[media=youtube]iMoE1gEjgok[/media]
As 8ing fans may be able to tell from the gameplay, the engine was changed from the trainwreck of the two previous games. Since 8ing is more than competent at porting animations and hitboxes between their games, we can still expect all of the assets from previous games to be expanded upon.
If we’re lucky, it will have the new super animations and characters that were in Kamen Rider Ganbaride, an arcade trading card game from the same developers.
New PV
[media=youtube]CuABAuiosqY"[/media]
Game will have 5 grooves
-red gauge allows to power up to 1 more strong form. Character can have 2 different red grooves if he has two different strong forms to choose from.
-green gauge allows to shift between several forms of around same strength, anytime (mid-combos too). You choose with which form to start battle, too.
-blue gauge allows to activate superspeed (blurred background / slow motion for opponent)
-orange gauge allows to summon helpers/strikers
-grey gauge allows nothing
Not all characters can access all grooves; Kabuto has 1 red and 1 blue to choose from, Den-O has Red, Green and Orange I think, Hibiki has 2 red ones to choose from, etc.
There are mechanics like getting full super gauge at low lifebar (Climax Time); and a “super reversal” mechanic with active time event right after you are hit with opponent’s super. If your super gauge is full and you input needed button sequence, you reverse opponent’s super. There’s also some sort of “clash” mechanic you can see in PV2. I cant really say if its super reversal (in which case its both supers being negated), or its another mechanic, because I lack details on that.
There is beat-em-up mode called Ragnarok Mode. You can take 2 characters to it, shifting between them anytime. It allows to use unique finishers aimed against multiple opponents.
PSP version allows for custom soundtrack (unlike Wii version)
Characters so far:
-
Kamen Rider Kuuga Mighty Form
? Dragon Form
? Pegasus Form
? Titan Form
? Ultimate Form -
Kamen Rider Agito Ground Form
? Trinity Form
? Shining Form -
Kamen Rider G3-X
-
Kamen Rider Ryuki
? Survive Mode
-
Kamen Rider Knight
? Survive Mode
-
Kamen Rider Scissors
-
Kamen Rider Raia
-
Kamen Rider Imperer
-
Kamen Rider Tiger
-
Kamen Rider Ouja
-
Kamen Rider Ryuga
-
Kamen Rider Gai
-
Kamen Rider Verde
-
Kamen Rider Zolda
-
Kamen Rider Femme
-
Kamen Rider Odin
-
Kamen Rider Faiz
? Axel Form
? Blaster Form -
Kamen Rider Kaixa
-
Kamen Rider Blade Ace Form
? King Form
-
Kamen Rider Hibiki
? Hibiki Kurenai
? Hibiki Soukou -
Kamen Rider Kabuto Rider Form
? Clock Up Mode
? Hyper Form
-
Kamen Rider Gattack Rider Form
? Clock Up Mode
-
Kamen Rider Dark Kabuto Rider Form
? Clock Up Mode
-
Kamen Rider Kick Hopper
? Clock Up Mode
-
Kamen Rider Punch Hopper
? Clock Up Mode
-
Kamen Rider Den-O Sword Form
? Rod Form
? Axe Form
? Gun Form
? Super Climax Form -
Kamen Rider Zeronos Altair Form
? Vega Form
? Zero Form -
Kamen Rider Nega Den-O Nega Form
-
Kamen Rider Kiva Kiva Form
? Emperor Form
-
Kamen Rider IXA Save Mode
? Burst Mode
-
Kamen Rider Decade
? Kuuga, Agito, Ryuki, Faiz, Blade, Hibiki, Kabuto, Den-O, Kiva forms
? Complete Form -
Kamen Rider Diend
-
Kamen Rider W CycloneJoker
? CycloneMetal
? CycloneTrigger
? HeatMetal
? HeatTrigger
? HeatJoker
? LunaTrigger
? LunaJoker
? LunaMetal
? FangJoker
? CycloneJoker Xtreme -
Kamen Rider Accel
? Trial
-
Kamen Rider OOO TaToBa Combo
? TakaKiriBa Combo
? RaToraTah Combo
? GataKiriBa Combo
? SaGoZo Combo
? (and a load of in-between combos, he has 36 combos total with all the body part shifting - 4 head sets x 3 arm sets x 3 leg sets)
Unknown if playable characters or not:
??. AutoVajin (was only seen at 1 screenshot so far, having gray gauge)
??. Gelnewt (used as generic enemies in Ragnarok Mode)
??. RayDragoon (used as generic enemies in Ragnarok Mode)
??. Salis Worm (used as generic enemies in Ragnarok Mode)
??. Masquerade Dopant (used as generic enemies in Ragnarok Mode)
This is DEFINITELY using the engine used in Gekitou Ninja Taisen and Kamen Rider Dragon Knight
Collection of videos so far:
PV1
[media=youtube]iMoE1gEjgok"[/media]
PV2
[media=youtube]Yx2e9sq3GQ4"[/media]
Dream Match: Den-O vs Double
[media=youtube]bcnkIX7ujV4"[/media]
OOO combo change demonstration
[media=youtube]NU7nWTMtHB0"[/media]
Dream Match: Double FangJoker vs Accel
[media=youtube]RVzp1rasytI"[/media]
Characters may have different supers based on groove used.
A magazine mentions Garren being in, no confirmation on site so far; could be a mistake or misprint (or not). Considering only Blade and Hibiki series lacked secondary riders, and regarding new content, Hibiki getting new form in OOO game and Blade getting nothing, its only logical to include Blade’s secondary rider (Garren)
The game comes out in 3 days
Some people already got their hands on the game (apparently theres an iso floating over chinese sector of internet).
So, more new info:
-Unlocked at beginning are: Main riders (Kuuga~OOO), G3-X, Knight, Gatack, Zeronos, IXA and Diend
-You still need to unlock part of forms/grooves even for these riders (like Knight’s Survive form is locked initially, same as Den-O’s Super Climax Form). OOO starts with all his forms already unlocked though.
-Characters that lacked supers in previous games (i.e. likes of Kaixa, G3-X, Gatack, Autovajin) still lack supers but now each of them has at least 3 special moves. Hoppers still have 2 special moves.
-Super of Zeronos went to Zeronos+Zero form, so if you select Zeronos+Vega form you will have no super.
-Diend lost his old super and only has Dimension Shoot now. He can also choose which character to summon in battle (Scissors, Gai, Punch Hopper, Femme, Ouja, Raia, maybe some others as well)
-Blade also has Jack secondary form (aside of King form)
http://b.imagehost.org/0969/JACK.jpg
-Blade’s card interface shown over his gauge has no gameplay meaning; its just a decoration where appropriate card combo highlights each time you perform a special move or super.
-No details on Ryuki card system yet, its possible that it works similarly.
-Odin confirmed to be ingame
-During finishers and climax time, arranged version of Rider’s theme song will play. The list is
Kuuga -Senshi
Agito -DEEP BREATH
Ryuki -Hatenaki Inochi
Faiz -The people with no name
Blade -ELEMENTS
Hibiki -Kagayaki
Kabuto -FULL FORCE
Den-o -Climax Jump
Kiva -Break the chain
Decade -Decade
Double -W-B-X ?W-Boiled Extreme?
OOO -Anything Goes!
It looks a bit slow. But Im reserving my gameplay comments until I can actually get my hands on the damn thing myself. But watching that fight between W and Den-O rod form looks to have some long damaging combos. I just wish the game wouldn’t almost end after a few key combos.
Game has Rider Cancel (like Roman Cancel from GG, costs 25% of gauge and allows to cancel anything except super, into anything), so it allows for decent custom combos. Characters have twin ring effect over them when they do that cancel.
Then you also get form branch combos (when you change form in the middle of combo).
I guess combo breakers will remain as well (in prev. games their cost was 75% of gauge).
Amount of health can be modified too (default is triple lifebar but you can set it to go from 1 to 6 lifebars in pre-battle options). This does not affect the difference in characters’ stamina.
More news:
-Instead of side rolls, now game has normal 3D sidestepping it seems
-Kiva lost ground-based Darkness Moon Break and got Rider punch instead; still has aerial Darkness Moon Break
-Decade still can use only one Kamen Ride form at a time (so you choose which you want pre-battle), and whichever rider form you chose, you also get their Final Form Ride equipped.
-Double LunaMetal form electric whip attack was changed to something different from TV show.
-The super used by Double’s form change style (green gauge groove) is the same old Joker Extreme from previous game
-Confirmed minor enemies for Ragnarok mode are: Gelnewt, Raydragoon (from Ryuki series), Riotrooper (from Faiz series), Salis Worm (from Kabuto series), Masquerade Dopant (from Double series)
-Odin appears early in Ragnarok mode so he probably isnt the final boss
News:
-Garren confirmed http://b.imagehost.org/0797/Garren_Confirmed.jpg
-Only one unknown rider/slot is left so far. Characters are positioned on select screen like this: http://d.imagehost.org/0075/CharaSele.png
-A bunch of new SFX was added to the game
-Game has 4 new arenas in addition to 7 returning arenas.
-“Climax Time” activates when your opponent has less than 1 lifebar left, it gives you full Rider Gauge and music theme of your character starts playing.
-Ryuki riders have card system where each card has rank of 1-4 points and becomes available to use once you get such number of Rider Gauge segments (and uses up these segments), so for example weapon summon will use up 1 gauge segment, monster summon 2 segments etc.
-Blade riders have card system where card combination just highlights by itself as you do special moves or supers; there cards have no gameplay meaning.
-Decade can only choose 1 Kamen Ride and 1 Final Form Ride using Green gauge groove.
-Supers still start as some generic normal (punch/kick) that triggers cutscene super if connects, and wont use up gauge if misses/gets blocked.
However supers arent as spammable as before because
1)That punch/kick will have special super startup animation that closes up on character (like Blade will get cards from his sword during camera closeup, then will do the punch), which will alarm the human opponent so to say, and
2)if opponent too has full gauge, after your super connects he has 2 seconds window to Final Reflect your super.
-Final Reflect makes characters “clash” with winner decided by what seems button mashing contest(?), and the one who wins performs his super. Final Reflect can be seen here:
[media=youtube]7lZXODd0mlI#t=2m52s[/media]
(Faiz connects super, during that Accel successfully performs Final Reflect, clash contest begins etc)
Youtube videos:
YouTube - exgomora’s Channel
Custom soundtrack usage:
YouTube - Peoplewithnoname1’s Channel
DiEnd summon selection can be seen here:
[media=youtube]wcU1V9mt5Lg"[/media]
List of grooves + supers (if available) for the main riders:
Kuuga
Red: Ultimate (Ultimate Kick)
Green: Dragon,Pegasus,Titan
Orange: Gouram summon (Amazing Mighty Kick)
Agito
Red: Shining (Shining Clash)
Red: Trinity (Rider Kick)
Orange: Machine Tornader summon (Burning Bomber)
Ryuki
Red: Survive (Dragon Firestorm)
Orange: Dragredder summon (Dragon Rider Kick)
Faiz
Red: Blaster (Blaster Crimson Smash)
Blue: Axel (Axel Crimson Smash)
Orange: AutoVajin summon
Blade
Red: King (Royal Straight Flush)
Red: Jack (Jack Lightning Slash)
Hibiki
Red: Armed (Ongekiha: Kishin Kakusei = Pure Sound Blade: Oni God Awakening)
Red: Kurenai (Ongekida: Bakuretsu Shinku no Kata = Pure Sound Beat: Exploding Deep Crimson Form)
Kabuto
Red: Hyper (Hyper Kick)
Blue: Clock up (Rider Kick)
Den-O
Red: Super Climax (Super Boisterous Kick)
Green: Axe,Rod,Gun (Extreme Slash)
Orange: Den-liner (Train Slash)
Kiva
Red: Emperor (Emperor Moon Break)
Orange: Castle Doran summon (Darkness Moon Break)
Decade
Red: Complete (Complete Dimension Kick)
Green: Kamen Ride/9 forms (Dimension Kick)
Double
Red: CycloneJoker Xtreme (Double Xtreme)
Green: 6 Memories/9 forms (Joker Extreme)
Gray: FangJoker (Fang Streiser)
OOO
Green: 10 Medals/36 forms (OOO Bash)
Someone already unlocked all characters, so in the end select screen looks like this:
http://img600.imageshack.us/img600/1941/55506554201012012142586.jpg
The last rider, surprisingly, is CycloneAccel Xtreme. The combined form of Double and Accel fueled by pure hate, that remained a never-to-happen possibility in TV series and was generally considered uncanon or at least out-of-continuity form.
http://img408.imageshack.us/img408/808/1291211579898.jpg
And here you can see Garren and CycloneAccel Xtreme, the 2 final riders to unlock
http://img263.imageshack.us/img263/3706/1291211538122.jpg
On one hand, I’m a little disappointed that we don’t get Ibuki or Todoroki in the game at all. On the other hand, HOLY SHIT CAX! Would have never expected that in a million years.
-More videos uploaded there: YouTube - exgomora’s Channel
-Official Dream Match #3 video: OOO (green) vs Double (red) [media=youtube]Bf5tUvPcJjk"[/media]
-Out of 4 new arenas, only Fuuto Town is new, other 3 seem to be variations Stadium, Forest and Beach arenas at different time of day (night/sunset)
-Characters which have multiple basic form (to use with Green gauge groove), can select either of these forms as basic one to use in their other grooves. For example, you can select “Kuuga Titan -> Ultimate Kuuga” as your Red groove, without need to use Kuuga Mighty.
-Garren and CycloneAccel Xtreme are both Grey gauge characters.
-Garren has no super.
-CycloneAccel Xtreme can use Prism Bicker by inserting Accel Memory into it. He is armed with a variation of Engine Blade
-Opening: [media=youtube]6EjSvst0Cys"[/media]
EDIT: now that all chars are unlocked, a list of possible selections you can make (number of character x groove combinations with unique gameplay for each) will look like this:
01)Kuuga(Mighty~Dragon~Pegasus~Titan)
02)Kuuga+Gouram summon [1]
03)Kuuga+Ultimate Form [1]
04)Agito+Machine Tornader summon
05)Agito+Trinity Form
06)Agito+Shining Form
07)G3-X
08)Ryuki+Dragreder summon
09)Ryuki+Survive Form
10)Knight+Darkwing summon
11)Knight+Survive Form
12)Scissors+Volcancer summon
13)Zolda+Magnugiga summon
14)Raia+Evildiver summon
15)Gai+Metalgelas summon
16)Ouja+Venosnaker summon
17)Tiger+Destwilder summon
18)Imperer+Gigazelle summon
19)Femme+Blancwing summon
20)Ryuga+Dragblacker summon
21)Verde+Biogreeza summon
22)Odin+Goldphoenix summon
23)Faiz+Autovajin summon
24)Faiz+Axel Form
25)Faiz+Blaster Form
26)Kaixa
27)Autovajin
28)Blade+Jack Form
29)Blade+King Form
30)Garren
31)Hibiki+Kurenai Form
32)Hibiki+Armed Form
33)Kabuto+Clock Up mode
34)Kabuto+Hyper Form
35)Gatack+Clock Up mode
36)KickHopper+Clock Up mode
37)PunchHopper+Clock Up mode
38)Dark Kabuto+Clock Up mode
39)Den-O(Sword~Rod~Axe~Gun)
40)Den-O+Denliner summon [1]
41)Den-O+Super Climax Form [1]
42)Zeronos+Vega Form
43)Zeronos+Zero Form
44)Nega Den-O
45)Kiva+Castle Doran summon
46)Kiva+Emperor Form
47)Ixa+Burst Form
48)Decade(Decade~Kuuga)
49)Decade(Decade~Agito)
50)Decade(Decade~Ryuki)
51)Decade(Decade~Faiz)
52)Decade(Decade~Blade)
53)Decade(Decade~Hibiki)
54)Decade(Decade~Kabuto)
55)Decade(Decade~Den-O)
56)Decade(Decade~Kiva)
57)Decade+Complete Form
58)DiEnd+variety of summons [2]
59)Double(Cyclone/Heat/Luna~Joker/Metal/Trigger)(9 forms)
60)Double FangJoker Form
61)Double+CycloneJokerXtreme Form
62)Accel+Trial Form
63)Double CycloneAccelXtreme Form
64)OOO(Taka/Kuwagata/Lion/Sai~Tora/Kamakiri/Gorilla~Batta/Cheetah/Zou)(36 forms)
Notes:
[1] - For those forms, basic form can be selected (as either one of basic set used by green gauge).
[2] - You have set of possible characters to choose as your summon; but it seems they all work relatively the same gameplay-wise (annoying opponent by melee attacks).
Game is out, and works perfectly on latest Dolphin release.
Menu translation:
Blue: Ragnarok Mode
Green: Arcade Mode
Green: vs CPU
Yellow: vs 2P
Red: Training Mode
Purple: Gallery Mode
Violet: Option Mode
-Here’s how you configure controls in Dolphin:
Options -> Wiimote settings -> Emulated Wiimote -> Configure -> Extension -> Classic ->Configure
look the the controls screenshot (from Dolphin revision 6506):
http://img213.imageshack.us/img213/8182/clipboard02gl.jpg
-Playing on keyboard is actually cool with right button setup. Here’s mine
_______[8][9][0]
[Q][W][E]*[O][P]
[A][S][D][J][K][L][;]
______[?][?][?] ~~~~ these arrows are from left analog stick
[-][?][+][?][y]**[ZR]
[?][?][?][L][x][a][R]
~~ these arrows are from D-Pad
Now what all these buttons do (and the basics of game)
[-] - Map toggle in Ragnarok
[+] - Start button (Menu, Pause etc)
[D-Pad ?] - Jump in fighting / Run forward in beatemup
[D-Pad ?] - Walk back or block in fighting / Run to left in beatemup
[D-Pad ?] - Walk forward in fighting / Run to right in beatemup
[D-Pad ?] - Rider Gauge Charge in fighting / Run backward in beatemup
[y] - Weak attacks/combos (add direction for different combo)
** - Strong attacks/copmbos (add direction for different combo) (back+** = Throw) / in menus this is Cancel / on Ragnarok mission map this goes to menu with items and quit game
[x] - Final Finishing Move (super), needs full Rider Gauge. Everyone has supers in beatemup but not everyone in fighting mode. / Final Reflect (press when opponent does super at you, then mash the button)
[a] - Special Moves or Weapon Vents (add direction for different one) / in menus this is for OK
[L] - Left sidestep in fighting (also use when blocking to Rider Cancel block into sidestep) / Rider switching in Ragnarok
[R] - Right sidestep in fighting (also use when blocking to Rider Cancel block into sidestep) / Rider switching in Ragnarok / Jump in beatemup
[ZR] - Rider Cancel (a roman cancel during combo, eats 1 segment of rider gauge)
[Left analog ?]
- Form Change for red green blue gauges
- Summon for orange gauge
- Kuuga w/ green gauge: into Pegasus Form
- Den-O w/ green gauge: into Ax Form
- Double w/ green gauge: scroll between left half memories
- OOO w/ green gauge: scroll between head medals
[Left analog ?] - Form Change for red green blue gauges
- Summon for orange gauge
- Kuuga w/ green gauge: into Mighty Form
- Den-O w/ green gauge: into Sword Form
- Double w/ green gauge: scroll between three main forms (CJ,HM,LT)
- OOO w/ green gauge: scroll between body medals
[Left analog ?] - Form Change for red green blue gauges
- Summon for orange gauge
- Kuuga w/ green gauge: into Titan Form
- Den-O w/ green gauge: into Gun Form
- Double w/ green gauge: scroll between right half memories
- OOO w/ green gauge: scroll between leg medals
[Left analog ?] - Form Change for red green blue gauges
- Summon for orange gauge
- Kuuga w/ green gauge: into Dragon Form
- Den-O w/ green gauge: into Rod Form
- Double w/ green gauge: apply current memory selection at once (if you wont, it will still apply automatically few seconds later)
- OOO w/ green gauge: apply current medal selection at once (if you wont, it will still apply automatically few seconds later)
When you leave Dolphin idle, Wiimote disconnects with time, and game will give you warning message; so go to Tools -> Connect Wiimote 1 (or press Alt+F5) and it will reconnect
EDIT: Another note: if you closed game, close Dolphin too, if you start game for 2nd time from same Dolphin opened, it will have graphical errors like yellow screen/no visibility
For those who still have troubles with configuring controls, catch the controls screenshot (from Dolphin revision 6506):
http://img213.imageshack.us/img213/8182/clipboard02gl.jpg
(also updated previous post with this)
This is the game right? Buy Kamen Rider Climax Heroes OOO (Nintendo? Wii) - Play-Asia.com just want to be 1000% sure before i purchase. Also, how is the gameplay for those who have been playing it? Does it play like anything else, even if a little? etc… It fun? pretty dope? The good, the bad?
Not trying to hi-jack the thread. But I picked up the one they ported to America yesterday. Should be here anyday now.
How is it? Anything I should know? Tier list?
One of them got translated for America?
Haha. Yeah. It’s just called Kamen Rider Dragon Knight. It’s for the Wii.
Apparently it’s really rare. 3rd Party people were selling it on Amazon for 50+. Same with on Ebay but I managed to find one for about 15 bucks.
I’ll have to check this out. Looks fun.
Dragon Knight plays a whole lot better than every Climax Heroes game.
Climax Heroes is always super janky, this one included.
The graphics and gameplay look really polished, theres a ton of characters/specials. It lacks high-low games and crouching animation but has all the other types of mindgames (wakeups, guard break, throw/teching, unblockables, evasion, crossups/backhits, super clashes etc). Meter management is good, you can only get in the big combos by using Rider Cancel (like Roman Cancel) for 25% of gauge; without it you absolutely cannot link from default normals/combo strings to different ones or to specials, and of course you also use meter for summons, supers, and to cancel blocking animation into sidestep. You can charge gauge (at which part of chars is really slow), this is only useful when you knocked opponent away and probably doubles as taunt.
This is wrong (OOO game bases on KRDK engine/graphics instead of previous Climax Heroes engines, if anything its a “KRDK OOO” with more content/chars included), see more detailed explanation below:
Explaining about this game serie:
First game: Kamen Rider Climax Heroes (PS2), had 13 playable chars (with 14th being palette swap of Decade with boosted states), and some gameplay flaws/infinites.
Second game: Kamen Rider Dragon Knight (Wii), there american developers just took Climax Heroes engine and animations, removed 3D aspect, upped the graphic/polygon/texture/special effect standards dramatically, and put 13 Ryuki riders plus 2 more forms as separate chars (Dragon Knight riders in it; with game still using arenas and music from original Climax Heroes game. They also added brand new beat’em up mode where you can use all the characters to beat hordes of mooks. Instead of special moves, game used card system from TV show, where you could only use each card once per round and each card needed specific amount of gauge to be used.
Third game: Kamen Rider Climax Heroes W (Wii), this is the successor of PS2 game with added characters (has 23 characters + 1 mentioned palette swap char + 4 monster chars with not so much special moves). This is basically a “more chars” update to original game with minor tweaks, it still has low graphic standards/blurry textures and has nothing common with KRDK game aside of arenas. Game still suffers from bad balance/infinites for several chars. Additionally half of characters are “secret” hidden behind portraits of main characters, and since two players cant share the same square on select screen (no mirror matches), it also means for example you can use IXA versus Punch Hopper because Punch Hopper is selected while holding Start while selecting IXA. Looked like stupid decision of devs. Arcade Mode was removed from game, leaving only Vs. CPU mode(vs 2P mode) where you select your opponent for single match and Survival Mode.
Fourth game: Kamen Rider Climax Heroes OOO (Wii + PSP). What they do here is: They throw original engine away and take KRDK engine/button mapping/high graphic standards/beat’em up mode as base; KRDK chars have their card system tweaked to work better and they are renamed and re-voiced to originak KR Ryuki riders (show of which american Dragon Knight was an adaptation). All character models and special move effects from the 23 chars of KRCH:W are re-created from scratch, there are serious tweaks to all the characters (including changed and/or new special moves, and few KRDK char supers were tweaked as well), to meter management and to overall gameplay, all the infinites were disposed of. When characters go into upgraded forms mid-battle, they dont have unlimited gauge anymore, instead they start with empty gauge again but its form duration that is unlimited now, much more balanced. 3D aspect remains but now in form of sidestepping (previous Climax Heroes games had side rolls). Theres’ also alot of new SFX. Game has brand new Ragnarok Mode which combines beat’em up stages/fighting mode stages/storyline stages as cells of big map you travel while unlocking chars and stuff. Arcade Mode (serie of fights vs random chars/random stages) is back, Vs.CPU and vs.2P modes are still in but Survival Mode is gone. Every character has separate square on select screen but still no mirror matches. There are 4 new arenas. A system of grooves was introduced so you can play part of characters in radically different way. The game has 38 characters (over 70 forms with different gameplay), and so far is the most polished and “complete” entry in series.
Yes you can run all these games on PC in case you dont have PS2 or Wii, there is netplay possibility but I havent tested it yet.