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#Swap It Hub
snowy-bones · 7 months
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*What happens to stars when they fall? *Someone picks up the stardust...
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*Rabbit doesn't like you...
*What if...in another timeline..
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let-love-run-red · 3 months
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Me: you have to be nice to me you're my boyfrand
Work hubs: boyfriend? Babe I'm your husband at this point everyone knows it
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just an old doodle of our soft swap!nightmare Nightlight and his pet chicken Kevin.
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irregodless · 1 year
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nintendo really said were going to give you nothing 💚💖
money now please
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the-barefoot-hatter · 2 years
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Okay I lied, second question: have they hired anyone to work for them? Will there be any familiar faces that pop up? Also also, have you thought about the possibility of a rivalry with a business across the street? Not even a case of rivals in the same industry, just peeps that get under each others' skin. May I suggest the idea of Timon and Pumbaa running a bar and grill? I am greatly amused by the idea of Iago having a frenemies dynamic with Timon.
Aaaaah, I love the idea of Timon & Pumbaa with a bar and grill! That's great! Especially these days, when grubs are the new trendy- well, grub XD
As for Enchanted Tiki Room employees- gotta bring José, Pierre, Michael, and Fritz in somehow
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pelman · 1 year
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i need to learn to play better attention when im playing miitopia lol i didnt even realize that pelman got downed by this boss until i saw alph literally slap him back to life lol
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unofskylanderspages · 2 years
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While undergoing a celebration for Flynn and his 'heroics', Boom Town came under attack by Count Moneybone and his army of Clockwork robots until the Skylanders were able to repel them. Afterwards, the Skylanders return to the town after each mission in an attempt to breach through Moneybone's transportation coffin and additional areas are unlocked. Characters from each chapter came to reside in Boom Town in various sections of the docks as the Mabu workers expanded them, including Persephone, the Water Dragon, the Ferryman and the Giant Tiki. It also has a museum, where Information works.
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dxxdhood · 5 months
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convince me
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pairing: wade wilson x gn!reader
summary: deadpool forced me to write smut where the two of you act out the position you see in an,,,, ahem,,, erotic video.
tags: smut (18+), fingering, penetration, slight degradation, finger sucking, dom!wade wilson, sub!reader
wc: 1.2k
“Babe, listen, the mistake we made was going to White Castle sober.”
“Excellent defense, Mr. Wilson. You ever think about switching to a career in law?”
“Can’t, my tagline doesn’t transfer across professions. Calling yourself the Lawyer with the Mouth is like saying you’re the fanfic writer who’s horny.”
He manages to make you chuckle, as usual, even though you were supposed to still be annoyed about your frankly terrible dinner. But walking back into your apartment has you less inclined to hold grudges, somehow. It’s probably the promise of cuddling up in bed together. Either that, or it’s all the hilarious nicknacks Wade keeps dropping off in your living room. The fucked-up Pikachu plush where the eyes and cheeks are swapped is particularly getting to you.
“Wait for me in bed, alright?” you say.
“Oh?” Wade waggles his non-existent eyebrows. “Is this little cutie planning something?”
“Yeah, planning to spend an hour in the bathroom,” you shake your head and fail to hold back a smile. “Find us a good movie to watch while I’m out.”
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To nobody’s surprise, you both end up on a site that starts in p and ends in hub.
“Nobody can get into that position,” your inner critic bursts out of you at the best of times. 
You can feel Wade smirking from where his face is tucked into your neck, cuddling you from behind. “Well, in the words of Clue 1985,” he runs a scarred hand down your waist. “Sure, they can. Let me show you.”
He nips at your neck, kissing at the sensitive skin of  your jaw. You exhale, trying to calm the burning sensation building in your gut, but you struggle to stay patient when he starts sucking a bruise into your collarbone. 
“Wade!” you gasp, trying and failing to stop your body from grinding your ass against him. He responds in turn, moving closer to you, his hard cock slowly rubbing against your ass.
He flips over, now perched on top of you and caging you in, arms on either side of your head as he kisses you. Every time he deepens the kiss, makes you feel like you’ll never want to come back up for air, he fucks with you by biting at your bottom lip or scratching his teeth against your gums. 
You bang your fists against the mattress a few too many times, understandably annoyed with his teasing, so Wade grips both of your wrists with one hand and holds them above you, plastering them to the headboard.
The action has you moaning into his mouth, and the bottom half of your body continues to move on its own, grinding against the air now. You feel so desperate, your face heats up thinking about how much of a mess you already are for him. Wishing he would close the new gap between your bodies, you arch your back off the bed, trying to feel more of his body against yours.
He giggles, watching you wriggle around. “Hold your horses there, cutie. We’re not even at the good part yet.” 
Wade brings a hand up to your face, rubbing his thumb across your cheek. You’re so thrown off by the sudden show of affection that you don't even process him slipping a rough finger into your mouth.
“Suck,” he commands. And something about Wade only using a single word when he’s usually so noisy has you whining as you circle his finger with your tongue.
His big brown eyes are glued to your lips, watching them worship his finger like he’s all you’ve ever wanted. Around the time you start bobbing up and down his finger, he slips it out of you and pats your cheek.
“Good baby, such a good slut for me,” he whispers as he slides your shorts and underwear off in one motion. He slicks up the finger and you with a small bottle of lube and carefully starts slipping into your entrance.
“What? Where’d you even–” you snap your gaze sideways to your bedside table, which is curiously unopened. 
He taps the front pocket of his pants, “Never leave home without it.” Did he really always have that in his pocket? At the fucking White Castle?!
He talks as he fingers you, pressing against your walls casually as if he isn’t making you lose your mind. “You look impressed, babe. Tell me you’re not impressed.”
“Oh my god, shut up!” you groan as he reaches deeper inside you, adding another finger and stretching you further.
“As you wish,” he pumps his fingers at a faster pace, gripping your hip with one hand and bringing his face to your chest so he can lick at a nipple. A spark shoots down your spine and you can feel him chuckle as your body starts to shiver.
His fingers are pounding against your insides. You can feel yourself throbbing around him, clenching and wanting more, so he adds a third finger and fucks you at a punishing pace. You bite your own lip to keep back what was going to be an embarrassing moan, but he nips at your nipple and you let out a small shout.
Just as he finally starts reaching at that spot in you that has you seeing stars, he slips his fingers out. You're going to berate him for throwing you off just as the pleasure was building, but he already has his cock placed at your entrance, so close to sliding in.
“You ready?” he whispers, and you nod so quickly you think you may have pulled a muscle.
 He releases a breathy moan as he slides all the way in you, reaching right where you need him but still stubbornly not giving it to you.
“Wade, move!” you cry. He responds by smacking your ass and pulling you into his lap. You’re seated on his thighs as he throws your legs over his shoulders, folding you in half as he starts thrusting in and out of you. The position has you feeling so much closer to him, like he has free reign to stroke every part of you.
You grip onto his shoulders and try to interlock your ankles together to help you hold onto him as he pumps his cock into you faster. Wade moans so deep it sounds like a growl and you clench around him at the sound.
“Fuck!” he cries before kissing you, harshly making out as his hips continue to piston inside you. You can feel the vibrations of his moans against your own mouth, and it’s enough to make your muscles twitch around him again.
“Shit, Wade,” you whisper. “I’m going to–”
“Yeah, babe?” he says in between kissing you. “Go, do it. Come for me.”
You rip away from his mouth and release with a moan, your entire body burning as you quiver around his cock. He leans his head into your neck and bites down on the juncture between your neck and shoulder as he comes, filling you so completely you never want him to leave. 
You finally come down from your orgasm and relax in his lap, wrapping your arms around his shoulders. Wade is still panting, but he keeps kissing across your face, smiling when you reciprocate and kiss his forehead. 
“You’re making every thought that passes through my head sound like an ABBA song,” he whispers, eyes closed.
“That might be the closest thing to a love confession I’ve gotten out of you.”
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thankskenpenders · 8 months
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Sonic Superstars!
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Superstars is out! And guess what? It's good! It's a worthy new entry in the series, and I mostly like it. Mostly. Except for the handful of parts I don't. As usual, allow me to share my thoughts.
(For the record, I got the PS5 version of Superstars. I can't speak for how it plays on older hardware like the Switch, or how the weird Steam version that seems to make you log in with Epic runs. But I encountered zero performance issues, personally.)
General thoughts
The thing is, aside from two notable flaws I'll discuss in greater detail below, I can sum up my feelings on most of Superstars quickly. You see, it's... a Sonic game. This will either be a blessing or a curse depending on who you ask. It's not a bold new take on the series that'll blow you away, but they also didn't fuck it up. There's no catch this time! There's something refreshing about that straightforwardness, given how rare it is to get a regular-ass New Sonic Game from Sega. It's just a new classic-style game where you can play as Amy, set on a new island with all new zones, and Fang is in it! This might be damning with faint praise, but that's what it says on the tin, and they did a good job overall.
(It also has co-op. That's nice. I didn't play it in co-op.)
It plays exactly how it should. At no point did anything feel Wrong. The graphics might not have the absolute highest fidelity, but I think the character models look really nice, and the levels look appropriately good with vibrant color palettes. A couple zones like Sky Temple gave me Klonoa vibes, which I like. One zone is an absolutely incredible homage that I won't spoil. The story here is minimal (as expected), but there are a few good moments of telling the story through the gameplay, particularly one very cute sequence with Trip. I did find a couple stage gimmicks moderately annoying (Speed Jungle 2 and Press Factory 2, looking at you), but like... I could say the same thing about Mania, and also damn near every other Sonic game ever made. There's always That One Level. Superstars may not raise the series to new heights, but it generally executes well on the standard beats of the series. It's an easy recommendation for all fans of 2D Sonic.
Really, aside from the two big flaws (we'll get to them), this game's greatest crimes are simply not being quite as good as Mania, and also coming out the same week as the more creative and polished Super Mario Bros. Wonder. If we hadn't gotten Mania, I would easily be calling this my favorite 2D Sonic game since... what, the Advance trilogy 20 years ago? I like the Rush games, but if you asked me to replay one or the other, I might have a better time with Superstars. And, yes, it beats the hell out of Sonic 4. It's not even close. Anyone who says this game is exactly like Sonic 4 is just being a hater.
...I guess I would say that $60 is a bit steep for this, but you know it'll be on sale for a more appropriate $30-$40 in a few months. This isn't a Nintendo game we're talking about here.
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Nice little tweaks
Superstars also features a number of welcome quality-of-life updates over Mania, bringing it more in line with the design ethos of modern platformers.
You have infinite lives! No more getting a game over on the final boss and having to redo the whole final zone - or, god forbid, the entire game
Time overs are gone! It'll warn you before you go over ten minutes, but I have no idea why because it doesn't kill you anymore
The game features a hub from which you can easily replay previous levels, rather than needing to beat the game or put in a cheat code to unlock the level select
This means you can easily go back and hunt for any special stage rings you missed. However, as a tradeoff, it seems like you can only get one Emerald per zone now, rather than being able to get Super Sonic by the end of the first or second zone
You can swap characters between levels! No more having to start a whole 'nother save file to play as Tails
And those characters even have optional little movement tutorial rooms available from the hub, which is great for new players who may not know about things like the Drop Dash
And, finally, checkpoints now feature arrows pointing in the direction you were supposed to be going, in case you forget upon respawning
Of course, while you might not be getting game overs, Superstars certainly compensated with some bosses that kicked my ass.
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Bosses
Here's what I would consider notable flaw #1.
I have mixed feelings on the bosses in Superstars. I don't think many of them are poorly designed - in fact, a lot of them are good, and offer fun moments of spectacle. But for a 2D Sonic game, they're REALLY long and drawn out, and by the late game this was starting to get draining.
Bosses tend to be the type where you have to dodge their attack patterns for a while until you get the chance to hit them exactly once, MAYBE twice. A few bosses seem to have quicker options if you abuse your post-hit invulnerability or play as a character with a double jump, but many will either be completely invincible or run away to the background for long periods of time, making it impossible to damage them outside of the allotted windows. And even if it seems like you'll be able to get in a second hit, many bosses turn invincible and skip ahead to the next attack pattern as soon as they take the first hit. Again, most of these fights aren't BAD, but because of this behavior they sometimes take almost as long to beat as the entire levels preceding them. This didn't bother me much early in the game, but against the more challenging bosses towards the end that kept killing me several minutes into a long fight, it got tiring. The final boss of Story Mode probably took me like an hour.
While this certainly isn't an uncommon style of boss design, part of me suspects they did this for the sake of co-op players. For one, playing in co-op means that you don't necessarily have to start the entire fight over if one person dies, so I assume the length is less of an issue. But in particular, true classic-style Sonic bosses that you can just hit repeatedly with good timing would go down in a few seconds against a team of four players. Likewise, the swarm of clones from the "Avatar" Emerald power would probably obliterate every Genesis era boss with one button press. So I get why every boss needs all these invulnerability periods, but still. I at least wish they'd made some of those attack patterns shorter and given you more frequent opportunities to deal damage.
Emeralds and their powers
Speaking of the new Chaos Emerald powers: they're neat, I guess? They're fine. I didn't use them much. Actually, I kept forgetting I even had them - although the game will play a noise and show an icon in the corner of the screen to remind you any time you reach a spot where a specific power is useful. Avatar, the first power you get, is at least good for getting a couple free hits in on the trickier bosses. Yellow's ability to slow time is obviously good, but, again, I always forgot I even had it and made it through just fine without it. I was also pleased to realize that the swimming power is useful for the water levels and not just for climbing up waterfalls.
Oh, and the new grappling-based special stages kind of suck, but they're not the worst, and I'll at least give them credit for trying something new. (Motion Sickness Zone from Sonic 1 does return as a bonus minigame, but I only did it once lmao.)
Battle Mode
I haven't played Battle Mode. Couldn't tell you if it's good or not. It did, however, give us official designs for Metal Tails and Metal Amy after all these years, and also it let me make this:
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...Okay, enough beating around the bush. Let's talk about the thing that REALLY drags down the experience.
The soundtrack...
(This lengthy section on the music will feature some light spoilers for things like zone names and themes.)
Now, don't get me wrong. There are some bangers in here that I've been listening to on loop. But this is one of the most inconsistent soundtracks I've ever heard, and I'm not sure I've ever played another game where the music has such a sharp dip in quality in the back half.
As anyone following this blog knows, prior to release I was a little obsessed with trying to gauge what the soundtrack would be like. "Jun Senoue" and "new Classic Sonic game" naturally evokes the memory of Sonic 4, but from the start we knew Tee Lopes was involved as well, and almost all of the music previewed before released leans more towards the sound of Sonic Mania than anything else. I was hopeful! I was excited! Jun deserved another chance at doing another classic Sonic OST, and Tee is one of my favorite game composers of all time between his Sonic material and other works like the TMNT: Shredder's Revenge OST. I frequently thought back to this Sonic 4 remix medley by Jun and Tee as a reminder that these two could really be the dream team, bringing out the best in each other's work.
Sure enough, the front half of the game is largely dominated by the Mania sound, whether it's a track by Tee himself or one by an in-house Sega artist that's compatible with his style. Pinball Carnival Act 1 by Rintaro Soma (an up-and-coming composer who wrote a bunch of the Cyber Space themes in Frontiers) takes obvious inspiration from Mania's Studiopolis Act 1, to the point that I was shocked when Sega posted the track and revealed it wasn't written by Tee. Act 2, however, forges more of its own sound by leaning into the act's spooky haunted carnival theme. And despite being the music lead, the only level theme that I know for sure was written by Senoue in the front half of the game (Bridge Island Act 1) was actually arranged by Tee Lopes to give it more of that Mania sound. Hell, the level clear jingle is literally just the one from Mania. A few level themes by other composers don't quite match that style, but they fit in well enough.
But there are early signs that this sound won't be consistent throughout the game. Our first warning of things to come is the boss music:
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When early copies started floating around and the soundtrack leaked, many, many people hoped that this was merely a placeholder, like the literal Sonic 4 Episode II music used in the earliest previews of Speed Jungle, and that it'd get replaced with a day one patch. Oh, those poor, innocent fools...
Even if you don't mind the poor production with the returning Sonic 4 faux-Genesis sound, this is a very simplistic thirteen second snippet of music that then plays a second time in a higher key before it loops. This wouldn't be the end of the world if the bosses were as short as the ones in the Genesis games, of course, but they're not! This theme is used for a ton of lengthy fights throughout the game, including an EXTREMELY long and tedious autoscroller boss at the end of Golden Capital Act 2. Maybe I would've enjoyed the bosses in this game more if they were paired with some earworms that'd get me hyped up and sell how cool and exciting the fights are supposed to be, but grating songs like this just made the minutes spent fighting those bosses feel like an eternity.
Still, boss music (and menu music) aside, all of the level themes in the front half of the game ranged from decent to great, with the peak easily being the phenomenal Lagoon City Act 2 by Tee Lopes. And then... I got to the back half of the game. And the Mania style completely disappeared, replaced largely with the dreaded Sonic 4 sound. That isn't the style for EVERY song in the back half, but even the ones that try something different tend to be weaker than the material from the first six zones, with less engaging melodies and less intricate arrangement. Many sound straight up unfinished, leaning on extremely basic synth patches with no personality. And there isn't a single track from Tee in the back half. He just disappears from the project altogether.
What this means is that we go from this absolute banger by Tee Lopes in zone 6, which elevates what's otherwise a bog standard desert level to a thrilling adventure:
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To... this, in zone 7:
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It's EXTREMELY jarring!
The thing is, this is actually one of the better tracks in this style. I have to assume this is by Senoue, because you can totally hear a good Adventure or Heroes era Senoue track in there once you get past the crude synth replication of the Genesis era Sonic sound. Senoue is still a great composer, as you can hear clear as day with Bridge Island, but he's working with a restrictive sound palette that doesn't play to his strengths at all. If only he'd bust out that damn guitar, or at least pick some better synths.
(And no matter what people will tell you, no, this is not an accurate recreation of what the Genesis's YM2612 chip really sounded like, nor is it representative of what it CAN sound like at its best. Go back to the Streets of Rage 2 or Ristar soundtracks if you need a reminder.)
While I can at least see what the Press Factory tracks were aiming for, some other faux-FM synth tracks are just really bland. They don't have anything interesting going on, and they also don't seem particularly tailor made for the levels they accompany. They're just attempts to mimic what Sonic 1-3 sounded like on a very literal level. Take, for instance, the Golden Capital Act 1 theme, AKA "we've got Sky Sanctuary at home." While the better level themes in this game enhance the mood or even completely carry the vibes of a level, the weaker tracks can really suck all the air out of the room and make a level feel like more of a slog.
What kills me is that there are, in fact, a couple examples of how to do throwbacks to classic Sega FM synth music well on this very soundtrack! They're just not the Sonic 4 type tracks. I love the Frozen Base Act 2 theme, presumably composed by legendary Sega composer Hiroshi "HIRO" Kawaguchi, who's responsible for all-time classic arcade soundtracks like Fantasy Zone, Out Run, Hang-On, After Burner, and more, as well as the hacking and pinball themes from Frontiers. Maybe to an untrained ear this doesn't sound all that different, but it has a catchier tune, better instruments, and stronger production overall. I'm also a fan of the track for Sky Temple, which isn't perfect, but it blends a few Genesis-esque instruments like the Sonic 1+2 snare with other instruments for a richer sound. If the whole soundtrack sounded more like these examples, I'd definitely be complaining less.
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I really just have to wonder... how did this happen? How did this end up being so inconsistent? Many fans on social media are jumping to the conclusion that Senoue is just extremely stubborn and refuses to ditch the style from Sonic 4. I can't deny this possibility, but some things just don't add up. The almost complete lack of "retro" style music in the promotional material. The fact that the style just suddenly shifts halfway through the game, then disappears for the final zone, as if that's not the note they want to end on. The complete lack of any tracks by Tee Lopes in the back half. The focus on the Mania-style tracks in the bonus "mini soundtrack." And most perplexing of all, the fact that three of the first tracks you hear in the game were Senoue compositions that were given extra attention with arrangements from Tee Lopes.
This is pure speculation on my part, but it almost seems like they straight up ran out of time.
Perhaps Jun wanted more of his tracks to get full arrangements from Tee, or for Tee to contribute more songs, but things were down to the wire and they chose to leave in some of the raw Sonic 4 style demos. The soundtrack being crunched out in a matter of months at the end of development would certainly explain why Speed Jungle had to be demoed without its music a mere four months ago. It'd also explain why a game that's only a few hours long needs NINETEEN composers listed in the credits. And also the fact that multiple zones just have completely different, unrelated music by different artists across their acts. Did they need multiple artists working on different acts simultaneously, completely independent from each other with no time to cross reference each others' work, due to extreme time constraints? I'd buy it.
Ah well. It's not the end of the world. I've heard worse Sonic music. But I'll always think of what could have been...
At least the final battle with Eggman at the end of Story Mode has a pretty kickass boss theme, which ALMOST makes up for how bad most of the preceding boss music is (and the fact that that very difficult fight doesn't have a checkpoint between phases and took me like an hour to beat lmao). It even seems like it might be written by longtime Phantasy Star Online composer and recurring Sonic contributor Hideaki Kobayashi. That's the guy who wrote NONAGRESSION!!!!!!!
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The postgame
Speaking of beating Eggman! It turns out Superstars has a good deal of postgame content, as merely beating the last zone with all the Chaos Emeralds doesn't take you to the true final boss. In order to do that, you'll need to do something else.
Before we hit the big spoiler warning, I'm going to give any future players who are still reading a warning. If you value your sanity... don't force yourself to do all the postgame stuff. Don't make the mistakes I did. It's not worth it, and it may very well knock your personal score for the game down a couple points.
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SPOILERS FOR THE STORY, UNLOCKABLES, AND THE POSTGAME BELOW THIS POINT
YOU'VE BEEN WARNED
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The bonus scenario
Sonic Superstars has a big surprise in store for anyone who beats the main story. For the first time since... what, Silver? In 2006? We finally have a brand new playable character in a new Sonic platformer! (I wouldn't count the player avatar in Forces as a full-fledged New Character.) Yes, after the credits roll, you unlock Trip as the super-secret fifth playable character. I was really excited to see this. Trip is cute, even if her masked appearance from early in the game is perhaps a more unique design than a Sonic-ified lizard girl who can only vaguely look like a real sungazer lizard. She IS the first new Sonic character Ohshima has designed since the '90s, though, so she gets points for that - and she gets even more points for literally turning into a dragon when she goes Super. We love a girl who can turn into a dragon, don't we folks? And her playstyle is fun, too, with a double jump and the ability to roll along walls and ceilings.
But Trip isn't just playable. Like Knuckles before her, she gets an entire alternate story mode of her own, which somewhat remixes the level layouts, generally makes things more challenging, and swaps out Eggman for Egg Robo. I was so excited to see this! It really felt like the game had so much more in store for me than I'd anticipated.
...Then I spent probably around three hours attempting to beat the new final battle with Fang at the end of Trip's Story. And it made me regret doing Trip's Story at all.
Once you learn the patterns, a lot of them are actually piss easy. But the difficulty comes down to a few misguided factors:
The fight is LOOOONG. On a successful attempt the whole thing will probably take the average player about, like... seven or eight minutes? Maybe longer? This is where I really started to get pissed at the game for making me wait through these stupid attack patterns before I could attempt to hit the boss once.
The fight is divided between two phases, one with Fang in a vehicle and another with him in a giant robot, with no checkpoint between them. Dying to one of Fang's bullshit attacks on the second phase means having to redo the ~5 minute first phase all over again. And, worst of all...
Fang has multiple projectile attacks that are guaranteed instant kills, even if you have rings.
Also there's a stupid desperation headbutt attack that can really easily catch you off guard and kill you, but I only got that far in the fight once.
It's the instant kills that got me. If those fucking immobilizing net attacks just made you drop your rings, or you could at least wiggle out of them by mashing buttons (EDIT: apparently you CAN do this but you literally have to button mash so rapidly that it's a crapshoot whether or not you'll physically be able to do it), it would have been totally doable! Kinda fun, even! Slow, but pretty cool in terms of spectacle. But nope! Three hours! Three hours on this! This is, without a doubt, the hardest boss I have ever faced in any Sonic game, period, and one of the hardest bosses I've ever seen in ANY game. All because of one attack pattern where making a tiny mistake means starting over.
The glitches didn't help, either. Something about the way the circular boss arena was set up in both stories' final battles seems to make the floor intangible sometimes for non-player objects. Occasionally my dropped rings, enemies I was supposed to knock towards Fang, or one of Fang's insta-kill projectiles would just fall through the floor randomly. This definitely wasn't my main problem, but it helped drive home the idea that this fight just wasn't worth my time.
After three hours of attempts, I gave up. I just went and looked up the ending of Trip's story, as well as the contents of the Final Story, on YouTube. Turns out I made the right call, because boy, that true final boss looks like dogshit. It's just a very dull fight against a big generic cartoon dragon. Apparently this is the thing Eggman was looking for. It appears and is defeated with little fanfare. I think I liked it better when I assumed the scary dragon being foreshadowed was just Super Trip.
...Also, hey, what's up with The End being very conspicuously visible in the background of the last zone?? I know it's just a cheeky cameo, but, like... isn't it supposed to be sealed away in Cyber Space right now? Should I be taking this literally? Does this have lore implications? This is one hell of a way to remind people that the timeline's been reunified, I guess
Closing thoughts
I really hate to part ways with Superstars on a sour note like this, because like I said up top, I mostly enjoyed my time with it! It's really just a small handful of particularly frustrating bosses and the inconsistent soundtrack that drag it down. Other than that, it's solid as a rock. Maybe wait for sales if you're not dying to play it, but it's definitely worth playing for any Sonic fan. Just... skip the true ending. I would have stepped away MUCH happier with this game if I'd done that.
I wanna try to end this on a more positive note but I'm tired, so, uhhhh... look, you can unlock a Metal Nights skin for your Battle Mode bot!!
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Anyway back to jamming to about half the soundtrack on loop while pretending the other half doesn't exist, and looking forward to the continued Fang Renaissance with his upcoming IDW miniseries
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demilypyro · 5 months
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Some of the christmas presents got here. I wasted no time trying out the stream deck; I've integrated all the hotkeys I use right now into the physical buttons. The new USB hub is nice too, it's great to finally have some more slots so I'm not constantly swapping cables with all these devices.
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snowy-bones · 7 months
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....? The...fields?
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Is that?!
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CIRCUIT!!!!
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!!!!!!!!!!!!!!!!!
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....I miss you... *Dreaming again....
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nostraightheadcanons · 3 months
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What would a Genre Swap between DJ Subatomic Supernova and SAYU be like?
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Introducing D33P S3A and SGR! The genre swaps between Sayu & DJ Subatomic Supernova!
Co designed and drawn By Mod R and Mod Nine We came up with a few things regarding them both! Read below because it gets a bit lengthy
SGR:
- Sayu is no longer a virtual mermaid but a runaway alien from a planet far out of the Milky Way, she crashed landed onto the outskirts of vinyl city in her escape pod where a group of teens found her during their annual stargazing trip. (the sayu crew!) they found a mysterious lump of brightly coloured pink and blue goo inside this mysterious pod and when Tila was the first to open the hatch the goo formed to resemble someone like her. (The hair, the baggy clothes etc) The only sounds she could make at the time were her own alien language and the word Pi. The crew later named her Pisces taking inspo from the constellation - The SGR crew run a radio station that focuses on space exploration and are a Nu Disco band named SGR. (Which means Soft Gamma ray but later was changed to Star Girl Radio) The crew end up housing Pisces and try and hide the fact they have a literal wanted alien with them. She soon turns into their mascot and the lead singer for their band. Tila taught her to sing and they both sing lead. Whilst Dodo / Sofa / Remi add their own respective styles to the music. So their music is a whole mix of flavours that culminate into one groovy intergalactic disco. They’re the charters of Cast Tech; They only found out Pisces could groove once she was messing with the turntables in their studio and her goo like hands got stuck on some records on the deck. Cue impromptu groove session - The SGR crew have a way more prominent roll and influence here; They help make Cast Tech into a hub for citizens that a bit more out of this world that they let on. If you get my drift. - Personality wise she’s more than she lets on; though bubbly and curious about this new found world around her she’s actually pretty smart and strategic. She’s helping SGR build new tech and devices and is low-key their mechanic at times. Being an alien has its advantages when it comes to tech. Although music is a new addition she isn’t familiar with. She’s a bit quirky, loud and kind of out there but she means well - Mod Nine
D33P S3A: - Personality wise he still follows the canon djss arrogance. In this version D33p S3a might be more ignorant than arrogant, caring about himself and his work more than being better. Ignoring a lot that doesnt benefit or impact himself directly. This would also explain why he is the last on the leaderboard and not caring about it. - He will boast about sea and it's creatures, calling bbj amoebas and plankton's on many instances. Instead of space manipulation, he is capable of manipulating water. The ability to change size still retains and is using it in the boss battle through the phases, just like djss. - His battle goes from the shore where you meet him up into deep deep waters. In each and every phase the background gets darker and harder to beat, up until the final phase where everything seems to be almost pitch dark, safe for some visuals to fight. D33p s3as jacket seems to be have some glowing details, putting him into the spotlight. (It also seems to be reversible and have webbed hands) - His occupation is marine biologist, a well known and respected one. He spent majority of his life learning about sea. His occupation as an artist was just a side hobby, that gotten out of hand and landed him in this position. He uses the status that came with it to fund his research - Mod R
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Never more to be alone when the letter said “a soldier’s coming home.”
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curtain-caller · 17 days
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The Parallels Between Korsica and Roquefort
So, when I was setting up my plans for Fly-High Rush, things were a bit one-sided in terms of group numbers, so instead of keeping Korsica the same, I decided to swap her and Roquefort. I figured they were similar enough to make a switch work.
But then I realized they were... really similar. Like, very, very similar. The comparisons just kept coming and they didn't stop.
So here we are. Welcome to my Ted Talk.
1. WIND ATTACKS:
Let's get one of the bigger comparison out of the way: both of them fight with wind. Korsica uses it all the time, from turning off generators to putting out fires to kicking Chai's ass. Then there's Roquefort, who throws out little tornadoes during his fight and tries to send Chai flying with his Big Bad Wolf attack several times. That move also requires Korsica specifically to hold it back with her own wind gust. Yeah, not much to say here.
2. Connection to a Vandelay Sibling:
See, this is the point that really got the gears turning in my head. Both of them have a close connection to a Vandelay sibling who saved their lives: Roquefort to Kale, and Korsica to Peppermint.
"I was on my deathbed when Kale saved me. I was smart, but weak. He fixed that." - Roquefort
"Your wound was really bad...We didn't have a choice." - Peppermint "You... saved my life." - Korsica
Not to say Peppermint saved Korsica single-handedly (shout out to Mac and CNMN, the true mvps), but then again, I doubt Kale painstakingly upgraded Roquefort's body piece by piece on his own, so my point still stands. Both Vandelay siblings had a hand in saving their lives respectively, and because of that, you can see the bonds formed between these two duos.
Peppermint tries to be welcoming and reassuring to Korsica when she first comes to after Kale's murder attempt, and Korsica returns that reassurance later on in Mimosa's level. She hasn't even been with the gang for a full mission yet, is probably still getting used to these changes, and she still tries to comfort Peppermint, especially during her "Kale's my brother" reveal.
Not to mention, during the optional conversations in Roquefort's office before you face Kale, Korsica's dialogue is slightly different in terms of topic. Everyone has something to say regarding their own specific character arcs and motivations, but part of Korsica's dialogue is specifically her worrying about Peppermint.
"But I'm a bit worried about Peppermint. This is personal for her." - Korsica "After all we've been through, it might not be easy... but I think she can handle it." - Chai "You might be right about that, but we need to be there for her when she needs it." - Korsica
Now going back to Kale and Roquefort, while their interactions are brief, you can tell that both of them have at least some respect for each other, which is a hell of a lot more than they give to most of the other Department Heads. Especially Kale.
"Zanzo, Stop. Just stop. Even you jumped the shark on this one. IN THE EYE? What the shit?" - Kale to Zanzo (via SPECTRA Hub vlog) "Only one of of four, Korsica? That's not a passing grade." - Kale to Korsica "It better! No slip-ups! And no defects." - Kale to Mimosa and Rekka Versus...
"Why not? I want to see just how angry you can get, if those punks make it in here." - Kale to Roquefort Sure, Kale still lashes out at him, he's not nice all of a sudden, but it feels like such a massive difference. Kale questions why he ever hired Zanzo, he tried to straight up KILL Korsica, and he's harsh enough to Mimosa and Rekka to the point that they flinch. Hell, REKKA of all people flinches twice. But here? Kale trusts Roquefort to handle things, even if he is a bit dismissive with the "you're just a number cruncher" line.
And on the other side of things, Roquefort is not only loyal to Kale, but surprisingly calm and casual around him. Casual enough to correct him and talk back.
"We...shut down the cafe." - Roquefort "When I said close the campus down, I didn't mean THE CAFE!" - Kale "You said close down everything." - Roquefort
The casual tone of voice is palpable. I genuinely think that's the least angry we see Roquefort, except maybe during the Boss Zoom meeting.
And if you want to go the shipping route, yes, shout out to my lesbians, not much to prove there, but... Hey Kale, do you want to explain why you, a confirmed dog person, gave Roquefort a robotic wolf fursuit? YOU WANNA EXPLAIN THAT??? HUH???
3. Similar Personalities:
They're cold, they're direct, and they're aggressive, and despite their rare goofy moments, I feel comfortable saying they're the most serious of the Department Heads.
Excluding the visual aspects (because this point would be null and void thanks to Roquefort fursuit), these two are by far the least hammy of the bosses. Unlike the others, who provide witty banter, plenty of cheesy lines and over-dramatic reactions, the dialogue for these two is rarely comedic or high-energy.
Here's some examples for comparison:
"I like defects. I like how they taste." - QA-1MIL
"So let's get ready to crumble!" - Rekka
Do I even need an example for Zanzo?
"Let's raise the stakes, and turn down the lights!" - Mimosa
"You've had a few hits, but I think it's time we break up the band." - Kale
Compare that to...
"Caught you off guard." - Korsica "I'll make sure you stay down this time!" - Korsica "You cocky LOSER!" - Korsica
"You sure made an entrance, lad. If you've come for me... I'd walk away." - Roquefort "Where's your confidence now, kid?" - Roquefort "I put my stock in futures, but not yours, kid." - Roquefort
The other bosses are willing to taunt and even go along with Chai's goofiness, but these two? Oh, they don't have much time for that. They barely hesitate, and are not holding back in the slightest. Korsica fucking yeets him down a slope, puts him in a headlock, knocks him out, does whatever she can to hold him back from getting to her office, and only pauses briefly to gaze upon his stupidity before whipping her batons out when he busts in. Even after she gets knocked out and sustains, like, 3 different flavors of concussion(5 if you count Chai and the vent hitting her), she gets RIGHT BACK UP! In a way, Roquefort is a bit more lenient, letting Chai into his office once he gets that far... but the "I'm not fucking around" energy is still there. He's like "Oh, you're really that determined? I respect it. Come at me, kid, I'm not fucking scared." And then he proceeds to back that up. He doesn't even bother attacking Chai with his regular form at first (or at all, frankly), he goes from 0 to 100 and refuses to fall somewhere in the middle. And finally, there's one similarity between them personality-wise that gets its own section, that being how...
4. They're Fueled by Anger:
Basically every boss is aggressive in some way, throwing all kinds of things at Chai as he consistently grinds their 30 day chips from anger management to dust, but here's the thing... When I say "fueled by anger", I mean health-wise. These two heal themselves on-screen because of their anger. With Roquefort, this is pretty well established. He constantly says that all Chai is doing is making him angrier, and that so long as he's mad, he won't be stopped, to the point that thousands of pounds of gold getting the drop on him was the only thing that could take him down. During the verse/phase changes, you can see his health bar quickly refill itself each time, and his wolf form model viewer description wraps this all up in a nice, neat little bow with this line: "Powered by Roquefort's own anger, attacking it will only make it more aggressive and powerful." Now, getting to Korsica... I'll only say this one thing. Can we just acknowledge she went from THIS:
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TO THIS:
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ALL BECAUSE CHAI CALLED HER OBLIVIOUS??? SHE'S OUT FOR BLOOD, SHE WANTS THAT TWINK OBLITERATED. "That's it! Now I'm mad!" - Korsica Anger Management? More like Angry Management, am I right?
5. Chai is Out of his Element:
*Holds Chai up by the scarf* Get his ass, you two (I say this affectionately)
Yeah, Chai is severely out of his element with both of them. These two fights are especially humbling for him, albeit for opposite reasons. Korsica is the one boss Chai can't just run in and beat the crap out of, so we see him struggle a lot as he constantly rolls nat 1s on charisma. He and the gang go through, like, three different plans in the span of the whole boss fight; first going with Peppermint's plan to state the facts and stay cool, followed by Chai's plan of trying to tire her out until she's willing to listen, and finally ending with "Fuck it, let's just kidnap her, we'll work on a plan D later". And to top it all off, Korsica throws an entire new addition to the parry mechanic at Chai in the middle of all of this, and he just has to keep rolling with it. For Roquefort's fight, I think it's pretty clear that Chai is TERRIFIED of him. He goes in all cocky and confident, thinking Roquefort's a pushover, and gets humbled QUICK when Roquefort reveals his true nature. You only very briefly see his confident attitude resurface during this fight, like when he knocks Roquefort through the glass pane to his money vault. Otherwise, he's either terrified or exhausted, especially at the end, gritting his teeth and getting ready to keep fighting because he has no other option. Not to mention the others are constantly reassuring and being protective of Chai during the fight via their call-in dialogue. Chai is straight up NOT having a good time. At least he got an unintentional nap after Korsica's fight, dude needs a rest after dealing with Roquefort. Where's SMIDGE when you need him, dude needs an energy drink, stat.
6. Boss Music:
Okay so I am NOT well-versed in musical vocabulary so like... bear with me on this. Hopefully this is coherent. Anyways, Negotiation and The Fizzith just... have the same vibe to me. Yes, I'm mostly focusing on The Fizzith, I believe in Streamer Mode Supremacy. First of all, I guess I can start off by saying that they're the only bosses with pure instrumentals for their tracks, with everyone else having lyrics in theirs. Second of all, both of their song formats just sound so... similar to me? Idk how to describe it, but like... They both start with a dramatic build up as they instill the fear of God in Chai, with Roquefort having that iconic classical music "DUN DUN DUN DUUUUUN" intro and Korsica having a shorter, but still just as powerful, build up as she jumps up and whips her batons out. This is then followed by, like, a slightly softer and steadier follow up as it proceeds with the rest of the intro cutscene, as Roquefort leaps over Chai and Korsica turns down Chai's offer to talk. Then the tension gradually grows as the fight goes on, with each phase adding another instrument or two to make things more intense. The Fizzith is already a lot more intense than Negotiation at the start, but you can still hear the build up with each phase for both. And then finally, there's a small "calm before the storm" section, aka where Chai almost talks Korsica down, and when Roquefort is amping up for his final Big Bad Wolf attack. Roquefort's goes back to a steady sort of beat for a moment, while Korsica's has that quiet clapping and softened tone. This is then followed by an intense, deep, high-energy climax as Korsica starts throwing everything she has at you, and as Roquefort sends this lengthy tornado sound-wave barrage at you. While this format is by no means an original one (hell, I noticed a lot of this in Mimosa's fight too), there's just something about their music that just... feels interconnected to me. Like, if I had to sit down and imagine any other boss having a parry-based boss fight like Korsica's, just going by their boss fight music, I'd go for Roquefort (with Mimosa as a close second). And genuinely, I have actually sat down and imagined it, and it's almost perfect. I'm connecting the two dots, motherfuckers (I'm not connecting shit) I'M CONNECTING THEM-
7. Control Over Security:
And with that, we're now arriving at the much smaller points that I don't have as much to discuss about. So I don't really need to say much about Korsica during this section, for obvious reasons. But as for Roquefort, he IS the one who takes over once Korsica's out of the picture and shit starts to hit the fan. "Kale, I prioritized shielding the tower. Reallocated the budget so not a bug will get in." - Roquefort And both of them are damn good at holding Chai and the others back. Korsica takes 3 whole stages to get to her, keeping you on your toes the whole time with lasers, brakes, and enemies galore. I imagine it would've been difficult as hell to get into the Security Department in the first place if Chai didn't get knocked out and held for questioning. And while his segment is pretty short, all things considered, Roquefort gives it his all to shield Vandelay Tower, locking it down so well that even the smartest members of the TEA-m are stumped. Chai's the only one with an idea, and even that had several hurdles. The second they started connecting to the cannon to launch Chai, security comes rushing in, and he probably would've gotten caged in if SMIDGE didn't unintentionally hold the door open for him. Let's also not forget the big-screened wanted posters, the whole Invaders Must Die cafeteria fight, and that one specific fucking bird that threw Chai around like a hacky sack. THEY. WANT. THIS. TWINK. OBLITERATED.
8. Their Affection Towards Cats:
Korsica has a folder on her computer labeled "CAT Gifs", and Roquefort fawns over 808 when she uses her Steal the Show ability. I rest my case.
9. Accidental Puns:
Okay, so I would've titled this "both like puns", but the jury's still out on Korsica in my opinion. Yeah, Chai says she's lying about hating puns, but to me, she seems like she's... on the fence of liking them. Like, she's hesitantly annoyed by them. But I CAN say that they've both accidentally made a pun. "You think you can strong-arm ME?" - Korsica "Hey, YOU chose to fight-...Wait, you like puns too?" (points at his arm) - Chai "What? No!" - Korsica "Roquefort here. Shut this place down! Protect Finance at all costs! (Heh, I said "costs!") - Roquefort "Ughhhhhhhh." - Peppermint
10. Probably Awakened Something in Players:
It's no wonder how thirsty the fandom is when these two have some of the most charged lines in the game... "You broke my concentration. So how 'bout I break you?" - Korsica "Let's take this somewhere a bit more secure. So we don't disturb the neighbors." - Roquefort Welcome to Hi-Fi Rush, where they appeal to both the "I love the kind of woman who could kick my ass" community and the furry werewolf boyfriend sugar daddy community.
11. Visual/Dialogue Similarities:
Finishing this off is a section dedicated to miscellaneous visual or dialogue similarities that I couldn't fit elsewhere.
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(The camera zooms in before I can get a good shot of Korsica actually ON her desk, so standard shot it is.) TOP 10 WAYS TO ENHANCE YOUR LEADERSHIP SKILLS IN THE WORKPLACE #1: Jump onto your desk to establish dominance
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Smug little losers...
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GET FUCKING YEETED
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Man, they even intimidated the camera man, they can't keep it straight.
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Spiky, anime-ass hair/fur. Triangular.
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Of course they have blue eyes and nails and pronouns (ft. Chai living the dream) Also, speaking of blue... maybe it's because both of theirs glow blue, but some of their cybernetics have the same vibe to me.
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Mostly just the chest and the arms (since that's all Korsica's got). Maybe I'm just looking too hard but like... the blue tubes connected to the arms, the glowing chest... Okay, I'm running out of red string for my evidence board, moving on. Anyways, not as much to bring up about remaining dialogue similarities, but I still have a few. "Is that a floating cat? Ugh, nothing about you even makes sense!" - Korsica "The numbers are in... and YOU are OUT!" - Chai "Wow. That makes no sense, you idiot!" - Roquefort Behold Chai's natural ability to deal psychic damage by not making any sense whatsoever. And finally... mission plan dialogue. "Mission report. Just...go up." - Peppermint "Up?" - Chai "Up." - Peppermint "That's it?" - Chai "Looks like Korsica's in her office, and it's on the top floor. Hence, "up"." - Peppermint
"Chai, you're doing it! The Tower is unguarded. We're headed your way." - Korsica "Chai! Roquefort's office is a couple floors above you. Get up there and kick his ass!" - Peppermint When in doubt: go up.
So in conclusion...
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The Free Black Women’s Library, which started as a mobile library book swapping social art project in 2015 is now over eight years old.
2023 marks two years of us having our own brick and mortar space and having a home base has helped the project grow and develop into all that I imagined it could be and more.
This year birthed some lovely initiatives, opportunities and moments. We have become a community resource, creative hub, social site and care space for many.
If we raise enough money we can keep these good vibes going in 2024.
Help us make it happen by donating to our crowdfunding campaign at
givebutter.com/TFBWL
Thank you ♥️🥳
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insomniaruler · 7 months
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My brain R E F U S E S to turn off so some misc mcyt headcanons :D
- Ren is captured currently by the watchers because he keeps getting to close to inciting a major uprising against them
- Lizzie is slowly becoming a Listener (starting from the swap out in Limited Life). The Listeners swapped her out to keep her sane after Last Life. And they wanted to preserve Pearls sanity so they swapped her in for a session.
- C!Ren is a pan disaster
-Grian, Pearl and Jimmy are siblings. They basically raised each other.
-Grian and Pearl are twins 
- Cleo & Joe are childhood best friends
Cleo was a young Zombie hybrid abandoned by her Lurch (a group of Zombies)
Joe was a code mistake who was cast off by the devs as a mistake, for years he was young and angry. Using his corrupted Code to jump around servers without notice and curse people (Herobrine). Eventually he was locked into the world hub by the devs.
They became fast friends with the need for survival
- Iskall keeps trying to sneak Tubbo & Fundy onto Hermitcraft to show them his Redstone creations
- Pix is the immortal champion of Death
He was a young elytran in the beginning of the Devs worlds
He was captured by poachers and killed for his wings
Death sent him back as a phantom when he made her a deal to spread her influence to new lands
- Etho is a shape shifter :D
- Mumbo is an enderman hybrid from the nether
- Mcc is a huge event on Hermitcraft, they usually invite the winning team (if it has hermits on it) to a giant party on the Server. It is insane.
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