b>You Have Met the Current Rebirth Requirements</b></h3>
<p><span style="font-weight: 400;">The most obvious signal is that the game already shows you have the cash and required Brainrots for your next Rebirth.</span></p>
<p><span style="font-weight: 400;">At that point, ask what you would gain by continuing the current run. If you are only accumulating more temporary cash without working toward another specific objective, completing the Rebirth may provide more long-term value.</span></p>
<p><span style="font-weight: 400;">Requirements can change as the game receives updates, so rely on the current in-game Rebirth menu rather than an old list or guide.</span></p>
<h3><b>The Next Unlock Improves Your Progression</b></h3>
<p><span style="font-weight: 400;">Rebirth can expand the Gear available to you, and these unlocks can influence stealing, movement, defense and other parts of gameplay.</span></p>
<p><span style="font-weight: 400;">Check what your next level provides before resetting. A useful Gear unlock can give you another reason to Rebirth instead of extending a run that has already reached its main objective.</span></p>
<p><span style="font-weight: 400;">Gear also becomes increasingly relevant as you encounter stronger bases and players with more developed progression.</span></p>
<h3><b>You Can Rebuild Faster Than Before</b></h3>
<p><span style="font-weight: 400;">A reset does not mean starting from exactly the same position as a new account.</span></p>
<p><span style="font-weight: 400;">Your permanent Rebirth benefits help make the next progression cycle more efficient. The better your multiplier and available tools become, the easier it can be to recover from the temporary loss of cash and Brainrots.</span></p>
<p><span style="font-weight: 400;">This is why judging Rebirth purely by the Brainrots you lose can be misleading. You also need to consider how quickly your next base can reach or exceed your current income.</span></p>
<h2><b>When Should You Wait Before Rebirthing?</b></h2>
<p><span style="font-weight: 400;">Rebirthing immediately is not always necessary.</span></p>
<p><span style="font-weight: 400;">One reason to wait is when you are extremely close to completing another short-term objective that will make the reset easier or more worthwhile. There is little benefit in rushing the button if a few more minutes of preparation will put you in a better position.</span></p>
<p><span style="font-weight: 400;">You should also make sure that any Brainrot required for the Rebirth is correctly available and that you understand what will happen to your current collection.</span></p>
<p><span style="font-weight: 400;">Finally, consider particularly difficult-to-replace Brainrots. If you have something valuable that is not required for the reset, decide whether the permanent benefit is worth giving up your current setup right now.</span></p>
<p><span style="font-weight: 400;">Rebirth is a progression tool, not a button that must be pressed the second it becomes available.</span></p>
<h2><b>Which Brainrots Are Hardest to Give Up?</b></h2>
<p><span style="font-weight: 400;">Common Brainrots are generally much easier to replace than rare, Secret or otherwise difficult-to-obtain units.</span></p>
<p><span style="font-weight: 400;">That does not automatically mean a rare Brainrot should stop you from Rebirthing. Instead, compare its value to your current run against the permanent progression you receive from resetting.</span></p>
<p><span style="font-weight: 400;">Ask yourself three questions:</span></p>
<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">How difficult would this Brainrot realistically be to obtain again?</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">How much of my current income depends on it?</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Is keeping it delaying an important permanent upgrade?</span></li>
</ul>
<p><span style="font-weight: 400;">If one Brainrot is the only reason you have postponed several progression opportunities, the cost of keeping it may eventually become greater than the benefit.</span></p>
<h2><b>How Rebirth Changes Your Gear Options</b></h2>
<p><span style="font-weight: 400;">Gear is an important part of Rebirth progression because additional options become available as you advance.</span></p>
<p><span style="font-weight: 400;">Different Gear can support movement, stealing, disrupting opponents or defending your own base. This means Rebirth does more than increase an income number—it can expand the strategies available to you.</span></p>
<p><span style="font-weight: 400;">Before each reset, check the Gear associated with your next progression level and think about whether it addresses something your current setup struggles with.</span></p>
<p><span style="font-weight: 400;">Do not buy Gear simply because it is newly available, though. Prioritize items that support how you actually play.</span></p>
<h2><b>How to Prepare Before Your Rebirth</b></h2>
<p><span style="font-weight: 400;">Preparation makes the reset much smoother. Confirm that you meet every requirement, check what will reset, and review what your next Rebirth unlocks.</span></p>
<p><span style="font-weight: 400;">It also helps to decide what you will do immediately afterward. Know which early Brainrots you want to target, which Gear matters most, and how you plan to restore your income.</span></p>
<p><span style="font-weight: 400;">The goal is to avoid spending the first part of the new run deciding what to do. A simple rebuilding plan lets you start using your permanent benefits immediately.</span></p>
<h2><b>How to Rebuild After a Rebirth</b></h2>
<p><span style="font-weight: 400;">After resetting, focus on income before chasing the rarest Brainrots available.</span></p>
<p><span style="font-weight: 400;">Get reliable earners into your base, use your improved multiplier to build cash, and gradually replace weaker Brainrots as better opportunities appear. Use newly available Gear where it provides a practical advantage rather than treating every unlock as mandatory.</span></p>
<p><span style="font-weight: 400;">Your next objective should eventually become the following Rebirth requirement. That keeps progression moving instead of allowing another run to continue indefinitely without a target.</span></p>
<h2><b>Final Thoughts</b></h2>
<p><span style="font-weight: 400;">Whether you should </span><b>Rebirth now or keep your Brainrots</b><span style="font-weight: 400;"> depends on what you gain from waiting.</span></p>
<p><span style="font-weight: 400;">If you have met the requirements, understand what will reset, and the next Rebirth gives you useful permanent progression, resetting usually keeps your account moving forward. If you are still preparing, protecting a difficult-to-replace Brainrot, or completing an immediate objective, waiting can make sense.</span></p>
<p><span style="font-weight: 400;">The key is not to become attached to temporary income simply because your current base looks strong. Steal a Brainrot&#8217;s Rebirth system is built around repeating the cycle with better permanent advantages each time.</span></p>
<p><span style="font-weight: 400;">Prepare first, reset with a clear purpose, and make your next run stronger than the one you left behind.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/should-you-rebirth-now-or-keep-your-brainrots-in-steal-a-brainrot/">Should You Rebirth Now or Keep Your Brainrots in Steal a Brainrot?</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121039</post-id>	</item>
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		<title>Which Position Should You Upgrade First in FC 27 Ultimate Team?</title>
		<link>https://www.oldschoolgamermagazine.com/which-position-should-you-upgrade-first-in-fc-27-ultimate-team/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 18:20:34 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121033</guid>

					<description><![CDATA[<p>One of the easiest ways to waste Coins in FC 27 Ultimate Team is upgrading the position you want to improve instead of the one that is actually holding your squad back. A new striker may look more exciting than replacing a weak midfielder or center back, but the best FC 27 position upgrades depend [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/which-position-should-you-upgrade-first-in-fc-27-ultimate-team/">Which Position Should You Upgrade First in FC 27 Ultimate Team?</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">One of the easiest ways to waste Coins in FC 27 Ultimate Team is upgrading the position you </span><i><span style="font-weight: 400;">want</span></i><span style="font-weight: 400;"> to improve instead of the one that is actually holding your squad back.</span></p>
<p><span style="font-weight: 400;">A new striker may look more exciting than replacing a weak midfielder or center back, but the best </span><b>FC 27 position upgrades</b><span style="font-weight: 400;"> depend on what happens during your matches. If you consistently create chances but cannot finish them, attack deserves attention. If opponents repeatedly play through your midfield or get behind your defense, spending there may have a much bigger impact.</span></p>
<p><span style="font-weight: 400;">Before entering the Transfer Market, identify the problem first. Then look for the player who solves it.</span></p>
<h2><b>Start With Your Squad&#8217;s Biggest Weakness</b></h2>
<p><span style="font-weight: 400;">Play several matches with your current team and pay attention to recurring problems rather than one bad result.</span></p>
<p><span style="font-weight: 400;">Are you creating good chances but missing too many? Are your center backs struggling when defending space? Does possession repeatedly break down in midfield? Are your wide players unable to progress the ball?</span></p>
<p><span style="font-weight: 400;">These patterns give you a much better upgrade order than overall rating alone.</span></p>
<p><span style="font-weight: 400;">If you already know which position needs replacing but your current balance falls short, you can continue earning through matches and rewards or compare the amount you still need to</span><a href="https://www.u7buy.com/fc27/coins"> <b>buy ea fc 27 coins</b></a><span style="font-weight: 400;">. Either way, having a specific upgrade target before spending helps prevent Coins from disappearing into unnecessary changes.</span></p>
<h2><b>Should You Upgrade Attack or Defense First?</b></h2>
<p><span style="font-weight: 400;">There is no universal answer. Upgrade whichever area is responsible for more of the problems you encounter.</span></p>
<p><span style="font-weight: 400;">If you regularly create chances but struggle to turn them into goals, a striker or attacking midfielder could provide the most noticeable improvement. If you score enough but lose matches because opponents consistently create easy chances, improving your defensive structure should come first.</span></p>
<p><span style="font-weight: 400;">Do not assume goals automatically make attackers more valuable. Preventing a recurring defensive problem can influence results just as much as adding another attacking option.</span></p>
<h2><b>When to Upgrade Your Striker</b></h2>
<p><span style="font-weight: 400;">Your striker should become a priority when the rest of the team creates opportunities effectively but the final action repeatedly fails.</span></p>
<p><span style="font-weight: 400;">Look at the type of chances you create. A counter-attacking team may value pace and movement behind the defense, while a possession-based setup may benefit more from a striker with strong dribbling, passing, physical ability or link-up qualities.</span></p>
<p><span style="font-weight: 400;">Finishing matters, but avoid judging an ST from one attribute. Relevant PlayStyles, weak foot, positioning and how the card fits your formation can all affect performance.</span></p>
<p><span style="font-weight: 400;">The best striker upgrade is not necessarily the most expensive option. It is the player who improves the attacking situations your current forward struggles with.</span></p>
<h2><b>When to Upgrade Your Midfield</b></h2>
<p><span style="font-weight: 400;">Midfield should move to the top of your list if you struggle to progress the ball, retain possession or protect the center of the pitch.</span></p>
<p><span style="font-weight: 400;">A defensive midfielder can help recover possession and provide additional protection in front of the back line. A box-to-box CM may contribute at both ends, while a more creative midfielder can improve passing and chance creation.</span></p>
<p><span style="font-weight: 400;">Balance matters here. Buying two attacking midfielders may leave your defense exposed, while using several defensive players can make buildup too predictable.</span></p>
<p><span style="font-weight: 400;">When comparing </span><b>FC 27 midfielders</b><span style="font-weight: 400;">, look for complementary attributes and roles rather than simply choosing the highest-rated cards you can afford.</span></p>
<h2><b>When to Upgrade Your Defense</b></h2>
<p><span style="font-weight: 400;">Upgrade your defenders when the same types of chances repeatedly lead to goals.</span></p>
<p><span style="font-weight: 400;">If attackers constantly get behind your back line, mobility may be an issue. If you struggle in physical challenges or defensive duels, defending and physical attributes deserve more attention. Full-backs may need different qualities depending on whether they stay back or regularly support attacks.</span></p>
<p><span style="font-weight: 400;">Do not rely on a fixed pace threshold for every center back. Formation, defensive approach and the space you leave behind your defense all influence how much recovery speed matters.</span></p>
<p><span style="font-weight: 400;">A defender who fits your system can be more useful than a faster or higher-rated card that does not.</span></p>
<h2><b>Which Positions Give the Biggest Upgrade for Your Coins?</b></h2>
<p><span style="font-weight: 400;">There is no fixed ranking because value depends on your existing squad.</span></p>
<p><span style="font-weight: 400;">A 30K striker replacing a weak starter could transform one team but provide almost no improvement to another team that already has a strong forward. The same applies to midfield and defense.</span></p>
<p><span style="font-weight: 400;">A better way to prioritize spending is to consider what each position contributes:</span></p>
<table>
<tbody>
<tr>
<td><b>Position</b></td>
<td><b>Upgrade When&#8230;</b></td>
<td><b>Key Qualities to Consider</b></td>
</tr>
<tr>
<td><span style="font-weight: 400;">ST</span></td>
<td><span style="font-weight: 400;">You create chances but struggle to finish</span></td>
<td><span style="font-weight: 400;">Finishing, pace, movement, PlayStyles</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">CB</span></td>
<td><span style="font-weight: 400;">Opponents repeatedly exploit your back line</span></td>
<td><span style="font-weight: 400;">Pace, defending, physicality, role fit</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">GK</span></td>
<td><span style="font-weight: 400;">Goalkeeping is a clear recurring weakness</span></td>
<td><span style="font-weight: 400;">Reflexes, positioning, handling</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">CDM / CM</span></td>
<td><span style="font-weight: 400;">You lose midfield control</span></td>
<td><span style="font-weight: 400;">Passing, defending, stamina, physicality</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">LW / RW</span></td>
<td><span style="font-weight: 400;">You struggle to create from wide areas</span></td>
<td><span style="font-weight: 400;">Pace, dribbling, passing, movement</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">LB / RB</span></td>
<td><span style="font-weight: 400;">Opponents exploit the flanks</span></td>
<td><span style="font-weight: 400;">Pace, defending, stamina, attacking ability</span></td>
</tr>
</tbody>
</table>
<p><span style="font-weight: 400;">Think about </span><b>impact per Coin</b><span style="font-weight: 400;"> rather than trying to spend the same amount at every position.</span></p>
<h2><b>How Formation Changes Your Upgrade Priorities</b></h2>
<p><span style="font-weight: 400;">Your formation determines how important particular positions are to your system.</span></p>
<p><span style="font-weight: 400;">In a </span><b>4-4-2</b><span style="font-weight: 400;">, both central midfielders and strikers have significant responsibilities. If one of those four players is considerably weaker than the others, you may notice the problem frequently.</span></p>
<p><span style="font-weight: 400;">A </span><b>4-2-3-1</b><span style="font-weight: 400;"> places different demands on its central players. The defensive midfield positions help protect the back line, while the attacking midfielder can be important for connecting midfield and attack.</span></p>
<p><span style="font-weight: 400;">A narrow </span><b>4-1-2-1-2</b><span style="font-weight: 400;"> does not rely on traditional wingers in the same way as a wide formation. Spending heavily on positions that are not central to your system makes little sense.</span></p>
<p><span style="font-weight: 400;">Choose your formation first, understand which roles are most involved, and then prioritize upgrades.</span></p>
<h2><b>One Expensive Upgrade vs Several Smaller Upgrades</b></h2>
<p><span style="font-weight: 400;">One expensive purchase makes sense when your squad is already balanced and has one obvious weakness.</span></p>
<p><span style="font-weight: 400;">If several positions need improvement, spreading the budget can be more effective. Replacing a weak center back, midfielder and attacker may solve three recurring problems instead of putting the entire budget into one premium card.</span></p>
<p><span style="font-weight: 400;">Before making a major purchase, compare the expensive option with what the same Coins could achieve across two or three other positions.</span></p>
<p><span style="font-weight: 400;">The question is not which approach sounds more exciting. It is which one creates the larger overall improvement.</span></p>
<h2><b>When Should You Replace Your Starter Players?</b></h2>
<p><span style="font-weight: 400;">Replace a starter when an affordable alternative provides a meaningful improvement in the qualities you actually use.</span></p>
<p><span style="font-weight: 400;">Moving from one card to another simply because the second has a slightly higher OVR may not justify the cost. Compare attributes, PlayStyles, roles, Chemistry and how each card fits your tactics.</span></p>
<p><span style="font-weight: 400;">You also do not need to replace every starter as soon as you have enough Coins. If a budget player continues to perform their role effectively, keeping them gives you more flexibility to strengthen positions that genuinely need attention.</span></p>
<h2><b>Final Thoughts</b></h2>
<p><span style="font-weight: 400;">The best </span><b>FC 27 position upgrades</b><span style="font-weight: 400;"> start with identifying why your current squad is struggling.</span></p>
<p><span style="font-weight: 400;">Upgrade your striker when chance conversion is the problem. Strengthen midfield when possession, progression or central protection is lacking. Improve your defense when opponents repeatedly exploit the same spaces.</span></p>
<p><span style="font-weight: 400;">Most importantly, do not let rating or price decide your upgrade order. Look at your matches, identify recurring weaknesses and spend where a new player can solve the biggest problem. That approach makes every Coin in your Ultimate Team budget work harder.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/which-position-should-you-upgrade-first-in-fc-27-ultimate-team/">Which Position Should You Upgrade First in FC 27 Ultimate Team?</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121033</post-id>	</item>
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		<title>From Arcade Tokens to Daily Rewards: How Free Play Became Part of Gaming</title>
		<link>https://www.oldschoolgamermagazine.com/from-arcade-tokens-to-daily-rewards-how-free-play-became-part-of-gaming/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 18:17:38 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121030</guid>

					<description><![CDATA[<p>Free play feels thoroughly modern. A phone game hands out coins for opening the app, a console service rewards a completed mission, and another title offers a free starting balance. Yet game makers were experimenting with ways to remove the price of one more attempt long before smartphones existed. When a Credit Meant Another Game [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/from-arcade-tokens-to-daily-rewards-how-free-play-became-part-of-gaming/">From Arcade Tokens to Daily Rewards: How Free Play Became Part of Gaming</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Free play feels thoroughly modern. A phone game hands out coins for opening the app, a console service rewards a completed mission, and another title offers a free starting balance. Yet game makers were experimenting with ways to remove the price of one more attempt long before smartphones existed.</span></p>
<h2><b>When a Credit Meant Another Game</b></h2>
<p><span style="font-weight: 400;">Walk up to a traditional arcade cabinet and the transaction could hardly be clearer. A coin went in, a credit appeared, and somebody got a limited chance to play. Yet operators had more control over that arrangement than players standing in front of the cabinet usually realized.</span></p>
<p><span style="font-weight: 400;">Machines could offer several credits for one coin, change the number of coins required, or run without coins at all. Sega&#8217;s OutRun operator settings included a Free Play option, while the manual for Konami&#8217;s Devastators also described a setting that let people play without inserting coins. Free access was therefore part of the hardware vocabulary, not an invention that arrived with app stores.</span></p>
<p><span style="font-weight: 400;">The underlying idea still turns up in newer corners of gaming. A term such as </span><a href="https://sweeps-casino.com/bonus/shweeps-casino-smiles-casino-no-deposit-bonus-review/"><span style="font-weight: 400;">shweeps casino no deposit bonus</span></a><span style="font-weight: 400;"> describes one version of the same broad arrangement, where an initial play resource can appear before the player spends money. The surrounding business model differs from an arcade cabinet, of course, but the basic question remains familiar. How does a game let somebody start without first reaching for a wallet?</span></p>
<p><span style="font-weight: 400;">Arcade operators had several ways to adjust that first step:</span></p>
<ol>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">A cabinet could require one coin for one credit, the arrangement most people remember.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Some settings exchanged a single coin for several credits.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Free Play removed the coin requirement completely, useful for exhibitions, testing, home ownership, or any venue that charged for access another way.</span></li>
</ol>
<p><span style="font-weight: 400;">None of that made arcade games free in the modern commercial sense. The cabinet still cost money, electricity and floor space. Somebody always paid. The interesting part is that designers had already separated &#8220;starting the game&#8221; from &#8220;inserting a coin.&#8221;</span></p>
<h2><b>Free Games Left the Arcade Floor</b></h2>
<p><span style="font-weight: 400;">Home computers changed the bargain. Instead of standing beside a machine and buying another attempt, players could receive part of a game and decide later whether the rest deserved their money. Shareware became one memorable version of that model.</span></p>
<p><span style="font-weight: 400;">DOOM turned the idea into gaming folklore in 1993. Its first episode circulated as shareware, giving players a substantial piece of the game while id Software sold the remaining episodes. The free portion did real work. It was not a thirty second preview with a purchase button breathing down the player&#8217;s neck.</span></p>
<p><span style="font-weight: 400;">Other forms of trial access followed across computers and consoles. Demo discs became especially familiar during the CD era, packing slices of several games onto one disc. Different systems used different approaches, but several recurring ideas survived:</span></p>
<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">A demo offered a level, mode, or limited portion of the full release.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Shareware gave away a meaningful opening section and sold the rest separately.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Promotional versions sometimes removed payment while restricting content or access time.</span></li>
</ul>
<p><span style="font-weight: 400;">The player&#8217;s reward here was access itself. No streak counter. No confetti. Just more game than expected for zero money upfront.</span></p>
<h2><b>Daily Rewards Changed the Rhythm</b></h2>
<p><span style="font-weight: 400;">Mobile games changed free play again because a game could now ask a player to return every day. Apple still describes freemium games as titles that people can download and play at no cost, with optional purchases for currency, resources, lives and other digital items. That structure gives developers plenty of room to reward activity without charging for every session.</span></p>
<p><span style="font-weight: 400;">Nintendo uses a related idea outside the classic mobile format. Nintendo Switch Online members can complete Missions and Rewards activities to earn Platinum Points. Nintendo has offered missions for actions such as using online services or playing selected classic games, then lets members exchange points for rewards including profile icon elements.</span></p>
<p><span style="font-weight: 400;">Notice what changed. Earlier systems often gave free access at the beginning. Modern reward systems can distribute small benefits repeatedly.</span></p>
<p><span style="font-weight: 400;">For a player, the routine may look simple:</span></p>
<ol>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Open the game or service.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Complete a small task or return on schedule.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Receive currency, points, an item, or another digital reward.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Come back later and repeat.</span></li>
</ol>
<p><span style="font-weight: 400;">That fourth step explains why daily rewards became so visible. They give the calendar a role in game design. Missing Tuesday can suddenly feel like a gaming decision, which is an impressive amount of responsibility to place on Tuesday.</span></p>
<p><span style="font-weight: 400;">Arcade credits, shareware episodes and login rewards belong to different businesses and different decades. Still, each changes the moment at which a player has to pay. Sometimes the machine grants another round. Sometimes the developer gives away the opening chapter. Sometimes an app drops a few coins into an account for showing up.</span></p>
<p><span style="font-weight: 400;">The token never really disappeared. It just stopped being metal.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/from-arcade-tokens-to-daily-rewards-how-free-play-became-part-of-gaming/">From Arcade Tokens to Daily Rewards: How Free Play Became Part of Gaming</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121030</post-id>	</item>
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		<title>Valorant Has Thirteen Maps and About Three Hundred Names to Learn</title>
		<link>https://www.oldschoolgamermagazine.com/valorant-has-thirteen-maps-and-about-three-hundred-names-to-learn/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 18:15:07 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=121025</guid>

					<description><![CDATA[<p>The hardest part of picking up Valorant is not the shooting. It is that everyone in the lobby is speaking a language nobody offers to teach you. Calls arrive at speed and in fragments. Heaven, hookah, tree, generator, elbow, ropes, and if you cannot place them instantly the information is useless by the time you [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/valorant-has-thirteen-maps-and-about-three-hundred-names-to-learn/">Valorant Has Thirteen Maps and About Three Hundred Names to Learn</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">The hardest part of picking up Valorant is not the shooting. It is that everyone in the lobby is speaking a language nobody offers to teach you.</span></p>
<p><span style="font-weight: 400;">Calls arrive at speed and in fragments. Heaven, hookah, tree, generator, elbow, ropes, and if you cannot place them instantly the information is useless by the time you have worked it out.</span></p>
<p><span style="font-weight: 400;">There are roughly three hundred of these names across the thirteen maps, and almost none of them appear anywhere in the game itself.</span></p>
<h2><b>Why Callouts Exist At All</b></h2>
<p><span style="font-weight: 400;">A tactical shooter is really an information contest. Five people each see a slice of the map, and the team that assembles those slices into a picture fastest usually wins the round.</span></p>
<p><span style="font-weight: 400;">Coordinates would be useless at that speed. What is needed is a single short word that everyone decodes identically and immediately, which is why callouts are almost always one or two syllables.</span></p>
<p><span style="font-weight: 400;">The good ones are also unambiguous when shouted badly. That is a genuine design constraint, and it is the reason so many of them are objects rather than directions.</span></p>
<h2><b>Where the Vocabulary Is Written Down</b></h2>
<p><span style="font-weight: 400;">Since Riot does not publish an official list, the names are community property, settled by usage and gradually standardised through broadcast. That leaves new players with the problem of finding a version that matches what their teammates actually say.</span></p>
<p><span style="font-weight: 400;">The most complete public collection sits on </span><a href="https://valdb.gg/"><span style="font-weight: 400;">valdb.gg</span></a><span style="font-weight: 400;">, an independent Valorant database that maps roughly 300 callouts across all thirteen maps and lays them out interactively rather than as a static image. Because the site is built from game data rather than a wiki, the layouts update when Riot changes a map, which matters more than it sounds given how often sites are reworked or pulled from rotation.</span></p>
<p><span style="font-weight: 400;">The same project keeps most of the other reference material a new player ends up wanting. That covers 29 agents across four roles, 19 weapons with full damage tables, 25 competitive ranks, and 505 professional player setups with crosshair codes rendered from real game data. Alongside those sit a crosshair generator, a sensitivity converter, eDPI and damage calculators, an economy calculator, a weapon comparison tool, a glossary of 37 terms and a catalogue of 1,366 skins across 212 bundles, none of it connected to Riot Games in any way.</span></p>
<h2><b>The Names Follow Patterns</b></h2>
<p><span style="font-weight: 400;">Once you have learned two maps the third becomes much easier, because the vocabulary reuses itself. Raised platforms overlooking a site are almost always heaven, the space beneath them is almost always hell.</span></p>
<p><span style="font-weight: 400;">Long approaches take the name of the site they lead to, so A long and B long need no explanation anywhere. Narrow connectors between areas tend to be called mid something, and the shapes get named after what they look like from above.</span></p>
<p><span style="font-weight: 400;">The exceptions are the memorable ones. Hookah on Bind and rafters on Ascent are specific to those maps, and they stick precisely because they break the pattern.</span></p>
<h2><b>Riot Designs the Maps to Be Callable</b></h2>
<p><span style="font-weight: 400;">This is not accidental. The team building Valorant&#8217;s environments has said openly that clear, easily pronounced callouts are part of the brief, alongside keeping characters visible against the background and preventing the scenery from obscuring gameplay.</span></p>
<p><span style="font-weight: 400;">That thinking runs through the whole process, from greybox through art blockout to final production, and Riot has </span><a href="https://playvalorant.com/en-us/news/dev/the-art-of-valorant-map-environments/"><span style="font-weight: 400;">written about it in detail</span></a><span style="font-weight: 400;"> from the environment artists&#8217; side. Coloured containers and distinctive props are placed as much for orientation as for decoration.</span></p>
<p><span style="font-weight: 400;">It also explains why the maps feel legible in a way older shooters often did not. The naming problem was solved during design rather than left to players afterwards.</span></p>
<h2><b>Learning Them Without Wasting Matches</b></h2>
<p><span style="font-weight: 400;">The efficient approach is not to memorise a whole map. Learn the six or seven names on the site you defend most often, and add the connectors afterwards.</span></p>
<p><span style="font-weight: 400;">Custom games are far better for this than ranked. Walking an empty map with a callout overlay open for ten minutes will do more than a fortnight of picking names up by accident.</span></p>
<p><span style="font-weight: 400;">The other trick is to use them even when you are unsure. A slightly wrong call made instantly is worth more than a correct one that arrives after everybody has died.</span></p>
<h2><b>An Old Habit in a Newer Game</b></h2>
<p><span style="font-weight: 400;">None of this is new to Valorant. Team shooters have been building private vocabularies since players first had to describe a corridor to somebody who could not see it, and the </span><a href="https://www.oldschoolgamermagazine.com/category/2010s/"><span style="font-weight: 400;">2010s archive</span></a><span style="font-weight: 400;"> here covers a good stretch of that period.</span></p>
<p><span style="font-weight: 400;">What has changed is the standardisation. Broadcast coverage has pushed a single agreed set of names across an entire playerbase, which never really happened in the era when every server had its own dialect.</span></p>
<h2><b>Moving Forward</b></h2>
<p><span style="font-weight: 400;">Riot rotates maps in and out, and each new one arrives with a fresh set of names that take a season to settle. That churn is permanent, so the vocabulary is never quite finished.</span></p>
<p><span style="font-weight: 400;">For a new player the encouraging part is that the total is small. Three hundred words sounds like a lot until you realise most matches only ever need about twenty of them.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/valorant-has-thirteen-maps-and-about-three-hundred-names-to-learn/">Valorant Has Thirteen Maps and About Three Hundred Names to Learn</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">121025</post-id>	</item>
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		<title>BetMGM Alberta Casino Apps In 2026 And The Arcade Cabinets Their Slot Screens Echo</title>
		<link>https://www.oldschoolgamermagazine.com/betmgm-alberta-casino-apps-in-2026-and-the-arcade-cabinets-their-slot-screens-echo/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 14:53:08 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=120746</guid>

					<description><![CDATA[<p>The Strong museum in Rochester keeps 108 archival document boxes of Bally, Midway and Williams paperwork. Most of it is pinball: playfield drawings, wiring diagrams, engineering logbooks. The finding aid for the collection also includes parts lists for a five-coin multiple slot from 1969 and a three-reel slot machine from 1972. Arcade histories tend to [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/betmgm-alberta-casino-apps-in-2026-and-the-arcade-cabinets-their-slot-screens-echo/">BetMGM Alberta Casino Apps In 2026 And The Arcade Cabinets Their Slot Screens Echo</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">The Strong museum in Rochester keeps 108 archival document boxes of Bally, Midway and Williams paperwork. Most of it is pinball: playfield drawings, wiring diagrams, engineering logbooks.</span></p>
<p><span style="font-weight: 400;">The </span><a href="https://www.museumofplay.org/app/uploads/2023/05/Finding-Aid-to-the-Bally-Midway-Williams-records_050823.pdf"><span style="font-weight: 400;">finding aid for the collection</span></a><span style="font-weight: 400;"> also includes parts lists for a five-coin multiple slot from 1969 and a three-reel slot machine from 1972. Arcade histories tend to shelve those machines in separate rooms, but the Chicago companies that built them never did.</span></p>
<p><span style="font-weight: 400;">Bally sold Pac-Man cabinets while it made slot machines, and Williams gave up pinball for its slot business in 1999. Alberta let private operators run online casinos for the first time on July 13, 2026, and BetMGM&#8217;s app was among the first to open. Bonus rounds, recorded soundtracks and licensed names all passed through those Chicago factories long before they reached a phone.</span></p>
<h2><span style="font-weight: 400;">Bally Built Slot Machines Before It Built Pac-Man</span></h2>
<p><span style="font-weight: 400;">Bally&#8217;s gambling machine business predates its video game boom. The museum&#8217;s historical note says the company fabricated mechanical slot machines and gambling devices alongside its pinball games, and that it bought Midway in 1969. Midway kept its own name until 1982, when the two pinball divisions merged into one Bally/Midway operation.</span></p>
<p><span style="font-weight: 400;">Video games made the company enormous and then cost it dearly. Its amusement game business brought in $600 million at its 1982 peak, and by 1984 it had written off $100 million in video game losses.</span></p>
<p><span style="font-weight: 400;">In July 1988, Bally agreed to sell its pinball and video game assets to rival WMS Industries for about $8 million, according to the </span><a href="https://www.latimes.com/archives/la-xpm-1988-07-11-fi-4238-story.html"><span style="font-weight: 400;">Los Angeles Times report on the sale</span></a><span style="font-weight: 400;">. Spokesman William Peltier said the company had sold more than 100,000 Pac-Man machines and more than 125,000 Ms. Pac-Man machines.</span></p>
<p><span style="font-weight: 400;">The seller still kept a hand in coin-operated machines. It planned to go on making gambling machines and pointed its growth plans at fitness equipment. &#8220;The fitness business, that&#8217;s the growth business for us,&#8221; Peltier said.</span></p>
<h2><span style="font-weight: 400;">WMS Tried To Merge With Bally Gaming In 1995</span></h2>
<p><span style="font-weight: 400;">Seven years later, WMS went after a slot maker that still carried the Bally name. By 1995 it had a $142 million merger agreement with Bally Gaming International, which the Los Angeles Times called the nation&#8217;s largest maker of casino gambling devices.</span></p>
<p><span style="font-weight: 400;">The merger never closed. Bally Gaming said it could not complete the sale of its German operations on a timely basis, a condition of the WMS agreement, and it accepted a $215 million takeover offer from Alliance Gaming instead. SEC records show the buyer renamed itself Bally Technologies in 2006.</span></p>
<h2><span style="font-weight: 400;">Slot Revenue Nearly Quadrupled While Pinball Lost Money</span></h2>
<p><span style="font-weight: 400;">WMS built its own slot hit instead. Its annual report for fiscal 2000 says it introduced Reel &#8216;Em In in 1997 as its first single-themed, multi-coin, multi-line video gaming machine with a secondary bonus game, a game within a game that let players advance to a second round and pick among options there.</span></p>
<p><span style="font-weight: 400;">Arcade players know that structure from bonus stages. A mechanical cabinet had no way to hold one: a reel strip cannot open a second screen, which is why the feature had to wait for a video display to sit where the reels used to be.</span></p>
<p><span style="font-weight: 400;">Revenue followed the design. Gaming revenue rose from $56.8 million in fiscal 1998 to $126.0 million in fiscal 1999 and $216.7 million in fiscal 2000. Partway through that climb, in 1998, the company spun off its video game arm by distributing its Midway stock to shareholders.</span></p>
<p><span style="font-weight: 400;">Pinball had tried video as well. Revenge From Mars, the first Pinball 2000 machine, reflected images from a television monitor inside the cabinet onto the playfield through special glass, so animated figures appeared to sit among the ramps while a steel ball ran through them. One more table followed in 1999 before the line ended and the company turned solely to slot machines.</span></p>
<p><span style="font-weight: 400;">On October 25, 1999, WMS announced it would close the pinball division. Its annual report blamed competition from video and other amusement games and recorded a $21.3 million pre-tax loss on the disposal. </span><a href="https://www.wired.com/2000/02/pinball/"><span style="font-weight: 400;">Wired&#8217;s 2000 account of the shutdown</span></a><span style="font-weight: 400;"> added that the division had lost $17.8 million over three fiscal years and that WMS stock rose another 6% when Wall Street heard.</span></p>
<h2><span style="font-weight: 400;">Mr. Do! Shared 1982 With A Five-Reel Slot</span></h2>
<p><span style="font-weight: 400;">Japanese arcade makers crossed over too, and Universal did it early. It started as a jukebox leasing company in 1969 and began making amusement machines the next year. The entries for 1982 sit side by side: Mr. Do!, the arcade video game, and El Toro, a five-reel slot machine.</span></p>
<p><span style="font-weight: 400;">It became Aruze in 1998 and Universal Entertainment in 2009. Its path crossed WMS&#8217;s in 2006, when WMS chief operating officer Orrin Edidin told analysts that the arrangements with Aruze were primarily cross-licenses covering certain patents and technology.</span></p>
<p><span style="font-weight: 400;">Konami took longer to reach the casino floor. It began making amusement machines for arcades in 1973 and released Frogger in 1981, and its gaming business page dates its entry into casino machines to 1996. A subsidiary opened in Australia that year and a second one followed in 1997.</span></p>
<p><span style="font-weight: 400;">The four companies reached slot machines at very different points in their histories:</span></p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td><b>Company</b></td>
<td><b>Began making amusement machines</b></td>
<td><b>Arcade or pinball landmark</b></td>
<td><b>Slot machine step</b></td>
</tr>
<tr>
<td><span style="font-weight: 400;">Bally Manufacturing</span></td>
<td><span style="font-weight: 400;">1932, with pinball</span></td>
<td><span style="font-weight: 400;">Pac-Man and Ms. Pac-Man through Bally/Midway</span></td>
<td><span style="font-weight: 400;">Mechanical slot machines built alongside its pinball</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">Williams Electronics</span></td>
<td><span style="font-weight: 400;">1943, as Williams Manufacturing</span></td>
<td><span style="font-weight: 400;">Defender and Robotron: 2084</span></td>
<td><span style="font-weight: 400;">Reel &#8216;Em In video slot in 1997</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">Universal Co</span></td>
<td><span style="font-weight: 400;">1970, after leasing jukeboxes</span></td>
<td><span style="font-weight: 400;">Mr. Do! in 1982</span></td>
<td><span style="font-weight: 400;">Americana pachislot in 1980, El Toro slot in 1982</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">Konami Industry</span></td>
<td><span style="font-weight: 400;">1973, for arcades</span></td>
<td><span style="font-weight: 400;">Frogger in 1981</span></td>
<td><span style="font-weight: 400;">Konami Australia in 1996, Konami Gaming, Inc. in 1997</span></td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<h2><span style="font-weight: 400;">BetMGM&#8217;s Alberta App Opened On The Market&#8217;s First Day</span></h2>
<p><span style="font-weight: 400;">The latest market for slot screens opened in Alberta this summer. BetMGM described its launch there as the company&#8217;s first international expansion since it entered Ontario in 2022, and its Alberta lobby has grown one announcement at a time since.</span></p>
<p><span style="font-weight: 400;">In August, iGaming.News reported that BetMGM had secured exclusive initial distribution rights in the province for AGS&#8217;s Rakin&#8217; Bacon! slot series. A September 10 press release added Vikings Big Kick LuckyTap, a Design Works Gaming title built on a mechanic its developer pitches as free of traditional reels and matching symbols.</span></p>
<p><span style="font-weight: 400;">Exclusive distribution rights keep Alberta&#8217;s apps from carrying identical catalogues, so the market now reads one app at a time. LineUps covers the province&#8217;s online casinos operator by operator, and its </span><a href="https://www.lineups.com/online-casinos/canada/alberta/betmgm/"><span style="font-weight: 400;">betmgm alberta casino</span></a><span style="font-weight: 400;"> page is the BetMGM one.</span></p>
<p><span style="font-weight: 400;">BetMGM&#8217;s announced additions come from other studios, but the oldest names in this story reached the province on the first day too. GGB Magazine reported that Light &amp; Wonder, which now owns the Bally and WMS brands, was live from day one in Alberta with its content, platforms and operator integrations.</span></p>
<p><span style="font-weight: 400;">WMS&#8217;s fiscal 2000 report listed what it built into its machines: secondary bonus rounds, advanced graphics, digital sound and themes that sometimes used popular songs and recognized trademarks. The last of those shows plainly in the newer of those two additions, a game carrying an NFL team&#8217;s marks.</span></p>
<p><span style="font-weight: 400;">Online casino play in Alberta is limited to adults 18 and older, and anyone in the province who wants help with gambling can call the Addiction Helpline, run by Alberta Health Services, at 1-866-332-2322.</span></p>
<h2><span style="font-weight: 400;">Robotron&#8217;s Co-Designer Also Directed Slot Machine Design</span></h2>
<p><span style="font-weight: 400;">The digital sound on that list came from pinball. Williams introduced its DCS sound system on a 1993 pinball table, and its 2000 annual report lists DCS Sound System music, voice-overs and sound effects among the features of its slot machines.</span></p>
<p><span style="font-weight: 400;">People made the same trip. RePlay Magazine&#8217;s 2026 profile of Larry DeMar lists Robotron: 2084 among his video game co-designs. In 1984 he worked with Joe Kaminkow on Space Shuttle, the pinball game that, by that account, kept Williams in business.</span></p>
<p><span style="font-weight: 400;">The profile says he moved into pinball full-time at Williams/Bally by 1986 and served there as director of pinball engineering and director of slot machine design, two titles held at once. His pinball co-designs with Pat Lawlor include Banzai Run. He later founded Leading Edge Design and created casino titles for IGT.</span></p>
<p><span style="font-weight: 400;">His induction citation credits him with automatic replay percentaging, which adjusts the replay score to the skill of the players: a machine that reads how well its own room scores and moves the free game threshold to match, rather than holding a number set at the factory.</span></p>
<p><span style="font-weight: 400;">The citation also credits him with self-healing features that keep a game working when mechanical parts fail. DeMar holds 38 US patents across amusements, bowling systems and casino games.</span></p>
<p><span style="font-weight: 400;">Kaminkow went further into casinos. He secured the NASA license behind Space Shuttle and co-founded Data East Pinball before IGT recruited him to build slot machines around licensed titles. By 2013, the Las Vegas Review-Journal reported, he had played a role in creating more than 1,000 slot machines.</span></p>
<h2><span style="font-weight: 400;">The Williams And Bally Names Now Lead Separate Lives</span></h2>
<p><span style="font-weight: 400;">The slot sides of Williams and Bally did end up under one owner, 19 years after the failed 1995 merger. Scientific Games completed its purchase of WMS in 2013 for approximately $1.5 billion in cash, and closed its acquisition of Bally Technologies in 2014 at $83.30 a share. It changed its name to Light &amp; Wonder in 2022.</span></p>
<p><span style="font-weight: 400;">Chief executive Matt Wilson told GGB Magazine in 2024 that the company came together through Bally, WMS, Shuffle Master and NYX, and that the new name was meant to break ties with the past.</span></p>
<p><span style="font-weight: 400;">The pinball names moved back toward the past instead. In January 2026, this magazine reported that American Pinball would build </span><a href="https://www.oldschoolgamermagazine.com/american-pinball-and-planetary-pinball-supply-announce-long-term-partnership-to-produce-classic-williams-and-bally-pinball-games/"><span style="font-weight: 400;">reimagined Williams and Bally pinball machines under license</span></a><span style="font-weight: 400;"> with Planetary Pinball Supply, covering seven titles it had not yet named.</span></p>
<p><span style="font-weight: 400;">Zen Studios had already announced in 2025 that Banzai Run, the 1988 Williams table DeMar co-designed with Pat Lawlor, would return as a virtual table in one of its Williams pinball packs.</span></p>
<p><span style="font-weight: 400;">That announcement left those seven names for later. Alberta&#8217;s slot lobbies move faster: BetMGM has added titles with each announcement since July, and LineUps shares its reporting on the province&#8217;s market through </span><a href="https://twitter.com/Lineups_US"><span style="font-weight: 400;">its X account</span></a><span style="font-weight: 400;">.</span></p>
<p><span style="font-weight: 400;">Both halves of the story still sit together in Rochester, where Bally&#8217;s slot parts lists share a collection with the playfield drawings.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/betmgm-alberta-casino-apps-in-2026-and-the-arcade-cabinets-their-slot-screens-echo/">BetMGM Alberta Casino Apps In 2026 And The Arcade Cabinets Their Slot Screens Echo</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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