diff --git a/content.md b/content.md
index 7ddc899..6e9e223 100644
--- a/content.md
+++ b/content.md
@@ -70,7 +70,7 @@ anything up
-[Remix the A-Frame Starter Glitch](https://glitch.com/~aframe/)
+Remix the A-Frame Starter Glitch
---
@@ -206,7 +206,7 @@ positions, rotations, scale) and get a feel for the workflow.
> the `position` of the objects via the `position` HTML attribute values. [Read about
> positions](https://aframe.io/docs/master/components/position.html).
-[Remix Lesson on Glitch](https://glitch.com/~aframe-school-position)
+Remix Lesson on Glitch
1. Move the cylinder left by *decreasing* the `position`'s X value
2. Move the box up by *increasing * the `position`'s Y value
@@ -215,7 +215,7 @@ positions, rotations, scale) and get a feel for the workflow.
-[View Result](https://aframe-school-position.glitch.me/solution.html)
+View Result
---
@@ -225,7 +225,7 @@ positions, rotations, scale) and get a feel for the workflow.
> in degrees. Use the right-hand rule to spatially visualize rotation. [Read about
> rotations](https://aframe.io/docs/master/components/rotation.html).
-[Remix Lesson on Glitch](https://glitch.com/~aframe-school-rotation)
+Remix Lesson on Glitch
1. Rotate the cylinder around the X axis so we see the bottom
2. Rotate the box around the Y axis so the box is facing straight
@@ -234,7 +234,7 @@ and give it a rotation to see relative rotations
-[View Result](https://aframe-school-rotation.glitch.me/solution.html)
+View Result
---
@@ -243,7 +243,7 @@ and give it a rotation to see relative rotations
> Add primitives the scene by adding HTML elements under ``. [Read
> about primitives](https://aframe.io/docs/0.5.0/primitives/).
-[Remix Lesson on Glitch](https://glitch.com/~aframe-school-primitives)
+Remix Lesson on Glitch
1. Add [``](https://aframe.io/docs/0.5.0/primitives/a-torus-knot.html) to the left
2. Add [``](https://aframe.io/docs/0.5.0/primitives/a-dodecahedron.html) to the right
@@ -251,7 +251,7 @@ and give it a rotation to see relative rotations
-[View Result](https://aframe-school-primitives.glitch.me/solution.html)
+View Result
------
@@ -278,7 +278,7 @@ assets section (pictured above).
> Fill in the `src` HTML attributes with image URLs. [Read about applying an
> image texture](https://aframe.io/docs/0.5.0/guides/#applying-an-image-texture).
-[Remix Lesson on Glitch](https://glitch.com/~aframe-school-textures/)
+Remix Lesson on Glitch
1. Add an image texture to the ground, ``
2. Add image textures to ``es
@@ -288,7 +288,7 @@ assets section (pictured above).
-[View Result](https://aframe-school-textures.glitch.me/solution.html)
+View Result
------
@@ -311,7 +311,7 @@ assets section (pictured above).
> component](https://www.npmjs.com/package/aframe-text-geometry-component), which
> the Inspector can modify the values of live.
-[Open Example on Glitch](https://aframe-vaporwave.glitch.me)
+Open Example on Glitch
1. Select one of the entities with text in the example
2. Change the [`text-geometry` component's](https://www.npmjs.com/package/aframe-text-geometry-component) `value` property
@@ -328,7 +328,7 @@ assets section (pictured above).
> is hooked up to the Registry so we can add components from the Registry in the
> entity panel.
-[Open Example on Glitch](https://aframe-vaporwave.glitch.me)
+Open Example on Glitch
1. Add the `static-body` component to ground grid
2. Add the `dynamic-body` component to the torus knot (the purple pretzel in the back)
@@ -345,7 +345,7 @@ assets section (pictured above).
> entity-component architecture. Decompose the primitive elements in the
> *Hello, WebVR* example to ``s with their fundamental components.
-[Remix Lesson on Glitch](https://glitch.com/~aframe-school-ecs)
+Remix Lesson on Glitch
[geometry]: https://aframe.io/docs/0.5.0/components/geometry.html
[material]: https://aframe.io/docs/0.5.0/components/material.html
@@ -356,7 +356,7 @@ assets section (pictured above).
4. Convert `` to `` with geometry component and material component. Configure the geometry component to be `primitive: plane`
5. Convert `` to `` with geometry component and material component. Configure the geometry component to be `primitive: sphere` with a large `radius: 3000`, and configure the material component to be `shader: flat` so we don't do expensive lighting calculations when we just need a flat color
-[View Result](https://aframe-school-ecs.glitch.me/solution.html)
+View Result
---
@@ -372,11 +372,11 @@ assets section (pictured above).
4. Attach the [light component](https://aframe.io/docs/0.5.0/components/light.html) configured to use `type: point` to the entity
5. **Extra Credit:** Add the animation component from [the Registry](https://aframe.io/registry/) via a `