I think auto-runner games are great. Um, but they're - they are a very different kind of game design experience. So, if your character is always running, you don't get that kind of connection to that - that player of you controlling them and-and where it's moving. Um, so I love games like Canabalt, where you just kind of press the button and jump, but it's a very limited type of um - of interaction. Uh, it's not a bad thing at all. I love the game, but it's - it is a different type of thing. Um, and you know, if you look at a Temple Run or other auto-runners like that, your - your control scheme is - is generally reduced to swipe left, swipe right, to kind of do lane changes. Again, nothing wrong with that, but it's a very simplistic kind of uh, deconstruction of what that platformer um, genre was before. Um, and then on the opposite side, you see people trying to pull uh, SNES platformers, Mega Man, over to um, a mobile, and just do a direct virtual D-pad, and that doesn't work either because that just doesn't - doesn't translate. And so, you're either sacrificing game play depth uh, for a simplistic control scheme uh, or control uh, responsiveness um, for - for the game play depth. And so, what we're trying to do is find the best of-of both worlds right there.