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#moon dancer probably has abandonment issues
stickersdoodle · 1 year
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imaging feeling like your best friend abandoned you just for her to then become the princess of being a good friend
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vampiresuns · 3 years
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This Is How We Say Goodbye (Song To The Open Road) | Asra x Milenko
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☽ THIS IS HOW WE SAY GOODBYE (SONG TO THE OPEN ROAD) ☽
1.9k words. Written for Asra Week, day 6: Promise. In which the Plague ravages Vesuvia, there’s an argument and Asra and Milenko part ways.
You can catch up with Milasra’s pre-game canon, ‘Like Thirst Holds Water’, here.
When Anatole and Milenko got involved, Asra and Amparo were already fighting. 
Their relationship had always been peculiar. More than friends, they were sometimes mirrors, matchstick and friction, cause and reaction. While Milenko was the one Asra had fallen in love with, and Anatole the one who he rode and died for, Amparo tended to spring Asra into motion. Both of them did things in almost identical ways — Asra’s sun sign was Amparo’s moon sign, her rising sign, his moon. As such, they gave the idea of instant compenetration, of unspoken frequencies vibrating in the same way. 
Amparo, the animancer, the actress, the dancer, the impersonator imbued in Asra something the others could not quite describe. That was Amparo’s charm, after all, that pizzaz that made her no one other than La Cassano. 
In that way, they shouldn’t have been surprised they would butt heads this way. They shouldn’t have been surprised that nothing could deescalate the fight either. Everyone was tired, everyone was grieving. The City was ridden with the Plague, there were no answers and no solutions offered, and for the first time in the almost 20 years Lucio had ruled the inevitable had happened: the Council of Vesuvia wasn’t enough, and now it was too late for them to remove Lucio from power by declaring him unfit to rule. The mechanisms would not work, the tissue of the Court was almost entirely destroyed, and the people were ill and needed food, clean water and doctors.
Their families had decided to all ride this out together in the Palazzo, with the proper health regulations that they could adopt. The building could house them all without problem but more importantly, it would mean they would be together. Many things were said about them, like how nothing mortal could kill them, based on an old, old story of how the Consul’s office had become theirs. It was no less true that the Radošević-Cassano did not survive alone. 
So they grouped, they went back home, and with their location inside the walls of the infamous Palazzo Cassano, they took in their closest friends. Their families had begun as friends, marrying between each other was recent, and only a kink of some very specific sets of family members. To them, family wasn’t blood, family was a choice. 
They had asked Asra to move in with them, and with that, to relocate Muriel, no one had to know he was in the Palazzo with them, specially not the Count. Asra, however, wanted to leave, and he wanted to convince Amparo, Anatole and Milenko to go with him, so they all would take their stuff and go, and abandon Vesuvia — a City that had never done anything for any of them. There was no point in dying in it, let alone for it. 
Naturally, the proposal turned into an argument. Amparo especially would not leave her mother and parent, Amparo would not leave Anzano, their grandparent, as she knew they would not leave Vesuvia. Anzano was old, very old, but still fit for travel; however, they had once been the High Priest of the Sun and had trained the new one, just like their spouse Atilia Cassano, had been the High Priest of the Moon. They wouldn’t leave a City they felt a sense of responsibility towards, and Amparo herself would not desert her family when they needed her.
Milenko had a similar idea. He couldn’t leave. He couldn’t leave when he could help, he couldn’t leave when his mothers would not go, when his grandfather would not go, when his cousins would not go. Unlike Amparo he had no will to argue with Asra, instead, with the help of Anatole they tried to calm it down, so Asra could see where they were coming from, and they could try and answer Asra’s concerns.
It didn’t work. Everyone was strung, stressed and grieving, so it was a matter of time before one of them said the wrong thing, at the wrong time, with whoever the comment had been directed at not wanting to be understanding about it. It was a matter of time before they were all arguing in the ground floor of the Moonstone and Jasmine, all of Asra’s things packed up as he said he was not staying to die in a City like Vesuvia and how anyone with half a mind would do the same. 
Milenko saw the point of no return happen in slow motion: Asra’s words collided with nothing other than the behemoth that was the Cassano’s sense of pride. Whatever they had begun, it could not be stopped now. 
A lot of accusations flew around. Amparo tried to tell Asra that he couldn’t just expect her to leave the City she had always lived in, the City that she hoped to die in at old age. Asra told her what did she know about losing homes, she who had been born in the Heart District with a silver spoon on her mouth, who had never had to struggle because she always had a roof above her head. Funnily enough, Amparo’s patience ran out when he told her that she couldn’t even cook for herself. 
“Do whatever you want. I’m not leaving. If that’s all you think of me, then forget we were ever friends Asra.” 
She disappeared into the upstairs of the shop, into its main living quarters. 
“Asra, that’s not fair,” Milenko said. His tone was critical, but he still tried to stay as calm as possible. Maybe if Asra could see that he really would be safe—
Then Anatole spoke, his anger raw, yet cold and precise, like a well practiced fencing blow: “What the fuck is wrong with you. If we were a bunch of superior assholes who did everything for our own benefit—”
Asra snapped. “No, but you sure think you’ll save Vesuvia from Lucio just from existing, as if anyone in this city would ever care if you lived or died, Anatole. That’s what you do, don’t you? Pretend like you can fix his mistakes while everyone else suffers from them.”
The silence that fell between the three of them was abrupt, soon ringing in their ears, but when Asra tried to apologise, noticing he had said the wrong thing, it was too late. 
Anatole looked like he had been slapped.
“Toly?” Milenko asked, moving closer to his cousin to squeeze his shoulder, wanting to make sure he was okay. Asra’s words had hit one of Anatole’s greatest fears: that no matter how hard he tried, it’d never be enough. 
Before he could reach Anatole, his cousin’s face changed. As his features shifted with anger, Anatole spoke again. 
Now he was truly and really angry. “You meant that.” 
The issue with words was you couldn’t take them back once you said them. All you could do is hope the other person would forgive you and understand if you had misspoken. As Milenko was once again caught between Asra and Anatole arguing, he realised this was one thing Anatole might never forgive. He doubted it was his place to say, yet Milenko didn’t know if he could even advocate for Anatole forgiving Asra’s words, with time.
The issue wasn’t about who was right or wrong. There was no right or wrong, there was no miraculous answer in this unsalvageable situation. It was that Asra had meant it. Part of Anatole’s language magic was this: he was able to read feelings and intentions in spoken words. As a language manipulator, he could tell everything which people (intentionally or otherwise) imbued into words when they spoke, even if he couldn’t tell the why or the how. 
Would he be able to carry on if he could feel that after years of showing honesty and vulnerability because you want the other person to know you, this was what they thought at their worst? 
The argument didn’t last much longer. Anatole, not wanting to speak, went upstairs to check on Amparo, while Milenko and Asra stood alone on the ground floor of the shop. 
The magician began taking his things, preparing himself to leave for real. Milenko followed him, standing outside of the backdoor as he looked at Asra adjusting his travelling coat. Amparo has gotten it for him. It was handmade, Amparo’s gift to Asra two birthdays ago. 
“Aren’t you going to say farewell?” 
Asra startled, not expecting Milenko standing there. “I thought there was nothing else to say.” 
Once again they stood in silence. It felt like forever, even if it was probably just a couple of seconds. They were aware of every moment they lost to silence, looking at each other under the Vesuvian sunset. They felt far away, miles away. 
It hurt to realise, more than Milenko was willing to admit, but Anatole had been right: he still remembered when they were arguing about Asra not asking for help about Muriel. They could be as open as they wanted with Asra, but Asra would never step in time with them, even if he wanted to. 
Who better than Milenko to know this, and to know that sometimes, it was through no fault of his own. 
Asra spoke first. “You think I’m making the wrong choice.” 
Milenko pressed his lips together. “I don’t think there’s a right choice. There’s just the best we can do with the options we’re given.” 
“You don’t think I could do better with mine?”
“I don’t know, beloved, could you?” 
“Don’t— don’t call me that.” 
“I’m sorry. Force of habit.” 
“I forgive you,” Asra said, shifting his weight between his feet. He wanted to say something else, yet he said nothing. 
“Asra. I’m not judging you. I already told you I am no one to judge.” 
“How can you say that to me at a time like this?” 
“What? It’s the truth. I don’t like that you’re leaving and I would never make the choices you are making, and I could give you a piece of my mind and point fingers at you. I am angry, I’m hurt, but nothing I accuse you of will make me feel better. Judging you will not make me feel better, so I won’t. I’ve never done.” 
“Sometimes,” Asra said, dislodging his travel bag from his shoulder, “sometimes I wish you did. It would make leaving easier.” 
To Milenko’s surprise, Asra crossed the distance between them. Milenko didn’t stop his hand from cupping Asra’s cheek. Asra leaned against it, even if he wished he hadn’t. Asra closed his eyes, tears coming through his closed eyelids.
“You know I won’t ask you to stay,” Milenko said, getting teary himself. 
“Just like I know I won’t get you to leave.” 
“Just promise me you’ll think about it, Asra. Promise me that at the very least, you’ll try to take good care of yourself.” 
Asra opened his eyes, his vision blurred because of the tears. He wiped his eyes with his sleeve, letting Faust slither into his arm to stretch herself all the way to say goodbye to Milenko.
Her tongue flicked against his nose, making Asra smile. 
“Promise me you’ll take care of yourself too, please.”
Milenko nodded, Asra saying his farewells before turning around and walking away as fast as he could without breaking into a run. Milenko watched him go, until Ursula, his familiar, nudged him inside. 
“May Allah keep you safe, Habibi,” he said to the empty street before closing the door behind him. 
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savannah-collier · 3 years
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Hiya everyone! ♥ i’m Mel and i’m bringing in this dork named Savannah. The intro is a hot mess but in my defense i’m still fleshing her out - she & i are loveable I swear! lol
p.s don’t be shy to drop IM’s for all the plotsss & connections! all is welcome!
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『 phoebe tonkin. thirty. cis woman. she/her. 』 oh heavens, is that SAVANNAH COLLIER from FAIR LANE i see roaming around mapleview? minnie may’s always calling them -QUICK-TEMPERED & -DAUNTLESS. i happen to think they’re not that bad! they’re a pretty cool BALLET DANCER / TEACHER and every time i’ve seen them, they’ve always been +HEADSTRONG & +LIVELY. i hope i see them around again! 『 Mel. 24. gmt+1. she/her 』
TW: MOTORCYCLE CRASH, DEATH.
BASICS ::
FULL NAME : Savannah Emma Collier BIRTHDAY : november 27th. AGE : 30. ZODIAC : Sagittarius.  HOMETOWN : North Carolina. PROFESSION : ex- professional ballerina & now teacher. SEXUALITY : bisexual SPOKEN LANGUAGES : English and a bit of french. EDUCATION : Juilliard School.
Then :: 
— on the 27th of November 1990 Karl, a bank finance director, and Penelope, a flight attendant welcomed twins into the family. Savannah & Sam Collier.
— Penelope would leave the family after the twins' third birthday. Her absence wouldn’t bother the kiddos much as they were too young to have memories with/of her. So Karl, to whom family is everything, became a single parent and their superhero.
— Savannah & Sam were each other's best friends in the entire world. They did almost everything together, you would rarely see one without the other somewhere nearby. Here you wouldn’t find any “gender” boundaries as they would play with dolls, cars, lego, dress up and even fight play together.
— However when Karl put the twins into a children's ballerina class at age 5 - Savannah just knew right there she never wanted to stop dancing. And it stuck with her all her life. Sam, on the other hand, it wasn’t his cup of tea.
— So while Sam followed their father's footsteps in economics and business Savannah had to fight tooth and nail to win her father's approval of turning her loving hobby into a serious career. 
— She got a stipend to Juilliard school and she was over the moon to move. Sam stayed behind.
— Although she adored her mapleview, she needed a breather from everyone as she was quite the troublemaker outside the academics and dancing. it wasn’t that Savannah was a rebellious teenager but she could be a lot to handle with a sharp tongue and constantly seeking adrenaline and pushing the limits. the classic of wanting to experience everything and beyond your hometown/bubble.
—  Years later when the twins graduated they decided after being apart for so long - they would start fresh together in Europe. They ended up in Paris, France. Where they both got impressive jobs. With Savannah dancing at Opéra National de Paris (!!!). Also they shared a loft apartment.
— this is where two became one. One morning Savannah had the police knocking on the door with the worst news you could ever receive. Sam had been in a motorcycle accident and they weren’t able to save him.
— Sam’s funeral was held in mapleview and Savannah didn’t shed a tear and to this day people who attended thinks it’s strange AF. What they didn’t see was that same night, sleeping in her twins old childhood bedroom she cried her heart out.
— it went downhill from there. Back in Paris she lost motivation for everything. eating, showering, etc and even missing rehearses which led to getting fired from the opera. 
 — It would take months, almost completely rotting away before Savannah’s father flew over to talk some sense into her.
Now ::
— She decided to return home with her father. back to dear ol’ Mapletown. Mostly for her father’s sake but maybe he had a point of returning home & re-discover yourself? 
— Karl pulled some strings with old connections and managed to get her a job as a ballet teacher for children. At the very same place which she herself attended as a kid.
— Savannah has been back now for 6 months (in a small apartment on her own) and while she has a long way left of healing and mourning her twin, it's going rather well. Some days are definitely better than others. 
— But being back a woman and falling into old habits can this time get complicated and ugly as things aren’t as easily forgiven as a teenager making them. especially without your twin for advice, protection, and understanding.
Personality ::
Traits: 
+ loyal + sincere + bright
- short-tempered - dauntless - too sentimental at times.
— Daddy’s girl AF & " looks like they could kill you but is actually a cinnamon roll.“
— Savannah off and on stage are the complete opposite. You see ballet is her zen zone where otherwise her lively energy would come down and settle and just be. With the ballet slippers off Savannah is a firecracker.
— music-wise she enjoys classical but her absolute favorite is old rock and you will pass her Jammin to loud ass tunes blasting through her headphones or catch her going to every local gig any new rising band is having.
— Savannah is outgoing, loving, bright, and always up for a fun time, even if it sometimes meant trouble or not. That being said she isn’t as vibrant as before.
— just don’t get into a fight with her. the gentle sophisticated side is only there when the ballet is in the picture. she has a nasty side and you won’t see any shyness or hesitation.
— if you didn’t know Savannah before Sam’s death it will be difficult breaking through her walls as she developed abandonment & attachment issues from the trauma.
wanted connections ::
are all open at this point but i’ll probably link a page for it later as her story develops!
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Name: Ryoji
Age: Thirty 
Personnality: He is essentially a teddy bear. Kind and soft, usually optimistic, he is very friendly, generous and outgoing, probably too much sometimes. He is extremely emotionally sensitive, his mood changes very fast, but not without a cause. He tends to overreact to things, but that’s just because he cares a bit too much. About everything.
He is super talktative, can babble nonsense for hours if no one stops him, especially when he’s nervous. He’s also clumsy, forgetful, very anxious and has a hard time believing in himself and his capacities. He’s a terrible liar and generally an open book. Whatever goes on in his mind is pretty easy to guess. Also he’s pretty dumb, unsubtle and childish. He’s a lazy boy, tends to fall asleep everywhere and all the time.
He’s no hero, he’s actually a pretty big coward and a scaredy-cat, but he’s ready to do anything for his friends and loves ones, even those he hasn’t known for very long. He is extremely forgiving. His abnegation runs deep, he considers others as naturally superior to him.
Talents include: art! Especially painting, he’s ridiculously good at that. He also sings relatively well and has a nice voice, and he’s a very good dancer too (though his moves are a bit chaotic). But he’s a bit shy when it comes to those things.
What he is not good at: Oh boy, where do I even begin. Socializing (he’s very awkward), cooking (he creates disasters), sports of any kind, all things that rotate around “adult responsibilities”. It’s not that he *doesn’t* want to pay his bills, it’s just that he forgets. Also, fighting! Boy is he terrible at that.
In most universes he works as a history teacher. He’s passionate, but not good at keeping his authority intact. Students give him a rough time.
About magic: Ryoji is a magic man! This is linked to a complicated thing about a magic stone he found, but we don’t care about that. Basically he can heal (through hugs), ease the mind or pain of an individual, create protective shields, seal a door, create light, etc - all kinds of things, but no agressive powers. He is completely harmless, unless angered, which never happens. Also, it’s important to keep in mind that his powers are extremely tiring, so he can’t use them all too much. If he crosses the line, he can even wound himself, or die.
He’s also a wereboof! Kinda like a werewolf, except he turns into a huge bear-dog of some sort (see image above). He can shift at will, and even talk when he’s in his boofer form, but he feels the strong need to shift when the full moon comes, and tends to forget how to speak during those nights.
He has dog instincts when he’s in his boofer form, but there’s a risk: if he stays a dog for too long, his human mind can fuse with the dog’s, and he’ll just disappear, basically staying a dog forever. And well, he isn’t aware of that fact, so that’s problematic.
Backstory: Let’s make this short, because I’ve been rambling for a while. He’s the third son in a family of five, but his parents never really cared about him, which led him to having strong attachment issue and a permanent fear of abandon. His brothers tended to beat him up regularly, and he never knew how to defend himself. He’s had a two boyfriends in his life, one disappeared without saying goodbye, and the other cheated on him.
A lot of more messed up stuff happened in his past, which I won’t bother explaining, but he has been tortured for experiments a few times, and manipulated through memory wipe.
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Crows curse, chapter one official
A/N: Its edited.
In the city of Bianchi, the sun hung low in the sky and the people continued to party as the night drew nearer, casting a golden glow on everyone and everything, making it seem so ethereal, like he wasn’t on the mortal realm, like he had joined his ancestors in the afterlife and celebrated everything that he was, everything that he did with abandon.
Music could be heard from every street, from every home, from the lake that bordered one side of the city to the hills that bordered the other. It was magical, the way each band played, and each singer sung, each a different song but no less beautiful than the next. It was the individuality, the creativity, the pride that they all carried in their music that really made the mood what it was. It echoed all across the city, and it was the dancers, twirling in time that made it truly come alive. Everyone was throwing their whole soul into celebrating, and he couldn’t blame them. It had been far too long since the citizens had let loose like this, and it was much needed.
This was a day of celebration, hope lighting each and every citizen with the promotion of Captain Anastagio Rossi. Most, if not all, knew of his reputation from the battles a group of revolutionists insisted on waging. His team had led several successful missions, storming their holds and flushing them out of their country or executing them under The Queens orders.
Anastagio, or Captain Rossi, as everyone had immediately taken to calling him, sat, watching dancers, eating exotic foods and drinking equally exotic wines next to The Prince, Concetto Bianchi, pleased at his promotion. Captain Rossi lifted his cup and watched the civilians twirl around, carefree and happy, in time with the upbeat music. With the threat of Crow looming on them the last month, it was easy to understand why they would want to de-stress and forget for a little while.
After the death of beloved King Alonzo, the city fell into what seemed to be a perpetual fog of grief, and it had been far too quiet for their city.
It had gotten worse after the news of who exactly had done it was released to the masses. Royal Mage and The Majesties personal doctor, their name now banned in fear of their familiars overhearing, Crow. It had come as a shock to everyone.
However, no one has actually been able to capture them yet, and so far, they haven’t made a move since that fateful day one month ago.
It now fell on Captain Rossi’s shoulders, as the Royal Captain, to look for and bring in Crow. It was a burden, one he wished he didn’t have, but it wasn’t his choice to make. Or, if he did choose not to look for them, he would be put on trial for disobeying the direct orders from The Queen.
He feared for Crow. No one actually truly knew what happened that night except for two people. Crow, and the servant who supposedly saw them murdering the king. Captain Rossi had doubts as to what actually happened that night.
This was supposed to be a day, and night, of celebration. Why he was thinking of such things, he didn’t know. Just enjoy the night, he scolded himself, this is for you. He sighed and closed his eyes. He wont be able to enjoy the party. He hasn’t been able to enjoy much of anything lately, the stress weighed down on his shoulders too harshly.
A different kind of weight fell onto his shoulders, pulling him out of his thoughts.
“What’s on your mind, Anastagio?” Prince Concetto cooed, fluttering his eyelashes at the Captain. “Is the party not to your satisfaction? I could think of a few ways to satisfy you if its not.”
He resisted the urge to roll his eyes, “Large crowds just aren’t my forte, your Highness. And with the threat of Crow, I would have thought that they would stay in doors, avoiding getting killed. With everyone out, especially like this...”
The Captain felt, more than heard, The Prince laugh. “Is that what your calling it now? Well, think of it this way, if Crow does decide to descend on some poor unsuspecting victim, we’ll know fairly quickly, someone is bound to see the body and talk will spread like a wildfire during a drought.”
He grimaced at the comparison, early childhood memories coming to mind.
“I’m not entirely convinced that partying all day and all night on my behalf, considering that Crow hasn’t been caught yet.” Captain Rossi said with a frown, “Its not very safe for them to be out like this. In all honesty, I would prefer that no one died tonight in the first place. And the best way to prevent that right now is to stay off the streets and avoid large scale activity, like this, so that someones murder wont be hidden by the celebration.”
Prince Concetto laughed loudly as he righted himself, gesturing for more wine. He thanked the servant and dismissed them for the rest of the night.
“I think I have an idea of what you would rather have, but unfortunately the day is coming to a close and I have to leave the city in the morning to visit the northern sector. Enjoy the party, Captain Rossi.” Prince Concetto winked as he left the table.
Captain Rossi could see a gaggle of girls eyeing him with the intensity of a predator stalking its prey. As much as he wanted to return to his home, it was becoming very clear that he wont be leaving the celebration without a dance or several. He shuddered at the mere thought of getting back onto the dance floor. Not again, he promised himself. Not after last time.
Taking a sip of his own drink, he stood and mentally prepared himself for the onslaught of torture- dancing, he definitely meant dancing. He passed the one group that was making him feel like a young rabbit out in the fields staring down a dog, and nearly flinched when they started giggling. Walking faster, he avoided making eye contact with anyone and began his search for a secluded area to watch the sunset. It was far too crowded, he thought as he clutched his wine closer to him. He was glad he brought his drink with him, if he can think fast he could say that he has business to attend to, people to speak with, if he can’t… it’ll be just like last time all over again.
He took the back alleyways, heading towards the upper section of the city, closer to the castle, and less populated than the mid section. Buildings slowly began moving further apart from each other, letting the air flow easier. This allowed small gardens take up space, creating small areas to escape to.
He picked up his pace, weaving past people. If he didn’t hurry, he wouldn’t make it to the specific balcony in time for the sunset. It was, in his opinion, the best place in the city, and one of the lesser known spots of paradise.
Taking a right, he came to a little hidden treasure he found the first year he came to this city. It seemed as if he had made it on time, the sun hadn’t gone down yet, but soon it would. The balcony was set in the upper Middle district, the entrance hidden by the ivy hanging down. It was probably why most missed it, it blended in with the rest of the wall.
It looked to be one of the many gardens tended by the gardeners staffed by the queen. It was positioned to overlook the lake. He came here when he needed time to himself, to escape his duties when he wasn’t needed. Unfortunately, since the kings murder, his time had shrunk until he barely had enough time to sleep. Despite his earlier thoughts, he was coming to appreciate the time off the party granted.
He pulled his cape off and laying it on the ground like a picnic blanket, eager to settle down and watch the sunset over the lake. This was his favorite time of the day, when everybody was heading home for the day and the city was finally settling down, usually. It was the transition from the bustle of the day to the quiet of the night, when so few are still out, and nature begins its lullaby. It reminded him of home.
The sky exploded into a kaleidoscope of colors as the fireworks began. It was clear that mages from all standings, the old and the young, the accomplished and the ones just starting to learn, were having a little bit of fun showing off, each firework as unique as the one who casted the spell. Behind the bright explosions, the moon started to rise. It was full, and Captain Rossi took a moment to thank the heavens that lycanthropy wasn’t an issue in Bianchi.
A noise at the entrance of the balcony made him rethink his thought, and prayed to the heavens that lycanthropy was not a problem in Bianchi. How embarrassing would it be if he contracted it on the night of his promotion?
Setting his cup down, he stood and gripped his sword. A figure stood behind the curtain of ivy, before coming through into the garden.
A woman. It was just a woman, in a simple, yet elegant, blue dress. There was something familiar about her, she almost reminded him of his mother. There was an air of familiarity about her, he began to relax, before catching himself. Taking his hand off his sword, he could see the moment when she saw him. Her entire body language shifted, and she walked towards him.
“Gio.” Soft. Raspy. Barely above a whisper and it sounded as if someone had done something horrendous to her, a curse perhaps. He had heard of such curses, and had once been on the receiving end of it for a week. It had been difficult to talk with restrained vocal cords, but it had been possible, but not without pain.
“Don’t I look pretty, Gio?” She stalked forward, coming closer to him with an odd look in her eye, as if she was amused about something, but in pain. An immense amount of pain.
And then he saw her eyes. Gold, encircled by a small band of red. And in that moment, he knew that wasn’t an ordinary woman.
Crow had taken several steps back as Anastagio glared at them, his sword under their chin quicker than they had blinked. Their hands were raised in a non-threatening manner, and by their stance alone, it was clear that they weren’t there for a fight, but none of that mattered. Not right now. Not after what they had done.
“Gio, please, I need help.” they hissed out, dropping their glamour.
Tags: @creativebloon @silverdragonms @araniladin @welcome-to-noir-world @shadowandblack @truewanderer77445 @romanthewriter @meldaburke @horrorgamergirl
sorry for making y’all read this again but its (in my opinion) better this time!
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disneyloading498 · 3 years
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Harem Atari 2600
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Atari 2600 Complete Game List
Harem Atari 2600 Play
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Atari 2600 Complete Game List
In short: if you're looking for an ordinary Atari 2600 ROM set, look elsewhere. It can be found almost everywhere on the Internet without too many problems. If you're looking for the most genuine and best documented Atari 2600 ROM collection in the world, then look. Welcome to the all new 'The What Are We Fighting Four'. One part Let's Play, one part podcast. The What Are We Fighting Four is Travis, Joan, Josh, and TV Di.
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- A -
Adventures of Max
Little is known about this title other than it was part of the game development deal Atari made with Axlon during the late 80's. According the former Atari programmer Steve DeFrisco
'This was one of the “Designed by Nolan” games, which was never finished. It was to be set in Medieval times, the player is a knight with a sword. That’s pretty much all we had. John moved on to another company and the game was never finished. The opening sequence of the character running and jumping into the hole, and falling to the bottom worked, but that’s it.'
Bagman
This port of the 1982 Stern coin-op was programmed by Steve Hostetler for Atari. According to Steve he was almost finished with the game when they laid him off. Steve sent all his materials back to Atari after he was laid off, and it is unknown what happened to them.
Ballblazer
Previously thought to be only a rumor, programmer Tod Frye recently confirmed that this game was indeed once in development. Although the technically challenged 2600 was woefully underpowered to produce the split screen scrolling required by Ballblazer, Tod apparently had a demo up and running (various reports put it somewhere between 30% and 60% complete). The whereabouts of this demo are currently unknown.
Battle of the Sexes
Developed by Michael Case for Multivision. Multivision president Eugene Finkei talked about this game in the October 1983 issue of Videogaming and Computergaming Illustrated: 'Battle of the Sexes is played simultaneously by 2 players. It's very innocent. Each player has surrogate partners scrolling across the screen. Each player must score with as many surrogates as possible while trying to knock out the surrogates of the other partner. There are different skill levels & variations: it can be played by 2 guys with girls scrolling across the screen or by women with men scrolling across the screen. To score, the player directs the figure to bounce together with the surrogate for a fraction of a second. No genitalia. And you don't shoot the other's surrogates, you merely get them out of the way.' This title was long thought not to have even been started, but the programmer recently confirmed in a 2007 interview with Digital Press that the game was actually completely finished: 'Battle of the Sexes involved male and female figures coming together from the top and bottom of the screen, to either shoot each other or screw each other. The owners kept the only copy. It wasn't as good (as Harem). It was basically like Pong. I knocked it out in a few weeks so we could say we had two games when we approached distributors.' The whereabouts of the one and only prototype are currently unknown.
Bird Programmed by David Lamkins, after he departed Parker Brothers for Activision. David worked in Activision's short-lived Boston office. During that time, he worked on a 'bird game' which was never published. He discussed the game in a 2002 article that appeared in issue #74 of the Atari 2600 Connection: 'I spent my time at Activision working on a 2600 game I called Bird. I’ve heard that Rex (Bradford) later described it as “a pterodactyl on a bombing run”, which is pretty good as a brief description. My inspiration for Bird came party from the Heavy Metal movie (the scenes with the girl riding the bird into battle), and partly from Activision’s Battlezone clone, Robot Tank (the point-of-view perspective of the playing field). The player piloted a bird which had a limited endurance that was affected partly by the intensity of the player’s maneuvers and partly by damage incurred from missiles fired by ground-based hostiles somewhat reminiscent of Dr. Who’s Daleks. The Bird game was really based around subtlety and survival. The player had to be sparing in his moves in order to make it to the next round. It was a shooter game, but not so much an aggressive game. It had kind of a Zen quality to it – probably way too cerebral for the market. I was recently contacted by Activision’s Ken Love, who is in the process of putting together a definitive collection of Activision games, including all the unreleased and prototype games. Ken wanted to acquire a copy of Bird. If any such copies exist, it’s either on a 20-year-old hard drive in some Activision storage locker, or in a dusty prototype cartridge in someone’s closet. That’s kind of a shame. I certainly wouldn’t mind seeing it one more time…'
Blow Out
Developed by Mattel, Blow Out was a party game that had 'Two roller-skating dancers drop darts from a scaffold onto rising balloons. An easy enough task, except these rude guys keep bumping into each other and knocking each other off the scaffold. When the music stops, that's the signal for the next players to take the controllers.'
According to the Blue Sky Rangers website 'David Akers only worked on the game briefly in June 1983 before being pulled off to work on higher priority projects.' It is unknown how far along this game got before being cancelled.
Candyland Surfing
According to former 20th Century Fox programmer John Marvin 'There was a surfing game where you surfed a rainbow. That was taking advantages of something you could do cheaply with the VCS, each scan line you could change the color and you got this great rolling rainbow on the screen. It was more a screensaver than a game, the problem was there wasn't a lot of gameplay in it.'
Circus Charlie A port of the 1983 Konami/Centuri coin-op. Parker Brothers announced Atari 2600 VCS, ColecoVision, and Commodore 64 versions of this title, and prototype boxes were shown in a CES press kit. According to a Parker Brothers internal marketing release schedule, this game was scheduled for a September 1984 release. The C64 version was actually completed but never released by Parker Brothers (it was eventually released by Konami in 1987). According to Phil Orbanes, former Senior VP of Research & Development at Parker Brothers, the VCS version received 'some coding' at the very least, and may have been completely finished. The programmer is unfortunately unknown, and as yet no prototypes of this game have surfaced.
Computer Corridor
Developed by Mattel. According to the Blue Sky Rangers website 'This game started out as an original concept by Ron Surratt and Jane Terjung called Computer Revenge. At the same time, Spring 1983, Russ Ludwick was working on an Intellivision game called Moon Corridors, inspired by the arcade game Battlezone. In mid-1983, Marketing began an agressive campaign to release titles on as many different game platforms as possible. Noting similarities between Computer Revenge and Moon Corridors (mainly a 3-D grid effect), they decreed that the two games should be mooshed into one - Computer Corridor - and released on both Intellivision and Atari. By the time they tested and approved the idea, though, Russ was no longer working at Mattel Electronics and no one else was available to pick up the Intellivision version. A couple of months later Jane also left Mattel, killing the project altogether.'
It is not known how far along this title got before being cancelled.
Count's Castle
Also known as the missing CCW title, this would have a been a math title based on the Sesame Street Count character. An internal Atari memo puts the game at 80% complete, but the game was never finished. Apparently the original programmer left and there was no one available to finish the game.
Cryptogram
According to David Crane he developed this word game after moving to Activision from Atari. The game would display a scrambled phrase that the player would then have to unscramble in the quickest time possible. Players could also enter their own phrases if they didn't want to use one of the built in phrases. This game used a programming technique called 'Filled Venetian Blinds' which alternated the scanlines used by the regular Venetian Blinds technique every frame, making the image look more solid (no more lines) but also slightly transparent due to only half the image appearing on each frame. Unfortunately the game was deemed to be of 'limited interest' and Activision feared it wouldn't sell well enough to consider releasing so the project was abandoned.
Cumulus
According to the Blue Sky Rangers Website 'Cumulus was an original Atari 2600 idea by Jeff Ratcliff. His idea was to take a relatively simple game but use the extra memory available on a Super Cartridge to create spectacular visual effects not seen before on Atari - mainly really cool explosions. He worked on the game briefly in August 1983, programming a demonstration screen showing a high-resolution cloud with an enemy ship above it. While the game was listed on the weekly in-house status reports, it never received the four-digit product number that made a project official.' Sims 4 buying groceries.
A screenshot exists.
David and Goliath
Programmed by Rick Harris for Enter-Tech Ltd. Enter-Tech Ltd. did some Christian themed games for Sparrow who released Music Machine for the 2600. David and Goliath consisted of two stages: On the first David had to herd sheep and on the second David had to fight Goliath. Unfortunately the contracting company ran out of money and the game was never finished.
Dazzler
Port of the 1982 Century Electronics coin-op. Developed by Enter-Tech Ltd. for the Unitronics Expander system (which also went unreleased). The game was on a cassette and not a cartridge.
Dual Scrolling
Based on a programming effect developed by David Akers in which the screen was split in two with each half scrolling a background independently of the other. Although there was no game designed to use this technique marketing apparently loved it and decided that a game could be designed around it.
According to the Blue Sky Rangers website 'After determining the same effect could be created on Intellivision, Marketing put the still-to-be-determined game - temporarily called Dual Scrolling - onto the official release schedule. That was December 19, 1983. Exactly one month later, Mattel Electronics closed. Although no game concept had yet been thought of, Dual Scrolling was one of the few games officially still in development for the Atari 2600 when the doors were shut.'
Flapper
Developed by Mattel. Flapper was to be a unique game where 'You control the Flapper to rescue baby Flappers from an underground maze. The maze is filled with snakes, bats and ghosts. Cave-ins and landslides keep opening and closing the tunnels. Luckily, the Flapper is a unique fellow: he has three types of beanies - chopper for flying, gun for shooting, umbrella for protection - and four interchangeable types of legs: flying, jumping, running and walking. You have to find and change the appropriate beanie and legs for him to overcome the obstacles and rescue the babies!'
According to the Blue Sky Rangers website Flapper was never finished, although some coding did take place. 'While the game was listed on the weekly in-house status reports, it never received the four-digit product number that made a project 'official.' Steve worked on Flapper briefly in August 1983 before being pulled off to work on higher priority projects.'
Flashlight
Not really a game, but another 'cool programming technique' for the 2600 that Mattel thought they could design a game around. Programmer Stephen Roney had developed an interesting programming effect on the Intellivision where a moving circle of light could illuminate the background and any objects within the circle. Another Mattel programmer, Ron Surratt, was asked to duplicate this effect on the 2600. Once it was shown that it was indeed possible Mattel tried to come up with a game to fit the effect, but closed their doors two months later.
Flesh Gordon
This was to be Wizards final game entry, but was never released. Based on the 1974 soft-porn movie of the same name, Flesh Gordon was long thought to have never been even started until the programmer of the game kindly set the record straight.
'Flesh gordon was finished. It sucked, sometimes literally if you know what I mean. It was a horrible game with a lot of sex and the payoff was the ability to hump using the joystick. There was nothing cool or interesting but then wizard video wanted what they wanted. There came a time when they stole a copy of the final or near final version which was sent for their approval. They refused to pay and they went to publish the game using the rom we sent them to approve. It was just about finished but it needed some finishing touches. We never did them. They never officially released it as I understand and that was no loss.'
What happened to the prototype that was sent to Wizard is unknown. Rumors over the years have surfaced that some collectors have access to the rom, but this has never been verified and is highly suspect.
A picture of the box exists.
The Impossible Game
Developed by Telesys, but never released. The Impossible Game was shown at the January 1983 CES show, and mentioned in an interview with Alex Leavens in the Aug/Sept. '83 issue of Video Games Player magazine. According to Alex 'It's a puzzle game, sort of like Rubik's Cube. You don't blow anything up and nobody gets hurt--it's strictly a mental challenge.'
Other than this short interview, the only other information we have on this game comes from Leonard Herman, who actually played the game. According to Leonard, the object of the game was to 'successfully navigate through six levels of 36 squares that are randomly chosen by the computer.' On the first level the player only had to pick one square at a time, but on each new level the amount of squares the player ahd to pick increased (2 on the second level, 3 on the third, etc.).
For more information on The Impossible Game, check out to Leonard's personal write up of the game.
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James Bond: As Seen in Octopussy
Before Parker Brothers decided to turn it into a crappy version of Moon Patrol, the James Bond game went through two different iterations. Originally starting out as James Bond in Octopussy, this version would have taken place on a train and be based on only one movie (rather than a series of movies like the final game). In this game James would have to shoot at and dodge bullets from two armed men as they ran around on a train cart. This version of the game was seen by more than one person at various game shows and was advertised in at least one PB catalog. It is highly likely that this game was completed, but dropped in favor of the 'Moon Patrol' version.
A screenshot the actual prototype running exists.
James Bond: Moonraker Demo
According to programmer Charlie Heath, he did a one screen demo of a James Bond game based on the movie Moonraker. Sadly it appears that the demo has probably been lost forever.
'I'd prototyped a 'James Bond' scene during my first first few weeks, to see what I could do with a VCS: you're in space orbiting earth in the space shuttle, chasing bio-terrorist pods to shoot them down before they break up in the atmosphere, while your shuttle and the pod are being buffeted about by reentry. You see something that looks a bit like a spinning earth bobbing about at the bottom of the screen. If you watch the movie Moonraker, it's one of the climactic scenes, but Parker wasn't interested in it for the Bond license because they wanted to do something that was more along the lines of Pitfall - little guy running around with various spy gadgets.'
'It wasn't much beyond a concept, but it was a pretty functional single screen 1st person perspective shooter. Not up to the level of Star Raiders gameplay, but I thought the pseudo-orbiting-world view was pretty cool and unique at that time. I didn't keep a copy of the code when I left Parker Brothers. It might be buried on a backup tape somewhere at Parker Brothers, but more likely the tape was reused for cereal inventory or something like that.'
Keystone Cannonball (Keystone Kapers II ver #1) Dan Kitchen worked on two unreleased sequels to Keystone Kapers. This first version involved Officer Kelly chasing the crook across the rooftops of a train. 'I had also done a sequel to Keystone Kapers, which was the Keystone cop on a train. And that was actually a neat thing because I was able to pull off some interesting software kernels where I had eight rotating wheels on the bottom of a train where you could normally only have 2 or 6 It was a very cute game. From screen to screen, from boxcar to boxcar fighting and trying to defeat the character from Keystone Kapers, who was the runaway criminal. That was a very huge game as it had non-symmetrical play and had a really nice, large engine at the front of the game and a very large caboose at the bottom of the game.' According to Dan the game never got to a playable state and was only around 20% done before being scrapped for unknown reasons. Recently Dan found his prototype which featured the train and officer Kelly running on top of the cars. You can see a video of it here: https://www.youtube.com/watch?v=2u60o2nYEXM Keystone Kapers II ver #2 Dan Kitchen worked on two unreleased sequels to Keystone Kapers. This second version was a vertically scrolling game similar to Crazy Climber and involved Officer Kelly climbing a building while Harry Hooligan threw objects at him. According to Dan this version got to a playable state, but was cancelled for unknown reasons. - L - The Levee Game Programmed by Dan Kitchen for Activision. According to Dan: 'Keystone Kelly appeared in a yellow rain slicker running around ladders and platforms repairing cracks that would appear in a background Hoover Dam-style image complete with warning lights and a beautiful sun setting on the distant reservoir . The screen kernels were written such that I could change the background color on every scan line so the entire screen would slowly fill up with water if the player couldn't cement the cracks in time. There was also a mechanic to 'empty' the water on the player's side of the dam to keep the game going.'
- M -
M*A*S*H II Programmed by David Lubar for Sirius Software. This alternate version of M*A*S*H developed at Sirius was ultimately scrapped in favor of another version developed internally at Fox by Doug Neubauer. Programmer David Lubar describes what he remembers of the game: 'I know I had Klinger at the top of the screen, on guard duty. Once in a while, he'd try to run off, and the player had to stop him. Beyond that, I think the game involved taking supplies to different surgery tents.' 20th Century Fox had announced a M*A*S*H II game and it is believed that this version may have been planned for release as a sequel. A prototype of this game is rumored to exist in the hands of a private collector, but nothing has been released to the public as yet.
Mission Omega
Mission Omega was a space shooter developed by Commavid. According to an interview with some ex-Commavid employees, this game was finished but sent back to the programmer for some 'fine tuning'. The game was never re-finished in time to be released.
Mission X
Port of the 1982 Data East Coin-Op of the same name. Although released for the Intellivision, the 2600 version was never finished before being cancelled for 'unknown reasons'. It is not known how far along the game was before being cancelled.
Monkey Business
Designed by Mattel, Monkey Business was to be one of the few unique 2600 games designed by Mattel (all others were ports of existing Intellivision games). Although not completed, Monkey Business was fairly far along before being cancelled.
A description of the game found on the Blue Sky Rangers website reads as follows 'In the zoo, things have gone awry. Billy the Chimp has escaped and is up to no good. As any curious monkey would, he has managed to free the elephants! It's up to you, as Mike the Zookeeper, to return the elephants to their cages.
Once you have restored order in the elephant section, you must quickly run to the next section of cages. Perhaps you'll have to capture the loose Koalas. Maybe you'll have to avoid soaring hawks, battle fierce tigers or try to grab the slippery penguins. Along the way, you'll find items which will be of help to you, such as a bag of peanuts or a net. So grab your hat and stop this monkey business!'
- P -
Penetrator
Programmed by Bill Heineman for Avalon Hill. This game is not believed to have been advertised or even announced. According to the programmer: 'The game itself was a lot like Activision's Megamania. It was a simple drop from the sky shooter. It was unfinished because I left Avalon Hill to work for Time/HBO on a playcable system for the 2600. The game was probably 50% complete. My source to Penetrator was lost many years ago when the 5 1/4 floppy it was stored on simply went bad. The only EPROMS made were almost certainly erased to make way for Death Trap, etc, because we only had a few dozen and they kept dying on us because we burned EPROMS so many times. Only three dev cards were made, so all the other programmers had to write code, and test on an EPROM.' Avalon Hill's stay in the market was short-lived and it's unknown if any further work was done on this title, or if it was simply erased.
Pepper II
Port of the 1982 Exidy arcade game that was released on the Colecovison. It has recently been confirmed that the same programming team that was responsible for the Atari 2600 version of Turbo was indeed working on this game, but it was never completed (or even reached a playable state) due to the collapsing game market. A prototype case was found for this game, but it was empty as it was just a mock-up used for advertisements. Artwork sheets for the game graphics also exist.
Incidentally, there is no Pepper I. The II in the title referred to the fact that the character had two personalities (angel and devil) and not that it was a sequel.
Porkys
Not the same game that was released by 20th Century Fox, but rather a game based on the cartoon pigs that were seen on the electric sign in the movie. Former TCF programmer John Marvin remembers seeing this game while he worked at the company. According to John 'The game made no sense at all.' It is unknown what happened to this prototype after it was rejected.
- R -
Real Time Chess Real Time Chess (working name) was a strategy game developed by Greg Easter while at Atari. According to Greg: “You commanded one piece and tried to capture other pieces one at a time without stepping on any of the squares they could land on. In simple mode, all of the squares the other piece could move to were lit up. In expert mode, you had to keep that in mind yourself. So it was also a training aid for playing chess, sharpening your mind to keep track of different pieces. That game was about 90% done when I was told Atari would not be releasing any more games no matter what, so there was no point in my finishing it.” Greg said that that several test carts were made, but it is unknown where they currently are.
The Rescue of Emmanuelle Alan Roberts (designer of X-Man) talked about this game in the October 1983 issue of Videogaming and Computergaming Illustrated: 'We are currently working on The Rescue of Emmanuelle, based on the famous Emmanuelle character. It is a male-oriented action game where one has to rescue Emmanuelle, the rewards being that, if you are skillful enough to save her, she is going to thank you, bestow her kindness on you. It's a climbing game. It takes place on the Eiffel Tower. The hardest part in designing the game is that the tower doesn't fit well on the TV screen. We're working on a scrolling system.' It is not known how far this game made it into development before being cancelled.
Robotron: 2084
A Proposed title for the ill-fated Atari Graduate add-on computer. A WIP version of this game was shown at at least one show before being cancelled (along with the Graduate). According to one eye witness, it was 'The most flickery thing I'd ever seen'. This isn't surprising considering the amount of objects that would be needed to be shown on the screen at one time was well beyond the poor 2600's capabilities. A picture of the title screen exists showing some pretty nice graphics for the 2600.
Sharp Shot
Port of the Intellivision game developed by APh Technologies. Mattel decided not to release the 2600 version of this game after it was widely criticized on the Intellvision as being 'too easy'.
Shove It! was a two player game being developed at CBS which would have used a special cable to communicate between two 2600s. According to programmer Bob Curtiss: 'Shove It! was my original concept for a two-player 2600 game that used two 2600 systems, each with their own TV of course. The idea was that someone would take their 2600 over to a friend’s house to play this game with them. A bit far-fetched at the time, but to CBS’ credit they were open to these kinds of ideas. The game was simple – there were 9 rectangular objects, sort of like long pieces of wood or metal, displayed in a 3D view, that you could ‘push’ or ‘shove’ away from you, and they would move toward the other player on their screen. They in turn could shove them back toward you. The two 2600’s communicated via serial data transfer with a serial cable connected to one joystick port on each machine. Did you ever imagine that you could send data from one 2600 to another via the joystick ports? You’d use the joystick plugged in to the 2nd joystick port to select which object you wanted to shove toward the other player, and the push the button to shove it. I had a functioning prototype working within 3 months.' Shove It! was cancelled after CBS decided to get out of the video game business and closed down their Atari 2600 development unit. Stomp it This port of the Bally Midway coin-op (which was also unreleased) was done by Alex Nevelson at Bally Midway but went unreleased. There is no information on how either the arcade game or home version would have played.
Sky Blazer
Sky Blazer was a multi-level air combat simulation game by Broderbund, similar to CBS's Wings. Although shown at the 1983 Summer CES show, the game was never released.
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Snark
Programmed by John Dunn for Atari, but ultimately unreleased. John would later go on to do Superman before leaving Atari. Snark was a combination Maze solver and shooter. Each game generated a new maze, and you were set upon by critters that you had to shoot in order to negotiate the maze.
According to John, Snark 'was my first game for Atari. It was not published while I was at Atari, and perhaps never was - I didn't track it. It had a video spin mode that caused the screen to color cycle really fast, and release was held up because there was some worry this would cause people to have seizures (I know, it's bogus - but this was the early days of video games, and that kind of intense color cycling was unknown territory).'
Snowplow Developed by VSS, Inc. for Sunrise Software. According to Leonard Herman, this game was shown at the 1984 Winter CES (along with Glacier Patrol, another Sunrise title that went unreleased). Leonard described the gameplay in his book 'ABC to the VCS': 'You operate a snowplow which must clear the eight horizontal rows of snow. Snow is cleared by merely moving your plow through it. Somewhere in each row you'll uncover a car which will then move across the row that it is in and must be avoided at the risk of losing a turn. When all the snow has been cleared, one of the six cars will flash on and off and you must get to it before time runs out while still avoiding the other cars. When the car has been reached, another car will begin to flash. After all six cars have been retrieved, you'll move on to a harder screen where you must again clear the snow.' After Sunrise Software folded, the rights to their 2600 catalog were apparently acquired by Telegames, who eventually released Glacier Patrol and reissued Quest for Quintana Roo in 1989. Yet for some reason, Snowplow was never released. What happened to the prototype that was shown at CES is not known, and thus far the game has never turned up in any form.
Solo
Solo was a 3-D flight simulation game by Broderbund. Although shown at the 1983 Summer CES show, the game was never released.
Super Pac-Man
According to an internal Atari memo preliminary coding was started on the 2600 version of Super Pac-Man. The memo lists the game as only being 5% complete, so it is doubtful a playable version of the game exists.
Tarzan
Port of the Colecovision game of the same name. Tarzan was developed by Wickstead Design (the same team behind the unreleased 2600 Pink Panther game). The game finished, but was unreleased due to it requiring a special chip for extra memory. A prototype of the game may exist with one of the programmers. An in-game screenshot, picture of the box, and a manual all exist.
Tank Blitz
Was to be the third and final game in the Milton Bradley Power Arcade series. Tank Blitz was shown at the 1984 Toy Fair along with its Armored Commander controller.
A picture of the cartridge with its controller can be seen here (thanks to Rom Hunter)
Target Omega Target Omega was a submarine simulation developed by Greg Easter for Atari. From Greg: “Another game which was only barely started was an extremely ambitious submarine simulator. There were three choices of views - periscope, radar and instruments. Your goal was to find enemy ships and sink them, as you would in most sub games, only there were additional complications of needing to keep track of fuel, battery power and sustainable pressure. I don’t remember too much of it now.” Given its early stage of development, it is unlikely that any copy of the game survived Those Little Buggers
Developed by Enter-Tech Ltd. for the Unitronics Expander system (which also went unreleased). The game was on a cassette and not a cartridge.
Treasure Hunt
Developed by Enter-Tech Ltd. for the Unitronics Expander system (which also went unreleased). The game was on a cassette and not a cartridge.
Underworld
Was to be a D&D type game by Commavid. A tape labeled Underworld is known to exist, and is believed to contain development source code. The current whereabouts of the tape are unknown.
Untitled Motorcycle Game #1 (real name unknown)
David Crane mentioned working on two unreleased games for Activision that involved riding a motorcycle. The first version was similar to Atari's Stunt Cycle where the player controlled a motorcycle that would jump over buses and other obstacles. According to David the game was abandoned because he ran out of objects (Player/Missile sprites) and couldn't display the buses properly.
Untitled Motorcycle Game #2 (real name unknown)
David Crane mentioned working on two unreleased games for Activision that involved riding a motorcycle. The second version was to be a motocross style game with a large segmented motorcycle that would realistically move up and down over the terrain. Like the first motorcycle game it was scrapped after David ran out of objects (Player/Missile sprites) due to the large realistic motorcycle.
- W -Wacko Port of the 1982 Bally Midway coin-op. This port was done by Tom DiDomenico while he was at Bally Midway but went unreleased.
Zookeeper
Perhaps one of the most famous missing prototypes, Zookeeper was a port of the 1982 Taito arcade game. Zookeeper was finished enough to have have been playable, and may have even been completed. The music/sound effects code for this game (by Robert Vieira) has been found, and is nearly arcade perfect. A video showing the graphics for this game has also surfaced.
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PASSION POP
Members: Sunghoon (leader), Jamie, $ticky, Kiwoo, Wooshik (maknae)
Fandom name: Fruits
Stage Name: Sunghoon Birth Name: Kim Sung Hoon Position: Leader, Main Vocalist Birthday: March 29th, 1994 Zodiac: Aries sun, Scorpio moon, Leo rising Height: 178cm Weight: 68kg Blood Type: O Favourite Colour: Red, black Favourite Food: Steak Least Favourite Food: Fish, especially tuna Hobbies: Singing, dancing, acting, photography
Sunghoon Facts: - Born in Seoul, but lived for 5 years in New York City. - Speaks Korean and English. - Only child, mother and father are also both artists. - Classically trained tenor who graduated from The Juilliard School with a Bachelor of Music (Vocal Arts) at age 20. - An accomplished musical theatre actor. Surprised everyone in his local troupe by suddenly becoming an idol. - Called “Explosive Sunghoon” because of his powerful vocals and hot temper. - Very strict, but emotional and easy to play tricks on. - Will not answer what his ideal type is, hates the question, will complain any time it’s brought up.
Playlist: https://open.spotify.com/playlist/6mEBzMfTUi56Ebk6Sf5lkh
BEHIND THE SCENES DATA: - heavy cocaine and xanax user. “Not addicted” and “can quit at any time”. - former alcoholic, has slip-ups now and then but quit because it was affecting his physique, which he works way too hard on. - exclusively gay, was out predebut and had to go back into the closet to debut, so his predebut socmed has been completely wiped and there’s very little to find about him predebut that isn’t old cast bios from his acting days or group pics with old friends. Very into pretty twinks. - previously dated Minseok of B.A.D.D. while they were both in the same company in their teens, both were kicked out for constant verbal and physical fighting. - currently in a relationship with Jamie, but it’s kept very much on the down-low for obvious reasons. - undiagnosed, but probably has bipolar disorder alongside diagnosed (and again secret) panic disorder.
Stage Name: Jamie Birth Name: James Choi Position: Visual, Rapper Birthday: June 21st, 1996 Zodiac: Cancer sun, Leo moon, Pisces rising Height: 163cm Weight: 59kg Blood Type: B Favourite Colour: Electric pink Favourite Food: Everything, loves food, especially sweet, salty or spicy snacks. Least Favourite Food: None Hobbies: Video games, partying
Jamie Facts: - Born in Los Angeles, California, only moved to Seoul recently and is still a little bad at speaking Korean. - Speaks English and Korean. - Only child of a very wealthy single mother. - Member with the least amount of training, was only a trainee for a few months before debut. - Called “Crybaby Jamie” because despite having a flirtatious playboy image, he’s actually very sensitive and complains a lot. Got into a lot of trouble predebut because he’d run off to sulk without knowing the area around the company dorms very well and would get lost and have to be picked up. - Secret dance machine of Passion Pop. Can twerk and do the splits. His audition was a (pretty impressive and very jiggly) dance and (pretty impressively bad) rap cover of Nicki Minaj’s Pound The Alarm. - Ideal type is “a vampire-like person” who’s sexy and a bit cruel. Answers with a different cartoon villainess every time he’s asked.
Playlist: https://open.spotify.com/playlist/5ngCFTz2DTPpZfJ4TDA9yH
BEHIND THE SCENES DATA: - diagnosed ADHD combined type, but was always bad at taking his meds in the US (often sold them as party drugs instead) and can’t legally get them in SK anyway. - total stoner, though obv it’s harder to get weed in SK than LA lol - party animal and frequent user of party drugs like molly and special k, tries to keep away from harder stuff and worries about Sunghoon. - hates the taste of alcohol so doesn’t get drunk much. Total lightweight who only drinks wine coolers. - HUUUUGE mommy issues, the joke is that he’s “sensitive��� and “a crybaby” but ADHD rejection sensitive dysphoria + lack of any close familial relationships (doesn’t know his dad, mom is a wealthy socialite who works almost as much as she parties) means he’s left with poor communication skills, a huge fear of abandonment and disappointing others, very low self-esteem and needs constant reassurance. - due to spoilt upbringing, is very careless with his belongings, especially electronics and clothing. - doesn’t really see why people keep telling him he’s attractive, but his desire for being desired outweighs his low self-esteem. Plus he just likes being touched and kissed and fucked, so... - pansexual and very into older and more powerful types. Was very relieved to discover that Sunghoon was not only gay but also into him, because he’d been worrying about what he’d do if they debuted together and if he found out that he had a crush on him for months.
Stage Name: $ticky Birth Name: Jung Sung Ki Position: Vocalist, Rapper, Dancer, Composer Birthday: October 13th, 1993 Zodiac: Libra sun, Virgo moon, Virgo rising Height: 181cm Weight: 70kg Blood Type: O Favourite Colour: Yellow, sea green Favourite Food: Anything sweet Least Favourite Food: Greasy/oily food Hobbies: Dancing, DJing, cooking
$ticky Facts: - Born in Gongju, but has lived in Seoul since leaving high school. - Has a younger sister and an older sister. His older sister and parents worked a lot, so he’s used to taking care of his little sister. - Completed his military service straight out of high school. - Almost always wears big circle lenses. - Mother of the group. - The only one whose “image colour” (purple) is not one of his favourite colours. He accepts it because it matches the feeling of the group well, but he doesn’t think it suits him very well, and wishes he could swap colours with Wooshik (yellow). - Called “Softie Sticky” because he’s gentle, kind, and, despite being the eldest member, a pushover who just goes along with what everyone else wants to do. - Chose his stage name himself, based on the Japanese word “suteki” and because he thought it sounded cute. The dollar sign is because he is a Ke$ha fan. - Doesn’t have an ideal type, thinks the question is a bit shallow.
Playlist: https://open.spotify.com/playlist/59AorKrFqYSzCvfK4iES7V
BEHIND THE SCENES DATA: - genuinely has nothing to hide LOL - ok maybe he’s a bit more of a hoe than his kind and caring image lets on - ok a LOT of a hoe but in a sensual and adult way, not the desperate-for-attention way Jamie is. - open-minded about gender and sexuality, but doesn’t think much about his own identity and his flamboyance and feminine-coded behaviour is never really questioned given that he’s an idol and a tall and muscular one at that. “Doesn’t everyone just like what they like?”
Stage Name: Kiwoo Birth Name: Hwang Ki Woo Position: Main Dancer, Vocalist Birthday: April 14th, 1996 Zodiac: Aries sun, Aquarius moon, Sagittarius rising Height: 165cm Weight: 47kg Blood Type: A Favourite Colour: Neon green Favourite Food: Sour candy, fried chicken Least Favourite Food: Boiled vegetables Hobbies: Dancing, makeup, video games
Kiwoo Facts: - Born in Busan, moved to Seoul by himself at age 16. - Middle child of a large family (younger brother, younger sister, older sister, older brother). - Family owns a fried chicken shop, so he knows how to make really good fried chicken. - Fake maknae, always mistaken as the youngest because of his small frame and energetic personality. - Called “Smile Fairy Kiwoo” because of his ever-present smile and playfulness. - Big makeup fan, does a lot of his looks himself and sometimes does makeup for the others too. - Very stubborn, the “secret power” in the group. - The member with the most public recognition predebut, had won many dance competitions and had one of his dance videos go viral. - Ideal type is someone kind-hearted and taller than him.
Playlist: https://open.spotify.com/playlist/0RQittX0WgAmbB0rG9PWOr
BEHIND THE SCENES DATA: - fairly obviously got his jaw shaved, as he had a heavy social media presence before debut and there’s lots of old and embarrassing pics online. - pretty much fine with showing his old pics because they’re basically unrecognisable and pretty funny but would rather die than be seen without his hair and makeup done as an idol. - has a LOT of connections within big companies like SG due to his audition blitz. - genuinely is just very skinny due to a natural high metabolism, natural high level of energy and intense dance practices, but has friends, some debuted idols, who struggle with EDs so he’s VERY bitter about comments implying that he has an ED, especially if they’re joking about it. - had serious issues with Jamie predebut and in their first year of promotions, but they get along now after having a heart-to-heart about their less than ideal childhoods.
Stage Name: Wooshik Birth Name: Kim Woo Shik Position: Main Rapper, Maknae Birthday: March 13th, 1999 Zodiac: Pisces sun, Capricorn moon, Taurus rising Height: 185cm Weight: 82kg Blood Type: A Favourite Colour: Anything pastel Favourite Food: Chocolate, pasta, beef Least Favourite Food: Winter melon, raw eggs Hobbies: Bodybuilding, dancing, drawing
Wooshik Facts: - Born in Incheon. - Has an 8 years older brother who helped to raise him as both his parents worked long hours. - His brother is a personal trainer and owns his own gym, so Wooshik started working out at a young age. - Called “Tofu Beast Wooshik”. Tofu because of his pale skin and soft and round face, Beast because of his massive and muscular physique. - The only member not intimidated by Sunghoon’s hot temper. - Has a lot of natural aegyo, but finds it hard to act cute on demand. - Total meme sense of humour. - Hasn’t thought about his ideal type, like Sunghoon and $ticky, he dislikes the question.
Playlist: https://open.spotify.com/playlist/2Yl2LwrVijEwajWqO1NhN5
BEHIND THE SCENES DATA: - a little embarrassed about his muscular body, it wasn’t such a big deal when he was in the gym surrounded by other way bigger, older, and more ripped guys, but it’s very noticeable around slim idols. - also a little hurt by the “beast” nickname, as he’s really very gentle and friendly, even if he is a bit single-minded at times. - many people see him not being intimidated by Sunghoon as not respecting him, but he actually looks up to Sunghoon a lot, and as more than just his group leader.
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callmecat101 · 6 years
Text
“We Have Time”
“What a- what a fucking asshole!”
“Jon, please-,” the door slammed in Bella’s face and she could hear him storming around his room.
“Gods, what a dick! How can someone be so inconsiderate? He could’ve killed us! He almost did kill us! Fuck!” Something crashed against the wall and Bella flinched, taking a step back from the door.
“Jon, you need to calm down. You’re blowing things out of proportion.”
“Me? Blow things out of proportion?” The door whipped open and Jon’s burly frame filled the doorway. “How can you not see how shitty that was, Bella? He could’ve killed us! Was this close to it!” He shoved his hand towards her, thumb and index fingers pressed tight together. The elf pushed his hand out of her face, one eyebrow raising and the corners of her mouth turned down.
“Jon, I don’t think you understand what you’re implying. Dinton didn’t intend to hurt anyone and no one got hurt. You’re just upset he ruined your opening night.”
“That isn’t- that’s a fucking stupid reason to be upset.”
“Which is why you’re being stupid right now. Stop destroying your room and start thinking about someone other than yourself or that guy. It’s probably unhealthy or something.” Jon furrowed his brows and turned back to his room.
“Whatever. Just leave it alone. I’ll deal with him by myself.”
“Jon. Don’t do something you’ll regret. Don’t… I don’t know. Just don’t do anything more stupid than usual.” The elf closed the door, leaving Jon by himself. He’d thrown a vase, probably not expensive, and its green glass shards were glinting in the moonlight.
The moonlight… it was a full moon. The kind that was perfect for the night he’d been planning. His bar, Hero’s Pet Goblinn, was supposed to have a huge opening that night. And it was huge. People from cities all over Tal’Dorei had travelled to enjoy his bar and enjoy they did. Gilmore, his bartender for the night, was kept busy even with a full wait staff and every table had ten men to it, plus a few more crammed in. The people smiled, the performances were fantastic. But that man… Jon thought, going to smash his fist into the wall. He stopped himself and rested his body against the wood. What a foolish man.
There was a knock at the door. It was quiet, polite. Jon had half a mind to say nothing at all, but the knock came again. He turned and open the door. There, standing maybe an inch taller than him (though Jon would never admit that), was Jon’s worst nightmare.
The night was going great. Guests were filled with rum, the singers were dazzling, and everyone was generally having just a grand ol’ time. Dinton, however, was bored. He’d never been into these kinds of events, even at home. After the initial round of drinks provided by the goblin, Dinton had wandered off to one of the quieter corners. Quiet was a strong word, though. It just meant the people nearby weren’t too rowdy, but they made up for it in noise levels. His long pointed ears turned down in annoyance as he tried to bury himself in the rose wine Gilmore had specifically crafted for him. The elf orc glanced up into the crowd, eyes finding his party members almost immediately.
The goblin, Delp, was standing on a table and attempting a seductive dance but was definitely too drunk for the moves he was pulling. At his feet were Pyre and Aritian, egging on the shoddy dancer with fake tips. Bella sat next to Pyre, her fierce gaze following one of the guards at the loudest table in the tavern. And next to her was Jon. Six feet of muscle and anger, he actually looked a little bit happy for once. Weird. And with that thought, Dinton had an idea. If there was ever a doubt in his mind whether he should follow through, it was dashed by Jon glaring at him for a moment. Fucking dick, he thought.
A few minutes later and some bribery of Gilmore for sweet oil and snake’s tongue, no questions asked, Dinton is hiding behind the stage’s jade green curtains. The singer on stage was Esmeralda, one of Aritian’s old friends who offered to perform and just so happened to be famous. Her crooning ended to the sound of heavy applause and she stepped backstage, almost bumping into Dinton.
“Oh! Sorry, are you the next performer? I still have another song.”
“Uh, no.” Dinton stepped back a bit. “I was just wondering if you’d like to have some water before you go back on stage?” He offered her a pint and she took it.
“Thank you, young man. What was your name again?”
“Don’t worry about it.” And he disappeared.
“What.”
“Hi.”
“Don’t say ‘hi’ at me. I’m mad at you.”
“Yeah, I know.” Dinton slid past Jon into the dark room, stepping over the vase shards as if they weren’t there and gracefully settling on the bed of dark jade sheets. “You like the color green.”
Jon crossed his arms, looking down his nose at the younger man. “Yeah? So? Why are you in my room? What do you want?”
“I… wanted to apologize. What I did was wrong. You were looking forward to tonight and rather than celebrate your accomplishment, I messed it up for you.”
It was as if Dinton had punched Jon in the sternum before throwing coffee into his eyes. “What? I don’t get it.”
“I’m saying sorry.”
“You? Say sorry? Not till my dying days, you wouldn’t. Even then would be too soon. Are you mocking me?” Dinton glared up at the man still in the doorway, fists clenching.
“No, I’m not. Some people just want to be nice, okay? Has that never happened to you?”
“You fucking- you’re such an asshole, y’know that? I don’t know how you can live with yourself.” He slammed the door, crunching over the glass to sit on the bed with a huff. His voice was unusually soft. “How can you put the party in danger so easily? You’ve done this before. I don’t even know if you like any of us.”
“That isn’t true.” The elf orc slouched, clasping his hands together. “I just don’t know how you guys can get so close to each other so easily. You were all best friends after only a month of being together and now it’s more like some weird, fucked up family. I don’t get it.”
“We’re all fucked up people.” Jon turned to the man next to him. “Do you think any of us have an easy past? Even Bella, you saw what her homeland was like. And like attracts like, right? It just makes sense.”
Dinton snorted. “I guess, but that doesn’t explain why you guys trust each other at all. If you’re so messed up, shouldn’t you have trust issues or something?”
The bed creaked as Jon lifted his legs up to cross them under himself. He’d traded armor for a fancier outfit and had abandoned the jacket hours ago, so all that was left was his tunic and pants. “If we were worried about trust, it’d be hard to ever feel anything at all. Sure, we could get hurt. We’ve been hurt because of it.
“Like Big leaving.”
“Like Big leaving. But we got a lot of good stuff in return. He and Bella got really close, he helped us find Pelor, and he was a good laugh all around. Like when he fought that giant woman in the mountains.” Dinton smiled, recalling the way their seven foot tall friend had been slammed into the ground by the gladiator woman.
“That was a good moment.”
“Exactly. Life’s too short to worry about the people that could hurt you. If you do, you’ll never really be alive.” “Wise words from someone who hates my guts.”
“I don’t hate you.”
“Really?” Dinton glanced at the other man’s face, searching for any crack in the truth.
“I just hate how insincere you are. It seems like you don’t care about anything that doesn’t concern you.”
“That’s not… completely true. I’m just- I don’t know. There’s a lot going on and I don’t know how to do anything right.”
Jon leaned over to bump his shoulder against his companion’s, smiling at the sound of surprise coming from the younger man. “Dinton, you’re pretty young. You have a lot of time to learn about all the mistakes you could make and how not to make them. If you start regretting now, you’re going to run out of things to regret.”
“When did you start spitting out words of wisdom? You’re only a few years older than me, there’s not that much difference.”
“We’re nine years apart.”
“Yeah, not much difference. And when did you start keeping count?”
“Good question. Anyways,” Dinton raised a perfectly sculpted eyebrow but let it slide, “if you’re so sorry about what you did tonight, you have to tell me how you did it.”
“So you can stop me next time?”
“So I can help you make it cooler.”
“Well, it started when I had to bribe Gilmore for snake tongue. Why he had it, I don’t know…”
It’s the reception of the wedding and everyone is decked to the nines in jewels and gold. There are thousands of flowers floating through the air, courtesy of Big’s druid magic, and the forest clearing is bright with laughter and dancing. On one table, Delp is drunkenly dancing while Aritian tries to pull him off and Pyre is folded over in laughter. Nearby, Bella and Big are talking through tears, trying to catch each other up on the recent past without breaking down in front of each other. On the other side of the clearing, Gilmore is chatting up a sun elf by the stage and further away, a short girl in blue is glaring up at the Queen who has her arm linked with Lady Cassandra. The clearing is full of joyous people, but empty of two guests.
On the stage, Esmeralda is finishing a love song. Her voice had only grown sweeter with age, though she was already very old, and her charming music ends with a round of applause. As she slips behind a white gold curtain, she barely stops short of bumping into two men crouched close.
“Oh! Dinton, right? And Jon? This is a familiar sight. I don’t suppose we could do without you magick-ing me this time?” Dinton squints up at her, one hand dunked in a jar of honeycomb.
“Sure, if you promise to keep quiet.” Jon nodded in agreement.
“Yeah, no funny business. We’ll have your stage back to you in a bit.” Esmeralda smiles knowingly and continues off the stage into the crowd to enjoy the upcoming entertainment.
“Alright, so you remember the plan?”
“Dinton, we’ve been talking about this for way too long for me to forget the plan.” He pauses. “Do you remember the plan?”
“Of course I do! Now hush, I’m going on.” And he disappears.
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