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TECH SUPPORT - FREQUENTLY ASKED QUESTIONS

Inner Space has been rigorously tested, but issues occasionally come up. Please download and try the free demo BEFORE ordering the full version of Inner Space. See the Features Page for a feature list, game secrets, cheat codes and reviews. Many users find new things after years of play.

If the demo version works on a particular PC, so will the full version. If you can't get the demo version to work, the full version won't either.



Q: WHY IS INNER SPACE SO UNLIKE GAMES THAT COME OUT NOW?

If Inner Space seems retro, that's because it is. Inner Space was the *first* Windows action game in the early 90s, a ground-breaking product targeted at Windows 3.1 PCs with a single 80386 CPU running at 16Mhz. The fastest PCs back then were thousands of times slower than anything used today. Constraints give a nice framework for creativity. We designed a great game with lasting value and fun. Classic games developed in that era, such as Inner Space and Tetris, are still played today because the focus was on satisfying game play, not on eye candy or pushing players to in-app purchases.



Q: WILL INNER SPACE WORK ON MY PC?

Since Inner Space was developed in 1992 for Windows 3.1, you need to try it for yourself before ordering. Please download and try the free demo BEFORE ordering the full version of Inner Space. If the demo version works on a particular PC, so will the full version. If you can't get the demo version to work, the full version won't either.

We've successfully tested it on Win 3.1, Windows 95, Win 98, Win Me, Windows NT, Win 2000, Windows XP, Windows Vista and 32-bit Windows 7, but try the free demo yourself to confirm.



Q: HOW DO I INSTALL / RUN THE GAME ON WINDOWS 7 OR WINDOWS 8?

Inner Space was developed in 1992 for Windows 3.1. It is an extreme example of the saying 'If you build something right, it can keep working even when the environment changes'. We were thrilled that the unaltered original game continued to work excellently on Windows 95, Win 98, Win Me, Windows NT, Win 2000, Windows XP, Windows Vista and 32-bit Windows 7.

Recently, there have been some problems running the game on Windows 8 or some versions of Windows 7. Technically, new 64-bit versions of Windows 7 or 8 can't natively run a 16-bit app like Inner Space. Microsoft offered Virtal PC for free to users to solve this problem on Windows 7, but there are some constraints on which versions of Windows 7 it works on. On Windows 8, Virtual PC has become Hyper-V. We haven't tested Windows 8 Hyper V yet ourselves. The instructions on setting up Hyper-V are at http://blogs.windows.com/windows/b/extremewindows/archive/2013/06/20/hyper-v-support-in-windows-8.aspx and there are other references online.



Q: WHY DIDN'T YOU UPDATE INNER SPACE FOR NEWER OS's OR MOBILE?

The short answer is that we considered it, but it was too expensive and risky. We opted to do other lucrative, high-profile work because we didn't have the budget to support a proper sequel to Inner Space.

Inner Space was very successful, ground-breaking & award-winning in its time. We did plan and start work in the mid-1990s on Inner Space II (code-named Lightning). We continue to support and sell the original version to this day but a sequel or port didn't make economic sense. The sequel would have updated the game for newer OSs as well as better visuals, polymorphic adaptive AI and opportunities for spontaneous play (in addition to goal-oriented structured play). Unfortunately, game development had changed. Average games started having multi-million dollar budgets. We didn't have the funding to compete on that level and the sort of complex Artificial Intelligence under the hood in Inner Space takes a lot of dev and testing time. Meanwhile, we were getting exciting and lucrative opportunities to design software for other companies. This lead us away from game development. We include gamification and lessons learned into every project since Inner Space.



Q: YOU CAN'T SERIOUSLY ASK $25 FOR A GAME FROM 1992?

Of course we do. It's fortunate that we do. There are good reasons why we don't discount it and put it on Steam. Read below for why the price makes perfect sense.

We don't mind the question. Games usually release at a high price, then get discounted 6 months later and finally bargain-bin priced shortly before sales stop dead. This is different.

Inner Space was the hot game for the first few years, then sales dropped. We discounted the game and sales dropped. We discounted more and sales dropped faster. Four years in, the game wasn't hugely profitable and we were onto other projects, so we did something truly novel. If sales kept dropping when we *lowered* the price, we wondered what would happen if we put the price back up?

We put the game all the way back up to its original price. Amazingly, sales increased. A lot. They didn't go back to their initial levels, but it convinced us to never lower the price ever again. We realized that many years after initial release, only true fans who loved the game would purchase it at all. Lowering the price was like telling them they were wrong to love the game.

They weren't wrong. 16 years after putting the price back up (21 years after initial release), they still aren't wrong. Some users find it harder to install on a new PC lately, but customers buying it in 2015 choose it for the same reasons as in 1994. A great game that's endless fun. We have fans who have played it for years, sometimes decades. We love our fans.

So don't expect the price to drop. We tried it. It didn't work. We aren't going there again.



Q: WHAT ELSE HAS SOFTWARE DYNAMICS DEVELOPED?

Software Dynamics started as Dynamic Information Systems in 1989. We have been focused on user interface and user experience from day one. We started with better ways to do multimedia story-telling and incorporating visual cues to help in real-time safety systems. Engaging users is our raison d'etre. Productivity is our passion. Our successful designs have been used for desktop applications, mobile/desktop web sites and many web-centric applications.
A few design highlights:

  • Magic, the massively successful shareware screensaver product.
  • After Dark (Magic's successor), the most successful product of its time, considered the definitive example of its genre.
  • PowerDrawers, the award-winning user interface enhancement package for Windows.
  • Web design work for AOL & HP, such as the AOL PC, application installers and the Netscape web browser.
  • Design work for Microsoft, including multimedia showcases, animations, browser enhancements, and the Messenger Connection Wizard.