Cite as
RoboCop Famicom manual
Original
https://archive.org/details/robo-cop-dfc-cp-fc-jp-manual-600-dpi
sha256
0aa3b4ca8301b9b156ce75a6afb9a40ba258b61c97a147205043f86d064afa22
Archived
https://archive.org/download/robo-cop-dfc-cp-fc-jp-manual-600-dpi/RoboCop%20%5BDFC-CP%5D%28FC%29%28JP%29%20-Manual%28600DPI%29_text.pdf
Accessed
2026-11-06
Licence
© Data East; scan hosted by the Internet Archive
Credit
Data East; 600 dpi scan in the Internet Archive item "robo-cop-dfc-cp-fc-jp-manual-600-dpi".
Notes
Japanese Famicom instruction booklet. The item dates it 1989-08-25 (the uploader's metadata, not a statement in the booklet); the booklet's back page carries "©1989 DATA EAST CORP." and "Licensed from Ocean Software Limited." The pin is the item's OCR'd text PDF; its Japanese OCR is spaced and garbled, so the page images are the check.

Cited on

Claims (9)

The Famicom booklet says the game is licensed from Ocean: its back cover reads "Licensed from Ocean Software Limited."back cover (PDF p. 16)back cover (PDF p. 16)Manual
A Japanese retrospective catalog dates the Famicom RoboCop, from Data East, to 25 August 1989; the Famicom booklet carries a 1989 Data East copyright.back cover (PDF p. 16)Book
The Famicom booklet's back cover carries the copyright line "©1989 DATA EAST CORP." with Data East's address in Suginami, Tokyo, and the line "©1987 Orion Pictures Corporation."back cover (PDF p. 16)back cover (PDF p. 16)back cover (PDF p. 16)Manual
The Famicom booklet calls the game an action game in which the cyborg police officer RoboCop faces one crime after another, defeats the villains, and solves the cases. He fights with punches and a gun, but in some places the gun can't be used and he has only his fists.PDF p. 6, ゲームの進め方 (how the game goes)PDF p. 6PDF p. 6Manual
On the Famicom the control pad moves RoboCop and picks his direction of attack: up enters doors, climbs stairs and raises gondolas, and down crouches, descends stairs and lowers them. B punches, and A fires the gun, punching instead when the gun is put away. Select guards against enemy attacks, and Start pauses. The gun fires diagonally up and down as well as in the four directions, and he can shoot and punch while crouching. Controller II isn't used.PDF p. 8, コントローラーの使い方 (using the controller)PDF p. 8PDF p. 8PDF p. 8PDF p. 9PDF p. 9PDF p. 9PDF p. 9PDF p. 9PDF p. 9PDF p. 9PDF p. 9Manual
The Famicom screen shows two gauges, T, a timer that falls with time, and P, power that falls with damage; the game is over when either runs out. A player can continue up to three times.PDF p. 10, 画面の見方 (reading the screen)PDF p. 10PDF p. 10PDF p. 7, CONTINUEManual
The booklet lists three guns for RoboCop. The Auto 9 he starts with has unlimited ammunition; the machine gun has a shorter range but fires rapidly, which helps at close quarters; and the Cobra cannon is a gun of outstanding destructive power, with only 2 shots per pickup. Yellow power food restores 3 points of the power gauge and blue power food 10, and a battery pack restores 3 points of the timer gauge.printed p. 9 (PDF p. 11), 銃の種類 (kinds of gun)printed p. 9 (PDF p. 11)printed p. 9 (PDF p. 11)printed p. 9 (PDF p. 11)PDF p. 13, アイテム (items)PDF p. 13Manual
Indicators warn RoboCop as he goes: an infrared scanner flashes when there is an obstacle he can destroy, an attack identifier flashes when an enemy appears that only punches can beat, and a range finder flashes faster as he nears the boss.PDF p. 12, FUNCTIONSPDF p. 12PDF p. 12Manual
After stages 2 and 4 comes a bonus stage of target practice: the player aims at targets that appear one after another and scores by how many are destroyed within the time limit.PDF p. 14PDF p. 14PDF p. 14PDF p. 14PDF p. 14Manual