ski jump international v3 S.J.3 (c) ville könönen 1994-2000 _USER MANUAL_ ^^^^^^^^^^^^^ - The official SJ3 home page can be found at: http://www.hut.fi/u/vkononen/sj3/ - Other Important Text Files: * Frequently Asked Questions are answered in SJ3.FAQ * The registering process is explained in REGISTER.TXT * A quick reference to the keys QUICK.TXT * Version updates UPDATE.TXT * The guilty parties for making SJ3 CREDITS.TXT - This User Manual is currently only available in English, but you might want to check out the SJ3 home page, if translations have been made. CONTENTS of MANUAL.TXT: ----------------------- 1. The Author Addresses the People 2. In the Beginning 2.1. System Requirements 2.2. Installing SJ3 2.3. Choosing the Language 3. The Menus 3.1. Jump! Menu 3.2. Setup Menu 3.2.1. Multiple Name Files 3.2.2. Brief Explanations of Other Setup Items 3.2.3. The Hill Maker (see section 7.) 3.3. Signing Up Jumpers 4. Jumping 4.1. The Traffic Lights 4.2. The Wind 4.3. Take-Off! 4.4. Fly, Baby, Fly! 4.5. The Keys to a Successful Landing 4.6. Hillrecords 4.7. Scoring 4.8. Tips to Tremendous Flying 5. Competition Types 5.1. SJ3 World Cup 5.1.1. The Rules and Regulations 5.1.2. Understanding the Stats 5.1.3. Injuries 5.2. Custom World Cup 5.3. Four Hills Tour 5.4. Team Cup 5.5. King of the Hill 6. The Hill Maker 7. Miscellaneous Information 7.1. Sending in Your Results to the Universal Hiscore List 7.2. Jointop.exe 7.3. Bug Reporting 7.4. Shareware Info 7.5. Legal Stuff 7.6. Report Piracy 8. Contact Information 1. Some Early Words from the Author: ------------------------------------ This computer game has been created out of need. Way back in 1994, I couldn't find a decent ski jumping game anywhere so I decided to try to make one myself. Over six years later, thanks to the wonderful reception the game has received, I am still able to develop the game and bring this new generation version out to you. The main goal has always been to make a game that is fun and addictive to play, the visual side has been left with smaller attention. The game does not measure up to the high standards of the latest big budget computer games in terms of graphics, number of features or overall vastness, but as an independent production, I can offer you a game that is quick to download, will also work on fairly old computers, has superb playability combined with personal service, all at a very low cost. Ski Jump International v3 is marketed using the shareware concept. This means that you can try the game out for 30 days free-of-charge and if you like the product, you should register it. There are many good reasons to register this software, one is that the unregistered version of the game has many restrictions to its functions, and more importantly, registering is what keeps games like this alive. SJ3 would not exist if it weren't for all the wonderful people who took a little of their time and money to register SJ2. Please see REGISTER.TXT for info on how to do the right thing and register SJ3. Please enjoy, Ville Könönen 2. In the Beginning: -------------------- 2.1. System Requirements: Ski Jump International v3 should work fine in every PC with a 486DX or faster processor. A 100% compatible VGA board and some memory are required as well. At this point, SJ3 supports the Microsoft DOS, Windows 9x, NT and 2000 operating systems. SJ3 has been thoroughly tested with many different computer setups before its release with no problems. If you use a more modest computer (say a 486) and experience some unsmoothness during flight, you might want to set the Graphics Detail level to LOW from the Setup -> General Options Menu. 2.2. Installing SJ3 Ski Jump International v3 is distributed in a ZIP-packed package (sj300.zip), in order to play the game you need to unpack the zip-file using a unpacking program such as WinZip (www.winzip.com) or PKUnZip. After unpacking all the files in to a directory on your hard-disk, you can run the game by executing the SJ3.EXE file. SJ3 can be fully un-installed by simply deleting the installed files. If at some point, the game halts with an error message of an missing file, you have most likely accidentally deleted a file or haven't installed the game from the complete original package. To fix this problem you will need to re-install the whole game - or just the missing file - from a complete SJ3 package, which can be easily downloaded from the SJ3 home page. 2.3. Choosing the Language As a truly international game, the latest version of the game has built-in multi-language support and as you run SJ3 for the first time it will prompt you for the language of your choice. The selection of languages include the major European languages and the variety will hopefully grow with time. If your native language is not included in the list, please check the Download Area of the SJ3 home page where the latest update of the language database is located at. Also, if you are interested in a little translation work in adding a language that is not yet supported, contact the author for details on that project. Note! Some minor items in the game won't be translated. This includes the Hill Maker and all the error messages. The manuals and other text files will hopefully be translated in the future, when this is the case, they will be available at the SJ3 home page. 3. The Menus: ------------- 3.1. Jump! Menu This is Menu from where you can get in on the action. The different competition types as the jumping itself are fully explained in section 4. Jumping. 3.2. Setup Menu This is where you can have some effect on how SJ3 works. The majority of the options under the Setup Menu are quite simple to understand, so I'll explain the ones that might need a little explanation. 3.2.1. Multiple Name Files In the General Options section of the Setup Menu is a possibility to change the names of the computer opponents. The number selected represents the index of the nameset file, which is named NAMES?.SKI, where the ? is the index. The chosen nameset file includes the names of all the 75 computer opponents and 15 teams including the line-ups. The sets included in the SJ3 registered version are: NAMES0.SKI - The Default Set. FIS World Cup 1999-2000 levels. NAMES1.SKI - The good-old Cool Dudes List. Familiar from SJ2. :) NAMES2.SKI - Tennis ATP Top 75 - August 2000 It is also very easy to make a nameset yourself, since it is a simple text file. Copy an existing nameset to an new name with the next available number (NAMES5.SKI for example), edit the names and team line-ups with a text editor and change the set number from the Setup menu. 3.2.2. Brief Explanations of Other Setup Items Always Skip Unnecessary Qualifying? - When this item is marked as "YES", the program will automatically skip the qualifying round of all human players _who have already qualified_ for the first round of jumping in the SJ3 World Cup (in other words, are in the top 15 of the WC rankings) Missing qualifying has no effect on first round jumping. Allow Many Identical Names on the List? - When this item is "NO", the name of an certain human jumper can only exist _once_ on a Hiscore list. (Example: If the item is marked "NO" and 'Ville' gets 963 points in SJ3 World Cup, the former entry of 'Ville' with 867 points is deleted as the new result is added) The item only takes effect as new results are added to the list, so the existing results are not affected. 3.2.3. The Hill Maker This feature has its own section in this manual. See Section 5. The Hill Maker below! 3.3. Signing Up Jumpers You can sign up to 10 human jumpers, no duplicate names are allowed. If the amount of players is either 4 or 8 the SJ3 Team Cup is also available with the players 1-4 placed in Team 1 and the players 5-8 (if chosen) in Team 2. 4. Jumping: ----------- The idea in the sport of ski jumping is to jump as long as possible, land safely and impress the ever-watchful style judges in the process. A ski jumping hill consists of two parts, the in-run, where the jumper gathers speed, and the landing hill, which the jumpers try to avoid for as long as possible. There are two special points in the landing zone: the P-point, a point in the hill where the distance points awarded would be zero, and the better known K-point, the critical point of the hill, roughly where the curvature of the hill starts to decrease. Two zones are marked on the hill using these two points, the blue zone marks the landing hill from the P-point to the K-point and the red zone represents the area from the K-Point to the length 1.2 times the K-Point. The ONLY way to be a good ski jumper is to practice and practice even more. There are no big secrets involved. The more you practice the easier it is to constantly achieve great jumps. The best place to efficiently train yourself for demanding future competitions is the Practice selection from the Jump Menu. Remember to listen to your coach. Keys during jump and flight: Up Arrow .................. Take-Off! Right Arrow ............... Rotate jumper forward Start the in-run slide Left Arrow ................ Rotate jumper backward T or t..................... Telemark landing (one foot in front) R or r .................... Two Footed landing (feet parallel) Esc ....................... Universal Escape key F10 ....................... Terminates current competition WARNING! USE WITH CAUTION! Doesn't ask anything, just quits the race in progress 4.1. The Traffic Lights We start off as the jumper sits on a beam at the top of the in-run. A traffic light of sorts will appear in front of the jumper. As the green light shines (usually right away) you are cleared for departure. You should be looking at the wind meter in the bottom-left part of the screen, if the wind is swirling around, you might want to wait a while if the wind starts to settle preferably at a good fair headwind. (the green wind on the meter) But you shouldn't wait too long, as you will be disqualified from the competition if you don't leave the beam on time. When the green light is flashing, it's about time to press the Right Arrow key and head down the in-run. 4.2. The Wind The wind meter in the bottom-right corner of the screen plays a very big part on the length of the jump. The difference between 1.5 m/s backwind and -1.5 m/s headwind can be about 20 meters in flight distance in a K120 meter hill with the headwind being the favorable one, since it increases lift considerably. The optimal wind is around -1.0 to -2.0 m/s headwind (the wind bar is green during headwind). Sometimes when the wind is moving around a lot and your jumper has some bad luck and has to jump in to a non-favorable wind while the other competitors have better wind conditions, it can be virtually impossible to win a competition no matter how well you jump. Remember that it can be the other way around in the next race. 4.3. Take-Off! When the jumper reaches the parallel section of the in-run it a good time to think about timing your take-off. This is the one most crucial point on the success of the jump. Remember: "The timing is everything" So when the jumper is in the correct position press the up-arrow to begin take-off. If you have started the take-off too early, the skis will rotate forward (the tips fall away from under the jumper). This will result in short distance and a lousy jump. You will want to avoid this from happening since it can be dangerous for jumper, at least in real life. If you have been late with starting the take-off, the skis will rotate backwards (tips come up). This leads in increased air-resistance and loss of flight speed and distance, but this is still a better option than taking-off too soon. Even the best jumpers can be just a little late on take-off so don't worry about it too much, you can try to make up for it with good flying. Next! 4.4. Fly, Baby, Fly! After a hopefully successful take-off, you should concentrate on flying. To maintain the speed and to increase the lift it would be a great idea to rotate the jumper forward and this way reduce air-resistance. This is done by pressing the Right Arrow. So as quickly as possible, rotate the jumper to a good flight position which is when the angle between the body and the skis are around 5-10 degrees. The optimal angle is easy to find with a little practice. Do not over-rotate the jumper! This will lead to loss of lift as the "air-mattress" :) below the jumper is broken. Note that sudden changes in the wind can rotate the jumper back or forward, so always be prepared to adjust the angle of jumper with the Left and Right Arrow as quick as possible during the flight. 4.5. The Keys to a Successful Landing Due to the inevitable force of gravity the jumper will eventually start to lose flying altitude and approach the snow. Your mission is to land your jumper safely. There are two kinds of landing styles available: 1) The Telemark Landing - where one foot is in front and 2) The Two Footed Landing - where feet are parallel as landing. The Telemark starts with pressing 't' and is more risky especially with long (way past the K-point) jumps and is slower to perform but it will be rewarded in total points. That is because making the Two Footed Landing, which starts by pressing 'r', is penalized by the style judges by around 2.0-2.5 points per judge and that is around 6.0-7.0 points per jump! Still the Two Footed landing is faster to perform and it is up to 4 times safer. You have to calculate the risks in a fraction of a second, often in competitions that 6-7 point margin is the difference between winning and not winning. Also remember that you have to start the landing early enough that the jumper has enough time raise to a sufficiently upright position. A good basic rule is to use the Telemark at least on all jumps that don't fly past the K-point. The impact of the hill on the jumper, which is an function of the slope of the landing spot and vertical jumper speed, along with the landing style and timing put together with plain old luck will determine if the jumper manages to stay on his feet during landing. This causes that very long jumps are practically impossible to stand, so according to common sense you should start the landing a little earlier if you start floating way towards the flat landing grounds. 4.6. Hillrecords The program also keeps count of your hillrecords. You can decide whether you want to allow the computer jumpers the joy of recording new hillrecords by changing the corresponding Setup option. As is the practice with actual ski jumping hills, hillrecords are only recorded during official competition, this is why hillrecords jumped during practice or the in King of the Hill contest are not valid records. 4.7. Scoring The score for each jump is obtained by adding the distance points to the style points. The distance points are calculated by the formula: Length of jump - (2/3 x K-Point of Hill) [effective meters] x 60 / (1/3 x K-Point of Hill) [points per meter] ------------------------------------------- = Distance Points The idea is that you get 60 distance points when you jump to the K-Point (start of the red zone). There are five styles judges who rate the style of your jump with a number from 0 to 20 in 0.5 increments. Style judges base their judging on the quality of the landing, steadiness and control of the jumper and its skis during flight and overall valiantness of the jump. The highest and lowest of the style marks are ignored and the rest are added together, which gives us the combined sum of the style points with the maximum of 3 x 20.0 = 60 points. 4.8. Tips to Tremendous Flying * Jump practice is best done in some relatively easy hill, the Kuopio K120 is just fine. Never mind the wind at first, you'll have plenty of time to worry about it later. * The optimal take-off timing is quite close to the too early timing. The idea is to get the largest possible amount of force from the legs to hit the in-run table without taking-off too early. * The optimal take-off spot varies from hill to hill, but it's quite easy to make the adjustment to other hills and in-run tables, since the optimal take-off spot is based on the speed of the jumper in the in-run. * For a jumper starting off, even scoring points during the first few seasons is a good result. If success seems hard to come by, don't worry, you'll develop a routine quickly and jumping becomes surprisingly easy as you go along. You'll soon reach a stage where good jumping is more of controlling your nerves than plain skill. 5. Competition Types: --------------------- 5.1. SJ3 World Cup The flagship of the different competition types in SJ3, the SJ3 World Cup offers a grueling battle thru 20 different hills in changing weather types against the very best jumpers in the world. If you can make it here, you'll make it anywhere. 5.1.1. The Rules and Regulations The Rules of the SJ3 World Cup: * The Qualifying Round. Only 50 players can compete in the first round of the actual competition. The Top 15 from the SJ3 WC rankings will automatically qualify for the first round, the others will have to battle out for the remaining 35 places. On the very first leg of competition, all 50 qualifiers will be decided on the basis of the qualifying round results. * The first round is jumped is reverse order, as the jumper who is highest in the SJ3 World Cup rankings is the last to jump in the first round. * The jumpers with the 30 best scores after the first round qualify for the second jumping round. The second round will be jumped in reverse order from the first round standings. * The jumpers with the 30 best scores after the second round score World Cup points, with the winner getting 100 points. * Joint placing is possible on all rounds of the competition * A round cannot be re-started if one jumper jumps a ridiculously long (and at same time dangerous) jump. In other words there is no competition jury present. * There are 20 hills in the SJ3 World Cup. 5.1.2. Understanding the Stats It's a lot of fun to analyze your season as it goes along. There is also a quite similar Stats screen for the Team Cup. SJ3 WORLD CUP STATISTICS FOR WILLY BLANKET ************************************************************************** WHERE? POS PTS WC SCORE R 1 POS ? R 2 ? 1. KUO 120 9. 29 9. 236.3 135.3 (132.5m) 1. 100.5 (129.0m) F 2. LAH 90 42. 0 17. 75.0 75.0 ( 72.0m) 42. E 3. VIK 180 37. 0 20. 107.0 107.0 (193.5m) 37. L 4. FAL 110 1. 100 7. 234.6 120.4 (117.5m) 1. 114.2 (113.5m) -------------------------------------------------------------------------- Total: 129 7. 163.2 109.5 53.6 This is the situation of one Willy Blanket after 4 competitions. * in the column Pos. is the final standing of each competition. (Willy Blanket was 9th in the first competition in Kuopio. He gained 29 points for that 9th place and was naturally 9th in the World Cup Rankings) * in the column Pts. are the points awarded from each competition. * the column WC. tells the World Cup Ranking after each competition. * the column R 1 has the points and jump length from the first round * the column R 2 has the same info from round 2 of the competition (if you qualified) * the ? column tries to explain what went wrong (or right) in each round. Here's how to read the code: Code: means: T..........You started take-off too early. L..........You started your landing too late F..........Your jumper fell because of a over-long jump or just because of tough luck. H..........Wow! You jumped a new hillrecord! If the column is empty, nothing worth mentioning happened. 5.1.3. Injuries The possibility of a jumper being injured after a fall was added to version 3. The speeds in ski jumping are so high that an injury can occur even with a relatively harmless looking fall. The messages: Will miss next round - The jumper will not be fit to jump in the next round of jumping. If the injury occurred in the second round of jumping, the jumper will be able to compete in the next leg of world cup competition. Will miss x legs - The jumper will not be fit to jump in the next x (x is number) legs of world cup competition. 5.2. Custom World Cup A competition type very much like the SJ3 World Cup, but now you get to choose the hills you would want everybody to compete in. Also self-made hills are available along with the 20 original hills. 5.3. Four Hills Tour You can also limit yourself just to the legendary section of the SJ3 World Cup the Four Hills Tour. The 5 best points totals from these 4 competitions are held in the Hall of Fame. 5.4. Team Cup The SJ3 Team Cup is a six leg competition where the hills vary from year to year. There are 15 teams participating with 4 jumpers in one team. All of the scores from the two rounds of each leg are added together. Points are awarded to the six best teams with the winner getting ten points. Prepare for a fierce battle with the opposing teams since winning is rewarded well, one bad jump can ruin the whole team's effort and remember that the opposing teams have their best jumpers jumping last... 5.5. King of the Hill The brand new competition type in SJ3! The idea is to jump against human or computer jumpers so that the worst jumper of each round is eliminated. This is continued until only one jumper is remaining - who is crowned the King of the Hill. You can build your own challenge or choose from the six existing Challenges. If you manage to be crowned King of the Hill in one of these six demanding (or not so demanding) challenges, your name will be added to the Hall of Fame. A interestingly different kind of competition, where winning is not that important, just make sure you don't end up last! 6. The Hill Maker: ------------------ The hill system in SJ3 was designed in such a way that could enable users to build their own hills and jump in them. Also the option to make hills and make them available to everyone via the internet, was kept in mind. This is how we ended up the .SJH standard and the Hill Maker tool, which can be located in the Setup Menu of SJ3. Reading thru the standard of a SJ Hill below, you might think that making a SJ Hill is complicated, but it's not. Use the existing hills as examples, use a little creativity, read the instructions well and you'll be jumping in 'My Very Own Hill K112' in no time. 6.1. What is a SJ Hill? A SJ Hill consists of three elements: 1. The Front Picture - a PCX picture file containing the profile of the hill 2. The Background Picture - a PCX picture file providing the backdrop 3. The Hill Data File (*.SJH) - providing the essential data which SJ3 uses internally to build the hill 6.2. The Standards The standards of the elements are: 1. The Front Picture - is a 1024 x 400, 8-bit color (256 colors) PCX, using the colors indexed 0-63 from the palette. The profile of the hill must be a color 1-63 and it must be totally continuous thru the whole hill. The take-off point of the hill "the lip" must be at least 5 pixels high. The side right from the profile of the hill must be solid with the color 0. The file must be named FRONT.PCX, with being any number from 0 to 255. When drawing a picture by yourself, use the numbers over 20 to ensure SJ3's normal functionality. 2. The Back Picture - is a 1024 x 400, 8-bit color (256 colors) PCX, using the colors indexed 64-208 from the palette. The effective (visible) area of the picture is only 672x400 because of the slower scroll of the backdrop. The file must be named BACK.PCX, with being any number from 0 to 255. When drawing a picture by yourself, use the numbers over 20 to ensure SJ3's normal functionality. 3. A SJH file is a data file made with the SJ3 Hill Maker. The extension must always be .SJH. These standards and color restrictions are strict and in order to fully comply you must have a fair amount of computer skills and good software. Moving the color palette, so that the two pictures - front and back - meet the standard can be a bit tricky, so be sure to use the 8-bit (256) color mode while drawing the picture and be sure to use the correct color indexes right away, so you won't have to edit the palette later on. The Autodesk Animator is the one of the only picture editors, whose palette editing functions are versatile enough for squeezing and moving the palette, which may in some cases be very useful. 6.3. Using the Hill Maker SJ3 supports up to 20 self-made hills. The self-made hills are files with the extension .SJH and they must be in the SJ3 directory, so that SJ3 can look for them during start-up and also when entering The Hill Maker. With a self-made hill, this SJH file is the key. It holds all the important information that SJ3 uses to build the hill. Once you enter The Hill Maker, you'll be brought into the File Management page. Here you will see all the SJH files you have in your SJ3 directory and what are the names and K-point of these hills. Here you can delete hills - by pressing the DEL button on the correct file -, edit an existing file or create a new one. 6.4. Editing SJH's Whether you chose to edit an existing hill or make a completely new one, the Hill Edit Page will open. Here you can choose the info on what pictures your hill uses, what the speed of the jumper should be and so forth. The variables are: HILL.NAME - The name of the your hill K.POINT - The K-point of your hill (accepted values 20-400) FRONT INDEX - The number of the front picture. The number refers to the index number of the FRONT.PCX. BACK INDEX - The number of the back picture. The number refers to the index number of the BACK.PCX. BACK BRIGHT - Adjust the brightness of the backdrop. The value is a percentage of the original, so the value 100 represents original brightness, with under 100 a darker back and vice versa MIRROR BACK - With this option you can flip the backdrop horizontally. Accepted values are: 0 - normal, 1 - mirrored background VX.FINAL - The velocity of the jumper at the take-off given in terms of kilometers per hour. (accepted values 60-150 km/h) ADJUST.K - This item adjusts the position of the K-point on the hill. This is a sort of zoom factor, which might seem un-realistic, since the K-point is already set earlier, but this item is quite necessary since the maximum physical length of the hill is limited (the picture is only 1024 pixels wide) and while drawing the front it's difficult to guess where the K-point will set itself. A larger value brings the K-point closer to the in-run. If the function of this variable seems a bit odd, try it out in practice and you will know why it's there. AIR.P.PLUS - With this option you can have a small effect on the existing air pressure at the hill; this can also be understood as an adjustment of the hill's altitude from sea level. With a smaller value the jumper glides further and vice versa. Again, while slightly un-realistic, this item is quite useful in making different hills vary from each other. AUTHOR - The author (the maker) of the hill. FILENAME - The name of this SJH file. The file will be saved as .SJH. 7. Miscellanous Information: ---------------------------- 7.1. Sending Your Highscores for the Universal Superman list Every time you exit the program the program _automatically_ creates the SENDME.TXT file, which includes your highscores and hillrecords in one file. This is the file you want to send me via e-mail or otherwise. I collect all the best results to the infamous Universal Records page at the SJ3 home page, which has the top results from around the world. It is very fun to see how your own results rank when compared to other people's results. Highly recommended! A little warning: Don't try to edit either the HISCORE.SKI file or the SENDME.TXT file since they are both encoded with a highly complex method. :) If you try to send me fake results I *will* find out easily and you will be placed on a blacklist. 7.2. Jointop.exe Jointop is a small program that allows you to join two HISCORE.SKI files (the ones that hold your hiscores and hillrecords) into one HISCORE.SKI file. It's simple to use, just specify the two input files and the output file in the command line of the program. Something like this: JOINTOP HISCORE.IN1 HISCORE.IN2 HISCORE.SKI Computer generated jumpers will NOT be duplicated by default, you can change this by using the parameter '-i'. The parameter '-?' displays the usage info. 7.3. Bug Reporting If you run into unsolvable problems with the program, write a good description of the problem along with possible error messages and send the information to me and we will try to sort things out. SJ3 has been thoroughly tested with many different PC setups, so no problems should arise. 7.4. Shareware Info Ski Jump International v3 is not freeware or public domain software, it is normal commercial software marketed using the shareware concept. This means that you can try this software for 30 days totally free-of-charge and after this evaluation period you have to register the game or delete it from your hard-disk. In addition, the unregistered version of SJ3 will have many restrictions to its functionality. Overall, you should have many reasons to register this software, it is cheap and easy and with SJ3, registering is now easier than ever for people living outside of Finland. Please see the REGISTER.TXT for detailed info, it's important. 7.5. Legal Stuff The _unregistered_ version of SJ3 can and should be spread around to your friends, the Internet and BBS' as much as possible, just remember to use the original and unchanged package (SJ3xx.ZIP). You are not allowed to sell or use any version of SJ3 for profit without direct permission from the author. The registered version can only be used in one machine. !!! Unauthorized copying of the registered version is a violation of copyright law !!! You guys do understand that it's quite easy to locate "the leak" since your registree name and number are visible in the game and also decoded in the program itself. So don't be stupid. "The time is always right to do the right thing!" Also I'd like to point out that the Ski Jump International v3 computer game is being made available on an "as is" basis, and carries no warranties, express or implied. The author (Ville Könönen) shall in no way be held liable for any damages resulting from the use of this program or the media on which it is distributed, including, without limitation, loss of business profits, interruption of business, loss of information, damage to equipment, any warranty of merchantability or fitness for a particular purpose, or any other incidental or consequential damages. So there. 7.6. Report Piracy If you run into a registered version of SJ3 distributed freely on the Internet or in a BBS, please report it to me as quickly as possible. It is very possible to take legal action against anyone who illegally distributes pirate software. 8. Contact Info: ---------------- Ville Könönen Punamultapolku 1 A 4 01600 Vantaa Finland Europe E-Mail: vkononen@cc.hut.fi ^^^^^^^^^^^^^^^^^^ Bank Details are noted in the REGISTER.TXT file. Free absolutely free to mail me with whatever questions or suggestions you may have. And congratulations for reading this file to all the way down here, it's nice to know that I didn't spend all this time writing this damn thing for nothing. Thank you kindly!