Dude I know, I was just screwin with ya.
Oh and Rasher, in terms of features graphically....
Animated backgrounds.
Animated foreground plain. And/or static foreground.
Animated logos and not found images.
All elements have the option of a true alpha channel (via transparent png) and a transluceny level, color tint and blending options.
The infamous "path" element has evolved to an info element which can display virtually any available data about the selected game.
Gamelists can now turnicate a game name to remove revision info (like peter did) and non text based lists can "auto generate" artwork for game that lack it. (Again, just like 3darcade)
That's what I have done so far....
I plan to better integrate video preview files into the gui so that they can be treated as just another texture. It's uncertain if I'll get this feature finished before the first release though.
I also plan to have modular artwork slots (instead of just snap marquees cabinets ect...) and an override.ini for skin files to bypass certain user defined options to better fit the skin...
And in the works is a special "shooter" system if I ever get my frikkin act labs gun.
Later down the line I will allow skinners to replace the flat plains that the textures are projected upon with x files (not scully, that's dx's model format) and other 3d-related options.
And of course once we decide upon a cabinet format the 3d cab preview will return.