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Bubble Bobble is a cute and cool game from back in the day that I used to play on a 90s Amiga Commodore 64. You can find it on Steam as well.
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rickyreeves1980 · 10 months
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Bubble Bobble is a 1986 platform game developed and published by Taito for arcades. It was distributed in the United States by Romstar, and in Europe by Electrocoin. Players control Bub and Bob, two dragons that set out to save their girlfriends from a world known as the Cave of Monsters. In each level, Bub and Bob must defeat each enemy present by trapping them in bubbles and popping, who turn into bonus items when they hit the ground. There are 100 levels total, each becoming progressively more difficult.
Bubble Bobble was designed by Fukio "MTJ" Mitsuji. When he joined Taito in 1986, he felt that Taito's game output was of mediocre quality. In response, he decided to make a game that was fun to play and could rejuvenate the company's presence in the industry. Mitsuji hoped his game would appeal to women, specifically couples that visited arcades. As such, he decided to make Bubble Bobble focus largely on its two player co-operative mode. He made bubbles the core mechanic as he thought they would be a fun element that girls would enjoy.
Bubble Bobble became one of Taito's biggest arcade successes, and is credited with inspiring the creation of many similar screen-clear platform games that followed. It was acclaimed by critics for its character design, memorable soundtrack, gameplay, and multiplayer, and is often listed among the greatest games of all time. Bubble Bobble was followed by a long list of sequels and successors for multiple platforms; one of these, Puzzle Bobble, has become successful in its own right and spawned its own line of sequels.
"Baron Von Blubba" has kidnapped the brothers Bubby and Bobby's girlfriends and turned the brothers into Bubble Dragons, Bub and Bob. Bub and Bob have to finish 100 levels in the Cave of Monsters in order to rescue them.
In the game, each player controls one of the two dragons. Players can move along platforms, fall to lower ones, and jump to higher ones and over gaps. Each level is limited to a single screen, with no left/right scrolling; however, if a screen has gaps in its bottom edge, players can fall through these and reappear at the top. Each level has a certain number of enemies that must be defeated in order to advance. The players must blow bubbles to trap the enemies, then burst these bubbles by colliding with them. Each enemy defeated in this manner turns into a food item that can be picked up for extra points. Defeating multiple enemies at once awards higher scores and causes more valuable food items to appear. All bubbles will float for a certain length of time before bursting on their own; players can jump on these and ride them to otherwise inaccessible areas. Magic items appear from time to time and grant special abilities and advantages when picked up. Special bubbles occasionally appear that can be burst to attack enemies with fire, water, or lightning. Furthermore, if a player collects letter bubbles to spell the word EXTEND, a bonus life is earned and both players immediately advance to the next level.
A player loses one life upon touching any free enemies or their projectiles (rocks, fireballs, lasers, bottles). Enemies turn "angry"—turning pink in color and moving faster—if they escape from a bubble after being left too long or the players spend a certain amount of time on the current level. They return to normal if either player loses a life. After a further time limit expires, an additional invincible enemy appears for each player, actively chasing them using only vertical and horizontal movements.
These disappear once the level is cleared, or when a player loses a life. When there is only one enemy left, it immediately becomes angry and remains in this state until defeated.
In the 100th and final level, players face a boss. This is one of the first games to feature multiple endings. Completing Level 100 in single-player mode reveals a message stating that the game has not truly ended and a hint to the player: "Come here with your friend." If two players complete the game, they see a "happy end", in which the brothers are transformed to their human selves and reunited with their girlfriends. This ending also includes a code that, when deciphered, allows the game to be played in the faster and more difficult "super" mode. If this mode is completed with two players, a second "happy end" is displayed in which Super Drunk (the defeated boss) is revealed to be the brothers' parents under the control of some outside influence. The brothers return to normal and are reunited with their parents and girlfriends.
Also, if the player(s) reach levels 20, 30, or 40 without losing a life, a doorway will appear in each of those levels, transporting the player to a secret room and displaying a coded message that, once decoded, gives the player a major hint / spoiler on how to beat the game.
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Check out this listing I just added to my Poshmark closet: 10-Yard Fight NES Nintendo Game Cart Only TESTED 1983 Authentic Free Ship.
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gmlocg · 7 months
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276.) Chase H.Q.
Release: June 20th, 1988 | GGF: Action, Racing/Driving, Vehicular Combat | Developer(s): Taito Corporation | Publisher(s): Taito Corporation, Electrocoin Automatics Ltd., Ocean Software Ltd., Ving Co., Ltd., The Hit Squad, Brothers Industries, Ltd. | Platform(s): Arcade (1988), Amiga (1989), Amstrad CPC (1989), Atari ST (1989), Commodore 64 (1989), MSX (1989), NES (1989), ZX Spectrum (1989), Game Boy (1990), TurboGrafx-16 (1990), FM Towns (1991), Game Gear (1991), SEGA Master System (1991), Sharp X86000 (1992), PlayStation 2 (2007), Wii (2008)
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diamondleisure · 1 year
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Standard post published to Diamond Leisure at March 24, 2023 12:00
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Fruit Machine Hire Manchester
Are you looking for a fruit machine to hire in Manchester? If yes, Diamond Leisure is your go-to destination for a fast and reliable deal. We offer a range of the market's finest digital machines from several Manufacturers, including Blueprint, Reflex, Storm Games, Electrocoin, and Astra. Our Digital Machines have regular content updates from the Manufacturers, keeping the players entertained with new game releases added to the easy-access menus. It’s important to have a range of digital and reel-based products to give your customers the variety they desire. Please feel free to call our fruit machine hire firm for more details.
Learn more
source https://local.google.com/place?id=17620602622588382051&use=posts&lpsid=CIHM0ogKEICAgICRmJaozgE
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soloazar · 2 years
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replayxvalue · 4 years
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Player Review-1941: Counter Attack (1990)
Publishers- Arcade [JP/NA]: Capcom EU: Electrocoin, SuperGrafx [JP:] Hudson Soft Directors-Yoshiki Okamoto Designers-Akira Nishitani, Noritaka Funamizu, Toshihiko Uda Programmer-Yoshihiro Shindome Artists-Akemi Kurihara, Akira Yasuda, Sadaki Matsumoto Composers-Hiromitsu Takaoka Series-194X Platforms-Arcade, SuperGrafx Genres-Vertically Scrolling Shooter Modes-Single-player, 2 Player Co-op
1941: Counter Attack is the precursor to the 19XX: War Against Destiny title which would be the fourth installment in Capcom’s vertical, side-scrolling shooter series. While occurring earlier in history, 1941 is actually the third game in the series following 1942 & 1943 Kai/1943: Battle of Midway. Capcom’s final and perhaps best attempt at a legitimate entry in this genre is 1944: The Loop Master, but for now let’s take a look at this one and see how it stacks up against it’s predecessors as well as other games in the genre.
While being rooted in historical context, the game doesn’t provide much incite or commentary on the events it depicts, and for a series that ran from 1984 to 2000, you would think that there would be some semblance of a story that you could piece together between games but that really isn’t the case. Vertical-scrolling shooters such as these are generally boring anyway and exist as a “cash grab” in arcades because while patrons may on the basis of aesthetics find this interesting enough to play, most people don’t have the patience or the hand-eye coordination to actually be good at them, and when there isn’t really much going on around the action it becomes a pretty mundane playthrough very quickly. With each new game in the series Capcom seems to get a little better at providing an entertaining experience but it seems like they are actually just making the same game over and over, tweaking it little by little until it’s better, and the last game in the series is just the one they wanted to make from the beginning but the technology at the time wasn’t up to snuff.
1941 being the third game in the series is obviously a lot better than 1942 & 1943: Battle of Midway, which are barely different from one another but all-in-all there isn’t much fun to be had playing this. What makes it worse is it’s also fairly easy so where a lot of these type of shooters still have the element of mystery because you won’t make it far enough in the game to find out just how much of a waste of time it is, you may actually witness this first hand.
I’ve actually beaten this game and made it to the end but that sense of accomplishment I usually feel when I complete a game didn’t exist here especially because they didn’t even use the ending to actually add any story elements or anything interesting at all. In the credits they name for you the “bosses” of the game which are just a series of generic tanks and aircraft and then player 1 & player 2 fly off into the sunset. That’s it, that’s the whole thing.  The games is about 6 levels of mildly well designed settings and tedious boss fights and that’s it.
The game isn’t exactly a disaster. Capcom added this game to several of their “classic” compilations to be released on more modern consoles & handhelds so it wasn’t considered a fail for them, and for the time that it came out and it’s genre I can see how this was considered a notable entry but in hindsight the game has not aged well and offers a virtually empty experience by today’s standards. Even for it’s time period games that predate it like SiniStar & Galaga offered a something that; while repetitive, had way more to offer in terms of style & flair which I assume is why those games are iconic and 1941 is virtually unknown to a lot of gamers and especially the casuals.
THE GOOD -Pretty significant graphical upgrade from the previous game: 1943 Kai/1943: The Battle of Midway. -The level designs offer a lot more detail than 1942 & 1943 so you at least have something moderately interesting to look during gameplay. I would imagine that before this you couldn’t have many objects on screen at once so that significantly reduced how you could depict each setting. -The fire rate on your weaponry is perhaps the biggest improvement of this installment in the series. The much weaker fire rate of your aircraft’s artillery in the previous two games slowed down the gameplay.
-This is one of the shorter games in the series which is good because even if you decide to play this for an extended period of time, you can complete it or make significant progress in a reasonable time frame.
THE BAD -I assume that because this is an arcade game and it’s not really meant for home consumption (although it was released for SuperGrafx) Capcom didn’t think a story was necessary. It’s also based in the realistic setting of World War II so maybe they didn’t want to actually tamper with real world history, but you can’t offer gameplay this tedious and not at least try and break the monotony with some semblance of a narrative. It feels like everything you do is for nothing. It’s JUST a game and that’s it. Buttons and actions.
-Because the game is based around a legitimate war a lot of the stage designs and designs of the playable/non-playable aircraft, warships & tanks are pretty bland. There isn’t much room for their designers to flex their muscles.
I give 1941: Counter Attack a 5.2 out of 10 SNOREFEST
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ted90909 · 5 years
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arcade club. bury, uk.
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retrocgads · 6 years
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UK 1990
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criptofanatico · 2 years
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Konzum, el mayor minorista de Croacia, acepta pagos en criptomonedas
Electrocoin, la compañía croata de procesamiento de pagos en criptomonedas, ha puesto en marcha uno de los más grandes contratos de criptodivisas en su país a través de una asociación con la cadena nacional de supermercados Konzum. La compañía ha confirmado que las compras también estarán disponibles en sus tiendas físicas. Uros Kalinic, un miembro de la junta de Konzum, expresó que la firma ha decidido enfocarse en atraer a compradores jóvenes, los que rápidamente han aceptado el sistema.
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“Esto es definitivamente algo nuevo para ambos, tanto para Konzum como para el mercado minorista croata”, explicó Kalinic, añadiendo que la compañía ya había implementado Google Pay y Apple Pay como opciones disponibles, y que está abierta a nuevas innovaciones tecnológicas. Estas inversiones se encuentras directamente en línea con el proceso de transformación digital de Fortenova Group, un socio comercial de la compañía.
De acuerdo con Electrocoin, nueve criptomonedas serán aceptadas en su tienda en línea: Bitcoin, Ether, Bitcoin Cash, EOS, DAI, Ripple, Stellar Lumens, Tether y USDC, como medio de pago para más de 12,000 productos. El Concilio para la Estabilidad Financiera de Croacia recientemente declaró que los reguladores no se hacían responsables de supervisar las transacciones de monedas virtuales, aunque las criptodivisas si que están sujetas a respetar sus regulaciones anti-lavado de dinero.
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xrpvibe · 3 years
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Different kind of gas fees — Electrocoin enables crypto petrol payments in Croatia
Different kind of gas fees — Electrocoin enables crypto petrol payments in Croatia
Crypto-payments processing firm Electrocoin is partnering with a local oil and gas company in Croatia to allow drivers to pay for a full tank using crypto. According to Croatian news outlet Poslovni Dnevnik, people needing to gas up their vehicles at any of the 46 Tifon stations in the country can now pay using Bitcoin (BTC), Ether (ETH), Stellar Lumen (XLM), XRP and EOS. Tifon will integrate…
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thecryptoreport · 3 years
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Different kind of gas fees — Electrocoin enables crypto petrol payments in Croatia
Different kind of gas fees — Electrocoin enables crypto petrol payments in Croatia
Crypto-payment processing firm Electrocoin is partnering with a local oil and gas company in Croatia to allow drivers to pay for a full tank using crypto. According to Croatian news outlet Poslovni dnevnik, people needing to gas up their vehicles at any of the 46 Tifon stations in the country can now pay using Bitcoin (BTC), Ether (ETH), Stellar (XLM), XRP, and EOS. Tifon will integrate PayCek, a…
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gokumarketofficial · 2 years
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📣 #Croatia’s Largest Retail Chain Now Accept Online #CryptoPayments
👉 Croatia’s largest #supermarketchain, the #Konzum, officially announced on Monday that it now accepts nine #cryptocurrencies for payment in its online store and allows customers to use crypto to buy #groceries, #hygieneproducts and #household supplies.
👉 According to the announcement, the supported cryptocurrencies include #Bitcoin, #Ether (ETH), #BitcoinCash (BCH), #EOS (EOS), #Dai (DAI), #Ripple (XRP), #Stellar (XLM), as well as stablecoins like #Tether (USDT) and #USD Coin (USDC).
👉 Konzum is the first retail giant in Croatia to accept Bitcoin (#BTC) and a few other altcoins as a mode of payment. Individuals and businesses can now buy daily usage groceries and 12,000 products from #Konzumonlinestore using cryptocurrencies.
👉 To enable the new #crypto payment option, Konzum partnered with a local crypto payment processor, #Electrocoin, to implement #PayCek, allowing merchants to accept cryptocurrency payments.
Learn more...👇
Web 🌐 http://bit.ly/358ywyu 
Android 📲 http://bt.ly/2PhGUF5  
iOS 📲 https://apple.co/2DJ7bqL  
&
YouTube https://bit.ly/3oHXDBB  
Telegram 🌐 http://bit.ly/2XgolES  
Medium 🌐 https://bit.ly/3eGCaVE  
Discord  https://bit.ly/3yjEkUB Airdrops 💰 https://bit.ly/3bDim5m    #GokuMarket #BlockchainEconomy #Acceptcrypto #payments #exchange #Ecommerce #largestretailchain
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bubblecumhxrry · 4 years
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Bubble Bobble is a 1986 platform arcade game developed and published by Taito. It was distributed in the United States by Romstar, and in Europe by Electrocoin. Players control Bub and Bob, two dragons that set out to save their girlfriends from a world known as the Cave of Monsters. In each level, Bub and Bob must defeat each enemy present by trapping them in bubbles and popping, who turn into bonus items when they hit the ground. There are 100 levels total, each becoming progressively more difficult.
Bubble Bobble was designed by Fukio "MTJ" Mitsuji. When he joined Taito in 1986, he felt that Taito's game output was of mediocre quality. In response, he decided to make a game that was fun to play and could rejuvenate the company's presence in the industry. Mitsuji hoped his game would appeal to women, specifically couples that visited arcades. As such, he decided to make Bubble Bobble focus largely on its two player co-operative mode. He made bubbles the core mechanic as he thought they would be a fun element that girls would enjoy.
Bubble Bobble became one of Taito's biggest arcade successes, and is credited with inspiring the creation of many similar screen-clear platform games that followed. It was acclaimed by critics for its character design, memorable soundtrack, gameplay, and multiplayer, and is often listed among greatest games of all time. Bubble Bobble was followed by a long list of sequels and successors for multiple platforms; one of these, Puzzle Bobble, has become successful in its own right and spawned its own line of sequels. 비아그라
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goforcrypto · 5 years
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Croatian Post Launches Pilot Program for Crypto-to-Fiat Exchange
Croatian Post Launches Pilot Program for Crypto-to-Fiat Exchange
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The Croatian Post is running a pilot program to let customers exchange crypto for cash by means of a QR code scanner in select offices.
The Croatian Post has partnered with Electrocoin to run a pilot program for a crypto-to-fiat exchange in the city of Zadar.
The pilot service will reportedly enable crypto holders to convert Bitcoin (BTC), Ether (ETH), Stellar (XLM), XRP and EOSto cash in one…
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retrocgads · 6 years
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UK 1990
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