Q * BALL
Amiga tm Quick Reference Card!
WHAT YOU NEED:
Amiga Computer
Single Disk Drive
Color Monitor
LOADING THE PROGRAM:
1. Turn on the monitor and your computer.
2. When the Kick Start disk icon appears on the screen, insert a Kick
Start Disk (VERSION 1.2) into the disk drive.
3. When the Work Bench disk icon appears on the screen, remove the
Kick Start disk and insert the Q * BALL disk into the disk drive.
4. The program will load into your computer's memory and the demo
screen will appear.
CONTROLLING THE GAME:
The game is controlled completely with the keyboard. Use the cursor
keys to rotate the cube to change your view of the balls. Use the
RETURN key to shoot. You may shoot at any time after positioning the
cue ball. You have 60 seconds to take a shot. A shot will be taken
automatically when the timer reaches (0). If the timer runs down 3
times, the game will end and you will be returned to the demo screen.
THE RULES:
The object is to sink the red balls in the (8) corner pockets. Bonus
points are awareded for the amount of time left on the timer at the
end of each shot. Each time a red ball is pocketed, you must sink the
yellow ball for bonus points. The yellow ball will be put back into
play each time it is sunk. If there are no red balls left in the game
cube, you must sink the yellow to end the game.
PLAYING THE GAME:
Press the space bar to exit the demo screen.
Choose a 1 or 2 player game.
In two-player mode, each player has his or her own settings, which are
reset at the start of each turn.
SHOOTING:
To take a shot, use the aiming keys (detailed on the Reference Card
portion of this document) to position the "GHOST" cue ball at the
projected impact point of your shot. The ghost image will appear at
the point at which your shot's projected path intersects with another
ball or with the wall of your cube. You can move the ghost image
left, right, up, down, towards you, and away from you with the keys.
These movements are in relation to your current view of the cube. You
can use the rotatoin key to find a view of the cube which helps you
line up your shot (like walking around the table in billards).
SPIN:
Once you shot is lined up, you need to set cue spin. The cross hair
indicates where you will strike the cue ball and thus how much
"ENGLISH" will be applied to the ball. Note that top and back spin
have a much more pronounced effect in three dimensions than is
possible in the more mundane, two-dimensional game of pool.
DEFINITION OF KEYS:
RETURN - Shoot
UP-ARROW Flip 900 vertically
LEFT-ARROW Rotate Clock
RIGHT-ARROW Rotate Counter-Clockwise
DOWN-ARROW Flip 900 Vertically
Before taking a shot, you have the opportunity to designate 5
settings. These settings will appear in the message bar on the right
of the screen as: Position Cue Ball, Aim Cue Ball, Set Cue Spin, Set
Power and Set Friction. Use the Enter key to move to the next
setting. You may change any or all settings before each shot, or keep
the same settings.
Use the numeric keypad to:
1. Positon the cue ball (up, down, left, right)
2. Aim the cue ball using the "GHOST" target image (up, down, left
right, near, far).
3. Set the cue spin using the crosshairs (up, down, left, right).
4. Select real or planner mode for cue spin. (Real/Planner Key).
5. Set the Power Level (left, right).
6. Set the friction level (left, right).
DEFINITION OF NUMERIC KEYPAD:
7/NOTHING 8/UP 9/FAR
4/LEFT 5/REAL 6/RIGHT
PLANNER
1/NEAR 2/DOWN 3/NOTHING
REAL or PLANNER MODE:
Choose between Real and Planner modes. Real is a full
three-dimensional mode, while planer takes the shot as if it were
being played on a pool table. This has bearing on the effect of your
spin setting. In three-dimensional (REAL) mode, top or bottom spin
will cause the impacted balls to move up or down in relation to the
cue ball. In Planer mode, this doesn't happen.
POWER: Set the power with which you will strike the ball.
FRICTION:
Since there is no gravity to affect the balls' path, the only thing
slowing them down is friction with the air around them (and the
resultant impacts with other balls). You can control the Friction
Coefficient of the air for each shot. A large FC will slow the balls
down more quickly while a tiny FC will keep the balls bouncing for a
LONG time.
Once all the above settings are adjusted, take the shot by pressing
the fire key (detailed on the Refernce Card). All settings are
retained for you from turn to turn. If you like, you can take your
shot at any time by pressing the fire key. This will use whatever
setting are in effect at the time.
THE TIMER:
The countdown timer starts at the beginning of each shot. It is set
initally to sixty seconds, and when it reaches zero, the shot will be
taken...whether you are ready or not. The number of seconds left when
you take your shot directly affects you score.
SCORING:
Hitting a red ball straight on: 1 x Timer
Sinking a red ball: 10 x Timer plus 500
Sinking multiple red balls: A bonus modifier for every additional
ball sunk; i.e. if 3 reds are pocketed, the first will give 1 x (10 x
timer + 500) the second 2 x (10 x timer + 500) and the third 3 x (10 x
timer + 500).
Hitting the yellow ball stright on: 1 x Timer
Sinking the yellow ball: 10 x Timer + 2000
Foul shots: Sinking the wrong ball,
scratching (sinking the
cue ball), or missing
altogether: minus 500.
THIS DOCUMENT WAS PREPARED COMPLIMENTS OF ANCHORAGE'S BEST,
CAPTAIN CRUNCH!!