The Humble Guy's HumbleDox Presents Jimmy White's 'Whirlwind Snooker: Complete Game Manual Jimmy White's 'Whirlwind' Snooker CREDITS: Conceived & Written by Archer Maclean Visuals & Sound FX by Archer Maclean Music by Michael Powell Manual by Gary Penn Manual Design & Artwork by Definition CONTENTS LOADING THE TITLE SEQUENCE pg.4 OPTIONS pg.5 GAME CONTROL pg.6 CHOOSING AN OPTION pg.7 START ONE PLAYER GAME pg.7 START TWO PLAYER GAME pg.8 TWO PLAYER PRACTICE pg.9 SET UP TRICK SHOT pg.10 ENTER DEMO MODE pg.10 DISK FEATURES pg.11 RETURN TO TABLE pg.14 PLAYING SNOOKER pg.15 CONTROL DURING PLAY pg.15 WHAT YOU CAN EXPECT TO SEE pg.16 THE BREAK pg.18 POTTING A BALL pg.18 CHOOSING A COLOUR pg.18 THE COMPUTER IS THINKING pg.18 ICON CONTROL pg.19 USING THE KEYBOARD pg.26 USING THE MOUSE ON THE TABLE pg.27 FOLLOWING THE SHOT pg.27 USING THE TRICK SHOT EDITER pg.29 USING THE COMPUTER TO TAKE SHOTS pg.31 SOLVING GAME PROBLEMS pg.31 A TRICK SHOT pg.32 GETTING STARTED pg.33 THE ART OF SPIN AND SWERVE pg.37 TOP SPIN pg.38 BACK SPIN pg.39 SIDE SPIN pg.40 SWERVE pg.42 HEAD ON SHOT pg.42 ANGLE SHOT ON BALL pg.43 THE COMPUTER OPPONENTS pg.44 WELCOME Welcome to Jimmy White's Whirlwhid Snooker, by far and away the finest computer-based snooker simulation in the world. Jimmy White's Whirlwind Snooker adheres to the rules of real snooker, and the balls obey the laws of physics to the letter. Jimmy White's Whirlwind Snooker allows one or two players to practice against each other, set up and perform trick shots or compete against each other or four increasingly challenging computer-controlled opponents (one of whom is Jimmy White himself), and plenty more besides. This manual has been produced to ensure that you get the very best out of this premium product. If you should find either the program or the manual unsatisfactory in any way, drop us a line detailing in full the cause of your disatisfaction. This will help us avoid repeating any similar problems in the future. CAUTION Diskettes are magnetic media, just like cassette tapes such as Desmond Decker: The Collection. Do not expose diskettes to x-rays or intense magnetic fields as the data they hold will be erased. Do not attempt to 'back-up' this data as it may be destroyed in the process and is an infringement of copyright, and Virgin Games Ltd accepts no responsiblity for disks damaged as a direct result of infringement of copyright. LOADING JIMMY WHITE'S SNOOKER To enjoy this product to the full you will need a Compatible Mouse and a Disk of Little WHIRLWIND Consequence for the sole purpose of the storage of scores and games. If your Amiga is turned on, turn it off. After at least 30 seconds, turn on your Amiga. This will remove any virus which may be present and so minimise the risk of infecting and possibly destroying your Jimmy White ' s Whirlwind Snooker disk . Insert the Jimmy White ' s Whirlwind Snooker disk into the internal disk drive. The program will load and run automatically. If the mouse is to be used to play Jimmy White's Whirlwind Snooker it must be plugged into its usual hole - ie, the port marked ' I JOYSTICK'. Otherwise, you can use the keyboard. LOADING PROBLEMS Should Jimmy White's Whirlwind Snooker fail to load, turn off your machine and remove any extraneous external peripherals such as printers (leave the monitor or television connected) before repeating the loading procedure. If Jimmy White's Whirlwind Snooker still refuses to - ah - play ball, as it were, then pop the faulty disk (not the packaging) into a suitably-sized jiffy bag or padded envelope, along with your name and address. To aid the trouble-shooting department, please provide in as much detail as possible your equipment configuration (not forgetting any RAM expansion devices). Send the package to: JWWS Replacements, Virgin Games Ltd, 338A Ladbroke Grove, London W10 5AH. Virgin Games Ltd will endeavour to replace the fault disk within 28 days of its receipt. THE TITLE SEQUENCE When you see this title sequence you will know that Jimmy White's Whirlwind Snooker has loaded successfully. To pass this sequence at any time press either of the two mouse buttons or any key other than 'Ctrl', 'Caps Lock'or either of the two, 'SHIFT', 'Alt' or 'A' keys. If the title sequence has not been passed after approximately one minute, the program enters a short computer-controlled demonstration mode which serves to show 10 different types of sllot. Simply press the 'Esc' key to quit this demonstration. When the title sequence is passed for the first time you will be asked to enter a password, which is found within the History Manual. The page number, the line on which the word will be tound and the number of the word itself along the line are given - for example, PAGE 4, LINE 1, WORD 1 is appropriately enough,'JlMMY'. Use the keyboard to type the password then press RETURN. If the password is incorrect you will begiven two further chances to get it right. lf you enter three IIONS incorrect passwords the game will fail to work, in which case turn off your computer and fol low the loading procedure from scratch again. If the password is correct you will be presented with the GAME CONTROL menu from which play can begin. OPTIONS Jimmy White's Whirlwind Snooker has many options. Most of them are displayed in panels - or 'windows' - thus ... Some options have windows of their own. When such an option is selected, its window is placed on top of the previous one. You can remove - or 'close' - this new window and return to the previous one by selecting CANCEL. If no key is pressed and the mouse isn't moved in any way for approximately one minute al1d GAME CONTROL that' s during any selection, too - the title sequence is replayed. Note that the table arrangement shown below the Game Control window will be reset too. Press the 'Esc' key to return to the GAME CONTROL menu from any of its related option windows. GAME CONTROL 1. START ONE PLAYER GAME Play for real against one of four computer-controlled opponents including Jimmy himself. 2. START TWO PLAYER GAME Play for real against a human-controlled opponent. 3. TWO PLAYER PRACTICE Play for laughs against a human-controlled opponent. 4. SET UP TRICK SHOT Arrange the balls to set up trick shots or solve problems from any other game mode. You can also create and play the situation of your choice as this option doubles up as a handy single- player practice. 5. ENTER DEMO MODE Watch two computer opponents play to see how it's done. 6. DISK FEATURES Save games to disk for later use or load games, scores and breaks from disk. 7. OPTIONS Remove all saved games and scores from disks. You can also return to the title screen sequence from here. 8. RETURN TO TABLE Resume play from the table set-up shown below the Game Control panel. CHOOSING AN OPTION WITH THE MOUSE Move the arrow so that it points to the desired option. Press the left-hand mouse button to highlight the option in question thus ... Pressing the right-hand button selects the highlighted option. WITH THE KEYBOARD Use the up and down arrow - or 'cursor' - keys to move the highlight up and down through the options. Press the RETURN key to select the highlighted option. CANCEL Maybe you selected the wrong option or perhaps you changed your mind. Either way, highlight and select CANCEL when it's available to return to the previous menu of options and game state. START ONE PLAYER GAME You cannot UNDO the last shot played (see PLAYING SNOOKER). You cannot use the computer to determine the best possible shot (see PLAYING SNOOKER). You can save the game to disk for later use (see DISK FEATURES). Any worthwhile human-produced scores and breaks will be saved to disk once the game reaches a conclusion (see SAVING SCORES AND BREAKS). ENTER NAME 1 Before you do anything else, enter your name - a maximum of eight characters without spaces. You can only use the 26 letters of the alphabet - no other keyboard characters (such as numbers) are available. Well, other than the backspace key for deleting the character to the left of the cursor. If you attempt to begin play without entering your name the highlight will return to ENTER NAME and you will have to enter something. The name is considered entered when the RETURN key is pressed. PLAY AGAINST Satisfied with your name? Good. Now choose an opponent (as you can see, the difficulty levels are show on the right of the names). Highlight and select the desired opponent to bein a one player game (see THE COMPUTER OPPONENTS). HEAD OR TAILS ... Having started a Two Player Game, a 'coin' is 'tossed' to determine who will break. The result is shown thus ... To begin play, select OK - either by pointing to it and pres.shlg the right-hand mouse button or by simply pressing the 'RETURN ' key. See PLAYING SNOOKER for details of how to play. START TWO PLAYER GAME You can UNDO the last shot played (see PLAYING SNOOKER). You can use the computer to pot any ball for you or to determine the best possible shot. You can save the pratice game to disk for later use (see DISK FEATURES). Any worthwhile scores and breaks are NOT saved to disk once the practice game reaches a conclusion. ENTER NAME Two names must be entered (unless they already have been via the two player game option). START PRACTICE GAME Highlight and select this to begin the practice session. HEAD OR TAILS ... Having started a Two Player Practice game, a 'coin' is 'tossed' to deterrnine who will break. The result is shown thus ... To begin play, select OK - either by pointing to it and pressing the right-hand mouse button or by simply pressing the 'RETURN' key. See PLAYING SNOOKER for details of how to play. SET UP TRICK SHOT You can UNDO the last shot played (see PLAYING SNOOKER). You can use the computer to determine the best possible shot. You can save the trick shot to disk for later use (see DISK FEATURES). Note that scores are not kept in Trick Shot mode. START TRICK SHOT EDITOR Highlight and select to enter the Trick Shot Editor. See USING THE TRICK SHOT EDITOR for details of how to use it. ENTER DEMO MODE Watching two computer-controlled opponents battle it out on the table can prove both absorbing and educational. Press the 'Esc' key during the demonstration to return to the GAME CONTROL menu. Note that while the cue is in motion the 'Esc' key has no immediate effect. You cannot save a demo game to disk. Any worthwhile scores and breaks are not saved to disk. BEGIN DEMO GAME FROM THE START Select this to see a complete game unfold before your very eyes. START DEMO GAME FROM CURRENT LAYOUT Select this to begin play from the layout shown below the GAME CONTROL window. Now you can see how the game that was previously in play unfolds in the hands of the professionals. You can also use this feature in conjunction with previously saved games to see how the computer would handle them (certain trick shots can also be used). Load the saved game then quit to the GAME CONTROL menu. Now select ENTER DEMO MODE and choose to begin it from the current layout. DISK FEATURES LOAD AN OLD GAME FROM DISK Selecting this option presents you with a choice of 15 'slots' on the disk, each containing a previously saved game. Slots with no title are empty. To load the saved game of your choice simply select it (using either the mouse or keyboard). Once the saved game has loaded you resume play from it. If you cannot remember the contents of any of the saved games simply highlight the saved game title in question to view the table arrangement below the panel. Holding down the left-hand mouse button allows you to move the highlight up and down the selection of saved games and view them. CANNOT LOAD AN EMPTY FILE You cannot load an empty file, so don't try. This is what you are shown if you do. SAVE CURRENT GAME TO DISK Selecting this option presents you with a choice of 15 ' slots ' on the disk to which games can be saved. Pressing the RETURN key returns you to the Game Control menu. Otherwise, select the desired slot, be it an empty slot (shown as a line of 27 dots) or an existing one to be overwritten, as you would an option. Now use the keyboard to enter a name for the saved game. The name may be up to 27 characters in length. Unlike the player names, saved game names CAN include spaces, numbers, full stops and dashes. The BACKSPACE key removes the last character entered. Press RETURN to register the name and save the game. You will then be returned to the GAME CONTROL menu. To allow you to distinguish between the four possible saved game types a three-letter code is added to the title of the game saved. You can see these in a column to the far right of the DISK FEATURES panel. One Player Games are saved with the extension IPG. Two Player Games are saved with the extension 2PG. Trick Shots are saved with the extension TRK. Practice Games are saved with the extension PRC. Note that with a slot highlighted, pressing the RETURN key automatically creates a title for the saved game. One Player Games will be saved as ONE V [COMPUTER PLAYER NAME] [SCORE]. Two Player Games will be saved as ONE V TWO [SCORE]. Trick Shots will be saved as TRICK SHOT. Pratice Games will be saved as ONE V TWO ISCOREl. SAVING SCORES AND BREAKS When a One or Two Player Game reaches its conclusion, the best human-produced scores and breaks are saved to disk. Note that this is provided a suitable disk is in the computer's internal drive - ie, a disk formatted for the purpose of storing scores and breaks (this includes the Jimmy White's Whirlwind Snooker disk) - and that the scores and breaks are high enough to merit saving in the first place. VIEW BEST BREAKS 1 PG AND 2PG Calls up this display of best breaks ... VIEW BEST SCORES Calls up this display of best scores. There is a separate table for each of the four levels of computer opponent and the two player game. COPYING SAVED GAMES Here's a useful means of copying saved games to another disk. Take your save disk and insert it into the computer's internal drive. Use the SAVE option to call up the saved games or scores (this actually loads every saved game from disk). Remove this save disk and insert the disk to which the games are to be copied (ensure that it is formatted). Now use the SAVE option - it will save not only the game in question but the entire selection of saved games to the new disk. OPTIONS The two options which cater for disk management are both used in the same way. If there's a problem erasing data, you will be warned with a 'CLUNK!' sound and this window ... Select CANCEL to return to the GAME CONTROL menu. ERASE ALL SAVED GAMES ON DISK Selecting this option calls up this window ... Select YES to remove any saved games on the disk. You will then be returned to the GAME CONTROL menu. Note that this does not affect the rest of the disk. This option also serves to create save game slots on a small section of a disk not previously used for saving games. Ensure that the write-protect tab is enabled, ie, the hole is closed. Insert the disk into the internal drive then select the ERASE option to create the save game slots on the disk. ERASE ALL SCORE DATA ON DISK Selecting this option calls up this window ... Select YES to remove any scores and breaks saved on the disk. You will then be returned to the GAME CONTROL menu. Note that this does not affect the rest of the disk. QUIT TO TITLE SCREEN SEQUENCE If you have a hankering to see that pretty swirling whirlwind pattern again, select this option. RETURN TO TABLE Selecting this option from the outset will take you straight into the TRICK SHOT mode. Otherwise, play will resume from the point at which it was abandoned - even if the computer was thinking. PLAYING SNOOKER There are three means to this end - two of them are mouse orientated, the other is via the keyboard. All are accessable at once. As with choosing options, the mouse moves an arrow. By pointing this arrow at an icon and pressing or pressing and holding down the left-hand or right-hand mouse button (or both even) the icon's function is activated. This arow can also be used directly on the table and balls to activate certain functions. CONTROL DURING PLAY A mix of mouse and keyboard control is recommended. Author Archer Maclean prefers to use only the icons for applying chalk, fine control of aim and actually taking a shot. Everything else he does by using the mouse directly on the table and balls. The table is viewed from almost every possible angle via a remote camera which is effectively attached to the end of the cue. The camera 'focuses' on the central point shown here and its movement is relative to this point. At the top of the screen is a control panel packed with small descriptive pictures of available functions - or 'icons'. These icons are selected by pointing at them with the mouse-controlled arrow and then pressing or pressing and holding down the left-hand or right-hand mouse button or both at once. Some functions behave differently depending on which mouse button has been pressed. Others behave the same regardless of which button is used to activate them. Note that this panel can also be placed down the left-hand side of the screen WHAT YOU CAN EXPECT TO SEE THE BALLS ARE IN MOTION To show that a shot is in play and that balls are in motion, the mouse-controlled arrow undergoes a small transformation to look like this ... Some functions are understandably not available while the shot is being played. The functions that can be used are detailed in CONTROLS. THE BREAK The winner of the toss gets to break first. This player also gets to move the cue ball around the 'D' at the top of the table. Simply use the mouse to point the arrow at the cue ball then hold down the left-hand mouse button the arrow wi 11 charge into a black hand to show that the ball has been 'grabbed'. You can now move the cue ball around the 'D' - but NOT outside it or through the three coloured bal ls in the 'D ' . Note that the cue ball is actual ly correctly positioned for a suitable break - all you have to do is set the power and spin as you see fit. POTTING A BALL When a ball is potted in real snooker it hardly makes a sound. When a ball is potted in Jimmy Whites Whirlwind Snooker, a 'popping' sound is heard, just to let you know that it has gone in, and this small table appears in the control panel ... As you can see, the ball potted is shown next to the table 'map' and the pocket is highlighted. CHOOSING A COLOR With a red in the bag, so to speak, you now must choose a colour to pot, as indicated by this icon in the control panel. THE COMPUTER IS THINKING.. Use the mouse to move the arrow to point to the desired colour ball on the table then press the left-hand mouse button. Alternatively, press the equivalent number key (but NOT on the keypad) to choose, eg, key '2' for yellow, key '7' for black. This clock symbol is shown whenever the computer is thinking. It could be the computer opponent considering its next move or maybe you asked for help with the best possible shot available. Whatever the reason, the mouse pointer is not available while the computer thinks. Press the 'Esc' key if you wish to quit to the GAME CONTROL menu. FOUL Any player who breaks the rules of snooker is penalised accordingly. With the points from the foul awarded to the 'innocent' player, a window is displayed .... The 'innocent' player now has to choose whether to play a shot as normal or to make the 'guilty' player play again. Point the arrow at the desired letter and press a mouse button to make a choice. Alternatively, press either 'A' or 'B' on the keyboard. TINK! If a function cannot be performed, it won't be and a 'TINK!' sound will be heard. Simply use the mouse to move the arrow so it points to the desired function icon then press a mouse button to activate it. VIEW Q BALL You have to be 'on' the cue ball to take a shot. If the TAKE SHOT cue ball icon has a cross on it, you are 'on' the cue ball. Otherwise, press the left-hand mouse button to go straight in close to the cue ball thus.. A second press of the left-hand mouse button will rotate the view through 180 degrees thus.. Press the right-hand mouse button to go straight to this view. If you are already 'on' the cue ball, the view will be rotated through 180 degrees. VIEW LINE View the direction in which the cue ball will travel if it uninterrupted and no spin is applied. Note that activating this function takes you to the cue ball if you weren't already 'on' it. Press the left-hand mouse button to toggle on and off a single view line projected from the centre of the cue ball. Press the right-hand mouse button to toggle on and off a double view line. The second view line shows the angle at which an uninterrupted cue ball without any spin applied will rebound off a cushion. CONTROL Press the left-hand mouse button to return to the GAME CONTROL menu. Press the right-hand mouse button to call up a HELP menu... CHALK CUE Press either mouse button to apply chalk to the tip of the cue. This is used to improve the cue tip's 'grip' and so minimise the possibility of miscueing. Note that when playing a straight shot - ie, no spin is applied - you do not need any chalk. The greater the spin applied, the more chalk is applied (there is still a remote chance of miscueing however). TOP SPIN Press either mouse button to move the hit point on the cue ball up from the centre to the top. The higher the hit point on the cue ball, the greater the top spin applied. Top spin is also used to swerve the cue ball (see THE ART OF SPIN AND SWERVE). Note that using this function takes you to the cue ball if you weren't already 'on' it. SIDE SPIN (left) Press either mouse button to move the hit point on the cue ball to the left from the centre. The further the hit point is to the left on the cue ball, the greater the left-hand side spin. Side spin is also used to swerve the cue ball (see THE ART OF SPIN AND SWERVE). Note that using this function takes you to the cue ball if you weren't already 'on' it. SIDE SPIN (right) Press either mouse button to move the hit point on the cue ball to the right from the centre. The further the hit point is to the right on the cue ball, the greater the right-hand side spin. Side spin is also used to swerve the cue ball (see THE ART OF SPIN AND SWERVE). Note that using this function takes you to the cue ball if you weren't already 'on' it. BACK SPIN Press either mouse button to move the hit point on the cue ball down from the centre to the bottom. The lower the hit point on the cue ball, the greater the back spin applied. Back spin is also used to swerve the cue ball (see THE ART OF SPIN AND SWERVE). Note that using this function takes you to the cue ball if you weren't already 'on' it. TAKE SHOT Press either mouse button to call the cue into view and take the shot. The cue ball is always hit directly up the screen. Note that you must be 'on' the cue ball in order to take the shot. This is indicated by a cross in the centre of the TAKE SHOT cue ball icon. The cross shows the point of impact of the cue on the cue ball. If you are not 'on' the cue ball, go to it by selecting the TAKE SHOT, VIEW LINE, VIEW Q BALL or SPIN icons. If you are 'on' the cue ball but the shot is blocked from a particular angle, say, by another ball or a cushion, then 'NO' is displayed in the centre of the TAKE SHOT cue ball icon thus... You cannot take a shot while 'NO' is displayed so move around and up and over the cue ball until the cross reappears. Whenever the cue ball is up against a cushion or behind another ball, the range of possible impact points is automatically calculated and displayed on the TAKE SHOT cue ball icon as you move around the cue ball. Note that by pressing and holding down either mouse button as the shot is taken you can actually follow the cue ball and first ball it hits (see FOLLOWING THE SHOT). You can also manipulate the table or move 'on' to balls while the balls are in motion. SCREEN TYPE Press either mouse button to toggle the positioning of the icon panel, either above the table or to the side. It's advisable to position the panel at the side when playing up or down the table. Place the panel at the top of the screen when playing across the table. PLAN VIEW View the table from above. There are eight different views available. With the control panel positioned at the top of the screen, the table is viewed from the sides. When the control panel is positioned to the left of the screen, the table is viewed from the top and bottom. Press the left-hand mouse button to call up the first plan view thus... A second press of the left-hand mouse button calls up a plan view from the other end or side of the table... A third press calls up a closer look at one end or side of the table... A fourth press calls up a closer look at the other end or side of the other end of the table... A fifth press would call up the first plan view again, and so on. Pressing the right-hand mouse button will take you back to the original 'in- play' view of the table. Pressing the right-hand moust button a second time however will return you to the last plan view selected with the left-hand mouse button. So, if you find a plan view to your liking and don't wish to step through time and time again with the left-hand mouse button, simply call up the desired plan view (using the left-hand mouse button of course) then press the right-hand mouse button to 'remember' it. If you end up getting stuck between two plan views, select the TAKE SHOT icon to return to the original 'in-play' view. VIEW ANGLE Increase the angle between the camera and the table, ie, the end or side of the table displayed at the top of the screen is 'lifted up' so that the camera looks 'over' the table. This is especially useful for raising the view and forming a 'bridge' over balls when the cue ball is blocked. Decrease the angle between the camera and table, ie, the end or side of the table displayed at the top of the screen is 'pushed down' so that the camera looks 'along' the table thus.. Press and hold down the left-hand mouse button to slowly affect the view angle. Press and hold down the right-hand mouse button to affect the view angle at a 'medium' speed. Press and hold down BOTH mouse buttons to quickly affect the view angle. CUE LEFT Rotates the table anticlockwise. Press and hold the left-hand mouse button to rotate the table at a slow speed. Press and hold the right-hand mouse button to rotate the table at a 'medium' speed. Press and hold BOTH buttons to rotate the table at a high speed. CUE RIGHT Rotates the table clockwise. Press and hold the left-hand mouse button to rotate the table at a slow speed. Press and hold the right-hand mouse button to rotate the table at a 'medium' speed. Press and hold BOTH buttons to rotate the table at a high speed. SET POWER Choose the strength of the shot. This ranges from Zilch Power to Lots Of Power. Press and hold down either mouse button then move the mouse up and down to decrease and increase the cue power. The length of the cue in its box acts as a rough indication of the strength of the shot. The shorter the cue, the more powerful the shot. There are 88 shot strengths in total (and with 23,040 possible angles and 81 different spin points that's a staggering 164 million possible shots). The relative strengths of the determined graduations of cue power are shown below (the distances given are approximate and assume that the cue ball encounters no other balls on its travels, and that no form of spin is applied to the cue ball). ZILCH POWER The cue ball will travel approximately half its diameter. LOW POWER The cue ball will travel the distance of approximately two balls. MEDIUM POWER The cue ball will travel around three quarters the length of the table. LOTS OF POWER The cue ball will travel the length of the table approximately four and a quarter times. INFORMATION In a One or Two Player Game or Two Player Practice game, pressing the left-hand mouse button calls up this score information window. This window shows, from the top, the maximum points available from the balls remaining, whether either player needs any snookers to win, the best break so far, the actual scores in board and traditional slider form - Player 1 is at the top, Player 2 is below. Shown above and below the player's scores are the quantities of balls potted. At the bottom of this window the type of game in play is shown. Press and hold down the left-hand mouse button to keep this window on screen. In Trick Shot mode, pressing the left-hand mouse button calls up a Trick Shot control summary window. ASK COMPUTER FOR BEST SHOT Pressing the right-hand mouse button asks the computer to calculate and set up the best possible shot - either a pot or safety. Note that this function is only available in the Two Player Practice or Trick Shot options. UNDO When you point to an icon its function is shown here. However, if you point to this window when playing a Two Player Practice or Trick Shot, the word 'UNDO' is shown. Pressing either mouse button cancels the last shot taken (or in action) and resets the table to the arrangement prior to the shot. ZOOM IN Take a closer look at the action. ZOOM OUT Take a step back from the action. USING THE KEYBOARD V View Line H Side Spin (Left) J Side Spin (Right) N Back Spin U Top Spin M Centralise Hit Point Z Zoom In X Zoom Out Q View Q Ball P Plan View C Chalk Cue W Screen Type / Information S Compute Best Shot (If Available) A Answer Question B Answer Question Cursor Up View Angle (Decrease) Cursor Down View Angle (Increase) Cursor Left Cue Left Cursor Right Cue Right [ Cue Left (Fine Control) ] Cue Right (Fine Control) 1 Place Red (TRO) 2 Place (TRO)/Nominate (During Game) Yellow 3 Place (TRO)/Nominate (During Game) Green 4 Place (TRO)/Nominate (During Game) Brown 5 Place (TRO)/Nominate (During Game) Blue 6 Place (TRO)/Nominate (During Game) Pink 7 Place (TRO)/Nominate (During Game) Black 0 Clear Table (TRO) Backspace Relay Table (TRO) Esc Game Control * = Set Cue Power (Increase) - Set Cue Power (Decrease) Return Take Shot (Hold To Follow Cue Ball) Undo Undo (If Available) Control Repeat Previous Key Command Shift Repeat Previous Key Command Alternate Repeat Previous Key Command * Note that when the 'Esc' key is pressed during Two Player Practice or Trick Shot the last shot taken (or in action) is cancelled and the table reset to the arrangement prior to the shot. The point or points acquired from the shot are removed. When playing a One or Two Player Game, pressing the 'Esc' key does not have this effect. Whilst balls are moving, the game waits until the current shot has ended. USING THE MOUSE ON THE TABLE This is probably the most 'natural' method of playing Jimmy White's 'Whirlwind' Snooker. As is the case with the icon control, combinations of mouse buttons being pressed or pressed and held down produces different functions. Here, however, the functions depend on whether the arrow is pointed at a ball or an empty area of table. Move the arrow so it points to any area of the screen other than the icon panel or a ball. Press and hold down only the left-hand mouse button - the arrow will turn into this. You can now rotate the table in a clockwise or anticlockwise direction by using the mouse to 'draw' a circle around the camera's focal point (see WHAT YOU CAN EXPECT TO SEE). The faster the mouse is moved, the faster the table rotates. The nearer the arrow is to the centre of the camera's focal point, the faster the table rotates. Press and hold down only the right-hand mouse button while pointing at the table - the arrow will turn into this. Moving the mouse in a forward direction makes the camera zoom in on the table. Moving the mouse in a reverse direction makes the camera zoom out from the table (see ZOOM IN and ZOOM OUT in the ICON CONTROLS section). Press and hold down both mouse buttons - the arrow will turn into this.. You can now rotate and tilt the table in any direction by using the mouse to 'draw' a circle around the camera's focal point (see WHAT YOU CAN EXPECT TO SEE). The faster the mouse is moved, the faster the table rotates and tilts. The nearer the arrow is to the centre of the camera's focal point, the faster the table rotates and tilts. Use the mouse to point the arrow at any ball on the table. Pressing the left- hand mouse button puts you 'on' that ball. A second press of the left-hand mouse button while pointing at the ball in question rotates the table through 180 degrees. Note that this has a different effect in Trick Shot mode (see TRICK SHOT). If the ball touched by the arrow is not the cue ball, pressing the right-hand button lines up the centre of the ball in question with the centre of the cue ball and the view is adjusted accordingly. If either view line is active, touching any ball other than the cue ball with the arrow and pressing the right-hand button has a different effect. In a One or Two Player Game, this action lines up the view line to run through the centre of the cue ball and that of the ball which was touched (this does not necessarily set up a perfect shot). In a Two Player Practice game or Trick Shot mode, the computer sets the parameters necessary to ensure that the ball touched is potted. All you have to do is take the shot. Used in conjunction with the UNDO function, this aids the understanding of angles. FOLLOWING THE SHOT As soon as the shot has been taken you may wish to follow the action. You could use the four plan views. Alternatively, you can enjoy a super-fast and impressive viewpoint as the camera swoops around the table following the cue ball. This is done by immediately holding down either mouse button or by ensuring that the arrow points to the TAKE SHOT icon and the mouse buttons are used as follows... Pressing and holding down the left-hand mouse button makes the camera follow the cue ball and the first ball hit by the cue ball from a viewpoint behind the cue ball. The same effect is achieved by pressing and holding down the 'RETURN' key. Pressing and holding down the right-hand mouse button makes the camera follow the angle of the cue ball from the point at which the shot was taken. Pressing and holding down both mouse buttons makes the camera follow the cue ball from behind. Alternatively, point to the VIEW Q BALL icon and press the right-hand button to raise the camera off the table. Now press and hold down the left-hand button to follow the cue ball from behind but at a higher viewpoint. USING THE TRICK SHOT EDITOR Almost all the functions available in a One or Two Player Game or Two Player Practice are available within this option. Those which behave differently or simply do not work are detailed here. The major difference between Trick Shot mode and the Game and Practice options is that the balls can be arranged at your leisure. To move any ball on the table, use the mouse to point the arrow at the desired ball and press the left-hand mouse button to move to it (pressing the right-hand button takes you to the ball but also lines up its centre with that of the cue ball in the process). Press and hold down the left-hand mouse button while pointing to the ball and move the mouse to move the ball around the table. The arrow will turn into a black hand to show that the ball has been 'grabbed'. It shouldn't come as any great surprise to learn that you cannot place one ball on top of another. You cannot place balls outside of the table, on the cushions or in the pockets either. To remove any ball other than the cue ball from the table, grab it (so the arrow becomes a hand) then press the 'DELETE' key. You will notice that there are a few additions to the panel of icons - the collection of coloured balls in particular. These are used to place the balls on the table in one of two ways - either in circular form around the camera's focal point (see WHAT YOU CAN EXPECT TO SEE) thus... Use the mouse to point the arrow at one of the ball icons. Press the left-hand mouse button to place the ball in question around the camera's focal point. Pressing the right-hand mouse button places the ball in a straight line ahead of the camera's focal point. Pressing the number keys (not on the keypad) - eg, key '1' for a red, key '7' for a black - also places the corresponding balls but in the arrangement last used (the default is the circular pattern). Note that you cannot place a ball if it already exists on the table. CLR Use the mouse to point the arrow at this icon. Press the left-hand mouse button to clear the table of every ball except the cue ball (the same effect is achieved by pressing the '0' key - but not on the keypad). Press the right-hand button to relay the table from scratch. The same effect is achieved by pressing the BACKSPACE key. UNDO Select this function with the left-hand mouse button to reset the table to the layout used prior to CLRing the table or playing a shot. Pressing the 'UNDO' key has the same effect. Exiting from the Trick Shot mode to the Game Control menu UNDOes the previous shot or CLRance. Use the left-hand mouse button to select the INFO icon or press the '?' key to call up a summary of controls. USING THE COMPUTER TO TAKE SHOTS If you need a little help potting a ball simply ask the computer to do it for you. First, activate a view line. Now point to the ball you wish to pot. Press the right-hand mouse button to make the computer set the approximate angle and power settings necessary to pot the ball. SOLVING GAME PROBLEMS If you find yourself stumped when it comes to playing a shot within a game situation, try this for size... Press the 'Esc' key to exit to the Game Control menu. Now, select the Trick Shot option to play the shot in a more flexible environment - ie, you can use the computer to show you how the shot should be taken (see USING THE COMPUTER TO TAKE SHOTS and ASK COMPUTER FOR BEST SHOT). You can also use the Trick Shot option in the same way to solve saved games. A TRICK SHOT TIP People aren't perfect. Setting up the snooker balls on a real table is open to a very small margin of error. This is reproduced here. The pack of reds is relaid with every new game. To see this effect in action, follow these simple steps from within the Trick Shot option... Relay the table by pointing to 'CLR' and pressing the right-hand mouse button. Zoom in on a red ball and adjust the view so that the pack is seen as a triangle with the apex at the top of the screen. Now relay the table. With each press of the right-hand mouse button you will see the reds shuffle slightly as they are relaid. The program never produces the same layout twice. If the mouse isn't moved in any way and no key is pressed for approximately four minutes during the Trick Shot mode, the program returns to the Game Control menu. Note that this only occurs in the Trick Shot mode. GETTING STARTED Welcome to this brief guide to getting started with JWWS. Before you attempt to play for real we recommend that you get a feel for the controls and the way that the balls work by using the Trick Shot option. So, select the SET UP TRICK SHOT option from the GAME CONTROL menu. You will be presented with the usual startup view of the table. This is actually a perfect break position - but more of that later. There are three main methods of playing JWWS. The first is by using the panel of small boxes ('icons') at the top of the screen. Each icon has its own function (some have more than one) which is activated by using the mouse-controlled arrow you see on screen. Move the arrow so that it points to the desired function. Now pressing or pressing and holding down the left-hand mouse button, the right- hand mouse button or both mouse buttons will activate the function. The second method of control is the keyboard. The functions are simply activated by pressing the respective key (see the KEYBOARD SUMMARY). Method Three is to use the mouse to manipulate the table and balls. The keyboard or icons are then used to activate certain functions, such as actually taking the shot. All three methods of control are available at once, so feel free to use any blend you see fit. Right, your first shot. And seeing as the table's all set for a break, this might as well be it. When you first enter the Trick Shot option (or, indeed, any other option which involves actual play), the cue ball is always positioned for a perfect break. All that's required of the player is to set the strength of the shot. Use the mouse to move the arrow to point to the SCREEN TYPE icon. Now press either the left-hand or right-hand mouse button to move the panel of icons at the top of the screen to the left-hand side. (Alternatively, press the 'W' key). This makes setting the cue power a little easier. It also helps generally when playing a shot up or down the table as more of it's shown when the panel's placed vertically. When playing across the table, place the panel in the vertical position. Point to the SET POWER cue and press and hold down either the left-hand or right-hand mouse button. Move the mouse up and down to adjust the power so that the cue's tip is next to the top of the icon description window thus.. (Alternatively, you could use the '=' and '-' keys). This is the near-perfect power setting for a healthy break - so let's do it. Point to the TAKE SHOT icon and press either mouse button to take the shot. (Alternatively, pressing the 'RETURN' key has the same effect). The arrow will change to show that the shot is being taken and will stay that way until the balls are no longer in motion. The cue ball should end up somewhere in the baulk region .. If the cue ball hit the blue on the way back, that's just bad luck. Now let's take that shot again, but with a difference. Point to the incon description window and press the left-hand mouse button to return the table layout to before the shot (you should hear a popping sound too). Point to the TAKE SHOT icon again and this time press and hold down the left- hand mouse button to take the shot. The camera view will follow the cue ball and the first ball it hit. Select UNDO and play the shot again, this time holding down the right-hand mouse button as you play the shot. The camera will now follow the angle of the cue ball. Holding down both buttons whle the shot is taken makes the camera follow the angle of the first ball hit by the cue ball. Try it. A fourth means of following the shot takes you right into the heart of the action. By pointing to the VIEW Q BALL icon and pressing the left-hand mouse button while the shot is being played, you can follow the cue ball from directly behind. (Alternatively, press and hold the 'Q' key or hold down the 'RETURN' key while the shot is played). With a few practice breaks under your belt, let's try potting a ball - any ball. How about the yellow in the top corner pocket? First, move the brown ball out of the way. Point to the brown ball and press the left-hand mouse button. You should be 'taken' to the brown ball so that it is now the focus of your attention. Still pointing to the brown ball, press and hold down the left-hand mouse button to 'grab' the brown ball (The arrow should turn into a black hand to indicate that the ball is 'grabbed'). Use the mouse to move the brown ball out of the way (This method is used to move any ball around the table in Trick Shot mode). Select the VIEW Q BALL icon (or press the 'Q' key) to go to the cue ball. To find the yellow ball you need to move the table round a bit. Point to the CUE LEFT/CUE RIGHT icon and press the left-hand mouse button or use the left and right arrow keys on the keyboard to perform the same function. Alternatively, use the mouse to move the arrow so that it points to a clear area of the table. Press and hold down the left-hand mouse button (the arrow pointer should have changed shape). Now use the mouse to 'draw' a circle around the cue ball and so rotate the table. The faster the mouse is moved, the faster the table rotates. Still holding down the left-hand mouse button, press and hold down the right- hand mouse button (the arrow pointer should have changed shape again). Now the mouse can be used to turn the table through all sorts of angles (The angle vertical adjustment is also available in icon from and via the keyboard - ie, the up and down arrow keys). Release both mouse buttons and press the right-hand mouse button while pointing the arrow to a clear area of the table. Moving the mouse will take you closer to or further from the table (For further details of using the mouse on the table see USING THE MOUSE ON THE TABLE). (This function is also available in icon form on the vertical panel and via the keyboard - ie, the 'Z' and 'X' keys). Anyway, back to the yellow ball... With the yellow ball in sight 'grab' the cue ball and move it slightly further down the table to make the shot a little easier to take. To help line up the shot, point to the yellow ball and press the left-hand mouse button. This will line up the centre of the yellow ball with that of the cue ball. Now point to the cue ball and press the right-hand mouse button to view the yellow ball again. When lining up a shot it pays to make use of the VIEW LINE icon. Point to it and press the left-hand mouse button. A single broken view line should appear thus.. This view line shows where the shot will send the cue ball. Now you can adjust the intended angle of contact between the cue ball and the yellow ball by moving the table as before. Happy? Then take the shot... So the yellow didn't go in, eh? Fortunately in Trick Shot mode (and Two Player Practice for that matter) you can ask the computer for help. Select the VIEW LINE option but press the right-hand mouse button instead of the left-hand one. This calls up a double view line, the second one showing the angle at which the cue ball will rebound from a cushion - provided the shot is a normal one (ie, no spin is applied). Now point to the yellow ball and press the right-hand mouse button. If it's possible to pot the ball the computer will set up the approximate angle and power necessary to do so. All you have to do is take the shot. Note that the computer doesn't actually check to see if the ball will definitely go in - more often than not it does, but it's not guaranteed. You can also use the computer to find the best available shot, be it a safety shot or a pot. Point to the INFORMATION icon and press the right-hand mouse button. The computer will think for as long as is necessary. When the computer's finished thinking, you can take the shot. So there you have it: you should now appreciate how straightforward Jimmy White's Whirlwind Snooker is to play. There's plenty more for you to discover - just don't be afraid to experiment (remember the UNDO function) and above all have fun! THE ART OF SPIN AND SWERVE It makes sense to plan ahead in Snooker. Setting up the next shot is never easy, but it does help to at least know roughly where the cue ball will go before the shot's played. This is where spin comes in useful. Select the SET UP TRICK SHOT option if you aren't already using it. Point to the 'CLR' icon and press the left-hand mouse button to clear the table of every ball but the cue ball. Point to any of the balls in the icon panel and press the left-hand mouse button to place it in front of the cue ball. Now 'grab' the ball and place it in the centre of the table. Use the mouse to point to the colour ball with the arrow then press the right-hand mousebutton to line up its centre with that of the cue ball. Now point to the cue ball and press the right-hand button to return to the cue ball and face the colour ball thus.. Now you are ready to learn about SPIN and SWERVE. Take a normal shot, ie, simply set the power to something sensible - say, MEDIUM POWER - and point to the TAKE SHOT icon and press the left-hand mouse button. Note the way that the cue ball pretty much stops in its tracks once contact is made with the colour ball. Select UNDO to return the table layout to before the shot took place. TOP SPIN Point to the TOP SPIN icon and keep pressing the left-hand mouse button until the cross on the TAKE SHOT cue ball icon is at the very top, thus setting the top spin to the maximum (Alternatively, press the 'U' key). Point to the CHALK CUE icon and apply three dabs of chalk with three presses of the mouse button (the flashing icon and chalking sounds will show you that the cue tip is being chalked). (Pressing the 'C' key has the same effect). Now take the shot. As you will see, the cue ball does not stop when contact is made with the colour ball. Instead the effect is a follow through shot - the cue ball follows the ball it strikes. That's all very well for straight shots - when you get them. What about when the cue ball has to hit the colour ball at an angle? Select UNDO to return the table to the layout before the shot. 'Grab' the cue ball and move it slightly to the right. Release the mouse button then point to the VIEW LINE icon and press either button to turn on either view line and check that the cue ball will hit the colour ball, but at an angle. Now take the shot. You will see the angle at which the cue ball will leave the colour ball once contact is made. Select UNDO then set the top spin to the maximum. Apply chalk then take the shot. With top spin applied, the cue ball still follows to a certain extent the ball it struck. Note that top spin is never passed on to the balls hit by the cue ball, and that all top spin is removed when the cue ball makes contact with a cushion. BACK SPIN With the cue ball lined up with the colour ball, point to the BACK SPIN icon and keep pressing the left-hand mouse button until the cross on the TAKE SHOT cue ball icon is at the very top, thus setting the back spin to maximum (Alternatively, use the 'N' key). Chalk the cue 3 timews before taking the shot. As you will see, the cue ball does not stop when contact is made with the colour ball. Instead, the effect is a screw back shot - the cue ball seems to rebound from the ball it strikes and shoots off in the opposite direction. And what happens if the cue ball doesn't hit the colour ball straight on? Select UNDO and apply maximum backspin before chalking the cue three times and taking the shot.. You can see that the cue ball still screws back to a certain extent from the ball it strikes. Note that back spin is never passed on to the ballshit by the cue ball, and that all back spin is removed when the cue ball makes contact with a cushion. SIDE SPIN A cue ball with side spin applied behaves quite differently to one under the influence of top or back spin. Whereas top and back spin affect the cue ball one it has struck another ball, side spin really comes into effect when the cue ball strikes a cushion. The extent of the effect depends on the power of the shot and how long the cue ball has been in motion. Note that side spin is never passed on to the balls hit by the cue ball. Use the 'CLR' icon to clear the table as before. Activate the double view line and rotate the table so that you face a side cushion and the two view lines overlap. This means that when the shot is taken the cue ball will bounce straight back in the direction from which it came. Try it, we will now see how side spin affects how the cue ball bounces off the cushion. Point to the SIDE SPIN icon to the right of the cue ball. Keep pressing the left-hand mouse button until the cross on the TAKE SHOT cue ball icon is as far to the right as possible, thus setting the right-hand spin to the maximum (Alternatively, press the 'J' key). Chalk the cue three times and take the shot. The cue ball bounces off the cushion and to the right. The greater the right-hand spin, the further to the right the cue ball rebounds. Obviously applying left-hand spin (the SIDE SPIN icon to the left of the TAKE SHOT icon) sees the cue ball rebounding off to the left. Alternatively, you can use the 'H' key for left-hand side spin. BREAKING OFF IN STYLE! We have already seen how easy it is to perform a decent break. Now try taking a break with side spin applied (don't forget to chalk the cue). SWERVE Swerve shots are surprisingly easy to perform - and often prove useful. A combination of top or back spin is all that's required. The severity of the swerve depends on the degree of spins required and the strength of the shot. It also helps if no other ball gets in the way of the cue ball. Clear the table as before. Set the top spin and right-hand spin to the maximum. Chalk the cue and take the shot. The swerve to the left should easily be in evidence. To make the ball swerve to the right simply apply left-hand spin and top spin before chalking the cue and taking the shot. HEAD ON SHOT ANGLE SHOT ON TARGET BALL A JIMMY TIP When performing a shot which involves any form of spin, such as a swerve shot, don't forget to chalk your cue. Otherwise you may miscue and ruin the shot. Three dabs of chalk will always be enough. THE COMPUTER OPPONENTS Here's a quick low-down on the breaks you can expect to see from the computer- controlled opponents. It's worth bearing in mind that the lower intelligence opponents are more than capable of performing fouls and miscues. They have even been known to lose the white to a pocket on occasions! TOM typically makes breaks around the 13 mark. DICK makes breaks of around 23 points. HARRY makes breaks of around 45 points. JIMMY ... Hey! Don't let this man onto the table! When Jimmy gets to work you can expect nothing less than 140s! Fixed by RYGAR ~~~~~ ~~ ~~~~~