anchor.diff:  			denomination = " BOONBUCKS";
   		}
   		num += (rand.nextDouble()*75).floor();
  -		return num + denomination;
  +		return num.toString() + denomination;
   	}
   	void renderForPlayer(Element div, Player player){
  -		var levelName = player.getNextLevel(); //could be undefined
  -		if(levelName != null){
  -			//print("Scratched is: " + this.session.scratched + " Player has AAAAAAAALL the levels. All of them. " + this.session.session_id);
  +		String levelName = player.getNextLevel(); //could be undefined
  +		if(levelName == null){
  +			print("Scratched is:  Player has AAAAAAAALL the levels. All of them. " + this.session.session_id.toString());
   			return; //don't make a blank div
   		}
   		var boonies = this.getBoonies(player);
  
positive.code: 	void renderContent(Element div){
        String narration = "";
  			for(num i = 0; i<this.playerList.length; i++){
  				var p = this.playerList[i];
  				if(p.leveledTheHellUp){
  					this.renderForPlayer(div, p);
  					p.leveledTheHellUp = false;
  				}
  			}
  	}
  	dynamic content(){
  		String ret = "";
  		for(num i = 0; i<this.playerList.length; i++){
  			var p = this.playerList[i];
  			if(p.leveledTheHellUp){
  				var levelName = p.getNextLevel(); //could be undefined
  				if(levelName){
  					ret += " The " + p.htmlTitle();
  
  					ret += " skyrockets up the ECHELADDER to a new rung: " + levelName;
  					ret +=	" and earns " + this.getBoonies(p) + ". ";
  			}
  				p.leveledTheHellUp = false;
  			}
  		}
  		return ret;
  	}
  
  }
  
negative.code: 		this.playerList = playerList;
  		for(num i = 0; i<playerList.length; i++){  //can happen even after death, because why not?
  			var p = playerList[i];
  			if(p.leveledTheHellUp && p.level_index < (p.mylevels.length-1)){ //don't level up if max level (-2 cuz this will increase level by 1)'
  				return true;
  			}
  		}
  