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- .-÷e÷\_____|--\/-----\/---\______/--\/--\/-.
- aRCHEr mACLeANS pOOL MaNUaL bY sHARd/N&B
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- . · CRaZY GaNG
- . +--------------------------------+
-
-
- ARCHER MACLEANS POOL
- ==================== TYPED BY SHARD - N&B
-
-
- WELCOME!
- --------
- Welcome to Archer Maclean's Pool (Pool): pool-hall Virtual Reality in your
- home. This manual has been produced to ensure that you get the very best
- out of this premium product. If you should find either the program or the
- documentation unsatisfactory in any way, do not hesitate to drop us a line
- detailing in full the reasons for your dissatisfaction. Opinions and
- complaints should be sent to The Project Manager Archer Maclean`s Pool,
- Virgin Games Ltd, 338A Ladbroke Grove, London W10 5AH.
-
- CONTENTS
- --------
- Pack Contents
- Equipment Requirements
- Loading Archer Macleans Pool
- Loading Problems
- The Title Sequence
- Copy Protection
- If You Have Played Jimmy Whites Whirlwind Snooker
- The Options
- Playing Archer Macleans Pool
- Using The Mouse: Icon Controls
- Using The Mouse: On The Table
- Using The Keyboard
- Appendix One: Pool Rules
- Appendix Two: Understanding Spin and Swerve
- Appendix Three: Preparing a Game
- Appendix Four: Advice
- Appendix Five: Archer Maclean - A Life
-
- PACK CONTENTS
- -------------
- Accompanying this manual inside this pack you should find a Pool program
- diskette. If you do not wish to use the program disk for the storage and
- retrieval of scores and games we advise that it is "write-protected" by
- ensuring the black plastic tab in the corner of the disk is moved "up" so a
- "hole" is created.
-
- EQUIPMENT REQUIREMENTS
- ----------------------
-
- AMIGA
- Runs in 512k RAM
- Compatible With: A500, A500+, A600, A1000, A2000, B2000, A2500, A3000
-
- ATARI ST
- Runs in 512k RAM
- Compatible With: 520ST, 520STe, 1040ST, 1040STe, Mega ST
-
- NOTE
- If a mouse is to be used to play Pool, ensure that it's plugged into its
- usual hole, ie the port marked "1 JOYSTlCK" (Amiga) or "0" (Atari ST).
-
- LOADING ARCHER MACLEAN`S POOL
- -----------------------------
-
- AMIGA & ATARI ST
- If your computer is turned on, turn it off. Wait for at least 30 seconds
- before turning on your computer again. This will remove any virus which
- may be present and so minimise the risk of infecting and possibly
- destroying your Pool disk.
-
- Insert the Pool disk into the computer's internal disk drive.
-
- The program will load and run automatically.
-
- Please note that Pool cannot be installed on a compatible hard disk drive.
-
- LOADING PROBLEMS
- ----------------
- In the unlikely event that Pool fails to load, turn off your computer and
- remove any extraneous external peripherals such as printers (leave the
- monitor or television connected) before repeating the loading procedure.
- If Pool still refuses to load then pop the faulty disk (not the packaging)
- into a suitably sized jiffy bag or padded envelope along with your name and
- address. To aid the trouble shooting depart ment, please provide in as
- much detail as possible your equipment configuration (not forgetting any
- RAM expansion devices). Send the package to: ARCHER MACLEAN`S POOL
- REPLACEMENTS, Virgin Games Ltd, 338A Ladbroke Grove, London W10 5AH.
- Virgin Games Ltd will endeavour to replace the faulty disk within 28 days
- of its receipt.
-
- THE TITLE SEQUENCE
- ------------------
- When you see the animated title sequence you will know Pool has loaded
- successfully. The program disk is no longer needed so you can remove it
- from the computers internal drive. If you wish, you can replace the
- program disk with a formatted disk for saving and loading games and scores
- (see APPENDIX THREE: PREPARING A GAME STORAGE DISK)
-
- To pass the title sequence at any time press a mouse button or any key
- other than "Ctrl", "Caps Lock", "SHIFT", "Alt" or "A".
-
- If the title sequence is shown for approximately two minutes, it will stop.
- The program will then enter a short computer-controlled demonstration mode
- which serves to show a complete game of pool using a set of rules chosen at
- random from the three available. Simply press the "Esc" key or a mouse
- button to quit this demonstration and return to the title sequence.
-
- COPY PROTECTION
- ---------------
- When you first stop the title sequence in its tracks you will be asked to
- enter a four-digit number from the Data Protection Pool Table (haheho)
- provided. Use the keyboard to type the number. If you make a mistake,
- press the "BACKSPACE" key to remove the right most number shown. Press the
- "RETURN" key to register the number.
-
- If an incorrect number is entered you are given two furthur chances to get
- it right. If three incorrect numbers are entered you cannot play Pool and
- must reload from scratch.
-
- If the correct number is entered you will be presented with the GAME
- CONTROL window from which Options are selected and play begins.
-
- IF YOU HAVE PLAYED JIMMY WHITE'S WHIRLWIND SNOOKER
- --------------------------------------------------
- You will immediately feel right at home with Pool and need little
- introduction to it. You are however advised to read THE GAME CONTROL
- WINDOW section and to study APPENDIX ONE: POOL RULES.
-
- THE OPTIONS
- -----------
- The many Options in pool are displayed in panels or "windows". When some
- Options are selected, a new window is "opened" on top of the previous one.
-
- SELECTING AN OPTION
- -------------------
- Options are selected with the mouse or the keyboard. To show which Option
- is to be selected, it is highlighted
-
- USING THE MOUSE
- ---------------
- The mouse is used to move a Mouse Pointer and select Options. Move the
- Mouse Pointer so its tip touches the desired option.
-
- Press the left - hand mouse button to highlight the Option in question.
-
- Press the right hand mouse button to select the highlighted Option.
-
- USING THE KEYBOARD
- ------------------
- Press the "UP ARROW" ("CURSOR") key or "DOWN ARROW" ("CURSOR") key to move
- the highlight up or down.
-
- Press the "RETURN" key to select the highlighted option.
-
- CANCEL
- ------
- Maybe you selected the wrongOption or perhaps you changed your mind, you
- fickle thing. Either way, select "CANCEL" when its available to remove or
- "close" the current window and return to the previous Option window and
- game state.
-
- To cut corners you can press the "Esc" key to return to the GAME CONTROL
- window from any of its associated Option windows.
-
- PLEASE NOTE
- If no key is pressed and the mouse is not moved in any way for
- approximately one minute when not in play, the title sequence will be
- replayed. The balls will be reracked, as seen on the table layout below
- the GAME CONTROL window which shows the current state of play.
-
- THE GAME
- --------
-
- CONTROL WINDOW
-
- SELECT TYPE OF POOL
- -------------------
- There are three sets of rules on offer: 8 BALL UK COIN OP TABLE RULES, 8
- BALL USA BAR TABLE RULES, and 9 BALL USA TOURNAMENT RULES. See APPENDIX
- ONE: POOL RULES for further details. Note that selecting a new set of
- pool rules will reset the table layout shown below the GAME CONTROL window.
-
- CHOOSE TYPE OF GAME
- -------------------
- There are six types on offer (Fig 6).
-
- TWO PLAYER PRACTICE
- -------------------
- Play a single game for laughs against a human opponent.
-
- You can UNDO the last shot played. You can use the computer to determine
- the best possible shot. You cannot save the game to disk for later use.
-
- START ONE PLAYER GAME
- ---------------------
- Play a single game for real against one of 20 computer controlled
- opponents.
-
- You cannot UNDO the last shot played. You cannot use the computer to
- determine the best possible shot. You can save the game to disk for later
- use.
-
- ENTER NAME 1
- ------------
- Before you can do anything else you must register your name - well,
- anyone`s so long as it's someone`s. You can use a maximum of 8 of the 26
- letters of the alphabet only.
-
- Use the "BACKSPACE" key to remove the right most letter shown. If you
- attempt to begin play without registering your name the highlight will
- return to the ENTER NAME 1 prompt and you will have to enter something.
- The name is considered registered when the "RETURN" key is pressed.
-
- Note that with a registered name highlighted, pressing the right hand mouse
- button or the "RETURN" key will clear it so you can enter another.
-
- SELECT YOUR OPPONENT
- --------------------
- When this is selected you will be presented with a choice of the names of
- 20 computer-controlled opponents of differing abilities. Some are fat,
- ugly, smelly and need glasses, while others look like Mel Gibson and eat
- their carrots. Take your pick.
-
- OK - START PLAYING
- ------------------
- With an opponent chosen a "coin" is "tossed" to determine who will break.
- If the outcome is to your liking, select the "OK START PLAYING" Option to
- begin play. Otherwise, select the "CANCEL" Option and start the selection
- from scratch, you sad person, and the outcome of the "toss" may eventually
- be to your liking.
-
- START TWO PLAYER GAME
- ---------------------
- Play a single game for real against a human opponent.
-
- This Option is almost identical to START ONE PLAYER GAME except the human
- opponents name must be entered (it can be the same as PLAYER 1`s). If
- PLAYER 1 has entered a name previously then it is retained. The procedure
- for entering a new name is the same as detailed in START ONE PLAYER GAME.
- When both names have been entered they will be retained for use with other
- Options until you change the names.
-
- SETUP ONE PLAYER MATCH
- ----------------------
- Play a series of games for real against one of the 20 computer-controlled
- opponents. This Option is almost identical to SETUP ONE PLAYER GAME except
- you get to decide how many games will be in the match before a
- computer-controlled opponent is chosen.
-
- SET GAMES IN MATCH
- ------------------
- When this is selected you are given a choice of playing the best of 3, 5, 7
- or 9 games, ie, the first pleyer to win 2, 3, 4 or 5 games wins the match.
-
- SETUP TWO PLAYER MATCH
- ----------------------
- Play a series of games for real against a human opponent. This Option is
- almost identical to SETUP ONE PLAYER MATCH except the human opponent's name
- must be entered as it is in SETUP TWO PLAYER GAME.
-
- SETUP MULTIPLAYER TOURNAMENT
- ----------------------------
- Eight players (human or computer-controlled) take part in a knockout
- tournament. Your first choice is how many human players and computer
- opponents will take part in the tournament. The computer will choose its
- own opponents (from the 20 available) when necessary. Note that mostly
- medium level players will be chosen to avoid unfair selections.
-
- With the number of human players and computer-controlled opponents chosen,
- the names of all the human players taking part must be entered.
-
- VIEW TOURNAMENT LADDER
- ----------------------
- This Option shows the names of all the human players and computer opponents
- taking part in the tournament. They will be randomly sorted against each
- other in pairs to play the first four games. The winner of each game goes
- through to the semi finals.
-
- EDIT 8 BALL RULES
- -----------------
- A simple editor which allows you to change three minor aspects of the rules
- associated with UK and USA 8 ball pool. Before using this Option it's
- advisable to understand the rules of the UK and USA 8 ball pool, See
- APPENDIX ONE: POOL RULES.
-
- SETUP TRICK SHOT
- ----------------
- Arrange the balls to set up specific situations, trick shots or solve
- problems. This Option also doubles up as a handy single-player practice
- mode.
-
- You can UNDO the last shot played. You can use the computer to determine
- the best possible shot. You can save the trick shot to disk for later use.
-
- START TRICK SHOT EDITOR
- -----------------------
- All the Functions available in the TWO PLAYER PRACTICE Option or a real
- game are available here. It's advisable that you understand how Pool plays
- before you read this section.
-
- You will notice that the CONTROL PANEL is slightly different. It sports a
- few new Functions. The biggest difference between the trick shot editor
- and the other Options is that the balls can be arranged on the table at
- your leisure. It shouldn't come as any great surprise to learn that a ball
- cannot be placed on top of another ball. Balls cannot be placed outside
- the table, on its cushions or in its pockets.
-
- THE TRICK SHOT CONTROL PANEL
- ----------------------------
- There are two different versions: one for the 8 ball rules and one for the
- 9 ball rules (see APPENDIX ONE: POOL RULES). The Functions are the same.
- What's different is the number of balls available to be placed on the
- table.
-
- CLR
- ---
- Press the left-hand mouse button to clear the table of every ball except
- the cue ball.
-
- Press the right-hand mouse button to rerack the balls.
-
- UNDO
- ----
- Press the left-hand mouse button to reset the table to the layout seen
- prior to playing a shot or using the CLR Function. Note that if you return
- to the GAME CONTROL window from the Trick Shot Editor, the computer will
- UNDO the previous shot or use of the CLR Function.
-
- PLACING BALLS ON THE TABLE
- --------------------------
- Balls are placed one by one on the table in one of two different ways: in
- a circle around the Main Camera's focus point or in a straight line ahead
- of it. The letters show the order in which the balls are placed. This
- defaults to "A" if the table and thus the focus point is moved. Use the
- Mouse Pointer to touch the desired ball in the Control Panel.
-
- Press the left hand mouse button to place the ball in question around the
- Main Camera's focus point as part of a circular arrangement. Press the
- right-hand mouse button to place the ball in question ahead of the Main
- Camera's focus point as part of a straight line.
-
- Note that you can only place available balls on the table. There can never
- be more balls on the table than the rules allow (see APPENDIX ONE: POOL
- RULES).
-
- MOVING BALLS
- ------------
- Use the mouse to touch the Mouse Pointer on the ball to be moved. Press
- the left hand mouse button to focus the Main Camera on the ball (pressing
- the right hand button has the same effect but it also lines up the centre
- of the ball in question with the centre of the cue ball). Press and hold
- the left hand mouse button. The Mouse Pointer will change to show the ball
- has been "grabbed". Now moving the mouse will move the ball.
-
- REMOVING BALLS
- --------------
- "Grab" a ball then, with the left hand mouse button still held down, press
- the "DEL" key to remove the ball from the table.
-
- PLEASE NOTE
- If no key is pressed and the mouse is not moved in any way for
- approximately four minutes while in Trick Shot Mode, the program returns to
- the GAME CONTROL window. This only happens in Trick Shot Mode.
-
- ENTER DEMO MODE
- ---------------
- Watch two computer-controlled opponents battle it out to see how it's done.
- Press the "Esc" key during the demonstration to return to the GAME CONTROL
- window. Note that while the cue is in motion the "Esc" key has no
- immediate effect. A demonstration game cannot be saved to disk.
-
- BEGIN DEMO GAME FROM THE START
- ------------------------------
- A complete game unfolds before your very eyes.
-
- START DEMO GAME FROM CURRENT LAYOUT
- -----------------------------------
- See play begin from the table layout shown below the GAME CONTROL window.
- Now you can discover how the game previously in play unfolds in the hands
- of computer-control led professionals. This Option can also be used in
- conjunc tion with saved games to see how the computer would handle them
- (and certain trick shots can be solved, too). Load the saved game then
- quit to the GAME CONTROL window. Now select the ENTER DEMO MODE Option and
- choose to begin play from the current layout.
-
- DISK FEATURES
- -------------
- Save to and load from disk trick shots and games.
-
- SAVE CURRENT GAME
- -----------------
- From here you can save the table layout shown below the GAME CONTROL
- window. When this Option is selected you will be presented with a choice
- of 15 "slots" to which games can be saved on the disk in the computer`s
- internal disk drive. Selecting "CANCEL" returns you to the GAME CON TROL
- window. Select a slot, be it empty (a line of 27 dots) or an existing
- named saved game to be overwritten. The slot will be highlighted. Now use
- the keyboard to enter a title, up to 27 characters in length, for the saved
- game. Unlike the player names, saved games can include spaces, numbers,
- full stops and dashes. Press the "BACKSPACE" key to delete the right-most
- character shown. Press the "RETURN" key to enter the name and save the
- game to the disk in the computer`s internal drive. When the game is saved,
- the GAME CONTROL window will be presented. Remember press the "Esc" key or
- select the GAME CONTROL Icon during play to return to the GAME CONTROL
- window from where the saving process can begin.
-
- LOAD A TRICK SHOT
- -----------------
- Selecting this Option calls up 15 trick shot save slots on the disk.
- (Remember: slots with no title are empty.) To load the saved trick shot of
- your choice, simply select it. Once the saved trick shot has loaded, the
- GAME CONTROL window is presented with the table layout shown below. You
- can now return to the table. Don't worry if you can't remember the
- contents of a saved game - the table layout of a highlighted slot is shown
- at the bottom of the screen. Press and hold the left-hand mouse button or
- the "RETURN" key and move the highlight up and down to view all the
- available saved games.
-
- LOAD A SINGLE GAME
- ------------------
- Almost identical to LOAD TRICK SHOT except single one or two player games
- are loaded. One and Two Player Games are denoted by 1PG and 2PG
- respectively.
-
- LOAD A MATCH GAME
- -----------------
- Almost identical to LOAD TRICK SHOT except one or two player match games
- are loaded. One and two player match games are denoted by 1PM and 2PM
- respectively.
-
- LOAD A TOURNAMENT
- -----------------
- Almost identical to LOAD TRICK SHOT except tournament situations and
- ladders are loaded instead. Select a slot with a tap of the left-hand
- mouse button to view the table layout in use. Press and hold the left-hand
- mouse button for a little over a second and the toumament ladder will be
- shown on top of the table arrangement.
-
- VIEW BEST 8 BALL RANKING
- ------------------------
- See the 15 best Rankometer scores from a One or Two Player Game.
-
- VIEW BEST 9 BALL TIMES
- ----------------------
- See the 15 fastest times to win a One or Two Player Game.
-
- VIEW BEST MATCH RESULTS
- -----------------------
- See the 15 best performances in Match situations, from 5-0 down to 2-1.
-
- VIEW TOURNAMENT CHAMPIONS
- -------------------------
- See the number of tournaments won by the 15 top names. Every win by a name
- is added to its total - unless a name wins a tournament for the first time
- when it will be added to the list above any names of winners of a single
- toumament and the 15th entry will be lost. Note that if there are no empty
- slots or names of winners of a single game, the win of the new name will
- not feature.
-
- EMPTY FILES
- -----------
- You cannot load them and will be told as much with a CLANG! sound, too -
- if you try. So don't.
-
- OPTIONS
- -------
- Remove all saved games from your Games Storage disk. You can also return
- to the title sequence from here.
-
- ERASE ALL SAVED GAMES ON DISK
- -----------------------------
- Selecting this Option calls up a new window. Select YES to remove every
- saved game from the saved game disk in the computer's internal disk drive.
- You will then be returned to the GAME CONTROL window. Note that erasing
- all saved games does not affect the rest of the disk.
-
- ERASE ALL SCORE DATA ON DISK
- ----------------------------
- This Option functions the same as above, only it removes all scores instead
- of games.
-
- SHOW HINTS AND TIPS PANEL
- -------------------------
- Take a look at the hints and Tips Panel before you play. Select the OK box
- to return to the Game Control window.
-
- PRINT UP THE ICON HELP SCREEN
- -----------------------------
- This summary of the controls and functions available is accessible during
- play but you may wish to see it before hand. Select the "OK" box to return
- to the Game Control window.
-
- QUIT TO TITLE SCREEN SEQUENCE
- -----------------------------
- So you just can`t get enough of that super duper effect, eh? Select this
- Option to see it again.
-
- RETURN TO TABLE
- ---------------
- If you left an incomplete game to use the GAME CONTROL window, selecting
- this Option will resume play from the point it was abandoned even if the
- computer was thinking. Otherwise, selecting this Option puts you in TRICK
- SHOT mode with the table layout shown below the GAME CONTROL window.
-
- PLAYING POOL
- ------------
- There are three different ways to actually play a game in Pool. Two
- methods of control are mouse orientated, while the keyboard provides the
- third alternative. All three modes of control are available at once so you
- can use any combination you see fit.
-
- DO YOU WANT TO SEE THE HINTS AND TIPS PANEL?
- --------------------------------------------
- You will be asked this the first time you come to the table. The Hints and
- Tips Panel provides you guessed it advice for playing pool. Select the
- "OK" box to remove this Panel and begin play. This panel will not be shown
- again unless you ask for it via the "OPTIONS" Option on the Game Control
- window (see OPTIONS ).
-
- WHAT YOU CAN EXPECT TO SEE
- --------------------------
- The pool table is viewed from almost any angle above the baize through the
- Main Camera (which is usually attached to the end of the cue). It even
- sports a zoom feature. The table's movement is relative to the Main
- Camera's focus point on the screen. A further eight cameras are positioned
- above the table for the purpose of displaying plan views. These cameras
- cannot be moved, although from these positions you can still zoom in on the
- table or select a ball.
-
- FOCUSSING THE MAIN CAMERA ON THE CUE BALL
- -----------------------------------------
- There are two ways to focus the Main Camera on the cue ball (and you need
- to use one of them if you are to take a shot - see CUE IMPACT POINT). Use
- the Mouse Pointer to touch the cue ball on the table and press the
- left-hand mouse button. Or select one of the following Icons (or press the
- corresponding key): VIEW Q BALL, VIEW LINE, TOP SPIN, SIDE SPIN (LEFT),
- SIDE SPIN (RIGHT), BACK SPIN and TAKE SHOT.
-
- FOCUSSING THE MAIN CAMERA ON ANY OTHER BALL
- -------------------------------------------
- You may wish to view the table from another position relative to any ball
- other than the cue ball. There's only one way to focus the Main Camera on
- any ball other than the cue ball: touch the desired ball with the Mouse
- Pointer and press the left hand mouse button. A second press of the
- left-hand mouse button while touching the ball in question with the Mouse
- Pointer will rotate the view through 180 degrees. Note that the effect of
- a second press is different in trick shot mode (see SETUP TRICK SHOT).
-
- When the Mouse Pointer's tip is touching any ball other than the cue ball,
- pressing the right hand mouse button lines up the centre of the ball in
- question with the centre of the cue ball. The Main Camera will move behind
- the ball in question. Now if the Mouse Pointer's tip touches the cue ball,
- pressing the right-hand mouse button will line up the center of the cue
- ball with the ball in question. The Main Camera will move behind the cue
- ball.
-
- THE CUE
- -------
- The cue only appears on screen when the shot is being taken.
-
- CUE IMPACT POINT
- ----------------
- When the Main Camera is focused on the cue ball, a cross is shown on the
- TAKE SHOT Icon. The cross indicates where the cue's tip will strike the
- cue ball. The Position of the cue tip`s impact point affects the movement
- of the cue ball (see APPENDIX TWO: UNDERSTANDING SPIN AND SWERVE). Note
- that a shot can only be taken when the Main Camera is focused on the cue
- ball.
-
- THE BALLS ARE IN MOTION
- -----------------------
- The Mouse Pointer changes when a shot is taken and the balls are in motion.
- Some Functions are not available while the shot is in play.
-
- THE COMPUTER IS THINKING
- ------------------------
- The computer-controlled opponent may be considering its next move or you
- may have asked for help with the best possible shot available. Whatever
- the reason, the Mouse Pointer changes to a Clock icon while the computer is
- thinking. You cannot select any Function other than GAME CONTROL.
-
- THE CONTROL PANEL
- -----------------
- This is packed with small descriptive pictures of available Functions,
- better known as Icons. An Icon is selected by firstly using the mouse to
- touch it with the tip of the Mouse Pointer. The Icon's Function is
- displayed in the UNDO window. Now pressing or pressing and holding down
- the left-hand or right-hand mouse button (or both) will perform a Function.
- The Icon is then highlighted to show it is in use.
-
- 1. VIEW Q BALL
- 2. VIEW LINE
- 3. GAME CONTROL
- 4. CHALK CUE
- 5. TOP SPIN
- 6. INFORMATION
- 7. SIDE SPIN (LEFT)
- 8. TAKE SHOT
- 9. SIDE SPIN (RIGHT)
- 1O. SCREEN TYPE
- 11. BACK SPIN
- 12. PLAN VIEW
- 13. ZOOM OUT
- 14. VIEW ANGLE (INCREASE)
- 15. VIEW ANGLE (DECREASE)
- 16. ZOOM IN
- 17. CUE LEFT
- 18. CUE RIGHT
- 19. PLAYER 1 STATUS
- 20. PLAYER 2 STATUS
- 21. SET POWER
-
- CAMERA FUNCTIONS
- ----------------
-
- VIEW Q BALL
- -----------
- Press the left-hand mouse button to focus the Main Camera on the cue ball.
- A second press of the left-hand mouse button will rotate the view through
- 180 degrees.
-
- Press the right-hand mouse button to focus the Main Camera on the cue ball
- from a slightly higher position. A second press of the right hand mouse
- button on the Icon or ball will rotate the view through 18O degrees.
-
- Note that the view is rotated through 180 degrees if the Main Camera is
- already focused on the cue ball when a mouse button is pressed.
-
- VIEW LINE
- ---------
- Preview the direction in which the cue ball will travel if it is
- uninterrupted and no form of spin is applied. Note that the Main Camera
- automatically focuses on the cue ball when this Function is selected.
-
- Press the left hand mouse button to toggle on and off a single view line
- projected from the centre of the cue ball.
-
- Press the right hand mouse button to toggle on and off a double view line.
- The second view line shows the angle at which an uninterrupted cue ball
- with no form of spin applied will rebound off a cushion.
-
- If either view line is active, touching any ball other than the cue ball
- with the Mouse Pointer and pressing the right-hand mouse button has a
- slightly different effect. In a real game, ie, not the TWO PLAYER PRACTICE
- or TRICK SHOT, the view line is adjusted so it runs through the centre of
- the cue ball and the ball in question. The Main Camera moves behind the
- cue ball. (This does not necessarily set up a perfect shot.)
-
- In a Two Player Practice game or the Trick Shot Editor, the computer sets
- up the parameters necessary to pot the ball in question. All you have to
- do is take the shot. Use this in conjunction with the UNDO Function as an
- aid improving your game.
-
- PLAN VIEW
- ---------
- View the table from the cameras situated above it. There are eight
- different views available: four of the table's width when the Control
- Panel is positioned at the top of the screen and four of the table's length
- when the Control Panel is positioned to the left hand side of the screen.
-
- Press the left hand mouse button to show the first plan view.
-
- A second press of the left hand mouse button shows a plan view of the table
- rotated through 18O degrees.
-
- A third press of the left hand mouse button shows a closer plan view of one
- end of the table.
-
- A fourth press of the left-hand mouse button shows a closer plan view of
- the other end of the table.
-
- A fifth press of the left-hand mouse button shows the first plan view
- again, and so on.
-
- Press the right hand mouse button to record the plan view shown and return
- to the original Main Camera view seen before the PLAN VIEW Icon was
- selected. Now when the right-hand mouse button is pressed the last plan
- view seen is shown.
-
- Note that if a recorded plan view is shown and the left hand mouse button
- is pressed, the next plan view is shown. If the right hand mouse button is
- pressed when a new plan view is shown it will be recorded. With two plan
- views recorded, pressing the right hand mouse button will flick between
- them. Select the TAKE SHOT Icon to return to the Main Camera's view of the
- table.
-
- VIEW ANGLE (INCREASE)
- ---------------------
- Increases the angle between the Main Camera and the table, ie, look down on
- the table. This is especially useful for raising the view and forming a
- bridge over balls when the shot is blocked. The view is adjusted at one of
- three speeds.
-
- Press and hold the left-hand mouse button to affect the view angle at a
- slow speed.
-
- Press and hold the right hand mouse button to affect the view angle at a
- fair speed.
-
- Press and hold both mouse buttons to affect the view angle at a fast speed.
-
- VIEW ANGLE (DECREASE)
- ---------------------
- Decrease the angle between the Main Camera and the table, ie, look up from
- the table. The view is adjusted at one of three speeds.
-
- Press and hold the left hand mouse buttons to affect the view angle at a
- slow speed.
-
- Press and hold the right hand mouse button to affect the view angle at a
- fair speed
-
- Press and hold both mouse buttons to affect the view angle at a fast speed.
-
- CUE LEFT
- --------
- Move the Main Camera in a clockwise direction around the table at one of
- three speeds.
-
- Press and hold the left-hand mouse button to rotate the table at a slow
- speed.
-
- Press and hold the right-hand mouse button to rotate the table at a fair
- speed.
-
- Press and hold both mouse buttons to rotate the table at a high speed.
-
- CUE RIGHT
- ---------
- Move the Main Camera in an anti clockwise direction around the table at one
- of three speeds.
-
- Press and hold the left-hand mouse button to rotate the table at a slow
- speed.
-
- Press and hold the right-hand mouse button to rotate the table at a fair
- speed.
-
- Press and hold both mouse buttons to rotate the table at a high speed.
-
- ZOOM IN
- -------
- Press and hold either the left-hand or right-hand mouse button to take a
- closer look at the action.
-
- ZOOM OUT
- --------
- Press and hold either the left-hand or right-hand mouse button to take
- steps back from the action.
-
- GENERAL FUNCTIONS
- -----------------
-
- CONTROL
- -------
- Press the left hand mouse button to return to the GAME CONTROL window.
-
- Press the right-hand mouse button to call up a window showing a summary of
- how to access the available controls.
-
- SCREEN TYPE
- -----------
- Press the left hand or right-hand mouse button to toggle the position of
- the Control Panel between the top and the left hand side of the screen.
-
- INFORMATION
- -----------
- View details of the Players' performances or ask the computer to calculate
- and set up the best possible shot. Press and hold the left hand mouse
- button in any game, match or tournament to call up the information window
- This shows the performance statistics for each player the number of object
- balls potted legally, the total number of shots played and fouls incurred.
- The order in which the last 16 balls were potted is also given. In 8 ball
- pool, the RANKMETER provides a percentage rating for each player based on
- the performance statistics. The better you play, the higher your ranking.
- In 9 ball pool, the total time elapsed since play began for each player is
- used instead of the RANKOMETER. The type of game in play is also shown at
- the bottom of the window, in case you`d forgotten, with match results given
- when appropriate.
-
- Press and hold the left-hand mouse button in Trick Shot Mode to call up the
- Trick Shot Control Summary window.
-
- Press and hold the right hand mouse button in a tourna ment to call up the
- tournament ladder.
-
- COMPUTER ASSISTED SHOTS
- -----------------------
- Press the right hand button to ask the computer to calcu late and set up
- the best possible shot. Note that this Function is only available in the
- Two Player Practice and Trick Shot Options.
-
- CUE FUNCTIONS
- -------------
-
- CHALK CUE
- ---------
- The chalk improves the cue tip's grip on the cue ball to minimise the
- possibility of miscuing. Note that you can chalk the cue before or after
- spin is applied and you do not need any chalk when playing a straight shot
- with no spin applied. The greater the spin applied, the more chalk is
- required. (There is still a remote chance of miscuing though).
-
- Press either the left hand or right hand mouse button to apply chalk to the
- tip of the cue. You will hear a squeaking sound to indicate chalk is being
- applied.
-
- TOP SPIN
- --------
- Press either the left hand or right-hand mouse button to move the cue tip's
- impact point up from the centre to the top of the cue ball. The higher the
- cue tip`s impact point on the cue ball, the greater the top spin applied to
- it. Note that the Main Camera automatically focuses on the cue ball when
- this Function is selected.
-
- SIDE SPIN (LEFT)
- ----------------
- Press either the left hand or right hand mouse button to move the cue tip's
- impact point from the centre to the left of the cue ball. The further the
- cue tip's impact point is to the left of the cue ball, the greater the
- left-hand side spin applied to it. Note that the Main Camera automatically
- focuses on the cue ball when this Function is selected.
-
- SIDE SPIN (RIGHT)
- -----------------
- Press either the left-hand or right-hand mouse button to move the cue tip's
- impact point from the centre to the right of the cue ball. The further the
- cue tip's impact point is to the right of the cue ball, the greater the
- right-hand side spin applied to it. Note that the Main Camera
- automatically focuses on the cue ball when this Function is selected.
-
- BACK SPIN
- ---------
- Press either the left-hand or right hand mouse button to move the cue tip's
- impact point down from the centre to the bottom of the cue ball. The lower
- the cue tip's impact point on the cue ball, the greater the back spin
- applied to it. Note that the Main Camera automatically focuses on the cue
- ball when this Function is selected.
-
- TAKE SHOT
- ---------
- Press either the left-hand or right hand mouse button to bring your cue
- into view on the table and strike the cue ball directly up the screen.
- Remember the shot can only be taken when the Main Camera is focused on the
- cue ball.
-
- NO
- --
- When "NO" is shown on the TAKE SHOT Icon the shot cannot be taken even
- though the Main Camera is focused on the cue ball. The cue could not
- possibly strike the cue ball from the angle in question because it is
- blocked by another ball or a cushion.
-
- FOLLOW THAT BALL!
- -----------------
- The Main Camera can follow the action from almost any position once a shot
- has been taken . Perhaps the most impressive view points of all are those
- which follow the cue ball or the first ball it hit around the table.
-
- As soon as the shot has been taken, touch the TAKE SHOT Icon with the Mouse
- Pointer's tip.
-
- Press and hold the left hand mouse button to attach the Main Camera to the
- cue ball and follow the path of the first ball hit by the cue ball from a
- position directly behind the cue ball.
-
- Press and hold the right-hand mouse button to follow the path of the cue
- ball from the position the shot was taken.
-
- Press and hold both mouse buttons to follow the first ball hit by the cue
- ball from the position the shot was taken.
-
- As soon as the shot has been taken, touch the VIEW Q BALL Icon with the
- Mouse Pointer's tip.
-
- Press and hold the left-hand mouse button to attach the Main Camera to the
- cue ball and follow its path from directly behind it.
-
- Press the right hand mouse button to increase the angle between the Main
- Camera and the Table. Now press and hold the left hand mouse button to
- attach the Main Camera to the cue ball and follow its path from directly
- behind it.
-
- SET POWER
- ---------
- Determine the strength of the shot from ZILCH POWER to LOTS OF POWER.
- Select the cue and press and hold either the left hand or right hand mouse
- button. Move the mouse up or down to decrease or increase the cue power.
- The length of the cue in this box acts as a rough guide to the power of the
- shot. The shorter the cue, ie, the further away from the cue ball it is,
- the more powerful the shot. There are 88 settings of cue power in total
- (and with 23,040 angles and 81 different spin points that makes for a
- staggering 164 million possible shots). The relative strengths of the
- gradu ations of cue power are shown here. Note that the distances given
- are approximate and assume the cue ball encounters no other balls on its
- travels and that no form of spin is applied to it.
-
- RELATIVE SHOT STRENGTHS
- -----------------------
- The graph provided should give you an idea of the strengths of the 88
- different power settings.
-
- PLAYER STATUS WINDOWS
- ---------------------
- The Player's name is highlighted when he is at the table. This window is
- also used to display certain messages and to show which ball has been
- potted by the Player.
-
- When balls are potted in real pool they hardly make a sound. When a ball
- is potted in Pool a POP! sound is heard. Just to let you know it`s, as
- they say, "in the bag". The potted ball will be shown next to a small map
- of the table with the pocket highlighted.
-
- USING THE MOUSE ON THE TABLE
- ----------------------------
- The Mouse Pointer can be used directly on the table and balls. This is
- probably the most natural method of playing Pool. As is the case with the
- Icon control, combinations of mouse buttons being pressed and pressed and
- held down produce different Functions. Here however the Functions depend
- on whether the Mouse Pointer's tip is touching a ball or an empty area of
- the table.
-
- Move the Mouse Pointer so it touches any area of the screen other than the
- Control Panel or a ball. Press and hold down the left hand mouse button.
-
- You can now rotate the table in a clockwise or an anticlock wise direction
- by using the mouse to "draw" a circle around the Main Camera's focus point
- (see CUE LEFT and CUE RIGHT). The closer the Mouse Pointer is to the focus
- point, the faster the table rotates. The faster the mouse is moved, the
- faster the table rotates.
-
- Move the Mouse Pointer so it touches any area of the screen other than the
- Control Panel or a ball. Press and hold down only the right hand button.
- The Mouse Pointer will change.
-
- Moving the mouse in a forward direction makes the Main Camera zoom in on
- the table. Moving the mouse in a reverse direction makes the Main Camera
- zoom out from the table (see ZOOM IN and ZOOM OUT).
-
- Move the Mouse Pointer so it touches any area of the screen other than the
- Control Panel or a ball. Press and hold down both the left hand and right
- hand mouse buttons. The Mouse Pointer will change.
-
- You can now rotate and tilt the table in any direction by using the mouse
- to "draw" a circle around the Main Camera's focus point (this is
- effectively a combination of the CUE LEFT, CUE RIGHT and VIEW ANGLE
- Functions). The closer the Mouse Pointer is to the focus point, the faster
- the table rotates. The faster the mouse is moved, the faster the table
- rotates.
-
- USING THE KEYBOARD
- ------------------
- The Functions as detailed in the ICON CONTROLS section on can be selected
- simply by pressing their respective keys, as summarised here.
-
- KEYBOARD CONTROL SUMMARY
- ------------------------
-
- V.........................View Line
- H.........................Side Spin (Left-Hand)
- J.........................Side Spin (Right-Hand)
- N.........................Back Spin
- U.........................Top Spin
- M.........................Centralise Hit Point
- Z.........................Zoom In
- X.........................Zoom Out
- Q.........................View Cue Ball
- P.........................Plan View
- C.........................Chalk Cue
- W.........................Screen Type
- ?.........................(SHIFT + /) Information
- S.........................Compute Best Shot (When Available)
- A.........................Answer Question
- B.........................Answer Question
- UP ARROW..................View Angle (Decrease)
- DOWN ARROW................View Angle (Increase)
- LEFT ARROW................Cue Left
- RIGHT ARROW...............Cue Right
- < ........................Cue Left (Fine Control)
- > ........................Cue Right (Fine Control)
- 1 ........................Place Red Ball (8 Ball Trick Shot Only)
- 2 ........................Place Yellow Ball (8 Ball Trick Shot Only)
- 1-9 ......................Place Number Ball
- (9 Ball Trick Shot Only)
- 0 ........................Clear Table (Trick Shot Only)
- BACKSPACE ................Relay Table (Trick Shot Only)
- Esc* .....................Game Control Window
- + ........................Set Cue Power (Increase)
- - ........................Set Cue Power (Decrease)
- RETURN ...................Take Shot & Follow Shot
- F10 ......................Undo (When Available)
- Ctrl .....................Repeat Previous Key Command
- SHIFT ....................Repeat Previous Key Command
- Alt ......................Repeat Previous Key Command
- Alt ......................Repeat Previous Key Command
- A ........................Repeat Previous Key Command
- A ........................Repeat Previous Key Command
-
- * When the "Esc" key is pressed during TWO PLAYER PRACTICE or TRICK SHOT,
- the last shot taken or in action is cancelled and the table is reset to the
- layout prior to the shot. In any other type of game, the effect of
- pressing the "Esc" key will not be performed until the current shot has
- ended.
-
- IN GENERAL
- ----------
-
- FOUL
- ----
- Any Player who breaks the rules of pool is penalised accordingly (see
- APPENDIX ONE: POOL RULES). One of two types of FOUL window will be
- displayed.
-
- The first FOUL window details the player who committed the foul, the
- penalty for fouling and the foul itself. Select the "OK" box to continue
- play.
-
- The second FOUL window features the same details as the first only the
- fouling player's opponent has a choice related to the penalty. Select the
- A or B box.
-
- 1st FOUL, 2nd FOUL, 3rd FOUL, STALEMATE
- ---------------------------------------
- The 1st FOUL, 2nd FOUL or 3rd FOUL are shown in the Player's Status window
- for reference regarding the stale- mate rules in 8 ball USA pool, see
- APPENDIX ONE: POOL RULES.
-
- CHOOSE YOUR COLOUR
- ------------------
- In 8 ball pool, if neither Player has potted a colour and when a Player
- pots an object ball from both groups, ie, a red and a yellow, he gets to
- choose which colour he will continue to play.
-
- CUE BALL IN HAND
- ----------------
- In accordance with the 8 ball UK rules, the cue ball may be placed anywhere
- within the D line. In accordance with the 8 ball and 9 ball USA rules, the
- cue ball may be placed anywhere on the table (see APPENDIX ONE: POOL RULES
- for details). How the cue ball is picked up and positioned is detailed in
- the TRICK SHOT.
-
- PUSH NORM
- ---------
- This only appears in a Player's Status window in 9 ball pool. And no, it
- doesn't mean give poor old Norman a shove. When these two Options are
- shown in a Player's Status window it means that player can choose to play a
- PUSH shot or a NORMal shot, in accordance with the 9 ball pool rules. The
- opponent then has the choice of accepting the push shot or asking you to
- play on.
-
- NOMINATE POCKET
- ---------------
- When playing 8 Ball USA Rules, a player who has potted all the object balls
- in his group and is about to pot the 8 ball (black) must first nominate its
- destination pocket. Simply select the desired pocket as you would any
- Function. The chosen pocket will be highlighted on the table and its map
- shown in the Player's Status window. Note that you can select another
- pocket as often as you wish before the shot is played.
-
- TINK!
- -----
- A "TINK!" sound will be heard if a Function is selected but it cannot be
- performed.
-
- GAME OVER
- ---------
- When a game is won or a stalemate occurs in accordance with the rules of 8
- ball 9 ball pool, a panel is shown detailing everything you need to know.
- Select the "OK" box to return to the Game Control Window. Note that If a
- game ends on a foul, the win is not saved to disk.
-
- APPENDIX ONE: POOL RULES
- ========================
-
- 8 BALL UK COIN OP TABLE RULES
- -----------------------------
-
- 1. REQUIREMENTS OF THE GAME
- The game is played on a rectangular 6 pocket table with 15 balls plus a cue
- ball. Balls comprise of two groups 7 red and 7 yellow known as object
- balls plus the 8 ball which is black.
-
- 2. OBJECT OF THE GAME
- The player potting all the object balls in his group and then legally
- potting the 8 ball (black) wins the game.
-
- 3. COMMENCEMENT OF THE GAME (OR RESTART)
- (a)The balls are racked with the 8 ball (black) on its spot placed at the
- intersection of the centre and corner pockets.
-
- (b) The order of play is determined by the flip of a coin and the winner of
- the flip has the Option of breaking or requesting his opponent to do so.
-
- (c) The opening piayer plays at the triangle of object balls by striking the
- cue ball from any position on or within the "D". The player must pot a
- ball or cause at least two object balls to hit a cushion otherwise the
- break is a foul and the balls are reracked and the opposing player restarts
- the game with two visits each comprising of one shot or a series of shots.
-
- (d) On the first occasion a player legally pots an object ball including
- following a foul then that ball denotes his group unless he pots a red and
- yellow ball when he must nominate his choice before play continues.
-
- (e) If no ball is potted from a legal break then the players continues
- alternately until such time a ball or balls are potted.
-
- (f) If a foul is committed other than as 3 (g) on the first occasion and
- one or more object balls are potted then those balls are ignored in
- determining the groups to be played and the oncoming player plays at any
- ball on the table.
-
- (g) If the player pots the 8 ball (black) from the break the game shall be
- restarted by the same player and no penalty will be incurred and the balls
- will be reracked even if other balls including the cue ball were potted as
- well.
-
- (h) If a ball or balls are legally potted this entitles the player to one
- additional shot and this continues until the player....
-
- (i) ...fails to pot one of his set of allocated objects balls.
- (ii)...commits a foul at any time.
-
- (i) Combination shots are allowed provided that the player hits one of his
- own group of balls first unless rule 5 (b) applies.
-
- 4. FOULS
- The player commits a foul if...
- (a) ...he pockets the cue ball (also known as an In Off)
-
- (b) ...he hits an opponent's ball before his own, except when rule 5 (b)
- applies.
-
- (c) ...he fails to hit any ball with the cue ball.
-
- (d) ...he hits the 8 ball (black) with the cue ball on the first impact
- before all his own object balls have been potted except when rule 5
- (b) applies.
-
- (e) ...he pots any opponent`s ball, except when rule 5 (b) applies.
-
- 5. PENALTY FOLLOWING ANY FOUL
- (a) Following any foul the offending player loses his next visit to the
- table and his opponent is entitled to two consecutive visits to the table.
-
- (b) (i) On the first shot only of his first visit the oncoming player may
- without nomination play the cue ball onto any ball including his opponent`s
- balls and the 8 ball (black) without penalty.
-
- (ii) If the player pots any ball or balls directly or by combination he is
- deemed to have potted a legal ball or balls and continues his first visit
- however he may not pot the 8 ball (black) which would mean loss of game
- unless he is on the 8 ball (black).
-
- (iii) When the player fails to pot a ball on the first or subsequent shot
- of his first visit he will then start his second visit as rule 3 (d).
-
- (c) If a player is snookered, ie, he is unable to play a legal full ball
- shot at any of his own group of object balls after a foul stroke then the
- cue ball may be played from the "D" and proceed as rule 5 (a) and (b).
- Moving the cue ball in this manner does not count as a shot or visit.
-
- (d) A full ball shot is defined as being able to strike the centre of the
- object ball directly within the centre of the cue ball.
-
- 6. LOSS OF GAME
- A player loses the game if he...
- (a) ...pots the 8 ball (black) before potting all his object balls, except
- where rule 3 (g) applies.
-
- (b) ...pots the cue ball off the 8 ball (black) when the 8 ball (black) is
- potted.
-
- (c) ...pots the 8 ball (black) and any other ball on the same shot except
- following a foul when only the 8 ball (black) and a ball or balls of
- the opponent`s group are on the table when he may legally pot the 8
- ball (black) as well as balls of his opponent's group in any order.
-
- 7. GENERAL
- (a) When a player has the cue ball in hand he plays it from any position on
- or within the "D" and in any direction.
-
- (b) The game is completed when the 8 ball (black) is potted in any pocket
- and all the remaining balls including the cue ball have come to rest
- except where rule 3 (g) applies.
-
- 8. STALEMATE
- Should any situation arise through accident or design where a legal shot
- cannot be played then the game shall be restarted by the same player.
-
- 9. UNSPORTSMANLIKE CONDUCT
- No player shall interfere with his opponent or the computer on which Pool
- is running and its associated peripherals.
-
- 8 BALL USA BAR TABLE RULES
- --------------------------
-
- 1. REQUIREMENTS OF THE GAME
- The game is played on a rectangular 6 pocket table with 15 balls plus a cue
- ball. Balls comprise of two groups 7 red and 7 yellow-- known as object
- balls plus the 8 ball which is black.
-
- 2.OBJECTS OF THE GAME
- The player potting all the object balls in his group and then legally
- potting the 8 ball (black) in a designated pocket wins the game.
-
- 3. COMMENCEMENT OF THE GAME OR RESTART
- (a) The balls are racked with the head ball of the triangle placed at the
- front spot intersection of the centre and corner pockets.
-
- (b) The order of play is determined by the flip of a coin and the winner of
- the flip has the option of breaking or requesting his opponent to do so.
-
- (c) The opening player plays at the triangle of object balls by striking
- the cue ball from any position on or behind the head string line. The
- player must pot a ball or cause at least four object balls to hit a
- cushion. It is not necessary to hit the head ball to initiate a legal
- break. If the player fails to make a legal break, it is not a foul. The
- opponent has the option of...
-
- (i) ...accepting the table in position and playing a shot or...
- (ii) ...having the balls reracked and taking the break.
-
- (d) To perform a legal shot, ie one other then a break or when the table is
- open as defined by 3 (g), the player must hit one of his group of balls
- first and pocket an object ball or cause the cue ball or any object ball to
- contact a cushion. A player can shoot the cue ball off a cushion before
- contacting an object ball, however after contact with an object ball, an
- object ball must be potted or the cue ball or any object ball must contact
- a cushion. A ball is considered illegally potted when the object ball is
- potted on the same shot a foul is committed. An illegally potted ball will
- not be replaced on the table.
-
- (e) On the first occasion a player legally pots an object ball, including
- following a foul, then that ball denotes his group - unless he pots a red
- and yellow ball when he must nominate his choice before play continues.
-
- (f) If no ball is potted from a legal break then no choice of colour has
- been made by a player and the table is open, ie, it is legal to hit any
- ball, even the 8 ball (black), to pot an object ball but not the 8 ball
- (black). The players continue to take shots alternately until such time a
- ball or balls are potted. Note that the table is always open immediately
- after a break.
-
- (g) If the player pots the 8 ball (black) from the break no penalty is
- incurred but the player is allowed to determine whether the balls will be
- reracked or the 8 ball (black) will be replaced before the same player
- plays again.
-
- (h) If a ball or balls are legally potted this entitles the player to one
- additional shot and this continues until the player...
-
- (i) ...fails to pot one of his set of allocated objects balls.
-
- (ii) ..commits a foul at any time.
-
- (i) Combination shots are allowed provided that the player hits one of his
- own group of balls first unless rule 5 (b) applies. He may only strike the
- 8 ball (black) first when the table is open and he may not pot the 8 ball
- (black) which would mean loss of game unless he is on the 8 ball (black).
-
- (j) If the player pots the cue ball on a legal break...
-
- (i) ...all balls remain potted except for the 8 ball (black) which is
- replaced.
-
- (ii)...it is a foul.
-
- (iii) ...the table is open.
-
- (k) When the player has potted all the object balls in his group and comes
- to pot the 8 ball (black) he must first nominate a destination pocket.
-
- 4. FOULS
- The player commits a foul if...
-
- (a) ...he pockets the cue ball (also known as a scratch).
-
- (b) ...he hits an opponent's ball before his own, except when rule 3 (f)
- applies.
-
- (c) ...he fails to hit any ball with a cue ball.
-
- (d) ...he hits the 8 ball (black) with the cue ball on the first impact
- before all his own object balls have been potted except when rule 3
- (f) applies.
-
- (e) ...he pots any opponents's ball except when rule 3 (f) applies.
-
- 5. PENALTY FOLLOWING ANY FOUL
- (a) Following any foul the offending player's visit to the table is over
- and his opponent gets the cue ball in hand as rule 7(a).
-
- (b) If a player is snookered, ie, he is unable to play a legal full ball
- shot at any one of his own group of object balls after a foul stroke then
- the player has the cue ball in hand.
-
- 6. LOSS OF GAME
- A player loses the game if he...
-
- (a) ...pots the 8 ball (black) before potting all his object balls, except
- where rule 3 (g) applies
-
- (b) ...pots the 8 ball (black) and any other ball on the same shot
-
- (c) ...he pots the 8 ball (black) in a pocket not nominated
-
- (d) ...fouls when potting the 8 ball (black)
-
- (e) ...pots the cue ball off the 8 ball (black) when the 8 ball (black) is
- potted. Note that the game is not lost if the 8 ball (black) is not
- potted when a foul is committed or the cue ball is potted.
-
- 7. GENERAL
- (a) When a player has the cue ball in hand he may place it anywhere on the
- table before taking his shot. The table is not open.
-
- (b) The game is completed when the 8 ball (black) is potted in a pocket
- nominated by the player and all the remaining balls including the cue ball
- have come to rest except where rule 3 (g) applies.
-
- 8. STALEMATE
- If in 3 consecutive turns at the table by each player (6 in total) they
- foul or scratch then the game will be considered a stalemate.
-
- 9. UNSPORTSMANLIKE CONDUCT
- No player shall interfere with his opponent or the computer on which Pool
- is running and its associated peripherals.
-
- 9 BALL USA TOURNAMENT RULES
- ---------------------------
-
- 1. REQUIREMENTS OF THE GAME
- The game is played on a rectangular 6 pocket table with 9 object balls
- numbered 1 through 9 and a cue ball.
-
- 2. OBJECT OF THE GAME
- The player legally potting the 9 ball wins the game.
-
- 3. COMMENCEMENT OF THE GAME
- (a) The balls are racked with the 1 ball placed at the foot spot
- intersection of the centre and corner pockets and the 9 ball in the centre
- of the diamond.
-
- (b) The order of play is determined by the flip of a coin and the winner of
- the flip has the option of breaking or requesting his opponent to do so.
-
- c) (i) The opening player plays at the diamond of object balls by striking
- the cue ball from any position on or behind the headstring line.
-
- (ii) The opening player must strike the 1 ball first. If the player fails
- to contact the 1 ball it is not a foul. The balls are re racked if
- necessary and the opening player breaks again from behind the headstring
- line.
-
- (iii) The opening player must attempt an "open break", ie, he must attempt
- to pot a ball Failure to do so is a foul.
-
- (iv) If the cue ball is potted from a break and no other foul is committed,
- the incoming player has the cue ball in hand from above the headstring
- line. The 1 ball will be replaced on the table if it is not below the
- headstring line. The incoming player can play the shot or pass it. The
- opening player must then play with the ball in hand above the headstring.
-
- (v) On the shot immediately following a legal break the player may play a
- push shot as defined by rule 6.
-
- (d) To perform a legal shot, ie, one other than a break, the first ball the
- cue ball hits must be the lowest numbered ball on the table but the balls
- need not be potted in order.
-
- (e) If the opening player pots one or more balls on a legal break he
- continues to play until he misses, fouls or wins the game, After a miss,
- the incoming player must play from the position left by the previous
- player, but after a foul the incoming player has the ball in hand and may
- play from anywhere on the table.
-
- (f) If the player pots the 9 ball from a legal break he wins the game.
-
- (g) Combination shots are allowed provided the cue ball hits the lowest
- numbered ball first.
-
- 4. FOULS
- The player commits a foul if...
-
- (a) ...the cue ball does not first hit the lowest numbered ball on the
- table.
-
- (b) ...he fails to hit any ball with the cue ball.
-
- (c) ...no object ball is potted and the cue ball or any object ball fails
- to hit a cushion after the cue ball contacts the object ball.
-
- (d) ...he pockets the cue ball (also known as a scratch)
-
- 5. PENALTY FOLLOWING ANY FOUL
- (a) Except immediately after an illegal break, following any foul the
- offending players visit to the table is over and any balls potted are
- returned to the table. The incoming player gets the cue ball in hand to
- play from anywhere on the table. If a player commits more than one foul
- with one shot they count as only one foul.
-
- (b) If a player is snookered, ie, he is unable to play a legal shot at the
- lowest numbered ball after a foul stroke then the player has the cue ball
- in hand.
-
- 6. GENERAL
- (a) With a push shot, no ball is required to contact any object ball nor
- any cushion so rules 4 (a), (b) and (c) are suspended. All other foul
- rules still apply. Any ball potted on a legal push shot does not count and
- is returned to the table. Following a legal push shot, the incoming player
- is permitted to play the cue ball or pass the shot back to the previous
- player.
-
- 7. UNSPORTSMANLIKE CONDUCT
- No player shall interfere with his opponent or the computer on which Pool
- is running and its associated peripherals.
-
- APPENDIX: TWO
- -------------
-
- UNDERSTANDING SPIN AND SWERVE
- -----------------------------
-
- It makes sense to plan ahead in pool. Don't play every shot as if it was
- your last. Consider where the cue ball will end up on the table after your
- shot has been taken. This is where spin can come in handy.
-
- Access the trick shot editor if you aren't already using it. Clear the
- table. Place an object ball on the table then move it to the centre. Line
- up the centre of the cue ball with centre of the object ball (see FOCUSSlNG
- THE MAlN CAMERA ON ANY OTHER BALL). You are now ready to play a perfect
- straight shot and learn about spin and swerve into the bargain.
-
- Play the shot with, say, MEDIUM POWER. Note the way the cue ball pretty
- much stops in its tracks once contact has been made with the object ball -
- Select UNDO to return the table layout to its previous state.
-
- TOP SPIN
- Set the top spin to maximum (see TOP SPIN). Apply three dabs of chalk.
- Take the shot. As you can see, the cue ball does not stop after making
- contact with the object ball. Instead, the effect is a follow through shot
- where the cue ball follows the ball it hit.
-
- Now that's all very well for straight shots when you get them. But what
- happens when the cue ball has to hit the object ball at an angle? Let's
- find out.
-
- Select UNDO ready to replay the shot. Move the cue ball to the right. Use
- the view line to ensure the cue ball will hit the object ball but at an
- angle. Now take the shot.
-
- You can see the angle at which the cue ball leaves the object ball once
- contact is made. Select UNDO and this time set the top spin to maximum.
- Apply three dabs of chalk and take the shot.
-
- With top spin applied, the cue ball still follows the object ball only to a
- lesser extent. Note that top spin is never passed on to the balls hit by
- the cue ball. All top spin is removed from the cue ball when it hits a
- cushion.
-
- BACK SPIN
- Set the back spin to maximum (see BACK SPIN). Apply three dabs of chalk.
- Take the shot. As you can see, the cue ball does not stop after making
- contact with the object ball. Instead the affect is a screw back shot
- where the cue ball appears to rebound off the ball it hit and shoot off in
- the opposite direction.
-
- And what happens when the cue ball hits the object ball at an angle? With
- back spin applied, the cue ball still screws back from the object ball only
- to a lesser extent. Note that back spin is never passed on to the balls
- hit by the cue ball. All back spin is removed from the cue ball when it
- hits a cushion.
-
- SIDE SPIN
- A cue ball with side spin applied behaves quite differently to one under
- the influence of top or back spin. The extent of the effect of side spin
- depends on the power of the shot and how long the cue ball has been in
- motion. Note that side spin is never passed on to balls hit by the cue
- ball.
-
- We can see the effect of side spin when a cue ball hits a cushion. Clear
- the table and activate the double view line adjust the view so the two view
- lines overlap. If the shot were taken now, the cue ball would bounce
- straight back in the direction from which it came. Set the lefthand or
- right hand side spin to maximum. Chalk the cue and take the shot.
-
- The cue ball hits the cushion and rebounds in the direction of the side
- spin. As you can see, the effect of side spin on an object ball when hit
- at an angle by the cue ball is slightly different.
-
- SWERVE SHOTS
- They are surprisingly easy to perform and often useful. All that's
- required is a combination of top or backspin and side spin. The severity
- of the swerve depends on the degree of spins applied and the strength of
- the shot. It also helps if no other ball gets in the way of the cue ball.
-
- Clear the table as before. Set the top spin and right-hand side spin to
- the maximum. Chalk the cue and take the shot. The swerve to the left
- should be obvious. An equivalent swerve to the right would be achieved
- with top spin and left hand spin set to the maximum.
-
- APPENDIX: THREE
- ---------------
-
- PREPARING A GAME STORAGE DISK
- ------------------------------
-
- Any disk can be used for the purpose of storing and retrieving games and
- scores - provided it's formatted. If you don't know how to format a disk,
- consult the manual supplied with your computer.
-
- Ensure the formatted disk's write protect tab is enabled (the hole in the
- corner of the disk should be closed) before inserting it into the
- computer's internal disk drive. Select the ERASE ALL SAVED GAMES ON DISK
- Option from the OPTIONS window. When "YES" is selected to erase all the
- saved games, blank slots for the purpose of saving games are also created
- on a small section of the Disk.
-
- COPYING SAVED GAMES
- Here`s a handy method of copying saved games from one disk to another.
- Take your Games Storage disk and insert it into the computer's internal
- drive. Select the SAVE CURRENT GAME Option to call up the relevant
- category of saved games slots. All existing saved games in that category
- have been loaded from your Games Storage Disk. Remove your Games Storage
- disk and insert a new one (format it first). Now save the game as normal.
- The current game will be saved along with all existing saved games to the
- new disk.
-
- APPENDIX FOUR:
- --------------
-
- ADVICE
- ------
-
- Using the mouse in conjunction with the keyboard is recommended. You may
- be interested to know that Pool`s author Archer Maclean prefers to use only
- the Icons for applying chalk, fine control of aim and actually taking a
- shot. Everything else he does by using the Mouse Pointer directly on the
- table and balls.
-
- Position the Control Panel at the top of the screen when playing across the
- table and to the side when playing up or down the table.
-
- The cue is shared between Players so remember to check its power setting
- before you take a shot.
-
- You will never need any more than three dabs of chalk.
-
- If you find yourself stumped by a particular shot within a real game
- situation, try this for size... Press the "Esc" key to return to the GAME
- CONTROL window. Select the SETUP TRICK SHOT Option and enter the trick
- shot editor. You have abandoned your game (perhaps you should have saved
- it first) but now the shot can be played in a more flexible environment.
- You can use the computer to show you how the shot should be taken (see
- INFORMATION on page 25). The trick shot Option can be used in the same way
- to "solve" problems in saved games.
-
- Racking the balls on a real pool table is open to a very small margin of
- error, which is reproduced in Archer Maclean's Pool. The pack of balls is
- reracked with every new game. To see this effect in action simply follow
- the following steps from within the Trick Shot Option.
-
- (a) Rerack the balls.
-
- (b) Zoom in on a ball in the pack and adjust the view so the pack is seen
- from above.
-
- (c) Rerack the balls again. You will see the balls shuffle slightly as
- they are reracked. Archer Maclean's Pool never produces the same layout
- twice.
-
- APPENDIX: FIVE
- --------------
-
- ARCHER MACLEAN - A LIFE
- -----------------------
-
- In his eight years in the computer entertainment software business, Archer
- Maclean has only ever written four titles, every one an award winner. This
- one man band provides the visuals and sounds for all the designs he
- programs.
-
- Archer's next project will be a conversion of his Jimmy White's Whirlwind
- Snooker to the Sega MegaDrive. Beyond that.. "I have a couple of ideas
- but nothing I can really talk about. I can tell you it won't be anything
- to do with balls though after three years of them I`ve had enough of them."
-
- When he`s not busy creating award winning conputer entertainment software,
- Archer Macleans pusuing danger around every corner with such crazy stunts
- as skiing on snow and water and hand gliding.
-
- SOFTOGRAPHY
-
- Dropzone .........................(1985) .....Commodore 64, Atari 800
- International Karate .............(1986) .....Commodore 64, Atari 800
- IK+ ..............................(1987) .....Commodore 64
- IK+ ..............................(1988) .....Amiga, Atari ST
- Jimmy White's Whirlwind Snooker...(1991) .....Amiga, Atari ST
- Archer Maclean's Pool ............(1992) .....Amiga, Atari ST
-
-
- ----------------------------------END--------------------------------------
-