Thanks For Buying This Game!
Thanks For Buying This Game!
Thanks For Buying This Game!
PAGE
life. Max is simply trying
to fight his way out of an
impossible situation. Life
dealt him a bad hand. But
a good poker player can
Table of Contents turn a bad hand into a winn
er.
Among the many innovations
of this game is Bullet Time
gameplay. It adds an enti
rely new dimension to acti
Prologue 4 games, the dimension of on
Getting Started time itself. We’re not
8
going to explain why Max
System Requirements 8 can shift time in his
Installing the Game 8 favor, maybe he enters a
Start-up and Options menu 9 state of high concentra-
Menus and Interface tion, like a fully focused
14
athlete in the “zone,” and
Controlling the Game 18 for him time seems to
The Graphic Novel 20 slow down, with adrena-
The Game World 22 line pumping through his veins forci
ng his body into
Weapons Sneak Peek a higher gear. The bottom line is that
22 Max can do
it, and it’s one of the most fun gamep
Max’s Health 23 lay innovations
in the 3D action genre. Use this featu
Bullet Time re often, as
22 it will save your butt!
Shootdodging 24
Dodging You’ll notice, too, that the story in
25 Max Payne has
not been shortchanged. It’s integral
Cinematic Shots 26 to the action
and enriches the entire game experience
Parental Lock . The story
26 is presented in many ways throughout
the game, but
Difficulty and Additional Gameplay Modes 27 most often through the game’s graphic
novel system.
General Gameplay Tips No other 3D action game has used this
28 graphic novel
approach, which we believe adds a depth
Credits 30 to the story
not possible by other methods. We hope
Thanks 35 you’ll agree.
Tech Support 36 Finally, Max Payne is the first actio
n game that actu-
Software License Agreement 36 ally monitors your ability to play, and
auto-adjusts
the difficulty level to match your playi
ng ability.
Max Payne took a long time to make, and the dedica- he had grin ned, a friendly bear,
PAGE
proud of the resulting accomplishment. And more
important, we hope you’ll enjoy it as much as we
think you will.
Thanks again!
Remedy and 3D Realms Entertainment
PROLOGUE
In the backseat of a “To get to the source, we need
to get to Jack
moving car, I am cut Lupino. For that, you need the
trust of the small-
loose from the city. It timers in the Punchinello family.
Joey and Virgilio
watches me pass with Finito. Lupino’s number one man,
Vinnie Gognitti.
sharp neon eyes. The All the wiseguys.”
night has gilded the
skyscrapers in silver. It must have been there. The sign
of things to come.
Every brick wall is cov- Clear in the fear in Alex’s eyes
, in the dark ness
ered with graffiti. The of the coffee I was drinking,
in the way my Beretta
image of a green “V” with a syringe in the middle, dug painfully into my side. But
we were blind to
repeated over and over. V for Valkyr. The Drug. The it then, closing our eyes to it.
Refusing to see.
red and blue of the police car’s lights flash on Later that night, Max Payne as
a DEA special agent
the white snow. was erased from the vast network
of databases, and
replaced with a new version of
me: Max Payne, the
Something goes clank in the night, and the sound is career criminal with a mile-lon
g rap sheet.
close enough to a gunshot to take me back to the
beginning. My last meeting with Alex before I went A couple of days ago it had all
come crashing down.
undercover. Sitting in a crummy diner opposite me, The bad things came, like a wint
er stor m. Pushed
over the edge, I found myself in that ago, even its echoes gone. The gun was fused to
cold no-man’s
land between right and wrong. No road- my hand from that moment on. That room inside me
signs. On a
crash-course with the Mafia. With nothi everywhere I go.
ng to lose. The
NYPD was trailing me by the dotted line
PAGE
PAGE
of empty
shell casings that I left behind. I was Especially now- as the city presses close to the
trying to
look for the answers, but every gunsh windows of the car, its monstrous heartbeat under
ot, instead of
closure, was just a hole with more quest the tires. My squinted eyes in the rearview mirror.
ions leaking
out. A spreading labyrinth of questions, My hands numb and held awkwardly behind my back.
like a pool
of blood spreading on the snow. Everything that came after that room is a hopeless
mess, a chaotic swirl, rising nausea that tastes like
rust in my mouth.
PAGE
Minimum (minimum graphi- Double-click on the CD-ROM drive icon
cal detail): and follow the
instr uctions.
450 MHz Intel or
AMD compatible processor If you don’t see a menu opening up,
click on the
96 MB RAM “install.exe” icon.
16 MB Direct3D Compatible Graphics Card
Note for Windows 2000 and Windows XP
users: You must
Equals 3DMark2001 Score of 900 3D Marks have administrator access rights on
the computer to be
able to install Max Payne.
Recommended (Medium graphical detail):
700 MHz Intel or AMD compatible processor
128 MB RAM Start-Up and Options Menu
32 MB Direct3D Compatible Graphics Card
Generic requirements:
DirectX 8.0
DirectSound Compatible Sound Card
Mouse + Keyboard
Microsoft Windows 95/98/ME/2000
PAGE 11
PAGE 10
menu.
PAGE 13
Tab. Decal Limits
Affects how many bullet holes are
Screen Buffers shown at the same
time in the same room. When the limit
Select either Double or is reached, no
more bullet holes are generated.
Triple. We recommend using
Triple Buffering. Triple Projectile Limits
Buffering may give you a Affects how many shell casings and
bullets are shown
smoother frame rate, but will consume more video at the same time in the same room.
If projectile
memory thus possibly making highest resolutions limit is set to low, shell casings
are not shown.
unavailable or reducing the game performance.
Particle Detail
Level Geometry If particle detail is set to low,
some particle
Affects the level of detail in the game environment. effects such as snowstorms will be
disabled.
Higher settings will for example make smoother curved
surfaces and better quality dynamic lighting. The Object Detail
high setting should only be used on high-end graphics If object detail is set to high, chara
cters, weapons,
cards. bullets and shell casings have more
detail.
Level Textures Char acter Variations
Affects the quality of textures in the game environ- Affects how many different looking
characters there
ment. The high setting will require more system and are in the game environment. Low
means 1 variation,
video memory. medium 2 variations and high 6 varia
tions. A higher
setting will require more video and
system memor y.
Other Textures
Affects the quality of other textures such as Char acter Shadows
characters and weapons. The high setting will require Affects the detail of character shado
ws. Selecting
more system and video memory. This affects the low will disable character shadows.
graphic novel textures, low settings may cause blur-
riness. Sound Chan nels
Controls the amount of sound chan
nels used by the
Detail Textures game. Low means 8 chan nels, medium
10 chan nels and
Setting this high will add a detail texture to the high 12 chan nels. A higher setting
may require a
game environment. As it impacts performance heavily, faster CPU.
we recommend using detail textures only on high-end
Sound Variations New Game
Controls the amount of sound variations such as This option let’s you start a new
bullet hit sounds and shouts in the game. Low means game session. After
selecting a new game, you will need
no variation, medium 2 variations and high enables to select the
PAGE 15
PAGE 14
click the left mouse button to load it. If you turn Auto Weapon Change on, Max will automati-
cally switch to a better weapon when he picks it
PAGE 16
PAGE 17
The game automatically saves the game situation up.
between each map change.
Enable Gameplay Tips
Options menu In some cases during the game, you will be shown
different tips on how to use weapons or items. If
you feel familiar with the game, you can unmark this
checkbox and the tips won’t be shown.
Video
The Video menu contains the following settings:
Texture Sharpness
Adjusts the mipmap bias, thus resulting into crisper
or smoother texture look.
Brightness
Adjusts the display brightness of the game. It is
recommended that you check your monitor settings
Controls first, before changing the game brightness.
Allows you to reconfigure movement and combat keys.
Mouse sensitivity can also be changed from the Restore Defaults
Controls menu. Resets the original Texture Sharpness and Brightness
values.
Game
Game menu contains the following settings:
Show Crosshair
Allows you to toggle the aiming crosshair on/off.
Enable Autoaiming
By default, the game helps the player to aim more
accurately. You can disable this feature, if you feel
skilled enough.
Audio Using items (Use Key)
The Audio menu contains the following settings: The world of Max Payne is very inter
active and Max
is able to use many items. Pressing
the Use key
PAGE 19
PAGE 18
Mission objectives
(“F2” Key)
Max can get key
information on his
mission objectives.
This is useful if
you’ve been away
from the game for a
while.
The Graphic Novel
PAGE 21
similar to a DVD player.
Play Mode
When you encounter new pages of the Graphic Novel
in the game, it will be in “Play Mode”, which
advances the story automatically page by page with
no user intervention required. Just sit back and
enjoy the show, complete with full voice acting and
sound effects, and you will be returned to the game
as soon as the current pages are completed.
Browse Mode
By pressing the spacebar during the Graphic Novel,
THE GAME WORLD
Desert Eagle
The Desert Eagle is a high-power
PAGE 22
PAGE 23
Weapons Sneak Peek handgu n that packs a lot of stop-
ping power and is very accurate.
Max has a dozen weapons at his disposal, giving him However, due to the recoil of
a deadly arsenal with which to battle the murderous this high caliber weapon, the
enemies that stalk him in the dark night of the rate of fire leaves room for
city. To get you started, we’ve included essential improvement. The Desert Eagle carries 12 bullets in
information on four of them. the clip.
PAGE 25
ers found in various locations in
on and off by pressing the Bullet Time Key again.
the game. You can carry a maximum
Max will gain a little more Bullet Time for every
of 8 at any one time. Keep in mind
enemy he takes out.
that when you take a painkiller
it only heals a fraction of Max’s
Also, using Bullet Time while sniping will help your
total health, and it will take a
aim. You will naturally not be able to shootdodge
few seconds for it to take full
when using the sniper rifle.
effect, as indicated by a faded red
color. This faded red color indi-
cates the real health status
of Max, and further damage
Shootdodging™
(Left, Right, Forward or Back + Bullet Time Key/RMB)
to Max will be added on top
of the faded red, not the In addition to normal dodges and Bullet Time, Max
solid red. So, you may choose can also Shootdodge.
to take a painkiller (or
painkillers, as needed) and By pressing Left, Right, Forward or Back and the
let them take full effect Bullet Time Key, Max will do a Shootdodge dive in
before entering further combat slow motion in that direction. This will cost you
against the enemies. a little Bullet Time each time you do this maneuver,
but it will give you an incredible edge in combat.
If you don’t have any Bullet Time left, Max will
do a normal rolling dodge instead of a slow motion
Shootdodge and you will hear a warning sound.
Bullet Time™ You may also choose to configure a separate Bullet
(Stand Still + BulletTime Key/RMB)
Time Toggle key in the menus, pressing Bullet Time
Bullet Time is the heart of Max Payne’s Toggle (even when in motion) will simply place Max in
combat maneuvers. When pressed into a tight to Bullet Time without performing a shootdodge.
spot Max can activate Bullet Time, which will
slow the action around him, while allowing Remember, that by Shootdodging, the action slows
him to aim his weapons in real-time. This around Max, but he can still aim in real-time. Use
is very effective for getting the drop on this to your advantage.
multiple enemies and even allows Max to
dodge oncoming bullets.
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CASE FILE MP2700FM
PAGE 27
The dodge is an effective defensive move and can
be performed in any direction, except forward, which
results in a regular forward jump. Dodging is
FUGITIVE
This is the default gameplay mode and the only
performed by selecting the direction (Left, Right or one available after you’ve installed the game. When
Back) and pressing the Jump Key simultaneously. By playing the Fugitive gameplay mode, the game uses a
performing dodges, Max can avoid getting shot by self-adjusting skill level system. The enemies will
the enemies who are trying their best to put nails alter their behavior and performance according to
in his coffin. how well Max Payne is doing. This implies that if
you are encountering difficulty, the game will adjust
PAGE 29
reaches zero, Max is out. Taking out enemies buys you
effect never seen in a game before this.
more time. Graphic novels and cinematics stop the
timer and the timer slows down in Bullet Time.
Don’t pass up notes, tv or radio broadcasts or other
things Max is interested in while you are playing.
GENERAL GAMEPLAY TIPS Take the time to use these items and get information
and story. You may also find it useful to review the
Graphic Novel at times.
If Max crouches (by using the Crouch Key) during
a gunfight, he presents a smaller target and is
therefore slightly less likely to get hit. Crouching
behind obstacles in combat may give you the required
second or two to reload your weapon before diving
back into the action. Crouching will also make your
sniper rifle more steady.
PAGE 31
Entertainment Ltd. Produced by 3D Realms. Saku Lehtinen
Modeling Henri Blåfield
Animation Peter Hajba
Texture Art Aki Määttä
Marko Leinonen
Peter Hajba
Saku Lehtinen
Teemu Heinilehto
Particle Art Peter Hajba
Cinematics Anssi Hyytiäinen
Saku Lehtinen
Menu and HUD Art Marko Leinonen
Sound and Voice Tracks Peter Hajba
Graphic Novel Art Kiia Kallio
Sami Saramäki
Startup Movie Marko Leinonen
Skybox Art Eetu Martola
Business and Finance Director Matias Myllyrinne
Saku Lehtinen, Petri Ljungberg, Kim Salo, Markus Stein, Samuli Viikinen, Chairman of the Board Markus Mäki
Olli Tervo, Matias Myllyrinne, Kiia Kallio, Jussi Räsänen, Petteri Salo, Office Manager Mika Reini
Aki Määttä, Matias Kamula, Sam Lake; bottom row: Marty Howe, Mika IT Support Petri Ljungberg
Reini, marko lenonen, Petri Järvilehto, Sami Vanhatalo, Henri Blåfield, Peter Additional Level Design Tero Tolsa
Hajba, Markus Mäki, Tero Tolsa, jaakko lehtinen, Anssi Hyytiäinen. Additional Art Matti Kamula
Scott Alden, John Anderson, Allen H. Blum III, Steven Blackburn, George Vladimir Dominic Hawksley
Broussard, Stephen Cole, Scott Miller, Brandon Reinhart, Keith Schuler, Joe Dispatcher Julia Murney
Announcer Peter Appel
PAGE 32
PAGE 33
Siegler, Charlie Wiederhold, Tim Wilson, Matt Wood.
Butler John Randolph Jones
Additional Production by Rockstar Games’ NYC production team Lady Amelia Julia Murney
Executive Producer S am Houser Marquis Valentine Dominic Hawksley
Director of Development Boris Dime Peter Appel
Jamie King
Producer Joe Salem Joe Maruzzo
Jeremy Pope
Technical Producer Vince Mugnaio Bruce Kronenberg
Gary J. Foreman
Technical Coordinator Brandon rose Computer Jane Gennaro
QA Manager Pilot Joe Dallo
Jeff Rosa
Lead Analyst A dam Davidson Transit Police Joe Maruzzo
Chemists Joe Dallo
Music by Bruce Kronenberg
Music composed, arranged and performed by Kärtsy Hatakka & Kimmo Junkies Dominic Hawksley
Kajasto. Hatakka performs courtesy of Eastborder Management Inc. Music Jeff Gurner
mastering by Pauli Saastamoinen at Finnvox studios. Mobsters Joe Maruzzo
Bruce Kronenberg
Voice Acting Talent Joe Ragno
Max Payne Tye Reign
James McCaffrey
Michelle Payne Navid Khonsari
Haviland Morris
Alex Balder Policemen Adam Gruper
Chris Phillips
Nicole Horne Bruce Kronenberg
Jane Gennaro
B.B. A dam Gruper Dominic Hawksley
Jim Bravura Mercenaries Adam Gruper
Peter Appel
Joey Finito Jeff Gurner
Tye Reign
Virgilio Finito Chris Phillips
Tye Reign
Vinnie Gognitti Renaud Sebbane
Joe Dallo
Kyra Silver Killer Suits Jeff Gurner
Chelsea Altman
Angelo Punchinello Chris Phillips
Joe Ragno
Candy Dawn Booze Houn ds Renaud Sebbane
Joanie Ellen
Captain Baseballbat-Boy Navid Khonsari
Ricky Ashley
BicycleHelmet-Girl Victoria Pontecorvo Voice Over Production
Rico Muerte Directed by Navid Khonsari
Joe Maruzzo
Alfred Woden Production by Renaud Sebbane
John Randolph Jones
Jack Lupino Engineered by Brandon Rose
Jeff Gurner
Mona Sax Executive Producer Jamie King
Julia Murney
Frankie Niagara Bruce Kronenberg Production Assistant Stefan Pearson
Rockstar Marketing & PR
PAGE 35
Addition al Graphic Novel Photogr aphy by Jonne Reijonen. THANKS:
Remedy would like to thank, acknowledge and credit the following for their
Text Editing by Navid Khonsari, William Haskins and Aki Saariaho help and support through out the development of Max Payne:
.
Graphic Novel Models (in order of appearance) Above all a huge thank-you to Scott Miller and George Broussard for produc-
Sam Lake, Jani Niipola, Tuuli Reijonen, Aki Saariaho, Teemu Järvi, ing Max Payne, guiding and helping us in so many ways. Without them this
Mr. Willie T.,
Candy Dawn (as herself), Marko Saaresto, Jonne Reijonen, Mika would not have been possible.
Veikkolainen,
Rami Lehtimäki, Carol Kiriakos, Jonne Savolainen, Kiia Kallio, Jussi
Rissanen,
Tuula Järvi, Aki Järvileh to, Markku Järvi and Markus Stein. Thanks to everyone at 3D Realms; Ludwig Neuberger, Tom Rinaldi, Edwin
Van Puffelen, Mike Andersen, Jani Penttinen and Tim Sweeney; All at Hybrid,
Also Modeled Housemarque, PRO-AV and Plenware; Matti Sihto, Satu Toivonen, Kari Korhonen
Jenny Jännäri, Marko Helin and Saku Helin. and Outi Aalto-Wahlstedt at Tekes; The guys and gals at MadOnion.com,
especially Aki “AJ” Järvilehto, Leena Kuusiniemi, Pertti Kainulainen, Sanna
Addition al Models Yliruka, Tanja Meski, Patric Ojala, the 3DMark team, Ilkka Koho, Jani Joki,
Michel Schivute, Aki Määttä, Mika Tammenkoski, Ilkka Koho, Ulrik Tuukka Taipalvesi and many others who have helped us along the road;
Henriksen,
Artturi Tarjanne, Jaakko Lehtinen, Scott Miller, Paul Bonnette, Michael Goddard, Brad Craig, Mats Petersson and Elias Slater at AMD; Rex
Richard
Huddy, Tero Kosterm aa, Henri Blåfield, Matti Sihto, Maria Lemmety Sikora and Jeff Royle at ATI; Mika Tuomi and Juha Taipale at Bitboys; Andrea
inen, Lemmy
Kook Jensen, Ossi Turpeinen, Jussi Räsänen, Anuj Desai, Alajos Hajba, D’ Orta and Daniel Peacock at Creative; Mark Butler and John Howson at
Rick
Raymo, Frank “Omppu” Salonius, Thor- Gustaf Wiksten, Tommi Westerbe Imagination Technologies; Haim Barad, Francois Piednoel, Yohai Merzel and
rg,
Pekka Tapaninen, Kai-Eerik Komppa, Jussi Laakkonen, Mika Tuomi, Ronen Zohar at Intel; Chas Boyd, Brian Marshall and Mark Kenworthy at
Kaj Tuomi,
Arman Alizad, Tim Pressley, Skoll, Janne “Psycho jet” Sormunen, Microsoft; Mark Daly, Ben de Waal and Richard Huddy at Nvidia; Raja Koduri
Ben de Waal,
Michael Goddard, Erik Pojar, Harri Leskinen, Micko “Pixel” Iho and at VIA/S3; Joe Kreiner at ST Microelectronics; Martin Haufschild and Ewa
Petri
Järvileh to. Kirjavainen at ELSA (thank you for ELSA GLADIAC 920’s); Donna St. Dennis,
Juan Guardado, Allan Thiffault, Dan Wood, John Smith and Jason Della Rocca
Test Team at Matrox; Matthew Burton, Lori Mezoff, and Andrea Schneider at TSI; Mike
Joe Greene, Joe Howell, Oswald Greene and Lance Williams. and Kevin for security and guidance in NYC; For inspiration in furniture
design Le Corbusier and Alvar Aalto; Anne Isomursu, Matti Pyykkö and
GodGames Marketing & PR Tuomas Jääskeläinen for source material from “Helsinki Graffiti”; Todd Hol-
Andrea Villareal, Ben Condit, Benjamin Lippert, Bill Nadalini, Chad lenshead and id Software Inc. for permission to use and modify their end
Lovell,
David Eddings, Devin Winterbo ttom, Dianne Vaughn, Jeff Smith, Jenny user license agreement; Alan Murta for use of his gpc library; Jonathan
Jemison,
Jim Bloom, John Gibson, Josh Galloway, Mike Wilson, Russell Hughes, Richard Shewchuk, at University of California at Berkeley for use of his Two-
and
William Haskins. Dimensional Quality Mesh Generator and Delaunay Triangulatorã, Triangle,
in Max-Ed.
Intellectual Property Ownership. Owner retains all right, title and interest to this SOFTWARE
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effects, musical works, and moral rights. The SOFTWARE and ACCOMPANYING MATERI-
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CASE FILE MP2700FM
CASE FILE MP2700FM
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CONTRACTORS OR MATERIALS exclusively with private funds. Additionally, information contained in this SOFT-
AFFILIATES SHALL CREATE ANY OTHER WARRANTY OR EXTEND
OR EXPAND THE WARE and the ACCOMPANYING MATERIALS is a trade secret of Owner for all purposes of
SCOPE OF THIS WARRANTY. YOU MAY NOT RELY ON ANY
SUCH INFORMATION OR the Freedom of Information Act or otherwise. Furthermore, this SOFTWARE is “commercial
ADVICE.
computer software” subject to limited use as set forth in any contract that may be entered
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG into between the seller and the governmental entity. Owner owns, in all respects, the propri-
AN IMPLIED WARRANTY etary information and proprietary data found in the SOFTWARE and the ACCOMPANYING
LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
THIS LIMITED WAR- MATERIALS.
RANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY
ALSO HAVE OTHER
RIGHTS WHICH MAY VARY FROM STATE TO STATE.
U.S. DEPARTMENT OF DEFENSE PERSONNEL. Owner only sells this SOFTWARE
LIABILITY LIMITATION. To the maximum extent permitted by applicable and the ACCOMPANYING MATERIALS with “Restricted Rights” as defined in DFARS
law, and regardless 52.227-7013 (also found at 48 C.F.R. ‘252.227-7013). Any U.S. Government use, duplica-
of whether any remedy set forth herein fails of its essential purpose,
tion, or disclosure is subject to the restrictions including, but not limited to those found in the
Rights in Technological Data clause at DFARS 52.227-7013 (48 C.F.R. ‘252.227-7013) that
IN NO EVENT WILL OWNER, ITS DIRECTORS, OFFICERS, EMPLOYE may be amended from time to time.
ES, AGENTS
OR AFFILIATES NOR ANYONE ELSE INVOLVED IN THE DEVELOPM
ENT, MANUFAC- NON-DEPARTMENT OF DEFENSE PERSONNEL. Other governmental personnel are on
TURE OR DISTRIBUTION OF THE SOFTWARE OR THE ACCOMPA
NYING MATERIALS notice through this Agreement that any use of this SOFTWARE and the ACCOMPANYING
BE LIABLE FOR ANY DAMAGES WHATSOEVER, INCLUDING
WITHOUT LIMITATION, MATERIALS is subject to similar limitations as those stated above, including but not limited
DIRECT OR INDIRECT; INCIDENTAL; OR CONSEQUENTIAL DAMAGES
FOR PER- to, those stated in Commercial Computer SOFTWARE -- Restricted Rights found in 48
SONAL INJURY, PERSONAL PROPERTY, LOSS OF BUSINESS
PROFITS, BUSINESS C.F.R. ‘52.227-19, that may also be amended from time to time. Manufacturer is Owner at
INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS
OF TEXT OR DATA the location listed below.
STORED IN OR USED WITH THE SOFTWARE INCLUDING THE
COST OF RECOVERING
OR REPRODUCING THE TEXT OR DATA, OR ANY OTHER PECUNIAR
Y LOSS, ARISING U.S. Export Laws Prohibitions. By opening the sealed software packaging and/or installing
FROM OR OUT OF THE USE OR INABILITY TO USE THIS SOFTWAR
E. THIS LIABILITY or otherwise using the SOFTWARE and ACCOMPANYING MATERIALS, You also agree
LIMITATION APPLIES EVEN IF YOU OR ANYONE ELSE HAS
ADVISED OWNER OR and confirm that the SOFTWARE or ACCOMPANYING MATERIALS and any of the SOFT-
ANY OF ITS AUTHORIZED REPRESENTATIVES OF THE POSSIBILI
TY OF SUCH DAM- WARE’s direct products are not being and will not be transported, exported or re-exported
AGES. EVEN IF SUCH IS CAUSED BY, ARISES OUT OF OR RESULTS
FROM THE (directly or indirectly through the Internet or otherwise) into (or to a national or resident
ORDINARY, STRICT, SOLE OR CONTRIBUTORY NEGLIGENCE
OF OWNER OR ITS of) any country forbidden to receive such SOFTWARE or ACCOMPANYING MATERIALS
DIRECTORS, OFFICERS, EMPLOYEES, AGENTS, CONTRAC
TORS OR AFFILIATES. by any U.S. export laws or accompanying regulations or otherwise violate such laws or
SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATIO
N OF INCIDENTAL OR regulations, that may be amended from time to time. You also agree and confirm that the
CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR
EXCLUSION MAY NOT SOFTWARE and ACCOMPANYING MATERIALS will not be used for any purpose that may
APPLY TO YOU.
be restricted by the same laws and regulations.
Product Support and Updates. This SOFTWARE is intended to be
user-friendly and limited
CASE FILE MP2700FM
CASE FILE MP2700FM
Termination. This Agreement is valid until terminated. This Agreement ceases automati-
cally (without any form of notice) if You do not comply with any Agreement provision.
You can also end this Agreement by destroying the SOFTWARE and ACCOMPANYING
MATERIALS and all copies and reproductions of the SOFTWARE and ACCOMPANYING
PAGE 41
PAGE 40
MATERIALS and deleting and permanently purging the SOFTWARE from any client server
or computer on which it has been installed.
Program Transfer. You may permanently transfer all of your rights under this Agreement,
provided that the recipient agrees to all of the terms of this Agreement, and You agree
to transfer all ACCOMPANYING MATERIALS and related documents and components
and remove the SOFTWARE from Your computer prior. Transferring the SOFTWARE
automatically terminates Your license under this Agreement.
Equitable Remedies You hereby agree that if the terms of this Agreement are not specifi-
cally enforced, Owner will be irreparably damaged, and therefore you agree that Owner
shall be entitled, without bond, other security, proof of damages, to appropriate equitable
remedies with respect any breach(es) of this Agreement, in addition to any other available
remedies.
Owner: If You have any questions regarding this Agreement, the enclosed materials, or
otherwise, please contact in writing:
Gathering of Developers
2700 Fairmount Street
Dallas, Texas 75201
Attn: Customer Service
Max Payne and the Max Payne logo are trademarks of Remedy Entertainment,Ltd. and 3D
Realms Entertainment. 3D Realms Entertainment and the 3D Realms
logo are trademarks of Apogee Software, Ltd. Remedy and the Remedy logo are
trademarks of Remedy Entertainment, Ltd registered in the EU. Take-Two Interactive
Software,Inc. and the Take-Two family logo are registered trademarks of Take-Two
Interactive Software, Inc. Godgames and the godgames logo are trademarks of
Gathering of Developers, Inc. All other trademarks and trade names are
properties of their respective owners. © 2001 Remedy Entertainment, Ltd.
and 3D Realms Entertainment. All Rights Reserved.
Microsoft and Windows 95, Windows 98, Windows NT, Windows 2000, and Windows ME
are registered trademarks of Microsoft Corporation. All other trademarks and trade names
are properties of their respective owners. U.S. Government Restricted Rights