Typed out by VmprHntrD
This is the manual to the NES game.....
Robocop (from Data East)
[CONTROLLER PARTS AND OPERATING INSTRUCTIONS]__________________
Controller 1 - For 1lplayer game Control Pad
Controller 2 - Not used
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DD D U D D SELECT START D DD DDDDD DDDDD
DD DDDDD DDDDD DDDDDDDDDDDDDDDDDD DDDDDDD DDDDDDD DD D L 0 R D --Move right
DD D L 0 R D DDDDDDDDDDDDDDDDDD DDDDDDD DDDDDDD DD DDDDD DDDDD
DD DDDDD DDDDD D ****** ****** D DDDDDDD DDDDDDD DD | D D D
DD D D D DDDDDDDDDDDDDDDDDD B A DD | DDDDD ________
DD DDDDD DDDDDDDDDDDDDDDDDD DD | |
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD Move left |
Duck (with the ---
block a punch),
walk down stairs,
pick up objects
A Button: Fire weapons.
B Button: Punch.
[HOW TO PLAY]________________________________________________
To start ROBOCOP:
1) Make sure your Nintendo Entertainment System is off, then put the ROBOCOP
Game Pak in the system.
2) Press the POWER button on the front of the system. The license and
copyright screen appears, then the RoboCop title screen. Several screens
appear showing RoboCop's vital information. Get ready for action!
3) Make sure the controller is plugged into socket 1. (You can move from any
screen to the next by pressing START.)
4) To skip the preliminary screens and start the game immediately press START.
Pausing. To stop the game temporarily, press the START button. To return to
the game press START again.
Continuing. The game is over when you run out of energy or can't take any more
hits. But once you've gone past the first level, you don't have to start at
the beginning of the game again - you can continue from the same game,
beginning on the highest level you have reached. You will be allowed to
continue up to three times at that level. (You can't continue a game once you
turn the Nintendo Entertainment System off or press the RESET button.)
After the "Game Over" screen appears, the Start screen appears.
To continue the game:
1) Press the SELECT button to choose CONTINUE.
2) Press the START button.
When you continue a game, you will start at the beginning of the highest level
you reached (for example, if you were at the end of level 3 when the game was
over, you'll start at the beginning of level 3). You also lose all the
weapons you had - you start armed only with the Auto-9.
To start a new game:
* Press the START button.
When you start a new game, you go back to the beginning of level 1.
| POWER WEAPON FUNCTION |
| T |-----| |-|-|-|-| |
| P |_____| | | | | | |
| _ | | | | | |
| SCORE 888830 /[_D 012 |_|_|_|_| |
| / MAX 255 \ \ \ \- Energy/Power Alarm
/ | \ \ \-- Foe Detector
Bullets Left Maximum Number \ \--- Punches Only
in the Weapon of Bullet the \---- Infrared Vision
Weapon Can Hold
Your strength is measured by the energy you have left and the number of hits
you can take. Keep an eye on the energy and power indicators. If either one
goes to zero, you're history.
Energy. The energy indicator shows you how much energy you have left. Your
energy decreases gradually as you play.
a 9 volt To give yourself more energy, pickup the battery rechargers.
Power. The power indicator shows you how many more times you can get hit and
a jar with To build up your power so you can take more hits, pick up power
a big "P"] food.
All the enemies suck up some of your energy, and some of them will hit you.
The best strategy is to get them before they get you. Don't let them get too
close - they may hit you before you can do anything about it. And if you try
to punch someone who's too close, you can take as much damage as you dish out.
Remember that you need to keep enough energy and hits in reserve to take on
the powerful foes who appear at the end of each level.
The picture under the word WEAPONS on the screen shows you which weapon you
are currently using.
The number to the right of the bullet icon shows you how many bullets you have
left for the weapon you're using. If the nnumber reaches zero you can't use
the weapon again until you come across more ammunition.
The number to the right of the MAX shows the total number of bullets the
weapon can hold.
You start out with the Auto-9. You can pick up the other weapons as you go
along. When you finish one level and go on to the next, you take all the
weapons you have with you. You will need them on the new level - so finishing
a level by using up all your ammunition is not the best strategy. At certain
pooints in the game you mant find your weapon non-functional. At these times,
you must punch your way past the villain.
Auto-9. The Auto-9 is a special issue hand gun made for RoboCop alone. It's
extrememly effective for short and medium range situations. One shot is
usually all that's necessary.
Machine Gun. The machine gun is loaded with 50 bullets. But be careful - if
you hold the trigger down too long, you can go through a lot of bullets in a
short time. The machine gun is particularly useful for close range fighting
and battling off packs of attackers. SOme attackers may stay out of range of
the machine gun. If that's the case, you'll have to try something else.
Cobra Gun. The cobra gun is the most powerful single piece of firepower you
have in your inventory. You won't need it - or even find it - in the earliest
levels of the game. When you do come across it, make sure you pick it up -
because you can be sure you're heading for some trouble.
You can carry several weapons simultaneously, but you can use only one of them
at a time. Switching weapons during the course of the game is a good
strategy. There is a limit to how many weapons you can carry (but you'll
probably use them up about as fast as you can find them). You can switch
weapons as many times as you want.
To switch weapons:
1) Press START button to stop the game temporarily.
2) Press the up or down arrow on the Control Pad to scroll the weapons you're
carrying. As each picture appears, the number next to the bullet icon
shows you how many bullets you have left.
3) When the picture of the weapon you want to use appears, release the up or
4) Press START again to pick up the game where you left off.
Infrared Vision. When the infrared vision indicator blinks, your infrared
vision has been activated. Look for the part of the screen that's flashing,
then hit it with a power punch.
Punch. When the punch indicator blinks, it means that you can defeat the enemy
you're facing only by duking it out with him - none of your weapons have any
effect on him.
Foe Detector. As you battle your way through the game, you'll come up against
countless enemies. All of them would like nothing better than to do you in.
At the end of each level, there's a foe who's much harder to defeat than any
of the rest. The foe detector flashes faster and faster as you get closer to
The foes get tougher and tougher level by level. Be creative - think of new
ways to defeat them. It's not always best to rush in with guns blazing.
Energy/Power Alarm. The energy/power alarm flashes whenever the energy or the
power indicator drops to below three units or whenever either of them drops
suddenly. It's a warning - you'd better do something quick or you're a goner.
Level 1: Welcome to Old Detroit
Your first assignment may sound simple, but it isn't: Clean up the streets.
You'll encounter thugs firing at you from the sidewalk, from windows and
rooftops. Get rid of as many of them as possible.
Be sure to pick ip food and weapons you come across - without them you won't
be able to finish the job.
Level 2: City Hall
A disgruntled employee is holding the mayor at City Hall. And the other half
of the petty criminal in Detroit - the ones who weren't around when you took
care of their comrades - have crawled out of their holes and are bent on
revenge. Waste 'em!
Level 3: The Warehouse
Your infrared vision will lead you to some startling discoveries. Just
remember the directive "protect the innocent."
Level 4: O.C.P. Headquarters
The drug lord, Clarence Boddicker, spilled his guts to you at the factory to
save his own miserable neck. He tells you he works for Dick Jones, Senior
Vice President at O.C.P., and Jones is behind about every major crime that's
been committed, including the murder of a police officer.
When you confront Jones at O.C.P. Headquarters and attempt to arrest him, you
learn the nature of the mysterious classified Directive 4 - you can't act
against any of O.C.P.'s corporate officers. He orders you to obey Directive 4
and put down your weapon - then your personal nightmare begins.
Level 5: The Steelworks
Work your way up and down the many levels of the steelworks. Many more
vicious scum bags wait for you here - heavily armed scum bags like Clarence
Boddicker. You've never seen such firepower before. Use you head. There's
a way to turn their strength against them.
Level 6: The Boardroom
At last you come face to face with Dick Jones. The president of O.C.P. has
fired Jones, so he's no longer protected by Directive 4. Unfortunately, the
worst is yet to come. Will he stop at nothing?
Be careful. It will take the strength of RoboCop to rid Detroit of Dick Jones