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Best of the Best: Championship Karate (1992) - SNES Manual

Best of the Best: Championship Karate

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Best of the Best: Championship Karate (1992) - SNES Manual
Best of the Best: Championship Karate
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Topics: SNES Manual, Game Manual, SNES, Super Nintendo
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Collection: manuals_snes; consolemanuals; manuals; additional_collections
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Language: English
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https://archive.org/details/best-of-the-best-championship-karate-usa/mode/2up
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Best of the Best: Championship Karate

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Best of the Best: Championship Karate
Best of the Best Championship Karate cover.jpg
NES version cover art
Developer(s)Loriciels
Movie Software (NES)
Publisher(s)Electro Brain
Designer(s)Pascal Jarry
Programmer(s)Pascal Jarry
Tony Huguenotte (Game Boy)
Carlo Perconti (NES)
Nicolas Massonnat (SNES)
Artist(s)Marco De Flores
Christophe Perrotin
Isabelle Maury
Composer(s)Michel Winogradoff
Platform(s)Amiga, Amstrad CPC, MS-DOS, NES, SNES, Game Boy, Sega Genesis/Mega Drive
Release1992
Genre(s)Fighting
Mode(s)Single-player, multiplayer
Best of the Best Championship Karate.PNG
Best of the Best: Championship Karate (also known as Super Kick Boxing and The Kick Boxing) is a kick boxing game that features black belt kick boxing masters. The object is to win the kick boxing championship by defeating an array of kick boxing masters in a series of fighting matches. The Sega Genesis version is one of the few games to offer support for the Sega Activator motion controller.

The game was originally released in 1990 in Europe as André Panza Kick Boxing for various computers as well as the TurboGrafx-16.

Martial artist/actor Ron Yuan stated in a 1994 interview that "I know a lot of pure gamers will disagree, but the best SNES fighting game from a purely technical martial arts point of view is Best of the Best. It didn't get much notoriety, but my friends and I know martial arts, and they go nuts whenever we play."[1]

References
"Supreme Warrior Prepares to Fight". GamePro. No. 64. IDG. November 1994. pp. 60–62.
External links
Best of the Best: Championship Karate at MobyGames

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This fighting game–related article is a stub. You can help Wikipedia by expanding it.
______________________________________________________________________________________________________________-

Full text:

573 East 300 South, Salt Lake City, Utah 84102 U.S.A.
Phone (801) 531-1867

Printed in Japan

SNS-BE-USA

INSTRUCTION BOOKLET

smmm

WARMING: PLEASE CAREFULLY READ THE CONSUMER INFORMATION
AND PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE
USING YOUR NINTENDO HARDWARE SYSTEM OR GAME PAK.

This official seal is your assurance that Nintendo has
approved the quality of this product. Always look for this
seat when buying games and accessories to ensure
complete compatibility with your Super Nintendo
Entertainment System. All Nintendo products are
licensed by sale for use only with other authorized
products bearing the official Nintendo Seal of Quality.

LICENSED BY

(Nintendo)

MADE IN .IAPAN N1NTFNDQ SUPER NINTENDO ENTERTAINMENT
SYSTEM AND THE OFFICIAL SEALS ABE REGISTERED TRADEMARKS OF
NINTENDO OF AMERICA INC 0 T<»? NINTENDO OF AMERICA INC

Thank you for purchasing ElectroBrain Corporation's original
round em' and pound cm', sock cm' and rock cm' international kickbox-
ing extravaganza "Best of the Best Championship Karate" Game Pak for
your Super Nintendo Entertainment System. Before you step into the
ring and assume your fighting position, we recommend you read the
following instructions carefully. We fear that if you don't follow our ad¬
vice you'll be beaten to a pulp and knocked senseless which would not
be very pleasant.

CONTENTS

I. INTRODUCTION, “CONCENTRATION OF SPIRIT” . 2

n. STARTING THE GAME AND THE MENU SCREEN .. 4

m. HOW TO PLAY ... 12

IV. THE MATCH . 14

V. THE KUMATE . 18

VI. FIGHTING TIPS... . 19

TM S 9 are trademarks of Nintendo of America Inc.
© 1992 Nintendo of America Inc.

I. INTRODUCTION

CONCENTRATION OF SPIRIT * . .

"One must climb the mountain in order to determine the height of Heaven .

.. One must search himself that he might find the ivay to reach it

Grand Master Kang Suh Chong
Kith Dan

Welcome to the international sport of karate. Called the fighting
sport, karate involves an incredibly skillful mastery of lethal movements
and strikes directed from both the foot and the fist. Keep in mind that
karate is a quite recently developed, and still to be perfected, fighting
sport. Its primary characteristic is the high efficiency of the landed
punches, kicks and other blows. It is important to always remember the
knock out is, more time than not, the final, and possibly fatal, decisive
issue of the fight. At an extremely young age your interests were drawn
to the mystical, and almost magically mysterious, martial arts of the far
away Orient. You began to train at the age of six. You ate, slept and drank
the sport. Each and every day you honed your skills and worked to per¬
fect every move. Your goal was to become the Best of the Best in the sport
and to one day be able to call yourself a master. That was twenty years
ago and your training is taking you to world competition and recognition.

You are the newest addition to the karate world circuit. Your training
has taken literally years and you have been instructed by the very best
senseis the international sport of karate has ever had to offer. Your train¬
ing is, however, far from complete. You are still just the learner and there
is still many a master. You still desire to become the Best of the Best. You
want it so very badly you can almost taste it. Currently, you are ranked as
the 16 th best fighter in the world and you are far from achieving your
goal. Everything you have learned over the course of the last twenty years
is on the line—jump into the ring, take charge and keep training in be¬
tween matches.

2

I. INTRODUCTION

As your skills sharpen you will be asked to participate in the ultimate
confrontation .. /'The Kumate". This is a full contact, no holds barred
match requiring much thought and extensive training - -. think carefully
before entering! Much can be gained in a Ruinate victory and much can
be lost! You will know inside yourself when it is best to enter and to drop
out* Gain your victories in stages, for the spirit must lead the body.

This game represents the essence of the art. You will meet many
tough fighters just as obsessed with being the best as you are and they
can't wait to see what you have to offer in the ring.

Never forget the essence of the martial spirit, “Dedication, obedience,
honor, faith and perseverance in battle/' Welcome to the opportunity to
be the Best of the Best. Press the B-Button to start!

3

II. STARTING THE GAME & MENU SCREEN

Insert your “Best of the Best Championship Karate" game pak into
your Super Ninetendo Entertainment System. Make sure the power is on.

As the title screen appears you will see yourself practicing for the up
and coming matches, if you are ready to slide into the ring and face the
first challenge, press the Start-button at this time.

The screen before you now is the menu screen which will enable you
to become oriented with the many "options" of the game. To move from
"option" to "option" on the menu screen simply move the control pad in
the direction of the "option" you wish to enter and then press the B-but-
ton. You will now enter the selected "option". (All of these "options" will
be outlined below.) The "options" you are able to enter are:

• GRADING

• PAD-VS-SNES (the one or two player “option.")

■ SELECT HITS (both you and your opponent.)

• PHYSICAL TYPE.

■ OPTIONS.

■ ALTER LOOK.

■ PREVIEW.

» MATCH.

■ NEXT BOXER

■ TRAINING.

4

II. STARTING THE GAME & MENU SCREEN

“OPTION” #1, GRADING:

The purpose of the "Grading option" is to display the high scores of
the various players, expressed in dollars, and the prizes they won. There
are two ways of rating boxers: One in dollars, reflecting the strength level
of a boxer, his resistance to attack and his reflexes. The second way of
rating boxers is according to the trophies owned by the individual boxer,
(If you have one of several trophies you automatically appear in the tro¬
phies classification,)

The first of the three "Grading" screens shows
the current ranking of the top eight ldckboxers
in the world circuit. The dollar amount to the
right of each name reflects the attributes of each
boxer. All kickboxers, including yourself, are
measured in competition by the amount of cool
cash they are worth. The more matches you
win, the more money you'll be worth! Press the
B-but ton at this time to view the sixteen tro¬
phies available to a successful challenger and to
see who possesses what.

The screen before you now displays the lower
eight prizes and who currently possesses them

Press the control pad in any direction to view
the top eight contender trophies and more im¬
portantly, who's got 'em! {Press the B-button
to return to the menu screen,)

5

II. STARTING THE GAME & MENU SCREEN

“OPTION” #2, PAD-VSSNES:

This "option" allows you to define the configuration of the com¬
mands available to you during the game. With the control pad move the
"option" to the "Pad-vs-SNES" block and press the Select-button to cycle
through the choices. Several commands exist:

"Pad-vs-SNES": Selecting this command will mean that you select
the left kickboxer on the screen as yourself and you play against the
SNES.

"SNES-vs-Pad"r This is the same as above apart from the fact that
you select the right player as yourself.

"Pad- vs- Pad": Selects the two player mode. In a two player game,
player one is always the boxer on the left. Player two is always the
player on the right,

"OPTION” #3* SELECT HITS (both you and your opponent.)

There are 55 different hits and you are able to select 13 of these.

This unique limitation to 13 blows allows an immediate access to the tech¬
nique you wish, which means more rapidity in striking and higher preci¬
sion in your performances.

The color coded buttons on the screen reflect the following:

To select the hits:

L- OR R-BUTTON: To get to the next or previous "Select Hits" page,
Y-HLJTTON: To "visualize" the current selection you just made.

X-BUTTON: To quit without validating the shots.

6

II. STARTING THE GAME & MENU SCREEN

A-BUTTON: To quit while validating the
shots.

B-BUTTON; To select the hits.

Move the control pad to the movement
you wish to preview and watch to see if it is
a movement you desire to add to your 13
shots. Move to the B-button, press it* and
look for the illuminated arrow on the grid
squares to the right of the screen. Move the arrow around the grid
squares to the right of the screen. Move the arrow around the grid
squares to program the control of each move. When you have made your
selection press the B-button to enter it. Remember in the match what your
designed control was and press the programmed direction on the control
pad plus the B-button. Now you can perform just about any move, that is
if you programmed it in your "arsenal!"

"OPTION" #4, PHYSICAL TYPE:

To enter this "option" it is necessary to not only depress the B-button,
but to hold it down as well.

This "option" will let you view the character¬
istics of the player you intend to select as an
opponent or to represent yourself.

His statistics (reflexes, strength and resis¬
tance.) The prizes and money he has won.

(In the upper corners of the screen you will
be able to see the nationality of the kickboxer
and the trophy currently in his possession.)

7

II. STARTING THE GAME & MENU SCREEN

“OPTION" #5, OPTIONS:

This "Options" mode displays an entirely new menu screen which al¬
lows you to customize the game even further! In this mode you can:

*krf tftara far& w UhawsHKXF

Change the boxer's name (yours or your opponent's—only in the two
player game): To do this move the control pad to the "Change Name
option" and press the B-button. Select whether you are changing the
name of the boxer on the left or the right and then press the B-button
again on the control pad. When this is completed press the B-button
and wham, your name is changed!

Reset Boxer: This will enable you to return the boxer's name to what it
was before you changed it. Move the control pad to "Reset Boxer op¬
tion", press the B-button, select which boxer's name you are return¬
ing to normal and again press the B-button. Look, your name is back
to normal.

Change Nationality: Do you want to change where you came from? If so,
move the control pad to the "Change Nationality" block and press
the B-button. Select which boxer you wish to change, press the B-but¬
ton, wait to see the white arrows illuminated alongside the flag, press
the control pad either left or right to change the flag. When you have
made your selection press the B-button and you're a whole new
dud el

NOTh All of these changes described above are always applied to player
numero uno (and player two only if, and only if, you are jumping into a
two player simultaneous game.)

B

II. STARTING THE GAME & MENU SCREEN

Rounds: You can chance the amount of rounds for each match you fight.
Press the B-button after moving the control pad to "Rounds." Move
the control pad left or right to select either 3, 5,6,8 or 12 rounds.
When you are satisfied with your selection press the B-button to es¬
cape.

Back to Menu: Press the B-button after moving the control pad to this
block and you'll be returned to the main menu.

Password: If you have built up an incredible fighter and you wish to ei¬
ther save him or recall him when you stop or resume playing follow
these instructions. If you wish to save your game's character, find
your way to this second menu screen, move the control pad to the
"password" block corresponding to the side of the screen that repre¬
sents you. Copy down the exact password listed above and save it,
by writing it down, for future reference. If you are resuming play and
you wish to enter your password press the B-button after you have
moved, with the control pad, to the password block on the side of the
screen that represents you. Press the control pad either up or down to
change the letter or number and right or left to scroll from one letter
or number to the next. To enter your password press the B-button. If
you have entered the password correctly the screen will read "ok"* If
you have failed to enter the correct code, the screen will read
"wrong". At this time press the control pad in any direction to es¬
cape, The password "option" does not record the name of your
fighter and any "Select Hits" that you have preprogrammed your
boxer to use. Be sure to copy down your favorite hits and program
them in each and every time you resume game play.

Music: As can be imagined, this "option" allows you to turn the music on
or off. Move the control pad to this block and go to town with the B-
button, Select-button, or whatever will best suit your tastes for decid¬
ing if you want music or not. This shouldn't be too hard for you!

9

II. STARTING THE GAME & MENU SCREEN

"OPTION” #6, ALTER LOOK:

This special "option" will allow the player, or players in the case of a
two person simultaneous game, to alter the look of your prize ktekboxer.
Move the control pad to the "Alter Look" block and press the B-button to
cycle through the choices. When you are satisfied with your selection,
move out of the "Alter Look" block by moving the control pad in any di¬
rection, (Your facelift looks swell!) It will change your attributes as well!

■OPTION” #7 t PREVIEW:

This "option" will enable you to preview the fighting styles of both
you and your opponent. Watch the screen carefully because if you know
your opponent's moves you should be able to decide what moves in the
"Select I hts" mode will be most effective in the ring! (Press the Select-but¬
ton to escape.)

OPTION” #3, MATCH:

This is it! The moment we have all been waiting for! Press the B-but-
ton to begin the fight. (More on this will be discussed in Section III of this
booklet.)

"OPTION” #9, NEXT BOXER:

This "option" allows you to cycle through all of the opponents you'll
face in the ring. Here's a tip: If you have already fought someone and
won don't fight 'em again, advance to the next contender. Here's how:
Press the control pad to the "Next Boxer" block and press the B-button to
cycle through the choices. Let it be known that you cannot fight every
boxer immediately. If your ranking is too low you will not be able to fight
the top notch kickboxers of the world circuit until your ranking is im¬
proved. How do you do this? Keep training and fighting. Patience is a
virtue!

10

II. STARTING THE GAME & MENU SCREEN

^OPTION" #10, TRAINING:

Tliis is the best way for you to build up your strength, resistance and
reflexes. There are three types of training you can participate in:

Each boxer has a "physical shape" capital. At the beginning of the game
all of the boxers reserved for you have the identical capital.This capital is
made up of three rubrics that define a boxer's characteristics. The more
value a rubric has the better your boxer is. These rubrics are:

Strength: The stronger a boxer is, the more efficient his blows are.

Resistance: The more resistant a boxer is, the tougher it is to knock him

out.

Reflex: The more reflexes a boxer has, the better his parries are.

As shown above, there are three training modes;

The Sparring mode allows the player to hone his skills and build up his
resistance to attack.

"The Bag" mode allows the player to build up his strength by using the
punching bag. Constantly press the B-button and you'll start to wail
on it. See what happens!

The Kick Pad mode allows the player to increase his reflexes. Press up on
the control pad for a high kick; right for a medium kick; down for a
low kick. You've got the greed for speed!

II

III. HOW TO PLAY

Now that we have covered all of the "options" of "Best of the Best
Championship Karate" let's jump into the basic controller functions:

THE CONTROL PAD: This bad boy will move the boxer around the
screen (press it either left or right to advance or retreat, up or down
and diagonally to strike.) The control pad will also take you from
"option" to "option" on the menu screen and "Select Hits" modes.
(The control pad can also be used to cycle through all selections in
any given "option."

THE START BUTTON Pauses and unpauses the game play,

THE SELECT’BUTTON: Allows the player to escape from any "option",
fight or training sequence. (Select is also used, like the control pad, to
cycle through all selections in any given "option,")

THE L OR R-BUTTON; Brings you to the next or previous "Select Hits
page. The L- and R-buttons wilt also control special movements such
as the deadly "Double Kick." (This special feature is only able to be
used four times per match.)

12

III. HOW TO PLAY

THE Y BUTTON: Allows the player to visualize the current selection
made in the ''Select Hits" mode. (The Y-button will also control
movement #28 in the "Select Hits" mode.

THE X-BUTTON Allows the player to quit the "Select Hits" mode with¬
out validating the shots. The X-button will also control movement
#33 in the "Select Hits" mode.

Tl 11: A-BUTTON: Allows the player to quit the "Select I tits" mode with¬
out validating the shots. The A-button will also control movement
#26 in the "Select Hits" mode.

THE B-BUTTON: This is the fire button. Use this button in coordination
with the control pad to execute your moves!

13

IV. THE MATCH

The time has come for you to enter the ring! The name of the game is
pound or be pounded!

To start the fight move the control pad to "Match" and depress the B-
button. After a few seconds the fight begins. As was mentioned in Section 11
of the booklet, if there is too much of a difference between the two boxers'
levels the fight will be refused! Before the fight, a Pom Pom girl shows you
the round number. As can be guessed she shows up in between rounds as
well. (To erase her from the screen press the B-button.)

Before you now lies the ring. The information board is situated above
the ring and consists of a chronometer and two rows of footlights. The
chronometer indicates how long you have to fight before the end of the
round. Each round lasts one minute. Each footlight strand is located
above the corner of each boxer. The row with the brighter lights indicates
which boxer is leading the match. (This is a good clue as to why the
brightness of the light strands will vary according to the landed blows
during the fight. There are four projectors on each footlight strand, and
each projector has three different intensities of lighting:

YELLOW: Maximum lighting which reflects maximum physical shape.

ORANGE: Medium lighting which reflects medium physical shape.

BLACK: Null lighting which reflects null physical shape.

(When the four projectors above a boxer's corner are black, it means
that the boxer is knocked out and loses the fight,)

14

IV. THE MATCH

Striking a Bl ow :

To strike a blow, just move the control pad in one of the 13 available
positions (in coordination with the B-button.) The blow corresponding to
the chosen position is automatically stricken. (To see the different avail¬
able positions, refer to the "Select Hits" mode description in Section II of
this booklet)

H itting your Op ponent :

To make sure that your blow hits your opponent, your attacking
zone (fists, feet, etc....) must touch a non-pro tec ted and sensitive part of
your opponent (head, torso, thigh). If you are loo close to your opponent,
or too far from him your strike will miss its target.

A circular kick will hit your opponent if he stands in the blow trajec¬
tory, For example: If you are behind your opponent (closer to the ropes
than he is) and you strike a circular kick (aiming at the back ring) your
circular kick will certainly not touch your opponent. On the other hand, if
your circular kick is aimed in your opponent's direction (in the front of
the ring) the chances are your kick will hit him. For your blow to hit your
opponent you must stand in the right position when you begin your at¬
tack.

To parry a blow you must move the control pad in the down position
without pressing the B-button. Depending on your boxer's reflex percent¬
age he will then choose a more or less efficient parrying position. If there
is no attack he automatically chooses the parry position.

Blo w:

When you strike a blow, some parameters will define its quality:

The strength of the attacker.

The resistance of the opponent.

The power of the blow.

The part of the body hit by the blow.

15

IV. THE MATCH

All scoring is kept according to these parameters. The variations in
the projectors' lighting reflects a boxer's vitality. When the projectors of a
boxer are off or black, that boxer loses the fight. (It is also possible that,
after a blow to the head, a boxer could fall to the ground and lose some
vitality.) After a blow to the body such as this the victim will become no¬
ticeably dizzy when he returns to his feet, AT this time his strength will
INCREASE and his reflexes will DECREASE! Watch for this!

Recov ery :

This happens automatically at the end of each round. Recovery time
is 30 seconds and allows the boxers to regain lost strength/vitality. Re¬
covery is also possible during a fight when there is no attack or when the
opponent falls to the ground (eats the canvas.)

Clinch;

When two boxers fight too close to one another sometimes they
clinch. The referee must then separate them.

Half Turn :

It may happen that after receiving a blow you find yourself turning
around with your back to your opponent. It is essential that you make a
half turn in order to go on fighting and not go down with the ship. You
have two ways of executing this half turn:

Totally release all control pad buttons which will automatically take
a neutral position and turn the boxer to face the opponent

Secondly, move the control pad in the down position without press¬
ing the B-button. The half turn will be immediately executed!

U mpiring :

The referee's job is to oversee the match and the behavior of the two
fighters. He stops the fight when one of the boxers strikes the same blow
three times in succession. (Varying your blows is one of the essential parts
of a quality fight.) When a boxer falls to the ground the referee stops the

16

IV. THE MATCH

fight to allow him to get up. Ff a boxer is knocked out, the referee counts
up to eight to give him time to regain consciousness. If the boxer is unable
to fight again withing the required time, the referee counts up to ten and
proclaims the other fighter as the winner.

End of the Fight:

At the end of the last round the boxer with the more lit projectors
wins the fight If the loser has one of several trophies the winner gets the
smaller of the trophies. If the fight was not easy to win the strength, resis¬
tance and reflexes of the winner will be increased. In this fashion the
boxer is progressing in the ranking and another title is added to his prize
list. The Pom Pom girls shows the trophy to the winner. The loser's pa¬
rameters will automatically decrease. The beautiful Pom Pom girl will
show tlie victor his prize at this time!

17

V. THE KUMATE

Once you have won (?) rounds in the tournament an invitation to the
Ruinate appears on the screen. You then have the choice to fight against
(?) opponents.

The Kumate offers a special menu screen all of its own:

Within the menu screen you are given the following "options" to
enter. They are:

Quit

Pad vs SNES
Alter Look
Match
Select Hits
Training

All of these "options" work as described in Section II of this booklet.
The Ruinate consists of one round. There are six opponents but you
cannot chose them as you could before in a "normal" match. All of the
opponents arrive in a specific order. You take on the first one and then
comes the second and so one artd so forth!

Ah, the Kumatel This is a no holds barred battle and there is no ref¬
eree! Let's rumble!

18

VI. FIGHTING TIPS

• All blows don't have the same impact

• Watch out for your distance when you attack.

• Vary your blows as much as you can.

• If you hit a non-reacting opponent your boxer will shrug his shoul¬
ders, wondering what is going on with his opponent. Shrugging the
shoulders indicates a non-motivated boxer which decreases the
power of your strike and the reflex percentage during the round.

• Don't let yourself get caught in a ring corner, ft will keep you from
using your techniques.

m 1 f two boxers are equal in points at the end of a fight, the winner will
be the one who tried the most varied blows* Don't forget it!

19

LIMITED WARRANTY

Electro Brain Corp., Inc. warrants to the original purchaser of this Electro Brain
Corp. software product that the medium on which this computer program is
recorded is free from defects in materials and workmanship for a period of ninety
(90) days from the date of purchase. This Electro Brain Corp, software program is
sold ’as is/' without express or implied warranty of any kind, and Electro Brain
Corp. is not liable for any losses or damages of any kind resulting from use of this
program.

Electro Brain Corp* agrees for a period of ninety (901 days to either repair or re¬
place, at its option, free of charge, any Electro Brain software product, postage
paid, with proof of date of purchase, at its Factory Service Center.

To receive this warranty:

1. DO NOT return your defective Game Pak to the retailer.

2. Notify the Electro Brain Corp. Factory Service Center at 573 East 300
South, Salt Lake City, Utah 84102 <801 -531 -1867k When you write to us,
please provide us with your phone number and a brief explanation of
what appears to be wrong,

This warranty is not applicable to normal wear and tear. This warranty shall not
be applicable and shall be void if the defect in the Electro Brain Corp* software
product has arisen through abuse, unreasonable use, mistreatment, or neglect*
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO
OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BIND¬
ING ON OR OBLIGATE ELECTRO BRAIN CORP. ANY IMPLIED WAR¬
RANTIES APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WAR¬
RANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PUR¬
POSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE.
IN NO EVENT WILL ELECTRO BRAIN CORP. BE LIABLE FOR ANY SPECIAL
INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSES¬
SION, USE OR MALFUNCTION OF THIS ELECTRO BRAIN CORP* SOFTWARE
PRODUCT.

Some states do not allow limitations as to how long an implied warranty lasts
and/or exclusions or limitations of incidental or consequential damages so the
above limitations and/or exclusions of liability may not apply to you. This war¬
ranty gives you specific rights, and you may also have other rights which vary
from state to state.

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