Robocop 3(D) Copy Protection Table:

Page 1

516 | 364 | 259 | 726
668 | 798 | 336 | 512
228 | 833 | 339 | 569

Page 2

532 | 723 | 720 | 261
656 | 950 | 231 | 343
953 | 993 | 737 | 603

Page 3

834 | 511 | 584 | 547
986 | 451 | 134 | 144
300 | 883 | 182 | 394

Page 4

327 | 533 | 881 | 725
122 | 347 | 431 | 152
799 | 366 | 796 | 135

Page 5

907 | 278 | 416 | 596
779 | 117 | 502 | 990
719 | 466 | 887 | 238

Page 6

122 | 170 | 453 | 281
418 | 726 | 129 | 198
600 | 482 | 852 | 103

Page 7

531 | 214 | 921 | 170
384 | 718 | 279 | 899
582 | 581 | 544 | 972

Page 8

283 | 947 | 834 | 284
853 | 724 | 768 | 240
340 | 810 | 633 | 591

Page 9

918 | 436 | 359 | 211
509 | 388 | 450 | 526
549 | 922 | 209 | 638

Page 10

705 | 841 | 313 | 917
559 | 534 | 373 | 398
398 | 127 | 518 | 305


- ROBOCOP ]I[ DOCS -
****************

- TYPED BY CYBORG / END OF CENTURY 1999 U.K -
-----------------------------------------


LIST OF CONTENTS
----------------
PG.2 - LOADING INSTRUCTIONS
PG.3 - ARCADE SECTION SCENARIO
PG.4 - MOVIE SECTION SCENARIO
ROBOCOP OPERATIONAL PARAMETERS
PG.5 - DRIVING [ROBOCOP TURBO CRUISER]
PG.12 - FLYING [ROBOCOP GYROPACK]
PG.17 - URBAN PACIFICATION
PG.21 - CLOSE QUARTER FIGHTING
PG.23 - QUICK KEY CONTROL GUIDE

PAGE 2
******

LOADING
-------
Amiga 500,1500,2000,3000
------------------------
Insert disk A into drive A and turn on the computer, the program will
then load automatically. Follow any on screen instructions for further
loading. If you have any other disk drives, insertion of disk B into
any other drive will prevent disk swapping.

Amiga 1000
----------
Insert the kickstart disk. When the workbench hand appears insert the
game disk A. The program will then load automatically. If you have any
other disk drives, insertion of disk B into any other drive will
prevent disk swapping. A minimum of 512k is required on the Amiga
1000.

PAGE 3
******

"MEDIABREAK NEWS" is loaded up and the player is presented with the
night's headlines. Each headline is a different type of game section.
This allows the player instant access into different sections [these
sections are totally different from the game].

MEDIABREAK KEYS
---------------
SPACE - Skip to next line of text
ESC - Skip rest of mediabreak

NOTE : While loading Mediabreak hold down ESCAPE to abort loading.

ARCADE SECTION 1 : DRIVING
--------------------------
The police force is on strike as Detroit becomes a 'no go' zone. On
the highways Robocop is attempting to apprehend runaway drivers &
stolen vehicles.

ARCADE SECTION 2 : STREET FIGHT
-------------------------------
The back streets of the city are plagued by punks who bring terror to
the neighbourhood. Robocop is about to clean up !

ARCADE SECTION 3 : HOSTAGE SITUATION
------------------------------------
OCP tower is in the hands of a terrorist faction who are holding the
executives hostage for a billion dollar ransom...
Nobody plans on paying it. So robocop must penetrate the tower &
destroy all the terrorists.

PAGE 4
******

ARCADE SECTION 4 : FLYING
-------------------------
Security concepts are proud to present the latest addition to the
robocop inventory, a gyropack! A trail combat situation has been
arranged against the military over the skies of old Detroit.

ARCADE SECTION 5 : HAND TO HAND COMBAT
--------------------------------------
A new robotic ninja has been created by Hanemetsu industries who are
keen to impress the world of it's superior combat facilities. Only one
person is up to the job...Robocop !

After the section has been completed you then return to the main
arcade selection menu. If you are eliminated or fail to complete your
mission, you return to Mediabreak, then a high score table.

The story so far...

It has been 6 months since the announcement of the delta city project;
OCP are now in a desperate situation as they stand to lose billions of
dollars if work does not commence within the week. The citizens of old
Detroit have been reluctant to move from their homes so OCP has hired
a special army group called THE REHABS. They are urban rehabillitation
officers, who are routing people from their homes...

ROBOCOP IS DRAWN INTO A BATTLE AGAINST THE AUTHORITIES
AS THE CONSTRUCTION OF DELTA CITY MOVES EVER CLOSER.

PAGE 5
******

The movie section of the game runs like an adventure. Like all
adventures it has many twists and turns, so it is difficult to give an
accurate flow of how the game will run. So we are not attempting to do
so! Media break is used to provide an update of the events so far and
creates the back drop to the game.

SPACE - Skip to next line of text
ESC - Skip rest of mediabreak

NOTE : While loading mediabreak hold down ESCAPE to abort loading.

DIRECTIVES:

1.PROTECT THE INNOCENT
2.UPHOLD THE LAW
3.SERVE THE PUBLIC TRUST
ROBOCOP cannot violate these prime objectives - any violation will
result in shut down. In the game Robocop is able to function in all
environments. He is capable of walking,flying,driving & all forms of
combat.

DRIVING SECTION
---------------
As a member of the metropolitan police force of Detroit, the security
concepts ROBOCOP will be provided with a police turbo cruiser for
active patrol duty.

PAGE 6
******

DESCRIPTION OF THE WORLD
------------------------
1.Active Patrol Area [also refer to map of Detroit]
All of Detroit's precincts are within the jurisdiction of Robocop from
up north & west to the interstate and south and east to the seaway and
Canada. A restraining device has been fitted to the vehicle so the
city boundaries are not violated.

Robocop has also been provided with full geographical data of the
city, complete with map displays, radars and location pointers to aid
navigation around the city.

The city is split into different urban areas:
1.Downtown business district complete with skyscrapers and modern
ultra
tech show case buildings.
2.The surburbs, the outskirts of the city with nice housing, tree's &
shopping mall.
3.The docks, an industrial area showing signs of decay as the
recession
bites hard.
4.The inner city of old Detroit, the run down slum area of Detroit
where
the site of Delta city is to be laid [This area is now sealed off
with
an electrified perimeter fence].

On the map, particular attention has been put to the main areas
involved in the game. At various times during the game, you may need
to visit some of these locations :-

PAGE 7
******

1. Rocket Motors - Abandoned disused car factory.
2. OCP Tower - The HQ of OCP.
3. Metro South Police HQ.
4. Twenty-four hour hotel.
5. Church

In some driving sections, when you arrive at any of these locations
the computer automatically takes over the game as the player see's a
graphic backdrop with the 3D superimposed over it. From this point,
Robocop will be on foot.

Whilst on patrol Robocop will recieve mission orders,reports and
updates from police HQ. This data will be printed across Robocop's
visor. It is through this system that mission orders will be conveyed
to Robocop. Missions will include apprehending stolen "411" vehicles
and the capture or destruction of criminals.
It is likely, during patrol, that gunfire will be aimed from these
vehicles; great care should be taken to avoid the unneccesary gun-
fire.

DRIVING PARAMETERS
------------------
The turbo cruiser is a fast efficient police car, it is able to
accelerate to 60mph in 8 seconds with a top speed of 140 mph.
It is able to pull hard at fast speeds & decelerate rapidly for
turning corners, making it less hazardous.

PAGE 8
******

The vehicle's Turbo boost cuts in at 30mph up to 80mph, which is very
useful for overtaking and for accelerating out of tight corners.

DISPLAYS
--------
The car dashboard has a speedometer mounted in the middle of the
console and a map on the left hand side. On the steering wheel a small
white display dot shows how far the steering wheel is turned and in
what direction it is pointing. The car is also fitted with flashing
police lights; these lights are automated and will flash automatically
during arrest mode.

The car has an active moving map display to show the player the
location of any adversaries and himself in relation to the world. This
is essential during high speed chases. Due to the map resolution it is
split into 4 sections for the North East, South East, South West,
North West areas of the city. Your vehicle is indicated by a GREEN
square, the suspect vehicle with a RED square.

DAMAGE & EFFICIENCY
-------------------
The car is able to withstand a great deal of damage, although the more
damage the car recieves the less responsive & more difficult it may
become to control. During the driving section, Robocop's efficiency
reading is dedicated to the car & not Robocop.

The effieciency reading shows the overall turbo cruiser efficiency.
When Robocop is in action this reading will diminish due to the effect
to weapons which can damage Robocop i.e. Head on collisions with
buildings and other vehicles or heavy gunfire can destroy the turbo
cruiser and light gunfire can slowly wear down the efficiency reading.

PAGE 9
******

Any reading below 30% will show a warning as the vehicle will have
sustained a large amount of damage. It also may prove more difficult
to drive and may incur loss to power and reaction due to the damage.
The turbo cruiser will be destroyed when effieciency is reduced to
zero.

The player's score is calculated on the following :-

How quick the mission is achieved.
How much efficiency Robocop has remaining.
An overall mission score.
Score for the individual number of those eliminated.

NOTE : It is possible to get a negative score if Robocop shoots any
innocent people whilst on duty i.e. women & children. If a negative
score is achieved at the end of the mission it is likely that the
player will be decommisioned from the force and deactivated.

PAGE 10
*******

DRIVING CONTROLS
----------------

JOYSTICK
--------
Forward - accelerate
Back - decelerate
Left - Turn steering wheel left
Right - Turn steering wheel right

KEYS
----
Cursor up - accelerate
Cursor down - decelerate
Cursor left - turn steering wheel left
Cursor right - turn steering wheel right

ESC - quit
R - Robovision
SPACE - slow down quickly

VIEWS
-----
F1 - Front internal with dash
F2 - Left side view
F3 - Right side view
F4 - Extend fixed camera views
F5 - Aerial plan view
F6 - Front full screen [Robovision]
F7 - External tracking of turbocruiser
F8 - View of suspect vehicle
F9 - Intelligent camera view [It always sets up angles to view
turbocruiser and suspect vehicle]

PAGE 11
*******

GAMEPLAY HINTS & TIPS FOR DRIVING
---------------------------------
"Your adversary is intelligent so treat him with respect."
"Keep on the road......although you can drive on sidewalks & open
areas
it will damage your vehicle & wear down efficiency."
"Keep an eye on the brake lights as you know if your chase vehicle is
about to slam on the brakes or turn rapidly."
"When in pursuit of a vehicle, don't get too close as it is likely
that
it's doors will swing open with machine guns firing at you. Also look
out for people shooting at you from the roadside or other vehicles."
"To apprehend a vehicle it is best to choose your moment , e.g. when
on a long straight section of road use your turbo acceleration to move
up
to the side of him and run into him."
"It could take several collisions to force the vehicle off the road,
during this you may also be under fire."
"Watch out for obstacles in the road such as oil spills, destroyed
vehicles and debris."
"On turning, use full width of the road, but don't oversteer."
"Squealing tires will let you know if you are cutting it to fine."
"When in pursuit of faster vehicles you will struggle to keep up with
them let alone overtake them, so use your powers of judgement to find
an alternative shortcut/route. Many roads lead into one."

PAGE 12
*******

FLYING SECTION
--------------
The latest addition to the Robocop Amoury is a GYROCYCLE. This is a
specially adapted jetpack which allows Robocop to achieve full flight.
The GYROCYCLE is interfaced to the Robocop software as a new helmet
mounted display called the HUD.
On the helmet mounted display mission directives are printed and also
data which may be relevant. Below this the efficiency reading is
printed permanently.

EFFICIENCY
----------
The efficiency reading shows the overall Robocop efficiency. When
Robocop is in combat this reading will diminish due to the effect of
weapons which can damage Robocop i.e. *helicopter fire can blow
Robocop out of the sky, and ground gunfire can slowly wear down the
efficiency reading.

Any reading below 30% will show a warning as Robocop will have
sustained a large amount of damage. It also may prove more difficult
to fly and may incur loss of power and reflexes due to the damage.
Robocop will be destroyed when efficiency is reduced to zero.

PAGE 13
*******

WEAPONS
-------
Whilst in flight Robocop is fitted with a multi-weapon arm which is
capable of firing cannon and rapid machine gun fire. The weapon
selected and the amount of ammunition remaining is printed on the
bottom of the screen. The cannon is more powerful than the multi-
weapon machine gun. The cannon is able to knock out heavy armour such
as tanks and helicopters much more efficiently than the machine gun.

Robocop's avionic software has a new target acquisition system similar
to fighter aircraft where a lock can be achieved which will allow the
weapons to bear. It is up to the player to then fire when ready.

COUNTER MEASURES
----------------
1. Altitude bar - this is the left hand indicator bar. A warning will
appear if the altitude level is to low.
2. Thrust bar - this is the right hand indicator bar showing the
thrust
of the jet pack. The greater the thrust the greater the velocity
obtained
3. Radar - the central area of the display shows a radar display of
various threats relevant to your position. Objects are split into
three colour codes...
1 - RED is an aerial threat i.e. helicopter.
2 - GREEN is for friendly i.e. police cars.
3 - BLACK shows the location of important relevant buildings
e.g.OCP Tower
4 - YELLOW indicates a ground-based threat i.e. ED209,tanks.
5 - Horizon bar indicator - this toggles with the radar to show the
pitch and roll in relation to the horizon.
6 - Target lock indicator [used with cannon]: When a valid target is
within the HUD, a green target 'lock' appears. When within range
to
fire, a red target circle will overlap; wwhen they meet each
other,
you can fire.

PAGE 14
*******

SCORING
-------
The player's score is calculated on the following :-

How quick the mission is achieved.
How much efficiency Robocop has remaining.
An overall mission score.
Score for the individual number of those eliminated.

NOTE: It is possible to get a negative score if Robocop shoots any
innocent people whilst on duty i.e. women, children and other police
officers. If a negative score is achieved at the end of the mission it
is likely that the player will be decommisioned from the force and
Robocop will be deactivated.

PAGE 15
*******

CONTROLS FOR FLYING SECTION
---------------------------

JOYSTICK
--------
Forward - tilt forwards
Back - tilt backwards
Left - bank left
Right - bank right
Fire - fire weapon
Fire back - slow down
Fire forward - speed up

MOUSE
-----
Forward - tilt forward
Back - tilt backwards
Left - bank left
Right - bank right
Left mouse button - speed up / fire weapon
Right mouse button - slow down

KEYS
----
Cursor up - tilt forwards
Cursor backwards - tilt backwards
Cursor left - bank left
Cursor right - bank right
Space bar - fire weapon
- - increase thrust
- - - decrease thrust
R - Toggle HUD between horizon & radar
D - toggle HUD drop shadow on / off
RETURN - toggle weapon
ESC - quit

PAGE 16
*******

VIEW
----
F1 - front internal with HUD
F2 - external with fixed position
F3 - external rear tracking view
F4 - external rear tracking view with movement inertia

Use '1' and '2' to alter distance on external views, 1 - to zoom in
2 - to zoom out

Keep low! Although susceptible at this altitude to small arms fire
which will slowly lower your efficiency it is far less dangerous than
large AAA and helicopter gunfire. Also at high altitudes missiles
prove very effective.

The helicopters are perhaps the most dangerous adversary so should be
avoided. Tactics suggest that all aerial threats should be eradicated
before ground engagements. It is therefore feasible to deal with the
helicopters immediately. Try to conserve fuel as full thrust will
deplete fuel rapidly. Keep thrust low during evasive manoeuvres
allowing quicker reaction. Chaff should be launched as soon as a
missile is launched.

PAGE 17
*******

Robocop was primarily designed around the use of urban pacification
which includes heavily built up areas. Robocop has fully functions
around all environments and can penetrate almost any building. Robocop
is able to map a zone he enters and is able to use weapons in a closed
environment against anything hostile. He is able to walk through
doors, or punch down closed doors, and with the use of his targeting
system is able to operate elevators by using the up or down cursors on
the keyboard.

WEAPONS & TARGET ACQUISITION
----------------------------
Robocop has an advanced target acquisition system which is able to
detect anything hostile.

The player must position the target cross hairs over a valid target,
Robocop's software will automatically designate and lock on to the
target, and the player is then able to fire weapons.

The target will flash green for an instant for confirmation.

Robocop is now fitted with a detachable multi-weapon arm. This arm has
a built in heavy calibre cannon and a rapid fire machine gun.

PAGE 18
*******

EFFICIENCY
----------
The efficiency shows the overall efficiency. When Robocop is in action
this reading will diminish due to the effect of weapons which can
damage Robocop i.e. bombs or heavy gunfire, which can cause severe
damage, and light gunfire which can slowly wear down the efficiency
reading.

Any reading below 30% will show a warning as Robocop will have
sustained a large amount of damage. It also may prove more difficult
to move and may incur loss of power and reaction due to the damage.
Robocop will be destroyed when efficiency is reduced to zero.

The cross hairs are also used to direct the motion of Robocop. When
using a mouse if the cross hairs are pushed to the top or side of the
screen Robocop will change direction accordingly.

This will not however interfere with the target lock system as the
cursor is able to be positioned over any target within the screen
allowing Robocop to be accurately positioned for a shot.

In some urban areas, Robocop can use an active Sonar Homing Device to
locate a person. The audio bleep will accelerate as he gets closer to
the source. This device works automatically.

JOYSTICK
--------
Up - Move forward
Left - Move / turn left
Right - Move / turn right
Fire - Fire gun

PAGE 19
*******

MOUSE
-----
Right button to move forward
Left button to fire gun
Right button and move right to turn right
Left button and move left to turn left
S - Toggle sound on / off
ESC - Quit
M - Toggle music on / off
Cursor up/down - operate elevator

VIEW
----
F1 - Internal robovision
F2 - External view behind / above
F3 - External view behind / below

SCORING
-------
The player's score is calculated on the following :-

How quick the mission is achieved.
How much efficiency Robocop has remaining.
An overall mission score.
Score for the individual number of those eliminated.

NOTE: It is possible to get a negative score if Robocop shoots any
innocent people whilst on duty i.e. women, children and other police
officers. If a negative score is achieved at the end of the mission it
is likely that the player will be decommisioned from the force and
Robocop will be deactivated.

PAGE 20
*******

HINTS & TIPS
------------
Caution should be taken at all times as danger lurks around every
corner. You should always take extreme caution when turning corners
and be prepared to fire.

Always aim for a body shot to achieve an accurate target lock.

AVOID INNOCENT CIVILIANS AT ALL COSTS !

Targets should be chosen carefully, e.g. if there are 3 baddies
attacking you, figure out who is the most dangerous. A man about to
throw a grenade is far more dangerous than a man with a hand gun...
Attack the man with the grenade first before he has a chance to throw.

If a grenade is thrown, you still stand the chance to destroy it with
your gun, as the damage sustained will then be greatly reduced.

It is very easy to become lost so pay attention to any particular land
marks or signs. Many alleyways and corridors have countless doors,
many of them lead no where. Exploring every doorway will only waiste
time; many of them are booby trapped so care must be taken.

Make a note of the direction baddies are coming from as they may lead
you to your overall mission objective.

If you shoot women and children, it may result in system shut-down.

PAGE 21
*******

To operate elevators, simply walk inside and press cursor-up or
cursor-down key on keyboard.

CLOSE QUARTER COMBAT
--------------------
In an urban environment, an enforcement droid is likely to encounter
all different modes of attack. Weapons such as a machine gun are not
always avaliable, and only a minimum amount of force may be required
to perform an arrest.
Robocop is able to manipulate limbs for use in mind in unarmed combat.
He is able to punch low and high, block on coming thrusts, perform
evasive manouevres and is able to recover himself from the ground.

CONTROL
-------

JOYSTICK
--------
Forward - walk forward
Back - kneel down
left - walk left
right - walk right
fire - punch [or if gun is drawn]

KEYS
----
Shift - block
Return - draw gun
Space - fire gun

PAGE 22
*******

VIEWS
-----
F1 - internal robovision
F2 - external north facing
F3 - spin around Robocop at ground level
F4 to F7 - Camera views [fixed]
F8 - drawn backdrop view
F9 - rotating aerial view
F10 - intelligent camera view

HINTS & TIPS FOR CLOSE QUARTER COMBAT
-------------------------------------
Otomo is a highly advanced machine and in many ways far superior to
Robocop and is able to out manouevre Robocop at any level of combat.
Some of the basic rules of engagement:

DO NOT get trapped in a corner, and wait for Otomo to move on you, do
not run straight into him.

Otomo may seem to far away to strike but be careful, he is able to
leap great distances with flying kicks.

If otomo moves close in and starts punching, don't slug it out in hand
to hand fighting because he is able to quickly pull his sword out and
strike a deadly blow. So keep your distance and move away.

Only draw out your gun when Otomo is in a position not to attack. When
he has his sword out is best as he has to put it away before he can
kick or punch it out of your hand.

PAGE 23
*******

NOTE: 'P' can be used at all time to pause the game. 'J' can be used
to toggle between joysticks and mouse control. [Amiga only].
'M' can be used to toggle for music on / off.

DRIVING CONTROLS
----------------
[RECOMMENDED CONTROL IS JOYSTICK]

JOYSTICK
--------
Forward - accelerate
Back - decelerate
Left - turn steering wheel left
Right - turn steering wheel right

KEYS
----
Cursor up - accelerate
Cursor down - decelerate
Cursor left - turn steering wheel left
Cursor right - turn steering wheel right
ESC - quit
SPACE - slow down quickly

VIEWS
-----
F1 - front internal with dash
F2 - left side view
F3 - right side view
F4 - external fixed camera views
F5 - aerial plan view
F6 - front full screen [Robovision]
F7 - external rear tracking view of turbocruiser
F8 - view of suspect vehicle
F9 - intelligent camera view [it always sets up angles to view
turbocruiser and suspect vehicle]

PAGE 24
*******

CONTROLS FOR FLYING SECTION
---------------------------
[RECOMMENDED CONTROL:MOUSE]

JOYSTICK
--------
Forward - tilt forwards
Back - tilt backwards
Left - bank left
Right - bank right
Fire - fire weapon
Fire back - slow down
fire forward - speed up

MOUSE
-----
Forward - tilt forward
Back - tilt backwards
Left - bank left
Right - bank right
Left mouse button - speed up / fire weapon
Right mouse button - slow down

PAGE 25
*******

KEYS
----
Cursor - tilt forwards
Cursor down - tilt backwards
Cursor left - bank left
Cursor right - bank right
Space bar - fire weapon
- - increase thrust
- - - decrease thrust
R - toggle HUD drop shadow on/off
RETURN - toggle weapon
ESC - quit

VIEWS
-----
F1 - front internal with HUD
F2 - external north facing
F3 - external fixed rear tracking view
F4 - external rear tracking view with movement inertia

Use '1' and '2' to alter distance on external views. 1 - to zoom in
2 - to zoom out

The cross hairs are also used to direct the motion of Robocop. When
using mouse if the cross hairs are pushed to the top or side of the
screen Robocop will change direction accordingly. This will not
however
interfere with the target lock system as the cursor is able to be
positioned over any target within the screen allowing Robocop to be
accurately positioned for a shot.

PAGE 26
*******

MOVEMENT & CONTROLS
-------------------
[MOUSE IS RECOMMENDED CONTROL]

JOYSTICK
--------
Up - Move forward
Left - Move/turn left
Right - Move/turn right
Fire - Fire gun

MOUSE
-----
Left button to fire gun.
Right button to move forward.
Right button and move right to turn right.
Right button and move left to turn left.
S - toggle sound on/off
ESC - quit

VIEWS
-----
F1 - internal robovision
F2 - external with fixed positions
F3 - external with fixed positions
Cursor up / down - operate elevator

PAGE 27
*******

JOYSTICK
--------
Forward - walk forward
Back - kneel down
Left - walk left
Right - walk right
Fire - punch

KEYS
----
Shift - block
Return - draw gun
Space - Fire gun

VIEWS
-----
F1 - internal robovision
F2 - external north facing
F3 - spin around Robocop at ground level
F4 to F7 - Camera views [fixed]
F8 - drawn backdrop view
F9 - rotating aerial view
F10 - intelligent camera view

MEDIA BREAK KEYS
----------------
SPACE - Skip to the next line of text
ESC - Skip rest of mediabreak

NOTE: While loading Mediabreak hold down ESCAPE to abort loading.

----------------------------------------------------------------------
HI TO : DEVISTATOR & THE REST OF THE END OF CENTURY MOB !!!
PARASITE,SIDEWINDER,TORCH of LSD!!
COSY of NEMESIS - HUTCH of UNREAL.
============================================================================
**********************************
* DOC DE ROBOCOP III *
* ------------------ *
* RESUMEE D'APRES L'ORIGINALE *
* PAR DESTROY DE TURBO SWAP *
* SWAPPER PAR LA FLECHE *
**********************************

I-CHARGEMENT

Mettez l'ordinateur sous tension et le lecteur de
tes,puis introduisez la disquette A dans le lecteur 1.si
vous avez 2 lecteurs de disquettes ,mettez la disquette 1
dans le lecteur A et la disquette 2 dans le lecteur B.le
programme se charge automatiquement.suivez les instructions
de l'�cran.

II-LE SCENARIO SALLE DE JEUX

M�diabreak news est charg� ,et les grands titres du soir
sont affich�s.Chaque titre repr�sente une section diff�-
rente du jeu.Le joueur a ainsi acc�s a diff�rentes sections
( totalement diff�rentes du jeu film )

Touches de m�diabreak
espace: passe � la ligne suivante du texte
esc:saute � la fin du m�diabreak
remarque: maintenir esc pendant le chargement pour abandon-
ner le chargement

SECTION 1 SALLE DE JEUX : CONDUITE

La police est en gr�ve car la ville de D�troit est devenue
"zone interdite".Au long des rues ,ROBOCOP tente d'arr�ter
les chauffards en fuite et les voitures vol�es

SECTION 2 SALLE DE JEUX : COMBAT DE RUE

Les petites rues de la ville sont infest�es de punks qui
font r�gner la terreur.ROBOCOP va nettoyer tout �a!

SECTION 3 SALLE DE JEUX : PRISE D'OTAGES

La tour de l'OCP est aux mains d'un groupe terroriste qui
d�tient les directeurs en otage et qui r�clame une ran�on
d'un milliard de dollarsPersonne n'a l'intention de payer :
c'est ROBOCOP qui doit p�n�trer dans la tour et exterminer
les terroristes.


SECTION 4 SALLE DE JEUX : VOL

La soci�t� Security Concepts a l'honneur de pr�senter le
tout dernier �quipement de ROBOCOP:le gyropropulseur ! Une
bataille poursuite est orgnis�e contre l'arm�e de l'air
dans le ciel du vieux D�troit...


SECTION 5 SALLE DE JEUX : COMBAT A MAINS NUES

Un nouveau robot ninja vient d'�tre cr�� par la soci�t�
Kanemetsu Industries qui veut d�montrer la sup�riorit� de
ses capacit�s de combat au monde entier : il ne peut se
mesurer qu'� ROBOCOP !
Une fois cette section termin�e , vous retournerez au menu
principal de la s�l�ction "Salle de jeux".si vous �tes �li-
min� ou que vous ne remplissez pas votre mission , vous
retournerez � Mediabreak ,puis au tableau des scores les
plus �lev�s

III-LE SCENARIO DE LA SECTION FILM

R�sum� de l'histoire...
Il y a six mois d�j� qu'a �t� annonc� le projet de cons-
truction de Delta City:la soci�t� OCP est dans une situa-
tion d�sesp�r�e car elle va perdre des milliards de dollars
si les travaux ne commencent pas d'ici 8 jours.Les citoyens
du vieux D�troit refusent de quitter leurs maisons ,et
l'OCP a donc engag� un groupe sp�cial de l'arm�e appel� LES
REINTEGRATEURS.C'est un commando de r�int�gration urbaine
qui expulse les gens de leur domicile.
ROBOCOP EST ENTRAINE DANS UNE BATAILLE CONTRE LES AUTORI-
TES ALORS QUE LE JOUR DE LA CONSTRUCTION DE DELTA CITY AP-
PROCHE.

La section film se passe comme une aventure .Comme dans
toutes les aventures , il y a de nombreux coups de th��tre
et il est donc difficile d'expliquer le d�roulement du
jeux.Mediabrake sert de mise � jour des �v�nements et cons-
titue donc la toile de fond du jeu.

IV-PARAMETRES OPERATIONNELS DE ROBOCOP

Directives:
1-Prot�ger l'innocent
2-Faire respecter la loi
3-Servir l'inter�t public

Robocop ne peut pas enfreindre ces objectifs essentiels-
toute infraction aura des cons�quences fatales.

4a SECTION "CONDUITE"
Comme il fait partie de la police de D�toit , Robocop dis-
pose d'une voiture de police turbo pour patrouiller en
ville

PARAMETRES DE " CONDUITE"
La voiture de patrouille turbo est une voiture de police
rapide et efficace ,capable d'aller de 0 � 100 km/h en 8
sec.avec une vitesse de pointe de plus de 240 km/h.
Elle a une bonne reprise � vitesse �lev�e.Le turbo s'en-
clenche entre 50 et 130 km/h ce qui est utile pour doubler
et sortir des virages difficiles.
ECRANS
Le tableau de bord de la voiture a un indicateur de vitesse
au milieu de la console et une carte � gauche.Un petit
point blanc sur le volant indique de combien et dans quelle
direction le volant est tourn�.La voiture est aussi �quip�e
de gyrophares de police :ces feux sont automatique et
clignotent en mode arrestation.L'affichage de la carte dans
la voiture est �volutif et montre au joueur la position de
ses adversaires et de lui m�me par rapport au monde ext�-
rieur.
Votre v�hicule est repr�sent� par un carr� VERT ,et le v�-
hicule suspect par un carr� ROUGE..
DEGATS ET RENDEMENTS
La voiture de Robocop peut supporter des d�g�ts importants
mais plus elle est endommag�e,moins elle a de reprise et
plus elle est difficile � manoeuvrer.Dans cette section ,le
rendement se rapporte � la voiture et non � Robocop.
Toute valeur de rendement inf�rieure �30 % est accompagn�e
d'un avertissement car le v�hicule a subi des d�g�ts impor
tants .La voiture est d�truite quand son rendement est �
z�ro.

LE SCORE


Le score est calcul� � partir des �l�ments suivants:Temps
mis � accomplir la mission.Rendement restant de Robocop.
Score global de la mission.Score du nombre de ceux qui ont
�t� �limin�s.
REMARQUE:il est possible d'avoir un score n�gatif si Robo-
cop abat des innocents.Aussi il se peut que le joueur soit
destitu� de la police et d�sactiv�.

COMMANDES DE "CONDUITE"

MANETTE DE JEU: TOUCHES:
avant:acc�l�re curseur haut:acc�l�re
arri�re:d�c�l�re curseur bas :d�c�l�re
gauche:gauche curseur gauche;gauche
droit :droit curseur droit:droit
esc:quitter
r:robovision
espace :ralentit rapidement

VUES:
F1:de l'int�rieur vers l'avant avec tableau de bord
F2:lat�rale gauche
F3:lat�rale droite
F4:� l'aide des cam�ras ext�rieures fixes
F5:a�rienne
F6:vers l'avant,�cran total(robovision)
F7:�xt�rieure vers l'arri�re de ka voiture
F8:des v�hicules suspects
F9:cam�ra intelligente-choisi l'angle permettant de voir la
voiture de patrouille turbo et celle du suspect.

Pour arr�ter un v�hicule utilisez l'acc�l�ration du turbo
pour arriver � sa hauteur et rentrez lui-dedans.Plusieurs
coups sont parfois n�cessaires .Si vous poursuivez un v�hi
cule plus rapide vous aurez du mal � aller aussi vite que
lui,ilvous faut �valuer la situation et trouver un rac
courci
4a SECTION "VOL"
Le plus r�cent �quipement dont b�n�ficie robocop est un
GYROPROPULSEUR, syt�me de propulsion � r�action lui permet-
tant de voler.
RENDEMENT
Le rendement affich� est le rendement global de Robocop
Quand Robocop est en combat ,cette valeur diminue en fonc-
tion des d�g�ts occasion�s: les tirs des h�licopt�res peu-
vent faire exploser Robocop et les coups de fusil venant du
sol font diminuer lentement son rendement.
Toute valeur de rendement inf�rieure �30 % est accompagn�e
d'un avertissement car Robocop � subi des d�g�ts impor
tants .Il lui est difficile de voler et il peut avoir per-
du de sa puissance et de ses r�flexes .
Robocop est d�truit quand son rendement est � z�ro.
ARMES
Quand il est en vol ,Robocop est �quip� d'une arme complexe
qui peut tirer des coups de canon et des rafales de mi-
trailleuse.L'arme s�lectionn�e et la quantit� de munitions
restantes sont affich�es en bas de l'�cran.
Le canon est fait pour d�molir des engins lourds (h�licos,
tanks).

CONTRE-MESURES
HUD-Cet �cran est destin� � monter au joueur toutes les
informations se rapportant au vol,c'est � dire la puissance
,l'altitude ,le radar et d'autres indications.
1.Barre d'altitude:barre indicatrice de gauche.Un avertis-
sement appara�t quand l'altitude est trop basse
2.Barre de pouss�e:barre indicatrice de droite qui montre
la pouss�e du propulseur.Plus la pouss�e est grande plus la
vitesse est �lev�e.
3.Radar:c'est la partie centrale de l'�cran.Les objets sont
de diff�rentes couleurs:
1=rouge ,une menace a�rienne
2=vert,un ami
3=noir,position des b�timents importants
4=jaune,menace terrestre
5=barre indicatrice d'horizon,alterne avec le radar pour
montrer le roulis et le tangage par rapport � l'horizon
6=indicateur d'acquisition de cible( utilis� avec le can-
non):Quand une cible valable se trouve dans la ligne de
mire du HUD , une "acquisition"de cible verte apppara�t
.Quand cette cible se trouve � port�e de tir , un cercle
cible rouge la recouvre ; qunad les 2 cercles sont superpo-
s�s ,vous pouvez tirer.

COMMANDES DE LA SECTION "VOL"

MANNETTES DE JEU SOURIS
En avant:incline vers l'avant
En arri�re :incline en arri�re
A gauche : penche � gauche
A droite : penche � droite
FEU : tir avec arme bouton gauche:feu acc�l�re
FEU + ARRIERE:ralentit bouton droit :ralentit
FEU + AVANT:acc�l�re

TOUCHES
curseur haut:incline en avant
curseur bas :incline en arri�re
curseur gauche:gauche
curseur droit:droit
espace:tir
+ :augmente la pouss�e
- : diminue la pouss�e
R:alterne HUD entre horizon et radar
D:alterne HUD ombre activ�e ou non
RETOUR: alterne les armes
ESC:quitter

VUES
F1 de l'int�rieur vers l'avant avec HUD
F2 ext�rieur avec positions fixes
F3 ext�rieur vers l'arri�re
F4 ext�rieur vers l'arri�ere avec inertie
1 zoom gros plan
2 d�sactive le zoom

La pouss�e maximum �puise rapidement les stocks de
carburant.

4c PACIFICATION URBAINE
Robocop a �t� cr�� pour des missions de pacification urbai-
ne,c'est � dire pour �voluer dans des zones urbanis�es avec
des ruelles ,des b�timents tr�s grands et des zones pi�to-
nes.Il est capable de dresser le plan de l'endroit o� il se
trouve et d'utiliser des armes dans un lieu clos contre
tout ce qui lui est hostile.Gr�ce � son syst�me de pointa
ge il peut faire fonctionner les ascenseurs en utilisant
les curseurs haut et bas sur le clavier

ARMES ET ACQUISITION DE BUT
Robocop a un syst�me avanc� d'acquisition de but qui lui
permet de d�tecter tout ce qui lui est hostile.Le joueur
doit positionner le r�ticule sur une cible valide.Le logi-
ciel de Robocop indique la cible et la capte.Le joueur peut
alors faire feu avec ses armes.

RENDEMENT
Le rendement indiqu� est celui de Robocop .Cette valeur
diminue en fonction des d�g�ts :les bombes et les les mi-
trailleuses font de s�rieux d�g�ts ,les coups de pistolet
font diminuer lentement le rendement .
Toute valeur de rendement inf�rieure �30 % est accompagn�e
d'un avertissement car Robocop a subi des d�g�ts impor-
tants.Il lui est difficile de se d�placer et peut avoir
perdu de sa puissance et de ses r�flexes � cause des d�g�ts
Robocop est d�truit quand son rendement est � z�ro

MOUVEMENTS ET COMMANDES
Le r�ticule est aussi utilis� pour diriger les mouvements
de Robocop .Quand on se sert d'une souris ,Robocop change
de direction suivant que le r�ticule est dirig� vers le
haut ou vers un c�t� de l'�cran.Cependant ceci n'interf�re
pas avec les syst�me de blocage de cible puisque le curseur
peut �tre positionn� sur une cible qui se trouve dans l'�-
cran ce qui permet � Robocop d'�tre positionn� avec pr�ci-
sion pour tirer.Dans certaines zones urbaines Robocop peut
utiliser un dispositif de rep�rage sonique pour trouver une
personne.Le signal sonore s'acc�l�re � mesure que Robocop
s'approche de son but .Ce dispositif fonctionne automati-
quement

MANETTES DE JEU
vers le haut :avance
vers la gauche:se d�place/tourne � gauche
vers la droite:se d�place/tourne � droite
feu:tire avec arme

SOURIS
bouton de droite :avancer
gauche : tire avec arme
bouton de droite et vers la gauche:tourne � gauche
droite:tourne � droite
s:active / d�sactive le son
esc:quitter
m:active/d�sactive la musique
curseur haut/bas:actionne l'ascenseur

VUES
F1:robovision int�rieure
F2:vue ext�rieure arri�re/dessus
F3:vue ext�rieure arri�re/dessous

NE TUEZ PAS D'INNOCENTS !!

4d COMBAT CORPS A CORPS
Dans un environnement urbain, un mutant qui fait respecter
la loi va se trouver confront� � plusieurs modes d'attaques
diff�rentes.Les armes comme les mitrailleuses ne sont pas
toujours disponibles et il faut donc un minimum de force
physique pour effectuer une arrestation.
Robocop peut utiliser ses bras et ses jambes dans les com-
bats � mains nues.Il peut frapper ,bloquer les coups de ses
adversaires et esquiver les attaques ennemies.

COMMANDES
MANETTE DE JEU:
en avant:marche en avant
en arri�re:s'agenouille
a gauche:marche � gauche
a droite:marche � droite
feu: frappe(ou tire si le pistolet est sorti)

TOUCHES
majuscule-bloque
retour-tire son pistolet
espace-tire avec pistolet

VUES:
F1:robovision int�rieure
F2:ext�rieure face nord
F3:panoramique de robocop au niveau du sol
F4-F7:cam�ras (fixes)
F8:toile de fond immobile
F9:a�rienne tournante
F10:cam�ra intelligente



Voil� ,c'est termin�.Je vais quand m�me en guise de conclu-
sion vous mettre la conclusion du manuel car elle vaut
franchement le coup:
"[...] ET EN CONCLUSION ..N'essayez pas de copier !-
N'oubliez pas que la piraterie est interdite par la loi et
nuit � tous ceux qui travaillent dans l'industrie des logi-
ciels ...POUR UN DOLLAR ,J'ACHETE ! "
l'ennui c'est que des jeux � un dollar j'en vois pas des
masses (� moins qu'ils aient �t� crack�s ...)

DOC RECOPIEE PAR DESTROY FROM TURBO SWAP
25/03/92