
		   FULL DOCS TYPED AND ORIGINAL SUPPLIED BY:
		  ____	  ____	      ____	  ________
		  |   \  /   |	     /	  \	  |	  \
		  |    \/    |	    /  /\  \	  |  |\  \
		  |	     |	   /  /__\  \	  |  |	 \  \
		  |  |\  /|  |	  /  ______  \	  |  |	 /  /
		  |  | \/ |  |	 /  /	   \  \   |  |__/  /
		  |__|	  |__|	/__/	    \__\  |_______/

			 OF THE ALTERNATIST MOVEMENT.

  ***************
  * ROBOCOP III *
  ***************


"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 ESC 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.

ARCADE SECTION 4 : FLYING
-------------------------
Security concepts are proud to present the latest addition to the Robocop
inventory, a gyropack! A trial 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 rehabilitation 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.

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.

				  DIRECTIVES:

			   1.SERVE THE PUBLIC TRUST
			    2.PROTECT THE INNOCENT
			       3.UPHOLD THE LAW
		  
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.

DESCRIPTION OF THE WORLD
------------------------
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 suburbs, the outskirts of the city with nice housing, trees & 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:-

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 sees a graphic
backdrop with the 3D superimposed over it. From this point, Robocop will be on
foot.

Whilst on patrol Robocop will receive 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 unnecessary 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.

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 and 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 receives the less responsive & more difficult it may become to control.
During the driving section, Robocop's efficiency reading is dedicated to the
car and not Robocop.

The efficiency 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.

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 efficiency 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 and children. If a negative score is achieved
at the end of the mission it is likely that the player will be decommissioned
from the force and deactivated.

DRIVING CONTROLS
----------------
(RECOMMENDED CONTROL IS JOYSTICK)

JOYSTICK
--------
Up		Accelerate
Down		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)

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 and 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 too 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.

FLYING SECTION
--------------
The latest addition to the Robocop Armoury 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.

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 too 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.

4. Horizon bar indicator - this toggles with the radar to show the pitch and
   roll in relation to the horizon.

5. 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; when they meet each other, you can fire.

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 decommissioned from the force and Robocop will be deactivated.

CONTROLS FOR FLYING SECTION
---------------------------
(RECOMMENDED CONTROL IS MOUSE)

JOYSTICK
--------
Forward 	Tilt forwards
Back		Tilt backwards
Left		Bank left
Right		Bank right
Fire		Fire weapon
Fire and Down	Slow down
Fire and Up	Speed up

MOUSE
-----
Up		Dive
Down		Climb
Left		Bank left
Right		Bank right
Left button	Speed up / fire weapon
Right button	Slow down

KEYS
----
Cursor up	Dive
Cursor down	Climb
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 camera distance on external views.

1		Zoom in
2		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.

Robocop was primarily designed around the use of urban pacification which
includes heavily built up areas. Robocop can fully function 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.

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

MOUSE
-----
Right button	Move forward
Left button	Fire gun
Right		Turn to right
Left		Turn to left
S		Toggle sound on / off
ESC		Quit
M		Toggle music on / off
Cursor up/down	Operate elevator

VIEWS
-----
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 decommissioned from the force and Robocop will be deactivated.

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 HARMING 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,
and 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
nowhere. Exploring every doorway will only waste 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.

To operate elevators, simply walk inside and press cursor-up or cursor-down key
on the 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
available, 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 oncoming thrusts, perform evasive
manoeuvres and is able to recover himself from the ground.

CONTROLS
--------

JOYSTICK
--------
Up		Walk forward
Down		Kneel down
Left		Turn to left
Right		Turn to right
Fire		Punch (or fire if gun is drawn)

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

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 manoeuvre 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 too 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.

NOTE: 'P' can be used at all times to pause the game.
      'M' can be used to toggle for music on / off.

_______________________________________________________________________________

