DEEP POCKETS - SUPER PRO POOL & BILLIARDS

INTELLIVISION GAME INSTRUCTIONS


Deep Pockets is a unique pool and billiards game - it is actually NINE

games in one. You can learn many pocket billiard (pool) and carom billiard

games in the privacy and comfort of your own home - and brush up on

rules and strategy before venturing out to a billiard parlor.


Play against a friend, or practice "against yourself" -- in 1 player games,

you control both players 1 and 2.


Player 1 will see prompts and scores in RED, and player 2 will see BLUE.


(A couple of hints: Use FOLLOW (described below) on break shots to scatter

the balls. Also, most of the time you only need to hit shots with about

medium strength; use hard shots for long distance shots).


CONTROLS:


ENTER (keypad): cycle FORWARDS through prompts, register selections.

CLEAR (keypad): cycle BACKWARDS through prompts.

SPACE BAR: when in SHOOT mode, shoots the cueball.

NUMERIC KEYS (keypad): move menu highlighting, move cueball, move

aiming "X", move "spin/english" marker


If you forget to make a selection, pressing CLEAR will take you back one

step for each press of the CLEAR key.


On-screen prompts:

Deep Pockets coaches you through each step prior to actually shooting your

shot. The following are the prompts you may see and what to do:


MOVE CUEBALL


You will see this prompt prior to the opening break shot, and after any

scratch or illegal shot. Each game has different rules regarding where you

may place the cueball; some games allow you to place the cueball

anywhere on the table, other games require that the cueball be placed

behind the "HEADSTRING," or imaginary line across the table at the

"HEADSPOT." You move the cueball by pressing the NUMERIC KEYS in the

direction you want the ball to move. Press ENTER or RETURN when you are

satisfied with the position of the cueball.


SELECT BALL


This is how you indicate which ball you want to make. Some games do not

require you to "call your ball," and others do. You will not see this prompt

during games where it is not necessary. Press 6 (numeric keypad) to cycle

FORWARDS through the remaining balls on the table. Press 4 (numeric

keypad) to cycle BACKWARDS through the remaining balls on the table.

You will notice that the color of the blinking ball prompt matches the color

of the ball on the table, and that each time you press 6 or 4 the current

ball is "framed" on the table so that you can spot it more easily. SAFETY

means that you are calling "no ball" for this shot, and you must execute an

otherwise legal shot when you call a SAFETY. When the desired ball is

framed on the table, press ENTER or RETURN.


SELECT POCKET


This is how you indicate which pocket the ball you called will go into. Some

games do not require you to "call your pocket," and you will not see this

prompt during games where it is not necessary. Press 6 (numeric keypad)  

to cycle FORWARDS through the pockets. Press 4 (numeric keypad) to cycle

BACKWARDS through the pockets. Press 8 or 2 (numeric keypad) to move

the highlighted pocket UP or DOWN from its present position. When the

desired pocket is selected, press ENTER or RETURN.


AIM


This is how you indicate the path the cueball will take when you shoot. You

aim by pressing the NUMERIC KEYS in the direction you want the Target

"X" to move. Press ENTER or RETURN when you are satisfied with the

position of the Target "X."  Your shot will cause the cueball to head towards

the position of the Target "X."  This "X" can be moved anywhere on the

table.


APPLY SPIN


This is how you apply ENGLISH, DRAW, or FOLLOW. ENGLISH means left or

right spin on the cueball, which will alter the path of the ball when it hits a

cushion. DRAW means that the cueball will "back-up" upon impact with

another ball. FOLLOW means that the cueball will "follow" or "speed-up"

upon impact with another ball. Think of the dot as where the tip of your

cue stick will strike the cueball. You apply ENGLISH/DRAW/FOLLOW by

pressing the NUMERIC KEYS. Press 8 for FOLLOW. Press 2 for DRAW. Press

4 or 6 for ENGLISH. You may apply combinations of ENGLISH and

DRAW/FOLLOW by pressing in both directions. The position of the dot on

the cueball image above the table indicates the amount of ENGLISH and/or

DRAW/FOLLOW you have selected. When the dot is centered on the cueball

image, you have selected NO ENGLISH or DRAW/FOLLOW. Press ENTER

when you are satisfied with the amount (if any) of

ENGLISH/DRAW/FOLLOW.


SHOOT


This is how you indicate how hard of soft your shot will be. By watching

the "cue stick" moving under the SOFT/HARD gauge, you wait until the

stick is at the proper position for your shot. When you are ready to shoot

your shot, press the SPACE BAR.


In the first game, Player 1 breaks. In subsequent games in a multi-game

match, the player to break is determined by the particular rules of the

game being played.


When a player makes commits certain fouls (particulars are different for

each specific game), the opposing player is questioned as to what he/she

wants to do next. These questions are all based on the appropriate rules in

effect for the game being played. Press 8 or 2 (numeric keypad) to move

the highlighting UP or DOWN, and press ENTER or RETURN when the

selection you want is highlighted.


---------------------------------------------------------------


SPECIFIC GAME RULES - POCKET BILLIARD (POOL) GAMES



EIGHT BALL


The game is Call Shot. This means you must call your ball AND your pocket.

One player must pocket balls of the group numbered 1 through 7 (solid

colors), while the other player has 9 through 15 (stripes). The player

pocketing his or her group first and then legally pocketing the 8-ball wins

the game.


If the object ball is pocketed as called, any other balls pocketed remain

pocketed. The table is "open" when the choice of groups (solids or stripes)

has not yet been determined. When the table is open, it is legal to hit a

solid or the 8-ball first to make a called stripe or vice versa. (NOTE: The  

table is always open immediately after the break shot.)


Legal Break Shot defined:

The shooter (with the cueball behind the headstring) must either (1)

pocket a ball, or (2) drive four numbered balls to a rail. If shooter fails to

make a legal break, the opponent has the option of (1) accepting the table

in position and shooting, or (2) having the balls re-racked and shooting the

opening break himself. It is not necessary to hit the head ball to initiate a

legal break in 8-ball.


Legal Shot defined:

On all shots except on the break and when the table is open, the shooter

must hit one of his group of balls first and, (1) pocket a called object ball,

or (2) cause the cueball or any object ball to contact a rail. It is okay for

the shooter to bank the cueball off a rail before contacting his object ball,

however, after contact with his object ball, an object ball  must be

pocketed, OR the cueball or any object ball must contact a rail.


The choice of stripes or solids is not determined on the break even if balls

are made from only one or both groups. The table is always open

immediately after the break shot. The choice of group is only determined

when a player legally pockets an object ball after the break shot. If a

player legally pockets a called ball from one group and another ball from

the other group is pocketed as well, the player has a choice of which group

to play thereafter.


A player is entitled to continue shooting until he fails to legally pocket a

ball of his group. After a player has legally pocketed all of his group of

balls, he shoots to pocket the 8-ball.


It is a foul if a player fails to execute a legal shot as defined above, or on

any scratch shot (shooting the cueball into a pocket). After a foul, the

opposing player gets to place the cueball ANYWHERE on the table.


Combination shots are allowed; however the 8-ball cannot be used as a

first ball in the combination except when the table is open.



Any illegally pocketed balls of the shooters group are spotted on the foot  

spot. Any illegally pocketed balls of the opponents group remain off the

table.


A player loses the game if he commits any of the following infractions:

1) Fouls when pocketing the 8-ball.

2) Pockets the 8-ball on the same stroke as the last of his group of balls

3) Pockets the 8-ball in a pocket other than the one called.

4) Pockets the 8-ball when it is not the legal object ball.


NOTE: When shooting at the 8-ball, a scratch or foul is not loss of game if

the 8-ball is not pocketed.


When playing a multi-game match, loser breaks to begin the next game.


� Special Information for EIGHT BALL:


When the table is "open", the word "OPEN" will appear near the upper

right-hand corner of your screen. After groups have been assigned, the

prompt will indicate the shooter's group (1-7 or 9-15). Shooter may not

"call"  a ball from his opponent's group.



NINE BALL


The game is Call Shot. This means you must call your ball AND your pocket.

The object of the game is to pocket the 9-ball. Pocketing the 9-ball either

on the break or any other legal shot wins the game.


The lowest numbered ball on the table must be the player's first cueball

contact. If a player complies, any called pocketed ball counts. For example,

if a player strikes the one ball legally and then caroms or by combination

pockets the 9-ball which he has called in the pocket he has designated,

that player wins the game.


When a ball is pocketed in a designated pocket, additional balls pocketed

during the same shot will count. When no ball is called or a safety is called

and a ball is pocketed, or if called ball falls in wrong pocket, the incoming

player has the option of shooting or forcing his opponent to shoot again.


Legal Break Shot defined:

The starting player must (1) Strike the 1-ball first, (2) Drive a minimum of

four object balls to a rail or pocket any object ball. If starting player fails

to do any of the above, the incoming player may place the cueball

ANYWHERE on the table. If the 9-ball is made on the opening break, the

shooter wins the game. Calling the shot is not required on the break. Any

ball pocketed on the break counts and the player continues shooting if he

did not commit a foul or scratch.


Legal Shot defined:

A legal shot requires that the cueball's first contact be with the lowest

numbered ball on the table. A player must then (1) pocket a ball where  

called, or (2) cause the cueball or any object ball to contact a cushion.

Failure to meet this requirement is a foul. It is a loss of game if a player

commits three successive fouls. A legally pocketed ball entitles the shooter

to remain at the table until he fails to pocket a ball on a legal shot. When

the 9-ball is pocketed on  any legal shot, it is a win; game is over.


All illegally pocketed balls remain pocketed, except the 9-ball, which is

spotted.


After a foul, incoming player may place the cueball ANYWHERE on the

table.


When playing a multi-game match, winner breaks to begin the next game.


� Special Information for NINE BALL:


The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2"

in the bottom left hand corner of the screen. When the Foul Indicator

shows "2", the shooter must make a legal shot or will lose the game.



ROTATION


Rotation requires that the cueball must contact the lowest numbered object

ball first on each shot; any ball pocketed on a legal shot counts. It is not

necessary to call balls or pockets. The object of the game is to score balls of

greater total point value than your opponent.


Each legally pocketed object ball has a point value equal to its number.  

When a player's point total mathematically eliminates his opponent from

outscoring him (61 points), the game is ended. If both players tie with 60

points after all fifteen object balls have been pocketed, the player who

legally pocketed the last object ball is credited with an extra tie- breaking

point and wins the game.


Legal Break Shot defined:

The starting player must (1) legally pocket an object ball, or (2) cause four

object balls to contact a cushion. If shooter fails to do so, incoming player

has the choice of (1) shooting with the cueball behind the headstring with

object balls in position, or (2) having the balls re-racked and shooting the

opening break himself.


Legal Shot defined:

A legal shot requires that the cueball's first contact be with the lowest

numbered ball on the table. A player must then (1) pocket a ball, or (2)

cause the cueball or any object ball to contact a cushion. Failure is a foul. A

legally pocketed ball entitles the shooter to remain at the table until he

fails to pocket a ball on a legal shot.


When a player has the cueball to place on the table following a foul or  

scratch, it must be placed behind the headstring. If the legal object ball is

also behind the headstring, the object ball may be spotted on the foot spot

at his request.


It is a loss of game if a player commits three successive fouls. There is no

point penalty for fouls. The incoming player has the option of (1) accepting

the balls in position, or (2) requiring the offending player to shoot again

with the table in position.


When playing a multi-game match, loser breaks to begin the next game.


� Special Information for ROTATION:


The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2"

in the bottom left hand corner of the screen. When the Foul Indicator

shows "2," the shooter must make a legal shot or will lose the game.


Even though the player is not required to call balls or pockets in this game,

the prompt "Select Ball" will appear. This only serves as a reference, so

that the player will know which ball to contact first on the current shot. (It

is also possible to cycle through the remaining balls on the table to plan  

subsequent shots). Remember that your cueball must first contact the

lowest numbered object ball on the table.


Each players score is displayed at the top of the screen. Player 1's score

will appear in the top left hand corner in RED, while player 2's score will

appear in the top right hand corner in BLUE.



STRAIGHT POOL


Straight pool is the only game where a shooter can play a single inning

through rack after rack of balls. Players may shoot at any ball on the table

at any time, but they must call the ball and the pocket. The first player to

a pre-determined point total wins. Each legally pocketed ball counts as 1

point for the shooter.


Legal Break Shot defined:

Starting player must either (1) designate a ball and a pocket into which

that ball will be pocketed and accomplish the shot, or (2) cause the cueball

to contact a ball and then a cushion, PLUS cause two object balls to contact

a  cushion. Failure to meet at least one of the above requirements is a

"breaking violation."  Offender's score is assessed a 2 point penalty for each

breaking violation. In addition, the opponent has the choice of (1)

accepting the  table in position, or (2) having the balls reracked and

requiring the offending player to repeat the opening break. (The three

successive fouls rule does not apply to breaking violations).


Legal Shot defined:

On all shots, a player must cause the cueball to contact an object ball and

then (1) pocket an object ball in the called pocket, or (2) cause the cueball

or any object ball to contact a cushion. Failure to meet these requirements

is a foul.


One point is deducted for each foul; when a player commits a third

successive foul, he is assessed a penalty of 20% of game total. For example:

150 point game, 30 ball penalty. The commission of a third successive foul

automatically clears the offender's record of fouls. All the balls are

reracked and the player committing the infraction is required to break as

at the beginning of the game. NOTE: At the choice of the non-offending

player, the penalty for a third successive fouls can be as follows:  One point

is deducted from the offender's score, and the cueball is placed on the

table by the non-offender. The offender's record is cleared of successive

fouls as above.)


NOTE: The deduction of penalty points can result in negative scores.


When the fourteenth ball of a rack is pocketed, play stops momentarily

with the fifteenth ball remaining in position on the table; the fourteen

pocketed balls are then racked with the space at the foot spot vacant in the

triangle. The shooter then continues, normally pocketing the fifteenth (or

"break" ball) in such a manner as to have the cueball carom into the rack

and spread the balls. However, shooter is not compelled to shoot the

fifteenth ball; he may shoot at any ball he desires.


A player may call a "safety" rather than an object ball (for defensive

purposes.)  Safety play is legal, but must comply with all applicable rules.

Player's inning ends when a safety is played, and pocketed balls are not

scored. Any object ball pocketed on a called safety is spotted.


� Special Information for STRAIGHT POOL:


The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2"

in the bottom left hand corner of the screen. When the Foul Indicator

shows "2," the shooter must make a legal shot or will lose the game.


If, after the fourteenth ball is pocketed, the 15th ball or the cueball are in

a position to interfere with the racking of the fourteen pocketed balls,  

special rules apply as to the racking of the balls. This will be done

automatically by the program.


Each players score is displayed at the top of the screen. Player 1's score

will appear in the top left hand corner in RED, while player 2's score will

appear in the top right hand corner in BLUE.



ONE POCKET


One Pocket is a unique game in which only two of the six pockets are

employed for legal scoring. Any ball may be played and need not be called.

What is required is that an object ball falls in the player's "target" pocket.

The first player to score a total of 8 points wins.


Player 1's pocket is the top right corner pocket, and player 2 shoots for the

bottom right corner pocket.


Legal Break Shot defined:

Starting player must (1) legally pocket an object ball into his target pocket,

or (2) cause the cueball to contact an object ball and after contact, the  

cueball and at least one object ball must contact a cushion. Failure to do  so

is a foul.


Legal Shot defined:

A legal shot requires that the cueball contact an object ball and then (1)

pocket an object ball into shooter's pocket, or (2) cause the cueball or an

object ball to contact a cushion. Failure to do so is a foul. The player

committing the foul must spot one of his previously scored object balls for

each foul committed. If a player who fouls has no previous balls to spot, he

"owes" for such fouls, and must spot balls after each scoring inning until

his "owed" fouls are eliminated. After fouls, incoming player accepts the

cueball in position. Three successive fouls by the same player is loss of

game. Any balls pocketed in shooter's pocket do not count on  a foul or

scratch. In ADDITION, shooter is penalized one ball for a foul or scratch.


When a player has the cueball to place on the table following a scratch, it

must be placed behind the headstring. If all object balls are also behind

the headstring, the object ball nearest the headstring may be spotted on

the foot spot at the shooter's request.


Balls pocketed by the shooter in his opponent's target pocket are scored for

the opponent, even if the stroke was a foul; but do not count if the cueball

scratches. If the shot is not a foul and the shooter pockets a ball in both

target pockets, shooter's inning continues, with all legally pocketed balls

scored to the appropriate player. If a shooter pockets a ball that brings the

opponent's score to 8, the shooter has lost.


Balls pocketed in the four non-target pockets are "illegally pocketed balls."

All illegally pocketed balls are spotted; however, spotting is delayed until

the shooter's inning ends. If a player makes the last ball on the table, and

there are balls being held for delayed spotting, those balls are then spotted

so that player may continue his inning.


� Special Information for ONE POCKET:


The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2"

in the bottom left hand corner of the screen. When the Foul Indicator

shows "2," the shooter must make a legal shot or will lose the game.


Each players score is displayed at the top of the screen. Player 1's score

will appear in the top left hand corner in RED, while player 2's score will

appear in the top right hand corner in BLUE.


---------------------------------------------------------------


GENERAL RULES - CAROM BILLIARD GAMES


Carom Billiard games are played on a pocketless table. Each player has his

own white cueball - one is a solid white ball called the "clear" cueball, and

the other has a spot on it, and is called the "spot" or "black" cueball. The

third ball on the table is a red ball. In "Four Ball", a fourth ball is on the

table, and is pink.


Stated very simply, the object of Carom Billiards is to score a "count", or

point. This is done by shooting your cueball such that it strikes the other

two (or three) balls at some point in its travel around the table. The

simplest carom billiard game in DEEP POCKETS is "Straight Rail," where

there are no limitations on which of the other balls must be hit first. On the

other hand, the rules for "Three-Cushion" are very specific about what

constitutes a legal "count"; it is a very demanding game.


In all games, after your ball has struck another ball, that other ball is

deemed 'dead', and subsequent contacts between your cueball and that

ball are ignored with regard to scoring. Contact with the cushions is

important in "Three-Cushion", as the name implies. See below for the

specific rules for "Three-Cushion."


The red ball is spotted on the foot spot for the break shot. ("Four Ball" has

the pink ball on the foot spot.)  The player shooting the opening break shot

must contact the ball on the foot spot first, rather than the opponent's

cueball or any other ball on the table. Failure to do so is an error and ends

the shooter's inning. After the break shot, players may generally shoot at

any other ball on the table (except "Red Ball", where, as the name implies,

EVERY SHOT must feature contact with the red ball as the first contacted  

object ball.)


In all games, players must decide on the maximum number of points for

the game. First player to reach the game limit wins.


If a multi-game match is being played, winner breaks on subsequent

games.


---------------------------------------------------------------


SPECIFIC GAME RULES - CAROM BILLIARD GAMES


STRAIGHT RAIL


A legal count is scored as one point for shooter if player's cueball strikes

both the other player's cueball and the red ball, in any sequence. Cushion

contact is irrelevant to scoring.



RED BALL


A legal counting stoke entitles the shooter to continue at the table until he

fails to legally count on a shot. On all shots, player must make his first

object (first ball contacted by his cueball) the red ball. Failure to do so is a

foul. One point is deducted from offender's score for each foul.



FOUR BALL


Each legal two-ball carom count is scored as one point for shooter; each

legal three-ball carom count is scored as two points for shooter. The pink

ball must be the first ball contacted on the opening break. Any object ball

on the table may be the first object ball after the opening break.



THREE-CUSHION


Each legal count is scored as one point for shooter. There are four  different

ways to score a count in "Three-Cushion" billiards. The shooter's cueball

must either:

1. contact an object ball and then contact three or more cushions, and then     

strike the other object ball; or,

2. contact three or more cushions, and then contact the two object balls; or;

3. contact a cushion and then an object ball, then two or more cushions and

then the other object ball; or,

4. contact two or more cushions and then an object ball, then one or more

cushions and then the other object ball.


Cushion contact simply means that the shooter's cueball makes contact

with a cushion. The same cushion MAY be contacted more than one time. It

is NOT necessary to hit three DIFFERENT cushions.


A legal counting stroke entitles shooter to continue at the table until he

fails to legally count on a shot.


---------------------------------------------------------------


1982, 1997 Intellivision Productions, Inc.

Play this game on the Intellivision Lives! CD-ROM for PC and Mac, available

at www.intellivisionlives.com


Reference source for rules:

"Billiards - The Official Rules and Records Book" (1988 Edition)

Billiard Congress of America

1901 Broadway St., Suite 110

Iowa City, IA  52240