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MOTOGP Ultimate Racing Technology 3 RELEASE NOTES

Last updated: 20 June 2005

Tip: lean forward for greater speed and stability on straights. Lean back to
slow down and perform wheelies.
s

Tip: powerslide around corners by double-tapping the accelerator. This will


cause the rear wheel to spin and allow you drift the rear end of the bike.
c

Tip: while accelerating initiate the back brake locking the back wheel, then
release the back brake once the slide is initiated.
r

Tip: applying the rear brake (Z) allows the rider to skid the rear end of
their bike.
t

Tip: applying the front brake (X) allows the rider to perform tricks such as
endos and burnouts.
e

Note: After plugging in a controller (gamepad, joystick, etc), you must go


into the "Configure Controllers" menu of the launcher, even if you plan to
use the default configuration.
u

MINIMUM SPECIFICATIONS
M

1Ghz Processor
Win98 / ME / Windows 2000 / XP
128Mb Ram
GeForce 3 or above DirectX compatible graphics card
DirectX Compatible Sound Card
950Mb Free Hard Drive Space (installed)
DirectX 9.0c
4x CD-Rom drive

I
INSTALLATION

Before installing the game, please make sure the destination drive has
enough free space. If the install program warns you that there is not
enough room, you should either remove other programs to free up space,
or back up and select one of the partial install options (which will
give slower loading times but require less room on your hard drive).

The install directory name should not be longer than about 200
characters. If it is too long, the install will not work correctly.

The game may not run correctly on computers that have virtual memory
disabled. If you have turned this off, you can reactivate it in the
Windows Control Panel.
KEYBOARD CONTROLS
K

Some PC keyboards cannot recognize certain combinations of 3 or more


simultaneously pressed keys. This is an inherent problem unrelated to
MotoGP URT 3.

VIDEO CARD DRIVERS


V

It is highly recommended to go to your video card manufacturer's website


and download updated drivers for your card.

SOUND CARD DRIVERS


S

It is highly recommended to go to your sound card manufacturer's website


and download updated drivers for your card.

WinXP ISSUES
W

Fast-User Switching is not supported by MotoGP URT 3.

Limited User accounts are not supported by MotoGP URT 3, you must have
administrator access to install or uninstall MotoGP URT 3. If you are
playing under a Limited User account, you must use the Run as
Administrator option.

A
ALT+TAB

Using the ALT+TAB key combination to switch between applications may


cause problems. We do not support the use of the ALT+TAB function.

DIRECTX AND COMPATIBILITY


D

MotoGP URT 3 requires Microsoft DirectX 9.0c is installed and correctly


functioning on your system. If you experience difficulty with DirectX
9.0c, contact your sound or video card manufacturers to obtain their
latest drivers.

DISPLAY SETTINGS
D

The Configure Game button in the launcher program lets you tweak MotoGP URT 3 to
get the most out of your hardware. Here are a few hints on which settings
are the most important, and what you want to avoid...
a

Resolution - choose whatever you like, but it looks better in lower


resolutions (eg. 800x600) with all the effects turned on than in high
resolution with them disabled.

Graphics detail - this slider allows you to choose the graphics detail.
Generally the lower this is set the smoother the game will run. Change
this if you want better performance or better graphics.

Number of bikes - turning down the number of bikes is a great way to


make the game run quickly even with everything else turned on, but then
again, winning a race with only 8 bikes just isn't the same as getting
out in front of a pack of 20...

Set your network connection type accurately to improve consistency in


network games. The game will then adjust its bandwidth usage to match
your connection type.

Advanced Video Mode Settings:


A

Warning: changing these settings may stop the game from working
correctly. If you encounter problems, click on the 'Reset Defaults'
button to go back to the original values.

Colour depth - makes surprisingly little difference. Obviously the image


quality is better in 24 or 32 bit than in 16 bit mode, but you won't
lose any features or effects if you set it to use 16 bit colour.

Z depth - this controls both how many bits of zbuffer precision are
available, and also whether the zbuffer will include stencil
information. If there is only one number (eg. "32 bit"), this means
there is only z data, but if there are two (eg. "32 bit (24.8)"), that
means the buffer is split into 24 bits of z and 8 of stencil. MotoGP URT 3
will work with any format of zbuffer, but at least 24 bit z is
recommended to avoid sorting problems on distant objects, and a stencil
buffer is highly recommended because without it we will be unable to
display proper shadows or reflections on wet days. The best format is
24.8 z and stencil. Failing that 24.4 or 15.1 are ok, but you should
only use the simple 16 or 32 bit formats if your card doesn't support
stencil buffers at all.

Antialiasing - as well as conventional fullscreen antialiasing, MotoGP URT 3


supports a full screen special effects mode that enables motion blur,
accurate reflections of the environment during rainy days, and on pixel
shader hardware, refractive raindrops on the camera lens. Use of this
mode is highly recommended if your card is powerful enough to support
it, but you may find it is too slow especially if you are running in a
high resolution.

Advanced Graphics Detail Settings:


A

Warning: changing these settings may stop the game from working
correctly. If you encounter problems, click on the 'Reset Defaults'
button to go back to the original values.

Texture resolution - MotoGP URT 3 automatically scales the texture resolution


according to how much memory is available in your card, so you will
normally want to leave this slider in the center. Moving it to the right
will force it to use a higher resolution than the autodetection would
normally select, which may give better results but runs the risk of poor
performance.

Multitexture layers - the landscape can be drawn using anywhere from 1


to 4 layers of multitexturing. Turn this up if your card can handle it,
or down if you need to make things run faster.

Texture sharpness - this lets you adjust the point where your card will
switch between texture mipmaps. Moving it to the right will make the
textures look sharper and higher resolution, but at the cost of some
shimmering and flicker. Moving it to the left will give a much smoother,
more antialiased look, but without such good texture resolution.

N
NETWORKING

As mentioned above, setting the connection type is really important if you


want smooth and consistent network games.
w

Analog modems:
A

If you are playing over a 56k modem, your limited bandwidth will detract
from the game's quality, so it's highly recommended that you either
reduce the number of bikes in the race (using the Game Settings tab in
the Configure Game section of the launcher), or turn off AI bikes
altogether in the Edit Game Mode menu of the host machine (press Tab
from the lobby to get there) and avoid sessions with more than 8 players.

N
NATs:

As MotoGP URT 3 uses a peer-to-peer protocol, it may not function correctly if

players are behind NATs (Network Address Translators). However,


depending upon the NAT and its configuration, it may work provided the
host of the session is not behind a NAT.

If you experience problems such as not being able to join a session, or


dropping out of a session with no apparent cause, or just finding that
some players are not racing around the track, you may need to alter your
NAT configuration.

Make sure UDP traffic is allowed.

If possible: disable any firewall options which would reject packets


from unknown remote hosts.

Ideally: set your PC to be the "DMZ host", or map UDP traffic on port
41455 on your PC through a fixed port on the NAT (41455 is good, but
other ports should work too).

Doing this may also allow you to host from behind your NAT, if players
connect to the port you mapped on the NAT.

HOW TO PLAY MOTOGP URT 3 IN GAMESPY ARCADE


H
You can play MotoGP URT 3 online through GameSpy Arcade, which comes conveniently
bundled with the game. If you haven't done so already, insert your MotoGP URT 3
CD and install Arcade now. Then, to play MotoGP URT 3 online, just follow these
simple instructions.
s

Launch GameSpy Arcade and Go to the MotoGP URT 3 Room:


L

Click on the GameSpy Arcade link in your Start Menu. When the software
starts, you'll see a list of games and more along the left-hand side.
There's plenty to do, but there's time for that later: Click on the
MotoGP URT 3 button on the left to enter the MotoGP URT 3 room.

Find or Start a MotoGP URT 3 Server:


F

Once you're in the MotoGP URT 3 room you can meet or greet other players,
find servers or create your own server. The top half of the application
will list all of the available servers, including the number of people
playing and your connection speed (measured by something called "ping."
The lower your ping, the better.) Don't like any servers? Click on the
"Create Room" button to start your own server and wait for people to
sign up. Otherwise, double-click on a server of your choice to join in.

Joining and Starting a game:


J

Once you double-click on a server or start your own, you'll be in a


staging room, in which you can trash talk with your fellow players and
prepare for combat. When you're ready to play, click the "Ready" button
at the top of the screen. When everyone in the room has signaled their
readiness, the host can then launch the game. Arcade will fire up MotoGP
URT 3 and the carnage will begin!

P
Problems?

If you have problems using Arcade, whether installing the program,


registering it, or using it in conjunction with MotoGP URT 3, consult our
help pages, located at http://www.gamespyarcade.com/help/ or e-mail us
by using the form located at
http://www.gamespyarcade.com/support/

CUSTOM SOUNDTRACKS
C

MotoGP URT 3 allows you to replace the default soundtrack with any other music of
your own choice.
y

It uses the Ogg Vorbis music format, which is similar to MP3 or WMA but free
from any licensing or patent problems.
f

To convert your music into Ogg format, download one of the utilities from:
T

http://www.vorbis.com/download_win.psp
http://www.vorbis.com/software.psp?pid=2
MotoGP URT 3 only supports the playback of mono or stereo Ogg files encoded at
44100 samples/sec. This is the default setting used by Ogg encoders.
4

Once you have a collection of .ogg files that you want to use as a
soundtrack, open up the directory where you installed MotoGP URT 3 (which will
usually be c:\Program Files\THQ\MotoGP URT 3). Inside this you will find a
directory
called 'soundtracks'. Inside the soundtracks directory, create a new
directory called whatever you like, and put your .ogg files inside it.
d

Run MotoGP URT 3, go to the Settings / Sound Settings menu, and choose your new
directory. Next time you go into the game, it will randomly pick one of your
custom tunes.
c

For example...
F

Make a directory:
M

c:\Program Files\THQ\MotoGP URT 3\soundtracks\FunkyMusic

And fill it with the files:


A

c:\Program Files\THQ\MotoGP URT 3\soundtracks\FunkyMusic\Yodelling.ogg


c:\Program Files\THQ\MotoGP URT 3\soundtracks\FunkyMusic\Guitarhero.ogg GH
c:\Program Files\THQ\MotoGP URT 3\soundtracks\FunkyMusic\Stravinsky.ogg
c:\Program Files\THQ\MotoGP URT 3\soundtracks\FunkyMusic\ThaiNoseFlute.ogg

Now if you select "FunkyMusic" from the Settings / Sound Settings menu, your
next race is sure to sound interesting...
n

ADVANCED TWEAKING
A

For serious hackers only...


F

If you are interested in adjusting the game settings in more detail than is
possible using the GUI launcher program, you can use the debug telnet
interface to change pretty much anything you like. With it, you can edit
graphical effects like the sun and particles, or even reprogram the entire
physics system if you want!
p

To enable the telnet server, add the line "telnet = true" to your motogp.cfg
file. Warning: don't do this while online, as the telnet server is only a
quick debug hack and is unlikely to be secure against anyone trying to crack
into your machine through it.
i

Once the server is enabled, run MotoGP URT 3 on one machine and telnet to it from
another. Or if you only have access to a single computer, add the line
"vmode/windowed = true" to your motogp.cfg file, so you can telnet to
localhost in a different window on the same PC.
l

If you are using the standard Microsoft Windows telnet program, it defaults
to echo-off mode, which prevents you from seeing what you are typing. To fix
this, press ctrl+], type "set LOCAL_ECHO", and then restart telnet.
t
Once you are connected, type "ls" to list the variables and subdirectories,
"cd <newdir>" to change directory, and "<var> = <value>" to change a
setting, or just "<value>" on its own to assign a new value to whatever
variable you changed most recently.
v

After you change any of the physics settings (in the bike/data directory),
type "setupbike" to reload the new parameters into the game.
t

Type "save" to store modified settings to your motogp.cfg file, but be aware
that some settings (in particular the physics parameters and track specific
values like the sun and fog) will be reset the next time you start up a race.
v

Warning: incorrect parameter settings are likely to crash the game. Have fun
playing around with this, but if you get in a mess, just delete your
motogp.cfg file to reset everything.
m

C
CREDITS

Climax Online:
C

Rik Alexander - Game Director


Darryl Shaw - Producer
D

Justin Johnson - Lead Programmer


Vincent Penquer'h - Programmer
Ian Sweeny - Programmer
Matthew Hardingham - Programmer
Mike Spencer - Programmer
Iain Cantlay - Programmer
Andy Copland - Programmer
A

Halli Bjornsson - Lead Artist


Joel Kemp - Assistant Lead Artist
Peter Ford - Artist
Dave Martin - Artist
Thomas Crausaz - Artist
Dave Blewett - Artist
Dean Stolpmann - Artist
Dave Pimm - Artist
D

Gylan Hunter - Animator


Charles Looker - Animator
C

Greg Bryant - Lead Designer


Tom Goodchild - Designer
Will Tarratt - Designer
W

Andy Sime - IT Support


Mandy Kennedy - Office Manager
M

Rocco Loscalzo - Technical Director


David Nicholson - Studio Head
Karl Jeffery - Executive Producer
K
Climax Racing:
(Post Production)
(

Shawn Hargreaves - Programmer


Kim Burrows - Programmer
Damyan Pepper - Programmer
George Foot - Programmer
Gavin Norman - Programmer
G

Jason Green - Artist


Harvey Parker - Artist
Paul Shewan - Artist
Paul Meston - Artist
Rory Walker - Artist
Ben McGrath - Artist
Vassos Shiarlis - Artist
Chris Hallett - Artist
Peter Butler - Artist
Dan Porter - Artist
Tony Porter - Artist
Robin Scott - Artist
Guy Mills - Artist
Craig Moore - Artist
Justin Bravery - Artist
Lawrence Elwick - Artist
L

Geoff Cullen - Designer


Serkan Hassan - Designer
S

Steve Rockett - Audio


S

Chris Bowles - QA
C

Rupert Mills - MIS


James Chapman - MIS
J

Tom Williams - Technical Director


Nick Baynes - Game Director
Tony Beckwith - President
T

Climax special thanks to:


Jon Gibson
Alys Elwick
Mike Patrick
Alkan Hassan
Matthew Hill
Peter Pimley
Adam Sawkins
Adrian Flack
Ross Childs
Boris Lowinger
Henry Rolls
Marco Hallett
Ryan Guy
Jason McFee
Barney
Jez White
Lynn Horton
Mel Ward
Craig Gabell
Greg Michael
Adam Pitt
Keith Clarke
Daniel Tarratt
Phil Scott
Shane Byrne
Andrew Crawley
Sameer Farah
Julian Mower
James Small
Bob Pitman
Ruth Eglington
Donna Wild
David Chambers
D

THQ Product Development:


Pierre Hintze, Iain Riches - Project Management, Europe
Jack Sorensen - Executive Vice President Worldwide Studios
Philip Holt - Vice President Product Development
Duncan Kershaw - Head of Product Development Europe
Dan Kelly - Senior Vice President of Business Development
Andrew Walker - Director, Business Development, Europe
Florence Kum - Submissions Manager
Simon Deal - Assistant Submissions Coordinator
Kish Hirani - Technical Director
K

THQ Global Marketing:


Peter Dille - Senior Vice President, Worldwide Marketing
Michael Pattison - Director, Global Brand Management
Pete Murphy - Global Brand Manager
Julien Socquet-Clerc - Assistant Global Brand Manager
Till Enzmann - Senior Project Manager, Art
Anja Untiet, Detlef Tapper, Dirk Offenberg - DTP Operator (ICD)
Jens Spangenberg, Ramona Sackers, Ramona Stell - DTP Operator (ICD)
Susanne Dieck - Director of Localization
Bernd Kurtz - Localization Engineer
Andreas Herbertz - Localization Coordinator
Rocco Scandizzo, Dave Miller - Product Managers, USA
Rob Cassel - Associate PR Manager, USA
Richard Williams - Marketing Director, UK
Jon Rooke - Product Marketing Manager, UK & Export
Elizabeth Blackman - Marketing Executive, UK & Export
Greg Jones, Helen Jones - PR Manager, UK & Export
Huw Beynon - Online Marketing, UK
Gayle Shepherd - Export Sales Manager, UK
Paul Ashcroft - Marketing Director, Germany
Christina Ettelbr�ck - Head of Product Management, Germany
Claus Schmidt - Product Manager, Germany
Georg Reckenth�ler - Head of PR, Germany
Jochen Langenbach - PR Manager, Germany
Mike Kolodzinski - Marketing Director, Asia Pacific
Elizabeth Kotevska - Senior Product Manager, Asia Pacific
Katherine Charles - PR & Promotions Co-ordinator, Asia Pacific
Jeremy Goldstein - Product Manager, France
Christelle Carteron - PR Manager, France
Fermin Garcia - Product Manager, Spain
Jorge Nicolas Vazquez - PR Manager, Spain

THQ Thanks:
Brian Farrell
Germaine Gioia
Leslie Brown
Brandy A Carrillo
Jenni Carlson
Debbie Fingerman
Wendy Dormer
Duncan Kershaw
Roger Carpenter
Damian Finn
Phil Wright
Barbara Chapman
Andrew Walker
All MotoGP Teams

THQ Special Thanks:


To Mike Gamble, Simon Deal and the families of all THQ team members for their
understanding and support

THQ QA:
Monica Vallejo - Director, Quality Assurance
Mario Waibel - QA Manager
David Sapienza - Test Supervisor
Ryan Rothenberger, Brent Doshier, Enrique Castro - Test Leads
Jerry Cortes, David Tseng, Lewis Jackson - Testers
Ryan Coquilla, Omar DeLeon, Scott Shimohara - Testers
Chris DiPrima, Daniel Schneider, Paul de Leon - Testers
Shaun Denes, Anthony Ju, Ivan Barnes - Testers
Sam Martin, Tim Flanagan, Matt Rappaport - Testers
Sergio Mimikos, Ali Taher, Sean Griffith - Testers
Willis Kemp, Brandon Mendes, David Gamboa - Testers
Justin Crow, Jonathan Moretti, Zachary Richley - Testers
Selvin Wright, Shin Chau - Testers
Richard Jones, David Wilson - QA Technicians
Charles Batarse, Glen Peters - Mastering Lab Technicians
Anthony Dunnet, Thomas Arnold - Mastering Lab Technicians
Jason Roberts - Database Applications Engineer
Sean Heffron, Scott Frazier, Matt Elzie - Game Evaluation Team

Music:
"Use Da Slicks"
Performed by: Keith Clarke vs Another Day Lost
Written by: Keith Clarke

"Radio"
Performed by: Logo
Written by: Ali Marsden, Paul Harvey, Dan Kavanah
"Mr Green"
Performed by: The White Noise
Written by: Rob Couch, Sam Edwards, Luke Rendell

"Apologies"
Performed by: Baseborn
Written by: Andrew Agnew, Graeme Baldwin,
Neil Dawson, Steve Moldon, Sanna Ronngard

"All She Said"


Performed by: Hipshott
Written by: Christian Williams, Thomas George,
Gareth Morrissy, Alexander Bell

"Thinker"
Performed by: Catch 2
Written by: Alex Drury & Chris Gaines

"Monkey Disco"
Performed by: Metric
Written by: Alex Drury

"Metro"
Performed by: Metric
Written by: Alex Drury

"Ten Thousand Eyes"


Performed by: Hijera
Written by: Andy Fielder, Luke Taplin,
Matt Hirst, Ryan Gange, James Rogers

"Tripitaka's Theme"
Performed by: Sensha and Snare
Written by: Stuart Henshall, and Neil Shervell

"Kenetix"
Performed by: Sensha and Snare
Written by: Stuart Henshall, Neil Shervell

"Be With You"


Performed by: Sensha and Snare
together with Natalie Jane Richards
Written by: Stuart Henshall, and Neil Shervell

"Deeper and Deeper"


Performed by: Sensha and Snare
Written by: Stuart Henshall, and Neil Shervell

"Over Me"
Performed by: And A Thousand Elephants
Written by: Mikey Sumner, Will Fenton,
Roj Warner, Jody Rosher, Mark Browell, and Mark Phillips

"Preach"
Performed by: The Zico Chain
Written by: Chris Clitheroe, Ollie Middleton, Paul Frost

"Thought For The Day"


Performed by: The Group Dynamic
Written by: John Watt, Robert Lintott

"Geisha Rerun"
Performed by: U-ON
Written by: Yuan Fung

"Dubadebedoom"
Performed by: Shawn Hargreaves
Written by: Shawn Hargreaves

"Psynn"
Performed by: Shawn Hargreaves
Written by: Shawn Hargreaves

Dorna Sports:
Phaedra Harmis
Jorge Canela
Elisabet Ros
Ana Cortes
Pilar Gandcedo
Valentina G�mez

Campioni:
Andrew Whitney

Babel:
Localisation
Localisation Testing
Testing

LICENSE AGREEMENT

1. READ THE FOLLOWING TERMS AND CONDITIONS CAREFULLY BEFORE INSTALLING THIS
SOFTWARE ON YOUR PERSONAL COMPUTER. THIS SOFTWARE LICENSE AGREEMENT IS A
LEGAL AGREEMENT BETWEEN YOU (AN INDIVIDUAL OR A SINGLE ENTITY "YOU") ON THE
ONE HAND, AND THQ INC. AND ITS SUBSIDIARIES AND AFFILIATES (COLLECTIVELY
REFERRED TO AS "THQ") ON THE OTHER HAND, FOR THE SOFTWARE PRODUCT ENTITLED
"MotoGP� URT 3," WHICH INCLUDES COMPUTER SOFTWARE AND ANY ASSOCIATED MEDIA,
PRINTED MATERIALS, AND/OR "ONLINE" OR ELECTRONIC DOCUMENTATION (TOGETHER
CALLED THE "SOFTWARE"). BY INSTALLING, COPYING, OR OTHERWISE USING THE
SOFTWARE (OR, IN THE EVENT YOU HAVE PURCHASED THE SOFTWARE AS CONTAINED ON A
CD-ROM, BY OPENING THE PACKAGING MATERIALS THEREOF), YOU ACKNOWLEDGE THAT
YOU HAVE READ THIS SOFTWARE LICENSE AGREEMENT AND AGREE TO BE BOUND BY ITS
TERMS. THE SOFTWARE IS LICENSED, NOT SOLD, TO YOU FOR USE ONLY UNDER THE
TERMS OF THIS AGREEMENT. IF YOU DO NOT AGREE TO THE TERMS OF THIS SOFTWARE
LICENSE AGREEMENT, DO NOT INSTALL OR USE THE SOFTWARE AND DELETE ALL COPIES
IN YOUR POSSESSION.

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of the Software in the country in which you acquired the Software for your
own personal, non-commercial use, but retains all property rights in the
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Software has arisen through abuse, unreasonable use, mistreatment or
neglect; (b) the Software is used with computer software and hardware not
meeting the minimum systems requirements for the Software; (c) the Software
is used for commercial purposes (including rental); (d) the Software is
modified or tampered with; or (e) the Software's serial number has been
altered, defaced or removed. THQ will replace defective media at no charge
subject to the conditions set forth above. This is your sole and exclusive
remedy for any breach of warranty.

10. LIMITATION OF LIABILITY. YOU ACKNOWLEDGE AND AGREE THAT THQ AND ITS
LICENSORS SHALL NOT ASSUME OR HAVE ANY LIABILITY FOR ANY ACTION BY THQ OR
ITS CONTENT PROVIDERS, OTHER PARTICIPANTS OR OTHER LICENSORS WITH RESPECT TO
CONDUCT, COMMUNICATION OR CONTENT OF THE SOFTWARE. THQ AND ITS LICENSORS
SHALL NOT BE LIABLE FOR ANY INDIRECT, INCIDENTAL, SPECIAL, PUNITIVE,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR
MALFUNCTION OF THE SOFTWARE, INCLUDING DAMAGES TO PROPERTY, LOSS OF
GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY
LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES. EXCEPT AS EXPRESSLY PROVIDED HEREIN, THQ'S AND ITS LICENSORS�
ENTIRE LIABILITY TO YOU AND YOUR EXCLUSIVE REMEDY FOR ANY BREACH OF THIS
AGREEMENT IS LIMITED SOLELY TO THE TOTAL AMOUNT PAID BY YOU FOR THE
SOFTWARE, IF ANY. BECAUSE SOME STATES DO NOT ALLOW THE EXCLUSION OR
LIMITATION OF LIABILITY FOR CERTAIN DAMAGES, IN SUCH STATES THQ'S AND ITS
LICENSORS� LIABILITY IS LIMITED TO THE EXTENT PERMITTED BY LAW.

11. INJUNCTION. Because THQ would be irreparably damaged if the terms of


this License Agreement were not specifically enforced, you agree that THQ
shall be entitled, without bond, other security or proof of damages, to
appropriate equitable remedies with respect to breaches of this Agreement,
in addition to such other remedies as THQ may otherwise have under
applicable laws.

12. INDEMNITY. At THQ's request, you agree to defend, indemnify and hold
harmless THQ, its subsidiaries, affiliates, contractors, officers,
directors, employees, agents, licensors, licensees, distributors,
developers, content providers, and other users of the Software, from all
damages, losses, liabilities, claims and expenses, including attorneys'
fees, arising directly or indirectly from your acts and omissions to act in
using the Software pursuant to the terms of this License Agreement or any
breach of this License Agreement by you. THQ reserves the right, at its own
expense, to assume the exclusive defense and control of any matter otherwise
subject to indemnification by you hereunder, and in such event, you shall
have no further obligation to provide indemnification for such matter.

13. U.S. GOVERNMENT RESTRICTED RIGHTS. The Software and documentation have
been developed entirely at private expense and are provided as "Commercial
Computer Software" or "restricted computer software." Use, duplication or
disclosure by the U.S. Government or a U.S. Government subcontractor is
subject to the restrictions set forth in subparagraph (c)(1)(ii) of the
Rights in Technical Data and Computer Software clauses in DFARS 252.227-7013
or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer
Software Restricted Rights clauses at FAR 52.227-19, as applicable. The
Contractor / Manufacturer is THQ Inc., 27001 Agoura Road, Suite 325,
Calabasas Hills, CA 91301.

14. TERMINATION. Without prejudice to any other rights of THQ, this License
Agreement and your right to use the Software may automatically terminate
without notice from THQ if you fail to comply with any provision of this
Agreement or any terms and conditions associated with the Software. In such
event, you must destroy all copies of this Software and all of its component
parts.

15. GENERAL PROVISIONS. You may not use, copy, modify, sublicense, rent,
sell, assign or transfer the rights or obligations granted to you in this
Agreement, except as expressly provided in this Agreement. Any assignment in
violation of this Agreement is void, except that you may transfer your
Software to another person provided that person accepts the terms of this
License Agreement. If any provision of this Agreement is held to be
unenforceable for any reason, such provision shall be reformed only to the
extent necessary to make it enforceable, and such decision shall not affect
the enforceability of: (i) such provision under other circumstances, or (ii)
the remaining provisions hereof under all circumstances. THQ's failure to
enforce at any time any of the provisions of this Agreement shall in no way
be construed to be a present or future waiver of such provisions, nor in any
way affect the right of any party to enforce each and every such provision
thereafter. The express waiver by THQ of any provision, condition or
requirement of this Agreement shall not constitute a waiver of any future
obligation to comply with such provision, condition or requirement.
Notwithstanding anything else in this Agreement, no default, delay or
failure to perform on the part of THQ shall be considered a breach of this
Agreement if such default, delay or failure to perform is shown to be due to
causes beyond the reasonable control of THQ. This Agreement shall be
governed by the laws of the State of California and the United States
without regard to its conflicts of laws rules and you consent to the
exclusive jurisdiction of the state and federal courts in Los Angeles
County, California. The United Nations Convention on Contracts for the
International Sale of Goods shall not apply to this Agreement. This
Agreement represents the complete agreement concerning this License
Agreement between you and THQ.

Game and Software � 2005 THQ Inc. MotoGP� URT 3 and � 2005 Dorna Sports,
S.L. MotoGP and related logos, characters, names, and distinctive
likenesses thereof are the exclusive property of Dorna Sports, S.L. and/or
their respective owners. Used under license. All Rights Reserved.
Developed by Climax Studios. Climax and its logo are trademarks and/or
registered trademarks of Climax Studios (Brighton) Ltd. Uses Bink Video
Technology. Copyright � 1997-2004 by RAD Game Tools, Inc. This product
contains software technology licensed from GameSpy Industries, Inc. �
1999-2003 GameSpy Industries, Inc. GameSpy and the �Powered by GameSpy�
design are trademarks of GameSpy Industries, Inc. All rights reserved. THQ
and the THQ logo are trademarks and/or registered trademarks of THQ Inc.
All Rights Reserved. All other trademarks, logos and copyrights are
property of their respective owners.

CUSTOMER SUPPORT

If you are experiencing technical problems with this game, please contact
your local THQ technical support department from the list below.

NORTH AMERICA

If you're unable to resolve your problem with the information found in


the "Read Me" file, please contact THQ for assistance.

THQ Customer Service Department


818-880-0456
http://www.thq.com/support/

Live Customer Service Representatives are available to help you Monday


through Friday, 9am to 5pm PST, or you can use our automated systems by
phone or on the web 24 hours a day, 7 days a week.

Your 5-digit Product Code is located in the back of the manual.


Please have this number ready when you contact Customer Service.

UNITED KINGDOM

Telephone

+44 (0) 870 608 0047 (national/international call rates apply)


Mon - Fri 08:00 to 19:00 GMT
Sat - 09:00 to 17:00 GMT

Online

Visit the www.thq.co.uk website and click on Support.

For us to be able to help you better, please try to be at your computer


screen with the computer switched on and details of your computer's
specifications to hand.

AUSTRALIA

Technical support and Games Hotline: 1902 222 448


(Calls cost $1.80 +GST per minute - higher from mobile/public phones)

or email:
feedbackaustralia@thq.com