DEEP POCKETS - SUPER PRO POOL & BILLIARDS
INTELLIVISION GAME INSTRUCTIONS

Deep Pockets is a unique pool and billiards game - it is actually NINE games in
one. You can learn many pocket billiard (pool) and carom billiard games in the
privacy and comfort of your own home - and brush up on rules and strategy before
venturing out to a billiard parlor.

Play against a friend, or practice "against yourself" -- in 1 player games, you
control both players 1 and 2.

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

(A couple of hints: Use FOLLOW (described below) on break shots to scatter the
balls. Also, most of the time you only need to hit shots with about medium
strength; use hard shots for long distance shots).

CONTROLS:

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

CLEAR (keypad): cycle BACKWARDS through prompts.

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

NUMERIC KEYS (keypad): move menu highlighting, move cueball, move aiming "X",
move "spin/english" marker

If you forget to make a selection, pressing CLEAR will take you back one step for
each press of the CLEAR key.

On-screen prompts:

Deep Pockets coaches you through each step prior to actually shooting your shot.
The following are the prompts you may see and what to do:

MOVE CUEBALL

You will see this prompt prior to the opening break shot, and after any scratch
or illegal shot. Each game has different rules regarding where you may place the
cueball; some games allow you to place the cueball anywhere on the table, other
games require that the cueball be placed behind the "HEADSTRING," or imaginary
line across the table at the "HEADSPOT." You move the cueball by pressing the
NUMERIC KEYS in the direction you want the ball to move. Press ENTER or RETURN
when you are satisfied with the position of the cueball.

SELECT BALL

This is how you indicate which ball you want to make. Some games do not require
you to "call your ball," and others do. You will not see this prompt during games
where it is not necessary. Press 6 (numeric keypad) to cycle FORWARDS through the
remaining balls on the table. Press 4 (numeric keypad) to cycle BACKWARDS through
the remaining balls on the table. You will notice that the color of the blinking
ball prompt matches the color of the ball on the table, and that each time you
press 6 or 4 the current ball is "framed" on the table so that you can spot it
more easily. SAFETY means that you are calling "no ball" for this shot, and you
must execute an otherwise legal shot when you call a SAFETY. When the desired
ball is framed on the table, press ENTER or RETURN.

SELECT POCKET

This is how you indicate which pocket the ball you called will go into. Some
games do not require you to "call your pocket," and you will not see this prompt
during games where it is not necessary. Press 6 (numeric keypad)  to cycle
FORWARDS through the pockets. Press 4 (numeric keypad) to cycle BACKWARDS through
the pockets. Press 8 or 2 (numeric keypad) to move the highlighted pocket UP or
DOWN from its present position. When the desired pocket is selected, press ENTER
or RETURN.

AIM

This is how you indicate the path the cueball will take when you shoot. You aim
by pressing the NUMERIC KEYS in the direction you want the Target "X" to move.
Press ENTER or RETURN when you are satisfied with the position of the Target "X."
Your shot will cause the cueball to head towards the position of the Target "X."
This "X" can be moved anywhere on the table.

APPLY SPIN

This is how you apply ENGLISH, DRAW, or FOLLOW. ENGLISH means left or right spin
on the cueball, which will alter the path of the ball when it hits a cushion.
DRAW means that the cueball will "back-up" upon impact with another ball. FOLLOW
means that the cueball will "follow" or "speed-up" upon impact with another ball.
Think of the dot as where the tip of your cue stick will strike the cueball. You
apply ENGLISH/DRAW/FOLLOW by pressing the NUMERIC KEYS. Press 8 for FOLLOW. Press
2 for DRAW. Press 4 or 6 for ENGLISH. You may apply combinations of ENGLISH and
DRAW/FOLLOW by pressing in both directions. The position of the dot on the
cueball image above the table indicates the amount of ENGLISH and/or DRAW/FOLLOW
you have selected. When the dot is centered on the cueball image, you have
selected NO ENGLISH or DRAW/FOLLOW. Press ENTER when you are satisfied with the
amount (if any) of ENGLISH/DRAW/FOLLOW.

SHOOT

This is how you indicate how hard of soft your shot will be. By watching the "cue
stick" moving under the SOFT/HARD gauge, you wait until the stick is at the
proper position for your shot. When you are ready to shoot your shot, press the
SPACE BAR.

In the first game, Player 1 breaks. In subsequent games in a multi-game match,
the player to break is determined by the particular rules of the game being
played.

When a player makes commits certain fouls (particulars are different for each
specific game), the opposing player is questioned as to what he/she wants to do
next. These questions are all based on the appropriate rules in effect for the
game being played. Press 8 or 2 (numeric keypad) to move the highlighting UP or
DOWN, and press ENTER or RETURN when the selection you want is highlighted.

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SPECIFIC GAME RULES - POCKET BILLIARD (POOL) GAMES

EIGHT BALL

The game is Call Shot. This means you must call your ball AND your pocket. One
player must pocket balls of the group numbered 1 through 7 (solid colors), while
the other player has 9 through 15 (stripes). The player pocketing his or her
group first and then legally pocketing the 8-ball wins the game.

If the object ball is pocketed as called, any other balls pocketed remain
pocketed. The table is "open" when the choice of groups (solids or stripes) has
not yet been determined. When the table is open, it is legal to hit a solid or
the 8-ball first to make a called stripe or vice versa. (NOTE: The  table is
always open immediately after the break shot.)

Legal Break Shot defined:

The shooter (with the cueball behind the headstring) must either (1) pocket a
ball, or (2) drive four numbered balls to a rail. If shooter fails to make a
legal break, the opponent has the option of (1) accepting the table in position
and shooting, or (2) having the balls re-racked and shooting the opening break
himself. It is not necessary to hit the head ball to initiate a legal break in 8-
ball.

Legal Shot defined:

On all shots except on the break and when the table is open, the shooter must hit
one of his group of balls first and, (1) pocket a called object ball, or (2)
cause the cueball or any object ball to contact a rail. It is okay for the
shooter to bank the cueball off a rail before contacting his object ball,
however, after contact with his object ball, an object ball  must be pocketed, OR
the cueball or any object ball must contact a rail.

The choice of stripes or solids is not determined on the break even if balls are
made from only one or both groups. The table is always open immediately after the
break shot. The choice of group is only determined when a player legally pockets
an object ball after the break shot. If a player legally pockets a called ball
from one group and another ball from the other group is pocketed as well, the
player has a choice of which group to play thereafter.

A player is entitled to continue shooting until he fails to legally pocket a ball
of his group. After a player has legally pocketed all of his group of balls, he
shoots to pocket the 8-ball.

It is a foul if a player fails to execute a legal shot as defined above, or on
any scratch shot (shooting the cueball into a pocket). After a foul, the opposing
player gets to place the cueball ANYWHERE on the table.

Combination shots are allowed; however the 8-ball cannot be used as a first ball
in the combination except when the table is open.

Any illegally pocketed balls of the shooters group are spotted on the foot spot.
Any illegally pocketed balls of the opponents group remain off the table.

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

1) Fouls when pocketing the 8-ball.
2) Pockets the 8-ball on the same stroke as the last of his group of balls
3) Pockets the 8-ball in a pocket other than the one called.
4) Pockets the 8-ball when it is not the legal object ball.

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

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

* Special Information for EIGHT BALL:

When the table is "open", the word "OPEN" will appear near the upper right-hand
corner of your screen. After groups have been assigned, the prompt will indicate
the shooter's group (1-7 or 9-15). Shooter may not "call"  a ball from his
opponent's group.

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NINE BALL

The game is Call Shot. This means you must call your ball AND your pocket. The
object of the game is to pocket the 9-ball. Pocketing the 9-ball either on the
break or any other legal shot wins the game.

The lowest numbered ball on the table must be the player's first cueball contact.
If a player complies, any called pocketed ball counts. For example, if a player
strikes the one ball legally and then caroms or by combination pockets the 9-ball
which he has called in the pocket he has designated, that player wins the game.

When a ball is pocketed in a designated pocket, additional balls pocketed during
the same shot will count. When no ball is called or a safety is called and a ball
is pocketed, or if called ball falls in wrong pocket, the incoming player has the
option of shooting or forcing his opponent to shoot again.

Legal Break Shot defined:

The starting player must (1) Strike the 1-ball first, (2) Drive a minimum of four
object balls to a rail or pocket any object ball. If starting player fails to do
any of the above, the incoming player may place the cueball ANYWHERE on the
table. If the 9-ball is made on the opening break, the shooter wins the game.
Calling the shot is not required on the break. Any ball pocketed on the break
counts and the player continues shooting if he did not commit a foul or scratch.

Legal Shot defined:

A legal shot requires that the cueball's first contact be with the lowest
numbered ball on the table. A player must then (1) pocket a ball where  called,
or (2) cause the cueball or any object ball to contact a cushion. Failure to meet
this requirement is a foul. It is a loss of game if a player commits three
successive fouls. A legally pocketed ball entitles the shooter to remain at the
table until he fails to pocket a ball on a legal shot. When the 9-ball is
pocketed on  any legal shot, it is a win; game is over.

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

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

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

* Special Information for NINE BALL:

The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2" in the
bottom left hand corner of the screen. When the Foul Indicator shows "2", the
shooter must make a legal shot or will lose the game.

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ROTATION

Rotation requires that the cueball must contact the lowest numbered object ball
first on each shot; any ball pocketed on a legal shot counts. It is not necessary
to call balls or pockets. The object of the game is to score balls of greater
total point value than your opponent.

Each legally pocketed object ball has a point value equal to its number. When a
player's point total mathematically eliminates his opponent from outscoring him
(61 points), the game is ended. If both players tie with 60 points after all
fifteen object balls have been pocketed, the player who legally pocketed the last
object ball is credited with an extra tie- breaking point and wins the game.

Legal Break Shot defined:

The starting player must (1) legally pocket an object ball, or (2) cause four
object balls to contact a cushion. If shooter fails to do so, incoming player has
the choice of (1) shooting with the cueball behind the headstring with object
balls in position, or (2) having the balls re-racked and shooting the opening
break himself.

Legal Shot defined:

A legal shot requires that the cueball's first contact be with the lowest
numbered ball on the table. A player must then (1) pocket a ball, or (2) cause
the cueball or any object ball to contact a cushion. Failure is a foul. A legally
pocketed ball entitles the shooter to remain at the table until he fails to
pocket a ball on a legal shot.

When a player has the cueball to place on the table following a foul or  scratch,
it must be placed behind the headstring. If the legal object ball is also behind
the headstring, the object ball may be spotted on the foot spot at his request.

It is a loss of game if a player commits three successive fouls. There is no
point penalty for fouls. The incoming player has the option of (1) accepting the
balls in position, or (2) requiring the offending player to shoot again with the
table in position.

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

* Special Information for ROTATION:

The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2" in the
bottom left hand corner of the screen. When the Foul Indicator shows "2," the
shooter must make a legal shot or will lose the game.

Even though the player is not required to call balls or pockets in this game, the
prompt "Select Ball" will appear. This only serves as a reference, so that the
player will know which ball to contact first on the current shot. (It is also
possible to cycle through the remaining balls on the table to plan subsequent
shots). Remember that your cueball must first contact the lowest numbered object
ball on the table.

Each players score is displayed at the top of the screen. Player 1's score will
appear in the top left hand corner in RED, while player 2's score will appear in
the top right hand corner in BLUE.

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STRAIGHT POOL

Straight pool is the only game where a shooter can play a single inning hrough
rack after rack of balls. Players may shoot at any ball on the table at any time,
but they must call the ball and the pocket. The first player to a pre-determined
point total wins. Each legally pocketed ball counts as 1 point for the shooter.

Legal Break Shot defined:

Starting player must either (1) designate a ball and a pocket into which that
ball will be pocketed and accomplish the shot, or (2) cause the cueball to
contact a ball and then a cushion, PLUS cause two object balls to contact a
cushion. Failure to meet at least one of the above requirements is a "breaking
violation."  Offender's score is assessed a 2 point penalty for each breaking
violation. In addition, the opponent has the choice of (1) accepting the  table
in position, or (2) having the balls reracked and requiring the offending player
to repeat the opening break. (The three successive fouls rule does not apply to
breaking violations).

Legal Shot defined:

On all shots, a player must cause the cueball to contact an object ball and then
(1) pocket an object ball in the called pocket, or (2) cause the cueball or any
object ball to contact a cushion. Failure to meet these requirements is a foul.

One point is deducted for each foul; when a player commits a third successive
foul, he is assessed a penalty of 20% of game total. For example: 150 point game,
30 ball penalty. The commission of a third successive foul automatically clears
the offender's record of fouls. All the balls are reracked and the player
committing the infraction is required to break as at the beginning of the game.
NOTE: At the choice of the non-offending player, the penalty for a third
successive fouls can be as follows:  One point is deducted from the offender's
score, and the cueball is placed on the table by the non-offender. The offender's
record is cleared of successive fouls as above.)

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

When the fourteenth ball of a rack is pocketed, play stops momentarily with the
fifteenth ball remaining in position on the table; the fourteen pocketed balls
are then racked with the space at the foot spot vacant in the triangle. The
shooter then continues, normally pocketing the fifteenth (or "break" ball) in
such a manner as to have the cueball carom into the rack and spread the balls.
However, shooter is not compelled to shoot the fifteenth ball; he may shoot at
any ball he desires.

A player may call a "safety" rather than an object ball (for defensive purposes.)
Safety play is legal, but must comply with all applicable rules. Player's inning
ends when a safety is played, and pocketed balls are not scored. Any object ball
pocketed on a called safety is spotted.

* Special Information for STRAIGHT POOL:

The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2" in the
bottom left hand corner of the screen. When the Foul Indicator shows "2," the
shooter must make a legal shot or will lose the game.

If, after the fourteenth ball is pocketed, the 15th ball or the cueball are in a
position to interfere with the racking of the fourteen pocketed balls,  special
rules apply as to the racking of the balls. This will be done automatically by
the program.

Each players score is displayed at the top of the screen. Player 1's score will
appear in the top left hand corner in RED, while player 2's score will appear in
the top right hand corner in BLUE.

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ONE POCKET

One Pocket is a unique game in which only two of the six pockets are employed for
legal scoring. Any ball may be played and need not be called. What is required is
that an object ball falls in the player's "target" pocket. The first player to
score a total of 8 points wins.

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

Legal Break Shot defined:

Starting player must (1) legally pocket an object ball into his target pocket, or
(2) cause the cueball to contact an object ball and after contact, the  cueball
and at least one object ball must contact a cushion. Failure to do so is a foul.

Legal Shot defined:

A legal shot requires that the cueball contact an object ball and then (1) pocket
an object ball into shooter's pocket, or (2) cause the cueball or an object ball
to contact a cushion. Failure to do so is a foul. The player committing the foul
must spot one of his previously scored object balls for each foul committed. If a
player who fouls has no previous balls to spot, he "owes" for such fouls, and
must spot balls after each scoring inning until his "owed" fouls are eliminated.
After fouls, incoming player accepts the cueball in position. Three successive
fouls by the same player is loss of game. Any balls pocketed in shooter's pocket
do not count on  a foul or scratch. In ADDITION, shooter is penalized one ball
for a foul or scratch.

When a player has the cueball to place on the table following a scratch, it must
be placed behind the headstring. If all object balls are also behind the
headstring, the object ball nearest the headstring may be spotted on the foot
spot at the shooter's request.

Balls pocketed by the shooter in his opponent's target pocket are scored for the
opponent, even if the stroke was a foul; but do not count if the cueball
scratches. If the shot is not a foul and the shooter pockets a ball in both
target pockets, shooter's inning continues, with all legally pocketed balls
scored to the appropriate player. If a shooter pockets a ball that brings the
opponent's score to 8, the shooter has lost.

Balls pocketed in the four non-target pockets are "illegally pocketed balls." All
illegally pocketed balls are spotted; however, spotting is delayed until the
shooter's inning ends. If a player makes the last ball on the table, and there
are balls being held for delayed spotting, those balls are then spotted so that
player may continue his inning.

* Special Information for ONE POCKET:

The Foul Indicator will appear beneath the prompt "Player 1" or "Player 2" in the
bottom left hand corner of the screen. When the Foul Indicator shows "2," the
shooter must make a legal shot or will lose the game.

Each players score is displayed at the top of the screen. Player 1's score will
appear in the top left hand corner in RED, while player 2's score will appear in
the top right hand corner in BLUE.

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GENERAL RULES - CAROM BILLIARD GAMES

Carom Billiard games are played on a pocketless table. Each player has his own
white cueball - one is a solid white ball called the "clear" cueball, and the
other has a spot on it, and is called the "spot" or "black" cueball. The third
ball on the table is a red ball. In "Four Ball", a fourth ball is on the table,
and is pink.

Stated very simply, the object of Carom Billiards is to score a "count", or
point. This is done by shooting your cueball such that it strikes the other two
(or three) balls at some point in its travel around the table. The simplest carom
billiard game in DEEP POCKETS is "Straight Rail," where there are no limitations
on which of the other balls must be hit first. On the other hand, the rules for
"Three-Cushion" are very specific about what constitutes a legal "count"; it is a
very demanding game.

In all games, after your ball has struck another ball, that other ball is deemed
'dead', and subsequent contacts between your cueball and that ball are ignored
with regard to scoring. Contact with the cushions is important in "Three-
Cushion", as the name implies. See below for the specific rules for "Three-
Cushion."

The red ball is spotted on the foot spot for the break shot. ("Four Ball" has the
pink ball on the foot spot.)  The player shooting the opening break shot must
contact the ball on the foot spot first, rather than the opponent's cueball or
any other ball on the table. Failure to do so is an error and ends the shooter's
inning. After the break shot, players may generally shoot at any other ball on
the table (except "Red Ball", where, as the name implies, EVERY SHOT must feature
contact with the red ball as the first contacted object ball.)

In all games, players must decide on the maximum number of points for the game.
First player to reach the game limit wins.

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

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SPECIFIC GAME RULES - CAROM BILLIARD GAMES

STRAIGHT RAIL

A legal count is scored as one point for shooter if player's cueball strikes both
the other player's cueball and the red ball, in any sequence. Cushion contact is
irrelevant to scoring.

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RED BALL

A legal counting stoke entitles the shooter to continue at the table until he
fails to legally count on a shot. On all shots, player must make his first object
(first ball contacted by his cueball) the red ball. Failure to do so is a foul.
One point is deducted from offender's score for each foul.

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FOUR BALL

Each legal two-ball carom count is scored as one point for shooter; each legal
three-ball carom count is scored as two points for shooter. The pink ball must be
the first ball contacted on the opening break. Any object ball on the table may
be the first object ball after the opening break.

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THREE-CUSHION

Each legal count is scored as one point for shooter. There are four  different
ways to score a count in "Three-Cushion" billiards. The shooter's cueball must
either:

1. contact an object ball and then contact three or more cushions, and then
strike the other object ball; or,

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

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

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

Cushion contact simply means that the shooter's cueball makes contact with a
cushion. The same cushion MAY be contacted more than one time. It is NOT
necessary to hit three DIFFERENT cushions.

A legal counting stroke entitles shooter to continue at the table until he fails
to legally count on a shot.

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1982, 1997 Intellivision Productions, Inc.

Reference source for rules:
"Billiards - The Official Rules and Records Book" (1988 Edition)
Billiard Congress of America
1901 Broadway St., Suite 110
Iowa City, IA  52240

