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pool, snooker, n billiards ATARI 16K Requires 1 Joystick Cassette Loading Instructions 1.) With the POWER switch OFF re- move all cartridges 2.) Insert the cassette into the tape recorder and rewind the tape. 3.) With the START button depressed, turn the POWER switch on 4.) When the beep sounds press RETURN Diskette Loading Instructions 1.) With the POWER switch OFF re- move all cartridges. 2.) Insert the disk into the disk drive and close the door. Turn on the disk drive POWER switch if you have not already done so. 3.) Turn on the POWER switch. The disk will start automatically. WARNING: This disk will appear to be blank if a directory is requested. It is a protected disk. Do not try to write to this disk. Playing Instructions After the title has been shown, a menu will appear. To choose a game, press the SELECT key and to begin, press the START key. The pool table will appear with the balls racked and the cue ball on the headspot. A cross will also appear in the center of the screen. This cross takes the place of the cue. In order to make a shot, move the cross (using the joystick) in the direction you want the cue-ball to go. This is your point of aim. On the left of the table, a black strip moves up and down. The length of the strip is propor- tional to the strength of the shot. Press the joystick button to make a shot. When the cue ball is positioned on the head-spot, it may be moved anywhere behind the head string by pressing the cursor controls(arrow keys). Pressing SYSTEM RESET will end a game and the menu will re-appear. Practice Pool This is a real time game for one player. The object of Practice Pool is to pocket the fifteen object balls as quickly as possible. A timer is shown on the top of the screen. You may choose to ignore the timer and simply practice your shooting BILLIARDS Playing Instructions After the title has been shown, a menu will appear, allowing you to choose between Practice and Billiards. To choose a game, press SELECT and to begin press START. Make sure that a joystick is plugged into socket one (leftmost socket). The Billiard table will appear with the balls racked and the cue ball on the headspot. A cross will appear in the center of the screen. This cross takes the place of a cue stick. In order to make a shot, use the joystick to move the cross to where the cue ball is to be aimed. On the left side of the table is a white bar representing the strength of your shot. If you want to make a strong shot press the joystick button when the bar is at the top. The cue ball may be positioned on the headspot by using the cursor control keys. Pressing SYSTEM RESET will end a game and bring back the menu. RULES OF PLAY There are three balls used in Billiards: The Spot White— player 1's ball, The White—player 2's ball, and the Red— the object ball. The striker scores points for winning hazards, losing hazards and cannons. Alll points accumulated during a shot are counted 1) Winning Hazards a)The striker scores two points if the cue ball hits the other white ball into a pocket b)The striker scores three points if the cue ball sinks the red ball 2) Losing Hazards a)The striker scores two points if the cue ball is pocketed off the white ball b)The striker scores three points if the cue ball is pocketed off the red 3) Cannons a) The striker scores two points if he strikes both balls b) The non-striker scores one point if the striker’s cue ball fails to strike a ball c) The non-striker scores three points if the cue ball goes into a pocket after a miss TO START THE GAME The red ball is placed on the spot and the striker places his cue ball anywhere in the “D" using the arrow key. When his turn has ended the second player brings his ball into play. When playing a cue ball from the “D” the striker must play forward i.e. not into the balk area. Ina break, if the non-striker's cue ball is pocketed, it is not replaced until the end of the break. The striker may continue to play for as long as he scores. If he fails to score without making a foul shot the turn is ended. Any points made since the break are added to his score. A striker who makes a foul shot loses both his turn and any score made since the break. SNOOKER Playing Instructions After the title has been shown, a menu will appear, allowing you a choice between Practice and Snooker. To choose a game, press SELECT and to begin press START. Make sure that a joystick is plugged into socket one (leftmost socket). The Snooker table will then appear with the balls racked and the cue ball on the headspot. A cross will appear in the center of the screen. This cross takes the place of a cue. In order to make a shot, use the joystick to move the cross to where the cue ball is to be aimed. On the left side of the table is a bar representing the strength of your shot. If you want to make a strong shot press the joystick button when the bar is at the top. The cue ball may be positioned on the headspot by using the cursor control (arrow) keys. Pressing SYSTEM RESET will end a game and force the menu to appear. RULES OF PLAY The aim of each player is to score points by pocketing the opponent's ball and by forcing the opponent to give away points through “snookers”. There are 22 balls used in Snooker: 15 red balls - 1 point 1 yellow ball - 2 points 1 green ball - 3 points 1 brown ball - 4 points 1 blue ball - 5 points 1 pink ball -6 points 1 white ball - 7 points For the initial stroke of each turn the striker must attempt to pocket a red ball if there is one. If the striker succeeds in pocketing a red ball he scores one point and continues his break by trying to pocket a colored ball that he selects. If he pockets it he adds the value of that ball to his score. Red balls that are pocketed are not replaced on the table, but colored balls are at this stage respot- ted. The player's break continues, alter- nately playing red and colored until he fails to score on a stroke, when he forfeits his turn. If the cue ball is pocketed at any time the break ends and the cue ball is played from the "D" on the playing table. Play continues this way until no red balls remain on the table. The player who pockets the last red ball may then attempt to nominate a colored ball using the OPTION key. This ball is called the “on- ball.” If he succeeds then that ball will be respotted. After this the colored balls may only be struck in ascending order of value and once pocketed will not be respotted. Any ball that is illegally pocketed is immediately respotted. If the spot is covered the ball is placed in the first available spot in order of descending value A player is “Snookered” when a ball he must not play obstructs a ball he must play. He must attempt the shot and will be penalized for missing the “on-ball” or for first hitting any other ball. After a foul shot the striker loses his turn and any score he may have made on that break. His opponent receives the appropriate penalty score and has the option of playing the balls or asking the other player to do so. This may be done by pressing SELECT on the keyboard. PENALTIES. The minimum penalty score is four points. The following apply only if they give a higher penalty: 1) for pocketing the cue ball or failing to strike a ball, the penalty is the value of the “on-ball” 2) for pocketing two balls (not two reds) with one shot, the penalty is the higher value of the two balls 3) for pocketing or striking the wrong ball the penalty is the value of the ball or the “on-ball” whichever is higher Eight Ball Eight Ball is a game for two players. A player's turn is indicated by his number flashing at the bottom of the screen. The aim of each player is to pocket a designated set of balls, in this game either red or blue. When all the balls in his group have been pocketed, the player attempts to pocket the black ball. The game is won by the first player to legally pocket the black ball The first player makes his stroke with the cue ball placed behind the head string. He aims for the racked balls and if he pockets one, the group to which this ball belongs is his designated group. \f he pockets more than one ball, the first is chosen. If he fails to pocket an object ball, turns alternate until someone pockets an object ball and so determines his group of balls. The player who pocketed the first object ball continues play. His turn continues until he commits a foul, or fails to pocket a ball of his own group. A player loses the game if he pockets the black ball before he has pocketed all of the balls of his group. Tournament Pool The object of Tournament Pool is to be the first to score an agreed upon number of points. One point is scored for pocketing a called ball in a called pocket and one point for every other object ball pocketed in the same stroke. To select a pocket press SELECT until the pocket you want is highlighted. The ball you wish to pocket is selected in the same manner except that the OPTION button is used Starting with the cue ball behind the head string, the opening player must either (a) drop a called ball into a called pocket, in which case his turn continues. (b) drive the cue ball and two object balls to a cushion, in which case his turn ends. (c) scratch the white ball into a pocket. in which case he loses one point and his turn ends. If he fails to do any of these he loses two points and his turn ends. A player may pocket 14 object balls successively, after which: (a) the fifteenth object ball is left in position. (b) the cue ball is left in position. (c) the fourteen pocketed balls are racked, with a space for one ball at the foot spot. This is done by pressing the START button. The player then continues his turn. Ifa player by one stroke legally pockets the fourteenth and fifteenth balls of a frame, he scores both balls. The fifteen object balls are re-racked and the player continues with the object ball in position. A player's turn ends if he misses the shot called. This carries no penalty provided that the cue ball or any object ball hits a cushion after the cue has contacted a ball. If the cue ball is pocketed, the player ends his turn, loses one point and has one scratch marked against him. This scratch may be removed by pocketing a ball at his next turn, or playing a safety shot by hitting another ball without sinking it If he scratches a second time without removing the first scratch, he ends his turn, loses one point and has two scrat- ches marked against him. At his third scratch, he loses one point for the scratch plus fifteen points for three scratches. The balls are then re- racked and the other player is required to break the balls as at the start of the game

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