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Manual
Fast Eddie's Pool and Billiards 1991, Aegis

Fast Eddie's Pool and Billiards - Manual

                                 Introduction                               

2      Welcome to Fast Eddie's Pool and Billiard Parlor! This is the
3      most ambitious billiards video game of our time--Fast Eddie's
4      combines the entertaining graphics and frivolity of an arcade
5      game with the customizability of great computer software to
6      create a product you will find thoroughly enjoyable, whether you
7      are a novice or an expert at pool or computers.

8      Every effort has been made to give you not only the feeling of
9      being there, but being in control! After all, if the computer won't
10     let you do what you want, what fun is that?


                              BACKUP                              

12     Before you do anything else, make a backup or working copy of
13     your diskette! The Fast Eddie's disk can be copied by simply
14     dragging its disk icon over another disk icon. Use the working
15     copy you have made, and archive the distribution diskette for
16     safety.


                Getting Into Fast Eddie's Parlor                 

18      Fast Eddie's can be run from either CLI or the Workbench icon.
19      To run from the Workbench, double click on the Fast Eddie's Icon
20      or on an Instant Replay icon. If you chose the Instant Replay,
21      the program will immediately load the game and transfer you to
22      the table from which the replay was saved. This feature allows
23      you to restore the situation of the game just as it was when you
24      saved it.

25      To run from the CLI, type

26                Fast Eddie's

27      at the CLI prompt, and [Enter]. If this command is followed by a
28     instant replay filename,

29               Fast Eddie's mygame.replay

30     for example, the saved game `mygame.replay" will be restored
31     just as you saved it, ready to continue playing.


                        Hard Disk installation                          

33      Fast Eddie's can be installed on a hard disk in any drawer.
34      Installation is simple from the Workbench, drag the icon for Fast
3$      Eddie's from the distribution diskette to the drawer of your choice.

36      If running the program from either WorkBench or CLI fails to bring
37      up the program screen, you do not have sufficient chip memory
38      available to run the program. Fast Eddie's is designed to

                                     1

1       multi-task with other programs, but it does use a great deal of
2       chip RAM. Because of this, we recommend that you not attempt 
3       multi-tasking with this program if your computer only has 512K of
4       RAM. If Fast Eddie's is run with less than 512K free memory, no
5       attempt will be made to make use of the the Amiga computer's
6       built-in speech synthesizer software.


             Please note: it is recommended that overscan
             not be used on a 512k system.  If you are
             having trouble running in 512k, first try booting
             off your working copy of the Fast Eddie's 
             diskette, if this was not done.  Next, try
             disconnecting any external disk drives and
             rebooting.  If all these steps fail, contact
             Technical Support at Oxxi, Inc. The program
             has not failed to run on any Amiga with 512K
             or more, to the best of our knowledge.


7       If you are so fortunate as to have Amiga with a CPU
8       accelerator, you are in for a pleasant surprise--Fast Eddie's has
9       been designed to utilize faster CPU's in order to achieve much
10      smoother animation.

11      On a technical note:  If you do wish to multi-task with this
12      program, please note that attempting speech or sound from
13      another task simultaneously is not recommended. Sprites #2 and
14      #3 are also requested, but if they are not available, they are
15      simply not displayed - no harm will result.


                            Copy Protection                               

17      The Fast Eddie's disk is not copy-protected and can be copied
18      under the conditions listed in the license agreement. When Fast
19      Eddie asks for word number N on line number Y on page number
20      P, count each word (but not punctuation), every line, including
21      chapter titles such as Introrduction (except text in illustrations or
22      boxed in note boxes) ad use the page number printed on the
23      manual page.  Count hyphenated words as TWO words.  For
24      example, Word 13 in line 11 of Page 2 (this page) is "this".

25      We're eager to offer program upgrades and free technical advice
26      to legitimate users, but not to unauthorized users of the program.
27      We need your cooperation in this matter, which consists of your
28      returning your registration card.

29      Software piracy is a crime. So please-spread the word, not the
30      disk! [You better do it!!]


                                     2
                                                                             
                       The Pool and Billiard Parlor                          

2       Assuming there is sufficient RAM, the title screen will appear once
3       the program is fully loaded into memory. The crisp sound of the
4       cue ball striking other balls should accompany this image-you
5       can adjust your Amiga volume at this point. When done with the
6       credits, press any key or a mouse button to continue.

7       Next you will see the pool hall, with Fast Eddie himself behind the
8       counter instructing you to type in the necessary password,
9       followed by the [Enter] key. There is no time limit on looking up
10      the password. If you give the wrong password, you will be
11      tossed out of the pool hall--and out of the program.


12                              Look Around                               

13      Once you have given the correct password, you are free to do as
14      you wish within the pool hall. To indicate that you are interested
15      in something in the room, just click the left mouse button over
16      that item.  Releasing the button while over the item is not
17      necessary for certain items--for example, there is an exit door in
18      the upper left had corner. When the mouse pointer is positioned
19      over that area, and you depress the mouse button, the door
20      swings open. If you release the button while the pointer is still
21      over the door, you will exit the program. If you release the button
22      while the pointer is no longer over the door, the doors swing shut
23      and you can continue to play.

24      The pool hall is viewed from a vantage point near the back of the
25      room. The door is not the only active item in the room, of course.
26      An arcade game in the opposite corner displays EHB if your
27      Amiga has Extra Halfbrite capability. The arcade game can be
28      played by clicking once anywhere on it with the mouse. A
29      warning,   though -- Fast Eddie has the game rigged, and is always
30      ready with a sarcastic comment if you lose the game!

31      Next to the front counter is a jukebox, playing Fast Eddie's
32      favorite song.  (He turns it off whenever anyone gets serious
33      about playing a game.) The jukebox displays its On/Off, status, in
34      case you have the sound turned off on your machine. You can
35      turn off the jukebox yourself by clicking on the word ON, and turn
36      it back on just as easily. There are additional active areas to be
37      discovered--by clicking on Fast Eddie!

38                              The Tables                                

39      The primary active areas, of course, are the four different tables.
40      One is set up for all the popular pocket pool games, and the
41      other three are for bumper pool, carom billiards, and snooker.
42      Selecting the table you want to play is easy: when the button is
43      depressed while the pointer is over a table, the table "lights up".

                                     3

1       If the button is released while the pointer is still over the table, you
2       will be ready to play at that table.  If the pointer has moved
3       somewhere else when you release the mouse button, the table
4       returns to its original appearance, and you are free to choose
5       other options in the pool hall.

6                           Number of Players                             

7        If you choose a table, but it does not appear, ready for play, you
8        most likely do not have the right number of players selected for
9        play at that table. To change the number of players, go to the
10       rack of cuesticks on the wall between the jukebox and the arcade
11       game, and click on one to remove it or click on the area where
12       one used to be to put it back. Up to four players can be chosen
13       in this fashion. In play, the player's names appear in sequence as
14       their innings commence, with the first player's name in red, the
15       second in blue, green for the third, and the fourth in turquoise.

16       Zero is not a valid number of players, so if all four cuesticks are
17       on the wall, you will be told to grab some if you wish to play. The
18       default number of players is two, but this default, like most others,
19       can be changed. This feature is discussed later, under Saving
20       Your Configuration.

21                            Playing A Game                              

22      When you select a table, the table zooms to fill the whole screen,
23      Fast Eddie turns off the music, and the game begins. The first
24      time you select the pool table, the default game is 15-Ball. Let's
25      start with that game--click once on the pool table (close to you
26      on your left).

27      The right mouse button now serves as the menu button, and it
28      will bring up a menu anytime it is pressed, except when the action
29      has already been paused to perform a menu operation. The left
30      mouse button, the selection button, is used to make selections
31      and perform game ections. If a joys1ick is used in port #2, the 
32      fire button is the selection button.

33                        The Counters and Timers

34    Below the table is a band containing play information. Each
35    player's name will be displayed in turn, starting with Player 1 at
36    the left.  Under the player's name are the counters which tally
37    number of balls ad shots. The Balls tally represents the player's
38    score. At the right of each player's area is a timer display. With
39    the initial skill setting, Novice, for Player 1, this timer displays the
40    word UP during Player 1's turn.  Between the two player tally
41    areas is the enlarged picture of a cue ball--more about this
42    gadget in a moment.

                                     4

1                        Positioning the Cue Ball

2      First the cue ball must be positioned on the table. It can be
3      placed using the mouse, joystick, or the cursor arrow keys. Once
4      you decide on a location, press the selection button to place the
5      ball on that spot.  Think carefully before pressing the
6      button--there is no quick way to undo this action!

7                             Aiming the Cue

8       Next you aim the cuestick. To aim the cuestick, move the mouse
9       left or right. The graphical image of the cuestick will rotate. When
10      you have your aim set, press the selection button.  Do not
11      release it immediately. Hold the selection button down as you
12      fine-tune our aim, if necessary, with the left and right cursor
13      arrows. (This can also be done by moving the joystick left or
14      right with the firing button held down.)

15                             Calling a Pocket

16      15-Ball does not require it, but if the game being played calls for
17      the destination pocket to be named before the shot is
18      made-calling the shot-an X will appear above one of the
19      pockets. Move the mouse up or down (toward the top or the
20      bottom of your mouse pad) to cycle through all of the pockets.
21      The joystick or up-and-down cursor arrow keys can also be used
22      to select a pocket.

23      In bumper pool, you will sometimes have the option to choose
24      which ball to shoot as the cue ball. In a bumper pool game,
25      moving the mouse up or down (or using the cursor arrow keys)
26      cycles through all balls that you are eligible to shoot.


                            Make Your Shot                              

28      The final step is executing the shot. A crosshair will appear at the
29      bottom of the screen, hovering above the enlarged cue ball

           _____ 
          /  F  \
         /       \                        F:  Follow stroke
        /         \                       D:  Draw stroke
       |     |     |                          Reverse English
       |L  --+--  R|                      R:  Right English
       |     |     |                          curves ball left
        \         /                       L:  Left English
         \   D   /                            curves ball right
          \_____/    


1        between the player tally areas at the bottom of the scree. The
2       crosshair, which looks like a "+", can be moved in any direction
3       by using the mouse or joystick. This crosshair position is used to
4       apply spin to the cue ball.

5                                  Spin

6       To apply Spin or `English" to the cue ball, position the crosshair
7       off-center.  Lateral spin, left-hand or right-hand English, is
8       produce if the crosshair is located to the left or right of center.
9       For Follow (backward spin), position the crosshair above the
10      center of the cue ball. Draw (forward spin or "reverse English) is
11      created when the crosshair is positioned below the center of the
12      cue ball. Often, it will be most strategic to place the crosshair at
13      the center, which imparts no unusual spin to the ball.

14      If you do apply spin, be careful not to miss the ball--and don't
15      jump the table! Fast Eddie gets very annoyed if your ball breaks 
16      the glass in his trophy case.

17                                 Power

18      Having chosen the crosshair position, all that remains is
19      determining how hard to hit the cue ball. The crosshair is
20      constantly growing and shrinking, representing the velocity of the
21      shot should the selection button be released at that instant. The
22      larger the crosshair, the greater the velocity of the shot. To hit the
23      cue ball hard, release the selection button when the crosshair is at
24      its largest.

25                               The Shot

26       When you release the button, the shot is executed, and the cue
27       ball is sent on its way. While the shot is played out, the menu
28       and selection buttons do not function. Pressing the right mouse
29       button during the animation of the snot invokes a requester which
30       asks whether you wish to Abort the shot in progress. If you say
31       Yes, the shot is immediately terminated, leaving all balls at their
32       current position. You will not need this feature for normal use.

33       To return to the pool hall screen, use the menu button to select
34       Quit under the Game menu.

                                     6
                                                                             
                               A Different Game                              

2                          Pool and Other Games                             

3       You can stop playing any game at any time, without leaving the
4       table. The New command under Game allows you to select any
5       of the games available at the table. The pocket pool table offers a
6       selection of one to nine games, depending on now many players
7       there are.

8                           Playing By Yourself

9       When you are the only player, the pocket pool table offers you
10      only one game, Golf. Every other game at this table requires at
11      least two active players, one or more of which can be the
12      computer.  With two, three or four players, nine games are
13      offered. 15-Ball, Rotation, 14.1, Moon, Golf, 6-Ball, Wild Sevens,
14      and 9-Ball are available for two to four players. Cutthroat is
15      available only if exactly three players are at the table, and 8-Ball
16      requires two or four players.

17                         Moving To a New Table

18      To play a game offered at a different table, you must Quit from
19      the current table. Select Quit from the Game menu, or press
20      Right-Amiga-Q. if you are actively playing a game at this table,
21      you will be prompted to see if you really wated to Quit the
22      current game.

23      Once you are back in the pool hall, press the selection button and
24      release it while you are over the desired table. If you are playing
25      with the correct number of players for that table, you will be at the
26      table, ready to play. The other three tables in the pool hall do not
27      have muitiple games offered.

28                          Demonstration Play

29      You can set Fast Eddie to play another pool-hall layabout, Las
30      Gatos Fats, in a demonstration of ay game--in fact, you may
31      want sometimes to get the real "heavies" at Fast Eddie's to play
32      for your amusement or instruction. Watching Los Gatos Fats,
33      West Chester Wally play a fast game of 8-Ball at the Legend level
34      is epic.

35      To set up demonstration play at any level, simply set all the
36      players to Amiga type, and select the skill levels preferred. The
37      player's names appear in sequence as their innings commence,
38      with the first player's name in red, the second in blue, third, green,
39      and the fourth in turqouise.

                                     7

1                             Instant Replay

2       One of the most interesting features of Fats Eddie's is Instant
3       Replay, allowing you to review the last shot.

4       To activate Instant Replay's VCR control panel, select Replay
5       from the Shot menu. At the bottom of the screen will appear six
6       buttons, like the controls of a Video Cassesette Recorder. These
7       are operated with the left mouse button or the function keys F1
8       through F6, and perform .[Rewind, Play, Pause, Stop, Slow, and
9       Record respectively.

10       The Rewind button winds the replay "tape" back to the beginning.
11       Play begins the animation. Pause allows frame-by-frame viewing
12       of the recorded action. The Slow button toggles the speed of the
13       replay from slow-motion to full speed. Stop terminates the replay,
14       removes the VCR control panel, and restores the setup of the
15       game as it was before instant replay was selected. The Record
16       button, like the Stop button, stops the replay and removes the
17       VCR control panel; however, it does .[1;3mnot restore the game setup.
18       This resets the game in progress to to the situation recorded in the
19       replay tape-this feature is used in restoring old games from disk,
20       discussed later.

21                          Save Instant Replay

22       Instant Replay shots of interest can be saved to disk for viewing
23       or playing at a later time. The Save item under the Shot menu
24       pops up a file requester, which prompts you for the filename to
25       call your replay file. When you have entered the name, and the
26       file has been saved, the game continues.

                          Load a Saved Replay

28       To view an instant replay file later, choose Load under the Shot
29       menu. The file requester will appear. When your choice has been 
30       selected and loaded, the instant replay VCR control panel will
31       automatically be activated. You can choose to view the replay,
32       then continue with the current game you were playing--to do
33       this, simply select the Play button, followed by the Stop button.

34                      Resume Playing An Old Game

35       You can also use this feature to abandon the current game, and
36       take up play of a saved game at the point where you saved the
37       replay. To do this, select the Record button. To include the very
38       last shot made when this game is saved, select the Play button
39       first, and wait for all balls to stop before selecting Record.

40                         Create Your Own Shots                            

41       Have you ever wanted to try some trick shots? Fast Eddie's lets
42       you do just that, and more! Simply select Create from the Shot
43       menu. The pointer will change to an image of a hand to indicate
42       you do just that, and more! Simply
44       you are in create mode.

                                     8

1       Game play and menu operations are suspended during create
2       mode. Due to the precision input necessary, the keyboard and
3       Joystick cannot be used in this mode, only the mouse.

4       In create mode, you have the ability to move any ball to any place
5       on the table. Move the pointer to the desired ball and click the
6       left mouse button to select that ball. Any movement of the mouse
7       will result in a corresponding movement of the selected ball.

8       In most games, an object ball can be removed from the table. Just
9       move the ball to the very top of the screen, and place it over the
10      marker for that particular ball. Click the left mouse button, and if
11      successful, the ball will be dropped at that spot. If the ball was
12      not in the correct position, the ball will still be "in your grasp". 
13      To put a ball back on the table, simply grab it from the top of the
14      screen and move it back onto the table.

15      In all games except bumper pool, it is not possible to remove the
16      cue ball, and in billiards, no ball can be removed from the table.
17      However, in bumper pool, the bumpers and even the pockets can
18      be moved--be careful not to place the pockets up on the rail!

19      The setup which exists before the first shot of a bumper pool
20      game will be used at the beginning of all subsequent games, until
21      it is changed again before the beginning of a game. Use Create
22      to customize the initial setup--even handicap your opponent by
23      removing one or more balls or placing the holes in different
24      positions.

25      To restore the bumper pool setup to its original setting, select the
26      Create menu item and click the button labeled [Default]. This
27      moves all balls, holes and bumpers back to the standard
28      positions. Remember that if you do this after the first shot of the
29      game, next time you begin a bumper pool game, the initial setup
30      will revert to the positions which were in effect before the defaults
31      were restored.

32      At either side of the storage spots for balls removed from the
33      table, you are offered two choices for quitting create mode.
34      [Proceed] will accept the changes you have made, returning you
35      to play the shot you have created.  You may also chose to
36      [Cancel] all changes made, in which case the original positions of
37      the balls, before Create was selected, will be restored.

38      Since all shots can be saved as instant replay files, if you devise
39      an interesting setup using Create, consider saving a shot made
40      with that setup.  At a later time, by loading in the replay and
41      pressing the Record button, and you can try your interesting
42      setup again!

                                     9

                                                                            
                             The Options Menu                               

2        Under the Options menu is a array of different parameters
3        you can customize for your play at this table.

4                               Edit Player                               

5        Is your name Human?  Many computer games make this
6        assumption. For those of us who do not answer to that moniker
7        in our day-to-day lives, Fast Eddie's allows you to put in your own
8        name.  If no name is entered, Player 1 is the default name
9        displayed for the first player. Names can be entered fo up to four
10       players.

11       Some games require at least two people to play. Not Fast
12       Eddie`s--the Amiga computer can play, and plays reasonably
13       well, at that. The computer can also "fill in" for any player at any
14       time in the game. In fact, you can set the computer to play itself.

15                              Skill Level

16       You also can change your skill level--the default is Novice, which
17       means you need things as easy as possible. As you become 
18       more proficient, you may wish to advance to Expert, or even
19       Legend. These more--difficult settings can be used to handicap
20       yourself when facing others who are playing the game for the first
21       time--or use them to handicap the computer for easier tutorials.

22       The Novice player has an unlimited time to make a shot. The
23       Amiga computer at the Novice setting makes its shot in 30 
24       seconds or less (usually less than 10 seconds). Experts and
25       Legends are timed--the timer appears at the right of the player's
26       counters at the time play passes to the player, and counts down
27       30 seconds for the Expert, and 10 seconds for the Legend. At
28       timeout, if no shot has been made, a foul buzzer sounds, and
29       play passes to the next player in the sequence.

30                             Order of Play

31       The initial defauit order of play is Player 1, yourself then the
32       Amiga. You can reset this, so the Amiga breaks, and you are
33       second. Other human players can be set up just as easily.

34       Name, skill, and preset order of play are adjusted using the Edit
35       Player command from the Options menu. The name is edited by 
36       clicking the cursor down into the player name box. Change the
37       skill level and player type (Human or Amiga) by clicking the
38       button next to the player name.  The requester allows you to
39       define these characteristics for up to four players. The attributes
40       for all participating players can be changed, and will be reflected
41       immediately after the requester is dismissed by selecting the OK
42       button.
                                    10

1                              Preferences.                                

2        In the Preferences sub-menu are settings which affect the display
3        of the pool balls, order of play, and other features of the pool and
4        billiards games.

5       To turn on any option, select Preferences under the Options
6       menu, and release when the item you want turned on is
7       highlighted, so that it becomes check-marked. Unlike the other
8       menus in this program, selecting items in this one does not turn
9       off the other settings in this sub-menu; it only toggles the selected
10      item. As a resuit, there may be muitiple items check-marked in
11      Preferences. To toggle muitiple settings in this menu, click the
12      left mouse button over each of the items you wish to change,
13      holding the menu button down until all selections are completed.

14                             Show Numbers

15       Show Numbers toggles the display between showing the
16       numbers on each ball, and showing an animated, more realistic
17       look.  For novices to the game or those with color-blindness,
18       being able to read the number of the ball can be a real boon.
19       Normally, you will want Show Numbers turned off. This menu
20       item applies only to the pocket pool games which require
21       numbered balls.

22                             Drop Shadows

23       The ability to turn off Drop Shodows is included for users whose
24       Amiga computers lack the Extra Halfbrite display mode capability.
25       When Drop Shadows is checked, the program renders pool ball
26       images which look great in Extra Halfbrite, but unattrective on
27       machines without this capability. To determine whether your
28       machine has Extra Halfbrite, look for the initials EHB on the
29       arcade game in the pool hall. If you do not see these initials, you
30       do not have Extra Halfbrite display mode, and should turn off
31       drop shadows to obtain more accurate ball images.

                             Reverse View

33       The Reverse View item rotates the positions of all the balls 180
34       degrees. This feature is provided as a change of pace.

35       Normally, the pool, snooker or billiards table is displayed with the
36       foot spot on the right and the head spot on the left. Reverse
37       View reverses not only the display of ball positions, but also the
38       points where balls are re-spotted, the areas where the cue ball may
39       be placed during break, and so on.

40       If you are playing Bumper Pool, the default display shows the
41       white balls and white pocket at the top. Selecting Reverse View
42       in the Bumper Pool game puts the red balls and red pocket at the
43       top.

                                    11

1                              Lag for Break

2        If a preset order of play does not suit you, you may choose to
3        "lag for break", determining not only who goes first, but the order
4        of turns for other players as well. The object of a lag is simple:
5        bounce the cue ball off the far rail and end up as close as
6        possible to the near rail, without scratching (pocketing the cue
7        ball). Each player shoots in the preset order of turns. To avoid
8        any strategical advantages, the other players should not watch
9        while a player is making a lag shot.  (In real life, each player
10       would perform this shot simuitaneously, but for practical reasons,
11       it is implemented differently in this program.)

12                              Show Path

13       The Show Path oplion displays a straight line along the aim of the
14       cue, which extends across the table to assist you in your aim. It
15       acts like `laser sights" to let you know precisely where your cue
16       ball will move if it is struck dead center.

17       Side English on the cue ball will tend to move it off this straight
18       path after the ball is struck. Straight follow or draw strokes should
19       not curve the cue ball off the path.

20                              Table Speed                                

21      The table speed can be changed at any time in the game.
22      Settings ranging from very slow to very fast are chosen from the
23      Table Speed menu under Options. A "fast" speed means the
24      balls take a long time to slow to a stop. An additional setting,
25      Random, randomly changes the speed every game.  A
26      checkmark indicates which setting is active; only one table speed
27      setting can be active at a time. To change the setting, move the
28      mouse to highlight the new setting and release the menu button.

29                              Table Color                               

30       The color of the table cloth can be changed in a similar fashion.
31       The Table Color item under the Options menu permits several
32       classic choices, with green as the defauit. To change the setting,
33       move the mouse to highlight the new setting and release the
34       menu button.

35                                Ball Makeup                             

36       The behavior of the pool balls also can be changed at any time in
37       the game by changing the ball makeup. The default is ivory,
38       which resuits in normal behavlor. The other settings will be left for
39       you to explore.  To change the setting, move the mouse to
40       highlight the new setting and release the menu button

                                    12

1                              Save Options                                

2       Save Options, the last item of the Options menu, performs a save
3       of all parameters pertaining to the Options menu to a file on disk.
4       This configuration file will be saved under the name S:Pool.cfg.
5       From then on, when Fast Eddie's is run, the program will
6       automatically grab its defauit settings from this file, and your
7       favorite options come to life, just as they were when they were
8       saved!

9       To restore the factory settings for the Options menu, simply
10      delete S:Pool.cfg. Saved parameters include the number of
11      players, the jukebox setting, and the Option menu settings.


                                    13

                                                                           
                           Practice Makes Perfect                          

2                       Undo, Create and New Games                         

3       Because accidents can happen, a command has been provided
4       which will allow you to undo a shot you have just made. It is
5       called Undo and is found under the Shot menu. If you should
6       inadvertently select Undo by accident, or feel remorse after doing
7       a premeditated undo, don't worry. Simplychoose the same menu
8       item. It will be called Redo instead of Undo, and it will restore the
9       game to the way it was before the Undo was made.

10      By creatively using the Create, Undo/Redo, and New Game
11      options, you can polish and perfect your--even practice
12      pool "hustling" with your unwitting friends.

13                                 Break                                 

14      In the chosen game, set the playing order with yourself first. Turn
15      off Lag for Break in the Options menu. Break, with the object
16      being to maximize your score in the break---or practice scattering
17      the balls for a "safety", to give your opponent the most difficult
18      shot possible. After the break shot, you can continue to pocket
19      balls until your frame ends, or you can halt the shot and set up to
20      break again with the New Game command (Right-Amiga-N).

21                              Bank Shots                                

22      Sending the cue ball into the object ball by rebounding it off one
23      or more rails is called a Bank Shot, and requires practice to
24      master. By using the Abort Shot and Undo fetures, you can
25      polish your technique. To practice bank shots, use Create to set
26      up one or more object balls, then turn on Show Path
27      (Right-Amiga-5), or select Show Path from the
28      Options-Preferences menu. The cue ball will rebound from the
29      rail at the same angle as it encounters it (the incident angle
30      equals the rebound angle).  Use the diamonds (the eighteen
31      spots in the rails) to help you eye-in the angle.

32      If your shot does not go as planned, press the right moue button
33      to abort the shot, then press Right-Amiga-Z to undo the shot. The
34      table will return to its pre-shot situation, and your cue will return to
35      its original angle. Use the fine-tune options (press the left mouse
36      button and use the left and right cursor arrow keys) to adjust the
37      aim of the cue stick, or position the crosshairs differently to redo
38      the shot.

                                    14

1                           Kiss or Carom Shots                             

2       Striking an object ball with another object ball which has been set
3       into motion by the cue ball striking it, is a Kiss or Carom Shot,
4       and it is a difficult technique to perfect. Instead of the motions of
5       the cue ball and a single object ball, carom shots require you to
6       understand how three or more balls will interact on the table.

7       Force from the striking cue ball is transmitted through the first
8       object ball, at an angle that depends on the characteristics of the
9       cue ball's motion. The cue ball's spin, speed, and the point at
10      which it strikes the object ball all help determine where the struck
11      ball will travel. For example, a cue ball with left-hand English on
12      it, striking "square" on the object ball (at the nearest point of the
13      ball's circumference) will impart a right-hand spin to the object ball.
14      Likewise, a cue ball with no spin on it, striking the object ball
15      on its right side, will also give the object ball a right-hand spin.

16      Again, you can use the Abort Shot and Undo features to polish
17      your technique. To explore the behavior and interaction of the
18      cue ball and multiple object balls, or just to practice carom shots,
19      use Create to set up one or more object balls, then turn on Show
20      Path (Right-Amiga-5), or select Show Path from the
21      Options-Preferences menu. Use the diamonds to help you
22      figure all the angles.

23      If your shot misses, simply abort and undo It. The table will return
24      to its pre-shot situation, and your cue will return to its original
25      angle. Use the fine-tune options to adjust the aim of the cue
26      stick, or position the crosshairs differently to retry the shot.

                           Combination Shots                          

28      Another difficult type of shot is the Combination. This involves
29      shooting your cue ball into a number of object balls-often a
30      cluster, with several balls touching--in order to pocket an object
31      ball at the outside of the grouping. Combination Shots are
32      usually classed as trick shots, and are very useful to awe and
33      astound onlookers.

34      Fast Eddie's Undo, Create, and Abort features will help you hone
35      this technique to a fine edge. In fact, Combination shots are a
36      special kind of carom shot, and the method described above
37'     works very well to give you plenty of practice perfecting them.


38                               New Game                               

39      If you select New Game from the keyboard (Right-Amiga-N), what
40      you get is a new break set-up for the previously-selected type of
41      game.

42      At the Pool table, to select a totally new kind of game, pull down
43      the Game menu and open the New Game submenu. You will see
44      the A-N notation next to the current game type. Select a different
45      game to change this default.

                                    15

1                      Fourteen Ready-to-Play Games

2       Practice playing each of the different pool, billiards, snooker and
3       bumper pool games. Not counting the irifinite possibilities of the
4       Create option, Fast Eddie's provides 14 defined games, for up to
5       four players.

                                    16

                                                                           
                              Menu  Overview                               

1                                  Game                                   

3            About            Program version is displayed.
4            Help  A-H Game's rules are displyed.
&            New   A-N Start a new game at this table.
e            Quit  A-Q Quit this table, return to the pool hall.

7                                  Shot                                   

8            Reploy A-I       instant replay remote control panel.
9            Load        A-L   Load a replay from disk.
10           Save        A-S   Save a replay to disk.                
11           Delete            Delete a file.
12           Undo        A-Z   Undoes the last shot made.            
13           Create A-C        Allows placement of balls in any       
14                             position.

15                                Options                                 

16           Table Speed       Change rate at which balls slow down.
17             Slowed
18             Slow
19             Normal
20             Fast
21             Fastest
22             Random
23           Table Color       Change the color of the table cloth.
24             Green
25             Red
26             Gold
27             Tan
28             Black                                                

                                   17  

1             Preferences      Switch various game toggles.
2              Show Numbers    A-1
3              Drop Shadows    A-2
4              Reverse View    A-3
5              Lag for Break   A-4
6              Show Path       A-5
7             Edit Flyer       Edit player parameter.
8              Name
9              Skill level
10             Human or Amiga
11            Ball Makeup      Change behavior of the pooI balls.
12             Boingite
13             Ivory
14             Velcro
15            Save Options Saves configuration file to disk

                                    18

                                                                             
                           The Rules Of The Game                             

1                              For All Games                              

2                                  Help

4        With so many different bliliard games to choose from, it is easy to
5        forget the rules of a particular game. It would be very annoying if
6        the rules were not readily available to the player during the course
7        of a game. The rules are also spelled out in this manual--but
8        who wants to go fetch a manual and search for game rules in the
9        middle of a contest? So this information is provided online.

10       With the touch of a key, you can get the basic rules of the game
11       that is being played. Just press the HELP key (Right-Amiga-H) or
12       select Help under the Game menu.

13                              Foul Buzzer

14       In any game, at any table, when the cue ball is sunk or hits or
15       sinks the wrong ball first, a loud buzzer sounds, a statement of
16       the type of foul appears at the top of the screen (and of course,
17       Fast Eddie makes a sarcastic comment!)  Driving balls off the
18       table is also a foul, and provokes the buzzer.

19                      Force Player to Break Again

20       In many pool and billiard games, a foul shot on the break requires
21       the player to break again. At Fat Eddie's, however, a requester
22       will appear to ask if you want to force this player to break again.
23       If you select YES, the balls will be racked again, and the player
24       who fouled will have another chanoe to break.  Selecting NO
25       passes the play to the next player in sequence, who will break.

26                              Pocket Pool                              

27       The standard pool table is a rectangle 9 feet long, and 4.5 feet
28       wide, with six pockets, one in each corner, and one at the
29       mid-point of each long rail. Two spots, the head spot and the foot
30       spot, are located one-quarter of the way along the table from
31       each short rail, and centered between the two long rails.

32       An imaginary line (marked on some championship tables)
33       extends between the center diamonds on the foot and head end
34       of each long rail, through the foot or head spot. The line which
35       extends through the foot spot is called the foot string. Balls are
36       always racked with the lead point of the triangle on this line, and
37       re-spotted balls are placed, touching each other, in a straight line
38       from the foot spot toward the foot rail (perpendicular to the foot
39       string).

                                    19

1       The line extending through the head spot is called the head string,
2       and it defines the furthest forwars point at which the cue ball may
3       be placed for the break. The section of the table between the 
4       head string and the head rail is sometimes called the
5       "kitchen"--many games require the cue ball to leave the kitchen
6       for the shot to be legal.

7                               Pool Balls

8       Pocket pool games are played with 16 balls, a white cue ball, 8
9       solid balls, and seven striped balls. The balls are numbered 1 through
10      15, and have specific colors.

11          Ball Number       Color          Characteristic
12               1            Yellow         Solid
13               2            Blue           Solid
14               3            Red            Solid
15               4            Purple         Solid
16               5            Orange         Solid
17               6            Green          Solid
18               7            Brown          Solid
19               8            Black          Solid
20               9            Yellow         Striped
21               10           Blue           Striped
22               11           Red            Striped
23               12           Purple         Striped
24               13           Orange         Striped
25               14           Green          Striped
26               15           Brown          Striped

                           Racking the Balls

28      At the beginning of the first five games listed, all of which use 15      
29      balls, the balls are racked with the ball at lead point over the foot
30      spot, in semi-random order in the racking triangle. Order is
31      semi-radom because each game has one or three specified
32      balls which must go in the points of the triangle.

33             Game      Lead Point     Left Back     Right Back
34             15-Ball   15
35             Rotation  1           2             3
36             14.1              1          5
37             Moon      1
38             Cutthroat 1           6             11

39       Golf uses all 15 balls, but they are placed about the table in a
40       random pattern, different for each game. After the 8-Ball is sunk
41       during a Golf game, a flashing "8" may appear at the top of the
42       screen throughout the rest of this player's turn.

                                    20

1        One other game uses all 15 balls--8-Ball. In this game, the 8-ball
2        is racked in the middle of the third row, with the other balls racked
3        at random within the triangle.

4        Games which use fewer than 15 balls have a specified order and
5        pattern in which the balls must be set for break:

6             Game    Rack Shape     Number balls Order
7             6-Ball  Triangle       6    Lead=1
8                                         Second Row=2,3
9                                         Third Row=4,5,6
10
11            Wild Sevens     Hexagon     7      Lead=1
12                     T            Clockwise from
13                                         1-ball=2,3,4,5,6
14                                         7-ball in middle
15            9-Ball   Diamond      9      Lead=1
16                                         9-Ball inside
17                                         2 through 8
18                                         random.

                                                                             
                                  15-Ball                                    

20       Number of Players: 2 to 4

21       Object: Outscore your opponent(s) by sinking as many
22       balls as possible, in any order.

23      The value of each ball is equal to its number. The game ends
24      when any player reaches 61 points (15-Ball is sometimes called
25      "61" for that reason) or when all object balls have been sunk from
26      the table. Sinking the cue ball is a foul, and the foul penalty is
27      always three points. After a foul, play moves to the next player in
28      the sequence.

29      15-Ball is an easily-understood game. You don't need to know
30      which balls have what numbers and there is only one way to foul
31      (pocket the cue ball)--this makes it ideal as a beginner's game.

32      In 15-Ball, all 15 balls are racked in the triangle, with the 15-ball at
33      the lead point. The other ball are placed at random positions in
34      the triangle. Any ball on the table can be the object ball, and
35      there are no limitations as to which ball must be struck first.

38      Illegally-sunk balls (balls sunk during a foul shot) are replaced on
37      the table, spotted in a straight line from the foot spot to the foot
38      rail.

                                    21

                                                                            
                                 Rotation                                   

2        Number of Plyers: 2 to 4

3        Object: outscore your opponent(s) by sinking as many
4        balls as possible, in any order.

5       Like 15-Ball, the value of each ball is equal to its number, but a
6       game of Rotation ends when all object balls have been sunk. To
7       be a legal shot, the cue ball must first touch the lowest-numbered
8       ball on the table.

9       In Rotation, all 15 balls are racked in the triangle, with the 1-ball at
10      the lead point, the 2-ball in the upper (left) back corner, and the
11      3-ball in the lower (right) corner. The other balls are placed at
12      random positions in the triangle.

13      The cue ball must strike the 1-ball first on the break--if you fail to
14      touch the one-ball first, play passes to the next player in the
15      sequence, and any balls pocketed on the break are re-spotted on
16      the table. On the break, if the 1-ball is struck first, you get credit
17      for all balls pocketed on the break. As each ball becomes the 
18      object ball when the lower-numbered balls have been pocketed,
19      any balls pocketed are credited to you as long as the first ball 
20      struck by the cue ball is the object ball--even if you don't pocket
21      the legal object ball.

22      Sinking the cue ball is a foul. There is no point-penalty for a foul,
23      but three consecutive fouls is loss of game. After a foul, play
24      moves to the next player in the sequence.

25      When you first begin playing Rotation, it may help to press
26      Right-Amiga-1 to turn on the Shadow Numbers feature. Of course,
27      as you becorne more familiar wl1h the game, you willi not need to
28      see the numbers to avoid fouls.

                                                                           
                                   14.1                                    

30       Number of Plyers: 2 to 4
31       Object: To be the first to score 25 points.

32       This game, sometimes called "straight pool", is the classic
33       game in which the player "calls" each shot. It is sometimes called
34       14.1 continuous, because the 14 pocketed balls are re-racked
35       when one object ball remains on the table. Each ball is worth 1
36       point, but only if the fiirst ball sunk is in the specified pocket.

37       All 15 balls are racked at the start of the game, with the 1-ball in
38       the upper or left-hand back corner, and the 15-ball in the lower or
39       right-hand back corner. Each player's frame continues until a
40       shot is missed, when play passes to the next player in sequence, 
41       with the existing situation of the table.

42       When only one object ball remains on the table, the rest are
43       re-racked--not spotted in a straight line, but placed in standard

                                    22

1        format in the traangle and racked, with the lead point of the
2        triangle empty. If the cue ball or a remaining object ball lies in the
3        space normally occupied by the triangle, the balls are racked with
4        the lead ball above the foot string, as close as possible to the
5        normal position.

6        Because of the way the balls are re-racked on the table,a point of
7        strategy in a game of 14.1 is the position of the break ball (the
8        object ball remaining on the table before the others are re-racked)
9        and the cue ball after the key ball (the last ball pocketed before
10       the re-rack) has been pocketed. Obviously, if the cue ball is
11       badly positioned for the break after re-racklng, you may miss your
12       shot, and play will pass to another player. Less obvious is the
13       role of the break ball--but its position helps determine where the
14       re-racked balls will be placed.

15       In 14.1, the pocket is called. Any object ball may be sunk in the
16       called pocket, but sinking object balls in another pocket without
17       any ball going into the called pocket is a foul. Penalty for fouls is
18       two points on the break, and one point thereafter. Whenever a
19       point is lost, one obJect ball is returned to the table, spotted
20       normally at the foot spot.

21       Three consecutive fouls is a five-point penalty. Sinking the cue
22       ball is also a foul. After a foul, play moves to the next player in
23       the sequence.

                                                                              
                                   Moon                                       

2        Number of Players: 2 to 4
3        Object: To be the first to score 25 points.

4        The legal onject ball is the lswest-numbered ball on the table, and
5        it must be the first ball hit by the cue ball for a shot to be legal.
6        If the object ball is sunk first, each ball sunk after it is worth 3
7        points, otherwise, each ball is worth 1 point.

8        All l5 balls are racked at the start of the game, with the 1-ball at
9        the lead point, and the others placed in the triangle at random.
10       Play begins with the break--the 1-ball must be struck first on the
11       break--and continues until the player fouls or misses a shot,
12       when play passes to the next player in the sequence.

13       When only one ball remains, the rest are re-rack--not spotted
14       in a straight line, but placed in a standard format in the triangle
15       and racked. If the cue ball or a remaining object ball lies in the
16       space normally occupled by the triangle, the balls are racked with
17       the lead ball above the foot string, as close as possible to the
18       normal position.

19       Like 14.1, Moon thus involves some foresight in your
20       strategy-the position of the cue ball and the break ball are
21       important when the balls are re-racked.

22       The penalty for a foul shot is one point. Scratch, or sinking the
23       cue ball, is a foul with a penalty of 3 points.  After a foul, play
24       moves to the next player in the sequence.

                                    23

                                                                             
                                   Golf                                      

2        Number of Players: 2 to 4
3        Object: Sink the 8-ball in the designated pocket in as
4        few shots as possible.
 
5        Table setup is random, but is identical for all players. The game
6        ends after each pocket has been made, for a total of six "holes"
7        of golf. Foul penalty for sinking the 8-ball in the wrong pocket is 1
8        "stroke" (an additional shot added to your total), and is assessed
9        when the 8-ball is sunk in the wrong pocket. A 1-stroke penalty for
10       scratching or jumping the cue ball off the table is also in force.
11       After a foul, play moves to the next player in sequence.

12       Golf is the only pocket pool game which can be played solitaire.
13       In fact, playing games of solitaire Golf is a good way to develop
14       your eye or agles of shots, and practice bank, carom, an
15       combination shots.  Turn on tje Show Path option
16       (Right-Amiga-5) for a some assistance with sighting and lining up
17       your shots. You can endlessly Undo and re-shoot your shots if
18       you're using the game as a practice session. And each new
19       game of Golf lays out a completely new table situation for your
20       enjoyment.

                                                                          
                                 Cutthroat                                

22       Number of Players: 3
23       Object: Sink the balls of your opponents.

24       Before the break, all 15 balls are racked with the 1-ball in the lead
25       point, the 6-ball in the upper or left-hand back point, and the
26       11-ball in the lower or right-hand back point. The first player to
27       sink a ball chooses which group of balls to protect: 1 through 5,
28       6 through 9, or 10 through 15. The second player chooses one
29       of the two remaining groups to protect, and the last player
30       protects the remaining group. A player wins when all the balls left
31       on the table belong to that player's group.

32       If the cue ball hits a ball from the player's own group first, it is
33       a foul. On a foul, one ball of each opponent is returned to the table
34       at the racking point, and play moves to the next player in the
35       sequence.

36       Cutthroat gets its name from the style of play it encourages--your
37       goal during any frame is not only to sink as many of your
38       opponent's group as possible (the offensive game), but also to
39       leave your group in as difficult a lie as possible (the defensive
40       game). A practiced player sets up one opponent to sink most of
41       the other opponent's group, then polishes off the remaining
42       opponent in the next frame.

                                    24

                                                                             
                                  6-Ball                                     

2        Number of Players: 2 to 4
3        Object: To legally pocket the 6-ball.

4        To be a legal shoot, the cue ball must hit the lowest-numbered ball
5        first.  Players may sink the 6-ball on any shot, as long as this
6        requirement is met. Each player continues to shoot as long as a
7        ball has been legally sunk on the previous shot. 6-ball is not a
8        scored game--the only way to win is to legally pocket the 6-ball,
9        nobody is "ahead" at any point in the game, and there are no ties
10       or draw games.

11       A foul shot is any shot in which the cue ball does not touch an
12       object ball, does not touch the lowest-numbered ball first, or in
13       which the cue ball is pocketed.  Balls sunk on a foul shot are
14       returned to the table, re-spotted touching in a straight line with
15       the lowest-numbed at the foot spot, and higher-numbered balls in
16       numeric sequence toward the foot rall. There is no point penalty
17       for fouls, but three cosecutive fouls loses the game. After a foul,
18       play moves to the next player in the sequence.

19       An unusual aspect of 6-Ball play is that, after a foul, the
20       succeeding player may spot the cue ball anywhere on the table.
21       This is the true penalty for fouls--the next opponent in the order
22       of play can make the shot an easy set-up!

23       6-ball is a lightning-fast game, ideal for players who have only a
24       little time to spare for play. Even at the novice level, two players
25       can finish a game in a few minutes, yet 6-ball involves all the
26       elements of skill needed for the longer games.

                                                                             
                                  8-Ball                                     

28       Number of Plyers: 2 or 4
29       Object: To legally pocket the 8-ball.

30       8-Ball is a fast pool game, as demanding in its own way as 14.1
31       or Cutthroat. Except the 8-ball, the seven object balls may be
32       sunk in any pocket, without calling the shot. Only in the end
33       game, when all other balls of this player's group have been
34       pocketed, does the player need to call a shot--the 8-ball.

35       The game begins with all 15 balls racked in random order except
36       the 8-ball, which must be placed in the middle of the second row,
37       or the center of the triangle. The first player to sink a ball after
38       the break chooses a group of balls to sink, stripes (1 through 7) or
39       solids (9 through 15). Any ball on the table, including the 8-ball,
40       may be used in carom or combination shots, but the player
41       automatically loses ff the 8-ball is pocketed while any other object
42       balls remain.

43       When no more of this target group remains, the object becomes
44       to sink the 8-ball into the called pocket. The player automatically

                                    25

1        loses if the cue ball is pocketed while attempting the 8-ball, or if
2        the 8-ball is sunk in the wrong pocket. Three consecutive fouls
3        also loses the game. After a foul, play moves to the next player in
4        the sequence.

5        Behind the 8-ball
6        There are many ways to automatically lose a game of 8-ball, most
7        of them involving the 8-ball itself--in fact, there are more ways to
8        lose than to win! No wonder the expression "behind the 8-ball"
9        became part of the language, describing a feeling of being in a
10       no-win or hopeless situation.

                                                                             
                                  9-Ball                                     

12       Number of Players: 2 to 4
13       Object: To legally pocket the 9-ball.

14       A game of 9-Ball begins with balls 1 through 9 racked in a
15       diamond shape, with the lead "point" of the diamond, the 1-ball,
16       on the foot spot, and the 9-ball in the center of the diamond. The
17       other balls are placed in any order to complete the diamond.

18       The player who breaks--this is one game in which it is to your
19       advantage to break because you might make the 9-ball and
20       win-tries to pocket any ball in any pocket. A player continues to
21       shoot until a ball is not sunk in a specified pocket--except on the
22       break, when the shot does not need to be called.

23       After the break shot, the cue ball must hit the lowest-numbered
24       object ball first on any shot.  The object is to sink balls in the
25       called pocket. The 9-ball can be sunk at any time.

                                    26

1        A shot is a foul if the cue ball does not hit the lowest-numbered
2        ball first, when a ball is not sunk in the called pocket or if the cue
3        ball is sunk. Play passes to the next player in the sequence on a
4        foul. There is no penaity for fouls, but 3 consecutive fouls is
5        automatic loss of game.

                                                                            
                                Wild Sevens                                 

7        Number of Players: 2 to 4
8        Object: To legally pocket the 7-ball.

9        To be a legal shot, the cue ball must hit the lowest-numbered ball
10       first. Players may sink the 7-ball on any shot, as long as this
11       requirement is met. Each player continues to shoot if a ball has
12       been sunk. Three consecutivee fouls loses the game, and the
13       player automatically loses if the 7-ball is sunk on a foul shot.
14       After a foul, play moves to the next player in the sequence.
15       Pockets need not be called on any shot.

16       Wild Sevens is a fast rotational pool game like the games
17       developed for the time requirements of television, averaging about
18       three minutes per game. Players need skills in carom and
19       combination shots. A special circular rack or the diamond rack of
20       9-ball may be used to rack the balls clockwise in numerical order
21       with the 1-ball at the lead point and the 7-ball in the center of the
22       circle.

                                    27

                                                                             
                                Bumper Pool                                  

2        The bumper table is octagonal, and its standard configuration
3        calls for 14 bumpers, 10 of which are arranged with
4        four pairs forming an opened-centered cross, and two more located
5        one on either side at about mid-point between the horizontal
6        arm of the cross and the rail. The bumpers thus form four
7        four vertical, two horizontal, and two diagonal "channels" through
8        which the balls must pass to cross the table.

9        A pocket at the "top" and a pocket at the "bottom" of the table are
10       each bracketed on either side by two of the remaining four
11       bumpers. Four plain red balls are lined up on one side, two
12       along the rail on each side of the bumpers. The fifth, a spotted
13       ball, is placed in front of a red-rimmed pocket. This setup is
14       echoed on the opposite side with five white balls and a white-
15       rimmed pocket.

16       Because of the bumpers, this game combines the skills of kiss or
17       carom shots, bank shots, and careful eyeing of angles for an
18       expert tecnique. Use the Create and Undo features to set up
19       and re-shoot practice shots until you are comfortable with the
20       characteristics of rebound from the bumpers and oblique
21       angles of the rails.

22                               The Game                                

23       Number of Plyers: 2 or 4
24       Object: To be the first to sink all the balls of your color
25       in the opponent's pocket.

26       Each "side" has a spotted ball which serves as the cue ball until it
27       is sunk. The spotted ball must be sunk before the others, or it is
28       a foul. Shooting a ball into your own pocket is also a foul, and
29       results in the removal of one of your opponent's balls, and the
30       return of all illegally-sunk balls to the center point between the
31       bumpers. After a foul, play moves to the next player in the
32       sequence.

33       The point or tally area of the screen reports how many of each
34       side's balls are left on the table at any time.

35       Once the spotted ball has been legally sunk, any of the player's
36       balls may be used as the cue ball. To cycle through the balls that
37       you are eligible to shoot, move the mouse or joystick up or down
38       (or use the cursor arrow keys).

                                    28

                                                                             
                                  Snooker                                    

2       Snoker can be played on any pocket pool table, but it is played
3       with 15 solid red balls (the "reds"), 6 balls of other solid
4       (the "coloreds"), and the white cue ball.

5       At the start of the game, the 15 red balls are racked with the lead
6       ball over the foot spot. The pink ball is placed in line with the
7       lead ball, touching it. The back ball is placed midway between
8       the center ball of the back row of the rack, and the foot rail. A
9       blue ball is placed on the center spot. Green, brown and yellow
10      balls are each placed along the headstring, with the brown ball on
11      the head spot, and the other two equidistant from it, not quite half
12      the way along to the side rails.

13      An imaginary semi-circle bounded by the head string and the
14      green and yellow balls is referred to as the "D". Play begins with
15      the first player placing the cue ball anywhere within the "D".

                                 The Game                                

17       Number of Players: 2 or 4
18       Object: Be first to sink all your balls in the goal pocket.

19      The initial stroke of each turn must strike the cue ball against a
20      red, so long as any reds remain on the table. The second stroke of
21      your turn must strike the cue ball against a colored ball first, the
22      third against a red, and so on. The ball which is next to be struck
23      is referred to as the "on" ball.

24      Reds are not returned to the table after pocketing, but any of the
25      colored balls thet are pocketed are respotted to their original
26      start-of-game positions. When another ball occupies this original
27      position, the ball will be re-spotted at the closest original poisition
28      of another colored ball.

29      Reds are worth one point each, credited when the ball is legally
30      pocketed. The colored balls must be pocketed in ascending
31      order of their point value for the points to be credited to the
32      player; pocketing a colored ball out of order is a foul.

33       Point Values of Balls in Snooker

34            Ball Color   Points
35            Red               1
36            Yellow            2
37            Green             3
38            Brown             4
39            Blue              5
40            Pink              6
41            Black             7

                                    29

1        Play continues as long as the player keeps pocketing red balls,
2        until there are no more red balls on the table. This puts the player
3        in the end game, when the colored balls must be pocketed in
4        ascending order, beginning withg the Yellow and ending with the
5        Black. In the end game, colored balls are not replaced on the
6        table.

7        After any foul shot, play passes to the next player in the
8        sequence, and the player who fouled looses any points that might
9        have been credited from the foul shot. If the cue ball failed to hit
10       the appropriate type of ball first, the opponent receives 7 points.

11        Fouls
12        Scratching (pocketing cue ball)
13        Missing all balls
14        Hitting first a ball which is not "on"
15        Stiking simultaneously two balls, other than two reds
16        Pocketing on the same shot two balls, other than
           two reds or the "on" ball and another ball
18        Pocketing the wrong ball

19        Snookered

20        A player is said to be snookered when a ball which must not be
21        played obstructs a straight line between the cue ball and the ball
22        that is next to be struck. The player must attempt the shot, but it
23        in dire straights of being penalized--so the phrase "snookered"
24        came to be used for any situation where you are punished if you
25        do, and punished if you don't.

                                    30

                                                                             
                                 Billiards                                   

2       Billiards is played on a slightly larger table then a pool table,
3       without any pockets. At Fast Eddie's, the Billiards table is the one
4       nearest you on your right when you are in the pool hall. The
5       game is sometimes called Carom Billiards, to distinguish it from
6       English billiards (which is played on a table with six pockets, like
7       pool). Only three balls are used--solid white, a solid red, and a
8       spotted white ball. The white and spot white balls are used as the
9       cue balls, one by each player or pair of players. The red ball
10      must never be hit by a cue ball, only by knocking other balls
11      against it.

12       At start of play, the red ball is placed on the foot spot, and the
13       opponent's cue ball on the head spot. The first player may place
14       his cue ball anywhere in a semi-circular "D", similar to the cueing
15       area of the snooker table. Each player continues until no score is
16       mede on a shot, or a foul is committed, whereupon play passes
17       to the next player in the sequence.

18                               The Game                                

19       Number of Players: 2 to 4
20       Object: To be the first to score ten points.

21       A point is scored when both object balls (the opponent's cue ball
22       and the red ball are struck by your cue ball during the execution
23       of the stroke. The cue ball may kiss from one object ball to
24       another--as long as both object balls are struck by the cue ball, a
25       point is tallied. In any shot except the break shot, the player's
26       cue may contact either of the object balls first. A player's turn
27       continues until a shot makes no score or, a foul is committed,
28       then play passes to the next player in the sequence.

29       A shot in which no score is made, but no foul committed, is called
30       a "safety". A safety shot in billiards is any shot in which the
31       cue ball touches one object ball and sends it to the rail.

32       Foul shots include those in which one or no object ball is
33       touched, or in which the touched balls do not go all the way to
34       the rail. Each foul reduces the player's score by one point.

                                    31

                                                                           
                                 Glossary                                  

Angle             The relationship of the cue ball to the target (object)
                  ball.

Ball On           A stright-in shot. In a combination shot, any ball which can
                  be stroked into a called pocket.

Bank              A cushion or rail.

Bank Shot         A shot in which the object ball is driven into one
                  or more cushions before it is pocketed.

Behind the 8-ball In a game of 8-ball, to be in a position where every
                  possible shot will lead to a penalty and loss of game;
                  any hopeless situation (slang).

Billiards         Any game played on a billiards table. The name is thought
                  to come from the French word for stick, billiarts.

Break             The opening shot of the game.

Bumper            Any of the 14 cylindrical obstructions on a bumper pool
                  table.

Called Ball       The ball which must be pocketed next in the game.

Called Pocket     The pocket into which the player intends to drop the
                  called ball--in Fast Eddie's, the called pocket is
                  marked with an X and can be shifted with the mouse,
                  joystick or cursor arrow keys.

Carom             A shot in which the cue ball strikes and rebounds from
                  and object ball.

Carom Billiards   Another name for Billiards, to distinguish it from English
                  billiards, which is played on a different typoe of table.

Center Spot       A point in the precise center of the pool table, where an
                  object ball may be spotted.

Count             A score, a point.

Cripple           A ball that comes to rest close to a pocket opening;
                  an easily pocketed ball.

Cue Ball          Pool and Billiards:  The solid white ball which is struck
                  with the cue. Bumper pool:  Until the spotted ball is
                  sunk, it is the cue ball. After it has been pocketed, any
                  ball of the player's group may be selected as the cue ball.

Cuing             Striking the cue ball with the tip of the cue. Cuing at
                  Fast Eddie's is controlled by the aim of the cue
                  stick, and the position and size of the crosshairs when the
                  mouse button is released.

Cushion           The rails that form the edge of the table.

D                 An imaginary half-circle bounded by the head
                  string and the positions of the Yellow and Green
                  balls in snooker or a similarly sized and
                  positioned half-circle on a billiards table, where
                  the cue ball may be spotted for the break.

Diamond           One of the eighteen spots spaced regularly
                  around the rails of the pool table.

Draw              Sometimes called reverse English, draw is a
                  stroking technique which causes the cue ball to
                  reverse its direction after striking the object ball
                  (the cue "draws" the cue ball back toward it).
                  Draw is produced by positioning the crosshair
                  below the center of the cue ball.

Draw Shot         A shot in which draw is applied to the cue ball.

English           Any spin or twist applied to the cue ball or an
                  object ball.

English Billiards A game laid out like Billiards (or Carom
                  Billiards), but played on a pocket billiards table.

Follow            A stroking technique which causes the cue ball
                  to continue rolling in the same direction as the
                  object ball (the cue ball "follows" the object
                  ball). Follow is produced by positioning the
                  crosshair above the center of the cue ball.

Follow Shot       A shot in which follow is applied to the cue ball.

Foot Rail         The short rail nearest the foot spot. Unless you
                  have selected Reverse View, the foot rail is on
                  the right. On a commercial pool table, this is
                  the short rail opposite the one with the
                  manufacturer's name on it.

Foot Spot         A spot (usually marked) on the table,
                  equidistant from the center spot and the center
                  diamond on the foot rail, used for spotting
                  object balls. The foot spot is where the lead
                  ball of the rack is placed before the break.

Foul              Any unfair stroke; a violation of the rules of the
                  specified game. After a foul, a specified penalty
                  may be applied, often including the passage of
                  playing turn to the next player in the sequence.

Frozen            A ball touching the cushion or two balls
                  touching each other.

Frame             A single turn or inning.

Head Rail         The short rail nearest the head spot. Unless
                  you have selected Reverse View, the head rail is
                  on the left. On a commercial pool table, this is
                  the short rail with the manufacturer's name on it.

Head Spot         A spot (usually marked) on the table,
                  equidistant from the center spot and the center
                  diamond on the head rail.

                                    ii

Head String       An imaginary line drawn through the head spot and the
                  center diamonds of the side rails on the head end
                  of the table (usually not marked) which is the limit
                  of the "kitchen", the area in which the cue ball may be
                  placed for the break. many games require that the cue
                  ball move past the head string for a legal shot.

High Run          The highest toal of points scored by an opponent during
                  a single inning or turn.

Inning            A playing turn or frame.

Kiss              A carom.

Lagging           Banking balls the length of the table (from head rail to
                  foot rail and return) to determine playing rotation.

Left English      A stroking tecnique which spins the cue ball to the left.
                  Balls with left English on them will curve right as they
                  move across the table.

Long String       An imaginary line drawn through the foot spot and the
                  center diamonds of the side rails on the foot end of
                  the table (usually not marked).

Miscue            A faulty stroke.

Miss              Failure to perform a shot as intended.

Object Ball       A ball other than the cue ball.

On Ball           In snooker or billiards, the object ball which is to
                  be struck next.

Pool              Any game played on a pocket billiards table with pool
                  balls. Pool is distinguished from English billiards and
                  Snooker, also played on a pocket pool table, by the pool
                  balls, 15 consecutively-numbered balls, the first eight
                  of which are solid colors and the last seven striped.

Rack              The frame in which the balls are grouped before the break.
                  The most common rack is triangular, but there are also
                  diamond-shaped and circular racks for specialized racking
                  set-ups. See also Triangle.

Reverse English   Draw.

Right English     A stroking tecnique which spins the cue ball to the right.
                  Balls with right English on them will curve left as they
                  move across the table.

Run               A series of consecutive points or counts in one frame.

Safety            A defensive shot, taken in an effort to leave the balls
                  in a difficult set-up for your opponent.

                                    iii

Scratch           A stroke in which the player forfeits a
                  turn--most often used to refer to pocketing the
                  cue ball, but actually any stroke which causes
                  play to pass to the next player in the rotation.

Set-up            A simple shot.

Snooker           A game played on a pocket billiards table with
                  snooker balls, 21 balls (not counting the white
                  cue ball) of which 15 are solid red, and six are
                  other solid colors.

Snookered         To be in a position where any possle shot at
                  the obiect ball which must be hit next is blocked
                  by a ball or balls which must not be hit; any
                  impossible task or situation (slang).

Spotting          Placement of balls on designated spots.

Triangle          A triangular rack in which the 15 object balls are
                  placed to prepare them for the break shot. See
                  also Rack.

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Typed by Mictlantecuhtli and Stark of Skid Row
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