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Hades Gigablox: Overview
Deep within the bowels of the earth you'll find Yggdrasil
Gaming's Greek mythology slot Hades Gigablox. This is Yggdrasil's second time using the
shape-shifting Gigablox feature. The first was Lucky Neko, where players experienced a
lighter side of Japanese culture. The studio has used a distinctly darker tone to
develop Hades Gigablox, seriously ramping up the production values to produce a superb
romp through the Underworld.
A rich cinematic intro lays the scene before finding
yourself in a game world hosted by Hades himself. Next to Hades sits a 6x6 game area
surrounded by an infernal device, reminiscent of the bone piano Andy played in The
Goonies.
The jaw-dropping design and animations are some of the best we've ever seen in
a modern slot. Along with great looks, the accompanying soundtrack is just as
brilliant, layering on atmosphere via a dramatic music score. The voice actor needs a
mention too, a very deep and sinister voice over has been added to give Hades life as
he comments the action during your gameplay. The exceptionally high build quality drags
you kicking and screaming into Hade's kingdom whether you're willing or not.
Playable
on any device, Hades Gigablox provides stakes from 10 p/c toR$/€100 per spin. RTP is
slightly less than Lucky Neko's was on 96.0%, joined by a medium volatility. On paper,
the bonus game theoretically triggers every 400 spins, which sounds like a quite a
challenge. And it often is. However, with the combination of the Gigablox mechanic, a
hit rate of 20.5%, and the game's intense sensorial impact working together, the wait
is far more fun than you might suspect.
We'll get to features in a moment, for now, a
few basic rules. The first is that winning combinations are formed when three or more
matching symbols land on one of the 50 paylines. Eight regular pay symbols are
available, split in to high and low pay groupings. Low pays are four well-designed card
suits – hearts, clubs, spades, and diamonds, while the high pays are four nightmarish
denizens of the Underworld. These are called monster symbols, worth 4 to 8 times the
stake for six of a kind.
Hades Gigablox: Features
There might not be a huge number of
features, but the transformative qualities of the Gigablox mechanic appear on every
spin. Gigablox is partnered by the Hades Wild Hunt and a triggered round of free
spins.
If you haven't played a Gigablox powered game before, or if you're new to slots,
it might seem a little confusing at first. How it works is that symbols can land as a
block from 2x2 to 6x6 in size. Sounds basic, but in action it's rather effective since
it means reels are in essence connected. For example, you might have reels 1 and 2
landing 2x2 sized symbols, while reels 4-6 have 3x3 sized symbols. The Gigablox feature
changes on every spin, producing a huge variety of reel and symbol
configurations.
Veteran players might experience a bit of Viking's Go To Hell déjà vu
when hearing about the next feature. At random, Hades may decide to fight monster
symbols in the Hades Wild Hunt feature. When the reels stop spinning, he leaps into
action and all defeated monster symbols turn wild. This applies to standard size
monster symbols as well as the Gigablox versions. Wilds of all sizes are able to
substitute for any regular pay symbol.
Landing 5 or more scatter symbols triggers free
spins. Players are awarded as many free spins as there are scatters in view. Scatters
are always calculated as individual blocks, so for example, landing a 3x3 scatter block
equates to 9 scatters.
Once in, the Hades Wild Hunt is activated on every spin. The key
here is to see Hades defeat as many monsters as possible as each defeated monster adds
+1 point to the Multiplier Bar. Filling the bar not only increases the win multiplier,
but also adds +2 free spins. The multiplier, which never resets during the round,
starts on x1, moving up to x2, x3, x5, and finally x10. As before, monster blocks are
calculated by symbol size, so a 2x2 block is worth 4 points. On a final note, each
scatter you land during the round adds +1 extra spin.
Hades Gigablox: Verdict
Like the
popular Vikings range, Hades is another darkly enjoyable Yggdrasil slot, heavy in
atmosphere, irreverent humour, and with a huge fun factor. Each element of Hades
Gigablox has been expertly designed, interlacing seamlessly into an outrageously
playable slot.
As well as features, Hades himself is an extra piece of the
entertainment puzzle. His constant callouts are amusing and the chap has loads of
personality. He comes across as a loveable rogue, a little bit like Lucifer Morningstar
from the tv show Lucifer. The only time you kind of feel like punching him in the face
is during a weak bonus game count up as he smirks from his throne, surrounded by piles
of gold coins.
Interestingly, when you head back to the base game, facing down a
possible 400 spins for the next crack doesn't feel so daunting. Part of the reason is
that the Gigablox feature has come out swinging. It did a decent enough job in Lucky
Neko, but it didn't shine there as it does in Hades. Surrounded by epic graphics, the
mechanic has a better chance to show what it can do, and it is impressive. There is a
Megaways-ish feel, though Gigablox adds an additional level of unpredictability.
You
never know what will happen on a spin, in any game, yet Gigablox amplifies that effect.
How many symbols will land on a reel, will reels connect, how big will they be? The
mystery keeps you on your toes, making the base game a lot more engaging.
The free
spins frequency is low, but it doesn't feel like the brutal slog it could have been.
For one, volatility isn't massive, and Gigablox's ever-changing nature keeps it fresh
while dishing out a good number of wins along the way. Multi-line combos are common,
plus Hades dives in during the Wild Hunt from time to time. It adds up to an insane
'just one more spin' compulsion.
Yggdrasil Gaming has done an outstanding job with
Hades Gigablox and playing it brings back memories of the first time an Yggdrasil slot
blew you away. Few do dark mythology like the Swedish developer and Hades Gigablox is
without any doubt one of their best.
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This page assumes you've already read the Components Basics. Read that first if you are
new to components.
Slot Content and Outlet
We have learned that components can accept
props, which can be JavaScript values of any type. But how about template content? In
some cases, we may want to pass a template fragment to a child component, and let the
child component render the fragment within its own template.
For example, we may have a
template < FancyButton > Click
me! FancyButton >
The template of
this:
template < button class = "fancy-btn" > < slot > slot >
button >
The
slot content should be rendered.
And the final rendered DOM:
html < button class =
"fancy-btn" >Click me! button >
With slots, the
rendering the outer
provided by the parent component.
Another way to understand slots is by comparing them
to JavaScript functions:
js // parent component passing slot content FancyButton (
'Click me!' ) // FancyButton renders slot content in its own template function
FancyButton ( slotContent ) { return `
` }
Slot content is not just limited to text. It can be any valid template
content. For example, we can pass in multiple elements, or even other
components:
template < FancyButton > < span style = "color:red" >Click me! span > <
AwesomeIcon name = "plus" /> FancyButton >
By using slots, our
flexible and reusable. We can now use it in different places with different inner
content, but all with the same fancy styling.
Vue components' slot mechanism is
inspired by the native Web Component
that we will see later.
Render Scope
Slot content has access to the data scope of the
parent component, because it is defined in the parent. For example:
template < span >{{
message }} span > < FancyButton >{{ message }} FancyButton >
Here both {{ message
}} interpolations will render the same content.
Slot content does not have access to
the child component's data. Expressions in Vue templates can only access the scope it
is defined in, consistent with JavaScript's lexical scoping. In other
words:
Expressions in the parent template only have access to the parent scope;
expressions in the child template only have access to the child scope.
Fallback Content
There are cases when it's useful to specify fallback (i.e. default) content for a
slot, to be rendered only when no content is provided. For example, in a
component:
template < button type = "submit" > < slot > slot > button >
We might
want the text "Submit" to be rendered inside the
any slot content. To make "Submit" the fallback content, we can place it in between the
template < button type = "submit" > < slot > Submit slot > button >
Now when we use
providing no content for the slot:
template < SubmitButton />
This will render the
fallback content, "Submit":
html < button type = "submit" >Submit button >
But if we
provide content:
template < SubmitButton >Save SubmitButton >
Then the provided
content will be rendered instead:
html < button type = "submit" >Save button >
Named
Slots
There are times when it's useful to have multiple slot outlets in a single
component. For example, in a
template:
template < div class = "container" > < header > header > < main > main > < footer >
footer > div >
For these cases, the
element has a special attribute, name , which can be used to assign a unique ID to
different slots so you can determine where content should be rendered:
template < div
class = "container" > < header > < slot name = "header" > slot > header > < main >
< slot > slot > main > < footer > < slot name = "footer" > slot > footer >
div >
A
In a parent
component using
each targeting a different slot outlet. This is where named slots come in.
To pass a
named slot, we need to use a element with the v-slot directive, and then
pass the name of the slot as an argument to v-slot :
template < BaseLayout > < template
v-slot:header > template > BaseLayout
>
v-slot has a dedicated shorthand # , so can be shortened to
just . Think of it as "render this template fragment in the child
component's 'header' slot".
Here's the code passing content for all three slots to
template < BaseLayout > < template # header >
< h1 >Here might be a page title h1 > template > < template # default > < p >A
paragraph for the main content. p > < p >And another one. p > template > <
template # footer > < p >Here's some contact info p > template > BaseLayout
>
When a component accepts both a default slot and named slots, all top-level non-
nodes are implicitly treated as content for the default slot. So the above
can also be written as:
template < BaseLayout > < template # header > < h1 >Here might
be a page title h1 > template > < p >A paragraph
for the main content. p > < p >And another one. p > < template # footer > < p
>Here's some contact info p > template > BaseLayout >
Now everything inside the
elements will be passed to the corresponding slots. The final rendered HTML
will be:
html < div class = "container" > < header > < h1 >Here might be a page title
h1 > header > < main > < p >A paragraph for the main content. p > < p >And another
one. p > main > < footer > < p >Here's some contact info p > footer > div
>
Again, it may help you understand named slots better using the JavaScript function
analogy:
js // passing multiple slot fragments with different names BaseLayout ({
header: `...` , default: `...` , footer: `...` }) //
different places function BaseLayout ( slots ) { return `
. footer }
Dynamic Slot Names
Dynamic directive arguments also
work on v-slot , allowing the definition of dynamic slot names:
template < base-layout
> < template v-slot: [ dynamicSlotName ]> ... template > <
template #[ dynamicSlotName ]> ... template > base-layout >
Do note the
expression is subject to the syntax constraints of dynamic directive arguments.
Scoped
Slots
As discussed in Render Scope, slot content does not have access to state in the
child component.
However, there are cases where it could be useful if a slot's content
can make use of data from both the parent scope and the child scope. To achieve that,
we need a way for the child to pass data to a slot when rendering it.
In fact, we can
do exactly that - we can pass attributes to a slot outlet just like passing props to a
component:
template < div > < slot : text = "
greetingMessage " : count = " 1 " > slot > div >
Receiving the slot props is a bit
different when using a single default slot vs. using named slots. We are going to show
how to receive props using a single default slot first, by using v-slot directly on the
child component tag:
template < MyComponent v-slot = " slotProps " > {{ slotProps.text
}} {{ slotProps.count }} MyComponent >
The props passed to the slot by the child are
available as the value of the corresponding v-slot directive, which can be accessed by
expressions inside the slot.
You can think of a scoped slot as a function being passed
into the child component. The child component then calls it, passing props as
arguments:
js MyComponent ({ // passing the default slot, but as a function default : (
slotProps ) => { return `${ slotProps . text }R${ slotProps . count }` } }) function
MyComponent ( slots ) { const greetingMessage = 'hello' return `
slot function with props! slots . default ({ text: greetingMessage , count: 1 })
}
In fact, this is very close to how scoped slots are compiled, and how you
would use scoped slots in manual render functions.
Notice how v-slot="slotProps"
matches the slot function signature. Just like with function arguments, we can use
destructuring in v-slot :
template < MyComponent v-slot = " { text, count } " > {{ text
}} {{ count }} MyComponent >
Named Scoped Slots
Named scoped slots work similarly
- slot props are accessible as the value of the v-slot directive:
v-slot:name="slotProps" . When using the shorthand, it looks like this:
template <
MyComponent > < template # header = " headerProps " > {{ headerProps }} template > <
template # default = " defaultProps " > {{ defaultProps }} template > < template #
footer = " footerProps " > {{ footerProps }} template > MyComponent >
Passing
props to a named slot:
template < slot name = "header" message = "hello" > slot
>
Note the name of a slot won't be included in the props because it is reserved - so
the resulting headerProps would be { message: 'hello' } .
If you are mixing named slots
with the default scoped slot, you need to use an explicit tag for the
default slot. Attempting to place the v-slot directive directly on the component will
result in a compilation error. This is to avoid any ambiguity about the scope of the
props of the default slot. For example:
template <
template > < MyComponent v-slot = " { message } " > < p >{{ message }} p > < template
# footer > < p
>{{ message }} p > template > MyComponent > template >
Using an explicit
tag for the default slot helps to make it clear that the message prop is not
available inside the other slot:
template < template > < MyComponent > < template # default = " { message } " > < p >{{ message }}
p > template > < template # footer > < p >Here's some contact info p > template
> MyComponent > template >
Fancy List Example
You may be wondering what would
be a good use case for scoped slots. Here's an example: imagine a
that renders a list of items - it may encapsulate the logic for loading remote data,
using the data to display a list, or even advanced features like pagination or infinite
scrolling. However, we want it to be flexible with how each item looks and leave the
styling of each item to the parent component consuming it. So the desired usage may
look like this:
template < FancyList : api-url = " url " : per-page = " 10 " > <
template # item = " { body, username, likes } " > < div class = "item" > < p >{{ body
}} p > < p >by {{ username }} | {{ likes }} likes p > div > template >
FancyList >
Inside
different item data (notice we are using v-bind to pass an object as slot
props):
template < ul > < li v-for = " item in items " > < slot name = "item" v-bind =
" item " > slot > li > ul >
Renderless Components
The
discussed above encapsulates both reusable logic (data fetching, pagination etc.) and
visual output, while delegating part of the visual output to the consumer component via
scoped slots.
If we push this concept a bit further, we can come up with components
that only encapsulate logic and do not render anything by themselves - visual output is
fully delegated to the consumer component with scoped slots. We call this type of
component a Renderless Component.
An example renderless component could be one that
encapsulates the logic of tracking the current mouse position:
template < MouseTracker
v-slot = " { x, y } " > Mouse is at: {{ x }}, {{ y }} MouseTracker >
While an
interesting pattern, most of what can be achieved with Renderless Components can be
achieved in a more efficient fashion with Composition API, without incurring the
overhead of extra component nesting. Later, we will see how we can implement the same
mouse tracking functionality as a Composable.
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