A previous maintenance project centered around a load-and-go interpreter for a toy assembly language []. The students were divided into four superteams each consisting of four teams. Of the four superteams, three completed the integration and acceptance tests before the final deadline. The strongest superteam finished three days early and received a total of three Fix Requests. The superteam that did not finish received nine Fix Requests. Teams that depend on a ``try it and see'' approach do poorly on our maintenance projects. Within our framework, as in industry, code repeatedly sent back through the test cycle often causes serious schedule overruns.