--- RISE OF THE ROBOTS FULL MANUAL ---

TYPED IN BY REBEL/TRADERS DREAM

MANUAL SUPPLIED BY SONIC/INDEPENDANT

WARNING
-------
EPILEPSY WARNING

PLEASE READ BEFORE USING THIS VIDEO GAME OR ALLOWING YOUR CHILDREN TO USE IT.

Some people are susceptible to epileptic seizures or loss of consciousness
when exposed to certain flashing lights or light patterns in everyday life.
Such people may have a seizure while watching certain television images or
playing certain video games. This may happen even if the person has no medical
history of epilepsy or has never had any epileptic seizures. If you or anyone
in your family has ever had symptoms related to epilepsy (seizures or loss of
consciousness) when exposed to flashing lights, consult your doctor before
playing. We advise that parents should monitor the use of video games by their
children. If you or your child experience any of the following symptoms:
dizziness, blurred vision, eye or muscle twitches, loss of consciousness,
disorientation, any involuntary movement or convulsion, while playing a video
game, IMMEDIATELY discontinue use and consult your doctor.
PRECAUTIONS TO TAKE DURING USE

- Do not stand too close to the screen. Sit a good distance away from the
television screen, as far away as the length of the cable allows.

- Preferably play the game on a small television screen.

- Avoid playing if you are tired or have not had much sleep.

- Make sure that the room in which you are playing is well lit.

- Rest for at least 10 or 15 minutes per hour while playing a video game.

SET UP
------
SYSTEM REQUIREMENTS

AMIGA 500+/600/1500/2000/3000 Recommended spec
Minimum spec 2 Mb RAM
1 MB Chip RAM Second floppy drive
Joysticks 30Mb hard disk space

AMIGA 1200/4000 Recommended spec
Minimum spec 2 Mb RAM
2Mb RAM Second floppy drive
Joysticks 40Mb hard disk space

LOADING INSTALLATION
--------------------
Commodore Amiga 600 and 1200
Running Rise from floppy: Switch off the computer. Insert disk #1 into the
floppy drive and turn on the computer. Rise will load and run automatically.
Follow the on screen prompts. Installing Rise onto an Amiga Hard Disk: Turn on
your computer and insert the Hard Drive installation disk. At the CLI prompt
type <df0:INSTALL> and follow the on screen instructions

Amiga CD-32
Insert the CD as described in the CD32 manual.

INTRODUCTION
------------
THE GAME

Rise of the robots is a "new generation" computer game conceived to combine
state-of-the-art programming design and graphics display. "Rise" was created
using the Auto Desk 3-D Studio CAD software package. 3-DS is fundamentally a
rendering package. Objects such as the robots are created by Mirage's artists
in a basic component form, simple geometric shapes such as spheres and
cylinders. Once assembled, the hundreds of shapes form a complete object which
are then coloured and textured: the rendering process.

All objects can be lit and viewed from any angle and while they move under
animation the given attributes of colour and texture appear realistically
highlighted or shadowed under the differing light sources.

The main combat action of the game employs a specially designed artificial
intelligence system by which the computer controlled opponents learn a
player's style of play and then create strategies to meet this.
THE TEAM

Rise is the result of a convergence of the varied specialisms of Mirage's in-
house project team; "Instinct". The interiors are the work of Kwan Lee, a
professional interior designer, the robots themselves come from the
imagination of Sean Naden who is a trained technical illustrator. Programming
and animation has been performed by Andy Clark and Gary Leach. The entire Rise
project is the original idea of Sean Griffiths, the games designer, a veteran
programmer in the games industry, with a string of successful titles to his
credit.
BRIAN MAY

Brian May has earned himself a place on rock history as one of the most
accomplished and talented contemporary guitarists. With Queen he contributed
to their unique sound through his unmistakable guitar style, vocals, writing
and production.

It was Brian's solo album "Back to the light" which first attracted the Mirage
team. Brian was approached regarding two tracks off his million seller. "The
Dark" and "Resurrection" were ideally suited to the style and tone of "Rise of
the robots". Brian was extremely impressed with the game (computer games was
an area that he had not previously worked in, but had always held an
interest).

INTRODUCTION
------------
THE STORY

Rise takes you to a future world, highly industrialised, where technologies
have developed and crashed together to create a supreme super-tech society.
Over centuries of technical progress, the planet has paid a heavy price. Life
is only sustainable in huge city-states that constitute civilisation, the land
and oceans beyond have been plundered for raw materials and are irretrievably
polluted. Now, all life support: food, water and breathable air is
manufactured in population centres. A ruling politico-military class controls
the production of these resources and manipulates the human underclasses
accordingly. Internal social disorder is commonplace, both military and trade
wars between city states are regularly instituted as a means of population
control.

The servants of society are robots. The city state Metropolis 4, the setting
for Rise, is the home of Electrocorp, the planet's major robot manufacturer.
Electrocorp produce a huge range of machines for all possible applications,
ranging from crude industrial droids right up to highly sophisticated military
and bio-simulatory models. The Electrocorp manufacturing complex is entirely
run by droids, managed day-to-day by the ultimate in robot technology, the
polymorphic Supervisor class droid. The Supervisor is unique and has
successfully run the Electrocorp plant for several months, that is, until she
becomes infected by a highly pernicious computer Ego-Virus corrupting her
behavioural programming and creating a vicious psychotic personality.

The only way to stop the Supervisor as she proceeds to take over the factory
and reprogram its robot-workers, is to send in a human-based Cyborg to seek
out and destroy her. You, the player, are the Cyborg. You have been chosen for
this task, you will cause minimum damage to the immensely valuable Electrocorp
plant, you will cause maximum damage to any droid which may try to hinder you
in your mission, you must locate the Supervisor and terminate her activities.

PROFILES
--------
PRO :> FILE THE CYBORG

STRENGTHS

Agility
Intelligence

WEAKNESSES

Can suffer mental fatigue

CONTROLS

UP - Jump
DOWN - Crouch
LEFT/RIGHT - Shuffle towards/away from opponent (away = autoblock)
FIRE-1(F1) - Punch/kick
FIRE-2(F2) - Block (PC joysticks only)

MOVES

F1 - Jab
F1 + UP - Flying kick (towards/away)
F1 + DOWN - Low punch
F1 + AWAY - Kick
F1 + TOWARDS - Big punch
DOWN + TOWARDS + F1 - Low kick
DOWN + AWAY - Crouch autoblock

SPECIAL MOVES

DOWN + UP + F1 - Turbo Head-Butt
AWAY + TOWARDS + F1 - Shoulder Barge
FACT FILE

The Electrocorp Cybernetic Organism model ECO 35-2 represents the ultimate
development to date from Electrocorp's Sci-Bio Technology team. The ECO 35
series Cyborg is the first anthropomorphic droid to successfully meet the
corporation's design and performance spec for this secret project.

The ECO 35 is a full biped android, mirroring the human physical form. The
cyborg utilizes a conventional composite structural skeleton made from a wide
range of materials, with certain exoskeletal elements where this is deemed to
serve the design better. For example, the torso and skull are monocoque,
allowing free space inside for the complex control and energy generation
units. The skull unit itself is an immensely strong cross-fibre multimaterial
alloy. This unit houses the implanted human CPU - the brain. Where the bio
tissue of the human CPU contacts the skull structure the laminated fibre alloy
has been specially graded such that the contact surface is 100% organic. It is
anticipated that eventually the implanted brain will bond with the contact
lamination's open DNA structure thus creating a true, totally integrated
biomechanical - a massive step forward in sci-medical technology. The question
yet to be answered is whether an ECO can survive long enough for this theory
to become fact.
The Cyborg's chassis engineering and power system has endowed the ECO 35 with
considerable strength, many times greater than that of resident human CPU's
original body. It has been observed that this feature tends to greatly
increase the Cyborg's self confidence and aggression potential, making it a
formidable combatant, ideally suited to hand-to-hand combat in sensitive
locations where environmental damage through weapons use is undesirable. The
Cyborg is the perfect choice for the Rise mission.
PRO :> FILE THE LOADER DROID

STRENGTHS

Solid Build
Powerful Arms

WEAKNESSES

Slow
Limited tactical ability

CONTROLS

UP - Jump
DOWN - Crouch
LEFT/RIGHT - Shuffle towards/away from opponent (away = autoblock)
FIRE-1(F1) - Punch/kick
FIRE-2(F2) - Block (PC joysticks only)

MOVES

F1 - Punch
F1 + UP - High kick
F1 + TOWARDS - Mid kick
DOWN + AWAY + F1 - Low kick
DOWN + F1 - Low punch
DOWN + AWAY - Crouch autoblock

SPECIAL MOVES

TOWARDS + TOWARDS + F1 - Double fork-slash
FACT FILE

The loader droid is a mass-produced robot in use in a wide range of
applications in manufacturing plants across the planet. The loader is now
considered to be old technology and is being replaced by the more
sophisticated BHFO3 Builder type droid. It is indicative of the quality of the
design and construction of this particular machine that it is still in use,
even within the Electrocorp production lines.

This droid has never been assigned combative tasks, and posses no self-defence
software other than the regular standard hazard avoidance procedures. Of
course reprogramming is possible and it is probable that this droid could make
a formidable opponent. The Loader has exceptionally powerful arms, which could
be capable of delivering damaging blows, the rugged construction of the droid
would also withstand much physical punishment.
PRO :> FILE THE BUILDER DROID

STRENGTHS

Powerful Arms
Efficient Blocking Tactics

WEAKNESSES

Vulnerable Legs
Slow Speed

CONTROLS

UP - Jump
DOWN - Crouch
LEFT/RIGHT - Shuffle towards/away from opponent (away = autoblock)
FIRE-1(F1) - Punch/kick
FIRE-2(F2) - Block (PC joysticks only)

MOVES

F1 + UP - Uppercut
F1 + TOWARDS + AWAY - Backhand
F1 + DOWN - Hard sweep
DOWN + AWAY + F1 - Low hand sweep
DOWN + F1 - Low punch
DOWN + AWAY - Crouch autoblock
SPECIAL MOVES

DOWN + AWAY + UP - Pile Driver
DOWN + TOWARDS + UP - Bomber Jump
FACT FILE

The BHFO3 Builder droid (Code Name: Prime-8) is designed to supersede the more
primitive Loader class. The huge BHFO3 is designed to be able to carry heavy
plant components around the engineering floors of manufacturing units.

BHFO3 carries a highly developed power transfer system. From the high energy
eletro-magnetic server housed in the massive thorax, it is able to instantly
switch bolts of energy though to slave units within its limbs. The rapid
response, especially of the Builders arms, results in these huge masses of
metal sweeping through the air to deliver blows with a force of several tons.

The Builder droid's rather top-heavy design, coupled with its limited
intelligence, dictates a rather static combat style, the Builder tends to
crouch rather than use its full height of some 3 metres. This tactic affords
protection for its lower limbs and presents a squat armoured bulk to an
attacker which can be difficult to penetrate.
PRO :> FILE THE CRUSHER DROID

STRENGTHS

Agility
Speed

WEAKNESSES

Vulnerable CPU Housing
Vulnerable Arms when extended

CONTROLS

UP - Jump
DOWN - Crouch
LEFT/RIGHT - Shuffle towards/away from opponent (away = autoblock)
FIRE-1(F1) - Punch/kick
FIRE-2(F2) - Block (PC joysticks only)

MOVES

F1 - Jab
F1 + AWAY - Kick
F1 + TOWARDS - Claw jab
DOWN + AWAY + F1 - Low kick
DOWN + F1 - Low punch
DOWN + AWAY - Crouch autoblock
F1 + UP - Flying punch

SPECIAL MOVES

DOWN + TOWARDS + F1 - Pincer Mincer
FACT FILE

The Crusher droids were introduced into the Electrocorp production halls when
a series or Builder class droids developed autonomous routines and destroyed
an entire production line. When not required to act as production line
"bouncers", Crusher droids are used for entering hazardous areas on the
production lines to free jammed machinery and extract waste materials.

As a machine specifically designed to destroy, the Crusher droid, once under
the control of the Supervisor, is an opponent which presents an immediate
serious threat to the Cyborg. As a combat droid, the Crusher class robot is
formidable due to its speed and pincer arms, which must be avoided at all
costs. Its insect-like form can also confuse some combat droids' sensory
equipment.
PRO :> FILE THE MILITARY DROID

STRENGTHS

Speed
Tactical Intelligence
Heavy blow-force

WEAKNESSES

Vulnerable CPU Housing
Vulnerable Limb Joints

CONTROLS

UP - Jump
DOWN - Crouch
LEFT/RIGHT - Shuffle towards/away from opponent (away = autoblock)
FIRE-1(F1) - Punch/kick
FIRE-2(F2) - Block (PC joysticks only)

MOVES

F1 - Jab
F1 + UP - Uppercut
F1 + TOWARDS - High kick
F1 + AWAY - Spin kick
DOWN + AWAY + F1 - Low kick
DOWN + F1 - Low punch
DOWN + AWAY - Crouch autoblock
UP + F1 - Aerial side kick

SPECIAL MOVES

DOWN + UP + F1 - Catapult Spin
AWAY + TOWARDS + F1 - Cyber Slash
FACT FILE

The Military Class Droid (Code Name: The Exterminator) has been designed
specifically for combat and security applications. The Exterminator is
Electrocorp's generic combat class robot has rapidly become the standard
machine in all of the planets military organisations. The Exterminator
recruited by the Supervisor is a top secret development model and features
modifications not found on production military droids.

The Exterminator has a titanium alloy skeletal chassis with laminated polymer
mouldings protecting all important components. Extra armour is carried on the
thorax to shield the CPU and central power supply.

The Exterminator droid has advanced artificial intelligence and is readily
trainable alongside its human comrades. The Exterminator is the first pure
combat droid with the Cyborg will meet in its search for the Supervisor.
PRO :> FILE THE SENTRY DROID

STRENGTHS

Tactical Intelligence
Speed
Aerial agility

WEAKNESSES

None Identified

CONTROLS

UP - Jump
DOWN - Crouch
LEFT/RIGHT - Shuffle towards/away from opponent (away = autoblock)
FIRE-1(F1) - Punch/kick
FIRE-2(F2) - Block (PC joysticks only)

MOVES

F1 + UP - Mile-high kick
F1 + TOWARDS - Mid kick
F1 + AWAY - Punch
DOWN + AWAY + F1 - Low kick
DOWN + F1 - Low punch
DOWN + AWAY - Crouch autoblock

SPECIAL MOVES

DOWN + DOWN + F1 - Flying Jet-kick
FACT FILE

Designed by Electrocorp's Japanese subsidiary, the formidable Sentry droid is
a further development of the technology used in the Exterminator droid's
construction. Up until the Rise mission, the Sentry droid has been a pure
research model employing prototype systems under test for future incorporation
into a new generation of combat robots. Now the Supervisor has employed this
model to be her first line of defence in a direct attack on her command floor
high in the Electrocorp tower.

A fundamental difference between the Sentry and the Exterminator class droid
is the Sentry's greater size. During this model's development it was necessary
to incorporate a higher output central power supply in order to support the
added energy-greedy systems, such as the super-rapid CPU and all-mode threat
sensor hardware. The new power supply demanded a larger and stronger chassis,
but which still retained basic humanoid articulation and agility, and so the
3.5 metre Sentry came into being.

The particular Sentry model enlisted by the Supervisor in her defence, carries
radio frequency particle defence shields and a dorsal jet pack to enhance the
droid's already considerable leaping ability. The Sentry droid is coloured red
for easy recognition during battlefield testing. Airborne agility and limb
articulation in excess of the industry standard humanoid model, turns this
robot into a high category threat for any opponent.
PRO :> FILE THE SUPERVISOR

STRENGTHS

Tactical Intelligence
Morph-capable
Speed

WEAKNESSES

None Identified

SPECIAL MOVES

Mutilation
Melting & re-form
FACT FILE

The 'parent form' of the Supervisor is that of a stylised female. This shape
was arrived at by allowing the development robot to decide its own persona
characteristics both physical and intellectual, these fundamental bases are
immutable, yet the Supervisors design does allow extended periods of
'morphing' into other three dimensional shapes to suit particular tasks.

The Supervisor droid is a total departure from conventionally engineered
robots. This machine is the product of Electrocorp's New Technologies Division
and remains a secret to the outside world. The Supervisor droid relies on the
known principles of electrical flux physics for its basic form, the entire
structure of the Supervisor is engineered from the base atomic level which has
enabled the designers to build a component structure of unprecedented
complexity.

It is the radical 'loose' atomic structuring of all the robot's components
that allows morphing to take place. The Supervisor droid employs a molecular
polarising system to enable rabid form changes. Minute current fluctuations
impulsed from the CPU alter the molecular bonding of the 'parent form' and
allow macro changes in the robot's 3-D shape.

Techniques borrowed from biotechnology have been used to create linking
receptor molecules which effectively memorise their 'home-position' and enable
the Supervisor to snap back into her original shape after morphing. This
entire process is remarkably power-efficient due to the fact that the robot's
structure super-conducts, with no power demands of any component exceeding
pica-volt level.

It is without a doubt a consequence of a flaw in the Supervisor's radical
technology, that she has developed the 'Ego Virus'. It is evident that her
resident personality has become corrupted, most frighteningly, emulating
psychopathic conditions found historically only in human subjects. This
behaviour disorder coupled with the Supervisor's super-intelligence and
physical morphing abilities ensure that she poses the greatest threat to the
Cyborg and in turn, the whole of Metropolis 4.

HOW TO PLAY
-----------
STARTING THE GAME

Once you have Rise installed on your hard drive, you need only access the
directory and at the prompt type <rise>, this will start the game.

OPTIONS SCREEN

The various game options are selected by highlighting the selection of your
choice using your predefined computer keyboard keys and confirming with the
fire key. If you have nominated joystick control during the installation, use
the joystick to highlight your choice and confirm using the fire button.

ONE PLAYER GAME

This option pits you against the computer. You take control of the Cyborg and
you must battle your way past the series of formidable Electrocorp Robots who
protect the Supervisor, the ultimate opponent. The droids you encounter have a
mounting intelligence factor. Upon selecting the one player game you will next
see two options: Mission Briefing and Training.

TRAINING

This option lets you, the Cyborg, select between the individual robots. Using
your predefined keys or joystick choose your preferred combat opponent,
confirm your choice using the fire key or fire button. You may select any
robot except the Supervisor with this option.

MISSION BRIEFING

This option puts the Cyborg into the security services directed mission where
you must first meet each robot in a mounting order of combat skill and
aggression. It is only by following the mission briefing and by battling your
way past all the opposing robots, that you will finally meet the ultimate
challenge... The Supervisor

TWO PLAYER GAME

Within this option you are able to select an opponent for the Cyborg from the
range of Electrocorp Robots. You will not be able to play one robot against
the other - Electrocorp's Droids are programmed not to engage one another in
combat - but you are able to pit the Cyborg against a clone. The morphing
Supervisor remains under the control of the computer at all times.

HANDICAP SYSTEM (2 PLAYER MODE ONLY)

This options allows a handicap to be imposed on a player who may be more
skilled than his opponent, allowing for a fairer contest. Using the slider
bar, increase or decrease your strength and power according to how you wish to
balance the contest.

DIFFICULTY LEVEL

Here you are able to select the difficult level of play from Beginner, Easy,
Medium or Hard to determine the aggression and skill level of your opponents.

TIMER

The time is displayed at the top of the screen and counts down as the bout
progresses. In the event of a knock-out, the time remaining contributes
proportionally to your bonus score. You can select the length of the bouts
from 30,60, or 90 seconds. You may also select the 'No Timer' option.

CINEMATICS

This option allows you to turn the cinematic sequences that link the different
encounters on or off.

BOUTS

Each encounter with an individual robot is divided into separate bouts. For
each encounter you can choose through this option the total number of bouts
from 3,5 or 7 bouts.

SHADOWS

This option allows you to turn the robots' shadows on or off. Some slower
computers may run faster with shadows turned off.

SCREEN SHAKE

This option allows you to turn the screen shake on or off as the robots engage
each other in combat. Turning off the screen shake may speed up the action for
slower computers.

SCORING

Each player's score is displayed on the screen above the starting position of
the particular fighter, i.e. on the left or right of the screen. The most
important way of building a hefty points score is through landing powerful
strategic hits on your opponent. The use of special moves is an essential
factor when building a respectable points tally.

POWER OF BLOW

Very important for amassing a credible score. The longer you hold down your
nominated keyboard power button, or fire button for joystick users, the more
power you will deliver with your blow upon its release. Be careful, using high
power kicks and punches leaves you open to fast counter-attacks.

SPECIAL MOVES

Each droid has its own special move or moves derived from its own unique
abilities. These moves are devastatingly powerful when they connect, they can
cause massive damage and will contribute greatly to the user's points score.
Special moves are, however difficult to execute and will require practise to
master.
+-----------------------------------+
| |
| IF YOU'RE STUCK AND NEED ADVICE |
| CALL OUR UK HELPLINE NUMBER ON: |
| 01604 60 40 60 |
| |
+-----------------------------------+

THE CREDITS
-----------
MIRAGE

Produced by Peter Jones, Sean Griffiths and Andy Wood

Designed & Directed by Sean Griffiths

Senior Artists Sean Naden and Kwan Lee

Character Design Sean Naden

Set Design & Construction Kwan Lee

Senior Programmers Andy Clark (Amiga) and Gary Leach (PC)

Project Assistance Gina Jackson

Musical Co-ordination Richard Joseph and Andy Wood

Game Soundtrack Richard Joseph

Game Music Jason Page with conversions by Graham King

Produced by Richard Joseph

Marketing & Publicity Julia Coombs and Declan Brennan

Distribution Roy Campbell, Dave Cotton and Andy Wood

Script Writing Jim Murdoch

Quality Control Paul Baddeley, David Capewell, Carl Carter,
Matthew Hawkesford, Lee Salt and Thomas Wardle

"Ressurection","The Dark" and other incidental music composed &
performed by Brian May. Published by Queen
Music Ltd./EMI Publishing Ltd. Published by
Queen Music Ltd/Les Editions Marouani in
France.

TIME WARNER INTERACTIVE

Senior Producer Ken Humphries

Marketing Tony Adams, Jeff Tawney, Rob Letts and
Andrea Simpson

Special Thanks to Boz Anderson, Connie Booth, Ciaran Brennon,
Rick Brookfield, Darren Bullivant, Acclaim,
Dave Eardley, Steve Eardley, Rachel Fitzhugh,
Nick Garnell, Christoph Gomez, Keith Healey,
George Hill, Joel Hochberg, Geoff Holmes,
David Klein, Helenka Lewandowska-Grey, Karen
Lockwood, Steve McEwan, Neal McCleave,
Florence de Martino, Sarah Mould, Randy Scott,
Graeme Struthers, Randy Their, Ray Wain, Kevin
Shepard, John Lawrence, Harold Gilmen,
Christopher Payne, Meach Meakin, John Eaton,
Makoto Orii, Jack Tretton, Kerry Burgess,
Deborah Jones, Julie Walker and Clare Barnett.

Extra Special Thanks to Jim Beach, Dan Van Elderen, Julie Glover,
Roger Harris, Paul Johnson, Justin Shirley-
Smith, Michael Thomas, T.T., ... and the
unrivalled Mr. May for doing everything we
asked him for, plus a whole lot more.

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