#moosh's announcements
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Testing the waters
Hello, hi. It's been awhile since I've wrote anything x reader on this blog. Honestly because for a long time I didn't really find the motivation too with balancing my irl job and raising my kids and I just wanted to focus on other things for awhile and honestly? I stil might but, however, due to some other irl personal stuff going on in the background I'm here to announce that I actually have the free time to write again I think than I've had in the last two years. But I think still at a slower pace but the urge is there! And I want to do a little experiment request opening and just to see what happens.
So with that said, two new fandom announcements:
I now write for Dragon ball and Attack on Titan since lately those have been been I've been getting really back into lately and if I'm going to write it'll probably be for them since the interests there.
My rules post is technically outdated but mostly still stands as is. But for this specific Box Opening here the rules:
Gender neutral reader only.
NSFW is A-Okay. And encouraged.
Only headcanons, no scenarios.
Fandoms I'm accepting in this batch: Dragon Ball, Attack on Titan, and Devil May Cry. One Piece I'm going to wait until the anime officially starts Egghead in January I think, but I am still interested and maybe if things go out okay this time I might have a specific opening for it come January or February maybe but not right now.
Send me some hornee Broly my way and I'll love you forever.
Requests will be open... until I feel like closing them then I'll write them at my own chill pace 🤷🏻♂️
#box opening#moosh's announcements#dragon ball#dragon ball x reader#dragon ball z#dragon ball z x reader#attack on titan#attack on titan x reader#devil may cry#devil may cry x reader#gender neutral reader
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DiapOut: Chapter 17
DISCLAIMER: This series contains diaper usage, public humiliation, masturbation, hypermessing, sissification, WAM, mental regression, and other ABDL themes. If you haven’t read the first chapter and want to catch up, be sure to check out the link in the description. I hope you enjoy!
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A piece of Misa's soul died as her body conspired against her to fill the diaper around her hips as much as she could. For years, she’d put up with Lelaya’s 24/7 diaper-wearing habits, having witnessed her willingly loading her pampers at a moment's notice. She’d also been party to both Mia and Ayaya’s first meetings. Sadly, none of these instances prepared her for what it was like from a first-person perspective. Steaming hot, semi-soft goop spread across her butt cheeks and between her thighs as cameras captured every moment of her misery in stunning 4K resolution.
Meanwhile, Mia held onto her friend for dear life as her own diaper expanded outward simultaneously. Much like her first experience, it was far from what she would deem pleasant. It was all worth it in the end, though, so long as Misa shared the same fate that she did. Energized by the catharsis of enacting sweet revenge on her bestie, she began winding her arm back before looking to the audience for approval.
“Punish her! Punish her!” chanted the crowd, thrilled to have front-row seats to such a notorious figure in the ABDL community experiencing her first messy diaper.
Egging her audience on like a conductor would a symphony, CassiRole took to the mic and shouted, “Show that naughty girl who's boss, Mia!”
Throwing her typically well-intentioned principles to the wayside, Mia allowed herself to bask in the glory that the studio audience heaped on her. After the year she’d had, she felt she had more than earned this. Whipping her hand down as hard as she could, she landed a solid strike against the rear of Misa’s still rapidly inflating diaper, making sure to moosh as much of Misa’s mucky backside for good measure. “You like that?!” she called out to the crowd, stepping aside to give them the best view of Misa’s muddy undies.
Ever since the New Year’s Party, the sense of control that Mia had over her life had essentially vanished. She didn’t have a say in who recognized her on the street or what outrageous memes were made of her. She barely had a say when it came to being on this show. A show that she was practically forced to cheat on, no less. All the regret that she had bottled up inside was symbolically emptied into her bulbous diaper, freeing her from the shackles of her spiteful morality. If she was gonna cheat her way through this game anyway, she may as well have fun with it. Letting out a loud grunt, she started pushing on her bowels to pack her pampers, quickly outpacing Misa thanks to the extra storage space in her guts.
“What a way to usher in the second half of Round Two!” said CassiRole, addressing the camera directly as Mia and Misa continued to pour pounds of poop into their putrid padding in the background, “Since we’ve now reached the midpoint, it time to pick things up a notch! Bring out the bottles, boys!”
Suddenly, the doors to the studio burst open as a man dressed up like a chef rolled out a metal food cart with eight utterly massive baby bottles organized on top. Each bottle had the name of one of the contestants written in bold, pink letters. “Attention contestants!” announced CassiRole as the stagehands did their best to quell the voices of the audience, “You have the decision to make. If you’d like, you may continue to eat at the table and use your remaining Lightning Laxatives. However, if you’d like to increase your odds of winning, you can opt for a bottle filled with extra-strength CrissBaby Bowel Busting Formula. Be forewarned, the amount of Bowel Busting Formula in those bottles is enough to end your continence for the foreseeable future, potentially forever if you drink enough. Are you willing to become diaper dependent for a leg up?”
Several gasps rang out across the audience as the stakes of Round Two went from ten to a hundred. Up until this point, the players had been put through many embarrassing trials but this was a different matter entirely. Could they really sacrifice their potty training to split $500,000 between four people?
“I’ll do it!’ stated Mia proudly, raising her hand high for everyone to see. Having finished her mammoth-sized bowel movement during Cassi’s big speech, she’d long stopped caring about the state of her diaper. If it was already messy, what did it even matter? “Misa’s in for a bottle as well.”
“L-Like fucking hell I am,” responded Misa, aiming a death glare directly at Mia, her face as red as a tomato, “I-I’m not touching another single scrap of food for the rest of this goddamn challenge.” Turning her back on Mia and the audience, Misa began marching back toward the table.
Rushing up behind Misa and grabbing her gently by the arm, Mia cheekily said, “Oh, c’mon. You can dish it but you can’t take it-”
“Get your hands off me!” yelled Misa, ripping her arm away from Mia’s clutches. Refusing to so much as look at her so-called friend, she parked herself down at the table, wincing as she was forced to sit atop her bloated nappy.
The serge of infectious energy that Mia had garnered from the audience quickly began to fade. Only it wasn’t replaced by guilt or shame for her actions. Instead, she furrowed her brow and stormed up next to Misa, outraged by her woe-is-me attitude. “Are you serious right now? After what you did to me, you’re fucking pouting?” she said, feeling justified in her rage. All the while, Misa remained silent, which only pissed Mia off more, “Whatever. You wanna act like a baby on national television, you go right ahead.”
Stomping away from Misa’s spot at the banquet table, Mia was now more fired up than ever after finally letting Misa have it. If this was really how she was going to act the one time she actually was able to one her, maybe their friendship wasn’t as strong as she thought. Attempting to put Misa in her rearview, she turned to the rest of her team. “Hey Ayaya, Lelaya, are you coming?”
“Pfffft, no, I’m obviously not cumming. Buuuuuuut if you could give me a boost up onto Ayaya’s diaper, I could probably get a few good climaxes in,” said Lelaya, whose entire body was half sunken into Ayaya’s monstrous diaper. Ayaya, meanwhile, had yet to drop the stupefied look from her face, her mind still far from her conscious body. Clearly, these two were going to be of little help. Rolling her eyes, she promptly returned to where the bottles were stationed, where two of her opponents were already waiting.
“Wow, you two are slow,” chuckled Cade, unable to contain himself as he watched Kyoko struggle to help Zeke to the trolley cart of bottles.
Unlike the other members of his team, Zeke’s pelvic region was encased within a pair of locking plastic pants, giving the mess in his pampers relatively little space. Because of this, instead of sagging low like everyone else, his diaper bunched up, becoming almost spherical in shape. This forced his legs into an uncomfortably wide stance, making it impossible to so much as walk on his own. “Maybe I should just sit this one out, guys. It’s not like all four of the Wetters are going for bottles,” he relented, uncertain if he could handle packing more pressure into his plastic-wrapped pampers.
“Nonsense! There’s plenty of room in here. Besides, once we get you over here, all you have to do is hold onto your bottle and suck as though your life depends on it.” said Kyoko, pressing her hand into the side of Zeke’s diaper and giggling at how far it sank inward. Looking forward to her other two teammates, she shouted out, “Cade, Rupert, no need to wait for us! Go ahead and start drinking!”
Nodding in affirmation, Cade and Rupert moved to snatch their bottles off of the foot cart, only to be stopped just before they could by an all-too-familiar voice. “Ah, ah, ah! Bottle-fed babies can’t feed themselves, you silly billies,” said CassiRole, who was now holding a remote in her hand with a big, red button in its center, “Good thing we have a fleet of nannies on standby!” Without further ado, she pressed the red button, prompting a set of metal doors stationed next to the audience pews to open.
One by one, a single-file row of nine Iris nanny bots rolled onto the studio floor and gathered around Mia, Kyoko, and the other Messers. “Hello, Miss Cassi, we are ready to serve you,” the nanny bots chanted in unison, startling both the audience and the contestants.
“These Iris nannies, provided graciously by our proud sponsor, Avon Technologies, are here to help you nurse yourself into the messiest diaper you’ve ever worn,” said Cassi, practically beaming with excitement as she stepped down from her platform and onto the playing field, “All you have to do is select your Iris and say, Iris, feed me.”
Suddenly, the Iris nearest CassiRole sprung to life. Within seconds, it sped over to where Cassi was standing and picked her up off the ground. “Whoopsie! Looks like I shouldn’t have said that,” she said, hamming it up as the Iris nanny proceeded to carry her away, prompting the audience to get a laugh at Cassi’s expense. She waved goodbye like a pageant queen riding a parade float as the nanny bot ferried her back through the set of metal doors. A hardy round of applause soon followed.
Left with the remaining eight Iris bots, the five rounded-up contestants remained motionless for a moment, baffled by the seemingly infinite budget that this show had. Even one Iris was as much as a down payment for a house, and here the show was, flexing with an entire army. It was intimidating, to say the least.
Hardened by the lack of support from her team, an unphased Mia was the first to step up to one of the Iris nannies, getting an up-close look at the eight-foot-tall giant fembot that would be nourishing her shortly. “Iris, feed me,” she said as she took a single step back and raised her arms, preparing herself for the inevitable as the eyes of the Iris bot came to life.
TO BE CONTINUED…
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Heyyo! Can't wait until next week for more DiapOut!? Subscribe to my Patreon, where you can get early access to main series chapters like this one, as well as exclusive content you won't find anywhere else! Join my dollhouse at patreon.com/crissiebaby!
Edited by AllySmolShork
#ab/dl#ab/dl art#ab/dl stories#ab/dl girl#ab/dl diaper#diaper art#diaper stories#crissiebaby#diapout#diaper messy#dirty diaper#wetting diaper#diaper humiliation#wet and messy#gunge#sissybaby#diaper sissy#crissbabydiaperco#ab dl#ab dl diaper
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a little life update
hey children of the corn, I come bearing news. yes, that's right. news. is it good news? bad news? you can decide for that on your own. anyway... I ended up getting the graduate internship I wanted for one of the top companies I applied for (AHHHHhhHhhhhh) and I'll be working part time on top of my studies which means... I won't be online as much once august rolls around for my first day. it's definitely what I'm going to be spending most, if not all, of my time and energy on (which is honestly something I'm so excited for since the company I will be working for focuses on tech and the environment and I am genuinely so thrilled to be working with likeminded people that I can hardly wait)! I still have some small writing projects I would like to finish on this blog before completely wrapping things up for a while (hiatus? semi-hiatus? who knows).
long periods without updates will most likely be more common, and it may take some time for me to reply to messages and comments and asks and the likes + I'll just... be chilling on the blog when I have free time.
really wanted to add in that I am so grateful towards everyone for being so sweet on here. I know that I'm absolute dog pile at responding... so sorry about this, but please know that I do appreciate everyone with all my heart. things have been a bit busy, so I haven't been online as much, haha.
YEAH. so. that's what's going on in my life. few other things have happened like me getting into gardening and watching mugen train (pain), but really... I just wanted to give a small heads up if I disappear for a while. I hope everyone is happy and healthy during these times! :-) take care of yourselves + I hope you all find success!
#moosh yoohoo#announcement#WOOooo#q#kind of debated posting this but#didn’t want to just disappear off tbe face of the planet again. so. a small announcement
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so. i’m planning on dropping another series of one-shot reader inserts feat. the older!chocobros, nyx, cor, ravus, and ardyn, set in varying AUs (noct in a corporate AU, prompto in a band AU, ardyn as a doctor..... just to name a few) and just in case, let me know if any of you are interested to be tagged to any one of these, or on all of them, maybe? that is all. bye.
#a very random announcement which i rarely even make#top of my mind#i only know a handful of people’s faves like#nyx—ciel of course#ardyn—i mean who am i if i do not tag val for this#cor—moosh obvs#so yeah#i kind of want to know who your biases are in a way
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Discord server for DMC creators!
Hello, my dear people. I'm here to announce that @mooshs-crack-headcanons created a Discord server for Devil May Cry artists! If you draw/write/edit about this lovely demonic series, come and join us!
Besides Moosh and I, the other mods are @rodeoxqueen, @butcherknives and @sleepycjwritesstuffnow. Before joining the server, however, pay attention to the most important rules:
Be nice and respectful.
No Spardacest shippers allowed there.
And that's it! If you're interested, please contact one of the mods and we'll send you the invitation. 🥰
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WIP It’s Almost Friday (Whoops)
Tagged by: @honeysides @chazz-anova @smithandrogers @lilwritingraven Thank you all!
Tagging the usual suspects: @strafethesesinners @belorage @faithchel @heroofpenamstan and anyone else that wants too!
I have other things I’m just being slow with them and I get distracted writing things that may never see the light of day because I want to practice with voices and dynamics so I apologize. Which this snippet is from one of those pieces potentially as I wrote it to use a specific term of endearment and needing to get the group as a whole down.
The orange of the setting sun struggles to keep hold longer, lighting the house golden against the dark green leafy vines along its walls. Hayat parked the beat up silver hatchback under the redwood car park, blooms of red, white, and pink flowers hanging down from above, the car groaning as it came to a full stop. “Alright,” Hayat announced, the enthusiasm less than genuine, “Here we are.”
“Finally,” Mason says, pushing the door open, stretching out his limbs, “You need to get a bigger car, handsome.”
“Well at least you,” Felix’s voice muffled as he worked to climb over the back seat, “didn’t have to sit in the trunk,” he finally huffed out as he stepped into the spacious outdoors. “Why did I have to sit in the back anyway?”
“You’re the shortest,” Ava gave a small shrug, “and seniority rules.”
“Ha!” Mason barked out smiling at the wide eyed offense on the young vampire’s face whose hands were already on his hips. Mason reached for the pack of cigarettes in his pockets, Nat quickly snatching them, “What the fuck,” he growled, “Give those back.”
“You will not smoke while we are guests in this house,” she instructs, putting them in her pocket.
Hayat reached to pull them out, tossing it over to Mason, “He’s fine. He just has to do it in one spot in the backyard. I already warned them of his habit. Mâmân set it up for him,” he walked past him pausing to whisper, “No one can get to the roof either if you need to late at night.”
Mason smirked, “You offering a more private area for us?”
Hayat’s eyes cast to the red stone below, “Not this time.” He grabbed hold of Mason’s hand giving a squeeze, cocking his head towards the house, “We should get you all inside.” The team took a step, watching as the warmth light of the afternoon poured out from the front door, a woman no more than five foot five in height casting the only shadow. Hayat smiled, releasing Mason’s hand as she walked toward them.
“Hiya!” Her arms outstretched, easily met by Hayat’s in an embrace, “My moosh moosh-am!” The team snickered holding back their laughter, Ava giving them all a stern look. The older woman kissed his cheeks a few times before hugging him once again.
“Mâmân, it’s good to see you,” his voice muffled by the thick waves of the woman’s black hair.
“You wouldn’t have to say that if you just visited more often,” she said, pulling away from him, hands on his shoulders, “The cousins will all be so happy to see you. Is your mother coming?”
Hayat shrugged, “Maybe. You know her-.”
The woman nodded, finishing his sentence, “Only if she can get away from work.”
#my wip tag#nonsense and sensibility#x: get a room#yes we all know something like this would come along because it's /me/ I need family parties and events in everything#what's life without them#twc verse
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what do they do to take care of the other when they're sick?
a w w w s i c k b a b i e s s s
Host Taking Care Of Eric
when he gets sick he always gets really bad headaches
the bb would be so miserable
sometimes he even ends up crying from them
poor sweetie
so pretty much the entire day he’s sitting on the couch with his face mooshed in hosts belly
“the host needs to go to the bathroom-“
*whimpering*
“okay maybe he can hold it for another two hours-“
Host would feel so bad for his baby
he’d just be snuggling him constantly, giving him so much love
if Eric barfs he’d be there in an instant to help him get cleaned up
if it was really bad he’d even cancel his radio show to be with him
he’s such a sweet boyfriend
Eric Taking Care Of Host
Two words. homemade soup.
he’d make chicken noodle soup and it would taste like heaven
like the other egos would be trying to steal it
*slowly reaches for ladle but gets hand slapped with wooden spoon*
“NO THATS FOR HOST NOT U” 3:<
if he loses his voice eric would stay with him all day since he can’t see without his narrations
and he’d have to make a little announcement to hosts fans that he couldn’t do the show
and then he’d read host any “get well soon” messages that he might get from his listeners
he’d definitely read Host stories
“i don’t care if you’re not a child i’m reading u harry potter and that’s that”
and Host pretends to be annoyed but he’s l i v i n g for all the attention
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Surprise! I was going to announce on Friday, but Michaels Stores are carrying a new set of our Moosh-Moosh Squared2! They are available in select stores and on their website.
https://www.michaels.com/search?q=Moosh%20moosh
So proud of my coworker and myself for this colorful set! ❤🧡💛💚💙💜🖤
#PeachTheElephant #MelBTheHoneyBear #JewelTheLlamacorn #WillowTheRainbowLeopard #MiloTheFox
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Harem Atari 2600
Atari 2600 Complete Game List
Harem Atari 2600 Play
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.
- 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.
Blackberry reload software, free download - Reload, BlackBerry Desktop Software, BlackBerry Desktop Manager, and many more programs. If I understand right you are needing to reload the OS onto your device. Here is the best way to do that using Apploader. First you will need to make sure you have the OS downloaded (here is the latest OS for your device) and installed on your computer. Then, if the OS is not from your carrier you will need to delete the vender files. Cara software blackberry, error 513, reload os, firmware blackberry. Blackberry error 513 reload software. Reload BlackBerry Device Software using BlackBerry Desktop Manager. To reload BlackBerry Device Software to a BlackBerry smartphone using BlackBerry Desktop Manager, follow these steps: Visit the web site. Click Check for Updates. Select and download the version of BlackBerry Device Software approved by your wireless service provider for use with the BlackBerry. You need to reload the soft ware connect your mobile to your pc.
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.
Harem Atari 2600 Play
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About spoilers!
Recommending avoiding spoilers this week!
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The 2020 New York Toy Fair ended this week giving the toy trade many days discover the toys and games they’ve been looking to buy, sell or promote. I had the honor to attend the NY Toy Fair this year where I worked with KidStuff PR to represent six clients who were exhibiting at Toy Fair. Our job was to help bring awareness to our clients’ products and their brands by sharing their products’ and companies’ info with the media. There were many opportunities to walk the aisles at the NY Toy Fair where toy and game booth exhibitors showed off their new and existing product lines, all open for business. Enjoy my list of trendy toys below from my visit to the NY Toy Fair and I’ve mixed in some of the fun experiences from the Toy Fair in NY too.
Outside the 2020 Toy Fair entrance inside the Crystal Palace at Javits Center, New York
NY Toy Fair entrance with Matt Sweeny
Entrance to the NY Toy Fair 2020
TY Sponsored stairs inside the Crystal Palace, Javits Center, New York Toy Fair
Arcade1up giant NBA video game at Toy Fair New York 2020
Visiting with KidStuff PR clients at 2020 New York Toy Fair
MMG Brands, makers of Moosh-Moosh Plushies and other products, announced at Toy Fair that their company now has the Gummy Bear licensing.
Adventerra Games North America booth showed off their eco-friendly, fun board games
We visited the Modarri booth many times
Le Toy Van grows, manufactures and sells wood toys made from earth-friendly sourced materials.
Exploring 7 football fields of toys on 2 levels at 2020 New York Toy Fair
Lisa Orman and Marsha of KidStuff PR outside the NY Toy Fair entrance
Gloworks – https://www.instagram.com/gloworksinc_official/
You know him! Stan Lee
At my hotel, the stairwell included excellent graffiti
NECA Toys at 2020 New York Toy Fair
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Wizkids @necaofficial booth at @toy_fair in NY.
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KeiKi Music Ukuleles at 2020 New York Toy Fair
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@keikimusic at the Salus Brand booth at @toy_fair NY 💗
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Fun In Motion Toys at 2020 New York Toy Fair
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@funinmotiontoys at #tfny2020
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Chalk of the Town at 2020 New York Toy Fair
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@mychalkofthetown Mew Chalkboard Patch at #nytf
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Heading home to the little Madison, WI airport
On the way to the airport in NY to go home
Heading home, flying from LGA in Queens, New York to Madison, Wisconsin
Trendy toys and games at 2020 New York Toy Fair The 2020 New York Toy Fair ended this week giving the toy trade many days discover the toys and games they've been looking to buy, sell or promote.
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Moosh & Twist – “All of a Sudden” (Video) | @MooshAndTwist | Coming off a stellar collaboration with Lil Uzi Vert, the Philadelphia based duo, Moosh & Twist, announce the release of “All Of A Sudden,”
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Moosh & Twist – “All of a Sudden” (Video) | @MooshAndTwist | Coming off a stellar collaboration with Lil Uzi Vert, the Philadelphia based duo, Moosh & Twist, announce the release of “All Of A Sudden,”
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Moosh & Twist – “All of a Sudden” (Video) | @MooshAndTwist | Coming off a stellar collaboration with Lil Uzi Vert, the Philadelphia based duo, Moosh & Twist, announce the release of “All Of A Sudden,”
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Moosh & Twist – “All of a Sudden” (Video) | @MooshAndTwist | Coming off a stellar collaboration with Lil Uzi Vert, the Philadelphia based duo, Moosh & Twist, announce the release of “All Of A Sudden,”
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