The um, the visceral feedback was always so, so important to me, and - so, the thing that’s kind of funny about Fruit Ninja is the game that inspired it was Quake 3, which is so strange, because it’s such a different experience, but the experience that I enjoyed when I was running around inside a first-person shooter was that really kind of in your face, visceralness, that sensation of, you know, I have to do a little bit of input, and I get tons of output back at me, and it’s empowering, and it’s exciting, and it makes me feel that way. And at the time, we were looking at the other games that were on the iPhone, and the big game at the time was, uh, Flight Control, which is a fantastic game, but it’s about as kind of dry and drawn back from the action as it gets. You’re literally just drawing lines. And so, I really wanted to have that experience of just, just like brutal satisfaction, but translate that onto the iPhone experience so I could have that feeling when I’m on the, when I’m on the bus. Of course, it was totally non-appropriate for us to just be brutally murdering humans or anything, so like, hey, what else might feel good to destroy? And fruit was what came to mind on that one.