Robocop 3 manual
- ROBOCOP III DOCS - **************** 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. END OF CENTURY 1999 are looking for ELITE coders. If you think you are of a reasonable standard contact : DEVISTATOR 35 POPLAR ROAD, HERNE HILL, LONDON SE24 OBN OR if you just want to swap,etc : CYBORG 2 WIDFORDBURY HOUSE, WIDFORD, NR WARE HERTS SG13 8RL EVERYONE WILL GET A REPLY !!! UNTIL THE NEXT TIME !!! ---------------------------------------------------------------------- --
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