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#mira toilet in wonderland
windmills123 · 4 months
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its always a good day to replay toilet in wonderland :]
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caramelcyclops · 8 months
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Midnite & Mira
I am not giving you the privilege of knowing the context to this artwork, other than I committed too much to fully shading what was suppossed to be a shitpost doodle
Posted using PostyBirb
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cheshire-shuntaro · 11 months
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Alice in Wonderland AU based on these posts by @somatheking and @prosopagn0sis This piece has been written for @k-y-u-m-a-clubs since you were my partner for @all-mad-hare's event. Hope you like it darling!
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Aeons ago, when Cheshire came into existence out of the sweet void into these lands there was nothing but sprawling jungles, endless crystal-blue oceans stretching far, far into horizon, scorching-hot deserts with blinding white sands that reflected sunlight, and a few other creatures who came with him, interested in their own schemes and machinations. Slowly but surely, the landscape began transforming into castles and cities, Cheshire observing every brick that was placed to form the Red Queen's castle but also every common man to fall into the grasp of her bidding.
Mira subordinated every last creature who dared to oppose her, her army soon becoming the most disciplined and vast amongst the land. It was natural for the course of events to take such turn - the Red Queen proudly announcing that she's mustering the best men amongst her army into elite forces she called The Scarlett Squadron. Cheshire could not believe his ears, but he was intrigued: Life-and-death tournament whose champion is going to become the head of the Squadron. The madness that has overtaken her mind was very much visible on her face when she uttered the words with indescribable excitement, hardly able to contain her giggles and attacks of uncontrolable laughter.
And so, Cheshire observed from the shadows as the whole castle prepared for the event over the next few weeks, building the arena that would test the best amongst Mira's men on their endurance, fighting spirit and mercilesness. Sometimes, Cheshire would simply stay away from the prying eyes, invisible, sitting astride on unfinished arena walls as the Queen's men built intricate contraptions and death machines more similar to torture devices than apparatuses that were supposed to, in theory, test someone's abilities. Other times though, he would change shape and trot amongst those ready for death, listening to gossip and getting to know the contestants. He noticed him right away, a man built as if he was a cliff chisled by the waves of the crystal-blue ocean waters, long, raven curls falling upon his shoulders, gentle eyes, treating his fellow contestants with utmost respect and friendliness worthy of a noble knight. Though, this whole image of gentleness and kindness was not why he got noticed by the kitty-cat, he stood out like a sore thumb because he wore nothing more but a little brown modesty garment upon his groin, proudly putting his sharp muscle lines on display. His name, Cheshire later learned, was Kyuma, he thought that it was absolutely ridiculous and that if anyone should be in charge of the murder squadron of the mad queen, it should and will be him and Cheshire will make sure of it.
The games began with a lavish last supper in the now extravagantly decorated courtyard of the Red Queen's castle, where the contestants drank and ate to their heart's content, having the time of their lives before most of them would perish under the queen's death machines and other tournament participant's swords. That night, during the time of the feast Cheshire took an image of the common man and mixed in with the drunk crowd, wanting to assure himself for the last time that he chose the head of the squadron well. Of course, as it was in his nature, he could not help but play a few tricks on the party-goers, a handful of people got their shoelaces tied together, others their beer swapped out with toilet water. As it tends to be, intoxicated creatures caused fights where many lives were lost prematurely, before they had the chance to prove themselves before the queen, and as Cheshire was trotting amongst the chaos of the party he observed a scene that only confirmed that the choice he had made was correct. The scene playing out before him was almost tear-inducing for Cheshire, but also strange, given the circumstances - the chiseld future champion Kyuma, bleeding and wounded, tending to another man's injuries with gentleness and kindness Cheshire felt beaming from him before. That evening the kitty-cat swore that he will do everything in his power to help that man win.
As he foretold, so it happened. The tournament had begun and over the next few days many men lost their lives to the whims of the Red Queen. Dying in complicated death contraptions and fellow participant's swords, falling to their death, losing their heads, breaking bones and backs until there were only two final contestants left to stand - Kyuma and a strange, older man of long beard and sun-kissed complexion, both beaten and exhausted. Throughout the games Cheshire helped the gentle champion in various ways, as much as she could, he would trip his opponents, throw sand in their eyes or gently tap Kyuma on the shoulder if he did not see a blow coming, it all payed out in the end. The last phase of the tournament - a classic, noble duel to life and death with bare hands. As the sands of the arena swiveled, mixed with scarlett blood and Mira gave the final speech in which she wished the contestants good luck, the two men faced each other, their eyes determined and their heads held high. With the roar of the spectators the final champions flung at each other with impressive speed, and soon their bodies were tangled, and their limbs twisted. Cheshire floating in his invisible form right above them, mixing in with the swivled sands of the arena. For a brief moment it seemed like the old man would come on top but Kyuma's body twisted and a final punch was delievered, leaving the older man knocked out on the floor of white sand. Kyuma stood up, as the crowd roared once more to greet the new head of the Scarlett Squadron. He sprawled his hands to his sides and begun roaring with the crowd, to celebrate his victory, not noticing the slight twitch in the older man's leg. The opponent was not done, luckily Cheshire caught it in time, he appeared next to a wall where the bearded man lay, with a slight push he knocked one of the loose, red bricks from the wall. It spun around in the air and fell upon the older man's head with a dull thud, caving his face in, scarlett blood pouring under him. Cheshire looked around, as usual he was unnoticed, this whole scene was drowned out by the victory celebration and spectator's shouts. Kitty-cat grinned to himself, successful in his scheme he floated away to rest on one of the nearby oak branch, to become unpartial one more.
Years later, when they all went mad here and the King of Heart's head rolled upon the castle's courtyard for the countless time, Cheshire remembered this story, how he made the right choice which turned out wrong in the end. Kyuma became the one to bring Soma back from his escapades with The White Queen, the head dog of Mira's guard. Still gentle and respectful but now, completely and utterly under the Queen's bidding.
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thesketchyskeleton · 3 years
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RPG-May-ker Day 22: Mario has logged in. (Toilet In Wonderland.) Probably the most memorable scene from the game. Toilet In Wonderland is truly something else.
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vgyume · 5 years
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Hey you kiddies ever heard of Toilet in Wonderland? Cause literally what the fuck
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michelada12 · 3 years
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🚽 Toilet in Wonderland || Mira 🚽
RPG by Team Nonsense
Very strange yet amazing game. Remember playing this years ago.
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memoriesoffear · 4 years
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Dear Memories of Fear staff: What were some of your favorite games to translate?
We have written down our favorite games to translate underneath a cut.
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KulaRose:
Of the games we worked on, I can easily pick out my top three that I adored as a translator:
Toilet in Wonderland: - This one was a challenge due to the memey quality of it, but I loved the utter crack nature of the game, and translating scenes like that of the Soccer Kid and his Doctor Dad was a load of fun. Even the non-translation aspects, like Mira herself and the overall world made it a treat to work on and made me excited to translate it.
Peret em Heru: For the Prisoners: - Honestly, this was very likely my favorite title to work on, both for its setting and because I had way too much fun translating Tsuchida and Kuroe's interactions. I can’t think of any other duo where the dialog just came to life right in front of my eyes as much as those two’s speech that was just dripping with underlying aggression. The rest of the cast’s little quirks were a lot of fun to translate as well and it just left me wanting more Peret em Heru. It’s a game that I was really sad to see come to an end, both as a game and as a translation project.
The Mystery Files of Detective Inaba No. 2: - Characters, characters, characters. That’s the name of the game here. Just like with Peret em Heru, I loved translating the characters and, again, just like Peret em Heru, I LOVED translating the aggression between Tsubaki and Natsume. I think I just have a thing for barely contained rivalries/rage. But yes, once again, I love translating characterizations and this game had it completely in spades. So much is going on beneath the surface of this case which gave many chances for the characters to shine. Naturally, Inaba and Arimura’s natural ability to play off of each other was amazing in this game and highly enjoyable. You should notice a trend at this point that I really enjoy translating a ragtag group of misfits a lot.
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enigmaopoeia:
Here are the games I have personally loved working on: Ghost School: - This game stood out to me because of the graphic work I had to put into it. There were a couple of disembodied voiced lines in this game which had no subtitles provided because it was meant for an audience who would understand the language. Thinking on how to handle this, I was inspired by XSEED Games’ work on Corpse Party (PSP) where they provided subtitles on the upper corner of the screen whenever this happens. So taking that inspiration, I was able to insert subtitles into the game to help the many players who do not understand spoken Japanese, that way they can obtain the same full experience as those who do understand the language. Because I feel it is important to make sure all dialogue is understandable, any time I am faced with a game with spoken dialogue and no subtitles, I will do my best to provide them every time.
Peret em Heru: For the Prisoners: - It was my first time working with the RPG Tkool Dante 98 II engine and I really enjoyed learning it, especially when there were no English written tutorials out for it. There is still a lot I would like to learn about the engine, but I am happy with what I have accomplished thus far. While it's probably not possible, it makes me wish that I could port CORPSE-PARTY (PC-98) to that same engine, since it's a much easier engine to work with.
The Mystery Files of Detective Inaba series: - I am a big fan of murder mystery stories, so it was a lot of fun for me to work on these games. So much so that I even wrote out timelines for No. 2 and No. 3 that way when I worked on it, I could make sure there are as few plotholes as possible. I also loved helping out with the bug fixes and I would send my reports back to Inui, the game developer, of Suika Bar. If I had to choose one game that in the series I loved working on most, it would be The Mystery Files of Detective Inaba No. 2 due to the amount of characters and interactions.
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Ajogamer:
CORPSE-PARTY ZERO: - This one was my second playtesting project ever, so because of that, it made it enjoyable simply due to my mindset, where playtesting still felt fresh and new me, but I was also a bit more confident due to having a prior project under my belt. In addition, CORPSE-PARTY ZERO was a project where I wound up finding a lot of issues to report, but they were usually simple enough that re-testing them and making sure they were fixed didn't wind up becoming frustrating. As a result, the project was one that felt fairly satisfying to work on. I also liked that the game had a lot of variations with its events, which made it feel like there was a good amount to explore and consider while testing.
Toilet in Wonderland: - This one was rather enjoyable for a couple reasons. For one, I was rather happy to simply have the chance to work on it at all, since it was a game that seemed relatively obscure and with little info on it even among the Japanese RPG Maker fandom, so when I first discovered it and played it for the first time, it almost felt like I was uncovering something lost. As a result, helping Toilet in Wonderland get localized in English was exciting, since it was an opportunity to give this little-known game another chance at some exposure. The game itself was also fairly fun to work on, since with how odd and surreal it was, its plot and dialogue were more of an unknown than usual, going into it. As a result, I was initially a bit unsure how much the dialogue would add, but I wound up being really pleased by its dialogue, since it was just as goofy and humorous as the game's its surrealistic visuals and events, and it felt like it made me appreciate Toilet in Wonderland anew. Between its surreal areas and that consistently silly dialogue, it was also fun to work on. It made polishing up its dialogue feel a bit different than with our previous, projects (which were generally a bit more serious in tone), and I even found replaying the game (as is always necessary as a part of the QA Process) a lot of fun, since its silliness never failed to make me smile.
The Mystery Files of Detective Inaba No. 2: - While The Mystery Files of Detective Inaba series was fairly enjoyable to work on in general, The Mystery Files of Detective Inaba No. 2 was my favorite to work on of the bunch, since it was a game that really emphasized its writing, along with having a large cast of characters, most of which had plenty of dialogue. As a result, I felt like there was more of a need than usual to consider each character's unique way of speaking, and there was a bit more time spent tweaking dialogue to make sure that was consistent all throughout. In addition, it was interesting making sure all the story details and character accounts were properly conveyed and matched up in our translation. The game also had some nice jazz music, which was pretty catchy and pleasant to listen to even on my 2nd and 3rd times running through the game to playtest it. Peret em Heru: For the Prisoners: - This one was exciting to me for a few reasons. For one, Peret em Heru was another where the character voices were a bit more of a consideration, since its characters are pretty distinct and with some stronger personalities in the mix, so it was fun seeing their unique voices shape up in English, and then helping tweak and polish up their dialogue (especially so for the characters that were a bit more cheeky or blunt, which is quite a bit of the cast, heh). In addition, Peret em Heru was a game with a good deal to see and test, between the different characters to make use of in combat, their variable fates, and the entire command-based system for dealing with obstacles and solving puzzles, all of which made the playtesting process interesting and fun. Being a PC-98 game, it also felt like a more unique project to work on, since it makes it feels a bit different than your usual RPG Maker game, and well... I also just really love the PC-98 aesthetic. Speaking of, I really loved this game's aesthetics and atmosphere in general, and they never failed to suck me in each time I replayed the game to playtest. Lastly, Peret em Heru is also a game that especially impressed me, so I was also just excited to get a chance to work on it and bring it to an English audience!
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