Top 8 Highest Paying URL Shortener to Earn Money Online

  1. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  2. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  3. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  4. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  5. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  6. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  7. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  8. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

Cold War Gamer Hobby News - Autumn 2014


As the blog has recently recieved its 300,000th hit,  the first thing to say is thankyou to all who continue to read it and particularly those who take the time to comment as its always useful to get feedback on content.  The Autumn Magazine ended up with a lot more emphasis on the Soviet breakthrough operations and Soviet capability rather than British which are my intended target for that opperation. 



To my mind the big news over the last quarter has been the increasing credibility of a US cold war Army in 20mm for either the late 70's or any time during the 80's with Elhiem figures releasing a range of products that cover some key gaps in the market along with releases earlier in the year from S&S and Italiera it's begining to look like a very feasible project.  The US Army is I must admit one of the few that could draw me into a late 70's early 80's game providing as it does the opportunity to:
  • Paint vehicles in MERDEC
  • Deploy Sheridans
  • Deploy M60A2s
  • field troops in M1 helmets and a range of modern weapons


Matt has said he is doing the M1 helmeted troops next so hopefully we will see a Dragon Gunner with an M1 helmet materialise over the winter, great for US or Dutch.  The Autumn period has not been as prolofic for releases as the summer but their has still been an interesting amount of news

Hobby Den


Brian has been very busy over at the Hobby den building out the range of models stocked as well as making some fairly serious purchases including the BW Models range.  Personally having only just discovered the BW range I was sad to see it go but it now looks like Hobby den will be resurrecting a number of its models.




Brian has also become the European distributor for the modelcollect range which has got to be a good thing as they clearly are offering a very useful set of tank models which is rapidly becoming the definitive collection of Soviet Cold era tanks.



In addition a number World of War 1/72 Building Sets are now available from the shop covering a range of European town buildings and an impresivly large bridge.



Eagle Moss


Eagle Moss have produced a 2S4 which looks to be fairly basic from the imagery but very handy for a late 80's Soviet Break through capability.  Having now received two I can state that the hull is pretty weak in terms of detail but the mortar itself not only looks good but is detachable so easily married up with a different hull and great for setting up as deployed and ready to fire.  So a couple of conversions I'll be trying in the near future.




Elhiem


Matt @ Elhiem Figures has been working quite a major expansion of his cold war range adding seated and skirmishing Brits together with an extension of his Cold War US range that is producing  a much needed Dragon gunner, along with most everything else for late cold war US you will need and a promise of similar coverage in M1 helmets.  He has also extended his Israelis and produced some very handy RUC figures.

Cold War Brits Seated Drivers and Crew


A much needed 105mm Light Gun Crew good for Falklands or NATO flanks work.


Matts MPs would be equally useful for Northern Ireland or Winter of 79 Scenarios.



Cold War US


More RUC this time including a WPC, whilst these are marketed as RUC they clearly could represent armed police from the mainland as well, and would probably look good in some Winter of 79 scenarios.




Underfire


Underfire have been a little less prolific but have recently extended the RAR range.



S&S


Over at S&S Shauns focus has largely been on WW2 conversion kits but he has found time to squeeze in a bunch of Cold War goodies in the form of a T-55 BREM and a very attractive Marder with Roland, allegedly in the works is an ACRV.  As well as these pictures have popped out of what looks like a very early Unimog and a conversion kit for a short wheel base series 2 land rover.  The other hot  rumour is that he maybe working with troop of Shewe on a 15mm MT-55 which will hopefully get released.  None of these have yet to appear on the shop

T-55 BREM



Marder Roland


15mm MT-55



An early Unimog (I think) suitable for various  African as well as central European scenarios


and a conversion kit for a die cast series 1 or 2 land rover for a bit of 50's para action suitable for suez I would have thought.



Wargames Illustrated


The Cold War Hot version of war-games illustrated provided some interesting coverage of Cold War and Modern gaming which hopefully will be the start of an increasing amount of coverage of the Post War Modern period in the mainstream War Games press.


As far as models and figures go we now have good coverage of the period in 6mm, 15mm, 20mm, and 28mm with growing amounts of ultra modern and near future starting to feature within the manufacturing base.  The recent run of kits out of china from both model collect and S Models has started to fill the major gaps in the 20mm Cold War Soviet inventory which together with the improvements in ACE kits means that much of whats needed is easily obtained and built, as ever the stalwarts of the resin manufactures continue to fill the gaps. Is it a little early to speculate that Flames of War might kick off something for the Cold War, I would imagine that will provide a fairly significant boost to interest in the period and production of 15mm models.  All this coupled with  the number of new rule sets being released covering the Cold War and Modern period are all signs of growing interest and point to a good year for the period in 2015. As a complete Cold War aholic I can only say its good to see.

Wargames Ilustarated Cold War Hot overview of content

Model Collect


From their face book posts modelcollect seem to have both a Scud, a T80B and a BMP 3 in the planning pipeline all of which look like great additions to their range. The box art work for the T-64BV has also appeared which is at the top of my must have list so one I am looking forward to seeing land.  To be fair I have my eye on a scud as well.










Web


Red Star Militaria I found the Red Star Militaria site a month or so ago whilst looking for some reference material around Sun Bunnies and the Soviet Jack Boot. This is a very handy re-enactment site with a lot of useful and detailed information around a variety of Soviet Cold War Weapons and equipment.  It looks like the web site might be undergoing reconstruction at the moment, but when back in action a very useful site.

Books




If you have not seen it South Africas Border War by Willem Steenkamp has just been re pubished and there are some reasonable deals on Amazon at the moment, I picked up a copy for £15 new which is a steel for a book that has been out of print for a number of years and was selling for £275 a copy.  Its a great book on the border war and covers the conflict from 1966 -1989 well worth a look.

South Africa's Border War 1966-89 @ Amazon


Winter Magazine

So what will be appearing in Cold War Gamer over the next quarter, The bulk of the research work on Soviet Breakthrough is completed written up and posted and the force is getting to a point where it could do with an outing so task one for the new year will probably be a game with attendant AARs and Scenarios. That of course means moving the British forward.



I have yet to really settle on the main theme for next years efforts so will be giving that some thought over the next few months.  The biggest component on the Soviet side will probably be turning out a BTR regiment along with some divisional Air Defence and some Non Divisional engineering assets that would enable a reasonably serious river crossing exercise to be conducted.



That operation would pretty much pull together elements of Air Assault, Forward Detachments and Breakthrough.  On the NATO side I think the time has come to move the Canadians forward and I have pretty much got all the bits for the first of the Company Groups the other option is 6 or 24 Air Mobile Brigade which would follow on in the series on NATO Reinforcement Units and then there are the Americans but that I suspect will require a deal of reasarch, reading and purchasing before anything material pops out.



Whilst its a little Early for Christmas this is the last news post before the great event so here's wishing you all a dark and productive winter period along with a great mid winter festival of what ever type best suits your religious persuasion.




V-Rally 4 Now Out On Nintendo Switch!


V-Rally - Nintendo Switch

Hey guys,

Check it out!

V-Rally 4 are out now for the nintendo switch!

Can't wait to get my hand on this game. Been, waiting since I heard the game coming to the switch. The only real console like rally game for the nintendo switch. I saw it on eShop yesterday, but you'll need at least 11.6gb of storage space.

I only have 36gb left on my 64gb, microsd card. I'm thinking of getting the 128gb or 256gb. But, I'm also wondering if the latest version rumoured nintendo switch pro will have bigger internal storage. It's pretty obvious, more games will be available on the eShop.

I find it easier to switch between downloaded games via eShop. If your games on a cartridge, you'll need to manually change the games. My docking system, are flat on its face, so I have a bit of a problem, whenever I want to change it.

I think, if I had bigger storage space, I might probably have bought all the games on eShop. It's just convenience. You only need to bring your switch without the hassle of choosing which game cartridges you want to bring along.

At the same time, I like to have my collections of physical game cartridge and box. Something, to hold and look at. Especially, if they have nice graphics. Would have loved, if they included posters on those case. I used to post them on my walls. Why companies stop doing that is beyond me!

Anyway, get the game via the link below:



V-Rally - Nintendo Switch

  • V-Rally 4 features over 50 car models, including the most famous in rallying and extreme motor sports, for you to test drive, collect, upgrade, customize and, above all, master
  • Developed by Kylotonn Racing Games, a studio specializing in racing simulations, V-Rally 4 has all the latest physics and graphics developments of the KT Engine
  • As the trip is worth nothing unless it is shared, v-rally 4 has a Career mode and an innovative online mode to transform your experience and progress

Get more storage space for more games!



SanDisk 128GB MicroSDXC UHS-I Card for Nintendo Switch - SDSQXAO-128G-GNCZN

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Subscribe to our blog and youtube channel for latest post and video upload!

Happy gaming!


P.S. V-Rally - Nintendo Switch

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Super Mario Land 2: Six Golden Coins


The Short

Pros
- Another fun, weird Mario game on the Game Boy
- An overworld connects six unique worlds each with crazy new gameplay
- The Rabbit Ears are a fun new Mario powerup to go alongside the fireball
- Music is killer and graphics pop even on the original Game Boy's screen
- Three save slots make this the first handheld Mario game to save
- Enemies and worlds maintain the strangeness of the previous Mario Land game

Cons
- ...but aren't quite strange enough to really match it.
- Level difficulty is all over the place and completely random
- Coin system to "gamble" for extra lives is unique but not particularly memorable
- Has the same weird physics non Miyamoto Mario games seem to have
- "Star Zone" is hard to find if you aren't clever, and you have to run a level every time you want to go back

Mario is back and in your pocket again. 

The Long

It's well known I'm a fan of Super Mario Land. The game was absurdly weird, had really wonky physics, and basically followed the Mario formula in name only, but...that's what made it special. The consoles had their regular running and jumping Mario, and Game Boy Mario drove a submarine. Why not.

Three years later, and after the release of Super Mario World on the fledgling SNES, the original creators of Super Mario Land returned to their handheld game with a new installment: Super Mario Land 2: Six Golden Coins. This time, however, they played it a little safer: an overworld (like Mario 3 and Land), traditional powerups (Fireballs aren't "Power Balls" anymore), and Mario looks more like Mario and less like someone sat on the NES Mario 1 sprite. They even introduced Wario (who Miyamoto later said he didn't like at all), who plays the primary villain in this game, instead of Bowser. But was a more traditional feel a good or a bad thing, and did Six Golden Coins lose it's unique flavor because of it?

Well, I don't think so, because this is one of my favorite Game Boy games of all time. But hey, let me explain why.

A much more "normal" Mario experience

Super Mario Land 2 takes place in not the Mushroom Kingdom...I think. My copy doesn't have a manual so I can't dive deep into the intricate backstory and character nuances of this portable game from 1992. But while there's one or two mushroom houses, the places here never appear again in another Mario game, so I'm going to bet this is another one-off adventure.

The goal is simple: there's Six Worlds (Tree Zone, Space Zone, Macro Zone, Mario Zone, Pumpkin Zone, and Turtle Zone), and in these worlds is a boss holding one of Six Golden Coins (hey, like in the title!). In order to bust into the castle and kick Wario's butt, you need these coins to...open the door somehow. Why not, I guess. 

Six is the traditional number for Mario worlds, though Land 2 does skimp a bit on the levels, with each having around 4-5, and a few (Tree Zone) even allowing you alternate paths to cut that level count down even further. Despite that, while the game can probably be beaten in two or three hours, for a game made to be played on the go it still works despite not being overcome with content.

Easter Bunny Mario, we hardly knew you.

While the feel of an overworld, somewhat more normal jumping physics, and bigger/more detailed sprites may make this seem like a regular Mario game, it pulls back into the weirdness of the Land franchise with it's worlds. And they're fantastic, totally bananas and all over the place. Mario Zone is you literally on the inside of a giant Mario robot, having to climb up until you get to his brain. Space Zone has low gravity the entire time, making for some crazy jumps (and a level that's a nod back to the space shooter level in Land 1). Macro zone shrinks Mario down to tiny size and tosses him into an...oddly normal house. And my favorite zone, Pumpkin Zone, is an all out halloween themed level, complete with Goombas wearing ski masks with swords sticking out of their heads. Yes, really. It's kind of incredible.

2spooky4mario

The improved enemy graphics let them go all out with totally nuts enemies aside from the serial killer goombas, like a boxing shark, bull fish cow thing, those one-eyed umbrella things from Japanese folklore, witches, the three little pigs (yes, really), and much more. While I will say the ant enemies show up a little too much for my liking (being the primary guys in Tree, Mario, and Macro Zone), there's still enough weird enemy variety to keep it fresh.

The zoomed in perspective is much different that Land, meaning the levels feel smaller, but really I like it. It does slow the pacing of the game down a bit (since your field of vision is decreased), and makes vertically based levels a challenge because of the limited real estate, but overall I can't complain.

Jumpin' through jello, dodging...whatever that thing is. 

The game's two powerups are surprisingly unique and actually work better than most this time around. You have the normal fireball, and a "new" bunny ears. I put "new" in quotes because it's basically the racoon tail from Mario 3 only with a better ability to keep you airborn if you mash jump but unable to let you fly if you run fast enough. I just wanted to say this: kudos to the developers for having fireball and rabbit ears do two distinctly different things to Mario's hat, making it very easy on a monochrome screen to determine which powerup you have.

I think these two powerups are the best balanced powerups (or at least, really well balanced powerups) in the Mario games. Why? Because both have very distinct benefits and the levels are built around them. In most cases, people would just stick with the rabbit ears, as the ability to hover almost indefinitely is a skill you don't want to lose, and the enemies aren't as big a problem in this game as they are in other games (it's built Mario Land style rather than Mario 3, meaning the enemies are much more forgiving and there's less of them per capita) so fireballs are less necessary. But they counter this by making there be specific blocks you can only break if you have fireballs, which often lead to awesome secrets and even a few new areas. So deciding which one to use is actually important, which is something that rarely happens in Mario games (you usually just get one of them and go, like my "use the Cape all the time" strat for Mario World). 

Eye blocks are no match for FIRE

That being said, the game feels like a mix between traditional Mario and Land in it's controls. Gravity doesn't suck you down like a black hole now, but you do continue to move after being hit (rather than the game pausing to "downgrade" you, like in other Mario games). Other Land mainstays are here too: there's a "low" exit and a "high" exit for each level, allowing you for a chance at a bonus game for lives and powerups if you get the high one. 

A rather big change is how coins work. Rather than every 100 giving you a 1up, you can now hold up to 999, and then you go gamble them on a spinner that accepts payment of varying intervals. The higher you bid (at 500 and 999, for example), the better the reward chance. It's a neat idea but honestly a bit annoying to have to walk back to the gambling...hill (?) to cash out all my coins. 

I am really bad at this claw game. 

Technically, Super Mario Land 2 is a marvel on the original Game Boy. I already mentioned the large sprites, but you really have to play the game to see how good they look (and the world map too looks phenomenal). And they mange to pull it off while still having enough contrast for everything to be visible on the crappy Game Boy screen (even "dark" levels, like Pumpkin and Space Zones). As a kid, this game's graphics blew my mind. 

The music is also phenomenal, though my bias might be in place here. I love it when games take a musical theme and variate on it across the game; it adds a sense of unity to a game that I feel ties it all together through sound (this is one of the reasons I like Banjo-Kazooie to this day, even if the gameplay itself hasn't aged particularly well). Mario Land 2 has a catchy theme that permeates nearly every level, and it sounds good in all of them. It's some of the best Mario music, to be sure.

Lastly, this game has a battery with three save slots (and the batteries last forever, unlike my Pokemon GB carts), and it autosaved constantly in the background so you could stop and go at any time. Great design.

I hope you like this song. You're gonna hear it variate a lot.

All in all, while Super Mario Land 2: Six Golden Coins might not be as totally insane as it's predecessor, it marks a step forward for the Land series. By mixing the better elements of the console Mario games with the charm and just plain weirdness of the Land game, Land 2 is fun, polished, and an exciting Mario adventure. The varying worlds are great, the graphics and music fantastic, the gameplay tight, and the powerups and enemies a blast. Honestly the only real sucky part is that the final level (Wario's castle) is massive, has no checkpoints, and is absurdly difficult. But hey, the game isn't that hard overall (though it's difficulty is kind of...all over the place), so what's wrong with a tough final boss?

All in all, there's very little to not like about Super Mario Land 2. Even today I find myself shoving it in my Game Boy Pocket, clearing a save, and playing for an hour or two. It's also available on the 3DS eShop, if you aren't crazy enough to go get an actual gameboy and cart. 

I may be rose-tinted gogglesing like crazy over here (this was the first Game Boy game I ever loved), but what the hell...it's still great. 

Five out of five stars. 

Though Puppet Mario still freaks me out.