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Assassins - Ultimate CD Games Collection 2
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Assassins 2 - Ultimate Games No. 2 (1995)(Weird Science)[!][Amiga-CD32-CDTV].iso
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1992-09-02
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****************************************************************
* *
* NECESSARY ROUGHNESS V1.0 *
* *
* (C)1993 Chris Sadler *
* *
****************************************************************
-----*-----
INTRODUCTION.
-----*-----
American Football has to be classified as one of the best sports
ever to be created it is also one of the most complex of sports
but once the basic elements are grasped it fast becomes one of the
most enjoyable and fun to watch and be involved in. Two teams wage
war on each other, their troops split into three platoons - offence,
defence and special Teams. Their general, the head coach, calls the
plays as they try to advance the ball when they have possession and
try to halt stop their opponents from moving the ball.
If you are not familiar with the rules I have included a Doc file
which will explain all you need to know to play the game.
I became dissapointed with the amount of American Football games
avalible on the Amiga compared with PC's. I resorted to looking
through P.D. librarys to find any type of American Football games
that could satisfy my needs during the post-season. I did find some
and they did satisfy my needs a bit but none of them had any 'depth'
to them. It was then that I decided to attempt to write an American
Footbal game that would satisfy me and have an element of depth to
it. I would be the first to admit that I don't know a great deal
about the game as I have only got into it within the past two years
but I have had help from friends and books and with months of work
I now present you with Necessary Roughness Version 1.0.
I hope you enjoy this game and I hope it quenchs your post-season
blues.
-----*-----
THE GAME IN BRIEF
-----*-----
Necessary Roughness V1.0 is shareware, not wishing to bore you with
registration messages I have put them in a seperate document so I
won't mention it from now on.
Necessary Roughness V1.0 puts you in charge of a team of your choise
and lets you play a computer team, again of your choise. As headcoach
you will have to call the plays that you think will be most effective
to the game. You will then be able to see the action, followed by a
breif summary of what you have just seen.
At the end of the game you will be presented with statistics for both
your team and your squad members.
------*-----
BEGINING THE GAME
------*-----
To start the game double click on the NR_v1.0 icon. You will be
presented with an introduction before the game loads the gameplan
into memory.
You will then be asked to insert the NR_DATA disk. please note this
disk should be WRITE ENABLED as the program has to save data to it
in order for you to play.
-----*-----
CHOOSING YOUR TEAM
-----*-----
There are 28 teams for you to choose from. You can use the Joystick
or mouse (Left Button=Rotate Left - Right Button=Rotate Right - Space
Bar=Select) to rotate through the teams and select your team.
I have playtested this game quite a lot and below I have included my
summary of all the 28 teams.
NAME SUMMARY
___________________________________________________________________
1). ATLANTA From what I have seen of Atlanta they
seem to be the 'Nasty Boys' of Necessary
Roughness. They have a good defence which
is more than backed up by an explosive
offence and good special teams.
2). LOS ANGELES My personal favourite. Adequate defence
and average offence and special teams.
Altogether nothing special.
3). NEW ORLEANS The offence has got guts and will fight
to the end although they don't posess any
great tallent. Sadly this is let down by
their defence. They have an average special
teams.
4). SAN FRANCISCO Good offence and above average defence and
special teams make this team a threat to
anyone.
5). CHICAGO Excellent special teams and good offence
are let down by a slack defence.
6). DETROIT Devistating defence (Sack masters or what?)
combined with an offence that can crush
teams makes Detroit a threat at the best
of times but they never live up to
potential.
7). GREEN BAY This team is held together by an above
average running game and an average
defence.
8). MINNESOTA Fast offence and adequate defence make this
a team to look out for.
9). TAMPA BAY I must be honest, I haven't seen much
action from this team but I do know that
their special teams are sub-standard.
10). DALLAS Good offence and above average defence make
Dallas a good team. A bit poor on special
teams however.
11). NEW YORK A Above average team altogether and can do
well when given the chance.
12). PHIIDELPHIA Quiet offence which can suddenly explode
into life and score mixed with a hard
hitting defence make this a good team.
13). PHOENIX Above average offence which is usually let
down dramaticly by their poor defence.
14). WASHINGTON Good offence and defence, altogeter a good
team.
15). DENVER Average team in all areas. Pass offence is
a bit slack but team held together by the
defence.
16). KANSAS CITY A great offence hogs the limelight from the
good defence. The only chink in the armour
is the special teams. A true powerhouse of
a team.
17). OAKLAND Oakland try their best on defence as their
offence isn't half bad.
18). SAN DIEGO They have a game winning set of rushers but
whether the defence can hold is anouther
question.
19). SEATTLE No wishing to be cruel to the poor souls
who like this team but in this game they
are naff (Not my doing)! A great
quarterback is let down by slow recievers
and a rubbish running game. Defence is also
below average which make this team a
challange to win with.
20). CINCINNATI Average offence with a slow defence make
Cincinnati a poor team.
21). CLEVELAND Pretty much a good all-round team.
22). HOUSTON Good potential on offence but fail to use
it. An average defence struggles a bit with
speed. Sub-average special teams.
23). PITTSBURGH Great offence and stunning plays on defence
make Pittsburgh a tough team to mess with.
24). BUFFALO They try their best! Seriously though they
are an average team in Necessary Roughness
not too much of a handful.
25). INDIANAPOLIS A great defence and the odd explosive play
from their offence. Never rule Indianapolis
out of a game.
26). MIAMI Great Special teams, let down by poor
offence and defence.
27). NEW ENGLAND Above average defence and a good offence
make New England a threat in any game.
28). NEW YORK B Average offence and defence. Luck usualy
is on the side of New York B.
Note:- The above summarys are what I have seen while playtesting the
game. Although the games usually run to form however the
great thing about Necessary Roughness is that the same thing
hardly happens twice.
-----*-----
THE SQUAD
-----*-----
Each team has a 45 man squad which consists of the following players -
1 Left Tackle
2 Left Guards
2 Centres
2 Right Guards
1 Right Tackle
4 Wide Receivers
2 Tight Ends
3 Running Backs
2 Full Backs
3 Quarterbacks
2 Left Ends
2 Nose Tackles
2 Right Ends
2 Left Outside Linebackers
2 Left Inside Linebackers
2 Right Inside Linebackers
2 Right Outside Linebackers
2 Left Corners
2 Right Corners
2 Strong Safetys
1 Free Safety
Each player in the 45 man squad is named and has attributes in Skill,
Speed and Strength which affect them differently in different places
and in different situations. For more detail on the positions and
how the attributes affect the players see the Doc file provided on
positions.
-----*-----
FORMATIONS
-----*-----
There are 4 different formations on offence, 9 on defence and 2 on
special teams.
The formations on offence are as follows -
1). The I Formation
This is usualy used to gain short yardage. It has a FB and RB
in the backfield.The RB, a WR and a TE run pass routes on pass
plays.
2). The Pro Set Formation
The Pro Set is a balanced formation with two running backs
to the left and right side of the quarterback.
3). The Shotgun Formation
This is a pass orientated formation with recievers galore.
The quarterback stands some five yards back from the line
of scrimmage so he has time to read the play and fire a pass
off.
4). The T formation
The quarterback has the option of three running back to hand
the ball off to. It only has one reciever so chances of
passing the ball are poor.
The defencive formations are as follows -
1). 4-3-4 Balanced formation. This is used when
it is not possible to guess what type
of play the offence will call.
2). 3-4-4 Extra linebacker gives a better defence
against a run but with only 3 linemen
there is not much of a pass rush
therefore giving the quarterback more
time to pass the ball.
3). 7-3-1 This is used for defending short yardage
for instance a goalline situation. Pass
receivers are always well marked.
4). 6-3-2 A variation of the 7-3-1 formation which
gives more protection against a pass
play.
5). 3-3-5 A variation of the 3-4-4 formation but
this time giving a better defence
against a pass.
6). 3-2-6 This is used when a long pass is
certain to be called by the offence.
7). 4-2-5 The Nickle Defence. Like the 3-2-6
formation this protects against a
possible pass play.
8). 4-5-2 The Prevent Defence. A more effective
pass rush.
9). 7-2-2 A more balanced short yardage formation.
Kickoff, and punt are the other formations both of which are special
teams.
The computer will select your starting quarterback for you and will
also allocate members of your squad into the positions in each
formation. This is done randomly so even if you pick the same team
twice it would be highly unlikely that you would play with exactly
the same squad members in exactly the same positions in exactly the
same formations twice.
-----*-----
PICKING WHICH QUARTERS TO PLAY IN
-----*-----
In Necessary Roughness you do not have to play the whole match if
for some reason you don't want to. You can use the mouse or joystick
to move the cursor and choose which quarters you wish to play in. The
computer will play the remaining quarters for you. NOTE - the computer
will use its own gameplan and may or may not make the best decisions
for your team.)
You can play the whole match, play one half, play one quarter, play
in overtime only (if there is any that is!), or just let the computer
play the whole game for you.
I would recommend that you start off by playing just the first quarter
and letting the computer play the rest of the match. This will get
you used to the game and the time involved in playing a quarter. From
there you can then decide how much of the game you wish to play.
-----*-----
FLIPPING THE COIN
-----*-----
You will now be asked to select heads or tails. Use the Joystick or
mouse to move the cursor and fire/mouse button to select. If you win
the toss you will be asked if you wish to kickoff or receive the ball.
The team that kicks off in the first half will receive the ball in
the second half.
use Left and Right on Joystick/Mouse Buttons to select and press
Fire/Space Bar when you are done.
You will not see the kickoffs if you are not playing in the First and
Third quarters.
NOTE - Who kicks off in overtime is decided randomly.
-----*-----
VIEWING THE ACTION
-----*-----
You are able to watch every play as the two teams take to the field
fully kitted in their own unique kits. The numbers at the sides of
the field and the thick lines indicate every 10 yards. The thinner
lines between these indicate every 5 yards and each line on the
'Hashmarks' indicates a yard. The ball will be kicked off or the
ball 'Hiked' to start the play and then all hell breaks loose.
-----*-----
DETAILED COVERAGE
-----*-----
A more detailed explaination as to the chaos you have just witnessed
is given by the NRTV commentator George 'From' Idaho. George will
tell you who did what, where, how far and anything else important.
For Example -
Everett receives the snap and drops back.
Everett passes to Anderson. Complete.
Anderson then runs 21 yards for a touchdown!
George also gives the teams scores. The team highlighted in red is
the team that has possession of the ball.
Pressing the fire button / mouse button / Space bar will allow you
to proceed.
-----*-----
YOUR JOB AS HEADCOACH
-----*-----
It is your job as Headcoach of your team to choose the play that will
best help your team to win the match. To help you with this you will
be kept up to date as to the quarter you are in, the time remaining,
where the ball is positioned, what down it is and what you need for
a first down.
If you are on offence then you have easy access to information about
your offencive and special teams formations. This information includes
players name, position within the formation, skill, speed and
strength. You can view your plays on a chalkboard and check up on
the match statistics.
-----*-----
CHOOSING YOUR PLAYS ON OFFENCE
-----*-----
This is very simple. You will see a 'Play No.' just above the middle
of the screen and the name of the play will be show at the bottom of
the screen. Along the top part of the screen is a host of options.
You select the option you require by moving the cursor, using either
mouse or joystick and pressing fire to choose.
The options are as follows -
1). NEXT Allows you to move to the next play.
There are 34 plays on offence. Play
number 33 is always Field Goal and play
number 34 is always Punt.
2). PREV Moves you to the previous play.
3). INFO Gives you information on your formation. It
will tell you who is playing at what position
within the formation along with thier
attributes for Skill,Speed and Strength.
4). VIEW Toggles between viewing the play on the
chalkboard or not.
NOTE - You cannot see Field Goal or Punt on
the chalkboard.
5). STATS Gives you the match stats for both teams.
The format for this is as follows -
SCORE
FIRST DOWNS
RUN PLAYS ATTEMPTED/YARDS
PASS PLAYS ATTEMPTED/COMPLETED
PASS YARDS
TOTAL YARDS
SACKS
FIELD GOAL ATTEMPTS/COMPLETED
EXTRA POINT ATTEMPTS/COMPLETED
PUNTS/AVG YARDS
6). PLAY Plays the next down.
NOTE - Pressing 'Esc' calls a Timeout, Each team has three timeouts
a half. The same applies for the defence.
Although you may not notice it on this version of Necessary Roughness
there are 7 types of blocking by the offencive line -
POWER - Strait Ahead.
ANGLE - Linemen slant and block to left or
right.
WEDGE - Three blockers take out the nose
tackle.
LEAD - One running back lead blocks for the
other.
DOUBLE TEAM - Two linemen take out one defender.
CROSS BLOCK - Two linemen exchange cross then
block.
ISOLATION - A defender is left to be hit by a
running back.
There are 12 pass routes for wide recievers -
HITCH SHORT OUT
SLANT DRIVE
CURL OUT
FLY OUT AND FLY
IN COMEBACK
POST CORNER
There are 9 'Holes' for running backs to aim for and there are 9 pass
routes for running backs to run on passing plays -
FLAT CHECK THRU
CIRCLE SLIP
SHORT FAN
IN OUT
RIM
All of these may not be used on the gameplan on this version but see
the Doc file on version 1.1 for more info.
(Does around 270166100000000000 play combinations sound appealing ?)
-----*-----
CHOOSING YOUR PLAY ON DEFENCE
-----*-----
There are 540 different combination of plays on defence. You are
required to choose your combination by using the left and right
mouse buttons or left and right on the joystick to rotate through
the options and fire or 'Space Bar' to select.
You will have to choose the following in this order -
FORMATION
SPECIALS
SHIFTS
COVERAGE
BLITZ
1). Formations
I have already covered defencive formations in full so go back and
read that. Choose the formation that you think will be of most use.
2). Specials
There are five different types of 'Specials' you can choose, they
are as follows -
I). STACK - In a stack a linebacker lines up directly
behind a lineman so that the offence does
not know which way he is coming, so causing
blocking problems.
II). STUNT - Two defenders will exchange rushing routes
by looping around each other after the ball is
snapped.
III). SLANT - A planned charge to the left or the right,
this upsets the offence.
IV). PINCH - The linemen 'Pinch' against an offencive
lineman rendering him helpless.
V). NONE - No specials.
3). Shifts.
In a shift the linemen can shift to the weakside of the offence
this is known as 'Undershift'. They can also shift to the
strongside of the defence, known as 'Overshift'. They can also
stay as they are.
4). Coverage.
There are two types of coverage -
I). ZONE - A defencive player is resonsible for any
receiver entering his zone.
II). MAN TO MAN - Each defencive player is given a player
on the offence or not.
5). Blitz
When the defence choose blitz they increase their pass rush.
A blitz can come from a linebacker, cornerback or even a saftey.
The combination of what you choose will form how the defence will
react on the field. Pressing 'Esc' atany time will call a timeout.
-----*-----
SCOREBOARD
-----*-----
After each quarter you will be shown the scoreboard which, surprise
surprise, shows you the scores from each quarter and the total score.
-----*-----
STATISTICS
-----*-----
After the game you will have the chance to see statistics for both
teams and for both sets of players. The statistics are pretty much
self explanitory. Sadly there are no statistics for running backs
who recieve the ball on a pass play.
After this you will go back to the 'Pick Your Team' part of the game.
-----*-----
CREDITS
-----*-----
Programming Bits - Chris Sadler
Design & Research - Chris Sadler
Graphical Bits - Chris Sadler
Musical Bits - Lee Pedder
Playtesting the
game till we
dropped dead - Chris Sadler
Neil Tyler
Scott Wilson
David Abbott
Back Seat Programmers - Scott Wilson
Neil Tyler
Assistance - Scott Wilson
Neil Tyler
Russell Lewis
Russell has just set up a P.D.
library :-
Public P.D.
44 Moreton Rd North,
Luton,
Beds LU2 9DP.
Support P.D
-------------------------******----------------------
NECESSARY ROUGHNESS V1.0
(C)1993 Chris Sadler
Music (C)1993 Lee Pedder
Necessary Roughness V1.0 is shareware. Necessary Roughness V1.0
is freely distributable. A shareware fee of £5 is requested anything
more would be a greatly appreciated, shocking surprise !!!
Program Written Using AMOS v1.34
Program Compiled Using AMOS COMPILER
Graphics Drawn on Delux Paint III
Icons Drawn Using Icon Master
Music Written in OctaMED.
'Scoreboard' font from Blue Fose Fonts #1
-------------------------******----------------------
-----*-----
FACTS AND FIGURES
-----*-----
I wanted a program with depth. Did I get it?
Well we know there are 28 teams and each team has 45 members in its
squad and each member has 3 attributes ranging from 3 to 9, a
difference of 6. Then any one of those 28 teams can play one of
27 others. They have 34 plays on offence and 540 combinations on
defence. I think it's time to do a spot of working out now -
28 teams to choose from
27 teams left to play
45 members in squad
3 attributes each
6 being the range of these
34 plays on offence
540 combinations on defence
___________
11242930000 combinations altogether!
I think you will agree that that is depth for you, but it dosn't
end there what about the fact that each formation is filled
by different people each time? Or the pass routes, blocking and
most of all the random factor involved that makes every play
different, every players instincts different every time they go
out onto the field! Mind blowing stuff indeed. (Version 1.1 has more!)
I'm satisfied with the depth in the game that I wanted and I'm
not finished yet! How would the following sound to you if it were
released into P.D.
- Data Disks with updates of players and teams or teams from
seasons gone by (1986-1987 or 1989-1990 players for example)
- Draft Day Disk (for version 1.1)
- Training Camp (for version 1.1)
Mind you I have to fit all of this around my college course! If you
have any suggestions, comments, bug spotting, ect then please write
to me as I'd like to hear from you.