#b/t prerelease content
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writingingraves Ā· 3 months ago
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IRIS - Progress Sneak Peek [2]
I finished the Outline! Five versions and the final one is nearly 7k words (oh ho, oh no). Now, onto the 1st Draft! I am planning five-six drafts. Previous Progress Sneak Peek.
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[(Redacted Spoilers) Details Are Subject To Change]
Work on IRIS the remaster has officially began! Content is shown on the B/T community first.
IRIS' L. is the placeholder title for a future book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, a BAD TOKENS story.
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eat-the-richard Ā· 4 years ago
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Why Super Mario Sunshine is kind of bad (and how to fix it)
It’s safe to say that in our current hellscape that there are few games in the Mario franchise with as strong of a following online than Super Mario Sunshine. And how could it not? It’s so unique and fun that most people could probably have a good time with it. But it’s interesting to note just how much this perspective has changed over time.Ā 
When Sunshine came out it was considered by some to be the black sheep of the series. Or at the very least a noticeable step down from 64. There’s quite a lot wrong with Mario Sunshine. While there’s a great game at the core of this thing, there’s certainly a few miles of paint-like goop to sift through.
What’s frustrating is that a lot of these problems could have been solved with just a bit more development time. Mario Sunshine was rushed. This can be observed even without prior knowledge, but it becomes plainly evident when you look at some of the prerelease videos. In some instances it doesn’t even resemble the final product. Even at E3 2002, just three months before launch, there are a lot of noticeable differences to the final product.
Because of this rushed development, a lot of corners needed to be cut to pad out the game’s relatively lacking amount of content. The result is a game that is fun and well designed in some instances but a complete and utter disaster in others.Ā 
The issues plaguing Mario Sunshine were emblematic of a Nintendo-wide issue. At the start of the GameCube’s life, many prominent franchises were rushed along development to meet strict deadlines to fill out the console’s thinning library and boost sales. The Legend of Zelda: The Wind Waker is a textbook example. A lot of people had issues with that one too when it came out. Despite some clearly dumb points about the game’s art style, there’s definitely a lot to say about how Wind Waker pads out limited content. Doesn’t that sound familiar?
Thankfully, in 2013, the Wind Waker received an HD rerelease for the Wii U. Alongside a hefty visual overhaul, there were many under the hood changes to make the game an overall smoother experience stemming directly from those 2003 critiques. Sailing is made way simpler and faster in this version and the Tingle-inspired back-half of the game is shortened significantly. These two changes alone make this version superior, at least to me.
In the years since, I believed that Sunshine could have benefited from a rerelease similar to Wind Waker. Not necessarily in terms of its visuals (which I think have held up rather well) but in terms of its structure. Some small changes to the way Sunshine progresses could really benefit it overall, and I believed, erroneously, thatĀ it was only a matter of time before it received this treatment.
But we live in a post-3D All Stars world, and Nintendo’s response is clear. They believe Mario Sunshine is perfectly fine as is. Just touch up some of the textures, give it a resolution increase, and you got yourself a solid product. And yeah, its still pretty fun like this. But its hard to look past the missed potential in refining some of Sunshine’s rougher edges.
Which is what I plan to outline in this video. If I were to be given the reigns to nosedive Nintendo’s current plans to revamp a 2002 GameCube game, what would I change? After a suitable amount of complaining, I’ll discuss a fan project that comes close to doing what I think Nintendo should do.
So sit back, relax and let me refresh your body and spirit.
The first changes I’d make have to do with the frame rate. It’s evident that Super Mario Sunshine was supposed to be a 60 frames-per-second game. Some prerelease footage even shows as much. But somewhere late in development, the framerate was capped at 30, making it the only 3D Mario Game post-64 to not reach 60. Using Gecko codes, it’s possible to unlock the framerate and play at a pretty consistent 60. It’s so consistent that it starts raising the question of why Nintendo didn’t implement this into the Switch rerelease. This code isn’t emulator exclusive either, it also works pretty well when used on Wii consoles. Also, a hypothetical rerelease using the source code wouldn’t even have to deal with this anyway. But it’s good that the game works so well like this even without more structural changes. I don’t really need to explain the benefit of an increased framerate, so strike that one down.
And with that out of the way, it’s time to outline the biggest change my hypothetical Mario Sunshine remaster would make. One seemingly small but with major ramifications towards the rest of the game. But first, some background.
Super Mario 64 took a pretty big risk back in 1996 by significantly changing the main objective of playing a platformer. It was no longer about clearing a level. You aren’t going through these areas to reach an end point. The objective is now to find certain major collectibles, in this case power stars. But the game doesn’t want you to collect all of them. I’ve heard a lot of discourse recently about the boot-out system, but even when I was a kid I realized that 64 kicked you out of every level not just to pad out game length but to keep you moving around the castle.Ā 
64 is always inviting you to explore new areas with a constant trickle of new content the more total stars you collect. At first, the amount of stars needed to unlock a new level are small. The first area of the castle has every level besides Bob-omb’s Battlefield locked behind a small star total. And the amount needed to progress onto the next full area with five more major levels is only 8. But these star totals gradually increase over time, requiring 30, 50, and finally 70 stars to unlock new content. But what stars you got never mattered, just how many in total. This allows for free exploration where the player doesn’t have to think about where their next objective is. For instance, exploring pretty much every cardinal direction of Lethal Lava Land will lead you in the direction of a star. And because it doesn’t matter which star you get, it allows players to choose how long they invest in each level. Are the constant treks up Tall Tall Mountain or Rainbow Ride annoying you? Well all those stars are completely optional, you just have to compensate by completing more of the other levels. It’s an ingenious system that allows for a lower total amount of levels to feel more rewarding.
Super Mario Sunshine is practically begging to be like this. In fact, for the first few hours, that’s exactly how it works. New levels are unlocked progressively through getting Shines. But it doesn’t work in quite the same way. These shine totals are never outlined to the player. It shows you that you’ll eventually be able to use the Rocket Nozzle and has objects like the pineapple blocking Sirena Beach to make you yearn for a Yoshi. But you’re not told when these things are to be unlocked; it just sort of happens. Which is fine, it definitely makes the game feel more mysterious. But it lacks that forward momentum of 64 where your end goal is always simple and in the back of your mind. Oh, I need 30 stars to unlock this big door. Sunshine doesn’t have this despite literally operating in the same way. But it still maintains the ability to slowly unlock content to players through playing more of the game, which is good. And importantly, which stars you get for these gates aren’t important, just that you’re getting them at all. And if the game stuck to this principle, that would’ve been great.
Except it didn’t.
After the rocket nozzle is unlocked and Pianta Village becomes accessible, your total amount of Shines is never relevant again. Instead, game progression is contingent upon completing mission 7 of every level. Not every shine is valued the same according to the game. The progression is far more linear than in 64. You can no longer choose to avoid the Chuckster mission. Or the Sand Bird mission. Or the teeth cleaning mission. Or racing Il Piantissimo three times. Or fighting Gooper Blooper three times. Or fighting Petey Pirahna twice. Or defeating these same Piranha Plant Gatekeepers five times. Or even chasing down and squirting on Shadow Mario E L E V E N T I M E S. There’s a lot of repetition here which would’ve been eased simply by allowing the player to avoid doing these missions wherever possible. 64 had similar situations of reused content, but it’s not as egregious when there’s no incentive to collect stars you don’t want to.Ā 
This structure is also weird because there’s a ton of extra missions in this game. Some of the game’s most, err, funĀ segments are hidden away in Delfino Plaza. These can be some pretty time-consuming tasks. You know what I’m talking about. But that’s not all. Every course also has some bonus shines. Every secret stage has an additional Red Coin challenge. There’s some ā€œcleverlyā€ hidden shines even within certain missions. There’s even a mission 8 to every level. Every level also has a 100 coin mission which, just to get it out of the way, should absolutely not spawn the shine somewhere 100 feet away from you AND boot you out of the level upon collection AND not be possible in every mission. Like c’mon, Mario 64 got this right on the first try. So Nintendo went out of their way to put all these extra shines in the game, and yet none of them matter towards game completion. Which makes me wonder what the point of completing them is supposed to be?
All this extra content, regardless of quality, would benefit from a system similar to Mario 64. In its current state, there’s not much of a reason to even bother with these extra missions, especially when some of them are of questionable quality. On that same token, there’s some pretty fun missions hidden in this extra content, and it’s a shame that they aren’t more important.
Well, with that...Ā Ā 
B L U EĀ  Ā  C O I N S
I almost forgot about you!
Blue Coins are pretty despised. But in concept they’re pretty smart to put in a game like this. It’s kind of like the Red Coins but on a broader scale. They’re packed into every little tiny corner of the levels, giving players more of a reason to explore the pretty environments. And once you collect 10 of them, you get a Shine Sprite from the local beavers. If these Blue Coin shines counted towards a grand total for game completion, Blue Coins could give players a nice buffer to replace some of the games more questionable missions. But just like all of the extra content, Blue Coins matter not one iota towards finishing the game. So, the only reason to collect Blue Coins at all is if you wanted to collect them all.
And that’s precisely why people hate them. Because collecting all the Blue Coins is an absolute nightmare. Let’s not even talk about how cryptic some of these coins are because honestly I’ll be here all day. Let’s instead talk about how impossible it is to know how close you are to getting every Blue Coin in a level. You can intuit through previous levels that it caps out at 30 per level, but the game never tells you that. There’s obviously no Blue Coin tracker like there is for shrines in Breath of the Wild, so if you’re frantically darting around Noki Bay looking for the one coin you missed that's hidden inside a wall for some reason, you’ve only got GameFaqs and Jesus to help you at that point.Ā 
To top it all off, just like the 100 coins missions, it’s impossible to get every Blue Coin in every mission in a level. Some blue coins are exclusive to certain missions. And it’s impossible to know how many are exclusive, which ones are exclusive, how many exclusives you’ve gotten, how many exclusives you need. Must I continue? This process is a disaster and gives Blue Coins a bad name. If they were put in a game like Mario 64, I feel like these things would have much more of a positive reputation. But as it stands these things are so toxic they’ve been reduced to POW switch fodder in later games.Ā 
I think Blue Coins summarize the issue with the extra content pretty succinctly. In a game like Mario 64, they’re harmless. But in a game where none of it is tied to beating the final level, the only purpose they have is 100% completion. And 100% completion should never be the focus of 3D Platformers. Some players prefer playing to completion but there’s a reason why most don’t. Fully completing a game is a soul commitment as much as it is a time commitment. It’s saying to yourself that I am willing to go through all the unfinished, janky, and cryptic content Mario Sunshine has to offer all for the extensive reward of… a different end screen. So yeah, there is no reason to get 100% of Mario Sunshine’s content. Even completionists are going to be disappointed. Not only is this content useless towards Any%, it’s aggravating for 100%, since fully completing the game is so unrewarding.Ā 
So, how do we fix this issue? Well to do that, let’s take a look at a mod that, in my opinion, does exactly that:Ā Super Mario Sunburn, made by Epicwade.
The biggest change Sunburn makes is in its requirements for completion. Rather than Bowser being locked behind completing the seven Shadow Mario shines, the door to Corona Mountain is opened when the player attains 70 shines overall. If you recall, that’s the exact same amount 64 requires of the player to reach the final level. This change, by itself, adjusts Sunshine more towards what I would like it to be. But if you’re crazy enough to prefer the previous mode of completion, it’s still there as an option.
That’s not all, though. Now, when you collect a Shine, you’re no longer booted out of the level, and instead are simply asked to save and then you’re free to explore the rest of the level. My feelings on this essentially boil down to which mission I’m playing. I think the first two shines of Bianco Hills show this working pretty much perfectly. You squirt on the gatekeeper to get the first shine and then you’re immediately free to go forward and fight Petey Piranha. This feels far more natural than having to get booted out after the first shine and make the entire trip through the first half of Bianco Hills just to get back to where you just were. So in this case, it’s a positive.
However, Sunshine very often changes its course layout per mission. And when that happens, it feels a bit unnecessary to have to boot out of a level manually and boot back in just to get the next event to trigger. Sometimes you can chain getting a bunch of shines out in the open with a secret stage which resets the level upon entering the newly placed warp pipe at the end of it. But otherwise you’re stuck pausing and exiting. I feel this issue may be able to be streamlined by doing something like Mario Odyssey does, where collecting certain Moons boot you to the beginning of the level with the new mission unlocked. This might be outside of the reach of Sunshine modding at the moment, though.
This isn’t the only change set to make Sunshine more open. One of my favorite parts of the original game was that you could see other levels whenever you looked around. Turning at the start of Bianco Hills and being able to see not only Delfino Plaza but also the yet to be unlocked Ricco Harbor and Pinna Park was fascinating to me when I first played it. Sunburn takes this concept one step further by allowing players to travel from stage to stage. For instance, taking the river in Bianco Hills spits you out Ricco, and climbing a vine in Ricco allows you to travel back. This is a pretty novel idea and definitely makes replaying the game an entirely different experience, especially when combined with the lack of boot out. It does lose me a bit in how it necessitates for every level to be unlocked at the start. As I mentioned previously, slowly unlocking stages to the player by collecting whatever collectible they’re using allows for 3D Platformers to have constant forward momentum, which is lost here. But for those who’ve already played the game I think this is a fun option.
Other quality of life changes are strictly positives. In most instances, Blue Coins are now accessible from any mission in a level. I say most because it’s impossible for some of these coins to make the transition. But in the vast majority of cases, it’s been done. More coins have been added to each stage, along with Red Coins counting as collecting two coins just like in 64. This makes getting 100 coins a lot easier, especially when you’re doing multiple missions of a stage in a row. Two of the game’s weakest sections become far more manageable with these changes. There’s some smaller changes too, like being able to skip cutscenes, Blue Coins no longer bringing up a save screen, and Shadow Mario’s invisible health bar being restored. There’s also new content here, with additional secret stages being accessible from the main courses. Nothing mind-blowing, but it’s at least pretty neat to run around Outset Island as a FLUDD-strapped Mario.
Super Mario Sunburn addresses a lot of my issues with the original version, which was exactly the point. I’m not the first to bring up these issues, nor will I be the last. There’s so much potential within Super Mario Sunshine to be one of the best examples of its genre, so to see it fall short in such fundamental areas is undeniably frustrating. As usual with Nintendo, and even with other publishers, it’s often the community that sees itself to correct the issues with the games they feel deeply passionate about. Basically the only difference between Sunburn and an official Sunshine remake or remaster would be a significant layer of polish. That still might happen, but I’m not holding my breath at this point. So if you find yourself feeling similarly as I do about Sunshine, it might be worth it to check Super Mario Sunburn out. Here’s the download link again if you’re curious.
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writingingraves Ā· 1 month ago
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IRIS - Scenario # (OC PMV)
This is the winner option of the community poll! Sorry but due to mental health issues, I could only do a lazy PMV instead of an Animatic. I promise the second part will have animated bits! TW: The song contains themes of Violence and SA. CW: Epilepsy Notice and Non-explicit Imagery.
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Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 2 months ago
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IRIS - Progress Sneak Peek [3] [previous part]
Still at the very beginning of the first draft!
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Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 16 days ago
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IRIS - Original Character Playlist #1
I think this is an option I'm most excited for. If y'all check out the lyrics of these songs (except the one without ofc) you'll learn more about Iris' character and parts of her story.
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IRIS KINJAL PORTEŞ (OC Song List):
Hollywood Principle - Breathing Underwater (Ether Remix)
DROELOE - Weird Machine
ILLENIUM - Reverie
ODESZA - White Lies
MOTHICA - Heavy Heart
DROELOE -Ā Step By Step
Creo - Shine
Bonus -> My fave version of Step By Step :
Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 3 months ago
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IRIS - Old Iris Snippet (2021 ver.)
This is a funny (imo) fragment of the 2021 Iris story. Iris was so funny throughout the whole thing back then. Hoping she's such as endearing in the upcoming remaster as well.
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Work on IRIS the remaster has officially began! Content is shown on the B/T community first.
IRIS' L. is the placeholder title for a future book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, a BAD TOKENS story.
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writingingraves Ā· 2 months ago
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IRIS - Official Title Hint
A fun, little thing! I think the first word's obvious, hehe. This is the winner option of the community poll. All poll options will be posted from most voted to least.
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[
"I" - word found in botany, biology, naming;
"D" - (ad)verb
"L" - literary term
]
Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 23 days ago
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IRIS - Spoilers Disguised As Memes [PART 4]
Me over here, really trying to sprinkle big bang spoilers through vague language and funny haha images.
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Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 2 months ago
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IRIS - (Side) Character Voice Claim [Part 2]
The second ever drawing of Gem and his voice claim! An important Side Character from IRIS.
[Song: My Clematis (Ivan & Till Version)]
Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 2 months ago
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IRIS - Spoilers Disguised As Memes [PART 3]
This is the fourth and last option of the community poll. Next up: yet another poll! If you wish to choose what to see next, join us!
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Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 9 days ago
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IRIS - Story Moodboard #1
The last option of the latest community poll! Next up: yet another poll! With older and new options. If you want to choose what to see first and early, join the community!
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Work on IRIS the remaster has officially began! Content is shown on the B/T community a couple days prior blog posts.
IRIS' L. is the placeholder title for an upcoming (Teen bordering on Young Adult) book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, the very first installment of the first BAD TOKENS story.
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writingingraves Ā· 4 months ago
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IRIS - "Animated" Shitpost
Here is a Low Quality Meme of Iris and Sam! This is the second to first top vote in the poll! Next one is Sneak Peeks!
[Audio Link]
Work on IRIS the remaster has officially began! Content is shown on the B/T community first.
IRIS' L. is the placeholder title for a future book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, a BAD TOKENS story.
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writingingraves Ā· 4 months ago
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IRIS - Side Character Voice Claim
The community poll has decided! This is the first thing to see for you folks. Next up is a low quality Animated Shitpost. All things in the poll will eventually be shown and posted in the following order: from most voted to least. Community posts will come two-three days prior the public, blog posts.
Songs: Fish In A Birdcage - Blessed By A Curse & Four Aces
Work on IRIS the remaster has officially began! Content is shown on the B/T community first.
IRIS' L. is the placeholder title for a future book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, a BAD TOKENS story.
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writingingraves Ā· 3 months ago
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IRIS - Spoilers Disguised As Memes PART 2 [check out part 1]
(These details/scenarios are subject to change)
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[Same memes but in text:
Iris whenever Edward opens his mouth or interrupts her quality time with Sam: *incoherent hissing*
Iris:
Shape Shifter's Haunting: *haunts*
Iris: *runs and screeches*
Gem sits in the Metal trash can because he is a Metal Head. Get it?
Shape-Shifter: tries to get away
Gem, not letting it: *spiderman shit*
Iris, studying for the History test, otherwise she and Sam are f*cked (...and their friendship may (will) suffer... and the school may collapse: *bites nails and rips them off* this is fine *stares into the void* mhm!
Five memes, five images. ]
ā–ŖļøŽ
Work on IRIS the remaster has officially began! Content is shown on the B/T community first.
IRIS' L. is the placeholder title for a future book: a portal fantasy, whimsical story with teen drama, mystery, venturing and body horror. It is part of the Creation And Destruction (Standalone) Tetralogy, a BAD TOKENS story.
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writingingraves Ā· 9 months ago
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Bad Tokens: Creation and Destruction | [2024 - 2030] Masterpost
Previously referred to only as the CnD Series, the Bad Tokens Standalone Tetralogy is a remaster of four books.
Hear Ye' Hear Ye'!
About each story (on my 2024 WIP List)
Small Introduction
CnD Lore Links Old Post
Creation And Destruction Gems: Ask 1, Ask 2
Old versions of the four "books": Double O ; IRIS' L ; TFWGF ; B|C ;
Read the first 2-3 chapters of the oldies! - [1] [2] [3] [4]
WIP Intros of the old versions: Double O; Iris' L; TFWGF; B.C ;
Other posts: Summerfest Posts - Post 1, Summerfest Post 2, Summerfest Post 3, Post 4, Post 5, Post 6, Post 7, Post 8, Post 9, Post 10, Post 11, Post 12, Post 13, Post 14, Post 15, Post 16, Post 17, Post 18, Post 19, Post 20, Post 21, Post 22, Post 23, Post 24; Poll Posts - OC Poll (1), Poll (2), Poll (3); Ask (I) ; Very Old Cover Post ; Ask (II) ; Tag Game (IRIS) ; Slow Down Piece ; IRIS Concept Scene # ; IRIS Scenario # PT1 ;
Old Posts: [1] , [2] , [3] , [4] , [5] , [6] , [7] , [8]
Short, FREE Spin-off webcomic Of the series; specifically of Double O: Apprentice's Errand on Itch.io & Ko-fi.
Another Spin-off Webcomic called Histoire's Destiny (also tied to Double O.): [1] [2] [3]
Relevant Tags: wip: B/T ; wip: IRIS' L ; wip: TFWGF ; wip: double O ; wip: B.C ; #b/t prerelease content ;
TBA
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