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USER MANUAL

TABLE OF CONTENTS
Introduction

Getting Started

Playing The Game

Championship Mode

Game Options

Playing a Tournament

Fighting a Match

Kicks

10

Blocks

13

Knockdowns

13

Creating a Fighter

14

Traits

15

Credits

17

Special Thanks

18

Customer Support

19

License Agreement

20
NOTICE

THE SPORT OF TAE KWON DO IS A POTENTIALLY LETHAL


COMBAT SPORT. THE ANIMATED KICKS AND MOVES IN
THIS GAME WERE PERFORMED BY PROFESSIONALS AND/
OR COMPUTER GENERATED. FOR YOUR OWN SAFETY, DO
NOT ATTEMPT TO DUPLICATE THE ACTIONS IN THIS GAME.

www.tkdgame.com

INTRODUCTION
Tae Kwon Do, a martial art developed by the Korean people to fight oppressors, has long been gaining in popularity around the world. What once was
taught only in back rooms and small studios has exploded into spacious
gyms and the routines of the rich and famous. More than 70 million martial
artists around the world practice Tae Kwon Do every day on every continent
except Antarctica. Tae Kwon Do has truly become the worlds martial art.
Everyone trains for different reasons, but the elite athletes desire more than
just promotion tests and board breaking. For those elites there is Tae Kwon
Do competition. Combining the pure essence of Tae Kwon Do with modern
rules of point scoring and knockouts, tournaments around the world are
bringing out the best of the best. Athletes train for months and years, put
everything on the line at the most grueling and challenging tournaments
in the world, all to be the best. To be the greatest. To be the Tae Kwon Do
World Champion.
Are you ready to be the World Champion?
Your journey is about to begin

GETTING STARTED
Installation

Insert the Tae Kwon Do World Champion CD-ROM Disc into your CD-ROM
drive. When the Autorun screen appears, click the Install button and then
follow the instructions on the screen.
If the Autorun screen does not appear after a few seconds, double-click the
My Computer icon on your desktop, then double-click on the CD-ROM
Drive which contains the Tae Kwon Do World Champion CD-ROM. Find
and double-click the tkdwc.msi file on the CD-ROM. Follow the on screen
instructions to continue installation.

Your CD Key

When prompted by the installation program, you will have to enter your
unique CD Key. This is located inside your game box and clearly marked.
Enter the letters and numbers exactly as they appear to complete the installation and play the game. The CD key is not case sensitive.
Remember! Save your CD Key and do not give it to anyone else or allow
anyone else to copy it or use it. Doing so could result in your CD Key being
de-activated and not being able to play Tae Kwon Do World Champion! Be
sure to store your CD Key in a safe location as your CD Key will be required
if you ever need to reinstall the game.

Game Updates

Make sure you have the latest update for Tae Kwon Do World Champion!
Double-click on the Update Tae Kwon Do World Champion icon in your
Tae Kwon Do World Champion program group. This application will check
our server and allow you to automatically update the game if there are any
updates available.
You can also update Tae Kwon Do World Champion by visiting our website
and downloading the latest patch: www.tkdgame.com/downloads
Updates contain bug-fixes, game play tweaks, and even content updates!
Remember, you cant play online unless you are running the latest
update of the game!

DirectX Required

You must have DirectX 8.0 or later installed (included on the installation CD)
to play Tae Kwon Do World Champion.

Troubleshooting

More information about troubleshooting and technical support can be found


in the Readme.txt file on the CD.

PLAYING THE GAME

Main Menu
The Main menu is the screen that leads to all the other screens. Its your
gateway to quick match fights, championship mode, game options and the
practice mode.
Click Quick Match to play a quick match against the CPU or your friends on
the same computer.
Click Championship Mode to either continue a World Champion Career or
start a new one.
Click Options to view the graphics, sounds, and game play options you can
change.
The Practice section is where you can learn how to control your fighters
movements and kicks, with the keyboard or game pad controller.

Quick Match

The first step in a quick match is to choose which ready-made fighter you
wish to play as. Then, select a fighter as your opponent. Each fighter has his
or her unique stats and style of fighting. Youll have to play against them to
find out how each one differs. The red and blue sides indicate the color of
each fighters protective equipment and give no advantage to either fighter.
Select what input control you wish to use for each fighter. If you wish to play
against a friend on the same computer, you will need to have at least one
game pad plugged into your computer. If you have two game pads plugged
in, both players can play with game pads.
Then select the number of rounds you wish to play and the length of each
round. Note that the match can end sooner if you reach a point-gap or ceiling
rule (depending on the rules you selected in options). The match will go to a
sudden death round if tied after all normal rounds have completed.
Lastly you should select the location of the match and the match settings.
Each arena has a different look and feel and some have different sized rings
to move in.

CHAMPIONSHIP MODE

Create a New Career

If this is your first time playing the Championship Mode you will need to
create a new career. Simply click any of the empty portraits to start your new
career.

Continue a Career

If you wish to continue progress in your championship career, simply click on


any of the fighters that have your previous careers in them. This will take you
to your career at the last point you played.

GAME OPTIONS
Controls

Allows you to change your default controller between keyboard and game
pad. We recommend using a game pad for best game play experience

Game Play

The Options for game play set your player options for tournaments and
quick match play. Setting the difficulty will affect the computers ability to fight
against you. You also can change the match rules, such as point gap and
penalties.

Sound

This section lets you change the volume of music and sound effects for the
menus, as well as the crowd noises, kihaps, kick impacts, and all the various
sound effects in the game.

PLAYING A TOURNAMENT
The Championship mode of Taekwondo World Champion consists of a series
of 20 increasingly challenging tournaments that will test not only your fighting
skills but your will and courage as well.
Early on, tournaments are small and the number of competitors in your division will reflect this. If there are seven other competitors in your division that
will mean you will need to win three matches to take home a gold medal. The
more competitors there are, the more matches you will have to win to win the
gold medal.

Confidence Points
Winning medals at tournaments gives your fighter Confidence Points. The
higher you place, the more Confidence Points you earn. You use Confidence
Points to improve your core stats and kick stats. Once you spend your points
on improving your character they are gone forever and cannot be changed.
After each tournament you will be taken to your Core/Kick Stats screen. Here
you can see the total number of points you have to spend as well as bars
representing how much skill you have in each stat.

Traits

For each tournament tree unlocked during Championship Mode, you will
earn the right to add one more trait to your fighter. You can change your traits
at any point and mix and match them in any way. There are 34 different traits
that can be combined up to five at a time at the highest level. This allows you
to really tweak your fighter to get an advantage in matches.

Saving Progress

Tournaments can be long and challenging tasks! You may not be able to beat
the harder tournaments on your first try, or you may find that youve got to do
other things and leave in the middle of a tournament. No problem!
If you ever find yourself having to leave in the middle of a tournament, the
game will automatically save your progress. The next time you continue your
career you will find yourself right where you left off.
If you lose in a tournament without receiving a gold medal, you can re-enter
the same tournament and try for a better place. You may even be able to go
to other tournaments that you havent competed in and earn more confidence points which may get you some bonuses that give you the edge you
need to win.

Withdrawing from a Tournament

Withdrawing from a tournament is sometimes necessary when you want


to try another tournament first or arent doing well enough to continue. But
remember, if you withdraw from a tournament the game will reset your progress in that tournament! So be sure you mean it before you withdraw!

FIGHTING A MATCH
Basic Controls

Use this chart as a reference for all basic controls on either a keyboard or
compatible game pad.
MOVE

KEYBOARD

GAMEPAD

Rear Leg Roundhouse to Body

Push Kick to Body

Front Leg Roundhouse to Body

Front Hook Kick to Head

LSHIFT + A

6+1

Fast Rear Leg Roundhouse to Body


Cut Kick to Body

LSHIFT + S

6+2

Fast Axe Kick to Head

LSHIFT + D

6+3

Shuffle Kick to Body and Head

LSHIFT + W

6+4

Rear Leg Roundhouse to Head

LALT + A

8+1

Back Kick to Body

LALT + S

8+2

Axe Kick to Head

LALT + D

8+3

Spin Hook Kick to Head

LALT + W

8+4

Jump Rear Leg Roundhouse to Head

SPACE + A

7+1

Jump Back Kick to Body

SPACE + S

7+2

Jump Side Kick to Head

SPACE + D

7+3

Jump Spin Hook Kick to Head

SPACE + W

7+4

Front Hand Punch

W+D

3+4

Rear Hand Punch

A+S

1+2

MOVE

KEYBOARD

GAMEPAD

Switch Feet

Ctrl + A

5+1

Fake

Ctrl + D

5+3

Block Body

Ctrl + S

5+2

Block Head

Ctrl + W

5+4

KICKS
Kicks in Taekwondo World Champion are separated into four types: Basic,
Speed, Power, and Jumping.

Basic Kicks

Basic kicks are exactly that. They do average damage to an opponent, but
they also cost very little to your fighters balance. Basic kicks are great to use
as setup kicks to the power and jumping kicks.

Rear Leg Roundhouse to Body

This kick is the bread and butter of any Taekwondo competitor. A good mix of
speed and power makes this kick useful in all situations. It also is a perfect
opener to combos and more advanced kicks.

Push Kick to Body

This is a great kick to drive your opponent into a retreat and take control of
the match. But it is a difficult kick to score with and takes lots of practice to
master.

Front Leg Roundhouse to Body

This is one of the fastest kicks you can throw. But the reach is very short and
the damage done is very light. Its more for scoring points, but you have to
have proper timing to use it effectively.

Front Hook Kick to Head

A fast basic kick that goes for the head. Lots of competitors love unloading
this fast kick on unsuspecting opponents, but it is not as practical as the
roundhouse kick and is usually just for flashy performances.

10

Speed Kicks

Speed kicks take your favorite kicks and add a bit of velocity to them. Some
are faster versions of power kicks, and some are faster versions of basic
kicks. But all of them share in common an increase in speed at the expense
of your balance.

Fast Rear Leg Roundhouse to Body

Like the slower more powerful and stable basic roundhouse kick, the fast
roundhouse kick is a great point scoring technique. It does take a lot more
balance and runs the risk of leaving you open for a knockdown because of
that.

Cut Kick to Body

When you need to stop an opponents charge this is the kick to use. It is not
as strong as the rear leg push kick, but is faster.

Fast Axe Kick to Head

Not quite as powerful as the standard axe kick, the fast axe kick looks almost
the same except is thrown with much less force. It costs you more balance,
but is delivered with lightening speed.

Roundhouse Shuffle Kick to Body and Head

This kick is almost two kicks in one. Your setup move acts as a fake and can
often score to the body before your other foot hits the head. This is a longreaching kick and is great to try to catch your opponent when at a distance.

Power Kicks

Power kicks have a slight increase in demand on a fighters balance and


throwing many of them in a row without a rest can result in dangerously low
balance. But the benefit is they do much more amounts of damage to an opponent and will often result in knockdowns or even knockouts. The kicks can
often be the finishing touch to a charging attack.

Rear Leg Roundhouse to Head

The only thing better than a roundhouse to the body is one to the head. This
is a solid kick that balances both speed and power and aims for the two-point
mark.

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Back Kick to Body

If youve ever been hit with a back kick you need no description of this kick.
Perhaps the most powerful kick in all of Tae Kwon Do, the back kick can not
only knock the wind out of an opponent, but when properly delivered, can
even knock an opponent out.

Axe Kick to Head

When it comes to a fast and powerful shot to the head, few kicks beat the
axe kick. Depending on your timing and distances you may catch an opponent anywhere from the head, face, or even the upper body. It definitely is
a kick for close-quarters.

Spinning Hook Kick to Head

A front hook kick is fast and light. The spinning hook kick is fast and powerful. The difference often leads to many knock-outs by spinning hook kicks.

Jumping Kicks

Jumping kicks are similar in power to power kicks, but they are much faster
and so make a devastating finishing move against unsuspecting opponents.
The downside, however, is that they cost a significant amount of balance. If
you decide to throw more than one or two you will find yourself at the mercy
of one counter kick that might knock you down.

Jumping Rear Leg Roundhouse to Head

This kick is a simple strong kick. It uses less balance points than some of
the other jumping kicks, but also doesnt provide as much of a hit to your
opponent. The range on this kick is second only to the Jump Front Leg
Roundhouse.

Jumping Back Kick to Body

This kick is a spectacular way to knock somebody down or out. It provides a


great amount of power and a great amount of speed. But it does cost a lot of
balance points as a trade off.

Jumping Side Kick to Head

This is a strange kick that isnt done often in sparring, but one that can be
very effective. It is especially effective when trying to force the opponent to
back out of the ring or otherwise force your opponent into a bad position.

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Jumping Spinning Hook Kick to Head

This is arguably the best knockout kick available to any Taekwondo competitor. It combines the power of a regular spinning hook kick with the speed and
added reach of a jump. While costing a lot of balance, it still serves as an
excellent finishing move.

BLOCKS

There are two kinds of blocks in Taekwondo World Champion: torso blocks
and head blocks. Both types of blocks will prevent points from being scored
on either your torso or head, and will reduce damage taken by your opponent
kicking you.
TYPE OF BLOCK
Torso Block
Head Block

KEYBOARD
LCTRL + S
LCTRL + W

GAMEPAD
5+2
5+4

HEALTH AND BALANCE BARS


The health and balance bars displayed at the top of the screen show the
remaining health and balance for you and your opponent. Different kicks take
away different amounts of balance. Getting hit by kicks will decrease both
your balance and your health. If you avoid getting hit and avoid throwing
kicks your balance will recover quickly. Your health also recovers, but at a
slower pace than your balance.

KNOCKDOWNS
If your, or your opponents, balance bar is reduced to empty, you will be
knocked down. You cannot knock yourself down. Only your opponents kicks
or punches will knock you down. If you dont have enough balance to throw
the kick youre trying to throw, nothing will happen.

Getting Up From a Knockdown

If you are knocked down, press the 1 button on your game pad or the A key
on your keyboard rapidly to get back up. The more health you have, the
easier it is to get back up. Knocking the other fighter down results in an extra
point for you.

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If you lose all the health in your health bar, you get knocked down automatically. The difference is that when your health bar is empty, you will not be
able to get up at all and you, will be knocked out and the match will end. The
same rules apply to your opponent.

CREATING A FIGHTER
Core Stats

The core stats of your fighter determine how much damage his kicks do, how
fast he moves around the ring, how fast his kicks are, and how much damage he can take without getting knocked down.
It takes a careful balance of stats to create a fighter that works well for you.
Experiment with several different styles to determine which is your favorite.

Stamina

This stat determines how much health you have, which determines how
many kicks you can take before getting knocked out. It also affects how
quickly your health regenerates during a match.

Training

This stat determines how much balance you have, which keeps you from
getting knocked down while kicking. Higher values will also benefit you with
faster balance regeneration during matches.

Defense

This determines how much damage you are able to block. The higher the
value, the more damage is reduced when you are kicked.

Agility

This stat affects the speed of your kicks. The more agility you have, the
faster your kicks will be thrown.

Footwork

This affects your ability to move quickly around the ring. A higher footwork
stat will allow you to move in and out and around the ring easily.

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Kick Stats

Kick Stats are broken into four basic kick types. Back Kick, Hook Kick,
Roundhouse Kick, and Axe Kick. Each point you put in one of the types
increases your abilities in each kick listed under that group (see next page).

Roundhouse

Axe

Back

Hook

Front Leg Roundhouse Kick


Rear Leg Roundhouse Kick (Head and Body)
Jumping Front Leg Roundhouse Kick
Jumping Rear Leg Roundhouse Kick
Fast Rear Leg Roundhouse Kick

Back Kick
Jumping Back Kick
Jumping Side Kick

Axe Kick
Fast Axe Kick
Push Kick
Cut Kick

Front Hook Kick


Spinning Hook Kick
Jumping Spinning Hook Kick

TRAITS
Fighting Traits are special attributes you can assign to your fighter to give
him or her an edge over his opponent.
Bull
Tiger
Lion
Bat
Bear
Leopard
Dragon
Ostrich
Spider
Mantis
Spider
Bee
Swan

Agility and mobility bonus, but increases damage and disruption


taken by power and jump kicks.
Increase mobility for all power attacks.
Increases damage for all power attacks.
Increases mobility for all jumping kicks.
Increases disruption for all power attacks.
When you lose all health the first time, you have a 50% chance
of a second wind.
Increases power on all normal kicks.
Increases retreat speed.
Absorb part of the disruption you deal to opponents.
Steals health from your opponent when you kick them.
Steals balance from your opponent when you kick them.
Decreases balance cost of all jump kicks.
Increases your ability to stand up after being knocked down.

15

Dolphin
Shark
Mustang
Cougar
Whale
Butterfly
Rat
Cat
Raccoon
Eagle
Mantis
Ram
Hawk
Raven
Vulture
Owl
Wolf
Mongoose
Snake
Monkey
Crane
Turtle
Gorilla

16

Slows your spinning hook kick but it is unblockable, and gives


it a critical hit chance.
Makes your axe kick unblockable and gives it a critical chance,
but slows the speed.
Power attacks are available after 12 points instead of 16.
Decreases the balance cost of all normal kicks.
Gives you increased health.
Gives you increased agility and footwork.
When you are below 50% health, your punches are unblockable.
Gives you increased balance.
Increases your health regeneration during a match.
Increases power on all jumping kicks.
Absorbs part of the damage you deal to opponents.
When you successfully block an attack, your opponent will be
knocked back leaving him open.
Jumping kicks are available after 24 points instead of 32.
Slows your jumping spinning hook kick, but makes it unblockable, and gives it a critical hit chance.
Increases disruption on all jumping kicks.
Slows your jumping back kick but makes it unblockable, and
gives it a critical hit chance.
Decreases the balance cost of all power kicks.
Increases mobility on all normal kicks.
Increases disruption on all normal kicks.
Increases your balance regeneration during a match.
Reduces damage taken from balance when hit.
Reduces damage taken from health when hit.
Slows your back kick but makes it unblockable, and gives it a
critical hit chance.

CREDITS
DEVELOPMENT TEAM
Lead Developer &
Producer
Ibrahim Chishti
Creative Director
Muhammad Chishti
Lead Programmer
Kevin Vance
PROGRAMMING
3D Engine
Fernando Zanini
SFX Scripting Engine
Kevin Vance
GUI Programming
Matt Huston
Network Programming
Kevin Vance
AI Scripts
Ibrahim Chishti
Kevin Vance
GUI Engine
Bryan Edds
SFX Scripts
Ibrahim Chishti
Kevin Vance
ART
3D Artist
Magnus Blikstad
User Interface
Muhammad Chishti
Gary Ritchie
Logo Design
Muhammad Chishti
Product Packaging
Muhammad Chishti
Website
Muhammad Chishti

ANIMATION
MoCap Talent
Muhammad Chishti
MoCap Production
Cinemanix Team
Matt Kapfhammer
Bryan Scibelli
Tom Mahady
Animation Cleanup
Cinemanix
SOUND & MUSIC
Sound Engineer
Ibrahim Chishti
Menu Music
John Ervin
Battle Music
Ibrahim Chishti
Fighter Yells
Ibrahim Chishti
Muhammad Chishti
Cathy DeHaan
Matt Smith
Amelia Meier
Kimberly A. Walters
Referee Commands
Ibrahim Chishti
Muhammad Chishti
Matt Smith
Kimberly A. Walters
Other Sounds
Kevin Vance
TRAILER
Producer
Ibrahim Chishti
Fighting Sequences
Ibrahim Chishti
Muhammad Chishti
Art
Muhammad Chishti
Music
Ibrahim Chishti

BETA TESTERS
Doug Bales
Michael Bardis
David Arema Carretero
Hakim Chishti
Warwick Hart
Stephan Kim
John Mastin
Paul McCartney
Alexandros Nikolaidis
Sam Rangel
Gustavo Rossi
Graham Shaw
Annette Stock
Lennart Theilgaard
Herieb Wabriiuj
Spencer Webster
ADDITIONAL TESTERS
Jesse Ailshire
Scott Anderson
Evan Angelico
Russell Angelico
Jessie Contour
Eugene Kim
Jimmy Kim
Amy Kuo
Danny Landwirth
Cedric Lelane
Diana Lopez
Jean Lopez
Mark Lopez
Jack Marver
Amelia Meier
Tyler Mecke
Chris Morris
Ryan Morris
Jordan Novander
Andrew Smith
Matt Smith
Jonathan Stuber
Nolan Swain

17

SPECIAL THANKS
Hakim Chishti
Iman Chishti
Master Paris Amani
Master Scott Anderson
David Askinas
Master Randy Chambliss
Master Chung Sik Choi
Mr. & Mrs. Craig
Master Robert Danao
Master Masoud Emami
Master Jim Evans
Master Kakala Folau
Karen Hoff
Dr. Greg Kailian
Alan Kasindorf
Grandmaster Chan-Yong Kim

Master Jimmy Kim


Master Benjamin Kelso
Richard Landwirth, M.D.
Roland Liero
Diana Lopez
Jean Lopez
Mark Lopez
Steven Lopez
Ron Marlow
Dana & Rosalind Marver
Joseph & Teri Massa
Sam Massa
Julie Mata
Ginger Pember

Master David Rexer


Angelos P. Romas, Esq.
Master Gustavo Rossi
Elysha Schnieder
Master Matt Smith
Master Noreen Thackrey
Master Misha Thackrey, PhD
David Thomson
William Thomson
Schuyler & Michael Vance
Kimberly Walters
Spencer Webster
Wei-Ling Wu

MORE INFO ABOUT


TAE KWON DO
If you would like to learn more about the sport and martial art of Tae Kwon Do, visit:
www.tkdgame.com/about

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CUSTOMER SUPPORT
This game is covered by online customer support, available in the following forms:
Support Forums:

http://www.tkdgame.com/forums

Support Ticket System:

http://www.tkdgame.com/support

Product Updates:

http://www.tkdgame.com/downloads

Returns and refunds must be processed through the retail outlet you purchased from.
Note: At this time, customer support is offered in English only.

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END USER LICENSE AGREEMENT


PLEASE READ THE FOLLOWING TERMS & CONDITIONS CAREFULLY BEFORE INSTALLING THE SOFTWARE!

THE SPORT OF TAE KWON DO IS A POTENTIALLY LETHAL COMBAT SPORT.


THE ANIMATED KICKS AND MOVES IN THIS GAME WERE PERFORMED BY
PROFESSIONALS AND/OR COMPUTER GENERATED. FOR YOUR OWN SAFETY,
DO NOT ATTEMPT TO DUPLICATE THE ACTIONS IN THIS GAME.
1. LIMITED USE LICENSE. Under this End User License Agreement (the Agreement), Gameslingers (Game
Slingers), a division of IMC Digital Universe, Inc., (owners of Gameslingers) grants to the user (the Licensee) a nonexclusive and non-transferable license (the License) to install and use one copy of Tae Kwon Do World Champion (the
Program) solely and exclusively for personal use. All rights not specifically granted under this Agreement are reserved
by Gameslingers and, as applicable, Gameslingers licensors. This Program is licensed, not sold, for your use. Your
license confers no title or ownership in this Program and should not be construed as a sale of any rights in this Program.
This EULA shall also apply to any patches or updates you may obtain for the Program.
2. LICENSE RESTRICTIONS. You shall not: a. Use this Program or any of its parts commercially, including but not
limited to use at a computer gaming center, trade show, conference or any other location-based site. Game Slingers
may offer a separate Site License Agreement to permit you to make this Program available for commercial use; see the
contact information below. b. Use this Program, or permit use of this Program, on more than one computer, computer
terminal, or workstation at the same time. c. Make copies (including digital copies) of this Program or any part thereof, or
make copies of the materials accompanying this Program. d. Sell, rent, lease, license, distribute or otherwise transfer this
Program, or any copies of this Program, without the express prior written consent of Game Slingers. e. Reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works of this Program, in whole or in part.
f. Remove, disable or circumvent any proprietary notices or labels contained on or within the Program. Failure to comply
with any of the terms under the license restrictions section will be considered a material breach of this Agreement.
3. OWNERSHIP. All title, ownership rights and intellectual property rights in and to this Program (including but not limited
to any patches and updates) and any and all copies thereof (including but not limited to any titles, computer code,
themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animation,
sounds, musical compositions, audio-visual effects, methods of operation, moral rights, any related documentation, and
applets incorporated into this Program) are owned by Game Slingers, affiliates of Game Slingers or Game Slingers
licensors. This Program is protected by the copyright and trademark laws of the United States, international copyright
treaties and conventions and other relevant laws. This Program contains certain licensed materials and Game Slingers
licensors may protect their rights in the event of any violation of this Agreement.
4. TRANSFER. The rights and obligations of this Agreement are personal rights granted to the Licensee only. The
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legal entity. The Licensee may not make available the Program for use by one or more third parties.
5. LIMITATION OF LIABILITY. THE PROGRAM IS PROVIDED BY GAME SLINGERS AND ACCEPTED BY THE
LICENSEE AS IS. IN NO EVENT WILL GAME SLINGERS BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM, INCLUDING
DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT
PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF GAME SLINGERS HAS BEEN ADVISED OF
THE POSSIBILITY OF SUCH DAMAGES. GAME SLINGERSS LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE
PAID FOR THE LICENSE TO USE THIS PROGRAM. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS
ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR
CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY
MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER
RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION.
6. LIMITED WARRANTY. Gameslingers makes no warranty expressed or implied regarding the fitness of the Program
for a particular purpose or that the Program will be suitable or appropriate for the specific requirements of the Licensee.
Gameslingers warrants to the original consumer purchaser of this Program that the recording medium on which the
Program is recorded will be free from defects in material and workmanship for 90 days from the date of purchase. If
the recording medium is found defective within 90 days of original purchase, Gameslingers agrees to replace, free of
charge, any product discovered to be defective within such period upon its receipt of the Product, postage paid, with
proof of the date of purchase, as long as the Program is still being manufactured by Gameslingers. In the event that the
Program is no longer available, Gameslingers retains the right to substitute a similar program of equal or greater value.

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This warranty is limited to the recording medium containing the Program as originally provided by Gameslingers and is not
applicable to normal wear and tear or damaged through abuse, mistreatment, or neglect. Any implied warranties prescribed
by statute are expressly limited to the 90-day period described above. Please refer to www.tkdgame.com/store for warranty
procedures.
EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR
WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY KIND SHALL
BE BINDING ON OR OBLIGATE GAMESLINGERS. IN NO EVENT WILL GAMESLINGERS BE LIABLE FOR SPECIAL,
INCIDENTAL, OR CONSEQUENTIAL DAMAGE RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS
PRODUCT, INCLUDING DAMAGE TO PROPERTY AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR
PERSONAL INJURY, EVEN IF GAMESLINGERS HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
6. WARRANTS AND REPRESENTATIONS. Gameslingers warrants and represents that it is the copyright holder of the
Program. Gameslingers warrants and represents that granting the license to use this Program is not in violation of any other
agreement, copyright or applicable statute.
7. ACCEPTANCE. All terms, conditions and obligations of this Agreement will be deemed to be accepted by the Licensee
(Acceptance) on installation of the Program.
8. USER SUPPORT. No user support or maintenance is provided as part of this Agreement. Gameslingers may in its sole
discretion provide online support forums or other user support options, but may discontinue support for this Program at any
time without notice.
9. TERM & TERMINATION. The term of this Agreement will begin on Acceptance and is perpetual. This Agreement will be
terminated and the License forfeited where the Licensee has failed to comply with any of the terms of this Agreement or is in
breach of this Agreement. On termination of this Agreement for any reason, the Licensee will promptly destroy the Program
or return the Program to Gameslingers.
10. FORCE MAJEURE. Gameslingers will be free of liability to the Licensee where Gameslingers is prevented from executing its obligations under this Agreement in whole or in part due to Force Majeure, such as earthquake, typhoon, flood, fire,
and war or any other unforeseen and uncontrollable event where Gameslingers has taken any and all appropriate action to
mitigate such an event.
11. INDEMNITY. You agree to indemnify, defend and hold Gameslingers, its partners, affiliates, licensors, contractors,
officers, directors, employees and agents harmless from all damages, losses and expenses arising directly or indirectly from
your acts and omissions to act in using the Product pursuant to the terms of this Agreement.
12. GOVERNING LAW. This Agreement will be enforced or construed according to the laws of the State of California, United
States of America.
13. ARBITRATION. Any dispute arising from this Agreement shall be submitted to binding and confidential arbitration under
rules of the American Arbitration Association in the County of San Diego, State of California, U.S.A., and any award issued
in such arbitration may be entered and enforced as a judgment in any court of competent jurisdiction in the United States of
America. Each party in any such arbitration shall be responsible for their own attorneys fees and associated costs.
14. MISCELLANEOUS. a. This Agreement can only be modified in writing signed by both Gameslingers and the Licensee.
b. This Agreement does not create or imply any relationship in agency or partnership between Gameslingers and the
Licensee. c. Headings are inserted for the convenience of the parties only and are not to be considered when interpreting
this Agreement. Words in the singular mean and include the plural and vice versa. Words in the masculine gender include
the feminine gender and vice versa. Words in the neuter gender include the masculine gender and the feminine gender and
vice versa. d. If any term, covenant, condition or provision of this Agreement is held by a court of competent jurisdiction to be
invalid, void or unenforceable, it is the parties intent that such provision be reduced in scope by the court only to the extent
deemed necessary by that court to render the provision reasonable and enforceable and the remainder of the provisions of
this Agreement will in no way be affected, impaired or invalidated as a result. e. This Agreement contains the entire agreement between the parties. All understandings have been included in this Agreement. Representations which may have been
made by any party to this Agreement may in some way be inconsistent with this final written Agreement. All such statements
are declared to be of no value in this Agreement. Only the written terms of this Agreement will bind the parties.
15. NOTICES. All notices to Gameslingers under this Agreement are to be provided at the following address:
IMC Digital Universe, Inc., P.O. Box 845, Carlsbad, CA 92018, U.S.A.
Manual 2008 IMC Digital Universe, Inc. World rights reserved.

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