| Introduction |
| Using the Menus |
| The Editors |
| The AI Editor |
| Controls |
| AI Options Menu |
| Select AI Type |
| Save AI Data |
| Terrain lock |
| The Anim Editor |
| Controls |
| Anim Options Menu |
| Attached Particles |
| Attached Sounds |
| Bounciness... |
| Switch Properties... |
| Save Params |
| Load Params |
| Memory Card Test Bed... |
| The Crate Editor |
| Controls |
| Crate Options Menu |
| Save Crate Data |
| Crate Types... |
| Reset Crates... |
| Display Type... |
| Terrain Lock |
| Show Triggers |
| Mem Card... |
| Crate Locking |
| Crate Types |
| Crate Linking |
| The Grass Editor |
| Controls |
| Grass Options Menu |
| Instance Select |
| Clump Properties |
| Save Grass |
| Load Grass |
| The Light Editor |
| Controls |
| The Light Radius |
| Light Options Menu |
| The Object Editor |
| Controls |
| Object Options Menu |
| Instance Select |
| Anim Properties... |
| Waypoint Properties... |
| Attached Particles... |
| Attached Sounds... |
| Bounciness... |
| Save Objects |
| Load Objects |
| Reset Anims |
| Snap Y |
| Snap XZ |
| Waypoint Mode |
| Anim Properties... |
| Waypoint Properties... |
| Copy Mode |
| Particle Mode |
| Sound Mode |
| The Wumpa Editor |
| Controls |
| Wumpa Options Menu |
| Save Wumpa Data |
| The Particle Positioner |
| Particle Mode and Sound Mode |
| Menus Used for Particle Mode |
| Attached Particles->Particle Type... |
| Attached Particles->Highlighted Ptle. Settings |
| Menus Used for Sound Mode |
| Attached Sounds->Sound Type... |
| Attached Sounds->Current Sound Settings... |
| Activator Switches |
| The Switch Menu |
| Switch Type... |
| Switch ID |
| Switch Delay |
| Switch Var |
Whoa, that list is MUCH longer than I thought it would be.
Have fun desperately trying to navigate!
Welcome! This is a guide to the editors - AI Editor, Crate Editor, etc - found in Crash Bandicoot: The Wrath of Cortex. These editors let you do all sorts of things in the levels... as their names suggest. This guide is here to teach you the editors' most basic features, as well as the more obscure ones... of which there are quite a few.
But just to warn you, people: I'm trying to make everything seem as detailed as possible, but I'm not going to do it more than once. If there's one thing that you can't understand in one of the later sections of the guide, try reading the earlier sections. Your question may have been answered and it may have been answered once. (I mean, there's eight editors and I don't want to repeat myself.)
The game's editors have their own unique user interface. They're completely separate from the game's default menus, such as the Main Menu, Pause Menu and Cheat Menu, that you're probably a bit more used to. Here's a basic list of controls:
| Up Arrow: | Move menu cursor up |
| Down Arrow: | Move menu cursor down |
| X Button: | Confirm selection/Check/Uncheck checkbox |
| Triangle Button: | Exit current menu (if possible) |
| L1 Button: | Nudge selected slider left by 1 |
| R1 Button: | Nudge selected slider right by 1 |
| L2 Button (hold): | Slide selected slider left (hold harder to slide faster) |
| R2 Button (hold): | Slide selected slider right (hold harder to slide faster) |
| L2 Button + Up Arrow: | Jump to top of menu |
| L2 Button + Down Arrow: | Jump to bottom of menu |
Okay, so maybe it isn't as complex as I implied it to be. They are slightly different, though, with the sliders being one example. Sliders let you increase or decrease a certain value with an upper and lower limit. There are also a few other menu-item types, but they'll be explained later (as far as I can remember, they only appear in one of the editors, the Particle Positioner).
By the way, I advise that you get used to the L2 + [direction] combinations. They can let you get around the menus much faster. Honest!
When you first activate the editor (after holding Select, L1, L2, R1 and R2), you'll come across the main menu. The main menu lets you choose which editor to begin using, and also change the Cursor Speed (the speed that the editing cursor moves). You can access the main menu at any time by pressing Start- assuming, of course, that the editor is active, and that there are no other menus open at the time.
The editors themselves have similar basic controls. This is how most of them work:
| Left Analog Stick (move): | Move the cursor along the horizontal axes |
| Right Analog Stick (move): | Rotate the camera |
| Square Button: | Open the current editor's Options menu |
| L1 Button: | Move the cursor up (hold harder to move faster) |
| L2 Button: | Move the cursor down (hold harder to move faster) |
| R1 Button: | Zoom in |
| R2 Button: | Zoom out |
| Start Button: | Go back to the main menu (open menus must be closed first) |
| Select Button: | Jump to closest item (depends on the editor) |
The editors usually have more controls that'll be detailed in their own guides.
Along with these controls, the editors often show information in a box near the lower-right edge of the screen. I'll be referring to this as the Info Box. (Because that's what it's called. Get used to it!)
Now, on to the individual editor guides!... yeah, I'll call them that.
The AI Editor lets you place enemies, and other certain "AI" objects, around the level. I refer to all of these as "AI".
When you try placing an AI, the AI can sometimes have two or more "points" that will also need placing before you can finish. The points are used by the AI in different ways depending on its type. (For example, the swimming turtles in Crash and Burn will swim towards its points.) The number of points you'll need to place is shown on the upper-left corner of the screen. Once you've placed all of the points, you'll be allowed to move on to another AI.
If the game can render debug lines, you'll also be able to see the points for already-placed AI. You can move these around by hovering the cursor over them and holding Circle.
| X Button: | Place an AI, or AI points, at the cursor's current position |
| Circle Button (hold): | Drag the currently highlighted AI around |
| Square Button: | Open the AI Options menu |
| Triangle Button: | Delete the currently highlighted AI (or the owner of the currently selected AI point) |
| Select Button: | Jump to the nearest AI |
Selecting this takes you to the AI selection list, which lets you choose what kind of AI you want to place later on. Remember, you can jump to the top or bottom of the list by holding down L2 while pressing a directional button. Press X to change the current selected AI type (the kind of AI that'll be placed when you press X) to the one chosen in the list, or Triangle to cancel.
Each level has its own list of AI, by the way. So, by default, you wouldn't be able to put a penguin in Crash and Burn, and you wouldn't be able to put a lizard in Arctic Antics.
Presumably, this saves any changes you made to the AI, in this level, to the memory card.
People: I would NOT recommend doing this, as it has been proven to erase all the data on your memory card unpredictably. Use at your own risk!
Check this to activate the "terrain lock". All AI, and their points, will be placed on the nearest solid ground underneath/above the cursor, rather than the cursor's exact position.
The Anim Editor is, in my opinion, perhaps the most limited editor of them all. It lets you edit a few of the properties of the "Anims" placed around the level. "Anims" are interactive objects, but they're not the same as those from the Object Editor, or the Grass Editor, etc. - they're miscellaneous and, apparently, could do anything. As a result of this, there aren't many global properties you can edit. There's also no way to place new Anims either.
Examples of an Anim would be the Bonus platforms, the Death Route platforms, the breakable wooden barrier on the mine-tub section of Compactor Reactor, and the exploding hut in Crash and Burn, just to name a few. Trust that the most exciting objects in the game would be barely editable... *sigh*
| X Button: | Enable params on the currently highlighted Anim |
| Triangle Button: | Disable params on the currently highlighted Anim |
| Square Button: | Open the Anim Options menu |
| Select Button: | Jump to the nearest Anim |
| Select Button + R1 Button: | Jump to the next Anim |
| Select Button + R2 Button: | Jump to the previous Anim |
| Select Button + Square Button: | Enter/Exit Particle Mode on the currently highlighted, param-enabled Anim |
| Select Button + Triangle Button: | Enter/Exit Sound Mode on the currently highlighted, param-enabled Anim |
See Particle Mode and Sound Mode.
Again, see Particle Mode and Sound Mode.
WARNING: RESIST THE TEMPTATION TO SLIDE THE SLIDERS ON THIS MENU. IF PARAMS ARE NOT ENABLED ON THIS ANIM, THE GAME WILL CRASH.
Oops, sorry, caps.
This menu lets you change the "Player Grav", "Tension" and "Damping" of an Anim.
I don't know what these things actually mean. The only one I've seen in action is the "Player Grav", and that makes the Anim move up or down when the player stands on it. If Player Grav is larger than 0, the platform will move up; if it's smaller than 0 it'll move down. Often at lightspeed.
See Activator Switches.
It's a save function, so I'm not going to try it. Especially after hearing stories that it's wiped out peoples' memory cards before.
Same as above! I'm scared of a lot of things.
This takes you to a menu that lets you do all sorts of random, evil things with your memory card. I've only ever visited this menu with my memory card taken out of the PS2.
Options in this menu include "Card Type Test", "Card Format Test", etc. One thing I wouldn't recomment touching is the "Format Card", since formatting your card removes all of the saved data on it.
But I suppose you already knew that.
The Crate Editor lets you make the classic unclassic! It lets you place up to 256 crates, delete any others, link up Exclamation crates and more!
But enough of the advertising, and stuff. The controls for the Crate Editor are fairly different from most of the other editors.
| Up Arrow: | Scroll up through crate types |
| Down Arrow: | Scroll down through crate types |
| Left Arrow (hold): | Rotate crate-to-be clockwise (hold harder to spin faster) |
| Right Arrow (hold): | Rotate crate-to-be anti-clockwise (hold harder to spin faster) |
| X Button: | Create a crate of the currently selected crate type |
| Circle Button: | Lock-to or unlock-from the currently highlighted crate |
| Square Button: | Open the Crate Options menu |
| Triangle Button: | Delete the currently highlighted crate |
| Select Button + Circle Button: | Enter/Exit Link Mode on the currently highlighted crate |
Don't ask! It's another save/load function, so I don't know, and I don't want to know.
For more information, see Crate Types.
This menu is inactive until you highlight a crate.
When it is active, this menu lets you choose the crate types of the currently highlighted crate. The "Type 1..." submenu lets you choose this crate's Crate Type 1, the "Type 2..." submenu lets you choose this crate's Crate Type 2, etc.
For more information, see Crate Types.
This menu lets you make instant changes to all crates in the level, though it's somewhat limited.
The "Set Type 2 all to Type 1" option sets all crates' Type 2 to their Crate Type 1. Basically, this means that every crate will be set so that they'll look the same in Time Trial mode as they do in Normal Mode.
The "Set Type 3 all to NULL" option sets all crates' Type 3 to NULL. This will mess up all of the crates that are triggered by Exclamation crates, though!
The "Set Type 4 all to NULL" option sets all crates' Type 4 to NULL. I don't know what'll happen after that.
For more information, how about you GOOGLE IT?!
This menu lets you choose which types of crates you'll see in the editor. For example, when it's set to Type 2, the crates you see in the editor will all look the way they would in Time Trial Mode.
If you set it to Type 3, you'll see the crates as they'd look after they've been triggered by their linked Exclamation crate. If they have one, at least.
Note: Now would be a good time to mention that NULL crates appear as flashing wireframe crates. You learn something new every day!
When this is enabled, the new crates you place will be placed relative to the height of the ground beneath them. This basically means that they'll be placed on the ground, or one crate above the ground, two crates above the ground, etc.
If this doesn't make any sense, try it out yourself! It won't hurt.
When this is enabled, crates that are linked will have a red line between them, to show which ones have been linked and where they've been linked to.
For more information, see Crate Linking.
GO AWAY.
Crate Locking is used to put crates together in "groups" more easily. When you "Lock on" to a crate, using the Circle button, the cursor becomes fixed on a grid in order to line up new crates more easily.
Press Circle to unlock.
In Crash Bandicoot: The Wrath of Cortex, there are four "crate types" for each crate- that is, each individual crate has its own four types. This is difficult to explain, so I'll set out an example. I make a new crate with these crate types:
Now, the crate types control what this crate will be, depending on what's happening at the moment.
When you play the level normally, you'll see this crate as a Wireframe crate. That's Crate Type 1 for this crate.
When you play the level in Time Trial Mode, you'll see this crate as a 1-Second crate. That's Crate Type 2, see?
When you hit an Exclamation crate that's linked to this crate, this crate will turn into a Crash crate. That's Crate Type 3!
See the pattern? Let's make a new crate and give it these crate types:
When you play the level normally, you'll see this crate as the mysterious Proximity Crate.
When you play the level in Time Trial Mode, you'll see this crate as a not-so-mysterious TNT crate.
I didn't give this crate a Type 3, because I don't want to link it with any Exclamation crates, so it can stay as "NULL". "NULL" basically means "nothing".
As for Type 4... I don't know what this type is used for yet, so I've just left it as "NULL" for both of these crates.
Crate Linking is used to "link" Exclamation crates with normal crates. When you spin or jump on the Exclamation crate, the linked crate(s) will change their type. This can let you make some fun puzzles!
First of all, I'd like to say that crate linking is much easier when "Show Triggers", in the Crate Options menu, is enabled, as you can then see which crates have been linked.
And now for a four-step guide on linking crates:
It's actually also possible to link Exclamation crates with other Exclamation crates, to make long, boring puzzles with. Try it out!
Ohh, your bandicoots will love this. This editor lets you place and edit clumps of "Grass". "Grass" is a plant that's small, green, and very tasty.
Wait, do bandicoots even eat grass? Ah, who cares.
| Up Arrow (hold): | Increase the Base Radius (hold harder to scale faster) |
| Down Arrow (hold): | Decrease the Base Radius (hold harder to scale faster) |
| Left Arrow: | Decrease the Clump Size by 1 (hold hard to decrease rapidly) |
| Right Arrow: | Increase the Clump Size by 1 (hold hard to increase rapidly) |
| X Button: | Create a clump of grass at the cursor's current position |
| Circle Button (hold): | Drag highlighted grass clump around/ Change highlighted grass' Base Radius to cursor |
| Square Button: | Open the Grass Options menu |
| Triangle Button: | Destroy the highlighted grass clump |
| Select Button: | Jump to the nearest grass clump |
| Select Button + R1 Button: | Jump to the next grass clump |
| Select Button + R2 Button: | Jump to the previous grass clump |
Note that holding Circle over a highlighted grass clump makes the grass start spinning like crazy. This is normal.
This lets you choose the instance/object model that will be used for the grass clump.
You can actually use any of the level's Object types for this, but those can look ugly...
This menu lets you change the properties of the currently highlighted grass clump.
You're
joking...
The Light Editor is... perhaps the most unstable editor out there, at the moment. It lets you place, edit and delete dynamic lights around the level. Dynamic lights are used to light up Crash, Coco, vehicles and AI, but not the level scenery.
Warning: When I said the Light Editor was unstable, I did mean it. As soon as you start using the editor, the game's stability will start deteriorating. The Light Editor will start breaking, the other editors will all start breaking, and the game itself will start breaking... until eventually...
CRASH
But enough of the ghost stories. Here are the controls for the editor - for as long as it keeps working, that is.
| Up Arrow: | Scroll up through light types/Set type of currently highlighted light |
| Down Arrow: | Scroll down through light types/Set type of currently highlighted light |
| Right Arrow: | Jump to the currently highlighted light's radius/Jump back to the light |
| X Button: | Create a new light of the currently selected light type |
| Circle Button: | Jump to the nearest light |
| Circle Button (hold): | Drag the currently highlighted light/radius around |
| Square Button: | Open the Light Options menu for the currently highlighted light |
| Triangle Button: | Delete the currently highlighted light |
| Select Button + R1 Button: | Jump to the next light |
| Select Button + R2 Button: | Jump to the previous light |
Something else worth noting about this editor, though, is the fact that you cannot visibly locate or highlight the lights, unless the game can render debug lines.
If this isn't obvious, activating the "Render Debug Lines" code should fix this.
One thing that you'd probably have trouble figuring out alone (I bet ya!) is the light radius. The light radius is a small cube-shape outline for each light. You can only see the radius when it's highlighted.
To see a light's radius, highlight the light and press the right arrow button. This'll take you to the light's radius. You can then move the radius around. The main light's actual light radius ("brightness") depends on the distance from the cube-radius and its owner. If it's a directional light, the radius also controls the direction of the light depending on the direction to the radius.
This is a bit difficult to explain, so here's an example. Pretend you're doing the following in order:
I tried.
I'm not good at explaining.
ATTENTION: If you can't see the light radius, don't worry; you're probably not blind. Light radii only appear when the game can render debug lines. (And when they're highlighted, but I already "warned" you about that.)
Before anything, I'd like to say that the menu only opens when you have a light highlighted. Yep.
Oh, I'll also be writing this part in a different format from usual, since the menu doesn't have any real submenus.
The Object Editor is a bit like a more advanced version of the Anim Editor. The Object Editor lets you place things like platforms and rolling stones, and edit their Waypoints, movement speeds, attached particles and more.
| X Button: | Create an Object of the currently selected instance type/ Create Waypoint/ Create a copy of an Object |
| Circle Button: | Drag the highlighted Object/Waypoint around |
| Square Button: | Open the Object Options menu |
| Triangle Button: | Delete the currently highlighted Object/Waypoint |
| Select Button: | Jump to the nearest Object/Waypoint |
| Select Button + R1 Button: | Jump to the next Object/Waypoint |
| Select Button + R2 Button: | Jump to the previous Object/Waypoint |
| Select Button + X Button: | Enter/Exit Waypoint Mode on the currently highlighted Object |
| Select Button + Circle Button: | Enter/Exit Copy Mode on the currently highlighted Object |
| Select Button + Square Button: | Enter/Exit Particle Mode on the currently highlighted Object |
| Select Button + Triangle Button: | Enter/Exit Sound Mode on the currently highlighted Object |
The menu information won't be too detailed this time, it seems, as this editor behaves so similarly to the Anim Editor.
This lets you choose the type of Object you want to place.
See Waypoint Mode.
Again, see Waypoint Mode.
See Particle Mode and Sound Mode.
How's about you see Particle Mode and Sound Mode?
Note: I've copied and pasted this from the Anim Editor's guide. I don't want to rewrite this stuff!
This menu lets you change the "Player Grav", "Tension" and "Damping" of an Anim.
I don't know what these things actually mean. The only one I've seen in action is the "Player Grav", and that makes the Anim move up or down when the player stands on it. If Player Grav is larger than 0, the platform will move up; if it's smaller than 0 it'll move down. Often at lightspeed.
Oh, look, a save function.
Oh, look, a load function!
This resets all moving objects, making them restart their Anim. It doesn't exactly "reset" the objects, does it?
You'll want to use this feature if you're trying to make moving platforms that meet with each other. It can become very handy!
When enabled, this snaps the Objects you're moving, or creating, to a grid along the Y axis. This means that the grid will only affect the vertical position of the Objects you modify.
This one snaps the Objects you're moving, or creating, to a grid along both the X and Z axes. This means that the grid will only affect the horizontal position of the Objects you modify.
Waypoint Mode lets you edit the Waypoints on animated Objects. Waypoints are points in the level that the animated Object will move to. While moving to a Waypoint, an Object can also rotate on any axis.
When in Waypoint Mode, you can place new Waypoints for the locked Object by pressing the X button. A new waypoint will be created at the cursor's position. The Waypoints you create will always become the last ones - that is, you cannot insert a Waypoint, you'll have to move or delete some of the earlier ones instead.
Waypoints have many settings that can be changed. The menus and their options are listed in this section, for a change.
Oh, the Anim Properties will also be explained here as they're closely related to Waypoints.
This menu lets you change certain properties for this Object. The properties are used for the "Anim", the general journey through the Waypoints.
This menu lets you change the properties of the currently highlighted Waypoint.
Copy Mode lets you create copies of an Object. All of the Object's properties, including its Waypoints, will be copied.
To copy an Object, enter Copy Mode by highlighting the Object you want to copy, and pressing Select + Circle. You'll then be "locked on" to this Object. Press X to create a copy of the Object. This won't automatically un-lock you, so you can create as many copies as you like.
When you're done, unlock by pressing Select + Circle again.
See Particle Mode and Sound Mode.
Again, see Particle Mode and Sound Mode.
The Wumpa Editor is probably the most basic of them all. You can place and delete Wumpa Fruit with it. That's actually about all you can do.
Here's a note, though: Wumpa Fruit can only be visibly highlighted when the game can render debug lines. Otherwise, you can't tell when a Fruit is highlighted (unless you delete it on-the-spot, of course).
| X Button: | Place a Wumpa Fruit at the cursor's current position |
| Circle Button: | Jump to the center of the highlighted Wumpa Fruit |
| Square Button: | Open the oh-so-lonely Wumpa Options Menu |
| Triangle Button: | Delete the currently highlighted Wumpa Fruit |
This menu is so lonely, it has only one option and I'm not even willing to describe it!
Like I said.
I have not yet written a guide for this huge, overcomplex editor. Sorry.
Particle Mode is a mode featured in the Object and Anim editors. Particle Mode lets you "Attach" particle emitters to an Anim or Object, letting them move along with it. The particles are the same type as those used in the Particle Positioner, but only the particles in the "Level" particle group can be attached.
Sound Mode is usually featured alongside Particle Mode. It's basically the same thing, except you can attach sounds instead of particles.
The controls for Particle Mode and Sound Mode are very basic.
| X Button: | Place a particle/sound emitter at the cursor's current position. |
| Circle Button (hold): | Drag the currently highlighted particle/sound emitter around. |
| Triangle Button: | Delete the currently highlighted particle/sound emitter. |
| Select Button: | Jump to the nearest particle/sound emitter. |
| Select Button + R1 Button: | Jump to the next particle/sound emitter. |
| Select Button + R2 Button: | Jump to the previous particle/sound emitter. |
This lets you choose which particle type you want to place. The types listed are from the "Level" particle group, so "Global" and "Char" type particles cannot be placed (unless you copy them to the "Level" group using the Particle Positioner).
This lets you change a number of settings for the particle emitter currently highlighted by the cursor.
The "Highlighted Particle Type..." menu lets you change the type of the particle emitter currently highlighted on-the-fly.
The "Particle Rate" slider lets you choose how rapidly the particles are created by the currently highlighted emitter.
"Only On Moving" likely causes the currently highlighted particles to be emitted only while the Object is moving. This may not work for Anims.
This lets you choose which sound you want to place.
Again, remember to use L2 + Down to jump to the bottom of the list and L2 + Up to jump to the top.
It's a pretty long list!
This lets you change a number of settings for the sound emitter currently highlighted by the cursor.
The "Highlighted Sound Type..." menu lets you change the sound for the currently highlighted emitter.
The "Repeating Sound" checkbox lets you chose whether or not the currently highlighted sound will repeat itself.
If the "Repeating Sound" checkbox is unchecked, then the slider ("Sound Trigger Time") beneath it lets you choose a delay for the sound. This basically means that the sound will play once when an Object or Anim is switched on. This slider lets you delay the sound for a while.
Otherwise, if the "Repeating Sound" checkbox is checked, then the slider beneath it lets you choose the delay between sound repeats. Decreasing this causes the sound to play more rapidly.
Some editors have "Switches" (which I like to call "Activator Switches"). This mini-guide is just here so that I don't have to repeat myself for each of those editors.
Activator Switches are used to define when exactly something should start running - "switch on", that is. For example, moving platforms made with the Object Editor can use switches to define when they'll start moving.
This menu lets you choose what kind of switch will activate the platform. There are three different switches and three different types of switches, plus "None", which means no switch at all.
The three main switches are "Switch", "Proximity" and "Terrain". I'm not sure what the "Switch" option does. It probably activates when the player collides with a wall spline with the same ID as the "Switch ID" option in the main Switch Menu. "Terrain" activates when the player stands on the Object or Anim. "Proximity", for now, remains completely unknown.
The three main switches also have something that I might as well call a "sub-switch". The three "sub-switches" are Normal, "One Cycle" and "Continuous". Normal will keep an Object or Anim activated until the switch stops (i.e if the player jumps off of a Terrain-activated platform). "One Cycle" will keep an Object or Anim activated until it finishes its cycle (after this, the cycle will be allowed to restart). "Continuous" will keep an Object or Anim activated once triggered, with no apparent ending.
There is also "None". For Objects, this keeps them moving, with no starting or ending points.
The Anim Editor also has one additional switch along with its own sub-switches. These are called "Override NoAnim", "Override Play" and "Override PlayCont". "Override NoAnim" stops the Anim from playing, "Override Play" makes the Anim play once as soon as this switch is set (and possibly when the level starts), and "Override PlayCont" makes the Anim play and repeat itself all day long.
I'm still not sure what this is. It is probably supposed to identify the activator switch for the "Switch" switch type, but I could be wrong. Have fun figuring this one out!
This is used to give an activator switch a delay before activating the Object/Anim. The precise length of time the delay will act for is hard to know, so you'll just have to Try 'N' Test!
(The reason I say this is because, for Objects, the actual delay time depends on the Anim Speed of the Object. Keep this in mind, as faster Anim Speeds will shorten the delay.
I hate all of this "switch" stuff. They're just so difficult to figure out! ARGH!