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You know Flash content is invisible to search engines. In order to have your Flash page (or game) indexed, you have to create an HTML page with some keywords, and pray. Until yesterday. Today, something is changing in Search Engines Optimization (SEO) techniques. Look what Google and Adobe have to say From Adobe Adobe is providing optimized Adobe Flash Player technology to Google and Yahoo! to enhance search engine indexing of the Flash file format (SWF) and uncover information that is currently undiscoverable by search engines. This will provide more relevant automatic search rankings of the millions of dynamic content that run in Adobe Flash Player. Without additional changes to content, developers can continue to provide experiences that are possible only with Adobe Flash technology without the trade-off of a loss in search indexing. It will also positively affect the Search Engine Optimization community, which will develop best practices for building content utilizing Adobe Flash technologies, and enhance the ability to find and monetize SWF content. Source: SWF searchability FAQ From Google Q: What do I need to do to get Google to index the text in my Flash files? That said, you should be aware that Google is now able to see the text that appears to visitors of your website. If you prefer Google to ignore your less informative content, such as a “copyright” or “loading” message, consider replacing the text within an image, which will make it effectively invisible to us. Source: Improved Flash indexing How can I get benefits from that? If a successful SWF file will link to some external sites, maybe this will affect PageRank or at least help sites ranking. A link to a sponsor in a successful game probably will get more valuable, and maybe people that look for your game will be able to find it in the official page and not in one portal with better ranking than your one. Just rambling of course, but I am very very interested in it… Bookmark this page on Digg, Kinja, FURL, Redit & other sites
“How do I make my game better?” is the number one question Flash developers ask. Perhaps you’ve finished the game and think you’re done… but no sponsors are interested. Or perhaps you have a rough version of the game finished but have no idea how to turn it into a polished gem of a game. How do you improve your game? First Impressions are the answer! We ask arbitrary users with wildly different gaming backgrounds to play your game for 5 minutes and give you their first impressions. They each write a paragraph of comments, along with some ratings on things like graphics quality and intuitiveness. Once you’ve gotten ten or twenty fresh opinions about your game, you’re bound to have a better idea of what to do next. And once you’ve made improvements, you can get more first impressions to see how people reacted to your changes. First Impressions With these words FlashGameLicense crew introduce their new service, called First Impressions (FI from now on). If you don’t know what is FlashGameLicense (FGL from now on…), it’s a marketplace where Flash game developers and sponsor can meet. Read my review about it. But now we are talking about the FI service. Basically, you are paying for people to play and review your game. At this time, you may wonder why should you pay for a review when you can freely submit your game to a portal that allows people to review games and get reviews for free. While it’s true that you could have some reviews at no cost, remember once your game is published, it’s not an unreleased game anymore… and this is important when you are looking for a sponsorship. Also, most of the reviews people leave on portals are something like “Awesome! I enjoyed a lot! Thanx mate!” or “Boring. 2/5″… after playing your game for less than 30 seconds. So, if you are looking to keep your game unreleased and have good quality reviews, you should consider purchasing the FI service. Let’s make a test drive You know I like to try and test everything… so I ordered 20 reviews for an one-week game that is about to be released. Once you purchase your reviews, people start reviewing it very quickly… you will suffer the so-called “refresh syndrome” because you will find yourself reloading the page again and again just to see another review. FI reviewers are paid to play and review, and this is the reason why reviews are always appropriate. While I cannot show you all the reviews because most of them contain descriptions and spoilers about the game (that’s not already published), I want to show you a couple of screens where you will see how players reviewed the game. I blurred off descriptions and comments
Only you can read these First Impressions and see the scores that reviewers give you. They are entirely private. Final considerations At $1 per review, it may seem a bit expensive, but you can fine-tune and polish a complex game with no more than 20 or 30 reviews, that will cost you less than a paid API integration or less than 100,000 plays if you will embed MochiAds ads. So it’s definitively a good buy, expect an high return of investment from this feature. To start ordering reviews and make your game better, just sign in to FlashGameLicense and you’re ready to make better games. Bookmark this page on Digg, Kinja, FURL, Redit & other sites
![]() Hello faithful readers! It’s been a while since I’ve been able to write anything on here, but that’s not without reason: I have been working on a semi-secret project that is sure to please a lot of Flash developers. While working on this project, I found myself taking a good look at the modern flash scene and trying to figure out where it’s all headed. Many reputable sources have written articles on the Flash game scene in the past year, including IGN and Edge Magazine. These articles have talked about how the scene is booming and how easy it is to break in to. What they don’t talk about is how difficult it is to STAY in. I come from the old school. When I broke in to the industry, Flash games were not at the high level of quality you see today. Programmers did all their own art, sound effects were uncompressed and minimal, music was very rare, and typically illegally sampled from copywritten material. Yet, there was a certain magic about them. People were taking a new technology and constantly pushing it in both technical and expressive manners. This was the golden age of Flash games, where everyone simply did it because they loved doing it. Nobody thought it would be a big business back then, but we all did our best to make the coolest stuff possible anyway. Around this time, the online advertising industry was starting to recover from the dot-com crash of the late 90’s, and people were looking for places to advertise. This was the start of Flash games becoming a real industry, although nobody recognized it as such at the time. By 2003, the Flash scene was a bountiful place for independent developers. We made our games, and we ran our web sites. People came from all over to see our individual work, and we made a lot of ad revenue. Enough for most of us to quit our day-jobs and work on Flash full-time. Back then, if you made a good game, it would get placed on the front page at Newgrounds.com (the most popular flash site of the time). With the number of developers being much smaller than it is now, these games would often sit on the front page, sometimes for weeks, getting massive amounts of plays from casual users too lazy to click beyond the pretty icons they saw. This massive exposure generated massive traffic kickbacks, and as a result, massive revenue spikes. Needless to say, the bar kept getting raised as people fought for that coveted slot of exposure. The ad agencies became so saturated with gaming sites that they pretty much slammed their doors to anyone not already on-board. It was now nearly impossible to break into independent Flash as a career. In just a few short years, we found ourselves grown up and out-dated. There was a new generation of developers. Kids tinkering with Flash in high school or college, learning how to make games and having a good time. It was like a natural resource… pure, unrefined talent just waiting to be tapped. While many of the old pioneers clung to their precious sites and ad revenues, this new generation was all about making stuff for fun, just like we used to be. And they wanted their work to be seen. In no time, Newgrounds was getting several new games a day and the front page was updated more and more frequently. The coveted slots were harder to get, and if you DID get one, they didn’t last very long at all. The traffic on our sites began to dwindle, and soon, our incomes were becoming tight. At the same time, new sites started popping up with promises of developer empowerment through sponsorships. While you couldn’t make as much money from a sponsorship as you potentially could from advertising, you could make a decent living as long as you didn’t have a lot of bills and expenses. The money was a sure thing. This was the perfect time for the new generation to thrive. Many of these developers still lived at home, and could rapidly make games for $500-$2000 a pop without any hardship. Sponsorships also gave us old-guys a way to supplement our dwindling ad revenues and kept us doing what we loved. It looked like a new renaissance was upon us as the bar was being raised higher and higher by many people. It also turned out to be a curse. While many strived to push Flash farther and farther, most were simply producing large quantities of mini games and over-glorified tech demos. Self-publishers got buried by massive quantities of Armor Games and Crazy Monkey Games logos, and more and more sponsorship sites were popping up every day. This was amplified by contests that had developers plastering sponsor logos in their work without any sponsorship, simply the CHANCE to win a few grand if your game was the best out in the pile. My own website was making a mere 25% what it once had, and all i could do was bust my ass to get a new game done every month or two and hope a sponsorship would be enough to cover my bills. Many of my peers were in the same situation, some even abandoning their sites for the stability of an unsatisfying day job. The fact I am still around tells you I’ve managed to get by, but my work suffered for it. Corners were cut, ambitious projects were sidelined in order to get quantity puzzle games out the door, and so on and so fourth. Meanwhile, site traffic continued to drop because the sponsors got the lions share of the kickback traffic and the game’s lowered quality gave them shorter shelf lives on most sites. Mochiads accepted me into their private beta and I decided to do a little experiment. The Generic Defense Game project was my first stab at challenging the status quo, and it was a huge success (which you can real all about here). Now I was making money from other sites hosting my game. This single game was supplementing my site revenue. An additional sponsorship from Kongregate was the icing on the cake! It looked like Mochiads would be the answer to the sponsorship monster that was crushing so many creative people. But the mass amount of games being published on a daily basis proved to be too much, and Generic Defense Game quickly got buried and started getting minimal views. Without the sustained views, the Mochiads could no longer make up the difference. Another new option popping up was revenue sharing sites, like Kongregate and GameGum. These sites would give you a cut of any ad revenue your game earned. These programs were appealing, but also proved ineffective once a game was buried by the flood of new submissions always pouring in. Adam had been working with Flash for several years, but had just recently decided to give Flash games a try after getting involved on the Kongregate Forums. He built a really basic game called Asteroids Revenge, which he hoped Kongregate may sponsor. The game wasn’t up to the standards of the time, and so Adam gave Mochiads a try. He found the same result as I did… the revenue wasn’t sustainable for very long and his game was soon buried. Adam was still unfamiliar with how people were making money for their work, so he did something crazy. HE ASKED AROUND! Long story short (click the link above if you want the long story), Adam discovered that by merely talking with several sites and being patient, you could get better sponsorships. By listening to feedback and putting in extra work, you could even get GREAT sponsorships. Adam didn’t stop there. He talked to many other sites about their outlooks on the business and actually published his findings. When I first read his stories on FlashGameSponsorship.com, I was immediately drawn to the information provided by Ezone (creators of Sling) and Flipline Studios (creators of Papa Louie), and saw mention of the Holy Grail: Non-Exclusive Licensing! These guys were doing it right. Making stuff that was high-quality fun and self publishing without any sponsors. They were talking to the right people and getting their games out on the blog-o-sphere, thus bringing the players to THEM (getting banner ad exposure as well as Mochiad views). And as if that wasn’t enough, they were also selling non-exclusive copies of their games to other high-quality sites and making far more than anyone was making with lump-sum sponsorships. After reading this collection of information I was also impressed by Kongregate’s Premium Sponsorship program, which is really more like advanced funding for game development than a traditional sponsorship. You get a very large sum of money, typically enough for a person to live on for a year, to develop a high-quality game of your own design. The program is based on royalties. The more the game is played, the more royalties you get. The initial funding is merely an advance on these royalties, meaning you get a small cut of the game’s initial profits, but end up with the majority cut once the term of the advance is fulfilled. With these great methods for serious developers to utilize, more and more people are turning their heads. Many venture capitol sites like Kongregate are popping up ready to fund developers or buy licensed content to power their business models. While it’s easy to be drawn to these sites, I am seeing a trend of cookie-cutter gaming sites trying to cash in on this movement. Who knows how long the landscape will last, but for now… this is where the opportunities will lie. Adam is currently working with his partner, Chris, on a new site, which gives developers a place to show their pre-published work and get the best sponsorship possible via auction, with additional potential for multiple, non-exclusive deals for high-quality games. The site is still in development, but I’ll definitely give it a plug when it’s up! Meanwhile, the place that originally kicked off the industry, Newgrounds.com, continues to grow as well. Soon, it will empower developers who want to break free from the system, and keep them unshackled. How do I know this? It’s a secret….. Bookmark this page on Digg, Kinja, FURL, Redit & other sites
About a month ago I was asked about being a judge for a very large Flash Game contest. With over $40,000 in prizes I was tempted to say no and just enter the contest myself, but alas, I simply have too much going on so I signed on.
This contest is somewhat unique in that, there are so many various prizes on the line, anyone entering has an incredible chance to win something, even if their game isn’t even in the top 10 overall best. For example… you can win $500 just for having the best menu screen!
The contest is about encouraging people to innovate and come up with something new and great, even if it IS just a mere menu.
Aside from all the rewarding bonuses on the line are the 10 overall prizes ranging from $250 for 10th place, all the way to $10,000 for the first place winner. These winners are all to be determined by a panel of judges with a lot of credibility in the Flash game industry, including Tom Fulp (newgrounds.com), Skye (XGen Studios), Edmun McMillen (ColdStrageDesigns, Gish, Diverge.ws) and Mike Max (MaxGames.com).
The contest isn’t open for games that have already been published prior to the contest starting date, so there is still plenty of time to get started and get a leg up on the competition.
If you are a flash developer who is confident in their skills… you have GOT to take this opportunity!
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![]() I recently had the opportunity to interview Kenney Vleugels, best known for his work with Armor Studios, the official development brand for Armor Games. This was quite an interesting interview, because Kenney has made a very good living making generic mini-games, and he was brave enough to chat with me knowing full-well my opinions on such games. Kenney, like many, got started with his career at a very early age. In 2004, at the age of 14, he had developed his first Flash game, and was shortly contacted by Daniel McNeely of Armor Games. Daniel was impressed with Kenney’s first game and was hoping to pick up the young talent to help promote Armor Games, which was still in it’s infancy at the time. Kenney had developed a new game called Mario’s Time Attack, a very simple Super Mario game where you run through a series of levels to give a deserted princess peach some water before the time limit runs out. The game was simple, but kind of fun, and so he was offered a $500 Armor Games sponsorship. For a 14 year old who was only on his 2nd game ever, $500 was a fortune! His parents did not approve of the idea. His mother worried these games would interfere with his education, and his father was weary of the legalities involved due to his age. But, like any 14 year old with a $500 carrot dangled in front of him, he took the sponsorship behind their backs.
“I signed up for PayPal and combined it to my Junior bank account” he said. ” After I got my first payment I almost pissed myself, Bill Gates; Here I come.” Kenney told me how, after his first paid game, he decided to really push himself and make his next title something more innovative. Mario’s Time Attack used ripped sprites from licensed Nintendo titles, so this time he wanted to do more of his own art. He developed a web-cam game called ‘Dress Up Yourself‘, where you can drag goofy eyes, facial hair, teeth, etc.. onto your own webcam image.
“Because that [first] game was made using sprites, I had a hard time making my next which should contain my own art. So it took me fairly long before I made my next game, I just showed it to them and they gave me a certain amount which I forgot (I wasn’t very happy about it though) and I published it.” Before talking to Kenney, I took a stroll through his collection of games. What I found was far from impressive. I was able to see the appeal of “Mario’s Time Attack”, but could also understand why “Dress Up Yourself” wasn’t so well received. The game merely took your webcam image and let you drag stuff onto it. More of a gadget than a game. In fact, Kenney’s game library consisted mainly of unimpressive mini-games, many of which were clones of other games that had recently seen success on other sites (compare Jack Russell to Line Rider, for example), and sequels of said games. I asked him about this. “Yeah, making lot’s of mini-games for AG earns you more than making 1 or 2 large and expansive games. So that kinda kept me making small games.” ![]() Bookmark this page on Digg, Kinja, FURL, Redit & other sites
![]() While I typically refuse to review my own games, This little gem is going to be an exception. Generic Defense Game was built and distributed as an experiment to get some insight on the current state of the independent web-based gaming community. Because of the nature of this game, I am actually going to review/score the actual experiment rather than the game itself. The experiment was to create a game in a genre that has been completely over-saturated with carbon copy games, and distribute it to see how much money and popularity I could exploit from it. I wanted a game that would both mock this type of game, but would also make no pretenses at being original in any way. And so the concept of ‘generic’ defense game was born. Within 2 days of starting, I had the basic engine for a run-and-gun shooter game, and so it came time to decide on what you would be defending, and what you would be defending from. I knew that I had to use zombies, because it’s illegal to hate a zombie game. But I didn’t want to just straight up copy other crappy games, or the experiment wouldn’t stand out enough to make a point. So I toyed with some other retarded objectives… and decided I would just make the game so generic… ALL my objectives could be dumped in. As I started having fun with the overall ridiculousness of the game, I figured I may as well add a mouse-only mode and spliced in a turret defense system. From that point I started getting carried away designing mediocre weapons (the pellet gun is an obvious tip to this part of the design), generic texture filled backgrounds.. and minimally animated bad guys, which I could copy and paste and do some small tweeks for even more generic bad guys. For the audio, I used a bunch of generic gunshot sounds, recorded some lame death grunts, and raided the Newgrounds Audio Portal for some royalty free music. It didn’t sound too bad in the end, but I assure you… there wasn’t much effort in the sound production. Now it was time for phase 2, securing some money and getting the game distributed. I was going to approach a site like Armor Games or Crazy Monkey Games for a sponsorship, but I decided to have a chat with Greg from Kongregate about the game first. I knew the other sites may not ‘get it’, and would just fork over money so they could stuff their game libraries a bit more with exclusively branded content, then spam it around the web and enjoy the kickbacks. The ads in the game were a real surprise to me. I did not expect the high level of performance the would ultimately yield. For the most part, developers can probably make a lot more money with these types of advertising than they can with a typical sponsorship. It’s amazing to me that more people aren’t taking advantage of them. The launch of the game was a massive success… half the people hated it… half the people loved it… half found it too hard…. half found it too easy… EVERYONE played it. By the first weekend of the launch, the game had been featured on most of the sites I submitted it to, and the in-game ad was making about as much money as all the advertisements on psychogoldfish.com combined. In 3 weeks, I was able to create a game that was popular enough to generate a generous sponsorship, and a long-term revenue stream from in-game ads. So the experiment was a huge success… but at the same time… the findings are disturbing to me. Some people are wondering what actually inspired this experiment. Obviously, making money is a big part of it all… but it really started the day I reviewed “Endless Zombie Rampage“. This game, while not the worst defense game, was the proverbial ‘last straw’. I have been in this industry for nearly a decade, and I was there to see it rise from a small group of people making games just for fun, and producing really original and entertaining work. Now, a lot of commercialized sites have made it possible to earn a pretty good living in this industry without having to build your own income generating websites. These commercialized sites kicked off a whole new generation of talent, and really helped to raise the bar in quality…at least.. that was how it started. Today, everyone from high-school kids to seasoned vetrans, are whipping off generic games (not just in the defense genre) because the big commercial sites will dish out $500 or so, for pretty much anything that works (and even some things that don’t). The casual players tend to stick to these commercialized sites, because they brand all the games they sponsor to the degree that the players feel these sites are where all the games are coming from. For many casual players… these are the only sites they check for new games. This is great for these sites, as they build strong user bases, and stronger revenue streams. This is good for the developers because they can earn sponsorships without having to put fourth a great deal of effort. This is bad for the industry because the quality content is being buried by the quantity content. Anyone old enough to remember the Atari 2600 will probably have, at least, a basic recollection of what happened to the game industry back in the 80’s. What started as an industry with a few brilliant games, swept into a viable market where commercialized publishers with no hands on ties to the industry wanted to get their piece of the pie. They contracted massive quantities of generic games and clones of popular titles to the point consumers no longer knew the good games from the bad. The big companies were able to put out small games at bargain bin pricing, which is where a lot of the gamers at the time went to find new games. After a while, people stopped enjoying the games, and didn’t bother looking around to find the good titles, rather… they just quit buying in general. I see the similarities between the piles of generic games that almost killed the gaming industry in the 80’s, and the generic titles that are being produced today. Eventually the casual players are going to lose interest, and only the established companies (the nintendos of the indy community, if you will) will have a shot at staying alive. This experiment has completely validated that it pays more to make a bunch of generic games, then it does to push the envelope. It’s no wonder nobody in the media takes this section of the game industry seriously, the industry doesn’t take itself seriously, save for a handful of sites like Newgrounds and Kongregate.
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For anyone unfamiliar with WiiCade, you should definitely check out iAnimate’s article to familiarize yourself with them. Basically WiiCade is a site that has collected a bunch of great mouse-based games in order to offer a free gaming experience for Wii owners via the built-in opera browser. Since it’s inception several other sites have taken to the same concept, but being the pioneer that it is, WiiCade has upped the ante. With the release of their new WiiCade API for Flash Player 7 (currently the only version supported by the Wii’s browser), flash developer’s now have the ability to utilize all the buttons on the Wii controller, expanding the potential game library for the wii beyond simplistic mouse games. ![]() For anyone familiar with MY work, you can expect to see 2 of my most popular titles on WiiCade very soon. Radioactive Snakes from Mars will be played using the Wii’s D pad, so you can relax on your sofa and gobble up pills on your big screen. Turn the controller sideways like an NES gamepad and you can also play Nutty McNuts using the D-pad and 1/2/A buttons. With WiiCade’s api I was able to get these games using WiiMote input in a matter of minutes with only a few very minor changes to my games. Unfortunately, I have yet to get my hands on a Wii, so it was extremely helpful that the WiiCade API also accepts keyboard input to help you test your games with the api. This API is a huge step for web-gaming, continuing to empower developers to reach new audiences, and giving Wii owners a lot of free content so they can maximize their online experiences. With enough support, WiiCade is poised to shine a very bright light on an often overlooked section of the independent gaming industry. Game developers can get the API here, and Wii owners will want to check out wiicade.com on a regular basis. Wii would like to play… ON THE INTERNETS!!!!!!!!! Bookmark this page on Digg, Kinja, FURL, Redit & other sites
Ever since the late 90’s, Flash games have been pivotal to providing us with web-based entertainment and helping us escape from intolerable boredom. These Flash games make the Internet great, but with the new advancements in next-gen technology we ponder; wouldn’t it be awesome if we could play these games on our TV? Well Aaron Worrall, David Stubbs and John Eysman thought the exact same thing. They took it among themselves to create a website where you could play flash games designed for the Wii!
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I want to thank Dan McNeely for providing the following response to our article, ‘The Life and Death of LordBling….‘. While I continue to have my own reservations and opinions about what happened last night, I do respect the things Dan has done and think his comments not only deserve to be published, but should get their own post so they aren’t lost in the clutter. And so… Everyone seems to have an opinion about what happened. The truth of the matter was ‘LordBling’ was created to support Artist, Writers and Newgrounds.The idea was to create a site that added a fresh face to parody and animation. (Hence the ‘King of Parody’ slogan) I wanted to encourage writers and animators to come up with their own ‘Bling’ creation, (See ‘Lord of the Bling’ in the Newgrounds portal) This ‘Bling’ concept could be applied to anything and everying. (Saving Private Bling, Bling Wars, B is for Bling-detta, etc) I was then going to offer animators money to create these series for the site. Any animation created for the site would be submitted to Newgrounds as the first place to show what the animator had created. In return, I would pay them for the work and help distribute their work around the web. I saw it as a ‘win-win’ situation. When designing the site, I had a graphic artist custom design everything so that no one would say I copied anything. The ‘Lord Bling’ character was suppose to have a ‘young, kingly’ look to him, and for reference I provided my graphic artist a link to the guy from the Fall Out series. Not Pico Related @ All. The template was choosen from ‘TemplateMonster.com‘ and the layout was based around sites like CrazyMonkeyGames, Newgrounds, FlashPortal, Hallpass, ArmorGames, etc. It was a combination of things I liked from all of these properties. (Again it was never intended to emulate, steal, or undermine what Newgrounds has done or created) After going into the beta test period, it was quickly noted by a few as a rip off of Newgrounds, which was quite upsetting to me because of the level of respect I have for Tom Fulp and the support he has given to me over the years. I then decided to pull down the site, and have the graphic artist remove the logos since people thought it was copy right infringement. The current content on the site was from places that distribute their work freely (CrazyMonkeygames, ArmorGames, etc) and the few animations listed on the site were from talented artist that I had already worked with, and I had them listed as the author in the ‘Comments’ section of the site. In no way was it meant to emulate Newgrounds. It’s purpose was to support animators and writers and help them get paid for the hard work that they submit freely everyday to Newgrounds. I’m still hoping for an explaination as to why so much effort went into hiding the existence of the site, but that’s another story for another day… Bookmark this page on Digg, Kinja, FURL, Redit & other sites
Grab a snack and a few beers… we have a story to tell, and it’s probably going to take some time. It all started yesterday evening when several people took notice of a new Flash Portal site called LordBling.com. At first glance the site looked a bit familiar, with stunning graphics and a layout that was easy to navigate. It had a bunch of great flash content with a seemingly large community. The only problem was, the group of people that took notice were members of the Newgrounds.com community, and what they saw was not just a blatant ripoff of the community they loved, but a meticulous near-copy, right down to descriptive phrases and ‘user submitted’ comments. The flash content, too, seemed to be copied, instantly branding this site as a content thief in the eyes of those who have supported flash artists for the past several years. Unfortunately, while many newgrounds users are commendable people, and are very supportive of each other, many are also lacking a bit in the maturity department. Rather than simply sending emails of protest to the site’s creator, it quickly spiraled into an all out flame-war and spam-fest. In a very short period of time, LordBling.com was full of hateful remarks and the site’s administrators had no chance to keep up. It was then that the owner of LordBling.com decided to ‘voluntarily’ shut the site down. But who were the mysterious owners of the site, and why did this site make the Newgrounds community so angry when there are so many other flash portal sites around that get no heat at all? ![]() Redheaded kids as mascots…coincidence?
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