Squad Leader Release Notes (version 1.0) Squad Leader is dedicated to all veterans who fought to keep the world free. Thank you for purchasing Squad Leader. The Squad Leader Read Me file contains last minute information that was not able to make it into the manual as well as tips to provide a more enjoyable gaming experience for the player. The Read Me file is broken down into individual sections: Table of Contents 1. Installation Issues 2. Scenario Builder 3. Tips from the Testers 4. How to Improve Performance 5. Clarification of Specific Issues 6. Manual Changes 7. Game Controls 8. Windows 95/98 Issues 9. Windows 2000/Windows NT 4.0 10. Technical Support 11. Tweaking Game Variables 12. Special Thanks 13. Hasbro Interactive, Inc. General End-User License July 2000 1. Installation Issues Squad Leader is set to autorun on machines that have this option turned on. If you place the Squad Leader CD-ROM disc into the CD-ROM drive and the Squad Leader installation screen did not appear, it is very likely that your autorun option is not turned on. To install Squad Leader the player should do the following. Insert the Squad Leader CD-ROM Disc into the computer's CD-ROM drive. Double left-mouse click on the 'My Computer' icon. Right-mouse click on the CD-ROM drive icon. Left-mouse click on the 'open' option. Double left-mouse click on 'setup'. Follow all screen prompts. Squad Leader requires DirectX7.0a in order to function properly. If the install detects an older version of DirectX on your machine, it will prompt you to install the DirectX7.0a files. Once DirectX has been installed on to your machine, you will need to reboot your machine. If Squad Leader detects an updated version of DirectX on your machine, you will not be prompted to install the DirectX7.0a files. If you need to install DirectX7.0a at a later time, the DirectX install is located on the Squad Leader CD-ROM Disc. To run the DirectX setup program the player should do the following. Insert the Squad Leader CD-ROM Disc into the computer's CD-ROM drive. Double left-mouse click on the 'My Computer' icon. Right-mouse click on the CD-ROM drive icon. Left-mouse click on the 'Explore' option. Double left-mouse click on the DirectX folder. Double left-mouse click on 'dxsetup'. Follow all screen prompts. 2. Scenario Builder Squad Leader was to ship with a very powerful Scenario Builder program. This Scenario/Campaign/Map Builder/Editor utility is the same utility that the development team used to create the game maps, missions and campaigns. Unfortunately the program is extremely complicated and has a very steep learning curve. The program was so complicated and the learning curve so steep that the decision was made to remove it from the game, retool the program in order to make it more user friendly and then post it to the Squad Leader website for free download. The Scenario Builder utility will also come with a PDF manual to help guide the player though the Scenario Builder program. Once the Scenario Builder has been retooled it will be found at the following web address: http://www.hasbrointeractive.com/microprose/product.cfm?product=99603 We deeply regret any inconvenience that this may cause. 3. Tips from the Testers ++++++++++++++++++++++++++++ + Kevin Jamieson's Hints + ++++++++++++++++++++++++++++ 1. Stock up on grenades and throw them in bunkers to see if anyone is home. 2. Missions require 4 or less squads, so with 8 squads to choose from, right-click to swap soldiers from squad to squad and stack the squad(s) you bring into battle with your best soldiers. 3. Check for underground tunnels in enemy bunkers. 4. Be careful with grenades near obstacles where they might bounce back, and on roads where the open terrain increases their area of effect. 5. If possible, clear buildings of enemy soldiers and place snipers on rooftops where they are the most effective. 6. Always try to leave enough Action Points (AP's) to at least kneel (3AP) at the end of a soldier's movement as this increases hit potential for the kneeling soldier, reduces the hit potential for enemies, and often reduces the number of enemies that can fire. 7. Place demo charges at the beginning of an engineer's turn to ensure that they have enough Action Points to move out of range of the explosion. 8. Since the player gets to go first, place soldiers where they can see enemy soldiers during the deployment phase. Use the Quick Enemy Select Bar, located in the top middle of the interface area, to facilitate this. 9. Use a bazooka, artillery fire, mortar fire, or grenades on an enemy vehicles until the fuel line is hit or the vehicle is destroyed. 10. Whenever possible, keeps troops far enough apart to avoid multiple deaths from enemy fire yet close enough to support each other. 11. There is no such thing as "friendly" fire. +++++++++++++++++++++++++ + Ellie Crawley's Hints + +++++++++++++++++++++++++ 1. Remember that tanks usually have a secondary weapon or machine gun as well. The machine gun can be fired more often than the main guns and they are particularly effective against soft targets. 2. All squad-based soldiers will have a small graphic just to the left of their AP icon indicating what squad they belong to. Hitting the 'Y' key will show all of the Squad icons. 3. Remember to place soldiers that have enough Action Points to fire in opportunity fire mode. This will allow them to fire at enemies that move into the soldiers line-of-sight during the computer's turn. If done right, opportunity fire can really hamper the enemies' attack. ++++++++++++++++++++++++ + Corey Navage's Hints + ++++++++++++++++++++++++ 1. Smoke can be your soldier's best friend in a combat situation. A well-placed smoke grenade can shield your troop movements from enemy eyes. Heavy smoke at one level does not necessary mean heavy smoke at all levels. A smoke cloud that prevents a soldier from being seen while standing may not prevent the same soldier from being seen in a kneeling or prone stance and vice versa. 2. The player can see how the smoke deployed at various levels by cutting the level up and/or down using the 'raise/lower cut away level' tool in the game interface. 3. Soldiers can not see into or out of a smoke cloud. This can make for some interesting 'blind' close-quarter fights. ++++++++++++++++++++++++++++ + Jeffrey Tolleson's Hints + ++++++++++++++++++++++++++++ 1. Be very careful throwing grenades inside or out of buildings; they often don't go where you intended them. 2. When moving in the presence of the enemy, leave enough APs to fall prone or at least to kneel for protection. 3. If you need to advance under heavy enemy fire, try the smoke grenades. And be careful of standing at the edge of the smoke coverage. 4. Try to keep your soldiers within 6 squares of your squad leaders (same colored dot or square above left of your insignia and APs) and platoon leaders. Those extra 6 APs are golden. 5. You can ignore your medics in the single scenarios, but they are valuable for keeping your troops alive from mission to mission in the campaign game. 6. The armored vehicles rule the battlefield. Concentrate on destroying the enemy's and keep yours operational whenever they are present. ++++++++++++++++++++++ + Rex Martin's Hints + ++++++++++++++++++++++ 1. Most small unit tactics in WW2 revolved around the movement-and-fire methods perfected during WW1. In effect, one element of the squad or platoon would provide cover while the other moved; once the moving element was in position, it would provide cover for the rest to move. In Squad Leader this is recreated by the Opportunity Fire command; at the end of any turn, you should have several of your soldiers, with a good line-of- sight (LOS) to a large area, placed on Opportunity Fire at the end of each turn. During the war, the usual rule-of- thumb was that half of the troops should be providing cover while the other half moved during any attack or retreat. By "leap-frogging" the two halves, the tactical commander was always able to react to any unexpected threat. In a static defensive situation, this percentage should be somewhat higher, and it was not unusual for 75% of the force to be on Opportunity Fire, while the rest provided a mobile reserve, moving to plug any holes as casualties occurred. 2. If you are expecting a long-range firefight, take along a sniper or two. Put them in a position with long LOS, preferably with some cover between them and the enemy. During your turn, stand and use Aimed Fire, keeping enough AP to again kneel or go prone so that the enemy will not be able to return an aimed shot (any fire the sniper will draw will be a Snap Shot enemy Opportunity Fire). With their excellent marksmanship, a sniper can often pick off an enemy soldier each turn. Snipers want long-range duels; don't allow your snipers to be caught in close (which also means that snipers have little use for grenades). 3. If you face a firefight in close terrain (urban, heavy vegetation, and such), take along more automatic weapons and grenades than the default order-of-battle usually offers. In environments such as Arnhem, you should be looking for a fast-paced, highly mobile and confusing firefight. Lines-of-sight will be short, the enemy will be moving in good cover, and you won't have many opportunities for aimed fire. Urban firefights, especially, were bloody affairs, so expect high casualties and make sure that your critical specialists for the mission have back-ups. 4. Mortars and the heavy MG for the Heavy Weapons squads are of most use in open terrain with long LOS. They are especially useful in defensive actions, and of little or little value if you plan a rapid advance. In the latter case, leave them behind and focus on your Rifle squads. 5. Trucks, at the ranges depicted in Squad Leader, are a liability. They tend to be deathtraps for your troops. Never expose a loaded truck in range of any enemy troops. The half-tracks are slightly better, but even here the standard practice for armored infantry units was to dismount from the vehicles when they engaged in a firefight. Indeed, the half-tracks usually served as a mobile heavy MG that protected the flanks or provided covering fire for the infantry movement. 6. Tanks, on the other hand, in those scenarios where they appear, tend to dominate the immediate area they occupy. In general, it is a waste to use their main guns on infantry targets. The bow MG takes fewer AP to fire (meaning more shots per turn), will do as much damage to a soldier if it hits, and still leaves room for movement in the same turn. Never expose your tanks to enemy infantry without infantry support themselves. The limited range of vision of a tank means that it is vulnerable if the enemy can close in. 7. One of the best uses for your tank is as cover for your soldiers in any attack. If you can keep several of them behind it, not only do they provide close infantry support, but if they stay low (kneeling or going prone every turn) they will avoid most enemy fire. Be warned, though, if the tank goes up, the infantry might suffer the unpleasant effects of the explosion as well. 8. Conversely, if you are facing enemy armor, you will need some sort of long-range anti-tank weapon - a bazooka, PIAT, panzerfaust or panzerschreck. Always take more than one. And if a trooper carrying one goes down, do your best to recover it. Otherwise, taking out an enemy tank at close range is a costly affair. 9. If you are blessed with artillery support, use it frugally. Don't waste it on a single, annoying enemy soldier. Use it much as you do a mortar, to clean out enemy trenches and fortifications and to break up masses of enemy troops that you cannot fire on directly. 10. In summary, the most important principle in tactical combat, as at any other level of military operations, is planning. Read the mission objectives carefully, consider the minimum forces necessary, understand your resources, prepare for contingencies and the unexpected. Succeeding in a campaign game means far more than just taking the best marksmen every time and loading them down with lots of grenades. If war was just a single battle, anyone could be a squad leader. But, to lead a platoon through a major campaign takes planning, understanding and quick thinking. Good luck. +++++++++++++++++++++++++ + Jason Gleason's Hints + +++++++++++++++++++++++++ 1. On the first turn, save some people with smoke grenades for last. Shoot anyone around you with the majority of your forces, move them into position, and THEN toss the smoke grenades. You'll get the advantages of having had the first attack as well as having the smoke cover. 2. Don't underestimate the value of concussion grenades. They have a radius one square larger than frag grenades. This means that they cover an extra 133%! This is especially effective when throwing over hills where you can't see your targets but know they're out there. 3. Throw grenades liberally. Not only is it cathartic, it also can take out lots of units in bunkers and trenches. When they're all bunched up like that they're just asking for a concussion grenade. 4. Don't underestimate the value of suppressing fire. Don't waste good AP on enemies that have just been pinned down. Only fire on enemies that have just been pinned when all other bad guys are also pinned. 5. Alternate suppressing fire with movement. Spending even turns moving and odd turns shooting works like a charm. Pin down all of the enemy troops and then worry about moving into position. That eliminates the fear of opposing opportunity fire. 6. Flamethrowers are pretty... pretty devastating, that is. 7. Remember that tanks run over enemy units. Remember that enemy tanks run over friendly units. Don't let an enemy tank get within driving distance of your units in smoke cover, because an enemy tank will not hesitate to "accidentally" run over five, six, or seven of your best marksmen. 8. Use hand-to-hand combat in trenches in the cover of smoke. 9. Always, always, always take out radio operators if you have line of sight. If you don't, get it. If you can't, move around a lot. If you see the enemy radio operator call in an artillery strike, move ALL of your units away. 10. Save early, save often. I recommend at the beginning and end of every turn. That way, if something REALLY BAD happens, you're not sunk. 11. Don't bring medics into non-campaign missions. 12. Heavy machine guns on vehicles seem to work well at killing trucks and half-tracks. They deliver vehicle-killing critical hits with surprising frequency. It must have something to do with their rate of fire. ++++++++++++++++++++++++ + Doug Atwell's Hints + ++++++++++++++++++++++++ 1. During your turn, always take your sniper's shots first, they may take out an enemy with opportunity fire just waiting for one of your other soldiers to cross his path. 2. Sometimes the closest enemies are not always the easiest to hit, be sure you consider all your targets with the quick enemy selector before firing. 3. Your Radio Operators are your best friends, find them the best possible cover with the farthest line-of-sight. 4. Before opening a door with a trooper, place another trooper behind him so that he can fire with all of his action points. 5. Once victory is achieved in a mission, you don't have to exit right away. A good idea, if you have a surviving medic, is to run around and treat any wounded soldiers so you can use them for your next mission. 4. How to improve performance For the best overall game performance it is recommended that the player install the game using the maximum install setting. This will place all of the important game data onto the harddrive instead of reading it off of the CD-ROM disc. For additional game performance, it is recommended that the player adjust the character animation speed to maximum (move the slider bar furthest to the right) while adjusting the object animation speed to minimum (move the slider bar furthest to the left). 5. Clarification of Specific Issues Terrain Hugging Cursor. Squad Leader defaults to a terrain hugging map cursor mode I.e. where the map cursor will always occupy the highest point in a map cell. This makes moving soldiers and targeting enemy units very easy under most circumstances. There will be occasions where the terrain hugging cursor will make units difficult to move or enemy units difficult to target. Some examples include moving into above and underground bunkers, buildings and targeting enemies in bunkers and buildings... In these situations, raise or lower the map level using the lower or raise cut away icons within the game. For example, if the player wants to target an enemy in the bunker in American 1 mission, they should cut the level down until the bunker interior is visible. Line-of-Sight. Line-of-sight or LOS is calculated from the observing soldier's 'head' in the direction that they are facing. A standing soldier is 4 bits high. The LOS is calculated from the top bit or 'head' bit. In this manner it is possible for a soldier to be seen by an enemy (they could see the leg or chest bit) but the soldier could not see them (the head bit LOS is blocked by an object). Mission Briefing. The mission briefing will also display any vehicle hits that occur in the game. If a player fires and inflicts damage upon an enemy vehicle, the damage sustained by the vehicle can be seen in the mission briefing. This field is scrolled down as more damage is inflicted. Note: the name of the unit that was damaged is not included in this text, only the damage is logged. Mission briefing will also display mission information as it is relayed to the player. This is especially important in the Bootcamp mission where the player may forget the mission orders. To see the orders again, all the player need do is click on the Mission Briefing icon. Bootcamp. We have made it very difficult for the player to get their soldier killed in the Bootcamp scenario but it is possible that this will occur. If your soldier dies before completing the Bootcamp mission, you will need to restart the mission. The Bootcamp mission has been set up to teach the player how to perform many of the tasks in Squad Leader. The mission structure has been set up so that when the player completes one part of the mission they are briefed on what they need to do to continue the mission. If the player chooses to ignore the mission orders, and not kill the enemy soldiers, the mission will not spawn a wounded soldier for the medic to treat. Rally. When a leader rallies nearby soldiers, the leader is attempting to raise the combat effectiveness of the soldiers within the leaders combat command radius. Soldiers who are routed and fleeing he field of battle can be stopped via a successful rally. Rally will not have an effect on Pinned soldiers. Pinned soldiers will remain pinned until the beginning of the next turn. Movement Path. Occasionally the suggested movement path may not always be the most efficient movement path. The player may need to move the selected soldier via smaller increments to the destination cell. Building Movement. When the player wants to move a unit into a building, the player will need to cut the map level down (lower cut away level icon) so that the interior rooms of the building can be seen. The player can then move their units into the building. Some buildings will have multiple levels. Maneuvering soldiers in these buildings will require the player to raise or cut the map level depending on the situation. This can be accomplished by using the lower or raise cut away level icons. Radio Operators. Radio Operators can only call in artillery strikes on units or map cells that they can see. This was done to prevent a player from hiding the radio operator in an out of the way corner of the map and still call in artillery strikes. This also prevents the enemy AI from always targeting your 'hidden' units. Tanks at the Edge of the Map Board. Tanks that are located near the edge of the map board will not be able to change facing. Squad Leader will not allow any part of the tank to appear off the map at any time. As a tank turns, one corner of the tank would appear off the screen thus the movement is not allowed. If the player moves the tank forward a cell or two, the tank will be able to turn in place. Tank Weapons. Tanks usually have a main gun and a machine gun to keep enemy soldiers at bay. The machine gun can be selected by clicking on the current weapon/switch weapon button as described in the manual. Some objects in Squad Leader are two or more levels high. There are some objects in the game that will require the soldier to crawl under while moving around them. The tail of the airplane is British Mission 1 is just one example of these objects. Hills. Hills that are one level high are approximately waist high to the soldiers in Squad Leader. Hills that are two levels high are approximately shoulder high to the soldiers in Squad Leader. Tanks. Tanks are three levels high. The tank chassis is two levels high. The turret of the tank occupies the third level. Tanks and other vehicles are also unique in that they occupy more then one map cell. If the enemy tank/vehicle is partially obscured by terrain features, the player will not always be able to determine what part of the vehicle their forces can see. The best thing to do in this situation is to fire at the highest point on the tank, usually its turret. To do this, the player will need to turn terrain hugging off (shift H), raise the targeting cursor using the 'a' or 'z' to the appropriate level, move the cursor over the enemy vehicle to target the enemy unit and then fire at the enemy vehicle. When you are done, remember to turn terrain hugging back on! Exchange Window. In Squad Leader the player can exchange items between adjacent soldiers by selecting the exchange icon. The player will then need to click on the soldier to exchange with. The top half of the interface shows what the soldier can take and the lower half of the interface shows what the player currently possesses. It is possible that there could be several items all in the same cell that the player may want to take items from. The player can scroll through the various 'donors' by clicking on the left or right arrow under the upper or donor graphic display window. In this way, the player can cycle through objects on the ground, from dead soldiers or living soldiers. Exchanging Weapons. In Squad Leader, the player can have their soldiers exchange weapons with other soldiers in the game. To exchange anything with an enemy soldier, the enemy soldier must be dead not just incapacitated. Dead Vs Incapacitated. In Squad Leader, if a soldier is dead and the mouse cursor is placed over the soldier's graphic, the cursor will not display an aiming reticle. If a soldier is incapacitated and the mouse cursor is placed over the soldier's graphic, the cursor will display an aiming reticle. Smoke. Smoke obscures vision into and out of game cells. It is possible to have a soldier in a cell standing next to an enemy and neither soldier be aware of the others presence. If a soldier is standing in a cell with no apparent enemies and the game will not allow him to move into a valid adjacent cell, there is an enemy soldier located in that cell. It is possible to have smoke at a soldier's 'head' level obscuring his vision but the soldier's legs could be seen. Opportunity Fire. A soldier on opportunity fire that has been activated by enemy movement will not always fire at the moving unit. The soldier will fire at a known or seen target that gives him the best chance of a hit. This was done to prevent the player from moving units further away from the enemy in the hopes of triggering opportunity fire on them instead of soldiers closer to the enemy. Open Topped Vehicles. The M10 Wolverine as well as all half-tracks are open topped vehicles. Enemy soldiers could throw grenades through the open top and wound/kill the vehicle crew as well as destroy the vehicle. In Squad Leader enemy soldiers can throw grenades at these armored vehicles. There is a chance that the grenade will cause damage to the targeted vehicle. Weapon Jams and Weapon Breakdowns. Weapon jams and weapon breakdowns are not modeled in Squad Leader. This was a game conscious design decision by the development team, not an oversight. Random Soldier Deployment. In some Random Missions, the enemy will initially appear clumped around their deployment zone. After the player executes their turn, the enemy will move normally. Access to Inventory Screen During Deployment. Squad Leader does not allow the player to access a soldier's inventory screen during the deployment of forces. Routed Soldier Movement. In Squad Leader, a routed soldier will run away from the enemy. The player will not be able to issue orders to a routed soldier. In order to regain control of the soldier, the player will need to get a leader next to the routed soldier and successfully rally him. Squad Equip undocumented quick keys. In the Soldier Equip Screen, there are several undocumented hot keys that may help in selecting soldiers and squads to equip. Up arrow - next Squad or Specialist Type Down arrow - previous Squad or Specialist Type Right arrow - next individual soldier or individual specialist Left arrow - previous individual soldier or individual specialist Save Games. Endturnplayer0 is a save game that will automatically save at the end of the player's turn. Endturnplayer1 is a save game that will automatically save at the end of the computer's turn. 6. Manual Changes a. Incapacitated Soldiers. We have added two small icons to visually indicate to the player if a soldier requires medical attention and if a soldier has received medical attention. If a soldier requires medical attention and they are the selected soldier, a small white circle with a red cross in the middle of it will appear in the upper left corner of the cursor display. If the soldier has received medical attention and they are the selected soldier, a small circle with a green cross will appear in the upper left corner of the cursor display. b. Squad Indication Icons/Chevrons. We have added a small icon or chevron to visually indicate what squad a selected soldier belongs to. This was done to allow the player to, see at a glance where the soldiers of their various squads were on the battlefield. The 'Y' key will display all of the soldier icons/chevrons. c. Mission Briefing. The mission briefing will also display any vehicle hits that occur in the game. If a player fires and inflicts damage upon an enemy vehicle, the damage sustained by the vehicle can be seen in the mission briefing. This field is scrolled down as more damage is inflicted. Note: The name of the unit that was damaged is not included in this text, only the damage is logged. d. Engineers. All deployed demo charges that are linked to the plunger will explode when the plunger is activated. Activation of the plunger will also trigger demo charges set by your other engineer as well. e. Page 11 of the manual Deployment Screen. The arrows pointing to the End Deployment Icon and the Deployment Check box are reversed. The Deployment check box should be in the check box in the middle of the screen and the End Deployment icon is in the lower right hand side of the screen. f. Squad Equip Undocumented Quick Keys. In the Soldier Equip Screen, there are several undocumented hot keys that may help in selecting soldiers and squads to equip. Up arrow - next Squad or Specialist Type Down arrow - previous Squad or Specialist Type Right arrow - next individual soldier or individual specialist Left arrow - previous individual soldier or individual specialist g. Page 7 of the manual Squad Selection Screen. In the Squad Selection screen, when the player clicks on an individual soldier, the soldier's picture will appear in the upper left corner. The picture will display the soldiers rank (icon in the upper left corner of the picture) and the soldier experience level (icon in the lower left corner of the picture). If the player places the mouse cursor over any of these icons, they will reveal the rank and experience level of the selected soldier. h. General Difficulty Level. If the player opts to play the game on the General difficulty level, the game will prompt the player to enter a name for their save games. The player MUST enter the combat portion of the game before the save game is actually created. The game will not save in the front-end screen, only in the combat portion of the game. 7. Game Controls Squad Leader allows the player to reconfigure the default game controls. If the player decides to go back to the default keyboard command keys, they can access the 'Reset Defaults' icon on the option screen. 8. Windows 95/98 issues ALT-TAB - We do not recommend alt-tabbing away from the game. 9. Windows 2000 / Windows NT 4.0 Squad Leader will not run under Windows NT. Although we don't officially support Windows 2000, the game will run. 10. Technical Support If you are having technical difficulties with the Squad Leader CD-ROM game; please refer to the above release notes before calling or emailing Hasbro Interactive technical support. The technical support phone number is (410) 568-2377. The technical support email address is Hasbro_support@aqinc.com Support hours are 12:00 PM - 8:00PM Monday through Friday. (All times are Eastern Standard Time). Before calling or emailing Tech Support, please have the following: 1) The correct title of the game. 2) Your machine specifications (to the best of your knowledge). 3) The exact error message, or circumstances of the problem. 11. Tweaking the Game Variables NOTE: TWEAKING THE GAME CAN CAUSE THE GAME TO ACT IN UNUSUAL AND BIZARRE MANNERS. TWEAKS WILL NOT BE SUPPORTED BY HASBRO INTERACTIVE CUSTOMER SUPPORT. TWEAK AT YOUR OWN RISK! *******************************************CAUTION***************************************** It is HIGHLY recommended that you copy the original files into a folder outside of the Squad Leader program for backup purposes. Altering the files will change the game. Once the game has been altered, you are on your own. Hasbro Customer Support/Technical Support will not and can not support the game once it has been altered. During the design of Squad Leader, we realized that some people would not agree with the statistics or values that we have assigned to the many weapons, soldiers, tanks and statistics in the game. We realized that some players would want to experiment by changing the numbers to make the game 'better for them.' In Squad Leader altering any one of a number of different text files can do this. The text files can be found in the data directory. The text documents have instructions or explanations about what the numbers are and how to change them. 12. Special Thanks James Allen Bruce Douglas David Ellis Darren Hitt Christopher Lindauer Paul Wallace Patrick Wilson Tom Chick Tim Chown James Cobb Mark Dultz Jason Fulton Trent Lucier Russell Poe Brian Rucker Todd Spinosi 13. Hasbro Interactive, Inc. 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INTERNET-BASED PLAY; CHAT: This Software may include Internet-play features. If You choose to use such features, You will need to access the Internet. The Software or Documentation may also suggest links to certain Software-related web sites, including web sites operated by Hasbro Interactive or third parties. Your access to web sites operated by Hasbro Interactive is subject to the terms of use and privacy policies of such web sites. Children should check with a parent or guardian before accessing the Internet, including without limitation any chat function, on-line “arcade,” or em@il Game. Internet game play may occur through one or more independent gaming or other web sites (each a “Web Site”), including without limitation the MSN Gaming Zone run by the Microsoft Corporation. Hasbro Interactive does not review or control, and disclaims any responsibility or liability for, the functioning and performance of any Web Site, the terms of use of any Web Site, the privacy policies of any Web Site, and any content on or available via a Web Site, including, without limitation, links to other web sites and comments or other contact between users of a Web Site. Hasbro Interactive does not endorse the Web Sites merely because a link to the Web Site is suggested or established. Hasbro Interactive does not monitor, control, endorse, or accept responsibility for the content of text or voice chat messages, if applicable, transmitted through the use of the Software. Use of the chat function, or other content or services of any Web Site is at Your own risk. You are strongly encouraged not to give out identity or other personal information through chat transmissions. OWNERSHIP; COPYRIGHT: Title to the Software and the Documentation, and patents, copyrights and all other property rights applicable thereto, shall at all times remain solely and exclusively with Hasbro Interactive and its licensors, and You shall not take any action inconsistent with such title. The Software and the Documentation are protected by United States, Canadian and other applicable laws and by international treaty provisions. Any rights not expressly granted herein are reserved to Hasbro Interactive and its licensors. OTHER RESTRICTIONS: You may not cause or permit the disclosure, copying, renting, licensing, sublicensing, leasing, dissemination or other distribution of the Software or the Documentation by any means or in any form, without the prior written consent of Hasbro Interactive. You may not modify, enhance, supplement, create derivative work from, adapt, translate, reverse engineer, decompile, disassemble or otherwise reduce the Software to human readable form. LIMITED WARRANTY: Hasbro Interactive warrants for a period of ninety (90) days following original retail purchase of this copy of the Software that the Software is free from substantial errors or defects that will materially interfere with the operation of the Software as described in the Documentation. This limited warranty: (i) applies to the initial purchaser only and may be acted upon only by the initial purchaser; and (ii) does not apply to any patch, update, upgrade, modification, or other enhancement provided by Hasbro Interactive with respect to the Software or the Documentation or to any bonus game provided by Hasbro Interactive at no extra charge as part of the Package, which are provided on an AS IS BASIS ONLY. EXCEPT AS STATED ABOVE, HASBRO INTERACTIVE AND ITS LICENSORS MAKE NO OTHER WARRANTY OR CONDITION, EXPRESS OR IMPLIED, STATUTORY OR OTHERWISE, REGARDING THIS SOFTWARE. THE IMPLIED WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE AND THE IMPLIED WARRANTY OF MERCHANTABILITY SHALL BOTH BE LIMITED TO THE NINETY (90) DAY DURATION OF THIS LIMITED EXPRESS WARRANTY. THESE AND ANY OTHER IMPLIED WARRANTIES OR CONDITIONS, STATUTORY OR OTHERWISE, ARE OTHERWISE EXPRESSLY AND SPECIFICALLY DISCLAIMED. Some jurisdictions do not allow limitations on how long an implied warranty or condition lasts, so the above limitation may not apply to You. This limited warranty gives You specific legal rights, and you may also have other rights which vary from jurisdiction to jurisdiction. If you believe you have found any such error or defect in the Software during the warranty period, (i) if you are in the United States, call Hasbro Interactive's Consumer Affairs Department at 800-683-5847 between the hours of 8:00 a.m. and 4:45 p.m Monday through Friday (Eastern Time), holidays excluded, and provide your Product number; or (ii) if you are outside the United States, send your original CD-ROM disc, game cartridge or disc, or, if applicable, the executable files that you downloaded, to Hasbro Interactive at Caswell Way, Newport, Gwent, NP9 0YH, United Kingdom, together with a dated proof of purchase, your Product number, a brief description of such error or defect and the address to which the Software is to be returned. If you have a problem resulting from a manufacturing defect in the Software, Hasbro Interactive’s and its licensors' entire liability and Your exclusive remedy for breach of this limited warranty shall be the replacement of the Software, within a reasonable period of time and without charge, with a corrected version of the Software. Some jurisdictions do not allow the exclusion or limitation of relief, incidental or consequential damages, so the above limitation or exclusion may not apply to You. LIMITATION OF LIABILITY HASBRO INTERACTIVE AND ITS LICENSORS SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL, CONSEQUENTIAL, EXEMPLARY OR OTHER INDIRECT DAMAGES, EVEN IF HASBRO INTERACTIVE OR ITS LICENSORS ARE ADVISED OF OR AWARE OF THE POSSIBILITY OF SUCH DAMAGES. IN NO EVENT SHALL HASBRO INTERACTIVE'S AND ITS LICENSORS' AGGREGATE LIABILITY EXCEED THE PURCHASE PRICE OF THIS PACKAGE. Some jurisdictions do not allow the exclusion or limitation of special, incidental, consequential, indirect or exemplary damages, or the limitation of liability to specified amounts, so the above limitation or exclusion may not apply to You. GENERAL: This Agreement constitutes the entire understanding between Hasbro Interactive and You with respect to subject matter hereof. Any change to this Agreement must be in writing, signed by Hasbro Interactive and You. Terms and conditions as set forth in any purchase order which differ from, conflict with, or are not included in this Agreement, shall not become part of this Agreement unless specifically accepted by Hasbro Interactive in writing. You shall be responsible for and shall pay, and shall reimburse Hasbro Interactive on request if Hasbro Interactive is required to pay, any sales, use, value added (VAT), consumption or other tax (excluding any tax that is based on Hasbro Interactive's net income), assessment, duty, tariff, or other fee or charge of any kind or nature that is levied or imposed by any governmental authority on the Package EXPORT AND IMPORT COMPLIANCE: In the event You export the Software or the Documentation from the country in which You first received it, You assume the responsibility for compliance with all applicable export and re-export regulations, as the case may be. GOVERNING LAW; ARBITRATION: This Agreement shall be governed by, and any arbitration hereunder shall apply, the laws of the Commonwealth of Massachusetts, U.S.A., excluding (a) its conflicts of laws principles; (b) the United Nations Convention on Contracts for the International Sale of Goods; (c) the 1974 Convention on the Limitation Period in the International Sale of Goods (the “1974 Convention”); and (d) the Protocol amending the 1974 Convention, done at Vienna April 11, 1980. Any dispute, controversy or claim arising out of or relating to this Agreement or to a breach hereof, including its interpretation, performance or termination, shall be finally resolved by arbitration. The arbitration shall be conducted by three (3) arbitrators, one to be appointed by Hasbro Interactive, one to be appointed by You and a third being nominated by the two arbitrators so selected or, if they cannot agree on a third arbitrator, by the President of the American Arbitration Association ("AAA"). The arbitration shall be conducted in English and in accordance with the commercial arbitration rules of the AAA. The arbitration, including the rendering of the award, shall take place in Boston, Massachusetts, and shall be the exclusive forum for resolving such dispute, controversy or claim. The decision of the arbitrators shall be binding upon the parties hereto, and the expense of the arbitration (including without limitation the award of attorneys' fees to the prevailing party) shall be paid as the arbitrators determine. The decision of the arbitrators shall be executory, and judgment thereon may be entered by any court of competent jurisdiction. Notwithstanding anything contained in the foregoing Paragraph to the contrary, Hasbro Interactive shall have the right to institute judicial proceedings against You or anyone acting by, through or under You, in order to enforce Hasbro Interactive’s rights hereunder through reformation of contract, specific performance, injunction or similar equitable relief. For the purposes of this Paragraph, both parties submit to the jurisdiction of, and waive any objection to the venue of, the state and federal courts of the Commonwealth of Massachusetts.