
A screenshot of the scenery (as of Mar 23, 2008) viewed from about 6500 feet above ground in very early development.
What is version 3.x of The Supernatural Olympics like?
Last updated: Jan 5, 2008
Level 4 update on Oct 2, 2008 (question 1.6 added, other changes were made)
Level 4 update on Mar 20, 2008 (questions 2.8 and 6.3 added, other very minor fixes)
Buy, download, and install < Previous page | Next page > Support, bug reports, and updates/upgrades
These are (potentially) frequently asked questions about the game.
Questions list:
1 Game creation - these questions involve the creation of the game itself
1.1 Why bother creating this game?
1.2 Why all the features and configuration settings?
1.3 Why does the free edition have so many limitations?
1.4 What is the ESRB rating?
1.5 Why did you call the game "The Supernatural Olympics"?
1.6 What do you mean by a "classified feature" and why do you call it that?
2 Design structure - these questions involve the basic design of the game
2.1 What is with the very simple sound?
2.2 If "The Supernatural Olympics" has a strong 3D feel, why not make it a 3D game?
2.3 How do you get those seemingly exact 3D effects using only 2D objects?
2.4 What happens when you go out of bounds?
2.5 What about wide screen resolutions?
2.6 What's with those UCS, LOG, and BAK files in the directory the game is in?
2.7 Will the game be ported to Linux, Macintosh, or some other non-Windows operating system?
2.8 Will you port this game to Xbox 360, Wii, Playstation 3, or any other console system?
3 Updates, upgrades, and future plans - these questions cover updates, upgrades, and future plans
3.1 I've seen 2.4 and this is 3.0. What happened to the other versions?
3.2 When is the 3.0, 3.1, or 4.x version going to be released?
3.3 I've seen that you've got other projects - when are they going to be released or even worked on?
4 Buying and downloading - these questions involve buying and/or downloading the game
4.1 Can I reserve the game (version 3.0 in particular) so I can get it when its released?
4.2 Can I get mail delivery?
4.3 I'm having troubles downloading the game. What can I do to download the 15+ MB file?
4.4 I bought the game and downloaded a ZIP file, but I cannot open it. How do I open it?
5 Playing the game - these questions involve running the game.
5.1 The motion is very jerky and seems to be running at 20 fps or less. How can this be fixed?
5.2 I'm getting an "infinite loop warning" message and the dialog box won't go away!
5.3 The game supposedly started fine, but nothing's happening. Did the game freeze?
5.4 I've finally reached rank 6, but I cannot get any further. How do I get to rank 8 as I want to know the title?
6 Other - other questions that don't fit any other category
6.1 You state that many features in version 3.x could not be done in 2.4 - why?
6.2 What do you mean by a "high-class bug" and what does a class 6 bug mean?
6.3 What happens behind the scenes when you created this game?
1 Game creation
1.1 Why I created this game
Q. Why bother creating this game?
A. There are several reasons. The first mainly comes from the fact of the various things I do in my mind game, its main origins. In my mind game, I have various events such as running a typical 26-mile marathon race up in the mountains, full of cliffs. Unlike the other runners who may be going about 20 mph, I cruise along at 200+ mph, often falling over cliffs and crashing into walls frequently. I wanted a game so I could actually use these abilities and physically see the effects outside of my mind game (and, much closer to the real feeling, my dreams). The second reason is that almost every game has very little customization. Who's ever heard of a game where the user can set the fog color, water color, distances, and various other factors? I've never seen a game with this kind of customization. The third reason is that today's games are, to me, far too violent and of practically no interest. This game has hardly any violence. A fourth reason involves stubborn limits I commonly see. 99 lives - that is one of the easiest things to get for me and I often wished it could go out to even 65,535, the limit of an unsigned short (a 16-bit variable) which takes two bytes of memory (and only 3 or 4 more for the string) and on a system with 256 MB of memory, such tiny amounts are so miniscule, they are hardly noticed (after all, a simple triangle needs at least 12 bytes). Scores max at 9,999,999 when I could very easily get far more in some cases. In my games, the limits are astronomically high, but still kept within reason. The score maxes at about 9 2/9 quintillion (a 9 followed by 18 zeros essentially) since 4.3 billion, especially at higher ranks, is fairly easy to get. The fifth reason involves an old childhood dream from the 1990's where I've always had the dream of making my own game and it was only until around late 2004 that I finally got the skills and know-how to do so. The sixth and final reason is that it's the only other thing I've really got going on.
1.2 Lots of features and customization
Q. Why all the features and configuration settings?
A. If something can be adjustable, allow it to be adjustable. That's my philosophy and it fits in with one of my 3 major goals for all of my projects - player freedom. I hardly see any games with the kinds of configuration settings I've got. The most common things you see are things like volume adjustment, resolution, and some others. While I do include these, I include many others as well, some you'd otherwise never expect to see in a game such as changing the fog and water colors.
1.3 Free edition limitations
Q. Why does the free edition have so many limitations?
A. The free edition is mainly meant as a trial. Unlike typical trials where they only last for 30 days, the free edition has no expiration (nor do I know how to reliably add such a feature). Some features are also often limited in trialware/shareware (as it's often referred to as), and include some things, like the water mark, not present in the full edition. The free edition is mainly meant to give you an idea on what the game is like. If you like it, then go ahead and buy the full edition which has no intentional limits at all (variables and hardware pose the main limits, but you'd otherwise spend decades and centuries trying to reach them...).
1.4 ESRB rating
Q. What is the ESRB rating?
A. This game has never been submitted to the ESRB, nor can I afford the $500+ fee (or whatever it is) to do so. It is, however, safe for kids as young as 5 to 7 as there isn't any foul language (I never use it anywhere, even orally), adult content, and practically no violence (the shockwaves caused by high-speed impacts and the pound stomp especially are the most intense, but they do not affect anything and are merely distortions).
1.5 The game's title
Q. Why did you call the game "The Supernatural Olympics"?
A. There are a few reasons for this. The first comes from its origins - my mind game. In my mind game, I take on athletic type contests such as running a 26-mile marathon in mere minutes instead of hours or lifting a 4000-pound weight. I do these kinds of things in my mind game frequently and this is into the supernatural realm as it's not humanly possible (short of extensive genetic engineering). This game uses the same basic things I do in my mind game, but with some differences. Like the "natural" Olympics having stages, this game has them too, but in a more competition type style with tournaments and rounds. Instead of competing with others, you compete against distance meters, timers, and altimeters instead. There are also ranks that increase as you win tournaments and medals are indeed awarded at certain ranks. In future versions, races and even an archery game are planned which makes it much more Olympics-like, well, Supernatural-Olympics-like as who can shoot an arrow at 400 mph toward a target nearly a mile or so away?
1.6 Classified features
Q. What do you mean by a "classified feature" and why do you call it that?
A. A feature that is classified is a feature that I'm keeping secret. I only reference such features as "classified" until the time comes when I declassify it. When that will be will not be known, even to me. Some classified features may be special, some may not. You won't really know until that feature is declassified. They will be, however, declassified, all of them, before the release.
2 Design structure
2.1 Simple sound
Q. What is with the very simple sound?
A. I don't have a reliable way to get sound effects outside vocalizing them. Until I find a solution (legally safe of course), vocalization is the only option I have for now.
2.2 Why 2D when it seems 3D
Q. If "The Supernatural Olympics" has a strong 3D feel, why not make it a 3D game?
A. Two things, the law of rapid experience-gaining, and knowledge. The law of rapid experience-gaining (which may be mentioned other under names) states that "one gains experience the fastest and easiest by doing things at their own level and no higher or lower". I'm not all that skilled at programming and knowing this law, I need to keep at my own level. If I jumped right away to doing my ultimate 3D project, a currently unnamed and abandoned game, I'd only get frustrated like a second grader doing tenth grade schoolwork. The other, knowledge, is that I don't yet know how to do any 3D programming. However, knowing my animated GIFs, I can very accurately replicate 3D effects using only 2D objects and that's what this game uses, only with far higher quality and precision. It's, so far, the closest I can get to 3D. My next project is also not 3D, but the one after it is expected to be. Until I gain 3D programming knowledge, this game won't be available in 3D, if I do get a remake of it in 3D that is.
2.3 Replicating 3D with only 2D objects
Q. How do you get those seemingly exact 3D effects using only 2D objects?
A. Basic math that a fourth grader could do. Doubling the distance means half the size and half the apparent movement speed. Doubling the scaling has the same effect, only the size remains the same (thus making it twice as big). Pixels*scaling gives the distance in coordinate units (which is exactly 11/75 of a foot or roughly 4.47 centimeters) and from there, I can convert to miles or kilometers. This is the easiest way to replicate 3D, but its main weakness comes at the edges of the screen where the effect becomes acceleratingly less accurate. For accurate 3D, arctangent function is needed (and I have this formula too). The simple 3D method is something a fourth grader could do. My animations, especially something like "The Mega Race" use this simple 3D method. In my game, instead of only a few objects, it's a few thousand objects, especially for the ground, which gives the near-pixel-precise movement seen in 3D games.
2.4 Going out of bounds
Q. What happens when you go out of bounds?
A. There are no boundaries, both horizontally and vertically. Even if you manage to get 10,000 miles above the ground or head in one direction at 100x time at 800+ mph for years on end, you will never head out of bounds as you can simply inch a little further. There is a limit though, but it's going to take you 275.6 years to reach in this form horizontally and essentially forever to max the height at around 1E308 (a one followed by 308 zeros)....
2.5 Wide screen
Q. What about wide screen resolutions?
A. The 2.4 version didn't have them as going beyond 1024 wide meant a big change in the programming that further increased the complexity and frustration. The 3.x version, however, is different. There is full support for both 4:3 and 8:5 aspect ratios (and for windowed mode, anything). This includes 1440x900, 1680x1050, and 1920x1200. 2560x1600 is not included as this is very rare, pricy, and I'm not able to test it directly. I can test 1920x1440 as the max - beyond that requires theoretical-based testing and this is not reliable. I don't have a widescreen monitor so testing is a bit limited, especially in fullscreen mode, but this mainly resolvable through a few simple calculations and using windowed mode.
2.6 The UCS, LOG, and BAK files
Q. What's with those UCS, LOG, and BAK files in the directory the game is in?
A. The UCS files are game save files. The LOG files are mainly used for support, especially the "errorlog.log" file which helps me troubleshoot back end errors you get such as infinite loops and certain other major problems. The BAK files are backup game save files, which, upon saving, a backup of the old is created and the new content replaces the current UCS file. This way, if the UCS file produces errors (such as it going corrupt or a high-class bug is making it not save properly, especially after an update), you can simply rename the BAK file as a UCS file to get your game save back (back it up first by copying and pasting it, then renaming the copy without the "copy of" intro and with the UCS extension, in case a high-class bug is causing problems).
2.7 Porting to non-Windows operating systems
Q. Will the game be ported to Linux, Macintosh, or some other non-Windows operating system?
A. It's unlikely any time soon. Originally, Gamestudio limited me which was Windows only. I don't have either Linux or Macintosh so I can't test under these systems, let alone develop for them (unless you want a lot of rather severe class 6 and 7 bugs that make game play impossible). For now, and since Windows is very common, Windows is what I develop for, but I develop also for older operating systems to as far back as Windows 98 so this helps.
2.8 Porting to Xbox 360, Wii, or Playstation 3
Q. Will you port this game to Xbox 360, Wii, Playstation 3, or any other console system?
A. It's very unlikely for several reasons. The first is that I don't have the know-how to develop for any console systems, new and old. The second is that I simply don't have any of the 3 newest ones and it may be years until I get at least one of them. The third involves licensing stuff and permission-related stuff being given from the company itself, of which I'm not familiar with at all. If, by chance, the game is selling at a fast rate, then the likelihood of these companies getting interested increases and will mean a boost in the likelihood of it. As of Oct 2, 2008, this isn't going to happen as the game isn't even finished yet.
3 Updates, upgrades, and future plans
3.1 Older versions than 2.4
Q. I've seen 2.4 and this is 3.0. What happened to the other versions?
A. 2.3 was an unreleased beta, 2.2 was a short-lived public beta, 2.1 was an unreleased beta, 2.0 was a short-lived public beta and 1.x was referred to as "The Interactive Animation", which started it all. None of these versions are currently available except 1.0 and it's far enhanced remake released in May of 2007, 1.1.
3.2 Version 3.0, 3.1+ release date
Q. When is the 3.0, 3.1, or 4.x version going to be released?
A. I cannot guarentee any release dates. For 3.0, you're in better luck as I have an actively updated checklist of the things I need to do before release and in great detail. For 3.1 and later, that'll have to wait until 3.0 is actually released.
3.3 My other projects
Q. I've seen that you've got other projects - when are they going to be released or even worked on?
A. Like with even the 3.0 version, there's no guarantee on when they could be released. Following after this game is a 2D RPG game, of which most of the details about it are classified. A simple 3D project follows, of which is undecided, George Game 13, then my ultimate project, a 3D RPG game that I've currently abandoned due to the complexity being well beyond my skill level. Most of the details about these games are not yet known or are classified.
4 Buying and downloading
4.1 Reserving the game
Q. Can I reserve the game (version 3.0 in particular) so I can get it when its released?
A. No. The game is available as download-only and reserving it is not even needed for that.
4.2 Mail delivery
Q. Can I get mail delivery?
A. Yes, but it's not recommended. You're paying $5.95 for the game and almost $10 for mailing it (likely more if international). If you lose the game (such as having to restore your system and forgot to back it up the game or other downloadables), I have it available here as well, and it's free, provided you have a valid license.
4.3 Download troubles
Q. I'm having troubles downloading the game. What can I do to download the 15+ MB file?
A. There are three causes. The first is that the server or your ISP is bogged down with traffic - wait an hour or so for it to settle down some and try again. The second is that you have an unstable internet connection due to some bad wire or faulty connection. The third is software-related, usually firewall. One alternative is to get a download manager. On a dial-up connection, you can expect about an hour to download this. On a 768 Kbps connection, expect about 3 to 4 minutes. On a 4 Mbps DSL connection, this reduces to 30-40 seconds where a download manager isn't really necessary. If it takes more than 5 minutes to download, a download manager is something to look into.
4.4 Opening a ZIP file
Q. I bought the game and downloaded a ZIP file, but I cannot open it. How do I open it?
A. There are many freely available software programs that can unzip ZIP files. ZIP is a very common format and the main reason I use it. Windows XP even has a built-in ZIP-decompressor so it mainly applies to those who use older operating systems like Windows 98 and Me (unless these have it and I don't know about it). If you don't have one and don't want to pay for one, you can search sourceforge.net for one.
5 Playing the game
5.1 Jerky motion and low frame rate
Q. The motion is very jerky and seems to be running at 20 fps or less. How can this be fixed?
A. When in normal processing priority and other CPU intensive tasks run such as automatic updates for your virus and spyware blockers, or when a scan is running, the game will indeed get very jerky. You can either stop the scan, or set the priority to "above normal". Setting the priority to "above normal" is not recommended for one reason. If an infinite loop occurs and a warning never shows that stops this, it's much more difficult to terminate the program than at "normal" or even "below normal" priority, especially in full screen mode where you may need to press the reset button in order to get back to normal. Change the priority with great caution. Sometimes, you're better just waiting it out - save the game if needed. If, however, nothing is going on in the background and you are still getting this, check to make sure hardware acceleration is enabled. If otherwise, then you've likely encountered a class 5 bug. Please report your details to support about it.
5.2 The "infinite loop warning" message box
Q. I'm getting an "infinite loop warning" message and the dialog box won't go away!
A. An infinite loop is a high-class bug (typically 6, sometimes 7) where a single program is using all of the CPU's resources. This causes all other programs, including Windows Task Manager used to terminate the program, to run extremely slowly and it can take 5+ minutes to terminate the program. By having the message box pop up, the CPU usage drops to nothing which makes it far easier and faster to terminate the program and if you click on it repeatedly, it won't go away for this reason. If it did go away, you'd be spending 5+ minutes to terminate the program and you may even need to have to use the reset button on the case. I've had this with GIMP many times and it's extremely frustrating. If you ever do get an infinite loop warning, please report it immediately (and the specified location in the message box) so I can quickly get it fixed. High-class bugs have an urgent need to get fixed, especially those of classes 6 and up where all infinite loop warnings occur.
5.3 Good start, but seems to have stopped
Q. The game supposedly started fine, but nothing's happening. Did the game freeze?
A. Upon starting the game, the game's menus show up right away. Use the keyboard or mouse to choose options to play a tournament, practice, or use free mode. If nothing is responding, first, check for CPU-intensive background tasks as they can delay the actions for several seconds. If nothing is present, then the game has indeed froze and, being at startup, would be a class 6 bug and needs urgent attention.
5.4 Can't reach rank 8
Q. I've finally reached rank 6, but I cannot get any further. How do I get to rank 8 as I want to know the title?
A. Unfortunately, I cannot give this away as this is for you time find out. If you're having troubles, practice. That's what practice mode is for and why I added it. Take the more in-depth tutorials which give many tips and tricks not available in the quick-run tutorial. Use the law of rapid experience-gaining (keep at your own level) and sooner or later, you'll get there. When I first tested master mode in the old 2.4 version, even though I'm the creator and know the mechanics extremely well, it still took me several hours to finally beat it under normal means (not with debug-related adjustments for testing). I make it so that even rank 8 is within the limits to being complete, but it'll take true masters and very skilled players at this type of game to even do it.
6 Other
6.1 Gamestudio limitations (and a brief history)
Q. You state that many features in version 3.x could not be done in 2.4 - why?
A. Several major limitations with Gamestudio prevented me. The biggest was the single variable type which has a very low range and degree of precision and isn't enough for this game. The variable's range is from -2,097,152 to +2,097,151.9991 in steps of 1/1024. At the highest possible, just over 46,000 feet, the actual position is just over 2 million. If it goes over the limit, it actually becomes a negative number which causes you to land on the ground instantly. With this extremely tiny range, things like slopes and objects to stand on that give only 15 extra feet of height weren't possible at all without the variable going over the limit. Plus, with the system I used to work around the variable's poor precision, using sine functions (of which I didn't know about at the time) won't work so everything had to be simple which restricted me to a flat ground.
Another limitation is the fact I can't tile textures without having to create dozens of panels to do the same thing. In the case of the 3.0 version with the 1920x1440 resolution and 512x2 images, this means having to need close to (probably even more than) 400,000 lines of code for panels alone (36,000 for the lakes at the low resolution quality, quadruple that for the high resolution quality which gets it into the millions, just for a hint), and several tens of thousands more for setting the positions and things and that's just the ground, not including special effects, the nearly 200 scenery objects (some split to save memory), the many positions of the character, the variations of the flare effect, etc. which easily adds several thousand more lines of code. Not only is it a serious waste of time and memory, but the game will take a lot, lot longer to load. This is why the ground is so simple with only 54 channels instead of several thousand.
Gamestudio also didn't allow me to manipulate the actual images themselves. As a result, images couldn't be dynamically created or changed, and a simple change in the color palette for the flare effect is all that's needed, instead of wasting memory and many more lines of code to have the variations, 1536 of them.... 1536 more panels means another nearly 14,000 lines of code just for panel definitions on top of the 1.7 million already needed or so.
Gamestudio's frame rate was also erratic and would never lock exactly on some value. While today, I have a solution for this, I didn't at the time. As a result, you see the motion being very jerky, often skipping frames and occasionally falling behind giving a jerk. This wasn't as bothersome as the variable range or lack of tileable textures, however. In my new remake of "The Interactive Animation" currently released (as pure freeware), the motion in that is much smoother than what I had in Gamestudio smoother than I ever thought possible with Gamestudio and that amazed me.
Worse yet, Gamestudio mainly just copied files, including the script, without compiling it making it completely readable to anyone who bothers to open WDL files in Notepad. This made me have to get a file packer. While Gamestudio has one, it's only available in the ultra-expensive Pro edition for Gamestudio (which costs $899). Molebox is what I found and this program makes the game become corrupt with strange things happening such as the WDL file not being found when saved to the desktop, strange behaviors with the graphics not present in the original unmoleboxed one (such as the visibility being randomly changed and the scaling not working properly), and even users who actually buy the program aren't able to run in full edition mode without me having to adjust the key file by spending hours fiddling with a hex edittor. Molebox causes the 2.4 version to not read the key file properly and all it takes is one mistake for the key file to not be valid.
Gamestudio was so limiting, even in it's 3D aspects, that I've all out abandoned it. The model editor is too limited in terms of texturing models and using blocks in the level editor also had limitations, mostly frame rate. While I have run numerous experiments to squeeze out the greatest possible performance speed, weaknesses and limitations in the engine posed a few problems that no one on the Gamestudio forums could resolve, despite a 60-reply-long thread or so. While 3D game design isn't really my realm of knowledge, once I do get the knowledge a few years down the road, I'd have my own model and level editor and a game engine that suits all of my needs.
By switching to using C programming, Gamestudio is pretty much a thing of the past. C offers pretty much all of the flexibility I wanted. Gamestudio had something similar coming out, but I had a feeling that it would still be several months away (and there's still the Molebox and model editor problems). I went at C, of which I attempted several times over many years, but found it confusing and I lost interest, but finally made it through with the help of forums that, in the previous times, weren't available (plus, I didn't have a compiler either). I've now got the hang of it outside one major thing - what function to call to do something. I'm bad at searching for things and 85% of what I get is completely irrelevent to my needs and 10% is somewhat irrelevent. The other 5% suits my needs at least 90%.
Because I've switched to C from Gamestudio, all the features I wanted very badly in 2.4 (slopes and pitched gliding especially) can finally be added. Due to the fact tiling is a simple while loop and structures can be made as an array, I don't need 1.8 million lines of code, but may be about 200 instead, if that and the quality is vastly improved giving a 3D feel I never thought possible and with a much more realistically textured ground. Once I grabbed a hold of C and knew of it's numerous benefits, I figured I'd just do a complete rewrite of the entire game. C has many variable types, including the all-important and most-wanted "double" which has enough precision for my needs (and then some). C also has and far more flexibility in the way strings and be processed that even here comes more features that I never thought possible with Gamestudio, but wanted. One main thing includes variable-width bitmap fonts with wordwrap used so I don't have to keep hypercounting to 80 over and over again to manually insert line feeds. I just set a few boundaries, a start position, the string to draw, and I'm set. C offers everything I need. Yet, with my tricks developed while working with Gamestudio, once I learned the basics of C, I can accomplish pretty much any effect. It's only my knowledge with C that limits me(mainly what function calls to use (mainly Windows and basic C functions) is my main weak point), not software as was the case with Gamestudio.
Just take one brief look at the remake of "The Interactive Animation" and compare it to even the 2.4 version of The Supernatural Olympics and you can easily see a huge different in potential. With Gamestudio, I couldn't change the fog color, but in the version 1.1 remake, that feature is easily apparent when you change the scaling or fog color. I didn't bother to make the ground scroll though, but this with very few lines of code is entirely possible with better quality than the 2.4 version has (240 channels instead of 54) and that was my first released C program. Gamestudio would've needed over 4500 lines of code for that (4300 in panel definitions and 240 more for positions).
6.2 Bug classes
Q. What do you mean by a "high-class bug" and what does a class 6 bug mean?
A. Bugs are given a class based on severity. The higher the class, the more severe the bug is and the higher the priority is to fixing it. The scale ranges from 0 for completely harmless bugs (usually involving very small textual mistakes) to 8 for those that cause destruction (such as forcing you to have to reinstall Windows (and all those drivers, your backup files, etc.) in order to return to normal). A high-class bug is usually a bug from class 6 and upwards, typically where crashers are at. These bugs need urgent attention. While they are very rare, they do happen. A medium-class bug is one of classes 3 to 5 and are the types where small portions of the program aren't working or not working properly. Users that don't have the full edition will have earlier-than-normal releases for bugs of class 3 and up. Low-class bugs are those of classes 2 and under and typically involve textual mistakes like misspellings and grammar errors. The full scale with plenty of examples given is on the support page in section 2.1.
6.3 Behind the scenes videos
Q. What happens behind the scenes when you created this game?
A. I have a few videos of the development process. They are hosted at YouTube, but are in one collection on the development videos page, with a brief description of each of the segments.
Need support, even after having checked the above? See the next page.
Buy, download, and install < Previous page | Next page > Support, bug reports, and updates/upgrades
Learn more about the game with the following links:
9.1.4 The Supernatural Olympics version 3.x - the highly enhanced full remake of my high-speed action game
9.1.4-1 What is the game? - an introduction to the game and it's features
9.1.4-2 Feature comparison chart - a quick overview comparing each editions' features
9.1.4-3 Going 2.5D - the numerous advantages for taking a 2.5D approach instead of 2D only
9.1.4-4 Scenery features - features related to the game's scenery
9.1.4-5 Special features - the game's special features
9.1.4-6 Special abilities - explains the various special abilities
9.1.4-7 Special effects - explains what the various special effects are
9.1.4-8 Tournaments and challenges - details about the tournaments, challenges, and ranks
9.1.4-9 General features - various other features
9.1.4-10 System requirements - what the minimum and recommended system requirements are
9.1.4-11 End user license agreement - read this first before using the software or it's components
9.1.4-12 Ten reasons to upgrade - the top ten reasons to upgrade to the full edition
9.1.4-13 Buy, download, and install - how to buy the game, download it (including the manual and old versions), and install it
9.1.4-14 Frequently Asked Questions (FAQ) - some common questions that may be asked frequently
9.1.4-15 Support, bug reports, and updates/upgrades - how to obtain support, file bug reports, and what updates/upgrades are
9.1.4-16 Development progress checklist - an in-depth checklist for things I need to do before the next release becomes available
9.1.4-17 Future plans and features - features planned for the future and the game's general future
Footnotes:
None.