cultivate bird-forward language. "Im so happy!" -> "im so harpy". Now you are a bird also

Game Changer & Make Some Noise
Sweet Seals For You, Always
Lint Roller? I Barely Know Her

romaâ
sheepfilms

Misplaced Lens Cap
One Nice Bug Per Day
Xuebing Du

izzy's playlists!
The Bowery Presents
Noah Kahan
taylor price

Jar Jar Binks Fan Club
2025 on Tumblr: Trends That Defined the Year
he wasn't even looking at me and he found me
h
Interview Vampire Daily

shark vs the universe
I'd rather be in outer space đ¸
seen from India

seen from Canada
seen from Lebanon

seen from Singapore
seen from United States
seen from Senegal
seen from Colombia
seen from United States

seen from United States
seen from Vietnam
seen from United States
seen from United Kingdom
seen from Argentina
seen from South Africa

seen from TĂźrkiye

seen from United States

seen from United States
seen from United States
seen from France
seen from Iraq
@xkeeper
cultivate bird-forward language. "Im so happy!" -> "im so harpy". Now you are a bird also

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Happy Puyo eSports release!! Hereâs stuff from Twitter I forgot to post here
Day 11 - Draco Centauros
I attempted a more dynamic pose! Gao!
Witch do you prefer?
Iâm tracing this Pocket Yon Sprite:
I know itâs based on Yon⌠But I want you to choose for when I start finalizing.
Green Witch:
Blue Witch (but Yon):
This ____ Witch:
Or Yellow Draco:
Just kidding. Just Blue or Green please, please.
Think the Witch under blue one has an hourglass underneath that dress?

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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also a quick draco
draco, honey⌠[x]
Jolteon, Espeon, and Flareon have found their way into my etsy!
I hope to have the whole gang available soon, but hereâs the ones Iâve been able to do so far! <3
Pattern by @sewdesune!
Iâm in need of some daily character warm ups, so:
everyone who reblogs this byâletâs sayâJuly 31st will get a character based off their blog!
Theyâll include basic bios and physical descriptions at the very least, and I will be doing at least one or two a day until they are all finished. Â (And if Iâm really digging them I may even give them a deeper backstory or *gasp* put them in a short story!!)
when ur friend is gonna make a bad punÂ

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Prototype Release: THQâs unreleased Tetris DS
We bought and dumped a prototype (as well as a bunch of related documents), and weâre releasing them!
Keep reading
Now in "Keep Reading" mode for your, er, not-dashboard-clogging pleasure. Same great post, less filling!
Prototype Release: THQâs unreleased Tetris DS
We bought and dumped a prototype (as well as a bunch of related documents), and weâre releasing them! But first, some backstory.
Most people are probably familiar with Nintendoâs nostalgia-slathered Tetris DS. It had several unique modes that took advantage of the dual-screen setup, and was generally regarded as a pretty good game.
What people are probably not familiar with is that THQ was developing their own version of Tetris DS in late 2004. Information about this version has been quite sparse, with Wikipedia claiming that it was simply âcancelledâ âŚ
THQ announced Tetris DS before E3 2005, and scheduled it to make an appearance at the show. However, the company decided to cancel the game, and Nintendo released their own make of Tetris DS in March 2006.
However, the 2005 annual financial report from THQÂ (PDF)Â paints a rather different picture of the gameâs fate:
Tetris Litigation. On April 14, 2005, THQ filed a complaint against The Tetris Company, LLC (âTetrisâ) in the Superior Court of California, County of Los Angeles. The complaint alleges that Tetris breached its license agreement and certain oral agreements with THQ, which prevented THQ from releasing a Tetris product for the Nintendo DS system as planned in March 2005. Additionally, Tetris has indicated that it believes the term of THQâs license agreement with Tetris may have expired on March 24, 2005, despite THQâs compliance with the requirements for renewal pursuant to the terms of the license. Our complaint seeks monetary damages and injunctive relief against Tetris, as well as a judicial declaration that the term of THQâs license agreement with Tetris extends to March 24, 2007.
THQ ended up instead getting the rights to publish a Tetris game for the Xbox 360, which ended up being the rather mediocre Tetris Evolution.Â
This build of Tetris DS is dated December 4, 2004. While the documents suggest the game was still being worked on until at least mid-January, this one is still in a somewhat early state.
Now, itâs time to talk about the prototype itself.
Developed on a 64 MB development flash cart, the game itself only takes up a fairly small 6 MB. When booted, the game has a (temporary) icon and title text:
When started, the game will boot into a debug menu. The menu is shown only on the bottom screen, and has various options.
The âTestâ menu lets you go directly to one of several screens, including each game mode, the rank in screen, and the settings menu. âOptionâ lets you configure most settings that you can get to with the in-game options, though the âTrash BGâ and âWarning BGâ options arenât changeable.
The sound test is⌠well, a sound test! You can choose music with A and play it with the X button, or stop it with the Y button.
Pushing select at any time will act like the Xboxâs âBackâ button, in that it will generally take you back one screen; e.g. from in-game, to the game settings, main menu, title, and debug mode. In at least one case itâs possible to softlock the game doing this, though.
Choosing âTETRIS DSâ on the main menu or âTitleâ on the Test menu will take you to the title screen proper.
Pieces will fall from the top screen onto the bottom screen. You can skip the animation. After pushing a button, all of the pieces turn gray (starting from the bottom) and the menu appears.
The settings menu is rather spartan, but allows you to set if you want the âguideâ (also known as âghost pieceâ or âtemporary landing systemâ for us TGM dorks), âHard dropâ, or to change the language. Most languages arenât implemented and just use the English messages.
Hitting âCreditsâ will unceremoniously dump you back into the debug menu.
âSelect Gameâ will (surprise!) take you to the main menu, which uses the titleâs pieces as buttons to select one of 7 different variants (though only 6 are working). Each game offers the ability to play, view scores, or read the rules, which are explained using the top screen.
Classic Tetris is, well. Itâs Tetris. The game allows you to hold a piece with the X button and hard-drop with the usual Up, but also maps L and R to hard-drop, which is sure to throw off any veterans of Nintendoâs Tetris DS.Â
The top screen shows your current playfield, and the bottom screen shows a zoomed-in version focused on the level your current piece is at. You can move the piece by tapping on the screen (it will âjumpâ to where you tap, but not through obstacles) or rotate it by tapping the piece directly.
This game uses the same âRankâ system as Tetris Worlds, where you have to clear a âgoalâ score in a certain time limit to advance. If you fail to clear the goal in time, your level increases, but your rank doesnât. Iâll admit Iâm not entirely sure of the impact each has, but the game does speed up quite a bit at the end. âRankâ caps at 16, where it displays an invalid Goal amount that never decreases. The high score screen will show this rank as âMAXâ.
In Classic, âgoal pointsâ are scored by clearing lines, with small bonuses for the bigger ones.
Cascade Tetris is the same as Cascade from Tetris Worlds, and is basically just Tetris with gravity. Pieces are treated as one solid block that can be broken apart by line clears. Individual pieces will freely fall, instead of being suspended in midair as in more normal Tetris variants.
Goal points in Cascade are awarded by clearing lines, with increasing bonuses for every âcascadeâ (chain) you trigger per piece.Â
Hotline Tetris continues the Tetris Worlds theme, being largely the same as the other games from that series. Goal points are scored when clearing lines only on the marked lines, with more points for the higher ones.
Making this game somewhat more difficult than normal Tetris is the fact that pieces can spawn âpre-brokenâ, made up of multiple color segments. When placed, theyâll break apart. The game follows cascade rules, so this can lead to some⌠interesting problems.
When clearing a goal segment, all of the pieces on the playfield will break apart into 1x1 blocks, usually causing a big clear and filling any holes in the playfield.
This is the last ânormalâ mode. The next ones are all unique to Tetris DS.
Tetris Draw is ⌠well. It certainly isnât much fun the way it is.
The mode itself, in its current state, requires you to, well, draw pieces on the bottom screen. After theyâre drawn, they will float above the playfield. You can drop them with L or R, and simply start drawing again to cancel (if you draw the wrong piece or, more likely, put it in the wrong spot). Garbage constantly rises, as well, so you canât afford to take your time, though even with slowdown I still find it impossible to play this mode.
The help text says that you can only draw a certain amount of each piece, ostensibly to stop you from just drawing all I or T pieces. In reality, this restriction doesnât exist, so go hog wild.
The documents specified a different, arguably more interesting take on the mode. Rather than being able to draw a piece anywhere, you would instead be given an âpoint blockâ randomly at the top of the screen, and then have to draw a piece using the âpoint blockâ as one of the 4 blocks.Â
This version would likely have been at least somewhat more interesting, though likely frustrating if there was no way to control where the âpoint blockâ appeared - if the player got a particularly bad string of luck, it would be impossible to avoid losing.
(The full design document and other materials are available at the end of this article for your reading pleasure.)
Tetris Warning is Tetris except played in a huge well â 48 blocks tall. Pieces will spawn on the top screen at preset intervals, with random positions and orientations. You can only control the bottom-most âactiveâ piece, and control switches to the next lowest one after itâs been placed. Playing this mode without the Guide feature is all but impossible.
The falling pieces you arenât controlling can (and will!) lock if they hit the ground, so itâs important to play fast and maintain control.
The game music will speed up if you reach the top of the bottom screen. Normally this music is reserved for when blocks are reaching into the âredâ area near the top, but given Warningâs oversized well, it can play for a lot longer than other modes.
Tetris Trash is one of the more unique modes, featuring not one, but two playfields. The top playfield is your standard Tetris, just limited to an incredibly small 10x10 square. Placing any block outside of the playfield is an immediate loss.
The bottom playfield comes into play when you push Y. The top playfield will rotate 180 degrees, and the pieces inside will fall down the screen into the lower playfield. Pieces, on the lower field only, are affected by gravity (or âcascadeâ rules).
You can trash your top playfield as much as you want, as long as no pieces are outside of the lower playfield. As long as any piece is outside of the playfield, you canât use the trash feature until itâs back inside the playfield again.
Clearing lines on any playfield will âbreak apartâ pieces on the bottom playfield, causing them to fall and potentially clear more lines, which will cause more pieces to break apart and potentially continue the cycle.
If there are no more pieces to break on the bottom field, the individual pieces will instead be deleted, allowing you to eventually clean the field.
Lines on the bottom screen are worth very little, with even the largest cascades awarding very few points. The small upper playfield means you have to be very careful about where you place pieces, while the bottom playfield ensures you have to always be clearing lines.
Player Versus CPU Tetris doesnât exist. Selecting it on the menu will instead take you back to the debug menu, and the rules option instead seems to talk about normal Tetris rules.
However, choosing âVersusâ from the Test menu will take you to an (otherwise inaccessible) two-players-on-one-DS mode. Player 1 uses left, right, up, and down to move, with L rotating. Player 2 uses A, B, X, and Y, with R rotating.
The bottom screen always focuses on Player 1â˛s field.
Any line clear will send that amount of garbage to the other player, indicated by the red bars bordering the playfields. The game follows Cascade rules as well.
Any player topping out will result in Player 1â˛s side going gray and âGame Overâ appearing in the middle. (If both players lose at the same time, the speed of the graying-out will double.) The game will then simply return to the debug menu.
There are several music tracks and backgrounds available, most of which are quite nice. The music is all largely based on classic Tetris (i.e. Russian) songs, though the names donât quite match up with their real counterparts.
Also included in this release is a collection of documents related to the prototype, namely a game design document, some localization tables, and the packaging/manual art. The design document has a lot of interesting differences between the ârealâ game and designed one, and the localization tables include some notes between Tose and THQ, as well as some hints at things that were changed in a later version.
There were at least 3 known prototypes of this game that had been found; one earlier, one later. The whereabouts of the other prototypes isnât known, unfortunately.
First, this prototype ended up costing me about $700. Purchasing and releasing prototypes is rather expensive. If youâd like to support our efforts in the future, please consider supporting us on Patreon or donating directly.
Without further ado!
Tetris DS (THQ, Unreleased).nds (7z, 2.8 MB)
Design/Localization documents (PDFs; 7z, 22.6 MB)
Art and Manuals (PDF; 7z, 53.3 MB)
Thank you for your support over the years!
Note: To play the ROM in DeSmuME 0.9.11, youâll need the DS BIOS and firmware files, not included. Go to Config -> Emulation Settings and check âUse external BIOS imagesâ, âUse external firmware imageâ, and âBoot from firmware (like the NDS)â. No$GBA is capable of playing the game without these files, but will have graphical issues for the backgrounds.
writing this was hell but it was worth it
Clever Fox Moxie is the most important game to come out on my birthday for very important reasons thanks
oh goodness
In my game Princess is obsessed with the sheep cushion.
Crystal Hunter

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
i first designed her one whole year ago! my favorite child⌠(donât tell the others)
warning: a cute birthday had approached fast
If your content was ever used in a DYKG video & you weren't credited, email me with details & it will be amended: [email protected]
â Did You Know Gaming? (@didyouknowgamin) April 12, 2016