UNNECESSARY ROUGHNESS
   
CHAPTER 1 - Getting Started
    Starting Unnecessary Roughness
  Quick Start Guide
  Main Menu
    Single Game
    Season Play
    Construction Set
    Practice Field Goals
    Exit to DOS
    Moving Through Menus, Toolbars and Directories
    Using a Mouse
    Using a Joystick
    Searching for Files
    Options Common to All Toolbar Menus
      Load
      Save
      Print
      Rename
      Quit
CHAPTER 2 - Single Game
    Pick Teams
      Edit Team
      Controls
      Passes
      Play/Coach
      Fatigue
      Fumbles
      Injuries
      Penalties
    Game Control Options
      Quarter Length
      Weather
      Wind
    Game Control Buttons
      Start
      Resume Game
      Cancel
    Game Play
      Kickoff
      Running a Play
	  Default
	  Aggressive
	  Conservative
	Options
	Statistics
	Substitutions
	Timeouts
	Cancel
    Changing Game Options
      Field Details
      Overhead View
      Game Speed
      Huddles
      Near Goal Post
      Referees
      Ineligible Rec.
      Sound
      Stadium
      Stadium Crowd
    Using Instant Replay
    Changing Playing Field View or Camera Angles
    Saving a Game
CHAPTER 3 - Season Play
    Beginning a Season
    Continuing a Season
    Select Season Options
    Season Play Screen
      Files
	Load
	 New Season
	Options
	Print
	Standings
	Play
	Simulate
      Display Week
      Saving a Season Game
CHAPTER 4 - The construction set
    Building Football Dynasties
    No One Way
    Construction Set Guidelines
    Leagues
      Files
	New
	Standings
      Creating Leagues
      Moving Teams
    Teams
      Team Roster
      Substitutions
      Files
	Assign Playbooks
	Color and Logo
	    Import Team Logo
	    Import Logo
	    Export Logo
	    Clear Logo
    Plays
      Offense and Defense Options
	Load Plays and Formations
	Load Team
	Clear Offense/Defense
      Display
	  Show Offense/Show Defense
	  Show Player Route
	  Show Receivers
	  Show Ball Route
	  Show Positions
	  Show Graphics
      Practice
      Oops
      Designing Plays that Work
	Moving Players'Positions
	Changing Player Assignments
	Drawing Player Routes
	  Assignment Options
	  Offense/Defense
	    Route
	    New Route
	    Delete Route
	  Offense
	    Block
	    Lateral/Handoff
	    Man in Motion
	    Pass
	    Receiver
	    Run
	    Shift
	    Snap Ball To
	    Swap
	    Wait For
	  Defense
	    Blitz
	    Gap Control
	    Man to Man
	    Pass Rush
	    Read Play
	    Run Rush
	    Zone
    Playbooks
	Offense/Defense
	Oops
	Display
	  Footnote
	  View 6
	  Import
	  Strategies
	    Strategy Options
CHAPTER 5 - Practice Field Goals
    Kicking Field Goals
    The Wind Indicator
    Field Goal Distance
CHAPTER 6 - Troubleshooting & DOSHelp
  Memory and Loading Problems
    Booting Clean With DOS 5.0
    Booting Clean With DOS6.0 and 6.2
    If You Have a Supported Soundboard but Get No Sound
  Customer Service
    90-Day Warranty
   
   
CHAPTER 1 - GETTING STARTED
   
To play Unnecessary Roughness you must have:
*  386DX 33Mhz or better.
*  4 megabytes RAM.   
*  VGA graphics (320x200x256 and 640x480x16) capability.   
   
For optimum gameplay, we suggest you have:   
*  486 66Mhz Local Bus.   
*  8 Megabytes RAM.   
*  Super VGA graphics (640x480x256) capability.   
*  Sound Blaster or compatible soundcard.   
*  Microsoft-compatible mouse.   
*  Joystick.   
   
Note: Unnecessary Roughness does not run in Windows.   
   
   
Starting Unnecessary Roughness   
1  Power up your computer as you normally would.   
2  At the DOS prompt, type the letter of the drive where the game 
is located, followed by a colon (for example C:) and press <Enter>.   
3  Change to the subdirectory in which you installed the game.  For example, 
if you installed Unnecessary Roughness into the subdirectory named \ROUGH 
then type CD\ROUGH and press <Enter>.   
4  Type UR and press <Enter>.   
   
Quick Start Guide   
1  Follow the Starting Unnecessary Roughness instructions above to load the 
game.   
2  Select Single Game at the Main Menu and press <Enter>.  The Single Game 
Clipboard will appear.   
3  Press <Enter> to select Pick Home Team.  The Pick Home Team screen will 
re-appear.   
4  Use your <up> and <down> arrow keys to select a team from the directory, 
then press <Enter> or select O.K.  The Single Game Clipboard screen will 
appear.   
5  Use your <left> arrow key to highlight Pick Visitors, then press 
<Enter>.  The Pick Visitor Team screen will appear.   
6  Repeat step 4.   
7  Use your <up>, <down>, <left> and <right> arrow keys to highlight the 
controls option under the team you want to control, then press <Enter>.  A 
Controls Menu will appear.   
8  Use your <up> and <down> arrow keys to highlight the controls you want, 
then press <Enter>.   
9  Repeat steps 7 and 8 for the other team's controls.   
10  Use your <up>, <down>, <left> and <right> arrow keys to highlight 
Start, then press <Enter> to go to the pre-game coin toss.   
   
Notes:     
*  In quick start mode, you will play Unnecessary Roughness with the 
default settings (see Chapter 2 for details on game options and gameplay).   
*  You can play Unnecessary Roughness with a keyboard, mouse or joystick.  
For simplicity of use, we refer only to the keyboard commands throughout 
this manual.  For specific information about the mouse or joystick.   
   
Follow the instructions in Starting Unnecessary Roughness to load the game.  
This displays the game's Main Menu, with the sold out Unnecessary Roughness 
stadium.  The Main Menu gives you five options, which are described briefly 
here.  Complete instructions on using each of these Main Menu options are 
in Chapter 2: Single Game; Chapter 3: Season Play; Chapter 4: Construction 
Set, and Chapter 5: Practice Field Goals.   
   
Main Menu   
   
Single Game   
This option lets you play individual practice games against the computer or 
a friend.   
   
Season Play   
This option lets you select one of 28 teams and play a full 18-week 
schedule of games.  After the season, if you qualify, you can guide your 
team through the playoffs and onto the World Championship.   
   
Construction Set   
The Construction Set is the real "heart" of Unnecessary Roughness.  It lets 
you create and modify leagues, teams, plays and playbooks Ä the very basics 
of Unnecessary Roughness' realism.  You can create dream teams, orchestrate 
outrageous plays, produce your own playbooks, even design your own team 
logo.   
   
Practice Field Goals   
This option lets you practice kicking field goals (see Practice Field 
Goals).   
   
Exit to DOS   
This returns you to the DOS prompt.  After selecting Exit to DOS, you're 
prompted, "Are You Sure, Yes or No?"  Type Y (or press <Enter>) to select 
YES.   To return to the Main Menu, type N to select No and press <Enter>.   
   
Moving Through Menus, Toolbars and Directories   
To move through menus:  Either highlight an option with the <up> or <down> 
arrow key and press <Enter>, or type the first letter of an option and 
press <Enter>.   
   
To display toolbar options:  Press and hold <Alt> while pressing the 
underlined letter of an option.  For example, <Alt>+F for Files.  A menu 
will be displayed.   
   
To move up and down through a toolbar menu:  Press the <up> or <down> arrow 
key, or type the underlined letter of an option.  For example, type L for 
Load.   
   
To move right or left on the toolbar:  Press the <right> or <left> arrow 
key, or type the underlined letter of the option.  For example, type Q for 
Quit.   
   
When you see a triangle next to an option, multiple choices will appear.  
Press the <right> arrow key to highlight the options; then press the <up> 
or <down> arrow key to scroll through them.   
   
To select an option from a toolbar:  Press <Enter> when you've highlighted 
the option you want.   
   
Note:  You can leave a menu by pressing <Esc>.   
   
To move through functions in a directory:  Use <Tab> to move through each 
function of the directory.  To scroll through the functions, highlight the 
up or down scroll bar arrow keys, then press <Enter>.  Use your arrow keys 
to highlight options within the directory.   
   
Using a Mouse   
To display toolbar menu options:  Press and hold the left mouse button 
while moving the pointer over the options.   
   
To display and select toolbar options:  Press and hold the left mouse 
button and move the pointer over the option you want.  This displays a 
pull-down menu.  Position the pointer over the option you want and release 
the mouse button.   
A triangle next to an option indicates multiple choices.  You can view 
these options by pressing the left mouse button and dragging the pointer  
over the triangle.  Position the pointer over the option you want and 
release your mouse button.   
   
During gameplay:  If you want to use a mouse, you must first select it on 
the Controls screen (see Controls).   
Move the pointer over an option, then click the left mouse button.   
   
Using a Joystick   
During gameplay:  Even though a joystick can be used in most menus and 
screens, we recommend using a mouse or the keyboard for menu functions.    
   
To activate and calibrate the joystick(s), press <Ctrl> + J.  A joystick 
calibration prompt will appear on the screen if a joystick is plugged into 
your computer's game port.  Follow the on-screen instructions.  Calibration 
can be done almost anywhere in the game.   
   
Press the joystick up, down, left or right to highlight options, then press 
the fire button to select.   
If you want to use a joystick during gameplay, you must first select it on 
the Controls screen (see Controls).   
   
Note:  The joystick cannot be used to access toolbar menus. You must use 
the keyboard or mouse to access these menus.   
   
Searching for Files    
Each file directory screen lets you search your computer's hard drive.  
Search lets you find relevant saved files that contain leagues, teams, 
plays or playbooks.  It also lets you specify which subdirectory 
Unnecessary Roughness will use when it saves a league, team, play or 
playbook.   
   
You can find Search on the screens used to load, save and select teams, 
leagues, plays and playbooks.  Activate Search if you are having difficulty 
locating files.  Search will automatically find the files relevant to the 
current screen.   
   
For instance, the Leagues screen displays the drives, subdirectories and 
teams available.  A Search button and a scroll bar are also displayed.   
   
Note:  Press <Esc>, the joystick fire button or the left mouse button to 
remove any messages that appear while using Search (i.e."No Other Files 
Found").   
   
Options Common to All Toolbar Menus   
Although each option has a toolbar menu with specific choices, they all 
offer the following identical options:  Load, Save or Save As, Print, 
Rename, Quit.    
   
Load    
Select L (for Load) from the Files Menu when using the Season, League and 
Team options.  When using the Plays and Playbooks options, select L from 
the Offense or Defense Menu.  This displays a screen similar to the 
following, with the C:\UR line flashing.     
   
Load League Screen   
For example, the Load League screen displays a list of the leagues and 
teams available on your hard drive.  You can load a league by highlighting 
the league name and pressing <Enter>.   
   
You can also load a file from your hard drive that is not displayed on 
screen.  Select the subdirectory where it is located and choose Search (see 
Searching for Files).  If you do not select a subdirectory, Search will 
search your entire hard drive until it finds the relevant files.   
   
Save   
To save, select S from the Files Menu.  If you are saving changes to an 
existing file, you will be asked to confirm your choice.     
   
Save league Screen   
Select Cancel, or press <Esc> to exit the Save screen without saving.   
You must name a new team, league, play or playbook before you can save it.  
Use the keyboard to type over any name displayed in the "Save New . . . " 
column.  Use <Backspace> to fix mistakes.  Names can be up to 19 characters 
long.  You can use letters, numbers and spaces.   
   
When you're satisfied with the new name, highlight OK, then press <Enter>.  
When you're satisfied with the changes, select OK, then press <Enter>.   
   
Print   
To print select P from the Files Menu.  Select PRN to print to your printer 
or TEXT.TXT to print to a file, and select OK or press <Enter>.  If you 
select print text.txt, you may name the text file.  Select the box where 
text.txt is located using <Tab>, then type in the name you want.  You may 
also change the directory to where the file will be saved in the same 
manner.  Select OK or press <Enter> to create the text file.  Refer to your 
DOS or operating system instruction manual on how to print text files.   
   
Select Cancel or press <Esc> to exit the Print Option.   
   
Rename   
To rename a league, team, play or playbook, select R from the Files Menu if 
you're using the Leagues or Teams option.  (If you're using the Plays or 
Playbook option, select R from the Offense or Defense Menu.)    
   
Use the keyboard to type over the name.  Use <Backspace> to fix mistakes.   
   
When you're satisfied with the new name, highlight OK, then press <Enter>.  
To exit the Rename option without making changes,press <Esc> or select 
Cancel and press <Enter>.   
   
Quit   
Quit gives you two options: Exit Now and Continue.     
*  Exit Now returns you to the previous screen or menu.  If you've made 
changes but did not save them, a "Save Changes" message will appear.  
Choose Yes to save changes; No to ignore changes and keep the original 
league, team, play or playbook; or Cancel to ignore the Exit command.   
   
*  Continue allows you to resume working with the options.   
   
CHAPTER 2 - SINGLE GAME   
   
Highlight Single Game on the Main Menu and press <Enter>.  A clipboard will 
appear with options for both the Home Team and Visitors.  Press the <up>, 
<down>, <left>, <right> arrow keys to highlight options, then press <Enter> 
to change options.   
   
The team control options (Controls, Passes, Play/Coach, Fatigue, Fumbles, 
Injuries, Penalties) let you play single games at different skill levels.  
An inexperienced player could be evenly matched against an experienced 
player.   Here are some examples:   
   
*  The inexperienced player could use Beginner passing mode while the other 
player could execute passes in Pro mode.   
*  Fatigue, fumbles, injuries and penalties could be turned off for the 
beginner player.   
*  The computer could control player movement, while you only handle the 
coaching.   
   
There are also three game control options (Quarter Length, Weather, Wind) 
and three game control buttons (Start, Resume Game, Cancel).  These options 
and buttons will affect both teams.   
   
Pick Teams    
Select Pick Home Team or Pick Visitors to display the Team Selection 
screen.   
  
Press the <down> arrow key to scroll through the teams.  When the team you 
want is highlighted, press <Enter>.  You will return to the Clipboard.      
   
Note:  If teams are not displayed, press <Tab> repeatedly to highlight 
Search and then press <Enter> (see Searching for Files).   
   
Edit Team   
Select Edit Team to display your team roster.  This option lets you change 
your player's name, number and ratings.  Here's a quick way to scroll 
through the roster:   
   
1  Press <Tab> repeatedly until the up or down scroll bar arrow is 
highlighted.    
2  Press and hold <Enter> to scroll through the roster.   
   
As you highlight a player, his individual statistics will appear at the top 
of the roster.   
  
To change the name of a highlighted player:  Use the <left>, <right>, <up> 
or <down> arrow keys to highlight the player you want to change.  Use 
<backspace> to delete, then type in the new name.   
   
To change his number or rating:  Use the <left>, <right> arrow keys to 
highlight the item you want to change, press <delete>, then enter the new 
information.  (Player attribute ratings range from 50 to 100.)   
   
Note:  Player positions cannot be changed.   
   
To change the team name:  Press <Tab> repeatedly until the team name is 
highlighted, then press <Enter>.  Type in the new name in the Rename Team 
box and press <Enter>.  
   
To return to the Clipboard screen, press <Alt> Q then type X to exit (or C 
to continue).   
   
Controls   
This option lets you choose which controller you use to call plays and move 
players.  Your choices are Keyboard, Keypad, Joystick 1, Joystick 2, Mouse 
or Computer.    
   
Each player must select a different controller.  For example, when Joystick 
1 controls the Home Team, the Visiting Team cannot use Joystick 1.  There 
is one exception - you may select Computer for both Home and Visitors.  The 
computer will then play an entire exhibition game.   
   
Note:  When you choose Joystick 1 or 2, the Joystick Calibration screen 
will appear before the game begins.  Follow on-screen directions to 
calibrate your joystick.  If you need to re-calibrate your joystick, press 
<Ctrl> + J any time during the game.   
   
Passes   
This option controls how your quarterback will pass the ball.  There are 
four passing modes with varying degrees of difficulty.  Beginner and 
Intermediate modes use stop-action so that the player can cycle through the 
receivers without the pressure of live-action.  Advanced and Pro modes 
operate in real-time   
   
*  Beginner:  This is a three step process:   
1  Press <Ctrl> to temporarily freeze the action.   
2  Press <Ctrl> again to display the primary receiver.  Scroll through all 
eligible receivers by pressing <Ctrl> repeatedly.  Look for the defensive 
coverage and the flashing marker which indicates where the quarterback will 
throw the ball.   
3  To pass, press <Spacebar> when you see the wide receiver you want.  The 
quarterback will throw, and the receiver will automatically run to the 
flashing maker.    
   
*  Intermediate:  This option operates exactly like Beginner with one 
exception.  When you pass the ball, you immediately gain control of the 
receiver.  Then it's up to you to direct him to the flashing marker   (and 
hopefully, the ball).    
   
*  Advanced:  With this option, pressing <Ctrl> displays three passing 
windows.  These windows show where your receivers are and their designated 
target markers.  To pass, press <Ctrl>.  Now press and hold Q, W, or E for 
the desired window selection, then press <Spacebar> to pass to that 
receiver.  Your receiver will automatically run to the target.  Watch out 
for that pass rush!   
   
*  Pro:  The most challenging passing mode.  To pass, follow the same steps 
as in Advanced.  Once you throw the ball, you must guide your receiver to 
his flashing target marker to complete the pass.  Good Luck!.   
   
Note:  Refer to the enclosed Control Card for instruction on how to pass, 
etc., using other controllers.   
   
Play/Coach   
The Play/Coach option determines who will call the plays and move the 
players on the field.   
   
*  Coach:  You call the plays and the computer executes them on the field.   
*  Play:  You move the players and the computer calls the plays.   
*  Both:  You call the plays and move the players.   
   
Fatigue   
You can toggle the Fatigue option on (Yes) or off (No).   
*  Yes:  Often-used players may tire and not be able to give 100% as a game 
goes on.   
*  No:  All players perform at 100%.   
   
To view fatigue while in a game:  At the Play Selection screen, enter the 
team roster by pressing <Ctrl> and selecting Substitutions.  When the 
roster appears, look in the first column labeled En.(energy).  If a 
player's energy is low, give him a rest by substituting another player for 
a few plays.   
   
Fumbles   
The Fumbles option can be turned on (Yes) or off (No).     
*  Yes:  Solid hits can jar the ball loose from your ball carrier.   
*  No:  Your ball carriers will not fumble.   
   
Injuries   
You can toggle the Injuries option on (Yes) or off (No).   
*  Yes:  All players are susceptible to injury.  Injured players will 
remain out of action for one to four weeks.   
*  No:  No player is susceptible to injury.   
   
Penalties   
Turn the Penalties option on (Yes) or off (No).   
*  Yes:  Referees penalize your team for rules infractions like Delay of 
Game, Offsides, etc.   
*  No:  Penalties are called but penalty yardage is not assessed.   
   
Game Control Options   
Quarters Length   
This option allows you to set the length of each quarter Ä 3:00, 5:00, 
10:00, or 15:00 (standard NFL quarters) minutes.     
   
Weather   
The Weather option determines the climatic conditions under which your game 
will be played.  You have three choices:  Sun, Rain, Snow.   
   
Wind    
The Wind option can be turned on (Yes) or off (No).   
*  Yes:  Wind can affect a quarterback's ability to accurately pass and a 
kicker's accuracy and distance.  
  
*  No:  The wind does not have an effect on passing or kicking.   
Use the Weather and Wind options to create a variety of conditions that 
simulate real outdoor action.  A game played in rain quickly turns the 
field into a quagmire, making the ball slick and hard to hold.  A snowstorm 
will make for frozen, slippery turf and cold fingers that are susceptible 
to fumbles.    
   
Game Control Buttons   
Start    
This option takes you right to the coin toss.  You must, however, select 
your Home Team and Visiting Team before choosing this option.  Team and 
game options can be set during the game (with the exception of quarter 
length).   
Resume Game   
   
This option allows you to resume a saved game (see Saving A Game).   When 
you choose Resume Game, a Load Game screen displays the names of your saved 
games.  Press the <down> arrow key to scroll through this list.  When a 
saved game is highlighted, the name of the game, quarter, length of 
quarter, time remaining, and game score is displayed.   
Press <Enter> to load the highlighted game and return to the Options 
Clipboard.   
   
Cancel    
This option returns you to the Main Menu.  Press <Tab> repeatedly to 
highlight Cancel and press <Enter>, or press <Esc>.   
Game Play    
   
Unnecessary Roughness gameplay begins with a coin toss that determines who 
kicks off and who receives.  The Visiting Team is prompted to select Heads 
or Tails.  A keyboard player presses A and D then presses <Spacebar>.  A 
keypad player presses <left> and <right> arrow keys, then presses 0.    
   
The winner of the toss is prompted to choose Receive or Kick.  A keyboard 
player presses A or D and then presses <Spacebar>.  A keypad player presses  
<left> or <right> arrow keys and then presses 0.  A joystick player aims 
left or right and presses the fire button.  A mouse user points and clicks 
on Receive or Kick.   
   
Note:  If the computer is the Visiting Team, it will automatically make a 
choice.   
   
Now it's time for kickoff.   
   
Kickoff   
After the toss of the coin, both teams are prompted to select a play from 
an on-screen playbook.  To select a play, a keyboard player presses Q, A, W 
and/or E and a keypad player presses 4, 7, 8 or 9.  (Each play has a 
corresponding select key in the corner.)  Get ready for action!   
   
Note:  Refer to the enclosed Control Card for instructions on how to select 
plays with other controllers.   
   
When play begins, the kicker will automatically run toward the ball and 
kick it.  The receiver will then attempt to catch the ball.  A flashing 
marker follows the kick return specialist as he runs.  This marker 
identifies which player you are controlling (i.e., the player who has the 
ball).   
   
Note:  Players controlled on the Home Team will be designated with a 
flashing yellow marker; the Visitor will show a flashing blue marker.   
   
Refer to the Control Card for instructions on moving key offensive or 
defensive players.   
   
After the kick return, a Play Results screen is displayed.  If you're 
playing with referees, you'll also see the referee signal first down, 
touchdown, etc.   
   
You're now ready to run your first play from scrimmage.  Press <Enter> to 
continue.   
   
Running a Play   
Both players select a play from side-by-side playbooks.  The playbook 
offers each coach a choice of numerous plays.  Each play is diagrammed 
showing player positions and routes.  If the Penalties option is on, you 
have 45 seconds to make your choice, or a five-yard Delay of Game penalty 
is assessed.   
   
To select a play with the keyboard or keypad:  Press the keyboard letter or  
keypad arrow that matches the arrow or letter displayed in the lower right 
portion of a play.   
   
To turn the pages of the Playbook:  Press the keyboard Z or C or the keypad 
1 or 3.   
   
At the Play Selection screen you can call up a special Offensive or 
Defensive menu and change the game aspects.  Here's how:   
*  Keyboard or keypad:  Press the left <Ctrl> key or keypad 0.  Press W or 
X (keyboard) or <up> or <down> arrow key (keypad) to highlight the option 
you want, then press <Spacebar> or keypad 0.   
*  Joystick:  Press the fire button.  Press up or down on your joystick to 
highlight an option, then press the fire button.   
*  Mouse:  Click the right mouse button.  Place the cursor over the option 
you want, then click the left mouse button.   
   
The options in the special Offensive or Defensive Menu let you switch 
playbooks, go to the Options Clipboard, View Statistics, make player 
Substitutions or call a Timeout.  Most options apply to both the offense 
and defense but some are specific to each.   
   
Here's how to use these special options.   
   
The top-most selections are playbooks (denoted by capital letters).  There 
are three offensive playbooks and one defensive playbook.  To activate a 
playbook press your <up>, <down>, <left> or <right> arrow keys to highlight 
your choice.  The three offensive playbooks are:   
*  Default:  A mixture of short and long passing and running plays.   
*  Aggressive:  Opens up the passing attack for more scoring.   
*  Conservative:  A ball control offense with short passing and running 
plays.   
   
Options   
This returns you to the Options Clipboard, where you can change game 
options (see Changing Game Options).   
Statistics   
   
This option lets you review updated game statistics.  The statistics are 
shown in two forms:  Numerical columns on the left and matching bar graphs 
on the right.  Team totals are shown in blue (visitors) and red (home 
team).   
    
Game statistics are also shown at the end of quarters.  Press <Enter> to 
continue.   
   
Substitutions   
This option displays the team roster.  Press W, X or <up> <down> arrow keys 
to highlight a player.  Press <Spacebar> or keypad + to select.  Press W, X 
or the <up> <down> arrow keys to move the player to a new position then 
press <Spacebar> or keypad +.   
   
Timeouts   
Each team can call 3 timeouts per half.   
   
Cancel   
This returns you to your playbook without changes.   
   
Changing Game Options   
   
Press <F2> during gameplay to display the Options Clipboard.  This 
clipboard lets you change the same options you had on the Single Game 
Clipboard screen.  It also has additional options for the look and sound of 
the stadium and field.     
Field Details   
*  Normal Field:  Standard football field.  There are lines every five-
yards, hash marks, and field markers.   
*  Bare Field:  No hash marks or numbers or grass texture.   
*  No Numbers:  No field numbers.   
   
Note:  Setting Field Detail to Bare Field or No Numbers can increase the 
speed of gameplay.   
   
Overhead View   
This option will let you split the regular play screen and an overhead (in 
X's and O's) of all players.   
*  No Field:  No overhead view; the entire screen is for gameplay.   
*  X & O's:  Overhead view with players shown as X's (defense) and O's 
(offense).  All player's locations are shown, even those away from the line 
of scrimmage.   
*  Player #:  Overhead view with players shown by their numbers.   
   
Game Speed   
This option determines how fast your on-field players perform.  Your 
choices are:  Fast, Medium Fast, Medium, Medium Slow or Slow.  Use these 
options to slow down the game.  The exact effect of these options depends 
on the speed (in megahertz) of your computer.  Fast plays the game at your 
com puter's normal high-speed setting.  The faster your computer, the more 
you are able to slow the pace of the game.   
   
Huddles   
*  Yes:  Plays begin after both teams huddle.   
*  No:  Plays begin without a huddle.   
   
Near Goal Post   
This option lets you choose whether the goal post nearest to you is 
visible:   
*  Visible:  The goal post is clearly in sight.   
*  Transparent:  The goal post is an outline and the field behind it is 
visible.     
*  Not Visible:  Hides the near goal post.   
   
Referees   
This option determines whether a referee graphic will appear after a play.  
(Penalties may still be called even if you choose No referees.)   
*  Yes:  Plays game with referees.   
*  No:  Plays game without referees.   
   
Ineligible Rec (receiver)   
*  Yes:  The ineligible receiver penalty can be called.   
*  No:  No penalty for ineligible receivers.   
   
Sounds   
This option controls the gameplay sounds.    
*  Silence:  No play-by-play, crowd noise or pad-popping.   
*  Sound Effect:  Player contact sounds (hitting, grunting, etc.) and 
referee whistles.   
*  Voice:  Al Michaels calls the play-by-play.   
   
Stadium   
This option lets you determine where your games are played:    
*  Yes:  Fan-filled enclosed stadium.   
*   No:  Open playing field without crowd or stadium.   
   
Stadium Crowd   
*  Yes:  Sell out crowd.   
*  No:  No fans.   
   
Note:  Setting Stadium or Stadium Crowds to No will speed up gameplay.   
   
Using Instant Replay   
Instant Replay lets you view your last play from various camera angles and 
isolate the movements of any player.  Press <F3> at the Play Results screen 
to view the Instant Replay screen.   
   
This screen displays the time clock, ten push buttons, Playback Status and 
Camera Subject.   
*  Playback Status:  Identifies the Instant Replay button that is 
activated.   
*  Camera Subject:  Displays the position, number and name of the player 
who will be isolated during the replay.   
*  Push buttons:  Here's a listing of the buttons and their functions:   
      Z  Rewind to beginning    Spacebar    Stop   
      X  Fast Reverse                N               Frame Advance         
      C  Reverse                       M              Slow Forward   
      V  Slow Reverse               ,               Play           
      B  Frame Reverse             .               Fast Forward   
   
Tab displays a split screen, overhead view with X's and O's or player 
numbers (see Overhead View).   
   
To isolate players:  Press Q through { to display the Home players or A 
through ; to show the Visitors.  The player's name will appear in the 
camera subject window.  Pressing <Enter> will change the camera subject to 
Football.   
   
To change cameras:  Press 1 - 0 on your keyboard.   
Press <Esc> to exit Instant Replay and return to the Play Selection screen.   
   
Changing Playing Field View or Camera Angles   
The default view of action is from one end zone, slightly elevated over the 
players' heads.  You can, however, change your view during a play or 
instant replay, here's how:   
  Action             During Gameplay                 Instant Replay   
  Zoom Out         <Shift> + <Pg Up>                      <Pg Up>   
  Zoom In          <Shift> + <Home>                       <Home>   
  Move closer    <Shift> + <Pg Dn>                        <Pg Dn>   
  Move  away    <Shift> + <End>                           <End>   
  Tilt Up            <Shift> + <Up> Arrow                  <Up> Arrow   
  Tilt Down        <Shift> + <Down> Arrow              <Down> Arrow   
  Rotate Field     <Shift> + <Left> <Right> Arrow     <Left> <Right> Arrow   
   
To change camera angles without stopping play:  Press 1- 0 on your 
keyboard.   
   
Note:  Camera presets 9 and 0 do not allow for field rotation.   
   
Customize Camera Presets:  Use the commands above to change the camera 
angle to your preference.  When you are satisfied with the angle, press and 
hold <Shift> and 1 to save that setting as Camera 1.  Repeat for all 
cameras.   
   
Saving a Game   
To save a game, press <Esc> while on the Play screen or the Play Selection 
screen.  You will be prompted, "Save Game Yes, No or Resume."  Select Yes 
to go to the Save Game screen, No to cancel the game (and go to the Main 
Menu) or Resume to continue the game.   
   
At the Save Game screen, select the drive and directory where you want to 
save the game.  You can accept the default name and directory by selecting 
OK.   
   
To give the saved game another name, type over the default name (Team A vs. 
Team B).  Use <Backspace> to fix mistakes.  When you're satisfied with your 
changes, select OK to save the game and return to the Main Menu.   
   
Select Cancel to return to your game.   
   
CHAPTER 3 - SEASON PLAY   
For pure excitement, there's nothing like driving for a league 
championship.  Game by game, the competition grows increasingly intense as 
you move toward the playoffs, where winning is everything and a loss could 
mean "sudden death" Ä and the end of your season.   
   
With Season Play, you pick the team you want to guide through the regular 
season, then Ä if you win enough games Ä into the playoffs and a shot at 
the World Championship.   
   
Season Play also lets you print league schedules and standings, review game 
scores and look at upcoming weeks' games.  It lets you decide whether you 
want to control the action yourself or let the computer simulate gameplay.   
   
Select Season Play from the Main Menu to view the Pick a League screen.   
   
The Pick a League screen displays a directory with a list of all the 
leagues available (see Leagues).  A roster of the league teams is also 
displayed as you scroll through the roster of leagues.  The screen also 
displays Cancel, OK and Search buttons (see Searching for Files).   
   
Note:  Unnecessary Roughness comes with one league - the Accolade League.   
   
Note:  To return to the Main Menu without loading a league, select Cancel 
or press <Esc>.   
   
Use the <up> and <down> arrow keys to highlight the league you want.  Then 
press <Enter> or select OK to go to the Season screen.   
   
What you must do next depends on whether you're beginning a new season or 
resuming a campaign.   
   
Beginning a Season   
Although Unnecessary Roughness lets you design and play in multiple 
leagues, you can guide only one team per league during Season Play.   
   
To select a league and team for Season Play:   
1  Use your <up> or <down> arrow keys to highlight a league displayed in 
the Pick a League screen directory.  Press <Enter> or select OK.   
2  Press <Alt> + F to pull down the File Menu then press N to select New 
Season.  Press Y to respond to "Are you sure." or select OK.     
   
Note:  Pressing Y will start the current season over.  Do not press Y if 
the Season is in progress and you want to continue.   
   
3  Use your <up> or <down> arrow keys to highlight the team you want on the 
Pick a Team screen, then press <Enter> or select OK.  The Select a Season 
option will appear (see Select Season Options).   
4  Use your <up> or <down> arrow keys to select '93 Season, Based on 
Previous, or Random, then press <Enter>.  Unnecessary Roughness will 
prepare the league, then your team will be highlighted.   
   
Continuing a Season   
Use your <up> or <down> arrow keys to highlight a league displayed in the 
Pick a League screen directory, then press <Enter> or select OK.   
   
If a Season was started for the league selected, the screen will 
automatically display that leagues' current progress.   
See Files and Display Week for information on how to proceed.   
   
Select Season Options   
*  '93 Season:  Determines each team's schedule based on the NFL's 1993 
schedule.   
*  Based on Previous:  Determines each team's league schedule based on 
performance from a previous season.  This creates a schedule similar to the 
pros, in which previously successful teams' schedules are tougher than 
previously unsuccessful teams.   
*  Random:  Determines each team's league schedule based on a randomly 
generated pattern.   
*  Cancel:  Exits the Select a Season option and returns you to the Pick a 
Team screen.   
   
Follow the instructions in Season Play Options, below, to start and play a 
league season.   
   
Season Play Screen   
The Season Play screen displays all the league's teams and matchups for any 
given week of the 18-week season.  The toolbar menu has the following 
options: Files, Display Week and Quit.   
   
Files   
The Files Menu offers seven selections, Load, New Season, Options, Print, 
Standings, Play and Simulate (see Options Common to All Toolbar Menus for 
details on Load and Print).   
   
Load   
This option allows you to load a league.  If you have already loaded a 
league, you can choose Load again and replace the displayed league.   
   
New Season   
This option clears the results of games played during a league season and 
starts a new season.  After you select New Season, Unnecessary Roughness 
displays an "Are You Sure? Yes or No" warning message.   
   
Select No to change your mind and return to the league.   
   
Select Yes to start a new season.   
   
Options   
This selection takes you to the Options Clipboard, which allows you to 
change a variety of game-play features (see Changing Game Options).   
   
Print   
The Print option allows you to print hard-copy or text-file versions of the 
following information:   
*  League standings, showing each team's wins (W), losses (L), ties (T), 
games behind (GB) the divisional leader, points scored (PF, points for) and 
points allowed (PA,).   
*  Week-by-week results or schedule.   
*  Playoff pairing or results.   
See Print (Chapter 1), for more details.   
   
Standings   
This option displays the current league standings, showing each team's wins 
(W), losses (L), ties (T), games behind (GB) the divisional leader, points 
scored (PF, points for) and points allowed (PA).   
   
The Standings screen offers a Weekly Menu with three choices:  Options, 
Print and Weekly.   
*  Options:  Moves you to the Game Options Clipboard (see Changing Game 
Options).   
*  Print:  Allows you to print paper or electronic copies of this league's 
standings as well as the week-by-week schedule and/or results.   
*  Weekly:  Select Weekly to return to the Season Play screen.   
The Standings option also lets you view the team roster.  To do so, 
highlight the team whose roster you want to see, then press <Enter>.  When 
you exit the team roster, you will return to the Standing screen.   
   
Play   
Select this option to begin a Season game involving the team you're 
controlling.  (See Single Game for details on playing a game.)     
   
Note:  When you play a Season game, you can lead the team you've selected 
against the computer or a friend.  These games will count in league 
standings.   
   
Simulate   
This option lets the computer simulate all games on the week's schedule.  
If you want to play your team's game, do not select Simulate until after 
you have finished your game .  After you select Simulate, the computer will 
complete the week's remaining matchups.  Repeat the process for each week 
of the season.     
   
Press <Esc> to halt simulations.  You're then prompted, "Are You Sure?: Yes 
or No".  Select Yes to halt simulations.  Select No to continue.   
   
If you halt the simulation, the results of the games simulated up to that 
point will be displayed.  You can continue simulation from that point at 
another time.   
   
Display Week   
This set of options allows you to look at each week's schedule (for 
upcoming games) or results (for games already played).  The choices are 
Previous Week, Next Week, Weeks 1 through 18, and Playoffs.   
*  Previous Week:  This option displays Season results for the previous 
week.  This is only available from Week 2 through the playoffs.   
*  Next Week:  This option displays the Season matchups for the up-coming 
week.   
*  Weeks 1 through 18:  Displays the schedule or results for that week's 
games.  For example, to view the schedule of games or results for the tenth 
week of the season (i.e., Week 10), highlight Week 10, using the <up> or 
<down> arrow keys, then press <Enter>.   
   
Note:  If the games have already been played, you'll see game scores, with 
the winning team's logo displayed to the left (for teams in the left 
column) and right (for teams in the right column).   
   
*  Playoffs:  Displays the Playoff screen showing the matchups for the 
playoffs.  The National Conference is in green and the American Conference 
is in red.  Only six teams in each conference Ä the three division winners 
and the three teams with the next best records in each conference Ä qualify 
for the playoffs.   
   
  There are four rounds of games played during the playoffs.  Here is a 
description of each:   
*  First Round:  The six wildcard teams (non-division winners with the best 
win-loss record) and the two division winners with the worst records will 
play in the first round.  The two division winners will play the two 
wildcard teams with the worst records.   
*  Second Round:  The first-round winners move on to the second round to 
face the remaining four division winners.   
*  Third Round:  The winners from the second round advance to the third 
round to decide the Conference Championships.   
*  Fourth Round:  The two Conference Champions play for the World 
Championship.   
   
Saving a Season Game   
To save a Season Game, press <Esc> any time during the game.  You will be 
prompted, "Save Game" Yes, No or Resume".  Select Yes to save (and go to 
the Main Menu) or No to cancel the game (and return to the Season Play 
screen). Select Resume to continue the game.   
   
If you saved the game, you'll resume it the next time you select Play from 
the Season Play screen.   
   
If you cancelled the game, select Play from the Season Play screen to begin 
that game again, or select Simulate to have the computer simulate that 
game.    
   
Chapter 4 - The Construction Set   
   
Building Football Dynasties   
Select Construction Set from the Main Menu to view the Construction Menu. 
The Construction Set puts you in control of nearly every aspect of your 
Unnecessary Roughness football leagues.     
   
This chapter shows you how to build leagues, teams, plays and playbooks.  
The next few pages will give you background information about using the 
Construction Set.  If you want to jump right in, skip to Leagues.   
   
Note:  If you don't want to take the time to use the Construction Set right 
away, don't worry.  Unnecessary Roughness comes ready to play with a league 
and full complement of teams, plays and playbooks.  Simply choose Load from 
the appropriate Construction Set Menu, then select the teams and plays you 
want.   
   
Use the Leagues and Teams options to be a commissioner and establish 
leagues.   
   
Use the Teams option to be a team owner and general manager.  Develop team 
images Ä give them names, design uniforms and logos.    
   
Use the Plays and Playbooks options to be a coach.  Create new offensive 
and defensive plays or modify existing ones, then incorporate those plays 
into a strategy-setting playbook.   
   
No One Way   
The Construction Set gives you the power to be a winner.  Just like the 
pros, there is no right way to use the Construction Set.  Some teams will 
win with a high-powered offense; others with an overwhelming defense.   
   
Experiment with the options and develop a variety of plays and strategies. 
Make starting lineups.  Practice designing or running plays against an 
opponent or the computer.   
   
Construction Set Guidelines   
Just like real football, how you structure Unnecessary Roughness teams and 
leagues is up to you.  However, there are several things you need to do 
first.   
   
For instance, before you can assemble your own leagues, you must design 
teams using the Teams option (unless you are assembling a league with the 
default teams).  Also, you must use the Plays option to design a play 
before adding it to a playbook.   
   
Load before you save:  Only white highlighted options may be selected from 
the toolbar menus.  The grayed-out options become available after you 
select other options.  In the following screen shot, you can select Save or 
Save As only after you've used Load.   
   
Leagues   
The Leagues option lets you be the commissioner.  You can create or modify 
your league structure for Season play by moving teams to different 
divisions (see Creating Leagues or Moving Teams).  You can also change your 
league name and view league standings.   
Select Leagues from the Construction Menu to view the Leagues screen.  This 
screen displays the National (green) and American (red) Conferences.  The 
conferences are split into Western, Eastern, and Central Divisions.  A 
directory of teams appears to the right above the Search button (see 
Searching for Files).  The League screen toolbar has two options:  Files 
and Quit.   
   
Files   
The Files Menu has six options:  Load, New, Save, Print, Rename and 
Standings.  New and Standings options are described below.  For information 
on Load, Save, Print and Rename, see Options Common to All Toolbar Menus.   
   
New   
The New option lets you clear the League screen.  Select N from the Files 
Menu to clear teams from the conferences and divisions on the League 
screen, then follow steps 1 through 5 under Creating Leagues, to make new 
changes.   
   
Note:  Unnecessary Roughness' National Western and American Central 
divisions contain four teams.   
   
Standings   
To view a league's standings, first load the league (see Load), then select 
T from the Files Menu.  This displays your team's performance during the 
season.  Just like the newspapers, the standings show how the division 
races are shaping up.  Teams are listed in the order from most wins to most 
losses.   
   
The standings show each team's wins (W), losses (L), ties (T), the number 
of games behind the division leader (GB), number of points for (PF) and 
number of points allowed (PA).   
   
Select Exit Now from the Quit Menu to return to the Leagues screen.   
   
Creating Leagues   
The teams located in the League screen's directory can be used to create 
your own league.  To move teams from the directory to the team divisions 
(or vice versa):   
1  While on the League screen, press <Tab> to access the directory.   
2  Use the <up> or <down> arrow key to highlight the team you want, then 
press <Enter>   
3  Use the arrow keys to move the team to a division or back to the 
directory.   
4  Press <Enter> to place the team.     
5  Repeat the process to move other teams.   
Select Save from the Files Menu to save changes (see Save).   
   
Note:  When you place a team over another team, the overwritten team 
returns to the directory.   
   
Moving Teams   
After you have loaded a league (see Load), you can move or remove teams.  
Here's how:   
1  Use the arrow keys to highlight the team you want.   
2  Press <Enter>.  The Remove prompt will appear.   
3  Use the arrow keys to move the team to a new position or over the Remove 
prompt.   
4  Press <Enter> to place or remove the team.   
5  Repeat the process to move other teams.    
Select Save from the Files Menu to save changes (see Save).   
   
Note:  When you place a team over another team, the two teams switch 
places.  When you remove a team, you can replace it with any team from the 
directory.   
   
Teams   
Select Teams from the Construction Menu to view the Teams screen.  This 
option lets you make changes to existing Unnecessary Roughness teams or 
design new teams.  You can design team logos and uniforms, substitute 
players and study their abilities.  Before you can use any of the Team 
options, you must first load a team (see Load).   
After you have loaded a team, the screen displays the team name, logo and 
roster.  You can make changes to the team using the screen's three toolbar 
menus:  Substitutions, Files and Quit   
   
Team Roster   
After you load a team, the Team Roster shows your players' names, 
positions, and uniform numbers.  It also displays individual attribute 
levels in seven categories:  Skill, Speed, Str (strength), Agil (agility), 
Intell (intelligence), Ht (height) and Wgt (weight).  You can change any of 
these attributes by high-lighting the number you want to modify then typing 
a new number.     
   
To change player names, numbers or skill levels:   
1  Use your arrow keys to move your cursor to the right of the player name, 
number or skill level you would like to change.  The player's picture and 
statistic categories will appear above the roster.   
2  Use <Backspace> to delete the text.   
3  Type in the new name or number.   
4  Repeat the process for other changes.   
Select Save or Save As to save changes (see Save)   
   
Note:  Player attribute numbers range from 50 to 100.  Numbers typed in 
above or below this range will default to the maximum or minimum value.   
   
Tip:  Use the Print option to print a hard copy of each team's roster 
including skills information.   
   
Substitutions   
The Substitutions Menu allows you to substitute players one at a time.  
Select Substitutions to view this menu.   
   
You can substitute players regardless of their position.  For example, you 
can substitute a center for a guard, a running back, or even a quarterback.   
   
You can make substitutions after you have loaded a team into the Team 
screen, here's how:   
1  Select Substitutions from the toolbar.  A list of player positions will 
appear.   
2  Use your <up> or <down> arrow key to highlight the player position you 
would like to get.  A player position list for substituting will appear  to 
the right.   
3  Use your <right> arrow key to access the menu of players you would like 
to substitute for.   
4  Use your <up> or <down> arrow key to highlight the player position you 
want to substitute.  The player(s) name will appear.   
5  Use your <right> arrow key to access the menu of players to substitute, 
then use your <up> or <down> arrow key to highlight the player.   
6  Press <Enter> to complete the substitute.   
7  Repeat the process for other substitutions.   
   
Notes:     
*  When you substitute  away one of your players, such as the quarterback, 
you will reduce the number of quarterbacks on your team roster.  The player 
you get in return for that quarterback will be generic.  Use steps 1- 4 
under Team Roster to change his name, number and/or skill levels the way 
you want.   
*  When you make a change to your roster using the substitutions option, 
the change cannot be saved to the Unnecessary Roughness team.  To be able 
to save changes, select Save As from the File Menu (see Options Common to 
All Toolbar Menus) to rename your new team.   
   
Files   
The Files Menu offers four unique options:  Assign Playbooks, Color and 
Logo and Delete Logo.  (It also offers Load Team, Save, Save As, Print and 
Rename, see Options Common to All Toolbar Menus.)   
   
Assign Playbooks:     
Unnecessary Roughness lets you assign offensive and defensive playbooks for 
your team.  You can have up to ten playbooks at your disposal during 
gameplay.  The Assign Playbooks screen displays an offensive or defensive 
playbook, depending on your selection.   
   
The left page includes three offense playbooks: Default, Conservative and 
Aggressive; or one defense playbook:Defense.  It also includes empty spaces 
(seven for offense; nine for defense) for new plays.  The right page 
displays a Search button (see Searching for Files) and a directory of 
available playbooks (see Playbooks).  Here's how to assign playbooks:   
1  Select Assign Playbooks from the Files Menu.  An offensive or defensive 
option will appear to the right.   
2  Select Offense (or Defense) to go to the assign playbooks screen.   
3  Use your arrow keys to highlight a new playbook listed in the directory 
and press <Enter>.   
4  Use your arrow keys to move the playbook to a blank space on the left 
page of the current playbook and press <Enter> to install.   
5  When additions are complete, select Exit Now from the Quit Menu  to 
return to the Team screen.   
6  Repeat steps 1 - 5 to make assignments to a defensive (or offensive) 
playbook.   
   
To Remove Playbooks   
1  Follow steps 1 and 2 above to enter the Assign Playbooks screen.   
2  Use your arrow keys to highlight a playbook you wish to remove and press 
<Enter>.   
3  A Remove prompt will appear.  Using your <down> arrow key, move the 
playbook over the Remove prompt and press <Enter>.     
4  When deletions are complete, select Exit Now from the Quit Menu to 
return to the Team screen.   
   
Note:  When you remove a playbook, you are not deleting it from the 
directory.  You are only deleting it from that team's playbook list.   
   
Color and Logo   
This option lets you change the color of your team's uniform or logo.  You 
can also import or export Unnecessary Roughness logos and logos created in 
other applications that support the .LBM format.  Select Color and Logo 
from the Files Menu to view the Color and Logo screen.  The toolbar options 
are:   
*  Files:  This option gives you four choices:  Import Team Logo, Import 
Logo, Export Logo and Clear Logo.   
*  Oops!:  Select this to undo any unsaved changes to a logo.   
*  Quit:  Select this option to exit the Color and Logo screen or continue 
changes.   
   
This screen's work area displays two players, one in home colors and one in 
away colors.  It also displays their team logo in duplicate.   
   
Note:  To save changes to the Color and Logo screen, select Exit Now from 
the Quit Menu to display the Save option.   
   
To change your home or away uniform colors:   
1  Select Color and Logo from the Files Menu.  The Color and Logo screen 
will appear.   
2  Use your <up> or <down> arrow key to highlight the item you want to 
change and press <Enter>.  A color pallet will appear.   
3  Use your arrow keys to highlight any color on the pallet and the  item 
will match that color.   
4  When the color you want is highlighted, press <Enter>.   
5  Repeat this process for each item you want to change.    
To change the logo:   
1  Use <Tab> to highlight a color in the pallet located below the  large 
logo screen.  Use the arrow keys to select a color.   
2  Press <Tab> to activate the cursor in the logo screen.   
3  Press <Shift> to paint an individual pixel or press and hold <Shift> 
with an arrow key to paint multiple pixels.   
4  Repeat the process for other colors.   
   
Notes:  We recommend using a mouse for logo modification/drawing.   
   
Import Team Logo   
To import an Unnecessary Roughness team logo:   
1  Select Import Team Logo from the Files Menu.  The Import Team Logo 
screen will appear.   
2  Highlight each team to view its logo.   
3  When you find a logo you want to import, press <Enter>.   
   
Import Logo   
To import a logo created in other applications that support .LBM format:   
1  Select Import Logo from the Files Menu.  The Import Logo screen will 
appear.    
2  Select Search.  This will bring up other .LBM logo files that are on 
your hard drive.   
3  Use the arrow keys to scroll through the .LBM files.  A picture of each 
logo will appear.   
4  When you find the logo you want, press <Enter> or select OK.  You will 
return to the Color and Logo screen.   
   
Export Logo   
To export a logo in the .LBM format so it can be modified in another 
application:   
1  Select Export Logo from the Files Menu.  The Export Logo screen will 
appear.    
2  Press <Tab> to move the cursor to the logo name, then type in the name 
you want for that logo.  If there is already a name, you can backspace over 
it to assign a new name (the program directory will only recognize the 
first eight letters you type).   
3  Press <Enter> to export.  You will return to the Color and Logo screen.   
   
Clear Logo   
Select Clear Logo from the Files Menu to erase the currently displayed team 
logo.  Although you can modify and save an existing logo, this command 
starts you with a fresh slate.  See To change the logo for creating a new 
logo.   
   
Plays   
Nothing defines a team better than its plays.  Some coaches run flashy 
passing offenses which score lots of points, while other coaches use a 
bust-them-up-the middle running attack that controls the clock and keeps 
the ball away from the opposition.     
   
The Plays option allows you to be the coach - you can change all the plays 
that came with your game or create new ones.  You also can watch your 
players practice a new or changed play.  When you are satisfied with the 
play, you can add it to your playbook (see Playbooks).   
   
To begin, select Plays from the Construction Menu to display the Plays 
screen.    
   
The toolbar options are:  Offense, Defense, Display, Practice, Oops and 
Quit.  This screen is where you design your own offensive and defensive 
plays.  When you load a play or formation using the Offense or Defense 
option on the toolbar, that play will be displayed on the blackboard and 
notepads.  The Defense is on top and offense is on the bottom.  The text 
below the notepads describes an isolated player's instruction for that 
play.   
   
Offense and Defense Options   
The choices on Offense and Defense Menus are:  Load Plays, Load Formations, 
Load Team, Save, Save As, Rename and Clear Offense/Defense.  For 
information on Save, Save As and Rename, see Options Common to All Toolbar 
Menus.   
   
Load Plays and Load Formations   
To load a play or formation onto the blackboard:   
1  Select Load Plays or Load Formations from the Offense or Defense Menu 
and press <Enter>.   
2  Use the arrow keys to scroll through plays or formations.  When 
highlighted, the play or formation is displayed to the right of the 
directory.   
3  Press <Enter> or select OK to load the play or formation and return to 
the blackboard.   
See Designing Plays that Work for details on designing a play out of a 
given formation or play.   
   
Load Team   
You must load a team to Practice the plays you view or design.  Use this 
option to load the team (see Load).   
   
Clear Offense/Defense   
Use this option to clear individual player movements and routes.  Now you 
can draw new routes and schemes for your players.   
   
Follow the instructions in Designing Plays That Work to create a new play.     
   
Display   
This option lets you choose how the players and positions are shown on the 
blackboard.  You can represent players by position initials (like S for 
safety and G for guard), symbols (l n s), or by X's (defense) and O's 
(offense).     
   
This menu is divided into three groups.  Each group controls a different 
blackboard image.  Here is a description of each option group.   
*  Show Offense/Show Defense.  You can choose to see only the offense, only 
the defense, or both offense and defense on the blackboard.     
*  Show Player Route:  Shows all player movements for the play.   
*  Show Receivers:  Highlights the play's pass receiver routes.  The 
primary receiver will be red, the secondary receiver purple, the  third 
blue and the fourth (if there is a fourth), brown.   
*  Show Ball Route:  Highlights the ball's path (in red) during the play.   
*  Show Positions:  Player position will be shown in initials:   
   
	      Offense                               Defense   
       WR      Wide Receiver        DL     Defensive Lineman   
	T         Tackle                   LB     Linebacker   
	G         Guard                    CB     Cornerback   
	C         Center                    S      Safety   
	QB       Quarterback       
	RB       Running Back   
	FB       Fullback   
	K        Kicker   
	P        Punter   
   
*  Show Circles, Squares, Triangles:   
    Offensive players and defensive backs (cornerbacks, safeties) -  
Circles
    Linebackers - Triangles   
    Centers and defensive linemen - Squares   
   
*  Show X's and O's   
    Offensive players - O's   
    Defensive players - X's   
    Offensive center - Squares.   
   
Note:  Menu options are "on" when a checkmark is displayed.  Simply 
highlight the menu option you want and press <Enter> to toggle the 
selection on or off.   
   
Practice   
Practice lets you run plays you have selected, changed, or created.  You 
must use Load Team before you practice a play.  Practice gives you two 
choices:   
*  Watch:  Lets you see the offense and defense practice the play.   
*  Watch Offense Only:  Lets you see the offense run the play without 
defensive players.   
   
Note:  You can watch the play by selecting computer vs. computer, or 
control the team(s) by selecting manual controls  at the Options Clipboard 
(see Changing Game Options).   
   
Oops   
This option gives you two choices:     
*  Undo Offense:  Erases the last edit made to an offensive play.   
*  Undo Defense:  Erases the last edit made to a defensive play.   
   
Note:  If you change your mind after using either Undo option, select Redo 
Offense or Redo Defense from the Oops option.   
   
Designing Plays that Work   
Unnecessary Roughness comes with plays for virtually every game situation - 
offensive, defensive and special teams.  You'll find plays for kicking 
field goals and kickoffs, returning kicks, running back passes and fullback 
dives.  On defense you can select from a wide variety, including the 3-4, 
nickel, and the 4-3.  Here's how to use the Plays option to design a new 
play or modify an existing one.   
   
Moving Players' Positions   
Whether you're designing or modifying an offensive or defensive play, the 
process is the same.  Here's how to change the position of your players.   
1  Load the play or formation (see Load Plays and Formations).   
2  Use the arrow keys to move the cursor over the player position you want 
to move.   
3  Press the keypad +  to grab the player position, then use the arrow keys 
to move the player to a new location behind the line of scrimmage.   
4  Press + again to set the location.   
5  Repeat the process until all the players you want to move are re-
positioned.    
   
Mouse and joystick users:  Press and hold your right mouse button or press 
button 2 on your joystick to grab a player position.   
   
Changing Player Assignments   
Unnecessary Roughness lets you make changes to loaded plays or formations.  
When you load a play, each player position has a pre-assigned running, 
blocking or passing route.  If you load a formation, you can create 
assignments and routes for each player.   
   
To make changes or create assignments for loaded plays or formations:   
1  Use the arrow keys to move the cursor over any player, or on the end of 
a player route.   
2  Press <Enter> on your keyboard to select that player or route.  A menu 
of assignment options will appear (see Assignment Options).   
3  Use the <right>, <up> or <down> arrow key to scroll through and select 
new assignments.   
4  Press <Enter> to set the new assignment.   
5  Repeat the process to change other player assignments.   
   
Mouse and joystick users:  Click your left mouse button or press button 2 
on your joystick to display menu options on player positions or routes.   
   
Note:  Making assignment changes to Route, Shift, or Man in Motion requires 
drawing on the blackboard (see Drawing Player Routes).   
   
Drawing Player Routes   
Most of the assignment options require selecting one of the displayed 
choices.   Route, Man in Motion and Shift require drawing on the 
blackboard.   
To draw new routes from the Man in Motion, Routes, and Shift options:   
1  Follow steps 1 and 2 under Changing Player Assignments, above.   
2  Use your arrow keys to select New Route, then press <Enter>.  A black 
cursor will appear over the player position.   
3  Use your arrow keys to move the cursor and draw new routes.   
4  Press <Enter> to complete a Shift, or to mark a turning point for a Man 
in Motion pattern or Route.   
5  Press <Enter> again to complete a Man in Motion pattern, or to mark 
another turning point for a Route.   
6  Press <Enter> twice to complete a Route.   
   
Mouse and joystick users:  Use your mouse or joystick to draw assignments, 
then click the left mouse button or press button 2 on your joystick to make 
turning points.   
   
Note:  Shift and Man in Motion route changes cannot extend beyond the line 
of scrimmage.  A Route change for receivers, tight ends and running backs 
can have up to eight turning points.   
   
Assignment Options   
Each player position has distinct assignments.  When you change an 
assignment, it will be reflected below the player position to the right in 
text.   
   
Offense/Defense   
Route   
This option determines the route each player runs during a play.  You must 
use Route to specify how every player, including interior linemen, moves 
after the center snap.  Not specifying routes for linemen risks having them 
move downfield on passes, resulting in an ineligible player downfield 
penalty.   
   
On offense, you use Route to layout pass patterns for receivers, rushing 
routes for running backs and the quarterback, and blocking schemes for 
linemen.  On defense, you use Route to create pass-rushing stunts, have a 
corner cover a wide receiver, or indicate the route a linebacker takes on a 
blitz.   
   
New Route   
This option lets you create new routes for your players (see Drawing Player 
Routes).   
   
Delete Route   
This deletes a player's route on the blackboard.   
   
Offense   
Block   
The Block option gives you control over your player's blocking schemes.  
You can use these options in conjunction with Route to move blockers.   
*  Block Left:  The player blocks to the left to make a hole for the 
running back to run though.   
*  Block Center:  The player blocks straight ahead to contain his opponent.   
*  Block Right:  The player blocks to the right to make a hole for the 
running back to run though.   
*  Pass Blocking:  The player stands up and takes a step backward to keep 
the opponent away from the quarterback.   
*  Power Drive:  The player drives his opponent back on short yardage 
situations.   
*  Run Block:  The player runs ahead of the ball carrier, ready to throw a 
block at nearby defenders.   
   
Lateral/Handoff   
This option gives you control of your quarterback's ability to lateral and 
handoff the ball.   
*  Lateral:  The quarterback will toss or throw the ball backward to a 
receiver.   
*  Fake Lateral:  The quarterback fakes a toss to fool the defense.   
*  Handoff:  The quarterback will handoff to the designated running back or 
receiver.   
*  Fake Handoff:  The quarterback fakes the handoff to fool the defense.   
   
Man in Motion   
This option puts a running back, wide receiver or tight end in motion 
before a play begins.   
*  New Route:  This lets you put a player in motion.    
*  Delete Route:  This deletes the route of a man in motion.   
   
Note:  On offense, a team can have only one offensive player in motion when 
the ball is snapped.   
   
Pass   
This option lets you control your quarterback and his passing game.  Here 
are the quarterback's passing options:   
*  Don't Pass:  The quarterback drops back as if to pass, but does not 
pass.   
*  Fake It:  The quarterback drops back and then runs.   
*  To Primary on Spot:  The quarterback throws the ball to the primary 
receiver.   
*  To First Open:  The quarterback passes the ball to the first open 
receiver.   
*  For Max Distance:  The quarterback throws the ball as far as he can.   
*  Down Ball:  The quarterback goes down on one knee after taking the 
center snap.  Use this call near the end of a half, or end of a game, when 
your team is ahead and you want to run out the clock.   
*  Spike Ball:  The quarterback throws the ball to the ground at his feet.  
Use this call near the end of a half, or end of a game, when your team is 
behind and you need to stop the clock without using a timeout.   
   
Receiver   
This option lets you specify the order in which the quarterback will look 
for receivers on a play.  The choices available are Primary Receiver, 
Secondary Receiver, Third Receiver, Fourth Receiver, Fifth Receiver and 
Don't Receive.  The Don't Receive option means the receiver will not be a 
choice for the quarterback.   
Receivers' routes are displayed in the following colors:  Primary - Purple, 
Secondary - Red, Third -  Blue, Fourth - Brown, Fifth - Green.   
   
Run   
This option determines how fast a player runs during a play.  Use this 
option to slow down men in motion or set delays.  The options are:   
*  3/4 Speed:  Slows the player down to 3/4 his normal speed.   
*  Full Speed:  Player runs at full speed.   
   
Shift   
This option lets you move players prior to the snap of the ball.  The 
options are:   
*  New Route:  Creates a new shift route for your players (see Drawing 
Player Routes).   
*  Delete Route:  Deletes a player shift from the blackboard.   
   
Note:  Your offense must have seven players on the line of scrimmage at the 
snap of the ball, or you will be penalized for illegal formation.   
   
Snap Ball To   
This option, available only with the offensive center, lets you determine 
to whom the center snaps the ball.  Normally, the center automatically 
snaps the ball to the quarterback.   
   
You can set up trick plays, such as fake punts, in which the center snaps 
the ball to a blocking back rather than the kicker.   
   
After selecting Snap Ball To, you'll see a prompt.  Use <right>, <left>, 
<up> and <down> arrow keys to move this prompt to the player to whom you 
want the center to snap the ball, then press <Enter>.  Note that you can 
move the prompt only within certain areas of the backfield.   
   
Swap   
This option allows you to use "situation substitution"Ä that is, substitute 
extra blocking tight ends for running backs in short yardage plays or extra 
wide receivers for a fullback in last-gasp efforts to score on a long pass.   
You can swap players at four offensive positions:   
*  Wide Receivers (for a tight end, running back or fullback)   
*  Tight Ends (for a running back, wide receiver or fullback)   
*  Fullbacks (for a wide receiver, tight end or running back   
*  Running Backs (for a wide receiver, tight end or fullback)   
   
Wait For   
This option lets you specify how many seconds a player waits after the ball 
is snapped before he starts running or blocking.  Use this option to set up 
delayed blocks, often known as traps, or a draw play in which a running 
back waits several seconds before taking a handoff and hitting his "hole."  
You can set the delay from 1 to 8 seconds.   
   
Defense   
Blitz   
The defender charges straight ahead at the quarterback immediately after 
the center snap.  You can use Blitz in conjunction with Route to vary the 
route the blitzing defender takes.   
   
Gap Control   
A defensive player covers the gaps at the line of scrimmage to stop the 
run.   
   
Man to Man   
A linebacker, cornerback, or safety defends against a wide receiver or 
running back on a one-on-one basis.    
   
Pass Rush   
The defensive lineman rushes toward the quarterback.   
   
Read Play   
The linebackers react to the offense, chasing the ball carrier.   
   
Run Rush   
The defensive lineman rushes to stop the run.   
   
Zone   
A linebacker, cornerback, or safety covers a specific area of the field, 
converging on a receiver only after the ball has been thrown.   
   
Playbooks    
The Playbooks option gives you tools to assemble playbooks that will give 
you an edge in Unnecessary Roughness games.  For example, you can develop 
an aggressive, pass-oriented offensive playbook or a blitz-dominated 
defensive playbook.   
You can use the Playbooks option to load and save playbooks, import plays 
into a playbook and develop strategies that determine the exact situations 
in which a computer-coached team should call plays.   
Select Playbooks from the Construction Menu to display the Playbook screen.  
Each playbook has six pages and you can place up to six plays on a page.    
   
The Playbooks toolbar offers five options:  Offense, Defense, OOPS!, 
Display and Quit.   
   
Offense/Defense   
The options available from the Offense and Defense toolbars are Load 
Playbook, Save, Save As, Rename and New.  For details on Load, Save, Save 
As and Rename, see Options Common to All Toolbar Menus.   
*  New:  This option allows you to clear a playbook so you can create 
another one.  If you attempt to clear an unsaved playbook, you will be 
prompted to save your changes.   
   
Oops   
Allows you to Undo or Redo changes made to a playbook.   
   
Display   
This option lets you change how the information in a playbook is displayed.  
You can, for example, display plays as illustrations or names.  Display 
also lets you import plays into a new or existing playbook.    
    
The options available in the Display Menu are divided into two sections.  
The top section contains Footnotes and the bottom contains View 6, Import 
and Strategy.  You can select only one option at a time from the bottom 
section.  A checkmark indicates which option is selected.   
*  Footnotes:  This option lets you change the text displayed at the bottom 
of each playbook page.  Use this option to organize and label pages 
according to the type of plays you have grouped together.   
  When you create a new playbook, the footnotes appear as page numbers.  If 
you have loaded an existing Unnecessary Roughness playbook, pre-assigned 
footnotes will be displayed.   
   
  To change a footnote's text:   
  1  Select Footnotes from the Display option.   
  2  Use your <right> arrow key to access the footnotes, then use your<up> 
and <down> arrow keys to highlight the text you want to change.   
  3  Press <Enter> to select and view the Change Footnote option.   
  4  Type in the new name, then press <Enter> or select OK.   
  Use <Backspace> to fix mistakes.  Press <Esc> or select Cancel to leave a 
footnote unchanged.    
   
*  View 6:  Select View 6 from the Display option to view diagrams of each 
play in your playbook.  You cannot modify plays with this option.  To turn 
the pages, use your arrow keys to highlight the black arrow at the bottom, 
then press <Enter>.    
   
*  Import:  Use the Import option to add or remove plays from your 
playbook.  Select Import from the Display option; the left side of the 
Import screen displays an empty playbook.  When you load an Offensive or 
Defensive playbook, the names of all the plays and their categories will 
appear.  The right side includes a directory of plays.  You can use the 
plays in the directory to design new playbooks.  If you have designed and 
saved a play using the Plays option (see Plays), it will appear in the 
directory.   
   
  To import plays into a new offensive or defensive playbook:   
  1  Select New from the Offensive or Defense Menu.   
  2  Press <Tab> twice to access the directory.   
  3  Use your <up> or <down> arrow keys to highlight the play you want, 
then press <Enter>.  A diagram of the play will appear above the directory.   
  4  Use your <up>, <down>, <left> or <right> arrow keys to move the play 
to the page of your choice, then press <Enter>.   
  5  Repeat the process to fill the playbook.   
   
Select Save or Save As to name and save your playbook (see Save).   
  To move plays on a loaded offensive or defensive playbook:   
  1  Use your <up>, <down>, <left> or <right> arrow keys to highlight a 
play you want to move, then press <Enter>.  A discard option will appear in 
the lower left portion of the page.   
  2  Use your <up>, <down>, <left> or <right> arrow keys to move the play 
to a new location or over the green Discard option.   
  3  Press <Enter> to place or discard the play.   
  4  Repeat the process to make multiple changes.   
   
Note:  When you move a play to a slot occupied by another play, the 
replaced play is overwritten.  If you still want to use the overwritten 
play, it can be retrieved from the directory.   
   
*  Strategies:  The Strategy option gives you a measure of control over the 
kinds of plays the computer calls during computer-coached games.  With 
Strategy, you tell the computer when and under what conditions it should 
use its plays (see Strategy Options).   
   
  To set a strategy for computer plays:   
  1  Select Load Playbooks from the Offense or Defense Menu to load   a set 
of plays onto the playbook.   
  2  Select Strategy from the display option to display the gray strategy 
section on the playbook's right page.   
  3  Use your <up>, <down>, <left> or <right> arrow keys to highlight the 
play you want, then press <Enter> twice.  The play will appear above the 
strategy section.   
  4  Press <Tab> repeatedly to access the strategy section.   
  5  Use your <up>, <down>, <left> or <right> arrow keys to move through 
the strategy options (see Strategy Options).   
  6  Highlight boxes and press <Enter> to place or remove an X.    
  7  Highlight numbers and a cursor will appear.  Type in new numbers to 
make changes.   
  8  Press <Tab> repeatedly to return to the plays page, then repeat steps 
3 through 7 to set strategies for other plays.   
   
Strategy Options:   
*  Quarters:  This lets you specify which quarter Ä first, second, third 
and/or fourth Ä the computer calls a play.  For instance, you can use this 
option to limit a "hail mary" pass to the fourth quarter, when the computer 
desperately needs a touchdown.  
 
*  Downs:  This lets you specify which downs Ä first, second, third or 
fourth Ä the computer calls a play.  For instance, you can use this option 
to limit punts to fourth down or post patterns to first down. 

*  Yards to Go:  This lets you specify a range of yards from the line of 
scrimmage to a distance you choose.  For example, you could use this 
selection to limit the computer from attempting a quarterback sneak in long 
yardage situations.  
 
*  Yards To Goal:  This lets you specify a range of yards from the line of 
scrimmage to the goal line that the computer calls a play.  For in-stance, 
you can use this option to restrict the computer to attempting field goals 
from no more than 40 yards from the goal line.  
 
*  Score Lead:  This allows you to determine how far ahead (positive 
numbers) or behind (negative numbers) your team can be before the computer 
calls a play.  For instance, you can use this option to restrict the 
computer to calling an on-side kick only when your team is six points or 
less behind.  For example, if you want a play to be used if your team is 
only one touchdown behind, you would set Score Lead to -7 to 0.  A Score 
Lead of -99 to 99 would allow a play to be used no matter what the score 
is. 
  
*  Game Clock:  This allows you to determine blocks of time during each 
quarter when the computer calls a play.  For instance, you can use this 
option to restrict the computer to calling an on-side kick only in the last 
two minutes of the game.  
 
*  Priority Weighting:  This value (0 - 99) lets the computer select a 
strategy for a play based upon the priority number you give it.  (For 
example, if one strategy is given a large value, while the other strategies 
are valued lower, the higher valued strategy is given priority.  
 
*  Delete:  Select Delete to cancel any changes you have made.  You can 
then start over.   

*  Add Strategy Block:  Select this option to add additional strategies to 
a play.  You can add an unlimited number of strategies to each play.  
 
*  Lock:  When you have finished giving strategies for a play, place an "X" 
in the lock box to lock your changes.  If the play is changed, the strategy 
will remain intact.   
   
CHAPTER 5 - PRACTICE FIELD GOALS   
A strong kicking game can make the difference in a close game.  If you 
can't make it into the end zone for a touchdown, a field goal is the next 
best thing.  Unnecessary Roughness' Practice Field Goals option lets you 
practice field goals so you can master the technique.   
   
To begin, select Practice Field Goals from the Main Menu.  The Practice 
Menu will appear.  Press <Enter> and the Practice Options Clipboard will 
appear with the following options: Pick Home Team, Edit Team, Controls, 
Wind, Field Details, Game Speed, Stadium, and Stadium Crowds (see Single 
Game).  When you have finished selecting options, select OK to go to the 
practice screen.  Select Cancel to return to the Main Menu.   
   
Kicking Field Goals   
The key to a successful field goal in Unnecessary Roughness is learning how 
to use the Power Bar.  The Power Bar runs vertically on the left side of 
the screen and has two zones:   
Distance Zone:  The green area represents the total distance of your kick.   
Yards:  Distance in yards of the kick.   
Directional Zone:  This determines the direction of your kick.  It consists 
of a left and right arrow with a dash between (lower left portion of the 
Power Bar).   
   
To kick the ball:   
1  Press <Spacebar>.  The green distance zone will gradually turn red.  As 
it rises, the distance your kick will travel increases.   
2  When the red has completely covered the green, press <Spacebar> again.  
The Power Bar will remain red and a smaller blue line will descend toward 
the Directional Zone.   
3  When the blue line enters the Directional Zone, press <Spacebar> a final 
time to direct your kick right, left or straight:  
 
*  To kick right:  Press <Spacebar> when the blue line reaches the bottom 
half of the Directional Zone.  The closer to the right arrow, the farther 
right the kick will go.  
 
*  To kick left:  Press <Spacebar> while the blue line is in the top  half 
of the Directional Zone.  The closer to the left arrow, the farther  left 
the kick will go. 
  
*  To kick straight:  Press <Spacebar> when the red reaches the dash in the 
middle of the Directional Zone.   
   
Note:  You cannot engage your kick when the blue line is above the left 
arrow of the Directional Zone.   
   
The Wind Indicator   
The Wind Indicator is located above the Power Bar.  The fluttering American 
flag indicates the direction and strength of the wind.  When you press the 
<Spacebar> to start the kicking sequence, the flag will freeze showing the 
direction of the wind at the time of the kick.  Use the Directional Zone of 
the Power Bar to compensate for the wind''s direction.  For example, if the 
flag is blowing hard to the right, you'll need to engage your kick closer 
to the left directional arrow to fight the wind.   
   
Field Goal Distance   
The distance to the goal post is located below the Power Bar.  The distance 
can be changed within a range of 19 to 52 yards, and your position on the 
field can be moved to any point between the hash marks.  To move your field 
goal distance and position on the field: 
  
*  Using your keypad or keyboard:  Press W, X, <up> or <down> arrow key to 
change the field goal distance.  Press A, D, <left> or <right> arrow key to 
move between the hash marks. 
  
*  Using your joystick:  Move your joystick up or down to change the field 
goal distance.  Move your joystick left or right to move between the hash 
marks.   
   
Note:  Mouse users must use the keyboard to move the field goal distance 
and position.   
   
As you move closer to, or further from, the goal post, the size of the 
green Distance Zone adjusts to reflect the distance displayed below the 
Power Bar.  To kick accurate field goals, press <Spacebar> when the red 
completely covers the green Distance Zone.  If the red enters the black 
area above the Distance Zone, your kicker will over-kick the ball.  The 
further the red moves into the black area, the less accurate your kick will 
be.   
   
Note:  The process for kicking field goals is the same for a PAT(point 
after touchdown), but you cannot adjust the field goal's distance during a 
Single or Season game.   
   
CHAPTER 6 - Troubleshooting & DOS Help   
   
Be sure to read Getting Started Section. If you have any questions about 
Unnecessary Roughness that you can't find answers to in the manual, our 
Customer Service Technicians can help (see Customer Service Section).  
Please read the following sections before calling us. It might solve your 
problem and save you from having to call Tech Support unnecessarily.   
   
Memory and Loading Problems   
If you're having trouble getting Unnecessary Roughness to work properly, 
you'll need to figure out which programs loading in your AUTOEXEC.BAT or 
CONFIG.SYS files are conflicting with the game.   
An easy way to get around DOS and memory conflicts (loading problems, no 
sound, erratic game play, etc.) is to boot your computer with a DOS system 
diskette.  We call this procedure Booting Clean.  Depending upon which 
version of DOS you have, we suggest two methods for Booting Clean. To find 
out which version DOS you have, at the DOS prompt, type VER and press 
<Enter>.   


Please use the following steps if you are having problems getting 
UNNECESSARY ROUGHNESS to play from the CD-ROM.  

BOOTING CLEAN -- USING DOS 5.0

You will need a floppy disk that will fit into your A: drive; this procedure 
will only work in drive A.  Insert the floppy disk into your A: drive and 
type "FORMAT A:\S". This will erase all data on the diskette so use one that 
is new or no longer needed.

When the disk has finished formating change to your A: drive.  Type the 
following lines at the A prompt:

    COPY CON CONFIG.SYS <PRESS ENTER>

    DOS=HIGH <PRESS ENTER>
    DEVICE=C:\DOS\HIMEM.SYS <PRESS ENTER>
    *Your cd-rom driver.  You can find this command line in your config.sys 
     on the c: drive.  These command lines often look similar to this:
    "DEVICEHIGH=C:\SB16\DRV\SBCD.SYS /D:MSCD001 /P:220" <ENTER>

Next hold down the CONTROL KEY <CTRL> and Z, and then press <ENTER>. You 
should see the message "1 FILE COPIED". If the message does not appear 
please follow these instructions again.  REMEMBER, ONLY USE THESE 
INSTRUCTIONS ON THE A: DRIVE!

Next type these lines at the A: prompt:

    COPY CON AUTOEXEC.BAT

    PROMPT $P$G <ENTER>
    *All sound card lines.  You can find these command lines in your 
     autoexec.bat on the c: drive.  They often look similar to this:
    "SET BLASTER=A220 I5 D1 H5 P330 T6"
    "SET SOUND=C:\SB16"
    "C:\SB16\SB16SET /M:220 /VOC:220 /CD:220 /MIDI:220 /LINE:220 /TREBLE:0"
    "C:\SB16\SBCONFIG.EXE /S"
    "LH C:\SB16\DRV\MSCDEX.EXE /D:MSCD001 /V /M:15"
    Please note this is how these lines MAY look. If you have a Pro Audio 16 
    or other sound card these lines will be different.


Now hold down the CONTROL KEY <CTRL> and Z, then press <ENTER>. You
should see the message "1 FILE COPIED". If the message does not appear 
please follow these instructions again.  REMEMBER, ONLY USE THESE 
INSTRUCTIONS ON THE A: DRIVE!

You have just created a clean boot disk.  In order for the disk to take
effect you must reboot your computer with this disk in the A: drive.


BOOTING CLEAN -- USING DOS 6.0 OR 6.2:

     Reboot your computer.

     When you see the message "STARTING MS-DOS" hit the <F8> key at the top 
     of your keyboard.

     You will see the message "DOS WILL PROMPT YOU CONFIRM EACH CONFIG.SYS
     COMMAND". Say yes to only the following:

     DOS=HIGH
     DEVICE=C:\DOS\HIMEM.SYS
     *Your cd-rom driver. This will often look similar to the following:
      "DEVICEHIGH=C:\SB16\DRV\SBCD.SYS /D:MSCD001 /P:220"

     Say no to the rest of your lines. You will then be asked if you want to
     process your AUTOEXEC.BAT.  Say yes to this line.  If you have DOS 6.2
     you will need to say yes to all of the lines in your AUTOEXEC.BAT.

     * NOTE : THE CD-ROM VERSION OF UNNECESSARY ROUGHNESS WILL ONLY PLAY
	      OFF THE CD.  YOU WILL NOT BE ABLE TO INSTALL THIS GAME ONTO
	      YOUR HARD DRIVE.


If You Have A Supported Soundcard, But Get No Sound   
Please refer to the Configuration section and make sure your settings are 
correct.  We recommend the soundcard parameters: Address 220h, IRQ 7 and 
DMA Channel 1.   
   
Customer Service (408) 296-8400  FAX (408) 246-0231 
Customer Service Technicians are available between the hours of 8 A.M. and 
5 P. M. (Pacific Standard Time). They will be glad to help you with your 
game and answer questions about our products. When calling, please be at 
your computer and try to have as much of the following information as 
possible: Your computer's brand and model (386, 486, Pentium), your total 
memory (RAM), the brand of your graphics card (Orchid, Paradise, Oak, 
Tseng, ATI, etc.), and any other peripherals such as hard drives, 
printers, CD ROM drives and soundcards. The contents of your AUTOEXEC.BAT 
and CONFIG.SYS files helps us too!   
   
If You Have a Modem   
1  CompuServe:  Type GO GAMPUB and leave a message for Accolade 76004,2132.   
2  Prodigy:  If you're a member you can ask questions and leave messages 
for us here, too!   
3  Accolade Bulletin Board:  Log on 24 hours a day to get hints for our 
adventure games, download golf courses or leave questions for our technical 
staff.   
    (408) 296-8800 for 300, 1200, 2400  and 9600 baud rates.   
    (408) 296-8810 for 9600 and 14.4 baud rates.   
    Settings for all baud rates are: 8 Data; No Parity; and 1 Stop Bit.   
   
90-Day Warranty   
After the 90-day period, defective media may be replaced in the United 
States for $10 (U.S. dollars; plus 8.25% sales tax if the purchaser resides 
in California). Make checks payable to Accolade, Inc. and return to 
Accolade, Inc., Customer Service, 5300 Stevens Creek Blvd., San Jose, CA 
95129. (To speed up processing, return only your diskettes. Please do not 
return manuals or game boxes.)   
   
License Agreement    
This software and user manual are c1993 by Accolade, Inc.  All rights 
reserved.  NFLPA is a trademark of the National Football League Players 
Association and is used, under license, by Accolade, Inc.  Logo and name 
cNFLPA 1993.  Unnecessary Roughness is a trademark of Accolade, Inc. and is 
officially licensed by the National Football League Players Association.  
All other trademarks and registered trademarks are properties of their 
respective owners.   
This computer software product (the Software) and user manual are provided 
to the Customer under license from Accolade, Inc. and are subject to the 
following terms and conditions, to which the Customer agrees by opening the 
package of the Software, user manual and/ or using the Software:  Granting 
of this license does not transfer any right, title or interest in the 
Software, or user manual to the Customer except as expressly set forth in 
this License Agreement.  The Software and user manual may not be duplicated 
or copied for any reason.  The Customer may not transfer or resell the 
Software or user manual.   
The remedies provided above are the Customer's sole and exclusive remedies.  
In no event shall Accolade, Inc. be liable for any direct, indirect, 
special, incidental or consequential damages with respect to the Software 
or the user manual.  Except as provided above, Accolade, Inc. makes no 
warranties, either expressed or implied, with respect to the Software or 
user manual, and expressly disclaims all implied warranties, including, 
without limitation, the warranty of merchantability and of fitness for a 
particular purpose.   
   
CREDITS   
Game Design & Programming:  Mean Gene   
Graphics &Animation:  Bob Busick, Jon Xu, Gene Smith   
Music:  Rick Rhodes, Dominic Messenger   
Sound:  Rudy Helm, Rob Atesalp, Richard Kelly, Joe Peter   
Game Announcer:  Al Michaels   
Testers:  Don Felice, Matt McKnight, Stephen Perez, Slade Anderson, Mark 
Jensen,   Dan Evans, Richard Kelly, Susan Michele, Danny Pisano   
Manual Writing:  Jim Carr   
Manual Editing:  Shirley Sellers, Mark Jensen, Jon Mongelluzzo   
Product Marketing Manager:  Dan Jeung   
Executive Producer:  Pam Levins   
Producer  Danny Pisano   
   
   
