public HighScoreScreen(Game game)
        {
            //TODO: Add HighScore initialization
            /* Step 1: Attach the storage to the game, and sign up for events for highscores saved/loaded. */
            Storage st = Storage.Attach(game, false);

            st.HighscoresChanged  += this.HighscoresChanged;
            st.LoadComplete       += new EventHandler(st_LoadComplete);
            st.NewHighscoreFound  += new HighscoreEventHandler(st_NewHighscoreFound);
            st.SaveComplete       += new EventHandler(st_SaveComplete);
            st.UserRefusedStorage += new EventHandler(st_UserRefusedStorage);

            /* If you don't sign up for StorageDeviceNeeded, the component can do default management of
             * storage devices using the standard Xna storage device selection dialog.
             */
            if (!st.StartLoading())
            {
                st.ReselectStorage();
            }

            /* Step 2: Attach the network component to the game. This must be done after the storage
             * component has been attached.
             * */
            Network nw = Network.Attach(game);

            /* ShareSomeHighscores() is the easy way to make networked highscore sharing work. There
             * are more advanced versions too, especally useful if you also want to support network
             * play in your game. See the file in question for those.
             */
            nw.ShareSomeHighscores();
            nw.SessionDisconnected += new EventHandler(nw_SessionDisconnected);
            nw.SessionEstablished  += new SessionEstablishedHandler(nw_SessionEstablished);
            nw.TryingConnection    += new EventHandler(nw_TryingConnection);
            nw.GamerJoined         += new GamerEventHandler(nw_GamerJoined);
            nw.GamerLeft           += new GamerEventHandler(nw_GamerLeft);
            network = nw;
        }