Review – Glow Arcade Racer

Somewhere, deep beneath the earth’s crust, lies a factory that makes rubber bands. One day, this factory was raided by the developer behind Glow Arcade Racer, and every rubber band in the factory was stolen.

They were then melted down and converted into AI.

Glow Arcade Racer is a hyper-stylish top down racer. It really does look very nice indeed, and as you race the camera sweeps around so that you can always see what you need to see. It looks quite wonderful in motion, which is obviously the first thing that anybody will notice about the game.

It plays brilliantly as well, to a point. You have only the most basic controls, RT to accelerate and A to fire a weapon but that’s all you need and you lose speed automatically as you corner, depending on how tight you take the corner. This means that driving smoothly rewards you with the fastest laps. If that sounds like it’s unusual, it’s not, it feels completely natural from the very first corner you go around.

And then you reach “the point,” the point where the gameplay stops working entirely. Unfortunately, the rubber banding of the AI in Glow Arcade Racer is so bad that even Mario Kart would blush.

My suspicions were roused quite early. I had made six or seven attempts at this one track, and every time I managed to get a small amount in front, I would be caught up and passed. It was literally impossible to pull out into any kind of lead. Progression in Glow Arcade Racer is linear, and so you only unlock the next track by winning the previous one. This meant that coming 2nd, 3rd and 4th over and over again meant all I could do was keep replaying this same race and I just couldn’t win, no matter how well I was doing.

Suspicious of the presence of rubber banding, it was time to experiment. When the next race started I just stayed on the line for ten or so seconds. Then I went. Then my controller’s batteries ran out and instead of the game pausing, I was just spinning around in a circle for a while as I hastily rooted through a drawer in search of a play and charge kit, then plugged it in. Finally connected, off I went, and the rubber banding went into overdrive. I managed to catch up all the AI vehicles within a few laps, and went on to win the race.

It was completely ridiculous, and makes the whole racing experience feel nothing short of pointless. It’s a shame really because the feel of the racing itself is really nice, and with an included track editor it has so much potential for making wonderful tracks to race on. It’s just that none of those races would be in any way fun.

Glow Arcade Racer is available now for 80 Microsoft Points.

Review – Wizorb

Wizorb has been slightly misrepresented in trailers, but that doesn’t stop it from being pretty cool.

The impression most people have of the game is that it’s a cross between Breakout and RPGs, with sweet pixel art. In reality, it’s Breakout with some very light RPG elements, and super-sweet pixel art.

The game is very much focussed on the Breakout aspect. In each of the five worlds, you’ll face 12 levels and then a boss level at the end. Levels are colourful and brilliantly designed, but the game is still standard Breakout stuff, mostly. You’ll move your paddle left and right and deflect a ball to break all the blocks in the level and then progress to the next and you’ve got three lives in which to reach the end. You can continue three times and extra lives are available throughout the levels, but it’s not always easy to get to the world’s boss and it’s almost recommended that the game is played on “easy” which gives you a couple of extra lives per continue, it really makes a difference later on.

The bosses are excellent. While sometimes they’re as simple as hitting them with the ball, sometimes they require a little more strategy than that, and that’s where the magic comes in.

You have a few magic spells at your disposal such as a fireball that fires from your paddle and destroys a block, a fairy that lets you manoeuvre the ball directly, and a few others. They’re always ready as long as you’ve got the MP to cast them, with your MP replenished by collecting potions which fall from certain destroyed blocks.

There’s more to think about than there would be in a basic Breakout clone, then, and between balancing magic and thinking about angles and lives and gold there’s a lot to contend with. It plays really well, and in hours of play there wasn’t a single instance where I thought a death wasn’t my fault. That’s a positive that can’t really be stressed enough. In so many Breakout clones (and there are so many on XBLIGs, even) the paddle is difficult to control. It’s too fast, or it doesn’t stop quickly enough, or the momentum is all wrong. Wizorb gets the movement completely spot on, absolutely perfect. When you want it to move somewhere, you’ll be able to put it exactly where you want it at exactly the speed you want to put it there.

The Breakout side of the game is excellent, but the RPG side of it is lacking. It’s not bad, or anything, it’s just very light. There’s a basic plot about a village that’s been destroyed which you can pay to restore using gold coins you collect in levels, but there’s not really any focus on this at all if you want to ignore it completely, you could do, because it doesn’t have much impact on whether or not you’ll complete the final world, the rewards you get from the RPG side of the game are just things that you can get from destroyed blocks in the levels anyway.

It’s not really an issue, though. The RPG side of the game may be light but it’s the Breakout side of it that you should be here for because it’s a really tremendous rendition of it. Combined with magic, bosses, and some secret hidden paths in levels that unlock a super-attack, there’s loads of variation in the gameplay and it’s something I happily sat and played to completion, enjoying every minute.

Wizorb is available now for 240 Microsoft Points.

Review – High Gravity Wells

High Gravity Wells (get it?) is a game that basically nobody will buy, which means that it’s a game that basically nobody will realise the aceness of. You should download it, then you can make all your friends download it and tell them how you liked it before it was cool.

You should also download it because of the aforementioned aceness.

It’s a puzzle game. It’s an action game. Aczzle. Puction. I dunno. It’s both. Deal with it.

You have to direct your little ship to a space station, but you don’t have anything in the way of thrusters. It’s like the anti-Hypership Out of Control, you have nothing but brakes. What you do have, though, are gravity wells. Up to four are present on each level and you can operate them with the various face buttons at your disposal.

When you activate one, your ship will be attracted towards it and if you keep it turned on, your ship will orbit it. You can then turn it off and your ship will be thrown off in whatever direction it currently has momentum in. Or, you could just turn the wells on in turn to manoeuvre the ship around between them without actually going anywhere near them.

You’ll need to use various different methods to get your ship to where it needs to go, avoiding the many hazards that litter the way. Black holes that have a gravity field of their very own and will irreversibly pull you in. White holes that repel you at speed. Asteroids that, well, it’s pretty obvious what happens when you come into contact with an asteroid.

The whole game is wrapped in the incredibly simple concept, then, and it’s impressive how much variety there is in the levels despite that. That’s where the puzzling comes in. Getting to where you need to go is all action, but working out a sequence of buttons that gets you there can often be difficult – which isn’t to say that then performing said sequence is easy. If you want replayability, how’s this: each set of eight levels scores you on how many times you die while completing it. The last set isn’t particularly easy to bring in under triple figures; reckon you can do it?

High Gravity Wells has “ignored” written all over it. It’s just one of those games that, no matter how good it is, people just won’t try it. Especially with the amazing luck that sees the game released on the same day Microsoft put half it’s XBLA catalogue on sale. Don’t be part of the problem, you won’t regret giving it a go.

High Gravity Wells is available now for 80 Microsoft Points.

Review – The Fall of Gods

There was a point in The Fall of Gods, half way through a trade-chain, where it became obvious to me how much I loved the game. I don’t want to tell you what it was, it wasn’t even a significant moment, just the tiniest of touches that shows how much a developer cares about their game.

Trade-chains are a fairly big part of The Fall of Gods. You’ll be wandering the world trading various trinkets for other trinkets all with the ultimate aim of getting an all-important trinket or as at the end of a few of the chains, a level up. If you’re familiar with Zelda you’ll be familiar with this kind of gameplay; the world is full of people that need specific items and it’s up to you to find them. This is something that’s always really annoyed me about Zelda. There, the hints are vague at best and it’s often pure luck whether or not you’ll speak to an NPC and just happen to have the correct item. Most of your time is spent wandering aimlessly, hoping for that chance encounter.

The Fall of Gods doesn’t suffer in the same way. NPCs are always clear about what they’re after and if you can’t remember, often it will be marked on the map anyway so there’s almost always somewhere to head for. Not that there aren’t times where you’ll be stuck. Horribly stuck. I know exactly where you’ll get stuck. The world is so pleasant though, the music so calming, that it just didn’t matter that I didn’t know where I had to go because I was happy just wandering around. The world is large, but it never feels prohibitively big and so everything feels within reach, even when you don’t know what it is you’re reaching for.

To say something of the gameplay, the initial Zelda comparison still stands but at the same time it feels a bit more like Alundra to me. There are a few dungeons in the game and they have enemies, puzzles and bosses as you’d expect. Most of the ten hours (which is a conservative estimate) will be spent exploring the overworld, though, and the game puts much more focus on this aspect of the game. While most of the puzzles are in the dungeons, there are some in the overworld too, and even some Layton-esque riddles about the place if you can find them.

Combat is real-time, see an enemy on the field and rush over to them and smash them with your sword, or from afar with your bow and arrow. There are a number of magic spells too, and these can also be used in combat though are more often used to interact with the environment to aid progress. The weapons, too, can interact with the environment in various ways, and by the end of the game you’ll have fifteen or so things between your inventory and your spells that you can use in the wild.

And you’ll have a tennis racket because you’re sure someone somewhere needed one of those.

What’s important, is that it all works really well. Combat isn’t ever particularly difficult, which just means that you’re free to explore. I have a (quite rational) dislike for games that encourage exploration and then bog the player down in needless combat, but The Fall of Gods gets that balance perfect. There’s loads to explore, too, in a world full of hidden caves and secret passages, with all of them leading somewhere. You’ll find new armours, new shields, and all kinds of other things.

Such is its scope and ambition, there can be bugs now and then. They’re not common, but it’s recommended that you save often anyway. You can save anywhere, so it’s only ever a problem if you forget, albeit a fairly frustrating one when it happens. That certain indie “rough around the edges” charm manages to feel just that, charming.

Everything about The Fall of Gods is that, really. The story, the world, the music, the dungeons, the puzzles. I was expecting another generic RPG when I began it, but somehow it got its claws into me and I have nothing but absolute love for it now. Just ask her to play for you. You’ll see.

The Fall of Gods is available now for 240 Microsoft Points.

Review – Angry Fish

Angry Fish is some kind of joke.

It’s the follow-up to FishCraft, a game that could only have copied Angry Birds any more if it had been called “Angry Fish.” It turns out though that people weren’t buying the game, apparently too stupid to realise that they were being offered Angry Birds, and so the game’s sequel has been released as, er, Angry Fish. That should make the morons understand, eh?

Thankfully, the developer ditched the “Angry Fish RYO” crap that was so shameless that Rovio’s lawyers would have sued everyone in a twelve mile radius into oblivion if they’d found out about it, but this is still inexcusable.

Gameplay-wise, it tries to be Angry Birds and nothing more. It plays exactly the same as that game does, only shit. It has the same birds, sorry, fish. The same colours. The same powers. The same scoring. The same three-star rating system. Angry Fish brings literally nothing new to the genre and it doesn’t even try to, it’s just an attempt to trick people out of money with the allusion that the game has something to do with Angry Birds. It’s a complete con, then. Perhaps worst of all, the game has literally no merits as a game because it doesn’t even work. If it was at least a good game its existence could be forgiven but it’s not, and it doesn’t even manage to meet FishCraft’s low standard, losing a third of its levels for a start.

It also contains all of the same bugs as that game did; levels that tell you that you’ve lost while they’re still in progress that you’d then go on to “win” and have to replay anyway. Levels that you lose that then don’t fail you for over 60 seconds.

Then it adds a whole bunch of new bugs too, which I suppose is as close as the game comes to “new content.” The yellow bird fish is supposed to charge at structures at speed when you press Y, but instead it tends to just warp straight through them as if they weren’t even there and has literally no effect on them. The physics of the game are entirely broken, planks of wood float in the air at random or fling themselves up off the floor at 500mph with no accelerant. The pigs cats just disappear at random sometimes clearing levels without you needing to shoot a bird. FISHGODDAMNIT.

If the game had any positives at all, I’d put them here. Unfortunately, there aren’t any. It’s even full of Comic Sans, for goodness’ sake. Anyone with access to Xbox LIVE Indie Games probably has access to a device that Angry Birds is available on, and it’s coming to Xbox LIVE Arcade in the future anyway so soon they definitely will. There’s just no reason at all to suffer through this vastly inferior rubbish.

Angry Fish is available now for 80 Microsoft Points, which is 81 more than it’s actually worth.

Review – Avalis Dungeon 2: Boob Harder

If I was being totally honest, I’d have to admit that “Boob Harder” isn’t actually any part of the name of this game at all, which is just called “Avalis Dungeon 2.

In fact, maybe that’s another lie. Calling this a game is a bit like calling my dog-eared copy of Catch-22 a game, in that it’s not really much of a game at all.

Avalis Dungeon 2 works like this: you are in a static scene, and you press a button to choose a direction which takes you to another static scene. Occasionally you’ll have a fight, which shows you a static image of something with big tits and you choose between three attacks. Either you’ll guess right and move on, or you’ll guess wrong and have to start again. The whole game. You have to start the whole game again. There’s one single checkpoint in the middle but that’s it.

That might sound bad, but the entire game is actually about sixty seconds long, and if it didn’t send you back to the start every time you guessed wrong it would be over very quickly. Even as it is, it only takes about ten minutes to guess your way to the end. Oh, there’s that word again.


You see, there’s no skill at all in Avalis Dungeon 2. You can’t look at an enemy and evaluate their weakness and choose an appropriate attack. There are no clues. No hints. Nothing. You might face two identical enemies that are killed by different attacks for literally no good reason and so all you can do is just press a button at random and hope for the best.

There’s just, well, there’s just not really any point, is there?

Avalis Dungeon 2 is available now for 240 Microsoft Points. That’s four points for every second of “game.”


Hacotama, or, to give it its proper name, HACOTAMA, is a puzzle game from Yo1 Komori Games, developer of the quite pretty shmup Prismatic Solid. 

They’ve outdone themselves somewhat, with HACOTAMA, which is just utterly gorgeous.

Normally graphics aren’t relevant to a game’s quality and that’s the case here, but it would be ridiculous not to mention them when the game does look this impressive. The screenshot doesn’t really do the game justice, and it has to be seen in motion to be truly appreciated. Blocks in the background float around, objects in the foreground are sharp and crisp, but it’s the balls that really make it. Made from coloured glass, they reflect light and moving them around or just watching them as the background moves around them is quite stunning.

Jaw off the floor, is the game any good?

Yes, in a word. Or four. It’s a puzzle game, in which your aim is to use your avatar to roll the balls in the level onto some glittering points. You can see a couple of those on the left side of the screenshot there.

Gravity works from the centre of the structure you’re on, and so you can walk all around the blocks with no risk of falling off, and the balls operate in the same way. Pushing balls moves them precisely one block away, and if you push one off the edge of a block, it will roll around the structure and stop on the next face. There are a few more quirks to the gravity that are explored in later levels.

Aside from pushing balls, you also have the ability to ride them. You do this by clambering on top of one, holding the A button, and moving in the direction you want to go. You’re limited to not being able to go over the side of blocks when doing this, however. The A button is also what you use to push balls, and it’s an incredibly simple control scheme that even the most stupid person will grasp in seconds.

The most stupid person probably won’t want to download the game, though, aside from to marvel at the graphics. While the tutorial and beginner levels don’t offer too many problems, getting into the intermediate levels things start to ramp up a bit, and the advanced levels are really very difficult indeed. There are 40 levels in total, and it will take quite some time to figure them all out – even if you’re not stupid.

It’s nice when a unique puzzle game comes around. Sure, we’ve seen Sokoban a million times before and half of those on XBLIGs, but to see it in 3D in such a well presented and easy to play way is really rather lovely.

HACOTAMA is available now for 240 Microsoft Points.

Review – Redd: The Lost Temple

There’s one thing you need to ensure as a game developer; when the player of your game loses, they have to feel like it was their fault that they lost.

Redd: The Lost Temple gets this completely wrong and it’s a shame because aside from that, it’s a great game.

There’s one blindingly obvious comparison to make when describing Redd. Imagine one of the dungeons from a 16-bit era Zelda game, and that’s pretty much it. You enter a temple searching for an amulet and you must explore it looking for keystones to open new areas, pressing switches and avoiding enemies and pitfalls. It’s Zelda by numbers, in a way.

It’s never quite as much of a puzzle as a Zelda dungeon, though. Redd is more about the journey than solving puzzles, and most of the time you’ll stumble across the correct way to go just by wandering around aimlessly. This isn’t to say that it isn’t an enjoyable way of doing things. Exploring Redd’s temple is just as fun as exploring a dungeon in Zelda, even if you don’t have to think about it so much.

It also differs slightly in that you have no efficient way of defending yourself. You have sticks of dynamite but the three-second countdown makes them mostly ineffective against enemies, and so the focus here is of avoiding enemies. It’s a nice idea and makes the gameplay very tense, but it also brings us back to the introduction of this review.

Redd’s temple is very dark, which means that he has to find torches to light his way. When he has a torch at about 75% of its capacity, he can see four or five feet around himself. It’s not enough, and further to this everything in the game uses the same limited palette. Holes in the floor are the same colour as slippery bits of floor and when viewed in torch light, are almost invisible. Enemies blend into floors and walls and holes and are near invisible for same reason. Well over half the times you’ll die in Redd will be because you just didn’t realise there was a hazard there. It’s apparent why it was designed this way, it does feel “authentic” in a way, but there has to be a point where authenticity is toned down so that the gameplay doesn’t suffer.

It’s a shame that this balance is off because there’s a lot to like about Redd. The dungeon design is wonderful and the fact that Redd only has dynamite to attack with makes for some very clever and creative set-pieces, such as boss fights when you’re sure that boss fights wouldn’t work. An epic final boss means that the end of the game feels satisfying and complete, even though Redd’s story is just beginning. There’s no Raventhorne-esque kick in the teeth, here.

Redd does just about enough to recommend itself. While the “cheap” deaths are incredibly annoying, you never lose too much progress if you save often and there’s plenty of fun to be had in the three-or-so hours that you’ll be exploring the temple with Redd.

Redd: The Lost Temple is available now for 240 Microsoft Points.

Review – Chester

Chester came out a couple of days ago as part of the Indie Games Summer Uprising, after fans of the game voted it in to the promotion. It’s easy to see why.

Chester is a 2D platformer with a gimmick. Not only can you choose between different characters, you can also choose between a bunch of different visual styles, too, and every level can be switched between every style on the fly, if you so desire.

That there is just one of them, and each of them is unique and looks really great. There’s an 8-bit theme, a sketch theme, and a bunch more on top of that too. Some are better than others for things like, oh, I don’t know, seeing where you want to go, but all of them are impressive in their own ways and all of them fit the feel of the game.

This gimmick is also where the game starts to suffer. While each style looks amazing, it also means there isn’t really much feeling of progression in the game. Each level is part of one of three worlds, and progressing from world to world just gives you more levels with the same visual styles you’re already used to, and as a result every single level starts to feel exactly the same as the level before it.

There’s never any moments that surprise the player, and it feels a lot like just going through the motions to get to the end of the game. There are no bosses, either, so it really is a case of seeing everything the game has in the first few levels, then all that’s left to offer change is levels that get harder.

It’s unfortunate, because aside from this, Chester can be a lot of fun. The platforming itself is up there with the very best on XBLIGs. He jumps in a very satisfying way, with a perfect feeling of weight and momentum in all his movements that so many games get wrong. The enemies are varied and each has its own specific attack patterns and a specific way for it to be taken down. Some are more frustrating than others but all are easy enough to kill if you take it slowly.

All the platformer clichés you could want are here too. Each level is littered with collectibles that unlock those other characters and graphic styles, either by collecting enough stamps or by finding an item in a level specific to that character. There’s also a spaceship part (well) hidden in each level to find.

It’s funny, too. There’s no dialogue but the character designs and the artwork itself just has a whimsical air about it that makes the game incredibly appealing.

It’s not a game to sit and play for long periods, then, because the levels quickly start to feel samey. Played a couple of levels at a time, though, there’s some great platforming to be had, here.

Chester is available now for 240 Microsoft Points.

Review – Raventhorne (post-update)

Raventhorne began the Xbox LIVE Indie Games Summer Uprising with a whimper. It was a game that looked wonderful in screenshots but as soon as you spent thirty seconds playing it, it was apparent that it was a terrible game. It wasn’t clear quite how terrible until you’d reached the credits, but there were the beginnings of a terrible game.

Milkstone have taken the criticism on board and released an updated version of the game, and so I thought I’d play through the game again and give it a second chance.

I wish that I hadn’t.

It’s hard to know where to begin, but that first thirty seconds is as good a place as any. Previously your first experience of the combat was an enemy with about ninety billion hit points that you had to chip away 1HP at a time with your sword. Oh, and you could only chain three hits together before collapsing to the floor gasping for air. You’re already dead, by the way, the game doesn’t explain why you’re breathing at all. I guess we’re supposed to overlook that.

This combat was the biggest complaint with the game. To fix it, Milkstone have made three changes. They’ve adjusted how much stamina you lose per attack and lowered enemy HP. They’ve also added difficulty levels to the game, which aren’t so much difficulty levels as “frustration levels.” If you want to be really frustrated, choose hard. If you want to be frustrated a bit less, choose normal. Normal feels exactly the same as the game felt before and you’ll still run out of breath quicker than an asthmatic in a house fire. Luckily, there’s also “the path of least frustration,” which they’ve called “easy.” In easy you have a lot of stamina and throughout the game, you probably won’t run out at any point. This is the most enjoyable of the difficulties, but that’s like being the most intelligent moron in a room full of morons.

The fact is that even without having to worry about stamina, the combat is still duller than Jordan’s seventh autobiography. You have two attacks. You can press X to do a light attack, or you can press Y to do a heavy attack, a heavy attack which is so slow and has so little range that throughout the entire game I didn’t actually manage to hit an enemy with it a single time. The update also adds life bars to enemies, so you can see just how ineffectual your light attack is in real-time. How fun! You can see it fifty times for every enemy! Yay! You also have a block move which is basically invincibility (enemies can’t even hit you from behind) and some magic attacks, but oftentimes these aren’t much more useful than your light attack is.

As if the game knows how poor its combat is, it forces it upon you over and over again by locking you into the screen and halting progress until all enemies are killed. In these situations the camera centres on the middle of the screen and so if you attack an enemy to the side, you’ll be off-screen entirely. It’s no exaggeration to say that were these forced battles not present, the player would just run past all combat entirely, such is its awfulness.

If the combat’s rubbish, the world is just as bad. It looks wonderful but there’s just nothing to it. You walk from one side of the screen to the other and that’s pretty much it. There’s nothing to look for, nothing to find, and the extent of the exploration comes towards the end of the game when you have to find a switch to move a barrier before you can carry on. Each screen is small, and finding these switches is simple. The main difficulty comes from the player’s unwillingness to actually explore, because the more of the area you walk through the more chance you have of being pulled into a combat situation. If ever I found myself curious as to what might lie at the end of a path I quickly turned around knowing that whatever it was, it wasn’t worth the effort. All the game has in the way of pick-ups is health/mana/experience orbs anyway, there just isn’t any point going out of your way for them.

Can the plot save it?

Oh, God no. The plot is the games biggest issue the game has, and when the combat is such an issue it should be fairly obvious how rubbish its tale is.

You’re a dead Norse warrior who is dead because you died or something. You don’t really know because you have amnesia, of course. Why wouldn’t you have? This amnesia also seems to have removed any knowledge of what the Norse might have sounded like, and you end up sounding about as Norse as the checkout girl in Sainsbury’s does. I’m no expert on Norse mythology, but I just can’t imagine the phrase “wife and kids” was part of their vocabulary, and at no point in the script was I transported to times past by the language. It’s a Norse myth set in the year 2011, but with a setting from 1211. It just doesn’t make any sense at all.

The plot doesn’t make much sense either, at least what we see of it. It begins when you realise you have that pesky amnesia, then three suspicious looking spirits appear and tell you who you and you just take them at their word because you’re some kind of idiot, and then they tell you to go somewhere so you go. Then, and this is as much of a spoiler as I can give you, LITERALLY NOTHING HAPPENS. You travel through a few screens which takes about 45 minutes, and then completely out of nowhere the credits roll.

I’m not even joking.

There’s no final boss (or any boss of any kind), there’s no climax, there’s no development of the plot, there’s no substance, there’s nothing. You end the game precisely as you began it, just a bit further towards the right.

Worst of all, this is the game’s description on the Marketplace:

Milkstone Studios proudly presents an epic 2D adventure of glory and vengeance! Help Raventhorne, the fallen norse hero fullfill his fate and take revenge for his death! Clear your way through the 6 worlds of Yggdrasil, and reach Asgard before Ragnarok is unleashed.

The fact is that that’s simply not true. There is nothing like that kind of content in the game, you don’t get anywhere near Asgard, there are not six worlds, and the word “Ragnarok” isn’t even mentioned in the dialogue in the game.

There is no update big enough that it can turn Raventhorne into a good game. There’s simply no hope for it, and the blatant lies in the game’s description to tempt people into a purchase is shameful at best, and at its worst, downright shit.

Which, coincidentally, is exactly how I’d describe Raventhorne.

Raventhorne is available now for 240 Microsoft Points. I’d come and slap you in the face for that. It’d be more fun.