 Yeah, this is gallery from off-camera. So my question, and one of the most interesting things that I've seen year over year is that there's always this sense of the next organizer has to one up the last organizer for the CTF design or in some senses, right? So in the one year we had the custom architecture and in the other year we had- Lightning wrote that, she's over there. Yeah, yeah. And in another year we had a switch of architectures in the middle of the game and we've seen those things. You've been playing CTF for a long time. Do those, I'll say tricks, actually slow people down or is there, I'm sure in the middle of the first time it happened there was an, oh crap, what is this? But what do you think that CTF is gonna evolve into based on what we've seen so far? And maybe I don't wanna give spoilers about what Nautilus is doing this year. The good news is I don't know as much even to the details about what they're working on because I'm working on this component we can talk about in a little bit. But that's, yeah, so it's a great question of all. It's a couple pieces done back there. First of all, yeah, so Lightning is over there. She built the most horrible architecture that has ever been invented and inflicted great pain upon competitors. I actually personally knew about it in advance and in fact at the time she was even like, do you wanna build like a binary and into architecture plugin for it? And because I make binary ninja, it's my day job, it's a reverse engineering software and it was a question of like, do you wanna add support for it? And we looked at it and we were like, it's nine bits with instead of like a power of two, it's middle-endian, so not little-endian or big-endian, it's middle-endian. I was just like, nope, no I don't. I have to do real work, I can't, I'm not gonna spend the amount of time it would take. But like the teams were told like the week of, they're like, by the way, here's a CPU specification for this virtual architecture that the game is running on this year, good luck. And to tell you the truth, I actually told the organizers that year, I was like, I think this is a bad mistake, I think it's too much and teams won't be able to do it. I was wrong and I was happy to be wrong because I think it worked out great. Teams adapted and they built their own tools, they cobbled together stuff on the fly and they made it work. And so that I think is the hallmark of what makes CTF fun is that you don't know, but there is also this sense that over the years, there's like a progression and like a institutional knowledge, like a lot of this sort of like the changes, whether it's broken or not, whether you have these sort of what called Superman defenses where you move things around like and sort of knowing and having played before it, you do kind of come in with a sense of, you know, I think I know kind of some general techniques that I'm gonna use. So who knows where it's gonna go? I will say that I don't think most organizers look at this like explicitly with the goal of, I have to absolutely outdo, like they wanna make a good game, they wanna make a game that challenges the competitors, that showcases the best, that's smoothly run. So especially a team's first year taking over, they don't wanna rock the boat too much, you tend to see, because like you just wanna like show people like, no, no, no, we understand what CTF is, we're not gonna make something it's not, we're not gonna like, you know, make it totally an unpleasant thing. We still want this to be like the premier, you know, capsule fly competition. So it's usually like in later years, people start to kind of experiment and try different things, but yeah, there's been a bunch of crazy stuff over the years. And so much that gets like lost to like the animals of like, you know, people's minds and history unfortunately.