   CYBERPUNKS - 110% ENGLISH DOX  ... released by UNIVERSAL SOLDIER
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   CREDITS:

   CONCEPTION, DESIGN AND CODING BY:ADRIAN CUMMINGS
   SPECIAL THANKS TO:JEREMY SMITH AND CORE DESIGN LTD. 
   SUPPORT:I J CUMMINGS, K E J DEVINE AND LAURA P PAUL
   INSTRUCTION MANUAL BY:ADRIAN CUMMINGS
   PUBLISHED BY:CORE DESIGN LTD. 

   (c) MUTATION SOFTWARE/CORE DESIGN LTD. 1993 ALL RIGHTS RESERVED. 

VIRUS WARNING!
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THIS PRODUCT IS GUARANTEED BY CORE DESIGN LTD.  TO BE VIRUS FREE. 
CORE DESIGN LTD.  ACCEPT NO RESPONSIBILITY FOR DAMAGE CAUSED TO THIS PRODUCT
THROUGH VIRUS INFECTION. TO AVOID THE RISK OF INFECTING THIS PRODUCT WITH A
VIRUS, PLEASE FOLLOW THESE SIMPLE PROCEDURES:

1. BEFORE LOADING THE DISKS, MAKE SURE THAT THEY ARE WRITE-PROTECTED. THIS
  PREVENTS ANY VIRUS WRITING ITSELF TO THEM. 
2. ALWAYS SWITCH YOUR MACHINE OFF FOR AT LEAST 30 SECONDS BEFORE LOADING THE
  GAME. FAILURE TO DO SO MAY RESULT IN VIRUS CONTAMINATION OF THE MASTER DISK. 
3. NEVER PUT THE DISKS THROUGH A VIRUS KILLER AS THIS WILL DESTROY THE
  INFORMATION ON THEM. 

AMIGA LOADING INSTRUCTIONS
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THIS PRODUCT REQUIRES AN AMIGA WITH AT LEAST 1 MEG OF RAM. 
1. TURN OFF YOUR COMPUTER. 
2. PLUG A JOYSTICK INTO PORT 2. 
3. TURN ON THE COMPUTER. 
4. INSERT THE AMIGA KICKSTART DISK IF SO PROMPTED INTO THE COMPUTER"S INTERNAL
  DRIVE. (AMIGA 1000 ONLY)
5. WHEN THE WORKBENCH ICON APPEARS, INSERT DISK 1. THE GAME WILL LOAD AND RUN
  AUTOMATICALLY. 

LOADING TIPS
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SHOULD THE TITLE SCREEN NOT APPEAR WITHIN 45 SECONDS OF TURNING ON YOUR
MACHINE, THERE MAY BE A PROBLEM WITH YOUR COMPUTER SYSTEM. CHECK YOUR COMPUTER
CONNECTIONS AND THAT THE ABOVE INSTRUCTIONS HAVE BEEN CORRECTLY CARRIED OUT. 
IF YOU ARE SURE YOUR COMPUTER IS FUNCTIONING CORRECTLY (I. E.  OTHER SOFTWARE
LOADS SUCCESSFULLY) AND ARE STILL UNABLE TO LOAD THE GAME, THEN YOU MAY HAVE
A FAULTY DISK. CORE DESIGN LTD WILL REPLACE FREE OF CHARGE ANY DISKS THAT HAVE
MANUFACTURING OR DUPLICATION DEFECTS. WHEN RETURNING DAMAGED PRODUCTS, PLEASE
RETURN DISKS ONLY DIRECTLY TO CORE DESIGN LTD FOR IMMEDIATE REPLACEMENT. 

INTRODUCTION TO CYBERPUNKS
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JOIN THE RANKS OF THE ELITE AND TAKE CONTROL OF A CRACK TEAM. . .  THE 501ST
CYBER ASSAULT SQUAD. THE FOREIGN LEGION OF THE FUTURE;ARMED TO THE TEETH WITH
HIGH-TECH WEAPONS AND WEARING POWER ASSISTED ARMOUR, ONLY THESE ROCK HARD
COMMANDOS ARE TOUGH ENOUGH TO TAKE ON THE UNIVERSE - AND BEYOND. . . . . . 
LEAD RAA, GEE AND BEE INTO BATTLE AGAINST TERRIFYING ALIEN LIFE - FORMS, ON
MISSIONS THAT ARE MORE THAN JUST ANOTHER BUG-HUNT. 
TIME IS RUNNING OUT. . . THE DROP-SHIP IS READY TO ROLL;AND YOU ARE ABOUT TO 
BOARD AN EXPRESS ELEVATOR TO HELL. . . 
GOING DOWN!


GAME OBJECTIVE
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AFTER SELECTING THE "START" OPTION AT THE TITLES STAGE OF THE GAME, YOU WILL
TAKE CONTROL OF THE 501ST C.A.S. (CYBER ASSAULT SQUAD), ALSO KNOWN AS
CYBERPUNKS. A MISSION WILL THEN BE TRANSMITTED AND DISPLAYED ON THE C.A.S.
LOCAL COMPUTER TERMINAL. AFTER READING THE MISSION INSTRUCTIONS, A COMBAT
DROP-SHIP WILL TAKE THE SQUAD IN AS CLOSE AS POSSIBLE TO THE ACTION. 

AT THIS POINT THE MISSION BEGINS... BUT BE WARNED; TO SUCCEED IN ANY GIVEN
MISSION YOU MUST COMPLETE THE MISSION OBJECTIVE OUTLINED IN THE BRIEFING, AND
THE ENTIRE SQUAD MUST REACH THIS GOAL IN A GIVEN TIME - LIMIT. NOT AN EASY
TASK, BUT TO BECOME A MEMBER OF THE CYBERPUNKS ELITE TAKES MORE THAN JUST
KNOWING HOW TO FRY SOME ALIEN LOW LIFE WITH A FLAME THROWER, IT TAKES THOUGHT
AS WELL AS FIREPOWER!
 
ON COMPLETION OF A GIVEN MISSION;YOU WILL BE PRESENTED WITH A SPECIAL MISSION
PASSKEY CODE NUMBER, WHICH WILL ALLOW YOU TO BYPASS ANY MISSIONS YOUR SQUAD
HAS COMPLETED. YOU MAY THEN CONTINUE WITH THE NEXT MISSION IN FUTURE PLAYS OF
THE GAME - (SEE "GAME OPTIONS" SECTION). BE SURE TO RECORD THIS CODE AND STORE
IT IN A SAFE PLACE SHOULD YOU COMPLETE A MISSION. 


GAME CONTROLS
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JOYSTICK:

PLUG YOUR JOYSTICK INTO PORT-1 ON THE AMIGA. USUAL JOYSTICK DIRECTIONS APPLY. 
I. E.  MOVE CHARACTERS UP, DOWN, LEFT, RIGHT AND DIAGONAL - THE FIRE BUTTON FIRES
THE CURRENT WEAPONS IN USE IN THE GIVEN DIRECTION. NOTE THAT WHEN FIRING
WEAPONS ALL CHARACTERS STOP AND MAY BE ROTATED BY MOVING THE STICK IN A
CIRCULAR PATTERN (CLOCKWISE OR ANTI-CLOCKWISE), DEPENDING UPON EACH CHARACTERS
FREE/LOCK FIRE MODE OPTION EXPLAINED BELOW. 

KEYBOARD:

SPACE BAR   =  SELECT CHARACTER TO CHANGE WEAPON MODE, OR TO PICKUP/USE OR
               EXCHANGE ITEM ETC.  ON STATUS-BAR. 
CUR CUR     =  SELECT WEAPON MODE FOR GIVEN CHARACTER, E. G.  OFF/FIRE (RAA UP
UP  DOWN       DOWN ONLY) OR FREE / LOCK (GEE & BEE) ON STATUS-BAR. 
CUR CUR     =  SELECT CHARACTER INVENTORY ITEM TO USE (OR EXCHANGE IF 
LEFT RIGHT     CHARACTER INVENTORY IS FULL) ON STATUS-BAR. 
RETURN      =  USE CURRENT ITEM IN CHARACTERS INVENTORY. NOTE:SOME ITEMS I. E. 
               (DOOR KEY CARDS) MAY NOT BE USED DIRECTLY, BUT ARE USED
               AUTOMATICALLY ETC.  ON STATUS-BAR. 
M           =  IN GAME MUSIC SOUNDTRACK ON/OFF TOGGLE. 
P           =  PAUSE GAME ON/OFF TOGGLE. 
ESCAPE      =  QUIT CURRENT GAME. 


PICKUPS & POWER-UP OBJECTS
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DOOR KEY PASS CARDS:

THESE KEY CARDS OPEN AIR-LOCK DOORS, AND ARE COLOUR - CODED (I. E.  A BLUE CARD
WILL ONLY OPEN A DOOR WHICH IS FITTED WITH A BLUE LOGIC LOCK ETC. ). THEY 
CANNOT DISABLE FORCE - FIELD DOORS, AND YOU WILL NEED A SPECIAL ELECTRONIC KEY
BYPASS CIRCUIT TO DO THIS(SEE BELOW). THE KEY CARD IS AUTOMATICALLY USED AND
REMOVED IF A MATCHING DOOR IS LOCATED. THIS IS ACHIEVED BY WALKING DIRECTLY
INTO THE DOOR, WHICH WILL THEN OPEN. KEY CARD COLOURS CAN BE RED, GREEN, BLUE, 
YELLOW AND BLACK. (IF A BLACK CARD AND MATCHING DOOR ARE FOUND, THIS INDICATES
THAT YOU ARE ABOUT TO REACH THE BOSS-STAGE, AS BLACK DOORS ALWAYS BLOCK ACCESS
TO TELEPORT PADS THAT LEAD TO THESE AREAS)

FORCE FIELD KEY BYPASS CIRCUIT:

THESE ARE HANDY TO KEEP IN YOUR BACKPACK, AS THEY ALLOW YOU TO GAIN ACCESS TO
RESTRICTED AREAS. THEY ARE USED AUTOMATICALLY LIKE DOOR KEY PASS CARDS WHEN A
FORCE - FIELD HAS BEEN LOCATED, BUT CAN ONLY DESCRAMBLE AND DISABLE
FORCE - FIELD LOGIC LOCKS AND NOT OPEN NORMAL DOORS. (TIP FORCE-FIELDS
NORMALLY PREVENT ACCESS TO AREAS THAT CONTAIN OTHER USEFUL OBJECTS THAT CAN
ASSIST IN COMPLETION OF A MISSION-BUT MAY ALSO LEAD TO UNKNOWN DANGERS. )

COMPUTER SOFTWARE DISKS:

CAN BE USED WITH MATRIX COMPUTER TERMINALS, WHICH CAN BE FOUND SCATTERED
THROUGHOUT THE GAME. THEIR COLOUR AND FUNCTION ARE LISTED BELOW, BUT BE AWARE
THAT DISKS ARE ERASED AFTER USE ON A COMPUTER TERMINAL - DO NOT WASTE THEM AS
THEY CAN BE VERY USEFUL:

RED DISK    =  CONTAINS HOLOGRAPHIC GENERATOR SOFTWARE, WHICH ALLOWS THE 
               COMPUTER TO CREATE ITEMS WHICH CAN BE USED LIKE OTHER OBJECTS. 
GREEN DISK  =  CONTAINS SOFTWARE WHICH ALLOWS ALL AIRLOCK DOOR LOGIC LOCKS TO
               BE DE-SCRAMBLED AND OPENED ON THE CURRENT DECK. THIS HOWEVER
               DOES NOT AFFECT FORCE - FIELDS, WHICH WILL REMAIN ACTIVE AND 
               WILL ALSO DE-ACTIVATE ANY SURPLUS KEY CARDS THE CHARACTERS MAY
               BE CARRTING. 
BLUE DISK   =  CONTAINS DECK MAP BLUE-PRINT VIEWER SOFTWARE, WHICH WHEN USED
               CAN DISPLAY AN ENTIRE SUB-DECK MAP OF AN INSTALLATION. THIS
               ALSO SHOWS ANY AIRLOCK DOORS ETC. , AND YOUR CURRENT POSITION IN
               THE SUB-DECK. 
YELLOW DISK =  CONTAINS RESTRICTED INFORMATION ?. YOU WILL HAVE TO FIND ONE TO
               VIEW ITS CONTENTS. . (NOTE:IT"S CONTENTS DO NOT AFFECT THE 
               GAMEPLAY IN ANY WAY - SO DO NOT WORRY IF YOU CANNOT FIND ONE. )

MEDI-PACKS:

USEFUL FOR RESTORING CHARACTERS ENERGY LEVELS. A SMALL PACK GIVES A BOOST OF
AROUND ONE THIRD FULL ENERGY TO A CHARACTER AND A LARGE PACK RESTORES FULL
ENERGY. IF FOUND:THESE CAN BE USED AT ANY TIME ON THE CHARACTER CARRYING ONE. 
(TIP TRY TO KEEP A FEW IN RESERVE FOR USE AFTER HEAVY COMBAT SESSIONS. )

PARTY SHIELD ORB:

WHEN ACTIVATED, CAUSES THE ENTIRE SQUAD TO BE TEMPORARILY PROTECTED BY A
SPARKLING FORCE SHIELD WHICH CYCLES AROUND EACH CHARACTER IN TURN, MAKING THEM
INVINCIBLE. 

TIME DISTORTION CUBE:

USE TIME CUBES TO TEMPORARILY FREEZE TIME, WHICH IN TURN GIVES YOUR SQUAD
EXTRA TIME IN WHICH TO COMPLETE A MISSION. 

SMART BOMB UNIT:

THE ULTIMATE WEAPON, WHICH CAN BE ACTIVATED BY THE CHARACTER WHICH IS CARRYING
ONE. THIS WILL WIPE OUT ANYTHING WITHIN ITS BLAST RADIUS, BUT WILL ONLY
SERIOUSLY WOUND BOSS ALIENS NOT KILL THEM. (TIP IF USEING THIS WEAPON TRY TO
GET NEAR AS MANY ALIENS AS POSSIBLE, TO ENSURE MAXIMUM KILL RATIO - AND TRY 
NOT TO WASTE ON SINGLE ALIENS. )

AUTO SENTRY TRACKER PACK:

THESE PACKS WHEN USED ENABLE A TEMPORARY ROBO-GUN WEAPON UNIT. THESE CAN FIRE
IN UNISON WITH THE SQUAD TO ADD EXTRA FIRE POWER IN TOUGH SITUATIONS. THEY ARE
ALSO HANDY FOR USE IN TIGHT SPACES WHICH CONTAIN ALIENS, WITH THE ABILITY TO
LITERALLY SHOOT ROUND CORNERS AND HIT THEM WITH THE REMOTE WEAPON, WHILE THE
SQUAD TAKES COVER FROM BEHIND A WALL ETC. A MIXIMUM OF THREE AUTO-SENTRY
TRACKERS CAN BE ACTIVE AT ONE TIME, AND WILL REMAIN ON STATION UNTIL THEIR
AMMO IS EXHAUSTED. 

ROBOT TAIL GUN UNIT:

WHEN PICKED UP WILL ENABLE A ROBOT UNIT WHICH GUARDS THE SQUAD FROM REAR
ATTACKS FOR A SHORT WHILE. IT IS EQUIPPED WITH A RING LASER UNIT WHICH
INFLICTS MODERATE TO HIGH DAMAGE TO ANYTHING IT HITS, AND ALWAYS FIRES IN THE
OPPOSITE DIRECTION OF THE SQUAD LEADER "RAA" TO ENSURE MAXIMUM REAR COVER. 
THE UNIT IS ALSO FITTED WITH ROTARY HOVER-BLADES, WHICH CAN ALSO CAUSE DAMAGE
TO HOSTILE LIFEFORMS THAT COME INTO CONTACT WITH THEM. 

1-UP:

AN EXTRA LIFE IS AWARDED TO THE CHARACTER THAT PICKS UP THIS OBJECT. 

YELLOW "B" SPHERE:

STANDARD MACHINE-GUN FIRING BULLETS;WEAPON POWER-UP, AWAREDED TO CHARACTER
WHICH PICKS UP THIS OBJECT. INFLICTS LOW DAMAGE. 

GREEN "E" SPHERE:

ENERGY ORB WEAPON POWERUP, AWARDED TO CHARACTER WHICH PICKS UP THIS OBJECT. 
INFLICTS LOW TO MEDIUM DAMAGE. 

BLUE "R" SPHERE:

RING LASER WEAPON POWERUP, AWARDED TO CHARACTER WHICH PICKS UP THIS OBJECT. 
INFLICTS MEDIUM TO HIGH DAMAGE. 

RED "F" SPHERE:

FLAME-THROWER WEAPON POWERUP, AWARDED TO CHARACTER WHICH PICKS UP THIS OBJECT. 
INFLICTS HIGHEST DAMAGE. 

GREY "?" SPHERE:

RANDOM WEAPON POWERUP, ONE OF THE ABOVE MENTIONED WEAPONS IS AWARDED TO 
CHARACTER WHICH PICKS UP THIS OBJECT. 


IN GAME FEATURES
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AIRLOCK DOORS & FORCEFIELDS:

AIRLOCK DOORS ARE COLOUR - CODED, AND BLOCK OFF PASSAGES AND AREAS WITHIN THE
SUBDECKS. THEY CAN ONLY BE OPENED BY USE OF MATCHING COLOUR - CODED KEY CARDS
WHICH CAN BE FOUND SCATTERED AROUND THE VARIOUS DECKS ON EACH MISSION. 
AIRLOCK DOORS CAN ALSO BE OPENED BY USING GREEN COMPUTER SOFTWARE DISKS IN
CONJUNCTION WITH THE COMPUTER TERMINALS, WHICH CAN DESCRAMBLE ALL LOGIC LOCKS
FOR THE CURRENT SUB-DECK AND OPEN THE DOORS - (SEE PICKUPS & POWERUP OBJECTS
COMPUTER SOFTWARE DISKS SECTION FOR MORE DETAILS). A DOOR LOGIC LOCK COLOUR
CAN BE VIEWED BY WALKING DIRECTLY INTO THE DOOR, WHICH ACTIVATES AN ICON ABOVE
RAA"S HEAD SHOWING THE KEY PASS CARD REQUIRED TO OPEN IT. AS MENTIONED EARLIER
IF YOU ENCOUNTER A DOOR REQUIRING A BLACK KEY PASS CARD, THIS INDICATES THAT 
YOU ARE NEARING THE BOSS-STAGE OF THE GAME, AS BLACK DOORS ALWAYS BLOCK ACCESS
TO TELEPORT PADS THAT LEAD TO THESE AREAS. 

TELEPORT PADS:

TELEPORT PADS FEATURE THROUGHOUT THE VARIOUS SUB-DECKS ON MOST MISSIONS, AND
CAN TRANSPORT THE ENTIRE SQUAD TO ANOTHER AREA WITHIN THE SAME SUB-DECK BY
WALKING ONTO THEM. A BLUE CIRCULAR PAD IS THE TELEPORT TRANSMITTER AND A RED
CIRCULAR PAD IS THE TELEPORT RECEIVER. YOU CANNOT TELEPORT BACK THE WAY YOU
CAME I. E.  WALK BACK ONTO RED PAD, AND YOU MUST THEREFORE LOCATE OTHER BLUE
PADS TO TELEPORT BACK. BE WARNED THOUGH, YOUR SQUAD MAY END UP SOMEWHERE ELSE
COMPLETELY-ALTHOUGH THERE IS NORMALLY ALWAYS A WAY BACK IF YOU FIND THAT YOU
CANNOT FIND A CERTAIN OBJECT YOU NEED, SUCH AS A KEY PASS CARD TO OPEN A DOOR. 

COMPUTER TERMINALS:

YOUR SQUAD CAN LOG-ON TO COMPUTER THAT CAN BE FOUND ON MOST SUB-DECKS AT ANY
TIME, BY SIMPLE WALKING INTO A TERMINAL SCREEN. YOU WILL THEN BE PRESENTED WITH
A LOG-ON SEQUENCE WHICH WILL CONNECT THE REMOTE TERMINAL TO THE UNIVERSAL
MATRIX 1000 CPU NETWORK. IF THE LOG-ON SEQUENCE IS SUCCESSFUL THE TERMINAL
WILL GO ONLINE, HOWEVER SOME TERMINALS ARE DAMAGED AND WILL SHOW THE MESSAGE
FAILED IF THEY ARE UNABLE TO CONNECT, AND IT IS NOT POSSIBLE TO USE SUCH
TERMINALS. ALSO TERMINALS WITH BROKEN SCREENS ARE TOTALLY UNUSABLE, SO FINDING
ONE THAT WORKS ISN"T AS EASY IT SOUNDS. 

ASSUMING THE SQUAD FIND A TERMINAL WHICH IS FULLY OPERATIONAL, THEN A MENU
WILL BE DISPLAYED SHOWING THE NUMBER OF EACH TYPE OF COMPUTER SYSTEM SOFTWARE
DISKS YOUR SQUAD IS CARRYING. YOU CAN THEN SELECT THE SOFTWARE DISK TO RUN ON
THE TERMINAL, BY MOVING THE SELECTION ICON UP AND DOWN WITH THE JOYSTICK AND
THEN PRESSING FIRE TO MAKE YOUR SELECTION, OR EXIT THE TERMINAL IF REQUIRED. 

EACH DISK TYPE WILL TAKE YOU TO A DIFFERENT MENU WHICH EXPLAINS IN GREATER
DETAIL THE OPERATIONAL FUNCTION OF EACH DISK, HOWEVER YOU MUST ACTUALLY HAVE
THE PARTICULAR DISK IN YOUR POSSESSION TO SEE THE REQUIRED MENU. AFTER A DISK
IS SELECTED AND THE SOFTWARE HAS PERFORMED IT"S FUNCTION, THE DISK WILL BE
ERASED AND REMOVED FROM YOUR TOTAL ON THE MAIN MENU, FROM WHICH YOU MAY MAKE
ANOTHER SELECTION UNTIL ALL DISKS ARE EXHAUSTED. (SEE PICKUPS & POWERUP
OBJECTS - COMPUTER SOFTWARE DISKS SECTION FOR MORE DETAILS ON THE FUNCTION OF
EACH DISK. )

DECK LIFTS:

THE ONLY WAY TO PROGRESS TO ANOTHER SUB-DECK IS VIA A DECK LIFT, YOU MUST
LOCATE ONE OF THESE TO MOVE TO A NEW SUB-DECK. THEY ARE CLEARLY MARKED AS
LARGE ROUND EXIT PADS WHICH YOU MUST MOVE INTO THE CENTRE OF, TO ACTIVATE THE
ELEVATOR. WHILE THE ELEVATOR DESCENDS TO THE NEXT LEVEL, YOU GET A SMALL CHANCE
TO RELAX - BUT NOT FOR VERY LONG. . . 


STATUSBAR DISPLAYS
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SCORING:

TEAM SCORE(TOP STATUSBAR - LEFT) SHOWS THE CURRENT COLLECTIVE TEAM SCORE, 
WHICH INCREMENTS WHEN HITTING ALIENS OR PICKING UP ITEMS. 

MISSION TIME:

MISSION TIME (TOP STATUSBAR - RIGHT) SHOWS THE TIME IN WHICH TO COMPLETE A
GIVEN MISSION. IF THIS REACHES ZERO YOUR MISSION WILL HAVE BEEN A FAILURE. TIME
CAN BE FROZEN TEMPORARILY BY USING A TIME DISTORTION CUBE - (SEE PICKUPS &
POWERUP OBJECTS - TIME DISTORTION CUBE SECTION FOR MORE DETAILS. )

LIVES:

RAA, GEE & BEE LIVES (BOTTOM STATUSBAR - EACH) SHOWS THE NUMBER OF REMAINING
LIVES EACH CHARACTER HAS. THE CUBERPUNKS ARE ALL FOR ONE AND ONE FOR ALL WHEN
IT COMES TO COMBAT, AND IF ANY MEMBER OF THE SQUAD SHOULD RUN OUT OF LIVES
WHILE THE OTHERS HAVE REMAINING LIVES, THEN LIVES WILL BE SHARED OUT
AUTOMATICALLY UNTIL ALL LIVES ARE EXHAUSTED. THIS DOES NOT APPLY TO INDIVIDUAL
ENERGY LEVELS HOWEVER AND REMAINING ENERGY IS NOT SHARED. 

ENERGY:

RAA, GEE & BEE ENERGY (BOTTOM STATUSBAR - EACH) SHOWS THE CURRENT AMOUNT OF
ENERGY EACH CHARACTER HAS. 

CHARACTER SELECTION DISPLAY:

A LARGE WHITE BOX (BOTTOM STATUSBAR - EACH) IS SHOWN AROUND THE CURRENTLY
SELECTED CHARACTER TO CHANGE WEAPON MODE, OR TO PICKUP/USE OR EXCHANGE ITEM
ETC. 

FREE FIRE/LOCK FIRE OPTION:

A SMALL WHITE BOX (BOTTOM STATUSBAR - EACH) IS SHOWN AROUND THE CURRENTLY
SELECTED WEAPON MODE ICON TO INDICATE WHICH MODE IS ACTIVE. THIS ALLOWS GEE &
BEE TO FIRE IN THE SAME DIRECTION AS RAA, OR TO FIRE IN INDEPENDENT DIRECTIONS
FROM RAA ALLOWING FOR "COVER ME" STYLE TACTICS. 

BACKPACK INVENTORY DISPLAYS:

A INVENTORY SHOWING THE CONTENTS OF EACH CHARACTERS BACKPACK IS GIVEN, AND A
SMALL WHITE BOX (BOTTOM STATUSBAR - EACH) SHOWS THE CURRENTLY SELECTED ITEM
WITHIN THE BACKPACK TO USE. 


GAME OPTIONS
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NUMBER OF TEAM LIVES OPTION:

AFTER SELECTING "OPTIONS" AT THE TITLES STAGE OF THE GAME, YOU ARE FREELY ABLE
TO SELECT THE NUMBER OF LIVES YOUR SQUAD WILL START THE GAME WITH, WHICH IN
TURN AFFECTS THE DIFFICULTY OF THE GAME. 

MISSION PASSKEY REPLAY OPTION:

AFTER SELECTING "OPTIONS" AS ABOVE, YOU WILL BE ABLE TO ENTER YOUR MISSIOM
PASSKEY CODE NUMBER WITH THE JOYSTICK, WHICH WILL ALLOW YOUR SQUAD TO BYPASS
ANY PREVIOUSLY COMPLETED MISSIONS AND RESTART AT THE CURRENTLY UNCOMPLETED
MISSION. IF THE PASSKEY CODE IS INCORRECT YOU WILL BE PROMPTED TO RE-ENTER IT. 



THAT"S IT... 

PS:PRODIGY RULEZ. ... 

GREETS TO:/VITRO, RAZOR, MCI, NIKO AND ALL MEMBERS FROM PRODIGY... 