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'écran. II-LE SCENARIO SALLE DE JEUX Médiabreak news est chargé ,et les grands titres du soir sont affichés.Chaque titre représente une section diffé- rente du jeu.Le joueur a ainsi accés a différentes sections ( totalement différentes du jeu film ) Touches de médiabreak espace: passe à la ligne suivante du texte esc:saute à la fin du médiabreak remarque: maintenir esc pendant le chargement pour abandon- ner le chargement SECTION 1 SALLE DE JEUX : CONDUITE La police est en grève car la ville de Détroit est devenue "zone interdite".Au long des rues ,ROBOCOP tente d'arrêter les chauffards en fuite et les voitures volées SECTION 2 SALLE DE JEUX : COMBAT DE RUE Les petites rues de la ville sont infestées de punks qui font régner la terreur.ROBOCOP va nettoyer tout ça! SECTION 3 SALLE DE JEUX : PRISE D'OTAGES La tour de l'OCP est aux mains d'un groupe terroriste qui détient les directeurs en otage et qui réclame une rançon d'un milliard de dollarsPersonne n'a l'intention de payer : c'est ROBOCOP qui doit pénétrer dans la tour et exterminer les terroristes. SECTION 4 SALLE DE JEUX : VOL La société Security Concepts a l'honneur de présenter le tout dernier équipement de ROBOCOP:le gyropropulseur ! Une bataille poursuite est orgnisée contre l'armée de l'air dans le ciel du vieux Détroit... SECTION 5 SALLE DE JEUX : COMBAT A MAINS NUES Un nouveau robot ninja vient d'être créé par la société Kanemetsu Industries qui veut démontrer la supériorité de ses capacités de combat au monde entier : il ne peut se mesurer qu'à ROBOCOP ! Une fois cette section terminée , vous retournerez au menu principal de la séléction "Salle de jeux".si vous êtes éli- miné ou que vous ne remplissez pas votre mission , vous retournerez à Mediabreak ,puis au tableau des scores les plus élevés III-LE SCENARIO DE LA SECTION FILM Résumé de l'histoire... Il y a six mois déjà qu'a été annoncé le projet de cons- truction de Delta City:la société OCP est dans une situa- tion désespérée car elle va perdre des milliards de dollars si les travaux ne commencent pas d'ici 8 jours.Les citoyens du vieux Détroit refusent de quitter leurs maisons ,et l'OCP a donc engagé un groupe spécial de l'armée appelé LES REINTEGRATEURS.C'est un commando de réintégration 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 théâtre et il est donc difficile d'expliquer le déroulement du jeux.Mediabrake sert de mise à jour des évènements et cons- titue donc la toile de fond du jeu. IV-PARAMETRES OPERATIONNELS DE ROBOCOP Directives: 1-Protéger l'innocent 2-Faire respecter la loi 3-Servir l'interêt public Robocop ne peut pas enfreindre ces objectifs essentiels- toute infraction aura des conséquences fatales. 4a SECTION "CONDUITE" Comme il fait partie de la police de Détoit , 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 à 100 km/h en 8 sec.avec une vitesse de pointe de plus de 240 km/h. Elle a une bonne reprise à vitesse élevée.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 à gauche.Un petit point blanc sur le volant indique de combien et dans quelle direction le volant est tourné.La voiture est aussi équipée de gyrophares de police :ces feux sont automatique et clignotent en mode arrestation.L'affichage de la carte dans la voiture est évolutif et montre au joueur la position de ses adversaires et de lui même par rapport au monde extè- rieur. Votre véhicule est représenté par un carré VERT ,et le vé- hicule suspect par un carré ROUGE.. DEGATS ET RENDEMENTS La voiture de Robocop peut supporter des dégâts importants mais plus elle est endommagée,moins elle a de reprise et plus elle est difficile à manoeuvrer.Dans cette section ,le rendement se rapporte à la voiture et non à Robocop. Toute valeur de rendement infèrieure à30 % est accompagnée d'un avertissement car le véhicule a subi des dégâts impor tants .La voiture est détruite quand son rendement est à zéro. LE SCORE Le score est calculé à partir des éléments suivants:Temps mis à accomplir la mission.Rendement restant de Robocop. Score global de la mission.Score du nombre de ceux qui ont été éliminés. REMARQUE:il est possible d'avoir un score négatif si Robo- cop abat des innocents.Aussi il se peut que le joueur soit destitué de la police et désactivé. COMMANDES DE "CONDUITE" MANETTE DE JEU: TOUCHES: avant:accélère curseur haut:accélère arrière:décélère curseur bas :décélère gauche:gauche curseur gauche;gauche droit :droit curseur droit:droit esc:quitter r:robovision espace :ralentit rapidement VUES: F1:de l'intérieur vers l'avant avec tableau de bord F2:latérale gauche F3:latérale droite F4:à l'aide des caméras extèrieures fixes F5:aérienne F6:vers l'avant,écran total(robovision) F7:éxtèrieure vers l'arrière de ka voiture F8:des véhicules suspects F9:caméra intelligente-choisi l'angle permettant de voir la voiture de patrouille turbo et celle du suspect. Pour arrêter un véhicule utilisez l'accélération du turbo pour arriver à sa hauteur et rentrez lui-dedans.Plusieurs coups sont parfois nécessaires .Si vous poursuivez un véhi cule plus rapide vous aurez du mal à aller aussi vite que lui,ilvous faut évaluer la situation et trouver un rac courci 4a SECTION "VOL" Le plus récent équipement dont bénéficie robocop est un GYROPROPULSEUR, sytème de propulsion à réaction lui permet- tant de voler. RENDEMENT Le rendement affiché est le rendement global de Robocop Quand Robocop est en combat ,cette valeur diminue en fonc- tion des dégâts occasionés: les tirs des hélicoptères peu- vent faire exploser Robocop et les coups de fusil venant du sol font diminuer lentement son rendement. Toute valeur de rendement infèrieure à30 % est accompagnée d'un avertissement car Robocop à subi des dégâts impor tants .Il lui est difficile de voler et il peut avoir per- du de sa puissance et de ses réflexes . Robocop est détruit quand son rendement est à zéro. ARMES Quand il est en vol ,Robocop est équipé d'une arme complexe qui peut tirer des coups de canon et des rafales de mi- trailleuse.L'arme sélectionnée et la quantité de munitions restantes sont affichées en bas de l'écran. Le canon est fait pour démolir des engins lourds (hélicos, tanks). CONTRE-MESURES HUD-Cet écran est destiné à monter au joueur toutes les informations se rapportant au vol,c'est à dire la puissance ,l'altitude ,le radar et d'autres indications. 1.Barre d'altitude:barre indicatrice de gauche.Un avertis- sement apparaît quand l'altitude est trop basse 2.Barre de poussée:barre indicatrice de droite qui montre la poussée du propulseur.Plus la poussée est grande plus la vitesse est élevée. 3.Radar:c'est la partie centrale de l'écran.Les objets sont de différentes couleurs: 1=rouge ,une menace aérienne 2=vert,un ami 3=noir,position des bâtiments importants 4=jaune,menace terrestre 5=barre indicatrice d'horizon,alterne avec le radar pour montrer le roulis et le tangage par rapport à l'horizon 6=indicateur d'acquisition de cible( utilisé avec le can- non):Quand une cible valable se trouve dans la ligne de mire du HUD , une "acquisition"de cible verte appparaît .Quand cette cible se trouve à portée de tir , un cercle cible rouge la recouvre ; qunad les 2 cercles sont superpo- sés ,vous pouvez tirer. COMMANDES DE LA SECTION "VOL" MANNETTES DE JEU SOURIS En avant:incline vers l'avant En arrière :incline en arrière A gauche : penche à gauche A droite : penche à droite FEU : tir avec arme bouton gauche:feu accélère FEU + ARRIERE:ralentit bouton droit :ralentit FEU + AVANT:accélère TOUCHES curseur haut:incline en avant curseur bas :incline en arrière curseur gauche:gauche curseur droit:droit espace:tir + :augmente la poussée - : diminue la poussée R:alterne HUD entre horizon et radar D:alterne HUD ombre activée ou non RETOUR: alterne les armes ESC:quitter VUES F1 de l'intérieur vers l'avant avec HUD F2 extérieur avec positions fixes F3 extérieur vers l'arrière F4 extèrieur vers l'arrièere avec inertie 1 zoom gros plan 2 désactive le zoom La poussée maximum épuise rapidement les stocks de carburant. 4c PACIFICATION URBAINE Robocop a été créé pour des missions de pacification urbai- ne,c'est à dire pour évoluer dans des zones urbanisées avec des ruelles ,des bâtiments très grands et des zones piéto- nes.Il est capable de dresser le plan de l'endroit où il se trouve et d'utiliser des armes dans un lieu clos contre tout ce qui lui est hostile.Grâce à son système 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 système avancé d'acquisition de but qui lui permet de détecter tout ce qui lui est hostile.Le joueur doit positionner le réticule 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 indiqué est celui de Robocop .Cette valeur diminue en fonction des dégâts :les bombes et les les mi- trailleuses font de sèrieux dégâts ,les coups de pistolet font diminuer lentement le rendement . Toute valeur de rendement infèrieure à30 % est accompagnée d'un avertissement car Robocop a subi des dégâts impor- tants.Il lui est difficile de se déplacer et peut avoir perdu de sa puissance et de ses réflexes à cause des dégâts Robocop est détruit quand son rendement est à zéro MOUVEMENTS ET COMMANDES Le réticule est aussi utilisé pour diriger les mouvements de Robocop .Quand on se sert d'une souris ,Robocop change de direction suivant que le réticule est dirigé vers le haut ou vers un côté de l'écran.Cependant ceci n'interfère pas avec les système de blocage de cible puisque le curseur peut être positionné sur une cible qui se trouve dans l'é- cran ce qui permet à Robocop d'être positionné avec préci- sion pour tirer.Dans certaines zones urbaines Robocop peut utiliser un dispositif de repérage sonique pour trouver une personne.Le signal sonore s'accélère à mesure que Robocop s'approche de son but .Ce dispositif fonctionne automati- quement MANETTES DE JEU vers le haut :avance vers la gauche:se déplace/tourne à gauche vers la droite:se déplace/tourne à droite feu:tire avec arme SOURIS bouton de droite :avancer gauche : tire avec arme bouton de droite et vers la gauche:tourne à gauche droite:tourne à droite s:active / désactive le son esc:quitter m:active/désactive la musique curseur haut/bas:actionne l'ascenseur VUES F1:robovision intérieure F2:vue extérieure arrière/dessus F3:vue extérieure arrière/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 confronté à plusieurs modes d'attaques différentes.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 à 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 arrière:s'agenouille a gauche:marche à gauche a droite:marche à droite feu: frappe(ou tire si le pistolet est sorti) TOUCHES majuscule-bloque retour-tire son pistolet espace-tire avec pistolet VUES: F1:robovision intérieure F2:extérieure face nord F3:panoramique de robocop au niveau du sol F4-F7:caméras (fixes) F8:toile de fond immobile F9:aérienne tournante F10:caméra intelligente Voilà ,c'est terminé.Je vais quand même 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 à tous ceux qui travaillent dans l'industrie des logi- ciels ...POUR UN DOLLAR ,J'ACHETE ! " l'ennui c'est que des jeux à un dollar j'en vois pas des masses (à moins qu'ils aient été crackés ...) DOC RECOPIEE PAR DESTROY FROM TURBO SWAP 25/03/92