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
shootingBILLIARDS
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 higherEight 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