[Other] These are the top 73 parks in the United States, ranked based on the quality of their coaster collections, as voted by, well... you! This is as close to objective as a ranking will ever get for this. Don't worry, I have some nerdy data to help explain myself.
This post needs a little clarification. Anyway, many of you are aware of the brilliant Vote Coasters project over at Coaster Bot. If not, take a look: https://coasterbot.com/votecoasters-fullresults2020 2699 enthusiasts from across the wrold people ranked every roller coaster they've ever ridden, at an average of 43 coaster credits per voter (116256 total credits). Many of you personally participated in this survey. Their algorithm is extremely clever (https://coasterbot.com/votecoasters-how) - "The community is only permitted to rank roller coasters they’ve actually ridden. This way each roller coasters position in the final results will be as truthful and accurate as possible. By making it easy for lots of people to contribute their lists, Vote Coasters is able to accumulate a large sample which represents everyone! Once the community has voted, the numbers are crunched. Our method involves directly comparing the rank of two individual roller coasters across all of the submitted lists. As Vote Coasters makes direct comparisons between individual roller coasters, the poll is not a popularity contest. Even obscure roller coasters that few people have had the chance to ride yet can do well!" I have taken this data and created a point system for coasters that's directly linked to their ranking on Vote Coasters 2020. The #1 ranking, Steel Vengeance, is worth 500 points. [Zadra's second and would be worth 499 points, but it's not in the US] #3, Lightning Rod, gets 498 points. El Toro gets 497 points and so on, all the way down to La Vibora in 499th place, earning only 2 points for its park. Any coaster under the top 500 (such as Corkscrew at Cedar Point) is worth zero points. This weeds out kiddie coasters and terrible coasters from factoring into a park's collection quality. Basically, crappy coasters add zero points to a park's total points, while excellent coasters are worth way more points than mid-tier ones. For coasters with two tracks, such as Gemini or Lightning Racer, I only counted points for the best of the two tracks. My spreadsheet showing the point values for all 256 American coasters in the top 500 is here: https://docs.google.com/spreadsheets/d/10aaS1f8CptsXEvUSqE2-VUtal-Od9gim-x8rT7xkT8M/edit?usp=sharing I have added all of the points for the coasters in all of the 73 American amusement parks that house at least one global top 500 roller coaster. I ranked the earned point totals for all 73 parks. (That's how I got to a "Top 73!") For those like me who care exclusively about coasters and collecting quality credits and nothing else, I think this is an EXCELLENT way to prioritize future amusement park trips based on the quality of each park's overall coaster collection. Without further ado, here's what you want to see:
69 (93 points): Frontier City (5 coasters, 1 ranked)
70 (37 points): Adventureland New York (2 coasters, 1 ranked)
71 (17 points): Lakemont Park (3 coasters, 1 ranked)
72 (12 points): Conneaut Lake Park (2 coasters, 1 ranked)
73 (8 points): Belmont Park (1 coaster, 1 ranked)
If any coaster YouTube channel wants to use this data to fuel an idea for a new video (sup Airtime Thrills or Coaster Studios or, you know, COASTER BOT!), please feel free! 100% of the credit goes to Coaster Bot for helping me compile this ranking.
Note: The particularly important details and music artist names are in bold text. Licensed music track names are in italics. The year is 1973, five years after the events of the Mafia III, and 22 years since Vito Scaletta’s seen or heard from his old friend Joe Barbaro. The canon ending of Mafia III with this Mafia IV story is Vito taking over the city after Lincoln skipped town, however Cassandra and Burke are left alive and loyal to both Vito and Lincoln still. Burke was able to survive his liver cancer by getting a black market liver transplant in Mexico, like he did in his ending, except with Vito running the city. On Vito and Lincoln’s behalf, Burke and Cassandra agree to stay behind in New Bordeaux and keep the city locked down, incase Leo Galante and the Commission try anything. The beginning cutscene is Vito answering his telephone after getting up in the morning in his new penthouse, on the top floor of the New Bordeaux casino he finished that was once Sal Marcano's, and grabbing a cup of coffee. It's Alma with some urgent news. Lincoln Clay came down to the cigar warehouse to visit her after 5 years of silence, and he has big news. Joe is alive in Empire Bay and has been this entire time. However, as punishment for his actions, he's become Leo Galante's personal driver against his will and is forbidden from contacting Vito ever again, or else him and Vito will be killed. Alma then tells Vito to meet Lincoln at the airport to learn more, as he's already there awaiting Vito's arrival. When they're away from anyone who could listen in on their conversation, Lincoln tells Vito he has a friend named John Donovan he's going to introduce him to, hiding in the outskirts of Empire Bay, ready to help Vito and Lincoln with their new mission Vito gets dressed in one of his signature trench coats with a suit and tie, ready to rain down hell on the Vinci crime family and their allies, and finally be reunited with his lifelong friend he previously thought was dead, Joe Barbaro. Here is my idea for the kill list, all related to the Commission in Empire Bay and their allies.
Leo Galante - Top target on the list, Vinci family consigliere who's in with the Commission and the man you thought put Joe in the ground for the past 22 years. Bury this wrinkly old cocksucker.
Johnny Galante - Vinci family capo and younger relative of Leo's mentioned in Cassandra's ending, possibly Leo's cousin even. John Donovan knows that the two are close, and that Johnny's a valuable asset to Leo's organization. Kill him both to hurt Leo's earn and influence, and to hit him straight in the heart by taking away his family and everyone he loves
Michele Galante Jr. - Another Vinci family capo, and Leo Galante’s youngest brother. Killing Leo’s little brother will both take away one of his most reliable allies, and leave him stricken with grief and enraged, and more prone to making mistakes.
Nunzio Galante - Leo’s seasoned older brother by 3 years, and yet another Vinci family capo. He knows enough about smuggling that he worked out an ingenious plan for smuggling military grade weapons into the city. He pays off corrupt officials at Empire Bay International Airport, to allow guns to be loaded inside the walls and floors of planes, unknown to everyone onboard save for the palms the Galantes and Frank Vinci have greased to cooperate and keep quiet. The time has come to put this crafty old bastard in the ground.
Don Frank Vinci - Frank Vinci is the boss of the Vinci crime family, the family Leo's been a consigliere of for decades, and a lifelong friend of his. Kill Frank, and Leo loses more ground than he could ever imagine, and will be forced to deal with both the loss of his boss, and the loss of his lifelong childhood friend.
Don Ennio Salieri - Longtime close friend of both Frank Vinci and Leo Galante, Don of the Salieri crime family, and a third party Frank and Leo call in to crush Vito's uprising, when it becomes too big of an issue for Vinci alone to handle. Salieri was eventually able to grease enough palms while behind bars to have his life sentence overturned, and he got released from prison on good behavior in 1953, after he served 15 years of his sentence. He’s since relocated to his main operations to Empire Bay, having already had connections and men present there while he was in prison, backed by the Commission and the Vinci crime family. He's seasoned, but he’s nothing Mr. Scaletta can't handle. Give this tired old fuck the gangland ending he's had coming.
Isaac - Isaac is the personal assistant to an influential loan shark named Bruno Levine, who handles the money of the Commission, including the Vinci crime family and the Salieri crime family. He does anything from serve his boss coffee, to count incoming and outgoing money for Bruno. Because of his duties, he's aware of Bruno's location at all times. You’ll need to get to Isaac to get information on his boss out of him, and dispose of him afterwards if you want to get to Bruno.
Bruno Levine - Bruno is a Jewish-American loan shark who kicks up all of his earn to both Frank Vinci and Ennio Salieri, and the Commission in Empire Bay. Killing him kills a lot of earn for the Commission, and they loses a valuable asset. In addition to getting rid of him being practical, to add insult to injury, he gave your father that loan. It's about time to put this asshole out of business.
Mr. Chu & Mr. Chu Jr. - This old man has been leading the Empire Bay Triads with an iron fist since before you were even born. The bastard has a son too, who eventually went on to become his underboss. The Empire Bay Triads became a close ally of the Vinci crime family, the Salieri crime family, and the Commission shortly after Vito killed Don Carlo Falcone in 1951, forming a lucrative partnership with the Commission. Mr. Chu and his eldest son are valuable assets for Leo Galante who give him extra reach. Melt their iron fists and show these two pricks just who they fucked with.
Eddie Scarpa - This cocksucker used to be Carlo Falcone's underboss for as long as you could remember. After you whacked Falcone in the fall of 1951, he decided to throw in with Vinci to save his own skin. He took over the smuggling and dock union extortion that fat fuck Derek Pappalardo used to run. You know all too well how to deal with this sorry fuckin' rat.
I'm thinking Vito and Joe work with Lincoln Clay and John Donovan to split up Empire Bay and distribute territory to three other factions not unlike what Lincoln did with New Bordeaux. This time though, this is a much larger city in a much, much different part of the United States. The empire building mechanics would be a lot smoother, more robust, and streamlined compared to Mafia III. They would work similarly a more modernized version of how the game Scarface: The WorldIs Yours handled it's empire building and management mechanics, minus the whole switching to other characters lower on the ladder to do your bidding. This would be ideal for a story rich organized crime game in my opinion. Here are my ideas for those factions, all close allies of the up and coming Scaletta crime family. The Cuban mob led by Alma Diaz. Vito goes way back with Alma, and she does not hesitate to answer him and Lincoln's calls to save Joe's life and royally fuck both Leo Galante and the Vinci family. Conti crime family, led by Enzo Conti. This Conti crime family formed sometime in late 1968, months after Lincoln helped Enzo flee New Bordeaux and drop off of Sal Marcano's radar. It turns out he fled north to Empire Bay and finally formed his own family, having more than enough years of experience in the underworld to handle the job. Lincoln's tight with him and manages to recruit him to Vito and Joe's cause. The Yakuza, based out of Empire Bay's Japantown. Longtime sworn enemies of the Empire Bay Triads, with bad blood going back decades. They would greatly enjoy seeing Mr. Chu and his son's heads mounted on pikes, along with whacking everyone who's ever supported their organization. You don't know them well, and they're known to be very unpredictable and ruthless. Use these traits to your advantage when taking on the Commission of Empire Bay and their friends. I should mention as expected, this entire 1973 section where you play as Vito is much shorter than Mafia III. Vito's takeover is shown much more quickly over time than Lincoln's, and there's time skips during it, to keep it short and sweet, and to show onscreen only what's important. There is also no option for your underbosses to betray you, as to reduce confusion and keep the story consistently the same each playthrough, like the first two Mafia games. However, unlike Mafia III, after all of these tasks are completed and every single assassination target on Vito’s kill list is dealt with, the game does not end. In fact, it's not even anywhere near close to being over yet. Vito's 1973 section was merely the beginning act. It was really a lead up to an entirely new Mafia story, centering around a newcomer to the American mob. Fast forward two years following Vito’s rampage that led to him taking over Empire Bay and the Commission, in the year 1975 him and Joe now rule Empire Bay, with Vito as the Don of the Scaletta Crime Family, and Joe working as his loyal underboss. You play the rest of the game as a young up and coming soldato named Louis in his 20’s, who’s a rising star in Vito’s organization. Do right by Mr. Scaletta and Mr. Barbaro, understand kid? My basic idea for the character and his backstory is that he's a young Italian-Canadian mobster from Toronto, Ontario, or whatever Mafia's equivalent of it could be called. Let's call him Louis DeAngelo. (No relation to Tommy Angelo) His family hails from Tuscany in Italy and moved to Toronto, Ontario in 1939, shortly after World War II broke out in Europe. Louis DeAngelo was born in July 1952 in Toronto, and was raised in Toronto's Little Italy. Louis fled south to Empire Bay when the feds started cracking down on his old family and put his boss in prison, and he ended up finding a new home with the Scaletta crime family. The first few missions playing as Louis DeAngelo involve shooting your away out of an arrest by a Toronto Police Service SWAT team in Toronto in December 1974, seeing the rest of the members of your old crime family either get arrested or shot in front of you as you make your escape. You spend the next two missions fleeing Ontario through Quebec and upstate New York, before finally arriving in Empire Bay in early 1975, late January to be exact. Winter is in full force with snow everywhere, Louis' arrival to Empire Bay for the first time in his life mirroring Vito's return to Empire Bay in 1945 30 years earlier, except under far different much more dire circumstances. Louis' older brother and his father, both capos in his old crime family in Toronto, are shown to be arrested by the TPS SWAT team in his first mission, the same one that attempted to gun him down when he resisted arrested. Louis knows someone had to have ratted out his old crime family, and he wants to find out who someday. The thing is though, he doesn't just want to kill them. He wants to get out of them why they did it before he kills them. More than anything else, he just wants to find out why his crime family was betrayed and served up to the feds on a silver platter, having most of his biological family sent to prison in the process. He’s out to uncover the mystery of why his family fell apart, and he’s more than willing to help people like Don Vito Scaletta and his underboss Joe Barbaro to eventually get the answers he seeks. I came up with the idea for this character because I figured that playing as a fugitive from the law made sense for the mob life, and I'm surprised we haven't had a fugitive protagonist in the Mafia series yet. In the 1975 chapters while playing as Louis, the Watergate scandal, President Richard Nixon’s resignation, and the official end to the Vietnam War are both discussed on the in-game radio during news segments. In the last 1979 chapter, the beginning of the Soviet-Afghan War is also the subject of a news segment on the radio. The story eventually transitions into the 1980's as years pass, with the scenery, cars, and music changing accordingly, and historical events of the time discussed in the game. By the time the game ends, it's 1992, and significant historical events from the past few years at the time that are covered on the radio in-game include anything from the fall of the Berlin Wall, the Gulf War, the collapse of the Soviet Union, to the 1992 L.A. riots. The rise of the internet and home computers are briefly touched upon during news segments on the in-game radio during the early 1990's section of the story, but not greatly delved into given their relative infancy in that time period. During this entire 1975-1992 stretch of the story, Vito is no longer playable, and Don Scaletta takes a backseat in the story as a main supporting character, similar to Don Salieri throughout Mafia: Definitive Edition. You now play as the Italian-Canadian Scaletta family soldato Louis DeAngelo, who is later promoted to being a capo in 1985. However, unlike Don Salieri, Don Scaletta has much more integrity, and has more genuine loyalty for his men and his associates. If you've beaten Mafia 1 or Mafia: Definitive Edition, you'll know this is something Salieri lacked in the end. The game will include a number of hit music from the 70’s that played on the radio back then, such as Bobby Womack’s Across 110th Street and Tony Christie’s (Is This the Way to) Amarillo, The Grateful Dead's Casey Jones and at least a few songs by the then new American rock band Cheap Trick, as well as popular songs from the 1960’s people still listened to at the time, such as Sam the Sham and the Pharaohs’ Wooly Bully, King Crimson’s 21st Century Schizoid Man,Zager and Evans' In the Year 2525, The Zombies' Time of the Season, and Nancy Sinatra’s These Boots Are Made for Walkin'. When you progress through the game, especially after you switch to playing as Louis DeAngelo for the rest of the story, years change, and the music changes. Different songs start playing on the radio, such as Sylvester's You Make Me Feel (Mighty Real),Randy Crawford's Street Life, and The Village People's Y.M.C.A., Cheryl Lynn's Got to Be Real, Gloria Gaynor's I Will Survive, and the Bee Gees' Stayin' Alive start playing in the 1979 portion of the game. After you've completed the 1975 section of the game, Foghat's Slow Ride starts playing on the radio. Starting in the 1977 section of the game, Cheap Trick's I Want You to Want Me and Heart's Barracuda start playing on the radio. In the 1980's portion of the game, Thomas Dolby's songs Hyperactive! and She Blinded Me with Science, in addition to Night Ranger's Sister Christian also start playing on the radio. If Hangar 13 can afford the licenses, I also think a few Michael Jackson and Madonna songs should definitely be on the radio during the 1980's portion of the story, given the immense popularity and regular radio airtime those two had in that decade. If this ended up being possible, I imagine that Michael Jackson's Smooth Criminal, Beat It, Bad, and Billie Jean being on the radio in the 80's sections would be a must, Smooth Criminal especially because of how well it suits the series. Madonna's Lucky Star, Burning Up, Like a Virgin, and Borderline would also be perfect for the 80's portion of the game to me. Also mentioned by NPCs and civilians in the game are topical events of the time period, such as the release of the groundbreaking 1973 horror film The Exorcist at the end of Vito's playable portion of the game. Other music of the 1980's segment when playing as Louis DeAngelo for the remainder of the game includes hits of the era such as Joe Jackson's Steppin' Out, The Buggles' Video Killed The Radio Star, Corey Hart's Sunglasses at Night,Laura Branigan's Self Control and Gloria, The Weather Girls' It's Raining Men, A-ha’s Take On Me, Men at Work's Down Under, Kim Wilde's Kids in America, The Gap Band's You Dropped a Bomb on Me, Culture Club’s Karma Chameleon, Twisted Sister's I Wanna Rock and We're Not Gonna Take It, Bon Jovi's Wanted Dead or Alive and Bad Medicine, Loverboy's Working for the Weekend, Dead or Alive's You Spin Me Round (Like a Record) and That's the Way (I Like It), Tiffany’s I Think We’re Alone Now, Daryl Hall & John Oates' Maneater, Aneka's Japanese Boy, Mötley Crüe's Dr. Feelgood, Girls, Girls, Girls and Kickstart My Heart, Billy Joel's We Didn't Start the Fire, Huey Lewis And The News' Hip To Be Square, Bill Medley's (I've Had) The Time of My Life, The Police's Every Breath You Take, Whodini's Magic's Wand, Tears For Fears' Everybody Wants To Rule The World, Rockwell's Somebody's Watching Me, Regina's Baby Love, Nena's 99 Red Balloons, Earth, Wind, and Fire's Let's Groove and September, Billy Idol's Eyes Without a Face and White Wedding, Rick James’ Give It To Me Baby, Wham!'s Everything She Wants, George Michael's Careless Whisper, Toto's Hold the Line and Africa, Blondie's Heart of Glass and Atomic, and Mai Tai's History. Note that not every single year and moment of the 17 year 1975-1992 section playing as Louis DeAngelo is playable or chronicled. My idea is it would be handled similarly to how the time skips in Mafia 1/Mafia: Definitive Edition were handled. Time skips of two or more years, or in this case, even longer such as 4 years sometimes, the game skipping from 1979 to 1983. This is to keep the game and story length ideal, and not risk it getting boring or repetitive, or going on for too long. Repetition was a big problem in Mafia III even if I still thought it was a superb game, so I think it'd be best to learn from that for the next big entry. The games story will skip ahead and show onscreen only what's significant, similar to the first Mafia game and it's remake, as well as certain aspects of Mafia II. Louis starts his section as a 22 year old fugitive soldato who got picked up by another crew south of the Canadian border, and in the epilogue of the game in 1992, is promoted to the consigliere of the Scaletta crime family at the age of 40, being set to take over the family once Vito and Joe become too old to run the day to day on a regular basis. The years chronicled in the main gameplay segments are as follows: 1973 1975 1977 1979 1983 1985 1986 1987 1989 1990 1991 1992 Much more of the rural areas and countryside outside of Empire Bay are included than what was available in Mafia II. The way rural environments are handled for this hypothetical Mafia IV is akin to how Mafia: Definitive Edition and Mafia III handled their rural environments outside the main cities, except much larger in scale, given the increased power of the current new consoles such as the PS5 and Xbox Series X. This region is based off of upstate New York and the surrounding areas across multiple states in the Northeastern US, and includes forests, fields, mountains, rivers, lakes, beaches, and small towns. Also included are other cities and towns, based off of other large cities in New York like Syracuse, Buffalo, and Rochester, where other story missions, business activities, and side missions take place, along with smaller notable places like Ithaca, Binghamton, and Utica. The entire states of New Jersey, Massachusetts, Rhode Island, Vermont, New Hampshire, Maine, Delaware, Maryland, and Ohio are also included, including places based off of all of their major cities and most of their notable towns in between. Large portions of Pennsylvania are included as well, including Philadelphia, Pittsburgh, and Scranton. Large portions of the eastern half of the Canadian province of Ontario are included as well, including cities based off of Toronto, Ottawa, and Niagara Falls. There's even a small portion of Quebec included, including Montreal and the surrounding countryside of the province outside that city, including a few small towns in southern Quebec. The player must pass a quick border patrol check when crossing the US-Canada border in a car or other ground vehicle. Wildlife is present in the game, mostly to add to the background, scenery, and immersion in rural environments on the map. These are all animals native to the Northeastern US, ranging from white tailed deer, coyotes, bobcats, Canada lynxes, rabbits, hares, groundhogs, gophers, beavers, raccoons, opossums, bats, chipmunks, red and gray squirrels, mice, and rats to more formidable and potentially dangerous animals that may sometimes attack the player, such as grey wolves, black bears, mountain lions, and moose. These last four animals are known to spawn in the mountainous regions, especially in New York, Ohio, Vermont, Massachusetts, and Ontario, including the rural regions based off of the Catskills and the Adirondack mountains. Dogs are present in the cities, towns, and settlements where humans live and keep them as pets, being walked and sometimes found in people's yards. Some are used as guard dogs by enemies and are aggressive towards the player on sight. Domestic cats are also present in the background of residential areas, and both Louis and Vito own them as pets throughout the game in their safe houses, as well as other onscreen characters we see the homes of throughout the game. Aircraft make their first usable appearance in the Mafia series too, from airplanes to helicopters. Vito cannot use planes or helicopters in his playable 1973 portion of the game, as he does not know how to pilot, being a paratrooper in World War II who never actually flew any of the planes himself. Aircraft are unlocked to use when Louis DeAngelo gets his pilot’s certificate offscreen in 1977, and at the end of a chapter set that year, Louis has to fly Vito in a helicopter to a penthouse in Downtown Empire Bay acting as a family safe house, equipped with a helipad. Louis frequently serves as a personal driver and pilot for both Vito and Joe afterwards, having done a lot in his time serving the family to earn their trust and respect. Melee weapons also make a return from Mafia: Definitive Edition, with even more variety this time. In their respective sections of the game, Vito and Louis may use anything from baseball bats, pipes, shovels, brass knuckles, golf clubs, police batons, switchblades, kitchen knives, bowie knives, ice picks, 2x4s, claw hammers, crowbars, tire irons, chain links, machetes, meat cleavers, pickaxes, hatchets, sledgehammers, to fire axes. This amount of melee weapons is so no matter what environment the player finds themselves in during a mission or any other game activity, there is usually a weapon of some sort nearby. If the player has obtained piano wire, you may also strangle an enemy to death with it from behind as a stealth kill, this being a classic assassination method infamous for being used by the Italian Mafia. Rope can also be found and used for similar strangulation stealth kills, appearing in the gameplay environments where piano wire can’t be found. There is a wide variety of new guns and explosives to use in this concept for Mafia IV, going with the new weapons of the time the game takes place that criminals quickly got their hands on. This includes the SPAS-12 combat shotgun, the Beretta 92 pistol, the AK-74 assault rifle, the mini uzi, the MAC-10 submachine gun, both suppressed and unsuppressed variants, the Beretta 92 pistol, the Taurus raging bull revolver, Glock handguns, the TEC-9 machine pistol, illegally modified to be full auto, the Ruger Mini-14 full auto variant, and even Vietnam war era flamethrowers, which I think is only natural given that as of Mafia III, we already have RPGs and grenade launchers. Late in the game from the 1989 section and onwards, the Benelli M3 combat shotgun becomes available. The Milkor MGL grenade launcher becomes available beginning in the 1983 portion of the game. Attached grenade launchers are also available for the AK-47, AK-74, and M16 assault rifles. Free ride makes a return in Mafia IV, with the player having the options to change the weather, time period, and an option to play as Louis, Vito, Joe, or Lincoln. Naturally, a multitude of new free ride missions are available as well. I previously posted a much earlier and less detailed draft of this on the old Mafia3 subreddit 3 years ago back in 2017 as an idea for a hypothetical Mafia 3 expansion where you play as Vito, but have since updated and revamped it to a possible Mafia IV plot, and fixed any plot holes I noticed and made it much more fleshed out and in depth, and focus on more than just Vito in the end. You may view my original here if you so desire, to compare. https://www.reddit.com/Mafia3/comments/6sldhp/spoiler_mafia_iii_vito_dlc_basic_plot_idea/ Feel free to give me constructive criticism on this, as I encourage this discourse and believe it is integral to growing and improving, to build upon or improve these ideas I've come up with, or say whether or not you think something like this should happen in the future. Thank you for reading!
"We watched our dad do a lot of bad things": Daughter, detectives think husband is prime suspect in Utah woman's murder 22 years ago - but where is he now?
Detectives in rural Utah want to bring a 22-year-old murder case back to the public's attention in hopes it might help them find the prime suspect. Oct. 21, 1998 was the last night Jessica Ramirez saw either of her parents. She thinks her father, Jose, killed her mother because he suspected she was unfaithful: “When she never came back, we knew what happened,” Ramirez said. Mireslaba was a mother of three who lived in Wendover, Utah. She worked at a casino across the border in West Wendover, Nevada. She was 29 when she disappeared at the same time as her husband. Along with Mireslaba's daughter Jessica, detectives working the case believe Jose Ramirez is the prime suspect in his wife's murder. Ramirez vanished apparently without a trace, except for a letter he sent his family in Wendover. It reads in part:
"That day I asked her for us to leave to another place where nobody knows us and to have our lives far from people that know us. I’ve heard rumors that I killed her, that I buried her, that I put her in the water or that I have her held captive, but you guys shouldn’t believe any of that."
Hello and welcome to Cyberpunk: Game Enhancing Ideas! (Includes Spoilers) CDPR's newest release Cyberpunk 2077 is a breathtaking, immersive, and overall very enjoyable title. Although the game has received criticism recently for a barrage of performance issues throughout the game I have still managed to fall in love with all aspects of my current playthrough. Cyberpunk 2077 has been out for about a week now and I have already completed most map content, story and side missions, and acquired most of the collectables. I have invested well over 60 hours into the Cyberpunk universe on the PS4 and while exploring the vast stretches of the badlands all the way to chaos of Night City I have been taking down some ideas I'd love to see implemented in the future of Cyberpunk! Disclaimer: I am aware of the current state of the game on last gen consoles and where CDPR is currently focusing their efforts as stated, so these are merely ideas for when new content is being released after the game is in a good state. Also these ideas will not be features that are currently broken in game or not working properly, they will be expansions off current game features and new features. If you have any opinions on the list below please feel free to comment, also what all would you like to see in Cyberpunk 2077? Let me know down below! Cyberpunk 2077: Game Enhancing Ideas 1.) Expand on the Final Mission! I enjoyed the story and side missions leading up to the final mission in a way that has brought me to enjoy Cyberpunk the way other great RPG's like Skyrim have done, these kind of titles are few in far between. The relationships you create along your journey through Night City with the NPC's really elevate the whole experience. Since I have completed the main story and side jobs I am now left exploring a world where the great relationships I have made do not seem to matter. Just the same three dialog options for the remaining NPC's. Ultimately I do think this would be a great starting point for future DLC content. For example the Space Casino Heist or Arizona with Panam and the Aldecadoes. The writing behind the NPC's in Cyberpunk is outstanding, it's a shame to see the NPC's resort back to normal civilians with boring dialogue. 2.) Tougher Enemies Now I am aware you can scale the game up to the current highest difficulty of "Very Hard" which I am currently playing on and I am aware of the concept of "New Game Plus". However I do think that toward mid to end game the enemies you face in the open world do not pose much of a challenge. Even the Cyberpsyco encounters are water under the bridge. Seeing some new more dangerous enemy mechanics and more threatening encounters would really elevate the risk factor in a game like this! The current largest threats I've noticed are the mechs and the occasional miniboss that ultimately feel very weak and drop sub-par rewards. 3.) Events that Respawn/Alter the Map This concept is for you endgame completionist folks out there like myself who do not enjoy seeing Night City and the Badlands turn soft. Having completed most of the current map of all gigs, NCPD encounters, assualts, cyberpyscos, etc. The map is beginning to feel dead in a way that makes me wish I'd have indulged at a slower rate. This also ties back to the previous point where all the encounters felt fairly easy and unmemorable. There are occasional great encounters/gigs but once completed they are gone for good. In response to this issue I think there should be more encounters on the map, encounters that respawn (maybe new enemies), or even abandon places we've completed turned into new nomad settlements or being used by NPC's for vendor purposes and such. Exploring the Badlands and roleplaying a sniper cowboy out there was really enjoyable for me but now there isn't much left to shoot out there! If you think this sounds crazy, trust me your map will be completed before you know it! 4.) Expanding on the Badlands! The Badlands and deserted plains in Cyberpunk ended up being where I spent a good chunk of time. The encounters out there all seemed to be more unique and I approached them all with caution and curiosity. For example a group of trailers with minefields and turrets present, or a Wraith stronghold being heavily guarded. The Gigs in the Badlands were unmatched and my true favorite part of the free roam experience. However I noticed that this part of the game began to lose its glory very quickly as I began to complete all of the content out there. I purposely would walk between encounters with my tech sniper out to extend my time out there as opposed to taking a vehicle. To remedy this issue I would like to see CDPR expand on the badlands with more content, maybe refresh older content, add wildlife, or even expand the playable area. The Badland is badass! Please let me live out my long range fantasy with more content! 5.) Wildlife Now I get it Cyberpunk 2077 is in the dystopian future and wildlife doesn't seem to have a place but I know raccoons, coyotes, and other simple scavenger life like that should be able to exist especially in the badlands region. This would be a small implementation that would be a great change of pace! If CDPR was feeling a bit experimental they could even add hostile wildlife like mountain lions, swarms or wasps/hornets, or even coyote packs! Think Red Dead Redemption 6.) Grappling Cyberware This one is just self explanatory, it's 2077, Batman's been doing this for years. We can shoot rockets from our hands, mutilate people with Mantis Claws, or punch holes with Gorilla arms but we don't have grappling technology. How?! 7.) Cloaking Cyberware Again it's 2077 and we do not have invisibility/cloaking cyberware!? You could even make it lesser invisibility by making the NPCs or playable characters show up blurry like in the movie Predator. This doesn't have to be true 100% invisibility but at least somewhat. 8.) Sniper Rifle Breath Holding A staple in first person shooters, the ability to hold your breath to make a long range shot is necessary for long to mid range engagements. I feel like if anything on this list, this concept should be implemented sooner. The weapon sway of the sniper rifles is insane and taking the shots require me to be scoped in for almost a full minute before I land the hit. Cyberware could be added to expand on this to alter the duration of hold breath or the steadiness. 9.) Weapon, Armor, and Vehicle Customization How could any list like this be complete without customization options. Customization options add so much to the players in game experience. Not only for the role playing aspect but in game functionality as well. Like that fancy sports car but cant take it off city streets? Don't worry spend those eddies on some off-road modifications. Found a really sweet legendary jacket but it is hot pink? Fine then dye it. Love your new LMG but it only holds 50 in the magazine? Upgrade to that 100 round clip you scavenged off a dead body. Customization options are really important additions to RPG's such as Cyberpunk and would be a great addition in the future if CDPR experimented with them. 10.) Silencers for More Weapons Now if you couldn't already tell my playthrough was centered around a slow motion tech weapon gunslinger. But playing this build I have three tech weapons slotted so my ability to make stealthy kills goes out the window. It would be great if CDPR introduced mods for tech weaponry so they could be muted like the silencer on your favorite normal pistol. This is a small change but would really open up tons of new gameplay styles! 11.) Map details on Fast Travel Points! I can't even begin to tell you how many times I've had to exit a fast travel menu so I can waypoint a gun shop or mission across the map. I would love the ability for the fast travel system to have the icons so I could travel without having the previously set a waypoint. Little quality of life addition here! 12.) More Off-road Vehicle Options! What kind of dystopian future doesn't have nomads riding viciously on dirt bikes through the Badlands? I know one, Cyberpunk 2077. This game could definitely use an expansion to it's off-road options. Maybe start with a dirt bike or maybe a Quad. I shouldn't have to take my 100k eddy street bike out through the desert. 13.) Aerial/ Hovering Vehicle Options! Now this is a bit of a stretch from the previous point, but do you remember piloting that Basilisk tank? Hovering above any and all obstacles in your way was amazing, but that experience dies after you complete the relative missions. Introduction some vehicles with such capabilities would fit in with the setting of Cyberpunk and definitely would be badass. As for piloting aerial vehicles like helicopters and AV's this is dependent on CDPR's perception of vertical gameplay and how far they would like players to reach. 14.) Weather Conditions The dust storms in the main story missions were so cool and altered the way the player traversed through the world but like many things this excitement died as soon as those missions were over. Reintroducing the severe storms and other weather anomalies could add a very diverse and enjoyable aspect to free roam. Maybe something like acid rain could hurt the player and make it more beneficial to use the gas masks you find everywhere. Also darker nights outside the city would be cool. There ain't a thing but a busted street lamp surrounded by miles of desert on each side but the game is still illuminated like I'm on Jig Jig street. 15.) Night Vision, Night Vision Scopes, and FLIR. Cyberpunk is 50+ years in the future but I cannot equip a thermal scope on my futuristic revolver to see an enemy behind a bush? This idea would play very well into the previous idea as well by making night vision capabilities more beneficial in low light environments. 16.) More Weapon Models and Unique Iconic Weapons! The game has an impressive amount of weapons but aside from certain models they all perform fairly similarly and look similar as well. I currently use the tech revolver Comrades Hammer but this model actually shares the same exact model with another weapon of the same classification. In a game as massive as Cyberpunk I think more weapon models are due, also customization options could definitely help make weapons more unique here as well. Next we have the Iconic weapons. This concept is seen used in may RPG's in the form of exotics or Uniques but in Cyberpunk the Iconic weapons seem to function the exact same way as there base counterparts. This could be expanded on by adding more functionality to the weapons or even outstanding modifications to them like maybe you find an Iconic rifle that is covered in some sort of electric pulsating effect. Just try to make the Iconic gear feel more special. They have done this with the iconic smart pistol "Skippy" and that Iconic outshines most others! They could definitely do it again... 17.) Diverse Weapon Stats For maximizing an endgame build after all else has been completed on the map I am often in search of materials to build the best versions of my gear possible. (More specifically the weapons because they are more unique). I recently saved up a ton of materials to make several copies of my favorite gun "Comrades Hammer" but I soon realized that even though the game shows stat brackets like for example: Crit Chance (81%-97%), there are not that many possibilities. Instead you might craft 10 of the same gun but there are only two or three different stat options. To expand on this I have noticed that on the weapons they say they have the option to craft stats that they cannot even be crafted in for example lightning damage might be a potential role but you only ever get thermal and physical. I think this aspect of the game has really great endgame potential for min/maxing your build but is limited by it's set amount of possible weapon/armor roles. 18.) Hidden Locations and Delves Lastly I think Cyberpunk 2077 would benefit from the implementation of more hidden gem locations or random occurrences. Things like a smugglers tunnel with some great encounters throughout and maybe even better loot at the end. Or passage ways in the city that lead to a crime scene that you wouldn't normally stumble across. These spots shouldn't show up on the map but be a treat for players who are exploring the game without navigating around the map. I found myself often roaming around using my map to jump from encounter to encounter which took away a lot of joy from the game, it felt like the only enjoyable content was at the encounter and everything in between was just filler. Some unexpected encounters would spice things up a bit! Conclusion Well that's about all I've got at the moment but I am sure there is WAY more ideas that Cyberpunk could benefit from adding in the game. I understand the developers are at the moment looking into improving the current state of the game so these are just ideas for the future. Let me know what you all think down below, share some of your own ideas, maybe one of my ideas seems like trash let me know! Looking forward to any and all contributions! Would be great if this thread takes off and we can get some attention from Developers at CDPR! A man can only dream... -KRod
Opposition: casino security, matrix security/spiders, xenosapient foundation security AI
Casualties: 1 very confused xenosapient
Synopsis: Runners are hired by Krime Industries to steal 16 prototype TataHotSpur dune buggy racers from a casino executive gaming-tier prize pool.
Run Rewards: 200,000 Nuyen -OR- 300,000 Nuyen gear reward chit: Weapons, Vehicles OR Drones, Modifications of both, Ammunition, Explosives, Augmentations, LIFESTYLE PAYMENTS (Krime or EVO Branded) [50 RVP] 15 Karma [15 RVP], 2 Knowledge Skills [F]
Choice of Quality(s) up to 15 RVP value, at chargen cost, Free [15 RVP]: Alibi , Analytical Mind , Astral Chameleon , Biocompatability (Bio or Cyberware) , Barrens Rat , Battle Hardened , Blandness , Brilliant Heuristics , Catlike , Common Sense , Cynic , Daredevil , Drug Tolerant , Focused Concentration [4 per, max 6], Guts , Honest Face , Instinctive Hack , Juryrigger , natural Athlete , ninja vanish , Perceptive [1 or 2 ranks, 5], Quick Config , Shoot First - Don't Ask , Magic Resistance , Social Chameleon , Profiler , Observant , Outdoorsman , Perfect Time , Toughness , Spirit Whisperer , Tough as Nails [5, S or P], Astral Chameleon , First Impressions , Uncanny Healer , Spirit Champion , Resistance to Pathogens, Toxins [4, 4, or 8], Radiation Sponge , Rad-Tolerant , Natural Immunity (Natural or Synthetic) [4 or 10], Natural Hardening , Master Debator , Empathic Listener 
Background THE KRIMEWAVE CONTINUES! Meet Matrix meet; Hollywood-based Horizon acting agency. Run Contracted to steal the dune buggy prize pool, runners eventually opted for a social infiltration route after some extensive legwork assessing the visible matrix structures around the Vegas sprawl for weaknesses in the security structure. ZDT, Icebreaker and DeadSignal opt to hack the foundation of the PuebSec PIO-military-industrial host; ZDT handles most of the work, luckily landing in the archive, while DeadSignal conducts master node manipulations and Icebreaker covers the portal node from hostile decker entires through the anchors in the node. Once in possession of the marks, the team searches out some legal writs and security proceedings around seizing the hotspurs with falsified legal information, posing as Winter Systems security techs repossessing the hotspurs to remove 'sensitive' data from the on-board systems. With Dave and Deli for assistance, Havoc flummoxes casino security and the marketing department, who release the ownership on the borrowed marks Havoc presents courtesy of the hacker team. The crew drives off to the Henderson barrens, making their way to a densely trog-populated section of the slum where the dune buggies are relieved from their possession by a grateful old troll using a double-barreled assault cannon as a walking cane... Aftermath Krime's got their demo specs in for the Prowler, say hello to KRIME roadwear coming mid-2079! Expenses Expenses covered by Old Man Krime for clean run execution, zero fatalities, zero vehicle damage & full retrieval (16/16 vehicles recovered)
Collateral: Jihi; Mild Psychological Addiction [Schadenfreude, Inflicting Pain on Others]
Synopsis: Runners are contracted by Telestrian Securities to locate a Merlyn that's gone missing from their scheduled shifts as casino security. Runners bite off more than they can chew when they stumble into the PCC's dirty secret...
Choice of Quality(s) up to 25 RVP value, at chargen cost, Free [25 RVP]: Alibi , Analytical Mind , Astral Chameleon , Biocompatability (Bio or Cyberware) , Barrens Rat , Battle Hardened , Blandness , Brilliant Heuristics , Catlike , Common Sense , Cynic , Daredevil , Drug Tolerant , Focused Concentration [4 per, max 6], Guts , Honest Face , Instinctive Hack , Juryrigger , natural Athlete , ninja vanish , Perceptive [1 or 2 ranks, 5], Quick Config , Shoot First - Don't Ask , Magic Resistance , Social Chameleon , Profiler , Observant , Outdoorsman , Perfect Time , Solid Rep: 405 Hellhounds, Toughness , Spirit Whisperer , Tough as Nails [5, S or P], Astral Chameleon , First Impressions , Uncanny Healer , Spirit Champion , Resistance to Pathogens, Toxins [4, 4, or 8], Radiation Sponge , Rad-Tolerant , Natural Immunity (Natural or Synthetic) [4 or 10], Natural Hardening , Master Debator , Empathic Listener 
SPECIAL: Take Surge (III), Blood Alchera Exposure (replaces 25 RVP for qualities)
Background This run is a continuation of the 'Gambits in the Sand' storyline, covering the PCC's inheritance of the USA government's travesties and ecological terrors in the vast deserts of Nevada province. Meet Runners meet at the Emerald Gryphon Bar & Lounge in Tarislar, Puyallup. Run Runners take the Johnson's sub-orbital shuttle ride to Vegas after agreeing to the contract, arriving at roughly three AM. During the flight they advance legwork between Tamanous made men, hire a driver through networking, and search out additional details on Mr. White's life. Their Tamanous mortician points them to the bodies of two treasure-hunting scavengers recovered by PuebSec in the desert, who have mana burned organs consistent with their subject mage. Using their driver, they break into his apartment, under lockdown by PuebSec, and carefully avoiding the alarms discover the mage is having odd visions and building replicas of Yucca Mountain inside his dishevelled apartment. Hijacking the cameras, they see him leave the apartment in the company of a free spirit, but are unable to identify that spirit. Wraith sends out a drone, verifying that despite the blood alchera storm holding over the deserts of the Access Controlled Areas of the NV desert, there did appear to be footprints or a track outside the entry to the facility that lined up with the timing of their perp. The team rents an off-road dune buggy from their driver contact, and begins moving out towards the site, getting caught up in the mana storm as their weapons get sludged and the vehicle takes a couple direct combat spells to the frame, in addition to surviving a land mine hit. The vehicle survives, however, and they make it to the compound as Slicer begins countermanding the surveillance emplacements in the facility. Entering the property in their enviro-sealed EE suits and clothing, the team sneaks past the cameras emplacements with Slicer's assistance, narrowly avoiding a secondary alarm system set by the PCC Bobcats Special Forces for training purposes. They make it to the basement, only to discover the mage already dead, apparently prostrate in worship to an odd-looking earth spirit trapped in the lowest levels of the nuclear waste storage site. Bubblegum grabs the corpse with some magic hands, alerting 7 Diamonds to other folks who have come to worship at the gateway. 7 Diamonds confuses Bubblegum in attempt to get him to stay; the rest of the team drags Bubblegum out after snagging a genetic sample from the mage and slamming the doors shut on the final waste and depleted fuel chamber. They get struck by another combat spell on their way out, but avoid the landmines this time as the vehicle skirts the desert, headed badck into Las Vegas proper. The team forwards intel to the Johnson, along ith the notice that she probably needs to detonate his cranial bomb before his body alerts the PCC to some military-trespassing complaints. Aftermath 7 Diamonds stirs in his toxic pit, attempting to send messages to the Spirit of Hoover Dam, ready to exact its vengeance against all of the Las Vegas metroplex. Expenses Vehicle rentals, vehicle repair deposits, R2 favor (made man, Slicer), desert/radiation survival gears.
Even if you don't like either presidential candidate, don't forget to vote for state issues! Hope this helps :)
I received a light blue 2020 State Ballot Information Booklet in the mail, which explains all the issues that are presented on the election day ballot for Colorado. The booklet runs about 90 pages long. So, my gift to you- A summary of the most important issues (imo) to vote on. Breakdown of Colorado Ballot Contents: Amendment 77: Removes casino bet limits in Black Hawk, Central City, and Cripple Creek. Will expand current use of casino tax revenue to help fund community colleges. 78% of the tax revenue will go to community colleges. In 2008, betting limits in Colorado were increased and resulted in $10 million in gaming revenue, annually. Prop EE: Increase taxes on nicotine products. Expected to generate $175.6 million within the first year. The new tax revenue will be distributed to preschool programs, rural schools, K-12 education, housing development (grants and loans for buying, renovating, and constructing), rental assistance, eviction legal assistance, health care programs, general state spending, tobacco education programs Prop 113: Adopt agreement to elect US president by national popular vote. Self explanatory. Prop 114: Reintroducing gray wolves and getting them off the endangered species list. Livestock losses will be fairly compensated by the state. The self sustaining population of gray wolves hasn't been confirmed since the 1930s. Bringing back wolves will help push out coyotes. However, the deer population of Colorado is already too low, yet likely due to high coyote population. Elk and moose populations are stable. By 2024, state spending for this project will cost about $800,000 in tax dollars, annually. Prop 115: Prohibit abortion after 22 weeks of pregnancy, unless an abortion is required in order to save the life of the mother. Only 1.5% of abortions occur after 22 weeks. During this stage, it is possible for the fetus to survive outside of the womb, therefore is a potentially viable infant during this stage of pregnancy. However, it is extremely unlikely that a fetal abnormality is detected before 20-22 weeks of pregnancy. This means that a woman may have to carry her pregnancy to term, even if the fetus will not be viable at birth. State revenue will increase minimally; state spending will increase minimally. Local government spending will increase costs through the county court and district attorney workload. Prop 116: Decrease state income tax from 4.63%-4.55%. Expected to reduce state tax revenue by $154 million from 2021-2022. On average, individual tax payers will save $37 in state taxes in 2020. Prop 118: Paid family and medical leave. Employees may be eligible to take up to 12 weeks paid leave for health concerns. This includes taking care of one’s own serious health condition, taking care of a family member’s health condition, caring for a new baby, assisting a family member called to active duty, or assisting a family member recovering from assault or domestic violence. It will cost 0.9% of the employee’s wage, at least 50% of the cost will be covered by the employer. Ex: if you make $500/wk, this benefit will cost $117/annually. Must be employed with the company for 180 days prior. My dumb brain didn’t really understand these two, but they seem important, if you want to read about them: * Amendment B: Repeal Gallagher Amendment * Prop 117: Voter Approval for Certain New State Enterprises
Choice of Quality(s) up to 10 RVP value, at chargen cost, Free [10 RVP]: Alibi , Analytical Mind , Astral Chameleon , Biocompatability (Bio or Cyberware) , Barrens Rat , Battle Hardened , Blandness , Brilliant Heuristics , Catlike , Common Sense , Cynic , Daredevil , Drug Tolerant , Focused Concentration [4 per, max 2], Guts , Honest Face , Instinctive Hack , Juryrigger , natural Athlete , ninja vanish , Perceptive [1 or 2 ranks, 5], Quick Config , Shoot First - Don't Ask , Magic Resistance , Social Chameleon , Profiler , Observant , Outdoorsman , Perfect Time , Toughness , Spirit Whisperer , Tough as Nails [5, S or P], Practice-Practice-Practice 
SPECIAL: Free contact; Sol Bestmenn - Fixer / P: Attorney [C5/L1] Sol is a Las Vegas, PCC-based personal injury and criminal defense attorney - a sleazy, middle-aged human man, Sol makes a living the best way he knows how - hustling the courtroom like a disco drug dealer.
Background This run explores Krime Industry's Warranty-Violation Recall Service, where Krime steals back its own weaponry when people deign to outfit it with special modification or prototype materials. Meet Runners meet at the Emerald Grpyhon, an ancients bar in Tarislar. Run Runners check into the hotel in Vegas and do some cursory legwork evaluation the security operations around the Tur Pam and the ren faire. Eventually they settle on a social con, faking a slip & fall-style accident with the security guard using the prototype lance, hiring a lawyer to back up Cowboy's injury complaint and then ambushing the limousine in transit to an evidence lock-up to steal the krime lance. The team hires a sleazy Vegas lawyer, sets up their ambush locations, and gets ready to seize the lance, which, by Vegas luck alone, happens only to be guarded by a valet and the company lawyer. Aftermath Krime acquires another prototype for its stun lance model! Expenses Favors x3; legal fees.
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