code cleanup: remove unused variable, add space between words for readability
Ship Odyssey: Several Tweaks:
-Treasures now pile on the deck in "Treasure or Not" mission
-Fixed a bug where hit hookdrops on Treasure or Not were displayed as misses on the scale.
-Fixed a bug where the player could erase their star rating on the map by mousing over it.
-Changed color of 'Video Prompt' dialogue to a more cohesive brown.
-Decreased the delay at the beggining of the instant replay.
Merge branch 'cdmiller-data-games/master' (code cleanup)
Fix Conflicts in Flash/ShipOdyssey/src/odyssey/ShipOdyssey.mxml
Update version dates: Ship Odyssey v.2013.10.03 and Chainsaw v.2013.10.04
Ship Odyssey: Several bug fixes (see below). New level descriptions & specifications put in place. (Sea Wall & Treasure or Not changed to "fixed rat" mode)

Bug Fixes: Treasure piling bug fixed. Completing "Sea Walls" no longer returns you to "Small Hook" on the map. Hook interval position now correctly lines up with the scale.
new Inference Games level structure for levels 1, 2, 3, and 4. New .SWF build included
Ship Odyssey, Chainsaw: Click anywhere to close video prompt. Smaller video prompt. Mouse over top bar icons to bring up their descriptions.
Chainsaw: Color tweaks -- remnants are yellow again. X's are smaller. Checks are brighter.
"Ready set go" outlines changed from black to dark color, to better fit the overall scheme.
Merge branch 'seg-srri-umass-tp-data-games/master'
changed clicks on start/stop button to mouseDown events. That way, chainsaw sound will shut off immediately after user hitting button, without revving up first. Fixes issue #165
Ship Odyssey: Fixed bug with pop-up video prompt interfering with hook stepper.
Map rating stars now curve, like titles. The "End Game" clear graph checkbox was repositioned.

Issues addressed: #166, #169, #172, #173
Merge branch 'rmmccann-data-games/master'
Merge branch 'russphelan-data-games/master'
Merge branch 'MikeSalyh-TP-data-games/master'
Ship Odyssey: Resolved Issue #154. Implemented new Sea Wall mechanics, as per Cliff's Specification on Oct 9th.

1st treasure is either on the left or right wall. 2nd treasure is the oposite wall. 3rd treasure is in the middle. Then, an array with 2x left, 2x mid, 2x right is shuffled and sampled without replacement.