Rode M5 & Scarlett 2i2

Over the winter break, I got a pair of Rode M5 microphones and Focusrite Scarlett 2i2 audio interface. I was able to record some things with them, and the Scarlett even came with some extra plug-ins. So this week, I’ll be writing about my experience using the microphones and audio interface.

The Rode M5s came as a pair of pencil condensers which means they have a smaller diaphragm making them more responsive and detailed. The cylindrical shape also makes them easy to position. They also came with microphone clips and pop filters for each microphone which was really useful. However, I feel like the clips were a bit too tight. While they are supposed to be tight enough to make sure your microphones don’t fall out, these ones made getting the microphones in really difficult.

I’ve only used one other microphone to record with before, and although I don’t know the name of it, that’s what I’ll compare the Rode M5s to. Using a spaced pair setup towards the fretboard and bridge to record guitar I would say that the M5s definitely pick up a lot less room noise. I also think that they picked up some more of the high frequencies compared to my previous microphone, but that could’ve just been from positioning. Having two microphones also helps create a much wider stereo image compared to using one microphone.

Moving on to the Scarlett 2i2, it has four different inputs, two XLR and two 1/4″ however only two can be used simultaneously. The main reason why I ended up getting a new audio interface is because I needed to be able to have two XLR inputs available at the same time to record using the M5s in stereo. All the knobs for things like gain and volume feel really smooth and the two line outputs at the back were needed to connect the monitor speakers that I got soon after.

Comparing the Scarlett 2i2 with the previous Apogee One I was using, it sits a lot easier on the desk and has much more input options. The noise between both of them is quite minimal so there’s not much of a difference there. However, the software on the Scarlett is much easier to navigate and change settings. The different plug-ins that came with the Scarlett are also really useful as well. Some of the VSTs sound really cool, so I want to try using those soon.

Overall, the Rode M5s and Scarlett 2i2 are big upgrades to my recording setup. The M5s allow me to record in stereo while reducing room noise and getting more detail. The Scarlett makes it possible to use the microphones and also allowed me to have outputs to connect to my future monitors. Next week, I’ll write about the new JBL 305p MKIIs I got over the break as well.

Minecraft Data Packs

A few weeks ago I found out about Minecraft’s data pack feature which was supposedly added a long time ago. The way I see it is basically just a more integrated version of older Minecraft mods that you can use on the regular client. I’ve played around with a few for a while, so this week I’ll be writing about some of the data packs that I use.

First, the data packs you can find are a lot more limited compared to other mods you might have used in the past that operate on seperate clients. Most of them are usually just pretty simple game modifications that are like automated command blocks for certain functions. There are also some more impressive ones that add new items, crafting recipes, and enchantments, but I found most of them to be a bit clunky and don’t always work properly.

One data pack that I find really useful is a timber data pack. There are a lot of different ones out there, but most of them do the same thing. When you destroy the bottom block of a tree, the rest of it also breaks. The one that I use right now also destroys all the leaves on the tree while giving you the drops like sticks, saplings, and apples. Personally, I don’t find this one too gamebreaking especially if you’re just playing on a single player world since your axe will still take the total durability damage for the amount of blocks destroyed. For me, it’s just a time saver since you need wood, but cutting down trees is pretty boring.

Another data pack I use is a veinminer data pack. This is another one that has a lot of different versions, but basically it allows you to mine a lot of ore at once. The one I’m using takes durability and applies any enchantments you might have on your pickaxe like fortune. I think this one is a pretty agreeable data pack that isn’t that special. It’s just another quality of life datapack that just makes things a bit easier.

The last datapack that I use is a gravestone data pack. Using this datapack is kind of like using the gamerul keepInventory, except it’s not as extreme. When you die, instead of all of your items dropping on the floor, a gravestone is placed down that stores all of your items until you come back to pick the up. I know part of the Minecraft experience is the risk of losing all of your items whenever you die, but most of the times now I don’t want to deal with that kind of issue. At the same time the gamerule keepInventory is a bit too cheating in my opinion since you keep all of your items even after you respawn. Just knowing that I’ll be able to go back to where I died and still find all of my items is good enough for me.

You can probably tell that most of the datapacks that I use are more quality of life things that aren’t too gamechanging. You could probably find all of them in most modded clients, but for me I just like having everything in default one. I did end up trying some other ones though like the custom enchantments and a gun datapack, but they added a lot of new and strange mechanics that weren’t really for me.

Overall, the option for data packs in Minecraft is really cool in my opinion. It’s a tool that players can use to modify their game experience without needing to download too many new things. The options are quite open so players can choose different things they want to add, and other people can try making their own unique data packs if they’d like. For now, I’ll probably continue using a few data packs in most of my singleplayer worlds. When I play multiplayer though, it’d probably be best to agree on whether we play completely standard, or add a few extra things.

CS: GO Operation Broken Fang


A couple days ago Valve released the new Operation Broken Fang when people were already speculating an upcoming update. This update is another one of Valve’s big updates where they include operation missions, skin collections, new game modes, and more. Operation Broken Fang brings a lot of interesting new things to the game, but I’ll just be covering the things I find the coolest.

The first thing that I really hope sticks around is the Broken Fang Premier mode which is basically a different kind of matchmaking system similar to Faceit. The premier mode works by matching 10 players into a game, but before it starts, there’s a pick and ban phase for maps. One team gets to choose whether they’d like to get the first two bans or pass in order to get to choose the side they start on. After that, one team will ban the first two maps, followed by three maps by the other team, and then one more map by the first team. Since there are seven maps in the pool, one map is left, and the team that banned second gets to choose their starting side. This system is one that probably should’ve existed a long time ago. Third-party services have already been doing this kind of matchmaking, and it makes for a more competitive experience. The only thing I feel is missing though are 128 tick servers, but it doesn’t seem like Valve is quite there yet.

A second feature that I also hope stays is the new Retakes game mode. This is another thing that third-party services like community servers have already been doing for a long time now. However, it’s still nice to see Valve making their own official game mode for it now. The idea of the game mode is that it puts the players in a situation where the Terrorist side has already planted the bomb at a site and the Counter-Terrorist side has to play out a retake in order to win the round. Each player can select from a few predetermined loadouts of equipment at the start of each round and sometime’s you’ll be given the option of a special kit that has a better gun or extra grenades. The only thing that I could probably see improving is a half time kind of system where players can switch sides because right now you’ll continually play on the same side for the duration of the game.

On to less of the gameplay side of things, there’s the new stats page associated with the operation. The stat page shows your own statistics on things like map win percentages, weapon stats, and heatmaps for things like damage and locations on maps. Personally, I feel like this is another feature that third-party websites already do a better job of, and it feels weird having this as a temporary thing just for the operation. I’d assume they also have plans of permanently integrating this into the game as they make improvements, but if not, it’s still cool that they added it for the operation.

One last feature that will probably help a lot in-game is a ping wheel where you can communicate things to your teammates without using your microphone. You can choose different preselected options for things like asking for a weapon, suggesting a certain bombsite, and even just pinging locations on the map. This is something that other games like Apex Legends and Valorant have done, and I think that since it’s worked out in those games, Valve probably thought it was a good idea to add it to CS: GO as well. Obviously, a ping wheel will never provide the same level of communication as voice chat, but it’s a good alternative for people who don’t want to talk or are just playing casually.

Overall, those were the main new features that stood out for me in Operation Broken Fang. There were other new things like the three new skin collections, graffitis, and the return of the operation missions, but I don’t really care too much about those things. In the end, I feel like Valve should definitely consider integrating some of these features and game modes permanently, even if they’re operation exclusive right now. Despite not receiving a lot of updates this year, I think this one definitely brings a lot of really nice additions to the game.

Corsair K70 MK2

I’ve been using Corsair’s K70 MK2 keyboard for at least a year now, but I’ve never written about it until now. Since there’s been a lot of time since I started using it, I have been able to tell what I like and don’t like about it. So this week, I’ll be writing about my experience using the keyboard for things like games, but also general use.

First, I’ll mention that the model I have uses Cherry’s MX Speed or Silver switches which are have the lightest and fastest actuation out of the Cherry switches. That come’s with some pros and cons, but I’ll get to that later. The Speed switches are also linear switch which means its a straight up and down switch with no tactile bumps or clicks.

Some of the nice things I found with the Speed switches is that my finger’s didn’t get as tired compared to when I was using my old keyboard which was membrane. Especially for things like osu!, not having to press as hard to actuate the key was a pretty big plus. I still bottom out the keys a lot when I play, but if I have to press the keys really fast, I sometimes won’t actually press the key all the way down and the switch still actuates. In general, the switches just make it easier on your fingers while using them.

However, one thing that I don’t really like about the Speed switches is that the short actuation distance makes it really easy to accidentally press other keys. Sometime’s I’ll just be resting my hands on the keyboard, but I’ll accidentally hold down a key without even noticing. This also makes making typos really easy while typing, and can be kind of frusturating at times.

In terms of the build quality of the keyboard, it uses an aluminum frame and smooth ABS plastic keycaps. The aluminum frame gives it a good weight, and the cable is pretty thick and durable. The ABS keycaps aren’t the best though and started getting a bit shiny after a few weeks. Still, I think it’s still a lot better than what I used to use.

Some of the extra features the keyboard comes with include RGB lighting, macros, and multimedia buttons. To be honest, most of the times I just use the white colour for most of my keys. For a few games, I’ll only light up the keys I use for that game, but otherwise I don’t really do any other customization. I also never use the macro feature since there isn’t a whole lot I need them for. The multimedia buttons aren’t really too useful either since I can just use the arrow keys, although, I do use the volume wheel quite often. The keyboard also comes with a plastic wrist rest, but I personally don’t use it.

Overall, the keyboard has done me quite well in the past couple years. It’s definitely a lot better than my past keyboards, but there’s a pretty big difference between how well it performs playing games and during normal use. I’d say the biggest plus for me is just how light the keys are, but other than that, it’d probably be better to have some sort of tactile bump for typing. However, I don’t really feel that big of a need to upgrade yet. If I were to though, I’d definitely want to try building my own custom keyboard instead of a prebuilt one.

Online Learning

I’ve had a few months now to get used to the new online learning system that my school board has put in place. There are a few things that I like about the way they’re doing things, but there are also some things that aren’t really all that great. I’ll start with the things that I’m enjoying about the online learning so far.

The main advantage of online learning for me is how I’m just able to stay at home the entire time. This means I don’t have to walk to school, move from classroom to classroom, and can eat lunch at home. Usually, I’d have to wake up earlier to walk to school, but now I can sleep in a bit longer since I just have to join a Google Meet in order to be in class. Not having to move between different classrooms means that I can use to go on my phone for a little bit because they’re still giving us five minutes between the end and start of each class. Being able to eat lunch at home is also really nice since I can eat comfortably while also eating good food prepared by my mom.

Some of the things that aren’t so nice are mostly related to the limitations of the online classroom environment. A lot of the times in the classes the teacher’s are either talking for a really long time or nothing is happening and the class is doing independent work. If it’s something like math where you’re taking notes when the teacher is going through a lesson, you’d have something to do. However, there’s also some teacher’s that like to give really long presentations where you just kind of sit there and listen for an hour, but you end up going back to look at the PowerPoint yourself later anyways.

Unlike in a physical classroom environment, you don’t get any opportunities at all to talk to your classmates at all since the chat is usually reserved for asking questions and responding to teachers. Sometimes teachers will give group assignments, but they’re almost always “do research and put it on a Google Slides” kind of thing where everyone divides the work at the start. From there, you’re basically doing an individual research assignment.

In general, I’d just say that online learning can get boring sometimes, but I think that’s just kind of how it’s going to be for a while. I feel like the way the system is set up would be really hard to change in order to make things more enjoyable for the students without compromising learning efficiency. Presentations are boring, but demonstrations and class activities are hard to pull off. A chat where you can ask the teacher a question anytime is also nice, but it makes it impossible for students to chat with each other comfortably.

Overall, I think the current online learning model is satisfactory. If you learn well through presentations and are able to figure things out on your own then you’ll probably be fine. However, if you’re one of those people who always talks with your classmates and can’t sit through long presentations then you might have a tough time. Of course, there are small advantages and the big fact that you’re not exposed to the current COVID-19 virus. Personally, while I don’t think online learning is great, in-person learning right now probably isn’t that much better. As of the current situation, I can’t really see a reason why the school board isn’t making the decision to move everyone online.

Revisiting CS: GO

This week, one of my friends asked me if I wanted to play a few games of CS: GO with him, and I decided to play again since I wasn’t really doing anything at the time. I haven’t really played CS: GO at all since around April, so there were some things that I think were a bit interesting playing since then.

The first thing that I noticed was how much the game hadn’t changed. Everything was still pretty much exactly the same. As far as I know the only big things that Valve added to the game this year were two new skin collections which is pretty disappointing. Supposedly, there’s supposed to be a big update coming out soon, but those are just speculations. Even then, I feel like CS: GO has it’s gameplay pretty solidified, and if there’s nothing wrong with the game then I guess there’s not really a need to make changes.

Another thing that I noticed was that it took a little while to get used to the feeling of the movement and shooting. I’ve been playing Valorant which is really similar to CS: GO, but it’s still not quite the same. Player models move faster in CS: GO and aiming feels it needs to be a lot more precise. I was ranked a lot higher than my friend when I stopped playing, but he was still doing better than I was for our first few games.

However, once I got back into the feel of the game I was doing consistently better than my friend. That probably has to due to the fact that I just had to get my aim warmed up, but also because I’ve played a lot more than he has. I think a large part skill of CS: GO definitely lies in your aim, but also how well you can communicate, your utility usage, map knowledge, and experience. For me, I’ve spent a lot of time in the past learning different smokes and flashes that I can throw that will help my team get into advantageous positions. As long as I don’t forget them, I’m still able to help the team even if my aim isn’t that good and I’m not getting kills.

I think that just goes to show that in CS: GO you can’t just be a good player through aim and getting kills alone. The same friend I was playing with this week used to complain he was getting so many kills in his games, but how his teammates were always bad and he was never ranking up. The thing is that he never bothered learning how to use his utility to support his teammates or how to communicate with them effectively. Personally, I don’t think that my aim is that much better than his, but I think that the knowledge and experience is the reason why I used to be ranked a lot higher than he was.

Overall, playing CS: GO again was definitely a lot of fun. Of course we weren’t always 100% focused on winning and more so having fun, but there were a few times where we had to step up our game for the win. Even if there’s a skill difference in a naturally competitive game, you can still have fun with the right people.

Valorant Patch 1.11

A few days ago Valorant went live with its 1.11 patch and there were definitely a few things that caught my attention. This update brings in a new agent called Skye, changes to a few other agents, and tweaks to the economic system. I won’t be able to comment much on Skye since I’ve never played her before, but the other changes I can already tell will make a difference to me.

The biggest thing that they made for me are the debuffs they did to one of the agents I mainly play which is Cypher. His main strengths are being able to lock down sites on defense and cover the team’s flanks on offense. The changes made were only towards his Trapwire and Spy Camera abilities.

Trapwire is a placeable tripwire ability that slows and stuns enemies that walk into it. Before, you were able to place your Trapwires and not have to worry about them for the rest of the round, but now, your Trapwires will be revealed and deactivated if you die. This makes a pretty big difference because one of the best things about playing as Cypher is that you could still have an impact in the round even if you died. However now, you have to play extra careful in order to make sure your Trapwires stay active. Another thing that was changed was that you can no longer carry over the Trapwires you place from previous rounds into the next. Even if nobody walked into or destroyed them, you’d still have to rebuy your Trapwires which are not exactly the cheapest ability.

The other change that was made to his Spy Camera is that its location gets revealed if Cypher dies. Spy Camera allows you to place a camera that you can use to watch areas and is really useful for gathering information. At first it might not seem like that big of a deal for it to be revealed since you can’t even access the camera once you’re dead anyways, but this means you probably won’t be able to get away with placing the camera in the same spots anymore. Once the enemy knows where you often place your cameras they’ll be able to easily check and destroy them. I feel like the changes are pretty harsh, but it doesn’t make sense considering Cypher is a really strong agent with a really high pick rate in professional play.

Another agent that had changes made this patch was Breach who I also occasionally use. Compared to Cypher, Breach plays more of an attacking role and got both buffs and debuffs instead. Breach’s Flashpoint ability which is used to blind enemies now has an increased blinding duration of 0.25 seconds. It’s not a lot, but it will help in being able for Breach to play off of his own utility instead of just supporting other teammates.

Breach’s Fault Line and Ultimate ability also got some changes. His Fault Line and Ultimate ability are quite similar in that they stun enemies that are caught in their area. Fault Line creates a straight line while his Ultimate is a much larger area. The charge up for Fault Line was decreased by 0.5 seconds, but now both Fault Line and Breach’s ultimate ability will not affect the first 8 meters in front of Breach making them less effective for close ranges. This makes it so that while it might make it easier for Breach to play off of his Flashpoints, he’ll have to be more supportive when using Fault Line and his Ultimate.

The last thing I’ll write about are the changes to the economy system. The change is focused on deterring players from saving their weapons in rounds that they may not feel confident in winning. “Saving” is a common concept in both Valorant and CS: GO where in a round that doesn’t seem winnable, players can try to hide safely in order to save whatever equipment they have for the next round. The new change makes it so that players who survive a lost round will receive less money than their other teammates who had died for the next. This is almost exactly the same way CS: GO has its economy set up for players who save which forces players to decide whether or not the equipment they have is worth saving, or if it would just be better to try and clutch the round with what they have.

There were a few other changes like debuffs to the agent Killjoy, but I’ve never played her before, so I won’t really comment about those changes. A left-handed view model was also added which is nice because it should make it easier for left eye dominant people to control recoil easier. However, since the model is just a mirrored version of the right-handed model, the direction the gun sways towards is opposite to where your shots are going. So that’s something Riot might want to fix.

Overall, patch 1.11 has some changes that are making me think about some other agents that I could try out because of the changes they made to Cypher, but I’m also interested in how these changes will affect professional play. I think saving will become a lot less common, and players will have to try playing other agents or adapt their playstyle.

Hawku Tablet Drivers

Earlier this week, I decided to switch over from the default Wacom tablet drivers to the custom Hawku driver. The Hawku driver was made specifically for the osu! rhythm game. I’ve heard good things about it, and since I don’t use my tablet for anything else, I decided to give it a try.

Supposedly, the Hawku driver reduces input latency, removes cursor smoothing, and allows for an easier time when changing tablet area. First I’ll go over the input latency. Input latency is basically the amount of time it takes for a movement from the tablet to be processed in the game. When I used to play with the old Wacom drivers I’d get between 1-2ms of input latency, but with the Hawku drivers it’s only 0.6ms. The difference isn’t really that big, and I can’t really tell a difference, but it’s faster so that’s good.

One of the other things that the Hawku driver does is remove cursor smoothing. Cursor smoothing is something that can be put into the hardware of a tablet or is provided with a tablet’s drivers. What it does is smoothen out your cursor’s movements so that lines are more uniform. This is helpful for when you’re drawing, but smoothing can change the position you want your cursor to be and can also increase input latency. The Hawku driver allows you to choose whether you want to have smoothing or not. You’re able to change the amount of smoothing applied if you do use the filter though. For me, playing without any smoothing felt a lot different that what I was used to before. Since the cursor is also moving faster without smoothing, I started experiencing some screen tearing, but I was able to fix that with playing in windowed mode. I know that some people like to use smoothing because their hands shake a lot when they get nervous, but so far I haven’t had too many issues.

The last big thing that the Hawku driver does is that it makes it really easy to change your tablet area. Tablet area is the amount of space where the tablet is active. You can can make this bigger or smaller depending on your preference, and will change how far you have to move your pen to reach different parts of the screen. The Hawku driver has lots of different ways you can set your area. One way is by inputting the coordinates of the different corners of the area you want. This is the way the Wacom drivers did things, but you can’t actually tell how long or wide the area is. By converting the coordinates to millimeters, the Hawku driver makes it a lot easier to just set the size you want and share different areas. Especially since not all brands of tablets use Wacom’s coordinate system. I decided to try a few different top players’ areas, but my own still felt more comfortable for me. However, being able to easily test out different areas was still a nice feature.

Overall, I feel like if you only use a tablet for osu!, you should give the Hawku driver a shot. My aim definitely feels a lot more consistent than it used to be now that there’s no smoothing. Even it’s just placebo, the ability to precisely and conveniently change your tablet area using an actual unit of measurement is really helpful. If you don’t like the feeling of the new driver, you can always try adding smoothing or just go back to whatever you were using before.

Main Theme From Legend of Korra

For the past two weeks, I started doing another music exercise from the show Legend of Korra, but this time instead of the opening, I’m using the main theme of the show. Compared to the opening theme, there are a lot more tempo changes and the instrumentation is quite different.

To start, my music teacher told me to listen through the entire thing first and try to figure out the tempos for different sections. Since Logic’s tap tempo system isn’t the most intuitive, I kind of just guessed and went back and forth between my click track and the music. Another thing that made mapping the tempo difficult is that at the very beginning there are strings playing really slowly. This made it difficult for me to figure out when the downbeat was, but eventually I managed to get something pretty close.

After mapping out the tempo, we started to figure out those slow opening chords played by the strings at the beginning. Figuring out the chords here was a lot easier than with the opening theme because there were fewer instruments. The opening chords are being played by a string quartet, and the timbre of each of them is really easy to tell apart. I was able to just listen and copy over the notes I could hear. If I was missing some notes, I could just use the notes that I’d already figured out and kind of infer what the chord would be to fill in the blanks.

Then, there’s a really short cello solo that comes in afterward which was pretty easy to figure out, so it wasn’t really that big of a deal. However, after that was when the music starts to pick up a bit with the cello playing an upbeat ostinato sort of thing that outlines a chord. To figure that part out, I just kind of listened for the note that was emphasized first, and then I tried to fill in the rest by thinking of the different intervals relative to the emphasized note. The cello continues the ostinato, but once the melody comes in it shifts around. It was still playing the same pattern but just a different chord. I just assumed that the chord structure for each chord change would be the same, so I moved the entire ostinato down to the emphasized note. It ended up being pretty much spot on with just one note that needed to be changed.

The last thing that we ended up doing was looking at the melody part that comes in when the cellos play their ostinato. For me, this was probably the easiest part so far because there are two instruments that are playing the melody that comes through really clearly. I just figured out which notes were being played for each phrase and then matched the rhythm after that.

Overall, that’s what we’ve done so far with the Legend of Korra theme. There was a bit more to it than just trying to listen for the chords because of how quickly the music changes compared to the opening. We’re still not completely finished with it though because my music teacher wants me to try and fill in the rest of the things that we still haven’t done like the percussion and some other harmonies that we didn’t cover. So most likely, we’ll revisit this soon.

Genshin Impact

Genshin Impact is an open world fantasy RPG that was released a few weeks ago. The game features different characters, locations, dungeons, and quests for you to play through. Since the game is free to play, I decided to give it a try a couple days ago.

The first thing that you’ll notice about the game is the art style. Genshin Impact uses a pretty clean anime art style that not a lot of other games use. As far as I know, the only other game I’ve seen with a similar art style is the yet to be released Blue Protocol. I think that Genshin Impact’s visuals are a lot different compared to something like Black Desert Online, but it certainly has its own appeal.

Another thing that is a big feature for Genshin Impact is the in-game gacha system. For those who are unfamiliar, a gacha system is a common mechanic in these types of RPG games where players can use in-game items and currency for a chance to unlock new characters or items. In Genshin Impact, this is pretty much the only way to unlock new characters. Playing through the game’s story does give you a few free characters, but the rarest 5 star characters can only be unlocked through the gacha.

One thing that I feel like is pretty important to note about the gacha system is that the rates for getting 5 star characters and weapons are really low. The base rates for 5 stars is only 0.7% which is pretty low compared to other games. What makes this worse is that the items used to roll on the in-game gacha is really hard to get once you get past the beginning stages of the game. After that, the only easy way to get more chances is to spend real money and hope you get the character or items you want.

As for the in-game story and gameplay, I found it to be pretty enjoyable for the first little while, but I can definitely see myself getting a bit bored if it was the only game I played. You can switch between your different characters who have different abilities, and you can go around exploring different areas of the world or take on quests. The game does include side quests along with the main quest like most other games, but that was about all I found.

Genshin Impact also isn’t necessarily multiplayer. There’s an option to play through dungeons with up to 4 other players, but other than that, the game is pretty much singleplayer only. For, me this kind of makes the game a bit less enjoyable. I’m already not really the type to play that many story-based games unless they seem really interesting, so for me, I just really like the art style and graphics.

Overall, Genshin Impact does seem like a really cool game, and I can see why a lot of people are playing it right now. Personally, I’m not too big of a fan, but if you like singleplayer games and don’t mind the bad gacha rates I think the game could be really enjoyable. In the end, I think I might make a few new accounts for the free gacha rolls to see what I get. I probably won’t get anything good, but I think Genshin Impact can still be a game I can dabble with when I feel like it.