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Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details.
The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments!
Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. It's possible that they are not ACTUALLY implemented in this way, and merely behave in an equivalent way. Also note that tile sizes are for the game logic, graphical tiles might be of a different size.
Four Ways of Implementing
I can think of four major ways in which a platform game can be implemented. From simplest to most complicated, they are:
Type #1: Tile-based (pure)
Character movement is limited to tiles, so you can never stand halfway between two tiles. Animations may be used to create the illusion of smooth movement, but as far as the game logic is concerned, the player is always right on top of a specific tile. This is the easiest way to implement a platform game, but it imposes heavy restrictions on the control of character, making it unsuitable for traditional action-based platformers. It is, however, popular with puzzle and "cinematographic" platformers.
Flashback, shown with tile boundaries
Examples: Prince of Persia, Toki Tori, Lode Runner, Flashback
How it works
The map is a grid of tiles, each one storing information such as whether it's an obstacle or not, what image to use, what kind of footstep sound to use, and so on. The player and other characters are represented by a set of one or more tiles that move together. In Lode Runner, for example, the player is a single tile. In Toki Tori, the player is 2×2 tiles. In Flashback, which is unusual due to the smaller size of its tiles, the player is two tiles wide and five tiles tall (see image above) when standing, but only three tiles tall when crouching.
In this kind of game, the player will rarely – if ever – be moving diagonally, but, if he is, the movement can be decomposed in two separate steps. Likewise, he will likely only move one tile at once, but multi-tile movement can be done as multiple steps of one tile, if needed (in Flashback, you always move two tiles at once). The algorithm is then as follows:
- Create a copy of the character where he'd like to move to (e.g., if moving one tile to the right, make a copy where every tile of the character is shifted 1 tile to the right)
- Check that copy for intersection with the background and other characters.
- If an intersection is found, the character's movement is blocked. React accordingly.
- Otherwise, the path is clear. Move character there, optionally playing an animation so the transition looks smooth.
This kind of movement is very ill-suited for traditional arc-shaped jumps – so games in this genre often have no jump at all (Toki Tori, Lode Runner), or only allow vertical or horizontal jumps (Prince of Persia, Flashback), which are nothing but special cases of linear movement.
Advantages of this system include simplicity and precision. Since the games are more deterministic, glitches are much less likely, and the gameplay experience is more controlled, with less of a need to tweak values depending on circumstances. Implementing certain mechanics (such as grabbing ledges and one-way platforms) becomes a breeze, compared to more complex movement styles – all you have to do is check whether the player tiles and the background tiles are aligned in the one specific way that allows for a given action.
In principle, this system doesn't allow steps of less than one tile, but that can be mitigated in a few different ways. For example, the tiles can be a bit smaller than the player (say, a player is 2×6 tiles), or you can allow a visual-only movement to take place inside a given tile, without affecting the logic (which is the solution that I believe that "Lode Runner – The Legend Returns" takes).
Type #2: Tile Based (Smooth)
Collision is still determined by a tilemap, but characters can move freely around the world (typically with 1px resolution, aligned to integers, but see the note at the end of article regarding smoothing of movement). This is the most common form of implementing platformers in 8-bit and 16-bit consoles, and remains popular today, as it is still easy to implement and makes level editing simpler than more sophisticated techniques. It also allows for slopes and smooth jump arcs.
If you're unsure which type of platformer you want to implement, and you want to do an action game, I suggest going for this one. It's very flexible, relatively easy to implement, and gives you the most control of all four types. It's no wonder that the majority of the best action platformers of all time are based on this type.
Mega Man X, shown with tile boundaries and player hitbox.
Examples: Super Mario World, Sonic the Hedgehog, Mega Man, Super Metroid, Contra, Metal Slug, and practically every platformer of the 16-bit era
How it works
Map information is stored in the same way as with the pure tile technique, the difference is merely in how the characters interact with the background. The character's collision hitbox is now an Axis-Aligned Bounding Box (AABB, that is, a rectangle that cannot be rotated), and are typically still an integer multiple of tile size. Common sizes include one tile wide and one (small Mario, morph ball Samus), two (big Mario, Mega Man, crouched Samus) or three (standing Samus) tiles tall. In many cases, the character sprite itself is larger than the logical hitbox, as this makes for a more pleasant visual experience and fairer gameplay (it's better for the player to avoid getting hit when he should have than for him to get hit when he should not have). In the image above, you can see that the sprite for X is square-ish (in fact, is two tiles wide), but his hitbox is rectangular (one tile wide).
Assuming that there are no slopes and one-way platforms, the algorithm is straightforward:
- Decompose movement into X and Y axes, step one at a time. If you're planning on implementing slopes afterwards, step X first, then Y. Otherwise, the order shouldn't matter much. Then, for each axis:
- Get the coordinate of the forward-facing edge, e.g. : If walking left, the x coordinate of left of bounding box. If walking right, x coordinate of right side. If up, y coordinate of top, etc.
- Figure which lines of tiles the bounding box intersects with – this will give you a minimum and maximum tile value on the OPPOSITE axis. For example, if we're walking left, perhaps the player intersects with horizontal rows 32, 33 and 34 (that is, tiles with y = 32 * TS, y = 33 * TS, and y = 34 * TS, where TS = tile size).
- Scan along those lines of tiles and towards the direction of movement until you find the closest static obstacle. Then loop through every moving obstacle, and determine which is the closest obstacle that is actually on your path.
- The total movement of the player along that direction is then the minimum between the distance to closest obstacle, and the amount that you wanted to move in the first place.
- Move player to the new position. With this new position, step the other coordinate, if still not done.
Slopes (the tiles pointed by green arrows on the image above) can be very tricky, because they are obstacles, and yet still allow the character to move into their tile. They also cause movement along the X axis to adjust position on the Y axis. One way to deal with them is to have the tile store the "floor y" of either side. Assuming a coordinate system where (0, 0) is at top-left, then the tile just left of X (first slope tile) is {0, 3} (left, right), then the one he stands on is {4, 7}, then {8, 11}, then {12, 15}. After that, the tiles repeat, with another {0, 3}, etc, and then we have a steeper slope, composed of two tiles: {0, 7} and {8, 15}.
The system that I'm going to describe allows arbitrary slopes, though for visual reasons, those two slopes are the most common, and result in a total of 12 tiles (the 6 described previously, and their mirrorings). The collision algorithm changes as follows for horizontal movement:
- Make sure that you step X position before Y position.
- During collision detection (4 above), the slope only counts as a collision if its closest edge is the taller (smaller y coordinate) one. This will prevent characters from "popping" through the slope from the opposite side.
- You might want to forbid slopes to stop "halfway through" (e.g. on a {4, 7} tile). This restriction is adopted by Mega Man X and many other games. If you don't, you have to deal with the more complicated case of the player attempting to climb from the lower side of the slope tile – one way to deal with this is to pre-process the level, and flag all such offending tiles. Then, on collision detection, also count it as a collision from the lower side if the player's lowest y coordinate is greater (that is, below) the tile's offset edge (tile coord * tile size + floor y).
- A full obstacle tile adjacent to the slope the character is currently on should not be considered for collision if it connects to the slope, that is, if the character (that is, his bottom-center pixel) is on a {0, *} slope, ignore left tile, and, if on a {*, 0} slope, ignore the right tile. You may have to do this for more tiles if your character is wider than two tiles – you might simply skip checking on the entire row if the player is moving towards the upper side of slope. The reason for this is to prevent the character from getting stuck at those tiles (highlighted yellow above) while still climbing the slope, as his foot will still be below the "surface level" by the time he comes into contact with the otherwise solid tile.
And for vertical movement:
- If you're letting gravity do its job for downhill movement, make sure that the minimum gravity displacement is compatible with slope and horizontal velocity. For example, on a 4:1 slope (as {4, 7} above), the gravity displacement must be at least 1/4 of the horizontal velocity, rounded up. On a 2:1 slope (such as {0, 7}), at least 1/2. If you don't ensure this, the player will move horizontally right off the ramp for a while, until gravity catches up and drags him down, making him bounce on the ramp, instead of smoothly descending it.
- An alternative to using gravity is to compute how many pixels above floor the player was before movement, and how many it is afterwards (using the formula below), and adjust his position so they're the same.
- When moving down, instead of considering a slope tile's top edge as its collision boundary, instead, compute its floor coordinate at the current vertical line, and use that. To do that, find the [0, 1] value which represents the player's x position on tile (0 = left, 1 = right) and use it to linearly interpolate the floorY values. The code will look something like:Â
float t = float(centerX - tileX) / tileSize; float floorY = (1-t) * leftFloorY + t * rightFloorY;
- When moving down, if multiple tiles on the same Y coordinate are obstacle candidates, and the one on the X coordinate of the player's center is a slope tile, use that one, and ignore the rest – even though the others are technically closer. This ensures proper behaviour around the edges of slopes, with the character actually "sinking" on a completely solid tile because of the adjacent slope.
One-way platforms
One-way platforms are platforms that you can step on, but you can also jump through them. In other words, they count as an obstacle if you're already on top of them, but are otherwise traversable. That sentence is the key to understanding their behavior. The algorithm changes as follows:
- On the x axis, the tile is never an obstacle
- On the y axis, the tile is only an obstacle if, prior to the movement, the player was entirely above it (that is, bottom-most coordinate of player was at least one pixel above top-most coordinate of one-way platform). To check for this, you will probably want to store the original player position before doing any stepping.
It might be tempting to have it act as an obstacle if the player's y speed is positive (that is, if the player is falling), but this behavior is wrong: it's possible for the player to jump so he overlaps the platform, but then falls down again without having his feet reach the platform. In that case, he should still fall through.
Some games allow the player to "jump down" from such platforms. There are a few ways to do this, but they are all relatively simple. You could, for example, disable one-way platforms for a single frame and ensure that y speed is at least one (so he'll be clear of the initial collision condition on the next frame), or you could check if he's standing exclusively on one-way platforms, and, if so, manually move the player one pixel to the bottom.
Mega Man 7, with tile boundaries, highlighted ladder tiles, and player ladder hitbox.
Ladders might seem complicated to implement, but they are simply an alternate state – when you're in a ladder, you ignore most of the standard collision system, and replace it with a new set of rules. Ladders are typically one tile wide.
You can usually enter the ladder state in two ways:
- Have your character hitbox overlap with the ladder, either on ground or on air, and hit up (some games also allow you to hit down)
- Have your character stand on top of a "ladder top" tile (which is often a one-way platform tile as well, so you can walk on top of it), and hit down.
This has the effect of immediately snapping the player's x coordinate to align with the ladder tiles, and, if going down from the top of ladder, move y coordinate so player is now inside the actual ladder. At this point, some games will use a different hitbox for the purposes of determining whether the player is still on the ladder. Mega Man, for example, seems to use a single tile (equivalent to top tile of the original character, highlighted in red in the image above).
There are a few different ways of LEAVING the ladder:
- Reaching the top of the ladder. This will usually prompt an animation and move the player several pixels up in y, so he's now standing on top of the ladder.
- Reaching the bottom of a hanging ladder. This will cause the player to simply fall, although some games won't let the player leave the ladder in this way.
- Moving left or right. If there is no obstacle on that side, the player may be allowed to leave that way.
- Jumping. Some games allow you to release the ladder by doing this.
Castlevania: Dracula X, with tile boundaries
Stairs are a variation of ladders, seen in few games, but notably in the Castlevania series. The actual implementation is very similar to that of ladders, with a few exceptions:
- The player moves tile by tile or half-tile by half-tile (as in Dracula X)
- Each "step" causes the player to be shifted simultaneously on X and Y coordinates, by a preset amount.
- Initial overlapping detection when going up might look on the tile ahead instead of just the current overlap one.
Moving Platforms
Moving platforms can seem a little tricky, but are actually fairly simple. Unlike normal platforms, they cannot be represented by fixed tiles (for obvious reasons), and instead should be represented by an AABB, that is, a rectangle that cannot be rotated. It is a normal obstacle for all collision purposes, and if you stop here, you'll have very slippery moving platforms (that is, they work as intended, except that the character does not move along it on his own).
There are a few different ways to implement that. One algorithm is as follows:
- Before anything on the scene is stepped, determine whether the character is standing on a moving platform. This can be done by checking, for example, whether his center-bottom pixel is just one pixel above the surface of the platform. If it is, store a handle to the platform and its current position inside the character.
- Step all moving platforms. Make sure that this happens before you step characters.
- For every character that's standing on a moving platform, figure the delta-position of the platform, that is, how much it has moved along each axis. Now, shift the character by the same amount.
- Step the characters as usual.
Other Features
Other games have more complicated and exclusive features. Sonic the Hedgehog series is notable for this. Those are beyond the scope of this article (and my knowledge, for that matter!), but might be subject of a future article.
Type #3: Bitmask
Similar to "Tile Based (Smooth)", but instead of using large tiles, an image is used to determine collision for each pixel. This allows finer detailing, but significantly increases complexity, memory usage, and requires something akin to an image editor to create levels. It also often implies that tiles won't be used for visuals, and may therefore require large, individual artwork for each level. Due to those issues, this is a relatively uncommon technique, but can produce higher quality results than tile-based approaches. It is also suitable for dynamic environments – such as the destructible scenarios in Worms – as you can "draw" into the bitmask to change the scenario.
Worms World Party, featuring destructible terrain
Examples: Worms, Talbot's Odyssey
How it works
The basic idea is very similar to the tile (smooth) algorithm – you can simply consider each pixel to be a tile, and implement the exact same algorithm, and everything will work, with one major exception – slopes. Since slopes are now implicitly defined by the positioning between nearby tiles, the previous technique doesn't work, and a much more complex algorithm has to be used in its place. Other things, such as ladders, also become trickier.
Talbot's Odyssey, with the collision bitmask overlaid on top of the game.
Slopes are the primary reason why this type of implementation is very hard to get right. Unfortunately, they are also pretty much mandatory, as it'd make no sense to use this implementation without slopes. Often, they're the reason why you're even using this system.
This is, roughly, the algorithm used by Talbot's Odyssey:
- Integrate acceleration and velocity to compute the desired delta-position vector (how much to move in each axis).
- Step each axis separately, starting with the one with the largest absolute difference.
- For the horizontal movement, offset the player AABB by 3 pixels to the top, so he can climb slopes.
- Scan ahead, by checking against all valid obstacles and the bitmask itself, to determine how many pixels it is able to move before hitting an obstacle. Move to this new position.
- If this was horizontal movement, move as many pixels up as necessary (which should be up to 3) to make up for slope.
- If, at the end of the movement, any pixel of the character is overlaping with any obstacle, undo the movement on this axis.
- Regardless of result of last condition, proceed to do the same for the other axis.
Type #4: Vectorial
This technique uses vectorial data (lines or polygons) to determine the boundaries of collision areas. Very difficult to implement properly, it is nevertheless increasingly popular due to the ubiquity of physics engines, such as Box2D, which are suitable for implementing this technique. It provides benefits similar to the bitmask technique, but without major memory overhead, and using a very different way of editing levels.
Braid (level editor), with visible layers (top) and the collision polygons (bottom)
Examples: Braid, Limbo
How it works
There are two general ways of approaching this:
- Resolve movement and collisions yourself, similar to the bitmask method, but using polygon angles to compute deflection and have proper slopes.
- Use a physics engine (e.g. Box2D)
Obviously, the second is more popular (though I suspect that Braid went for the first), both because it is easier and because it allows you to do many other things with physics in the game. Unfortunately, in my opinion, one has to be very careful when going this route, to avoid making the game feel like a generic, uninteresting physics-platformer.
Compound objects
This approach has its own unique problems. It may suddenly be difficult to tell whether the player is actually standing on the floor (due to rounding errors), or whether it's hitting a wall or sliding down a steep incline. If using a physics engine, friction can be an issue, as you'll want friction to be high on the foot, but low on the sides.
There are different ways to deal with those, but a popular solution is to divide the character into several different polygons, each with different roles associated: so you'd (optionally) have the main central body, then a thin rectangle for feet, and two thin rectangles for sides, and another for head or some similar combination. Sometimes they are tapered to avoid getting caught into obstacles. They can have different physics properties, and collision callbacks on those can be used to determine the status of character. For more information, sensors (non-colliding objects that are just used to check for overlap) can be used. Common cases include determinining whether we're close enough to the floor to perform a jump, or if the character is pushing against a wall, etc.
General Considerations
Regardless of the type of platform movement that you have chosen (except perhaps for type #1), a few general considerations apply.
Super Mario World (low acceleration), Super Metroid (mid acceleration), Mega Man 7 (high acceleration)
One of the factors that affects the feel of a platformer the most is the acceleration of the character. Acceleration is the rate of change in speed. When it is low, the character takes a long time to reach its maximum velocity, or to come to a halt after the player lets go of controls. This makes the character feel "slippery", and can be hard to master. This movement is most commonly associated with the Super Mario series of games. When the acceleration is high, the character takes very little (or no time) to go from zero to maximum speed and back, resulting in very fast responding, "twitchy" controls, as seen in the Mega Man series (I believe that Mega Man actually employs infinite acceleration, that is, you're either stopped or on full speed).
Even if a game has no acceleration on its horizontal movement, it is likely to have at least some for the jump arcs – otherwise they will be shaped like triangles.
How it works
Implementing acceleration is actually fairly simple, but there are a few traps to watch out for.
- Determine xTargetSpeed. This should be 0 if the player is not touching the controls, -maxSpeed if pressing left or +maxSpeed if pressing right.
- Determine yTargetSpeed. This should be 0 if the player is standing on a platform, +terminalSpeed otherwise.
- For each axis, accelerate the current speed towards target speed using either weighted averaging or adding acceleration.
- Weighted averaging: acceleration is a number ("a") from 0 (no change) to 1 (instant acceleration). Use that value to linearly interpolate between target and current speed, and set the result as current speed.
vector2f curSpeed = a * targetSpeed + (1-a) * curSpeed; if (fabs(curSpeed.x) < threshold) curSpeed.x = 0; if (fabs(curSpeed.y) < threshold) curSpeed.y = 0;
- Adding acceleration: We'll determine which direction to add the acceleration to (using the sign function, which returns 1 for numbers >0 and -1 for <0), then check if we overshot.
vector2f direction = vector2f(sign(targetSpeed.x - curSpeed.x), sign(targetSpeed.y - curSpeed.y)); curSpeed += acceleration * direction; if (sign(targetSpeed.x - curSpeed.x) != direction.x) curSpeed.x = targetSpeed.x; if (sign(targetSpeed.y - curSpeed.y) != direction.y) curSpeed.y = targetSpeed.y;
Jump control
Super Metroid, Samus performing the "Space Jump" (with "Screw Attack" power-up)
Jumping in a platform game can be as simple as checking if the player is on the ground (or, often, whether he was on the ground anytime on the last n frames), and, if so, giving the character an initial negative y speed (in physical terms, an impulse) and letting gravity do the rest.
There are four general ways in which the player can control the jump:
- Impulse: seen in games such as Super Mario World and Sonic the Hedgehog, the jump preserves the momentum (that is, in implementation terms, the speed) that the character had before the jump. In some games, this is the only way to influence the arc of the jump – just like in real life. There is nothing to implement here – it will be like this unless you do something to stop it!
- Aerial acceleration: that is, retaining control of horizontal movement while in mid-air. Though this is physically implausible, it is a very popular feature, as it makes the character much more controllable. Almost every platformer game has it, with exceptions for games similar to Prince of Persia. Generally, the airborne acceleration is greatly reduced, so impulse is important, but some games (like Mega Man) give you full air control. This is generally implemented as merely tweaking the acceleration parameter while you're airborne.
- Ascent control: another physically implausible action, but very popular, as it gives you much greater control over the character. The longer you hold the jump button, the higher the character jumps. Typically, this is implemented by continuing to add impulse to the character (though this impulse can incrementally decrease) for as long as the button is held, or alternatively by suppressing gravity while the button is held. A time limit is imposed, unless you want the character to be able to jump infinitely.
- Multiple jumps: once airborne, some games allow the player to jump again, perhaps for an unlimited number of times (as in the Space Jump in Super Metroid or the flight in Talbot's Odyssey), or for a limited number of jumps before touching the ground ("double jump" being the most common choice). This can be accomplished by keeping a counter that increases for each jump and decreases when you're on the ground (be careful when you update this, or you might reset it right after the first jump), and only allowing further jumps if the counter is low enough. Sometimes, the second jump is shorter than the initial one. Other restrictions may apply – the Space Jump only triggers if you're already doing a spin jump and just began to fall.
Animations and leading
Black Thorne, character doing a long animation before shooting backwards (Y button)
In many games, your character will play an animation before actually performing the action you requested. However, on a twitchy action-based game, this will frustrate players – DON'T DO THAT! You should still have leading animations for things such as jumping and running, but if you care about how the game responds, make those cosmetic only, with the action taken immediately regardless of the animation.
Smoother movement
Using integers to represent the position of the characters is wise, as it makes it faster and stable. However, if you use integers for everything, you will end up with some jerky motion. There are multiple solutions to this. These are a few:
- Use a float for all computations and for storing position, and cast to int whenever you're rendering or computing collisions. Fast and simple, but it starts losing precision if you move too far away from (0,0). This is probably not relevant unless you have a very large playfield, but it's something to keep in mind. If it comes to it, you can use a double instead.
- Use a fixed point number for all computations and position, and again cast to int when you're rendering or computing collisions. Less precise than float and with a more limited range, but the precision is uniform and can, on some hardware, be faster (notably, floating point processing is slow on many mobile phones).
- Store position as an integer, but keep a "remainder" stored in a float. When integrating position, compute the delta-movement as a float, add the remainder to the delta-movement, then add the integer part of this value to the position, and the fractional part to the "remainder" field. On the next frame, the remainder will get added back in. The advantage of this method is that you're using an integer everywhere except for movement, ensuring that you won't have floating point complications elsewhere, and increasing performance. This technique is also very suitable if you have some framework in which the position of the object has to be an integer, or where it is a float, but that same position is used directly by the rendering system – in that case, you can use the framework-provided float position to store integer values only, to make sure that the rendering is always aligned to pixels.


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Car title loans usually have higher interest rates than bank loans. It is because direct lenders do not conduct a check of borrower's credit history. Generally, an interest rate varies considerably. In states where local authorities do not limit an interest rate, it is predatory:
25% per month and 300% annually. So if you borrowed $2,000, you would need to repay $2,500 at the end of the 30 days to avoid running into debts. The amount of loan you can get depends on the value of your vehicle and some state-specific requirements. The experts will conduct a visual inspection and determine an estimated value.
The repayment system in Cameron car title loans is encouraging. It helps the customers to repay their loans on time and avoid repossession of their vehicle. The full payment can be split into several parts. Herewith the interest rate will be charged on the remaining sum, not on the principal. For instance, you got an online loan for the amount of $ 500. You paid $200 immediately and $300 more remained. Then the amount of interest will be charged based upon $300, not the $500.
There are some drawbacks of using title loans :
If you think «I need a loan today,» there are some different ways to borrow.
The majority of financial institutions offer short-term loans. The period of payment may vary from 1 day up to 1 year. The main advantage of banks compared to title loans is the lower interest rate. But if you need cash now, that is not the best alternative for you. Firstly, you must wait for a lending decision. Secondly, banks do an in-depth credit check: if you have a bad credit, you will be denied.
It is the borrowing of money without the attraction of financial intermediary. The borrower and creditor are two unrelated parties. The essence of peer-to-peer lending is that borrowers do not grant a collateral to ensure a creditor against default. Thus, such lending is unsecured. Loans are provided online on the website or a particular platform of сommercial credit organization. Sometimes lenders involve an intermediary company, which does a credit check. The creditors compete for charging the lowest interest rate. If the borrower has a risk of default, he will be charged a higher interest rate.
Co-signer is a person who will help you to get approved for a loan from banks and online lenders. He takes over responsibility for your debt and will repay it if you stop making payments. Having a co-signer gives additional guarantees for creditors. Сo-signer must have some shared economic interests with a borrower. Otherwise, it will be challenging to find him.
If you need a quick cash, you can temporarily apply for a side job. There are plenty of opportunities: food delivery, taxi, freelance. The market has a lot to offer for initiative people.
Governmental agencies, non-profit establishments, and charitable foundations render free financial services and assist those in need.
Borrowing money from your relatives must be the optimal solution if you do not want to be in debt bondage throughout your life. Сlose friends who have trustful relationships do not charge an interest rate. The only document they must require is IOU. If you borrow a significant amount of money, it is better to confirm in a written contract.
Before applying for a car title loan, you must be aware of its potentially high cost. If you do not repay your loan on time, the creditor can repossess your vehicle and sell it for a half or less of its value. If you feel unsure of your ability to pay off the title loan on time, you could search for another way of borrowing.
Do not hasten to sign up for the loan agreement. Study the points of the contract carefully. It will give you a clear understanding of the fees you have to pay additionally. Applying for a loan is voluntary. If you are not satisfied with the terms, it is never late to change your mind. So weight the advantages and disadvantages before making an ultimate decision.
For today a title loan industry has a high potential to grow. You can turn to Cameron title loans professionals, and they will give you a loan on the most favorable terms. Affordable title loans Cameron in Missouri MO are the best in the US. The experts will build an individual schedule of payments. If you need instant cash, you can get it in the shortest time. So do not waste your time anymore and apply for auto title loans in Cameron!
Applying does NOT affect your credit score!
No credit check to apply.


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Hellboy miniature
Hellboy miniature for tabletop and painting
By buying this product you can collect up to
loyalty points
Your cart will contain total
that can be converted into a voucher of
Make your skirmish gaming experience even more exciting with our sidekick miniatures for Unmatched Board Game. These exclusive miniatures are meticulously crafted from premium resin, guaranteeing exceptional detail and durability.
Color base included
NOTE: Unofficial product. The Meeplesmith is not affiliated with Restoration Games or its affiliates. This product is not designed, manufactured, licensed, or endorsed by Restoration Games, and is not intended to include or infringe upon any intellectual property rights.
We offer our miniatures in different size options so that you can choose the one that best suits your favorite tabletop game. All the measurements are approximate and are taken from the feet to the eye level, excluding the height of the base
NOTE: Not all products are available in all scales.
• 28mm: The smallest format, ideal for veteran Dungeons and Dragons games.
• 32mm: The most common format, compatible with most current tabletop games.
• 34mm: Our specific format for the "Unmatched" board game, with slightly thicker bases.
• 36mm: For those seeking a larger size than the standard.
• 40mm: Specific format for the "Marvel Crisis Protocol" board game.
• 50mm: An excellent choice for collectible and display miniatures.
• 72mm: An even larger option for your collection minis.
- Security policy - 100% secure payments.
- Delivery Policy 2 to 3 days of preparation time.
- Return policy Insured shipments and guaranteed in case of breakage.
- Not recommended for children under 10 years of age.


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Private Limited Company is the most prevalent and popular type of corporate legal entity in India. Registering a company offers many benefits. GetmyCA offers Company Registration in Kanchrapara in which registered company makes your business genuine and increases the authenticity of your business. Company Registration in Kanchrapara is a popular option to start a business in Kanchrapara by startups and businesses with higher growth aspirations. Private limited company registration is governed by the Ministry of Corporate Affairs, Companies Act, 2013 and the Companies Incorporation Rules, 2014. One of the primary steps in Company Registration is to ensure that the company name has not already been taken by another legal entity. We can run a company name search to check the availability of the particular name in India against the MCA and trademark database.
TWO SHAREHOLDER/DIRECTOR To register a private limited company while Company Registration in Kanchrapara, a minimum of two shareholders and two directors are required. A natural person can be both a director and shareholder, while a corporate legal entity can only be a shareholder. UNIQUE NAME For Commpany Registration in Kanchrapara , the name of your business must be unique. The suggested name should not match with any existing companies or trademarks in India. MINIMUM CAPITAL CONTRIBUTION There is no minimum capital amount for a company. A company should have an authorized capital of at least Rs. 1 lakh when its going to register for company registration in Kanchrapara REGISTERED OFFICE The registered office of a company does not have to be a commercial space. Even a rented home can be the registered office, so long as an NoC is obtained from the landlord.
If you want to start a business start with company registration in Kanchrapara then make sure your company is registered as Company Registration should be your first priority. It is very important to register your company cause a registered company have multiple advantages i.e. easy to register to easy to dissolve. Private Limited Company Registration can be done through GetMYCA(company registration agent). If you want to register your own company then you can totally rely GetMYCA(company registration services provider). We will help you with company formation procedures.
Every business, no matter how small, needs a financial and tax advisor. Every business success depends on how you committed to your vision statement. Take action to make your vision statement come true: Use it as the basis of your business planning.
Before you start developing your business plan, you need a clear idea of what you want to accomplish. Share it with potential partners, staff, and employees if you have them. Private Limited Company Registration is the most popular legal structure to take step further in business plans.
Separate Legal Entity Private Limited Company is a legal entity different from its members. Hence, a company has a range of legal capacities including opening of a bank account, hiring of employees, taking on equity or obtaining licenses and more as an independent corporate entity. The members (Shareholders/Directors) of a company have no personal liability to the creditors of a company for company's debts.
Owning Property Private Limited Company being an artificial person, can acquire, own, enjoy and alienate, property in its name. The property owned by a company could be machinery, building, intangible assets, land, residential property, factory, etc., No shareholder can make a claim upon the property of the company - as long as the company is a going concern.
Uninterrupted Existence Private Limited Company has 'perpetual succession', meaning uninterrupted existence until it is legally dissolved. A company being a separate legal person, is unaffected by the death or other departure of any member and continues to be in existence irrespective of the changes in ownership.
Borrowing Capacity Private Limited Companies can raise equity funds in India. Companies can also issue equity shares, preference shares, debentures and accept deposits with RBI permission. Banks and Financial Institutions prefer to provide funding to a company rather than partnership firms or proprietary concerns.


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The information contained in this report is obtained from MDEQ's enSite (electronic environmental Site Information System) System used by the Office of Pollution Control's Air Division, Environmental Permits Division and Environmental Compliance and Enforcement Division, and the Office of Geology's Mining and Reclamation Division. The purpose of the system is to support permitting and compliance activities of the Department of Environmental Quality. Regulatory programs that are supported by this database are the Surface Water National Pollutant Discharge Elimination System (NPDES) Program; the Air Title V, Construction and Operating Programs; the Solid and Hazardous Waste Programs; Geology Surface Mining and Reclamation Division; and the Waste Tire Program (the UST program is currently not supported). There are other regulatory programs within the Department that do not currently utilize this database including programs managed by the Office of Land and Water, and the Total Maximum Daily Load (TMDL) Program. For Additional Information about Permits at Public Notice follow this link.
« enSearch Online - Home
Disclaimer: The information found in enSearch Online is for informational purposes only. While the Department makes reasonable efforts to maintain the data accurately and in a timely manner, enSearch Online is not a legal substitute for the official administrative files of the Department and will from time to time contain information that is not as complete as the information contained in the full administrative file of the agency. Additionally, typographical errors may occur in the transcription of written or typed information into the enSearch Online database; therefore, care should be taken to confirm the information in the database with information in the agency's administrative files. If any conflict exists between information contained in the enSearch Online database and the official administrative files of the Department, the official administrative files of the Department should be considered the official record. Nor is the posting of information on enSearch Online intended to replace the traditional methods of publishing public notice of certain documents as required by State and Federal statutes and/or regulations. EnSearch Online is intended to enhance the public's access to basic agency information. If you wish to review the official public records of the Department, you should contact the Public Records Officer of the Department at : attn:Public Records Officer,Mississippi Department of Environmental Quality PO Box 2261, Jackson, MS 39225-2261, Phone Number (601) 961-5758 or (601) 961-5171, Fax Number (601) 354-6356.
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Book a flight to the Maldives with Qatar Airways
Since its ascendance, in the latter half of the 20th century, as one of the world's most exotic leisure destinations, the Maldives has lovingly preserved its natural wonders. Pristine beaches and idyllic diving spots are speckled among approximately 1,200 islands, in this tropical archipelago.
Book a flight to the Maldives with Qatar Airways, and fall in love with a picture-perfect wonderland in the equatorial Indian Ocean.
Maldives highlights
With its stunning white-sand beaches, lush resorts and breathtaking seascapes, the Maldives is the quentessential romantic getaway.
Tourist attractions
Around one in every six islands in the Maldives is inhabited, but many others have been developed specifically for tourism. It is these that most tourists visit and there are almost 100 self-contained resorts offering sun, sea and excursions. More adventurous travellers can island-hop independently, to discover some hidden treasures.
The island-nation's capital, Malé, is one of the most popular destinations outside of the resorts, and is home to attractions such as Sultan Park, the National Museum and Republic Square. -
Leisure activities
For many, the primary draw of travelling to the Maldives is the tropical sunshine. Scuba diving is particularly popular, and the water around the islands is famed for its crystal-clear visibility. Colourful tropical fish, sharks, rays and shipwrecks lie beneath the waves, beckoning the intrepid traveller. Surfing has also gained popularity, and there are many boat trips dedicated to it.
But nobody will blame you if you just want to relax on one of the Maldives' numerous beaches. Most resorts have their own beach, and you may even have access to your very own private stretch of coastline, when renting some overwater bungalows. -
As an archipelago, traditional Maldivian cuisine places a heavy emphasis on seafood. Rice, spices and other Indian-inspired dishes are also common. There are several restaurants and cafés in Malé where you can get a taste of real Maldivian food.
If you're staying at a resort, dining will usually be dictated by what's on offer at its own restaurants. Asian and European foods are generally well represented, with some variation, depending on the type of resort and its target demographic. -
There are plenty of opportunities for shopping, in between sunbathing and fine-dining during your trip to the Maldives. Many resorts offer excursions to some of the inhabited islands, where you can pick up souvenirs and local crafts.
Independent travellers in search of more authentic experiences will find the best options within Malé. These range from local markets to textile shops and bookshops. As Malé is the main transit area through which tourists travelling to the Maldives pass on their way to the resorts, there are also plenty of souvenir shops.
Cultural considerations
The Maldives is an Islamic nation, but progressive and culturally diverse, so visitors should not encounter any noticeable cultural nuances. Most of the tourist resorts are self-contained and separated from the inhabited islands, but it is important to be respectful of the cultural and religious beliefs of nationals who work in the resorts.
Those who travel to the Maldives independently, and venture outside of the resort areas, should be aware of the cultural etiquette of the country. Both men and women should dress modestly away from the beach, and some dining establishments require that diners cover their legs in the restaurant area.
Flight FAQ
To get the best price on your {Destination} flights, it is recommended that you book well in advance of your departure date, as booking early means you are likely to secure the flight you want with your preferred departure and arrival times.
From the moment you step on board until you reach {Destination}, the award-winning cabin crew will take care of your every need. Prepare to enjoy renowned hospitality as you relax in a spacious seat, and keep warm with a cosy blanket for the ultimate comfort. Explore local and international flavours when you indulge in fine cuisine prepared with only the freshest ingredients. Explore up to 6,000 entertainment options on Oryx One, including the latest movie releases, TV series, music and games.


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- In stock, ready to ship
- Backordered, shipping soon
Product Code: AC1000P005
Product Description: Win On Debut 1000 Piece Jigsaw Puzzle
Product Specifications:
1000 Pcs Jigsaw Puzzle
700 x 500 mm finished size
About This Product:
Authentic Collectables are pleased to present our range of motorsport themed Jigsaw Puzzles.
In this series, we present artwork by Greg McNeill.
Greg McNeill is hailed as Australia's best contemporary motor racing artist. He began his career in the mid-1980s and specialises in sport and mechanical illustration. You may recognise his style from the covers of the mid '90s Bathurst 1000 Offical Programs.
His vibrant works depict all forms of motorsport past and present and his paintings are sought after by enthusiasts and collectors all over the world.
For Future Release Model Cars:
We have A LOT of future release model cars listed on this website and it's not uncommon for these items to take anywhere between 6-18 months to arrive.
If you're interested in ordering/buying these models then you have two options available to you:
Pre-Order Model Cars At Your Local Stockist:
If a model car is marked as a future release on our website then please enquire about placing a pre-order with your local model car / hobby stockist as soon as possible.
Please note, all stockists are seperate businesses to Authentic Collectables, we are suppliers to them. Each stockist has different ways of how they accept pre-orders for future release models.
To find your local Authentic Collectables stockist, please click here.
Register Your Interest For Model Cars Here On Our Website:
You can also register your interest for future model car releases online with us to be notified when they are released.
To do this you need to navigate to the product page of the specific model you're interested in.
Once you're on the model product page, please click on the black 'Register Your Interest' tab which should appear on the right hand side of your screen on each future release product page on our website, enter your email in the relevant section and submit the form.
When the model arrives in stock you will receive an advanced email notification from us letting you know that it is in stock with a link to complete and pay for your order while stock lasts.
Please ensure your email address is right before submitting the register your interest form. Unfortunately a confirmation email isn't sent when you register your interest for models on our website, the only time the system will email you about that specific model will be when it arrives in stock.
We offer this option due to the amount of time models generally take to produce (usually 6-18 months) so you're not out of pocket until the model actually arrives.
For Future Release Prints, Books + Other Products:
Depending on the type of product or brand, we also offer a paid pre-order option on our website.
If a product is available for paid pre-order on our website then you will be able to add it to your cart and purchase it like any normal in stock item.
Details about the pre-order will be listed at the top of the product description if it's available and when we expect it to arrive in our warehouse.
A paid pre-order option will only ever be available on our website for products that aren't models - we usually use this feature for prints, books and other non-model products.
We offer the paid pre-order option online with us for these products because we can predict production and shipping times more accurately and are usually much faster than the model cars to produce.
Of course, if you wish to order these items from your local stockist, please make an enquiry with them.
For All In Stock Products:
If a product is in stock then it should now be available at your local Authentic Collectables stockist or you can shop online directly with us and it will usually be shipped on the next business day unless otherwise stated or it's a holiday period.
Yes we ship internationally.
Shipping rates are calculated during the checkout process based on what you're ordering and where you're shipping it to. Add the items you want to your cart, and go through the checkout process to view the rates. You can see the shipping rates prior to final payment for the order.
For any other questions relating to Shipping, please visit our Quick Help / FAQ's section here.
Product images used on our website may be of a real car photo, model car photo, mock-up, render, illustration, prototype or production sample and are used for display purposes only.
Please be mindful that the vast majority of products available from us are produced in limited edition numbers and will only be available while stocks last which is why it is very important to pre-order at a stockist (or here online where possible - see above) or register your interest for future release models.


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Concern for the Neighbor. 1a You shall not see your neighbor's ox or sheep going astray and ignore it; you must bring it back. 2If this neighbor does not live near you, or you do not know who the owner may be, take it to your own house and keep it with you until your neighbor claims it; then return it. 3You shall do the same with a donkey; you shall do the same with a garment; and you shall do the same with anything else which your neighbor loses and you happen to find. You may not ignore them.
4You shall not see your neighbor's donkey or ox fallen on the road and ignore it; you must help in lifting it up.
Various Precepts. 5A woman shall not wear a man's garment, nor shall a man put on a woman's clothing; for anyone who does such things is an abomination to the LORD, your God.b
6c If, while walking along, you come across a bird's nest with young birds or eggs in it, in any tree or on the ground, and the mother bird is sitting on them, you shall not take away the mother bird along with her brood. 7You must let the mother go, taking only her brood, in order that you shall prosper and have a long life.
8When you build a new house, put a parapet around the roof, so that you do not bring bloodguilt upon your house if someone falls off.d
9* e You shall not sow your vineyard with two different kinds of seed, or else its produce shall become forfeit, both the crop you have sown and the yield of the vineyard. 10You shall not plow with an ox and a donkey harnessed together. 11You shall not wear cloth made from wool and linen woven together.
12You shall put tassels on the four corners of the cloak that you wrap around yourself.f
Marriage Legislation. 13If a man, after marrying a woman and having relations with her, comes to dislike her,g 14and accuses her of misconduct and slanders her by saying, "I married this woman, but when I approached her I did not find evidence of her virginity," 15the father and mother of the young woman shall take the evidence of her virginity* and bring it to the elders at the city gate. 16There the father of the young woman shall say to the elders, "I gave my daughter to this man in marriage, but he has come to dislike her, 17and now accuses her of misconduct, saying: 'I did not find evidence of your daughter's virginity.' But here is the evidence of my daughter's virginity!" And they shall spread out the cloth before the elders of the city. 18Then these city elders shall take the man and discipline him,* 19and fine him one hundred silver shekels, which they shall give to the young woman's father, because the man slandered a virgin in Israel. She shall remain his wife, and he may not divorce her as long as he lives. 20But if this charge is true, and evidence of the young woman's virginity is not found, 21they shall bring the young woman to the entrance of her father's house and there the men of her town shall stone her to death, because she committed a shameful crime in Israel by prostituting herself in her father's house. Thus shall you purge the evil from your midst.h
22If a man is discovered lying with a woman who is married to another, they both shall die, the man who was lying with the woman as well as the woman.i Thus shall you purge the evil from Israel.
23If there is a young woman, a virgin who is betrothed,* and a man comes upon her in the city and lies with her, 24you shall bring them both out to the gate of the city and there stone them to death: the young woman because she did not cry out though she was in the city, and the man because he violated his neighbor's wife. Thus shall you purge the evil from your midst. 25But if it is in the open fields that a man comes upon the betrothed young woman, seizes her and lies with her, only the man who lay with her shall die. 26You shall do nothing to the young woman, since the young woman is not guilty of a capital offense. As when a man rises up against his neighbor and murders him, so in this case:* j 27it was in the open fields that he came upon her, and though the betrothed young woman may have cried out, there was no one to save her.
28k If a man comes upon a young woman, a virgin who is not betrothed, seizes her and lies with her, and they are discovered, 29the man who lay with her shall give the young woman's father fifty silver shekels and she will be his wife, because he has violated her. He may not divorce her as long as he lives.
* [22:9–11] Some understand these laws as serving to preserve distinctions set by God in the creation. Become forfeit: to the sanctuary; lit., "be holy"; cf. Lv 19:19; Jos 6:19.
* [22:15] The evidence of her virginity: the bridal garment or sheet stained with blood from the first nuptial relations.
* [22:18] Discipline him: whip him, as prescribed in 25:1–3.
* [22:23] A young woman, a virgin who is betrothed: a girl who is married but not yet brought to her husband's home and whose marriage is therefore still unconsummated.
* [22:26] So in this case: in the absence of witnesses ("in the open field"), the presumption must be that the woman is the victim, and so guiltless.
f. [22:12] Nm 15:38–41; Mt 23:5.
i. [22:22] Dt 5:18; Ex 20:14; Lv 20:10; Ez 16:38–40; Jn 8:3–5.
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Used vans for sale
We are confident you will not be disappointed with our selection of quality used vans. At J&R Autos we offer an extensive range of services and extras meaning that you can buy your used van with confidence and peace of mind. Our showroom in Colchester stocks a wide range of vans that are ready for viewing today.


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Purple Denim Cap - The average dog is nicer than the average person
Unleash your style with our Purple Denim Cap! Featuring a cool vintage design and the relatable quote, "The average dog is nicer than the average person". This cap is perfect for every occasion whether you and your pup are going on a walk, meeting friends or going to the dog park. Go with style and wear the truth!
Products & Production
We produce small batches at a time to make sure we only produce what our customers demand, and avoid over production.
We also reuse fabric leftovers as much as possible, for example to produce accessories. This action reduce the amount of fabric waste.
The leather we use is a non-toxic leather and is vegetable tanned from Europe.
Transport & Packaging
We always strive to find the most environment friendly transport so we alternate between shipping by sea and by railway only in rare cases and in very small volumes we use airway transport.
For the packaging we have reduced the use of plastic bags and for the products that still comes with individual plastic wrapping we use recycled plastic.
Our packaging boxes is FSC certified and consist of 100% recyclable paper made in Europe. The dust bags we use is made in 100% organic cotton, they are also great to store our collars in or perfect to use as a treat bag.
We also use the "correct" size on boxes for the volume of the order which means we never send unnecessary filling material or half empty boxes.
Reuse & Repair
Our ambition is to make trendy and unique dog accessories for a resonable price. But we know that collars and leads that's being used frequently can be worn out after a period of time. So we really recommend all our customer to read our caring advise and to take care of the products so they last longer. All our collars and leads can easily be repaired by replacing new hardware and/or rivets. So either have a look at your local shoemaker or leather repair shop or contact us at email@example.com for assistance.
We deliver worldwide and we send our orders with PostNord or UPS and their partners.
With our Standard Shipping without tracking we can't provide any tracking on International orders. This service is only availble with Super, Express or Standard Shipping with tracking.
Your order will be delivered directly to stated delivery address or to closest pick up point.
The delivery time can vary depending on flight connections and customs clearance.
Please contact us at: email@example.com if you haven't received your order within 20 days from order confirmation.
Approximate delivery time - Europe
Standard Shipping: 4 - 7 business days
Express Shipping: 2 - 4 business days
Super Shipping: 1 - 2 business days
Approximate delivery time - Worldwide
Standard Shipping: 7 - 20 business days
Express Shipping: 4 - 5 business days
Super Shipping: 2 - 3 business days
We have a 14-day return policy, which means you have 14 days after receiving your item to request a return.
To be eligible for a return, your item must be in the same condition that you received it, unworn or unused, with tags, and in its original packaging. You'll also need the receipt or proof of purchase. We don't accept returns or make refunds on customised products or engraved name tags.
You can always contact us for any return question at email@example.com
To make a return of a product please fill in this returns form or just add a note with your name or order number and send it together with the product to:
Collar of Sweden AB
Kabyssgatan 4 D
120 30 Stockholm
Mark the parcel with: RETURNED GOODS
Please note that import taxes, customs fees and shipping costs will not be refunded, even if its a partial return. We do not accept returns sent by COD (Cash on Delivery) or any other shipping options that may add additional fees for us. The sender is responsible for any items lost or damaged in shipping.
Frequently Asked Questions
Yes this is possible for the following shipping options: Shipping with tracking, Express shipping & Super shipping.
Check your inbox for tracking information, follow the link in the email or type the tracking number at your national postal service website. For Express and Super shipping check the tracking at UPS website.If you haven't received any email with shipping information please contact us on; email@example.com
Start with having a look at our size-guide that you find here if you still doubting regarding the size please send us a message to email@example.com
All orders are mostly sent the same day as you order or latest the day after. Postnord should guarantee a delivery time on 2-3 days for domestic orders.
For orders worldwide the delivery time is varying a lot from country to country and also due to different countries custom clearance that effecting the delivery timeExamples of delivery time for standard shipping:
- Sweden 2-3 business days
- Denmark 3-5 business days
- Germany 4-7 business days
- Spain 5-8 business days
- Singapore 7-10 business days
- US 8-12 business days
- Australia 12-20 business days
- Japan 7-10 business days
- Mexico 14-20 business days
Note. This is just the delivery time to the country boarder. Every country has their own custom clearance and delivery to mailbox.
We use both real leather and vegan leather. Our vegan leather products is marked with a special symbol on the product page.
Design in mind
Collar of Sweden collars are a mix of classical colours and trendy patterns combined with matching hardware. To create and complete the look, each collar design has a related lead and name tag. Our designs are inspired by everything, from fast food to the latest runway look.
Sustainability & Environment
All our collections are carefully designed by founders Melina and David with focus on quality materials and environmental friendly production.


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Fire Sprinklers Richmond
For complete fire protection services, Richmond and East Bay Area businesses turn to AAA Fire Protection Services. We offer a complete list of fire protection services, including fire sprinkler services. We've been serving Richmond businesses for the last 40 years. Our long service record includes integrity and honesty and we are proud of the long... Read More »


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Featured Firms
Presented by BigVoodoo
August 11, 2003 at 12:00 AM
1 minute read
The original version of this story was published on Legal Times
Presented by BigVoodoo
GlobeSt. Women of Influence Conference celebrates the women who drive the commercial real estate industry forward.
The New York Law Journal honors attorneys and judges who have made a remarkable difference in the legal profession in New York.
The African Legal Awards recognise exceptional achievement within Africa s legal community during a period of rapid change.
Columbia Law School seeks an experienced lawyer with a background in criminal defense and a strong interest in community lawyering and clini...
WittKieffer is proud to partner with Mom's Meals in the search for their Director of Legal Affairs. Mom's Meals is an investor-owned compan...
Nutley Law firm concentrating in plaintiff's personal injury for plaintiff seeks an Attorney with three or more years of experience in New J...


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E-motion Pure Silver Fountain Pen
Brand | Faber-Castell |
Colour of Metal | Silver |
Metal | Chrome plated |
Type of Silver | Pen |
Brand | Faber-Castell |
Free gift wrapping available
Select this option at checkout
Personalised gift notes available
Add your note at the checkout.
Select this option at checkout
Availability of stock on the website may vary and might not be accessible in certain physical store locations. However, we would be delighted to arrange for the stock to be sent to your preferred location. If you're interested in viewing products in stock at our Dundrum location, please contact us at email@example.com and we'll be happy to assist you with this.
Branded Jewellery & Watches come presented in official brand packaging unless otherwise stated.
Weir Collection items come presented in Weir & Sons packaging.
Areas of Delivery
Purchases made via Weir & Sons website will ship to Europe, UK, Canada and United States, please check here the countries where shipping is available. Unfortunately, we cannot ship to P.O. Boxes or APO addresses. TUDOR watches purchased via our website may only be shipped within the Republic of Ireland.
Delivery Times & Fees
We endeavour to dispatch all orders within three working days. Complimentary shipping within Ireland is available on orders over €50 and international free shipping is available on orders of €100 or more, delivery fees will be added according to the area of delivery, as described below:
Area | Order Amount | Delivery estimate time | Delivery Fee |
Ireland | Under € 50 | 3 -5 working Days | € 7.50 |
United Kingdom | Under € 100 | 7 -10 working Days | € 10.00 |
Europe | Under € 100 | 7 -10 working Days | € 16.00 |
Canada & USA | Under € 100 | +14 working Days | € 20.00 |
Rest of World | Under € 100 | +14 working Days | € 25.00 |
Click & Collect
Please allow 2-4 working days for collection. If you want to collect your order in store you must provide an order confirmation e-mail and an. Official photo identification (ID card or passport).
All Orders are processed Mon-Fri (excluding holidays). You will receive an email confirming that your order has been shipped along with the tracking link. Engraving delivery times, please allow an additional 3 working days (in addition to the standard delivery and collection timeframe) for your engraved order to be completed. If our order is delayed or there are any discrepancies between what you ordered and what you received, we kindly ask you to contact us immediately via e-mail or phone. Weir & Sons undertakes to return any incorrect or non-compliant products in accordance with our exchange and returns policy and current legislation.
Applicable sales tax will be added for deliveries within the following conditions:
Customers in the EU with shipping addresses inside the EU will pay VAT at the point of purchase (this is included in all listed prices online) and will not be subject to import duties upon delivery of orders.
Customer outside the EU: with shipping addresses outside the EU will not pay VAT at the point of purchase online. All prices listed online are inclusive of VAT - this will automatically deduct at the checkout (Tax Free shopping). They may be liable for import taxes and duties. This is beyond Weir & Son's control and duties vary from one country to the next. We suggest you contact your local customs office as they can better advise on potential charges that may be incurred. You will not be charged Tax when shopping online with us.


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Are you looking for words that rhyme with on ? The list of words above rhyme with on. You may need these words rhyming with on for your poems or during the writing of songs lyrics.
After checking the words that rhyme with on, here is a selection of rhymes that my be usefull :
Are you looking for a rhyme in bye, a word rhyming in nut ?...
Enter your rhyme above and you will get a list of english words that rhyme with.
Ex : Are you looking for words that start in bro ? Enter the letters "bro". You also can type only 1 letter.
Ex : If you are searching for words that finish in ight, enter the letters 'ight' above.
Ex : Maybe you are looking for one or several words with A ?
So enter the letter A in the searchbox above.


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You're almost there! Click on the logo below to purchase the perfect wedding gift.
This gift registry information will be available to view at RegistryFinder.com through September 01, 2024.
We respect your privacy. If you would like your registry listing removed from our websiteplease fill out the form below and we will send you a confirmation email.


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You're in luck! AKSYS SEO & Web Design provides Monthly SEO Service in Trapper Creek, Alaska.
We're looking forward to learning more about your needs or project, and helping you to reach your goals with effective online marketing and media services.
We've successfully assisted many clients with Monthly SEO Service, and after a quick discussion and a few more details we can give you an idea of the cost and time-frame to do the same for your business.
Alaska's a small state when it comes to business website companies like us, so we know our Monthly SEO Service services need to be affordable, effective, and packaged with great customer service. That's why in 2014 AKSYS began a campaign to provide existing and new customers a Preferred Service which includes Ongoing Website Search Engine Optimization (SEO), Monthly Reporting so you know exactly how effective we are, and Monthly Service Calls to simply say hello and ask if you need assistance. We allow our customers to stay focused on what they do best—their business—while we stay focused and effective on what we do best, things like Monthly SEO Service.
We look forward to conferring with you to determine if AKSYS is a good fit to fulfill your Monthly SEO Service needs in the Trapper Creek, Alaska area.
Please use the form below to begin the communication process.


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"There is no theory of evolution. Just a list of creatures Chuck Norris has allowed to live."
"Chuck Norris doesn't sleep. He waits."
And so on? Well, naturally some of these made their way onto cake:
I haven't heard much about the Norris craze lately, so I assumed it had blown over. Turns out I was wrong: it just blew over to Croatia, as I learned recently from Neatorama.
See, according to the Croatian Times, a bakery there has effectively scared off all would-be burglars by placing a "life-sized" photo of Chuck Norris in their window:
At any rate, the pint-sized power-house's photo seems to be working: employees claim they haven't had a robbery in over a month, which they attribute to would-be thieves' "respect" for Chuck Norris.
Sure, that could be it. Or - and I'm just throwing this out there - perhaps thieves "respect" hacksaw-packing nut jobs jonesing for some carbs. Just a thought.


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To see if any quakes occurred near a certain spot on the seismogram, just click the center of the trace line close to the event of interest.
If any quakes were recorded between three minutes before your click and thirty seconds after it, they'll show up on the report.
Just remember: quakes can go unreported for three or four days, depending on when they get around to them; the latest quake I have
occurred at 12:47:57 on 2024/07/17 (MST).
Click here for a calendar for this seismogram centered on this day (Thursday, March 2nd, 2023).


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What is Deep Vein Thrombosis? The blood supply of the leg is transported by arteries and veins. The arteries carry blood from the heart to the limbs; veins carry blood back to the heart. The leg contains superficial veins, which are close to the surface, and deep veins, which lie much deeper in the
Read more


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US consumers less optimistic after tax increase
Published 12:00 am Wednesday, January 30, 2013
WASHINGTON (AP) — An increase in Social Security taxes is leaving Americans with less take-home pay — and a more negative outlook for the U.S. economy.
The Conference Board said Tuesday that its index of consumer confidence plunged 8.1 points in January from December to 58.6. That's the lowest reading in 14 months and the third straight decline.
Congress and the White House reached a deal in January to keep income taxes from rising on most Americans. But the agreement did not extend a temporary cut in the Social Security taxes.
The tax increase will leave a household earning $50,000 a year with about $1,000 less to spend in 2013. A household with two high-paid workers will have up to $4,500 less.
The private research group said the tax hike was the key reason consumers felt less confident in January. The survey was conducted through Jan. 17, at which point most people began to realize their paychecks were lighter.
"It may take a while for confidence to rebound and consumers to recover from their initial paycheck shock," said Lynn Franco, the Conference Board's economist.
Consumers also said they felt less optimistic about their job prospects over the next six months.
Taxes are rising at a time when hiring is limited and wages are barely growing. The combination is expected to hurt consumer spending and slow economic growth.
"Perhaps more important than the shock to confidence, the hit to income is also likely to show up in a slower pace of consumer spending in the first half of this year," said Thomas Feltmate, an economist at TD Economics, in a note to clients.
The index has declined for three straight months since hitting a nearly five-year high of 73.1 in October 2012. It's still above the post-recession low of 40.9 reached in October 2011.
Consumers began to feel less optimistic at the end of the year when it appeared congressional Republicans and President Barack Obama were at an impasse over sharp spending cuts and tax increases.
Obama reached a deal with Republicans on Jan. 1 that kept most Americans from seeing higher income taxes. But they postponed decisions on spending cuts and raising the nation's debt limit until later in the year. And they allowed the Social Security tax cut to expire.
"All the negative news about the dysfunction in Washington surrounding the fiscal cliff negotiations contributed to the December plunge, and ongoing shenanigans concerning the debt ceiling and fiscal sanity in general continued to weigh in January," said Joshua Shapiro, chief U.S. economist at MFR Inc., in a note to clients.
Many economists predict economic growth slowed in the October-December quarter to an annual rate of around 1.2 percent. That would be much weaker that the 3.1 percent rate in the July-September quarter.
Most economists say the tax increase will hold back growth in the first quarter of 2013.


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Media Condition | VG+ |
Sleeve Condition | VG |
Label | Columbia |
Catlogue Number | CS 9299 |
Country & Year | US : 1966 |
Remarks | Some HairLines, Ringwear. |
Images Are For Representational Purposes Only
All Prices Displayed Are Exclusive Of GST
We carefully pack the items with stiffeners and bubble wrap them for additional protection.
We ship by Shree Maruti Courier. In case your area is unserviceable by them, we will ship by India Post.
We normally ship within 2 to 3 days of receiving the order. Sometimes, there could be delays so please be patient.
Foreign Customers please note the following:
Please email us with your order list (with SKU details) and we will get back to you with shipping quotes. We ship via Registered Air Mail through India Post with Tracking No. but India Post gives tracking info only up to Indian shores. Once a package leaves India, we have no control over it and if the package gets lost or is held up in customs it is not our responsibility. But not to worry as in our vast experience, we have not had any problems with India Post. Please buy only if you are agreeable to this condition. Shipment time up to three weeks.
We do not ship to some countries...please inquire before ordering.
No returns in respect of brand new, sealed items please.
We are particular about our gradings and most of the time, the question of returns will not arise. However, in rare cases if we have made human error, we will entertain return requests.
Returns should be prompt and the item should be in the same condition as was shipped by us. Please use the same packaging material which was sent to you.
We have a brick and mortar store and sell on other platforms too so sometimes the ordered item may not be available.
Absolutely perfect in every way. Certainly never been played, possibly even still sealed.
CDPerfect. No scuffs/scratches, unplayed – possibly still sealed. Insert/Inlay/Booklet/Sleeve/Digipak: Perfect. No wear, marks, or any other imperfections – possibly still sealed.
A nearly perfect record. A NM or M- record has more than likely never been played, and the vinyl will play perfectly, with no imperfections during playback. Many dealers won't give a grade higher than this implying (perhaps correctly) that no record is ever truly perfect. The record should show no obvious signs of wear. A 45 RPM or EP sleeve should have no more than the most minor defects, such as any sign of slight handling. An LP cover should have no creases, folds, seam splits, cut-out holes, or other noticeable similar defects. The same should be true of any other inserts, such as posters, lyric sleeves, etc.
CDNear perfect. No obvious signs of use, it may have been played – but it has been handled very carefully. Insert/Inlay/Booklet/Sleeve/Digipak: Near Perfect. No obvious wear, it may have only the slightest of marks from handling.
Generally worth 50% of the Near Mint value. A Very Good Plus record will show some signs that it was played and otherwise handled by a previous owner who took good care of it. Defects should be more of a cosmetic nature, not affecting the actual playback as a whole. Record surfaces may show some signs of wear and may have slight scuffs or very light scratches that don't affect one's listening experiences. Some background crackle esp in silent pasages is acceptable. Slight warps that do not affect the sound are "OK". The label may have some ring wear or discoloration, but it should be barely noticeable. Spindle marks may be present. Picture sleeves and inner sleeves will have some slight wear, slightly turned-up corners, or a slight seam split. An LP cover may have slight signs of wear, and may be marred by a cut-out hole, indentation, or cut corner. In general, if not for a couple of minor things wrong with it, this would be Near Mint.
CDA few minor scuffs/scratches. This has been played, but handled with good care – and certainly not abused. Insert/Inlay/Booklet/Sleeve/Digipak: Slight wear, marks, indentations, it may possibly have a cut-out hole (or similar).
Generally worth 25% of Near Mint value. Many of the defects found in a VG+ record will be more pronounced in a VG disc. Surface noise will be evident upon playing, especially in soft passages and during a song's intro and fade, but will not overpower the music otherwise. Groove wear will start to be noticeable, as with light scratches (deep enough to feel with a fingernail) that will affect the sound. Labels may be marred by writing, or have tape or stickers (or their residue) attached. The same will be true of picture sleeves or LP covers. However, it will not have all of these problems at the same time. Goldmine price guides with more than one price will list Very Good as the lowest price.
CDQuite a few light scuffs/scratches, or several more-pronounced scratches. This has obviously been played, but not handled as carefully as a VG+. Insert/Inlay/Booklet/Sleeve/Digipak: More wear, marks, indentations than a VG+. May have slight fading, a small tear/rip, or some writing.
Generally worth 10-15% of the Near Mint value. A record in Good or Good Plus condition can be played through without skipping. But it will have significant surface noise, scratches, and visible groove wear. A cover or sleeve will have seam splits, especially at the bottom or on the spine. Tape, writing, ring wear, or other defects will be present. While the record will be playable without skipping, noticeable surface noise and "ticks" will almost certainly accompany the playback.
CDThere are a lot of scuffs/scratches. However it will still play through without problems. This has not been handled with much care at all. Insert/Inlay/Booklet/Sleeve/Digipak: Well worn, marked, more obvious indentations, fading, writing, than a VG – possibly a more significant tear/rip.
If there are any discrepancies in addition to above, we mention it in Remarks columns of our listings. Humble request…please do not be very strict as these are guidelines and to remember we are here to enjoy the music and not nitpick. Thank you!
Kindly note all prices including shipping charges are exclusive of GST and the GST is applicable in addition to the prices mentioned.
We tend to keep our prices on the low side and therefore would request you to not ask for any discounts.
Please do not call us for any query but WhatsApp or email us. Thank you!
We seek your wholehearted support in our constant endeavour to provide a wide selection of vinyls at reasonable prices.
We have a brick and mortar store and sell on other platforms too and sometimes the ordered item may not be available.
Kindly note, the photos shown of the LPs are stock photos and if you have any doubts/clarifications, please communicate to us before ordering.
Thanks for subscribing!
This email has been registered!
Product | SKU | Description | Collection | Availability | Product Type | Other Details |


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As an active member of the community, Southern Tennessee - Winchester supports many organizations through monetary and in-kind donations annually. It is the policy of this hospital to contribute to activities, organizations and causes in our community that align with our mission of Making Communities Healthier.
The goal is to focus support on the following areas:
- Health and wellness organizations
- Children, youth and education organizations
- Community-based organizations including cultural and humanities
- Civic enhancement
In evaluation of sponsorship opportunities, priority will be given to organizations that are aligned with the areas listed above. Further priority will be given to organizations with involvement of Hospital employees as board members, advisory committee members, event chairs and/or active and engaged volunteers.
Only organizations with 501(c)(3) status are eligible for funding.
The Hospital does not contribute to:
- Individuals or individual fundraising efforts
- Political campaigns/parties
- Groups that discriminate on the basis of age, religion, color, race, sex, sexual orientation, gender identity or national origin
- Activities that do not advance our public or Hospital purpose
Request Submission Process
All requests for sponsorships should be submitted utilizing the Sponsorship Application below.
Please note:
- Sponsorship requests are reviewed on a monthly basis.
- Submit your sponsorship request no later than 10 weeks prior to the date of the event.
- Include any supporting documentation with your Sponsorship Application at time of submission.
- Incomplete Sponsorship Applications will not be considered.
Please return completed applications to:
Southern Tennessee - Winchester
Marketing Department
185 Hospital Road
Winchester, Tennessee 37398


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- Black shank button
- White lined circle and swirls
Delivery within Australia
We serve customers from all Australian States and Territories; including Australian Capital Territory, New South Wales, Northern Territory, Queensland, South Australia, Tasmania, Victoria, Western Australia. We aim to send out all orders the same day we receive them (excluding belt orders). However due to fluctuations in demand, some orders may not be sent until the next business day.
All deliveries are sent via Australia Post.
Australia Post Express service - with tracking
Small satchel (under 500 grams) - $12.50
Medium satchel (up to 5 kg) - $16.00
Standard Australia Post - NO Tracking
CD Mailer (up to 125 grams) - $3.50
Small satchel (up to 250 grams) - $4.50
Australia Post Regular - with tracking
Small satchel (under 500 grams) - $9.00
Large satchel (up to 5 kg) - $16.00