"artist was not full-time. West also described the development style; ""For Steve Davis, I'd code on one machine, write it to a floppy, and then insert it into another machine. Rather slow, but then the game was small, so loaded quickly."" ""World Snooker"" is an updated 16-bit version of CD Software's earlier 8-bit Steve Davis game. Game Modes include; ten or fifteen Snooker, Pool (Including variants Eight-Ball, Nine-Ball and Blackball and English and carom billiards. All games modes can be played in single-player, multiplayer, or against the AI, with the AI taking the form of Steve Davis. The program has"
"red ball. Points are scored by potting the balls, by sending the cue-ball into a pocket ‘in off’ one of the other balls, or by getting the cue-ball to hit both the other balls (a cannon). The winner is the player who reaches an agreed score first, or who has the highest score after a certain time. In ""snooker"" there are 22 balls: 1 cue-ball, 15 reds and 6 colours. A player must first pot one of the red balls (scoring 1 point) and then one of the colours, which are worth between 2 points (yellow) and 7 (black). The"
"will go to ""x2"", ""x3"", ""x5"", and lastly ""x10"". Blue pegs are worth 10x the points of orange pegs, and purples are 50x the worth of orange pegs. At the bottom of the board, a free ball bucket is provided and if the ball falls into the bucket, the player is given a free ball back. Players can also earn a free ball from getting a score of 25,000 (one free ball), 75,000 (two free balls), or 125,000 (three free balls) within one shot. Green pegs are worth the same as a blue peg in points. Once all 25 orange"
"mock various other players, including Jimmy White. Outtakes of Virgo's failed attempts at trick shots were frequently seen on ""Auntie's Bloomers"". In the next round, contestants would have the chance of winning money. Each snooker player had to play by traditional snooker rules for ninety seconds with the snooker balls being worth amounts of money. Each red ball was worth £10 when potted, with each coloured ball being worth £10 times the regulation point value of that ball, up to £70 for the black ball. In addition, each pocket hole had a designated colour; If the player potted a coloured"
"The number of points is awarded by the pocketed ball's value: white = 2, red = 3, yellow = 6. For example, if a player pockets the yellow ""kaisa"", and caroms a red ""nakki"" ball into a pocket, the score is 15 points (""kaisa"" pocketed for 6, ""nakki"" carom off pocketed ""kaisa"" for 3, red hit on ""nakki"" carom for 3, plus red ball in a pocket for 3, equals 15). If a player his/her cue ball into a pocket or off the table, the player's points are reduced according to which ball the cue ball hit first (e.g. a"
"each for a total of 27). If for example only the least-valued colour (yellow, two points) would be used instead of the black ball, the break value would only be 72 points. This means that only a single century break is possible in a of snooker under a limited number of combinations, but it requires the potting of at least 25 consecutive balls (10 x (1 + 7) + 2 + 3 + 4 + 5 + 6 = 100). To score one, there must be at least ten reds on the table when the player comes to play since"
"240, in theory only one team has to count; letting both parties count serves as verification). The game value is calculated as follows: Unless a solo is played, the following additional score points can be made during the game, which affect the game value. There are no extra points in a solo game, not even in a silent Solo (when a Marriage is not announced). If a team's Ace of Diamonds, known as the Fox (""Fuchs""), is won by the opposing team, the opposing team scores an extra point. A trick containing 40 or more points (4 Volle, i.e. tens"
"removed in 2011. After a , the opponent gets a """" and can resume play from anywhere in the . Power Snooker uses the concepts of the Power Ball, Power Play, and Power Zone. The Power Ball is dark red and is placed in the centre of the diamond rack, identified by a special logo, and is worth two points. When the Power Ball is potted, a two-minute Power Play period starts, where all points values are doubled. If a shot is missed however, the opponent can also benefit from the remaining Power Play time. The Power Ball changed in"
"The object of the game is to collect the most points, which are tallied by each player once the deck has been exhausted. Scoring varies slightly from place to place, but generally is as follows: Thus there are a total of 20 available points each round (or 26 if playing 13 points for most clubs), plus a number of 5-point (or 10-point) bonuses for each ""Sur"" that occurs. If 3 or 4 people are playing and there is a tie for most clubs, then nobody scores for clubs and the base point total is 13 instead of 20. Once the"
"points, yellow is effectively 9 points). The result is the following ""nakki"" shot values: A special 12-point shot is pocketing the yellow ""kaisa"" (""yli keskelle"" in Finnish) as the ""first-struck"" object ball. It does not matter which ball hit the first, the cue ball (a ) or the ""kaisa"" (a ). This adds an additional 6 points to the shot's value, which otherwise accumulates like a regular object-ball pocketing shot: Additionally, the player gets still more points if a ball with which the cue ball caromed for additional points (i.e. a ""nakki"" ball) is also pocketed on the same shot."
"ball in the same coloured pocket hole, the amount would be doubled for that pot (Double yellow £40, double green £60, double brown £80, double blue £100, double pink £120 and double black £140). If the player missed, the contestant would have to answer a question on a specific subject, depending on what ball was missed. Categories included Pot Luck (Red), Past (Yellow), Music (Green), Places (Brown), People (Blue), Sports (Pink) and Screen (Black). If answered correctly, Davidson would shout ""Play!"" so the snooker player would continue. If the contestant answered incorrectly, Davidson would have to ask another question. If"
"as two reds hit a . Power Snooker play is kept to a quick pace through the use of a shot clock with all shots having a twenty-second limit. If the player exceeds the shot clock the player is penalised 20 points, and their opponent can resume play, or can elect to let the other player play on. A century break is rewarded with 50 bonus points, and if the player can repeat this in the second consecutive frame, this doubles to 100 points, and in a third consecutive frame, to 200 points. This reward for century breaks was, however,"
"of the weapons differ between the monitor bezel (given above) and the game's attract mode. Other bonuses include: At a certain point in the stage, a food item will drop down that is worth several hundred (or thousand in the later stages) bonus points. These are different and of increasing value, until a 48,000-point cake slice is reached; thereafter the bonuses are all cake slices, alternating between 48,000 and 50,000 points. If a player touches a balloon of any size, the player dies and both players must start the stage again. When both players touch a balloon at the same"
"popularity is straight pool, in which players seek to continue sinking balls, rack after rack if they can, to reach a pre-determined winning score (typically 150). Related to nine-ball, another well-known game is rotation, where the lowest-numbered object ball on the table must be struck first, although any object ball may be pocketed (i.e., combination shot). Each pocketed ball is worth its number, and the player with the highest score at the end of the rack is the winner. Since there are only 120 points available (1 + 2 + 3 ⋯ + 15 = 120), scoring 61 points leaves"
"defined as series of consecutive by a player during a single , scoring 100 points over the course of a whole frame does not necessarily constitute a century break, as it must be done on a single turn at the table. Points for a foul shot by the opponent do not count in a player's break. Under normal circumstances, the highest possible century in snooker is 147 (a ""maximum break""), composed of 15 reds (one point each), 15 blacks (seven points each) and the six remaining colours; yellow, green, brown, blue, pink and black potted consecutively (two through seven points"
"1, 2, 4, 8, 16, 32, 64 points are scored for contracts of 7, 8, 9, 10, 11, 12, 13 tricks respectively. Both partners score the same points when contract are fulfilled. There is no extra point for over-trick, so players should try to bid to their full potential. There is a penalty for under-trick to prevent reckless pre-emptive bidding; the opponent score 1, 2, 4, 8, 16 points... and so on, depending on the number of under-tricks. The points for each game are recorded on a piece of paper with four columns for four players. In each game only"
"pockets). However, gameplay is similar to that of English billiards and Snooker; it is played with two white cueballs, one for each player, two red balls and a yellow ball, the ""kaisa"". A player must pocket a nominated ball, scoring points. Extra points are given from hitting other balls in addition to the target ball. All balls are spotted and the game is played to 60 points. Kaisa is often regarded as the most difficult game of pocket billiards in the world. American-style pocket billiards (pool) balls have been adapted for use on Russian billiards tables, for playing eight-ball, nine-ball"
"in the word. The team who correctly guesses the mystery word receives 25 points and draws two balls from the hopper in front of them. This time the hopper is loaded with the numbers corresponding to the unmarked spaces on the card, with no prize balls, and three red balls which cost the team control as before. If they failed to complete a Lingo, the team keeps control. Forming a Lingo was worth 50 points, after which the team received a new card with ten different numbers marked off and fifteen new balls in the hopper. After the first commercial"
"4, = 5, pink = 6, = 7) and points are awarded to a player after the corresponding ball is legally potted. The colours are set up on their normal as in snooker, while the remaining red ball is placed halfway between the and the right side . The cue ball is placed in . The opening player may move the ball anywhere within the ""D"" before playing. After this, players will only have a chance to move the cue ball when an () occurs, and the incoming opponent will get , permitting placement of the cue ball anywhere within"
"sitting out each match. The alliance that won two matches advanced in the tournament. Teams were given 5 points for every small purple ball contained within any of the goals. The 4 small yellow balls that started on the posts were each worth 10 points when contained in any goal. Teams could double the score of any given goal by placing a large yellow ball on top of it. Finally, teams could end the match hanging from the chin-up bar for a 50 point bonus at the end of the match. The field was dominated by the large area surrounding"
"50 points (100 points starting in season 2). The third round is called match-up!, with each contestant given 45 seconds to match/his her chosen celebrity partner, and successful matches are again worth 50 points (100 starting in season 2). The contestant with more points at the end of this round wins the game and receives the cash equivalent of his or her score (for example, if the champion's final score was 450 points, the payoff would be $450). Unlike any previous version, the audience match portion of the Super Match is not played for a payoff, but simply to determine"
"final ball is sunk into this ""money pocket"", one point is deducted from (thereby improving) that player's score. If a foul also occurred, or multiple balls were pocketed on this shot and the ""final"" ball to be pocketed did not fall into the money pocket, the point reward does not apply. In this version of the game the best possible score is zero rather than one. Other rules may vary from locale to locale (even to the point of introducing new fouls: some table owners ban, and punish with a 1-point penalty, any jump or shots due to [not necessarily"
"except the opponent's cue ball, which remains pocketed until the end of the current shooter's . Balls moved but not pocketed remain where they lie. The incoming player shoots from where that player's cue ball lies if it remains on the table, or has ball-in-hand behind the head string if that cue ball was pocketed by the previous player. Points are acquired by () the object balls with the cue ball, with additional points being available for additional feats. The game ends when one player earns 60 or more points. Basic shots: Additional points are awarded for the cue ball"
"number three times owns that number and it is said to be ""opened"". Further hits on the opened number score that number of points (e.g. triple 20 gains 60 points) until the opponent also hits that number three times and ""closes"" it, then that number is removed from play. The double ring scores double the number's value and the treble (inner) ring scores triple the number's value. The outer bullseye ring is worth 25 points and the inner circle (or double bull) is worth 50. Once a player has opened or closed all the required numbers and bull and has"
"plus a top dollar value: $2,500 in round 1, $3,500 in rounds 2 and 3, and $5,000 for round 4 and any subsequent rounds. The wheel also features two Bankrupt wedges and one Lose a Turn, both of which forfeit the contestant's turn, with the former also eliminating any cash or prizes the contestant has accumulated within the round. Each game features three contestants, or occasionally, three two-contestant teams positioned behind a single scoreboard with its own flipper. The left scoreboard from the viewer's perspective is colored red, the center yellow, and the right blue, with the contestants' positions determined"
"Sinuca brasileira Sinuca brasileira (Brazilian Portuguese for Brazilian snooker), often simply called sinuca, is a cue sport played on a snooker table, using only one instead of snooker's fifteen, with the normal six of the standard set of snooker balls. Each ball carries the same basic value as in snooker. As with other pocket billiards games, a white is used to the red and other coloured balls. The game is played almost exclusively in Brazil and is little known outside this region. Ball values are the same as in standard snooker (red = 1, yellow = 2, = 3, ="
"40; three score 80. This figure continues doubling for each bubble dropped, up to 17 or more bubbles which scores 1,310,720 points. It is possible to achieve this maximum on most rounds (sometimes twice or more), resulting in a potential total score of 30 million and beyond. Bonus points are also awarded for completing a round quickly. The maximum 50,000-point bonus is awarded for clearing a round in 5 seconds or less; this bonus then drops down to zero over the next minute, after which no bonus is awarded. There are no rounds in the two player game. Both players"
"game continues in this manner until all the reds are potted and only the six colours are left on the table. At this point the colours must be potted in the order from least to most valuable ball – that is, yellow first (two points), then green (three points), brown (four points), blue (five points), pink (six points) and finally black (seven points), the balls not being returned to play. When the final ball is potted, the player with more points wins. If the scores are equal when all the balls have been potted, the black is placed back on"
"red then a pink, before failing to pot the next red. The traditional maximum break in snooker is achieved by potting all reds with blacks then all colours, yielding 147 points; this is often known as a ""147"" or a ""maximum"". The highest possible break is a 155 break, also known as a ""super maximum"". This is achieved via the opponent leaving a , with the black being potted as the additional colour, and then potting 15 reds and blacks with the colours. Jamie Cope has the distinction of being the first player in snooker history to post a verified"
"starter correctly gets a set of ""bonus"" questions worth a potential fifteen points, over which they can confer. In the last few series before the show's hiatus, a ""jackpot bonus"" was also available once per game, signalled by a bell. In that, each part of the bonus was worth five points, but getting all three parts right doubled the value of the question to 30 points. An incorrect interruption of a starter results in a five-point penalty. The pace of questioning gradually increases through the show, becoming almost frantic in the last minute or so before the ""gong"" which signals"
"8, 10, 13, and 15 balls being money balls (also called ""ways""), the number value of each ball pocketed by a player is added up at the end of each game (i.e. 1 ball = 1 point, 12 ball = 12 points). The player(s) with at least 61 cumulative points, or a majority of points (the cumulative sum of all balls is 120) gets a seventh way, or point. This prevents the game from ending in a tie. The game can be played by up to four players. The three- and four-player formats are team-based, and decided in the following"
"is increased in intervals of 1,000 points during play. Upon draining the ball, the bonus is counted down to 0 points and added to the player's score; to represent any increase in the bonus multiplier, this count is repeated. The bonus multiplier can be increased by finishing the bonus game more than once, or by receiving three cherries or three bells on the main screen slot machine. The game ends after three balls (in addition to any extra balls from the bonus screen) are drained; a typical final score can be around 300,000 points. Scoring 1,000,000 points enables the credits"
"1 point to the bomb meter, and purple add 1 point to the life meter. Extra lives are awarded at 10 life points for the first life, 15 for the second, 20 for the third, and so on. Bombs are awarded at 10 bomb points regardless of how many are acquired. Grazing adds to score value as well; every 10 bullets grazed increases score value by 10. Additionally, bosses can be ""grazed"" as they emit blue (and gray) spirits every few shots, and if one stays close enough to the boss they can absorb all the spirits that it emits."