Games
Snooker
Snooker on a twelve-foot table: fifteen reds and the six colours, or a shorter frame with ten or six reds. A red and a colour in turn, the colours back on their spots while reds remain and then potted in order, fouls of four points or more, the cue ball in hand in the D, and the black spotted again when the frame ends level. The balls slide, roll, spin and throw each other off line in an exact simulation, and the aim lines show where they will go. Aim with the mouse, draw the cue back and let go. Play the computer at five levels - it builds breaks and plays safe when nothing will drop - play a friend, practise alone, or watch a demo frame.

What happens
Snooker by the rules. With reds on the table the striker plays a red, and after potting one any colour, the colour he hits first being the one nominated; potted colours go back on their spots while reds remain, the colour after the last red too; then the colours are taken in order: yellow 2, green 3, brown 4, blue 5, pink 6, black 7. A foul - the cue ball in a pocket, no ball hit, a ball not on hit first or potted - gives the other side the value of the ball on or of the ball concerned, four at least, and a cue ball in a pocket comes back in hand, to be played from the D. When only the black is left, the first score or foul ends the frame; if the scores are then level, the black is spotted again and played from hand. A colour whose spot is taken goes on the highest free spot. Fifteen, ten or six reds. The balls are those of the billiards module: they slide, roll and spin in an exact simulation. The computer finds its pots through the ghost ball, plays them out for the next ball on, plays safe when nothing is likely to drop and breaks off as a safety; the weaker levels look at fewer shots and strike less accurately. Free balls and the miss rule are left out.
Try this
Aim with the mouse; press on the table, draw back and let go to strike. With the ball in hand, drag the cue ball within the D. The right mouse button turns the view, the wheel zooms.


