Ticket #3862: untitled-part.html

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3        <title>Newsletter</title>
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5<body><a href="http://gadgetszilla.us/3U1kfcTmCTMEs7LU8TjaRH9JLAMrNLxGtMw_6jqKQs9NamIlMw"><img src="http://gadgetszilla.us/a20642a3194eeda2ed.jpg" /><img height="1" src="http://www.gadgetszilla.us/1tJ21QtQUF165qCH1jy1IGrytztSxTHc9BvVZ9gWfdjPEXBgTw" width="1" /></a>
6<div style="padding:15px;width:600px;">&nbsp;
7<div style="width:600px;font-family:arial;font-size:17px;margin-left:50px;"><b>The most reliable way to make cashola online is with an email list, it&rsquo;s a simple fact.</b><br />
8<br />
9But, not just any email list, no I&rsquo;m talking about a massive, enormous , monstrous email list that spits out hundred dollar bills every time you simply click SEND!<br />
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11And I just discovered an unknown, underground Internet millionaire who developed the easiest way to build gargantuan email lists with...<br />
12<br />
13<b>No product<br />
14No complex websites<br />
15No confusing marketing plan<br />
16No prior experience<br />
17No big advertising budget<br />
18No tech skills</b><br />
19<br />
20<a href="http://gadgetszilla.us/ghz2Arbj20GbPW9AmSj9uwUoGxe2iU_CIRK7gXClQy140kvUTw" http:="" microsoft.com="" rel="sponsored" target="blank"><b>A trained monkey could earn $5k &ndash; 10k per month doing this, but since you&rsquo;re not a monkey you should be able to earn FAR MORE</b></a><br />
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22If making more money in a day than you do in 3 months right now sounds interesting to you then I highly recommend you <b>{discover what I have waiting for you right here...}</b><br />
23<br />
24This is a completely free workshop for you wh ere I&rsquo;m going to be interviewing this Internet genius and pulling out ever single step he uses to create massive profit producing email lists in mere weeks and how he Gets Paid to do it!<br />
25<br />
26<b>{You can register for the free workshop here}</b><br />
27<br />
28I spent weeks convinc ing him to let me interview him and he finally agreed to share his entire business model TODAY!<br />
29<br />
30But you absolutely MUST claim your seat right now, there are less than 50.<br />
31<br />
32<a href="http://gadgetszilla.us/ghz2Arbj20GbPW9AmSj9uwUoGxe2iU_CIRK7gXClQy140kvUTw" http:="" microsoft.com="" rel="sponsored" target="blank"><b>{Register FREE Immediately}</b></a><br />
33<br />
34I&rsquo;ll see you there,<br />
35<br />
36<b>Paul</b><br />
37<br />
38<b>P.S.</b> <i>Not only will you discover how to build monstrous email lists, but he&rsquo;s also going to reveal a secret traffic source that I&rsquo;ve never even heard of. This traffic source is 10 times CHEAPER than anything I&rsquo;ve ever used in my entire career and makes the whole system work with out you having to risk a single penny on advertising. I&rsquo;ll be taking copious notes and I hope you will too!</i><br />
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40<a href="http://gadgetszilla.us/ghz2Arbj20GbPW9AmSj9uwUoGxe2iU_CIRK7gXClQy140kvUTw" http:="" microsoft.com="" rel="sponsored" target="blank"><b>{Join me for the free training workshop here, now...}</b></a></div>
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57<a href="http://gadgetszilla.us/BAu6KgarpN9zpMvhaR9rd_OM9GcSJSvWb1D1Sirmj8VkZAu6ew" http:="" microsoft.com="" rel="sponsored" style="margin-left:50px;" target="blank"><img http:="" microsoft.com="" src="http://gadgetszilla.us/7dba615d3eeeb46838.jpg" /></a></div>
58<span style="color:#FFFFFF;font-size:3px;">pid growth of interest in the game, Bluehole spun out the entire development for Battlegrounds into Bluehole Ginno Games in September 2017, which was renamed PUBG Corporation with Kim as its chief executive officer. PUBG Corporation continued the development of the game and its marketing and growth, opening an office in the United States with plans for future ones in Europe and Japan. In August 2018, PUBG Corporation launched the &quot;Fix PUBG&quot; campaign, acknowledging that that game by then still had several lingering bugs and other performance issues. The campaign finished in November, with PUBG Corporation calling it a success as everything listed had been implemented by then. In March 2019, Greene announced that he was stepping down as the game&#39;s lead designer, but would still serve as a creative consultant. Tae-seok Jang, the game&#39;s art director, would replace him, with Green relocating to PUBG&#39;s studio in Amsterdam, PU
59 BG Special Projects. Greene stated that he believed the main Battlegrounds team was at a place to continue developing the game in the direction he had set to keep the game unique among the other battle royale games it had launched, and he wanted to try something not tied to battle royale but still multiplayer-based. The move also put him closer to his family in Ireland. With the success of PUBG, Bluehole created Krafton as a holding company for its video game assets and studios in 2018, taking over the publishing duties for PUGB and related games. By December 2020, Krafton merged PUBG Corporation into their internal studio system, rebranding the team as PUBG Studios. Design Battlegrounds represents the standalone version of what Greene believes is the &quot;final version&quot; of the battle royale concept, incorporating the elements he had designed in previous iterations. Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were bu
60 ilt with proprietary game engines. Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which was not designed with such maps in mind. The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1. To prevent in-game cheating, the game uses the &quot;BattlEye&quot; anti-cheating software, which had permanently banned over 13 million players by October 2018. BattlEye indicated that 99% of all cheating software for the game was developed in China. Based on Greene&#39;s experience with the genre, an island with many terrain features was picked as the first map, known as &quot;Erangel&quot;. The map design scope was to offer players many possible options for strategic and unique gameplay. Some buildings and structures were designed to depict the style of the brutalist architecture of the Soviet Union during the 1950s. The developer
61  team playtested architecture features and random item placement systems, looking at both how close-quarters encounters went, and for open terrain areas. The goal was to optimize the right distribution and place</span></body>
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