/// <summary>
        /// Resets this instance. This will be called when a new game is played. Reset all of
        /// your objects here so that you do not need to reallocate the memory for them.
        /// </summary>
        internal override void Reset()
        {
            base.Reset();
            currentLevel     = 0;
            scoreKeeper      = new ScoreKeeper(true);
            previousGameTime = GameClock.Now;
            fantastica       = new World(Vector2.Zero);
            Physics.Settings.MaxPolygonVertices = 30; // Defaults to 8? What are we, running on a TI-83 or something?
            Physics.Settings.EnableDiagnostics  = false;
            Battle.nextAllies = "";
            this.sprWorld     = new SPRWorld(fantastica, currentLevel);

            this.gameOverTime = GameClock.Now + 10000000 * 10; // 10 Seconds.
        }
        // </DEBUG!!>
        /// <summary>
        /// Initializes a new instance of the <see cref="StupidGameScreen"/> class.
        /// </summary>
        /// <param name="scoreboardIndex">The game-specific index into the scoreboard.</param>
        public SPRGameScreen(int scoreboardIndex)
            : base(scoreboardIndex)
        {
            this.m_scoreboardIndex = scoreboardIndex;

            currentLevel = 0;
            scoreKeeper = new ScoreKeeper(true);

            previousGameTime = GameClock.Now;
            fantastica = new World(Vector2.Zero);
            Physics.Settings.MaxPolygonVertices = 30; // Defaults to 8? What are we, running on a TI-83 or something?
            Physics.Settings.EnableDiagnostics = false;
            this.sprWorld = new SPRWorld(fantastica, currentLevel);

            // Always call reset at the end of the constructor!
            this.Reset();
        }
        // </DEBUG!!>

        /// <summary>
        /// Initializes a new instance of the <see cref="StupidGameScreen"/> class.
        /// </summary>
        /// <param name="scoreboardIndex">The game-specific index into the scoreboard.</param>
        public SPRGameScreen(int scoreboardIndex)
            : base(scoreboardIndex)
        {
            this.m_scoreboardIndex = scoreboardIndex;

            currentLevel = 0;
            scoreKeeper  = new ScoreKeeper(true);

            previousGameTime = GameClock.Now;
            fantastica       = new World(Vector2.Zero);
            Physics.Settings.MaxPolygonVertices = 30; // Defaults to 8? What are we, running on a TI-83 or something?
            Physics.Settings.EnableDiagnostics  = false;
            this.sprWorld = new SPRWorld(fantastica, currentLevel);

            // Always call reset at the end of the constructor!
            this.Reset();
        }
        /// <summary>
        /// Resets this instance. This will be called when a new game is played. Reset all of
        /// your objects here so that you do not need to reallocate the memory for them.
        /// </summary>
        internal override void Reset()
        {
            base.Reset();
            currentLevel = 0;
            scoreKeeper = new ScoreKeeper(true);
            previousGameTime = GameClock.Now;
            fantastica = new World(Vector2.Zero);
            Physics.Settings.MaxPolygonVertices = 30; // Defaults to 8? What are we, running on a TI-83 or something?
            Physics.Settings.EnableDiagnostics = false;
            Battle.nextAllies = "";
            this.sprWorld = new SPRWorld(fantastica, currentLevel);

            this.gameOverTime = GameClock.Now + 10000000 * 10; // 10 Seconds.
        }