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Maltese Joe's 3D Pool Challenge 
© Orlando M.Pilchard, Aardvark Software, 1989 
BBC/Electron , CBM 64 versions by 
Orlando M, Pilchard. 

Spectrum, MSX and Amstrad CPC versions by 

When you see the table for the first time. 

When you first take a look at 3D Pool, you may be 
slightly surprised to notice that there's no cue. This Is because 
you don't need one! If, however, you take an Imaginary line 
straight 'out' from the cue ball to the centre of the screen, this 
will suffice. This means that instead of moving your cue 
around the table, wo have introduced a revolutionary twist - 
you move the table around the cue! 

You start off looking down the table. Closest to you is a dark 
semi-circle which is called the “D\ with the cue ball placed in 
the centre. Right down the other end of the table are the game 
balls, arranged neatly In a triangle, with the 8 ball (black) 
nestling in the middle. The table rotates clockwise and anti¬ 
clockwise, allowing you to change the direction of your shot, 
it also tilts up and down, allowing you to change spin strength 
and type (ie. top or hack spin). 

When you first start a giime, there is a flashing ball in the top 
left hand side of the screen (showing that it's player one's 
turn to play a shot). After players have chosen their colour (by 
potting a ball) then the colour for player one is shown here. 
Next is the name of the current player, then comes the 'refer- 
ence ball 1 . There is a dot on this ball, which shows you where 
the cue is going to strike. This dot moves as you move the table, 
or apply 'sw'erve'. Then comes the power-bar (which shows the 

strength of the shotj. It doubles as a message area (printing 
messages such as ‘place the cue ball' or Timm...' when the 
computer player is thinking). Finally, comes a ball showing 
the colour the other player Is to pot. 

Playing the game 

When the game has loaded* you will be presented wi Lh a menu. 
Each option on the menu can be selected by pressing the 
appropriate function key. See below for an explanation of what 
happens when you press one of these keys. 

f 1 1NPUT TYPE Toggle s eithe r keyboard o r j oystick 

f3 MATCH TYPE Runs through a list of*,. 

Two player 
Demo mode 
Trick play 

SPACE will start your selection. 


You start off in the quarter-finals, set against a random ly- 
chosen opponent. After playing the best of three games, you 
enter the semi-finals, again playing the best of three games* 
After that, winning t he qualifying finals (this time the best of 
five games) will let you play Maltese doe himself (Well, a 
computer version of him!) 

f5 VIEW PAIRINGS Shows a list of opponents. 
f7 NEW TOURNAMENT Will re-shu file the opponents 

Du ri n g the game, pressing QUIT when i t i s y o ur tu m will prin t 
up another menu* 

fB CONCEDE GAME Means you lose this game 
SPACE resumes play. 

Two player 

You play against a friend, taking alternate Visits’. 

During the game, pressing QUIT will print up another menu* 
f3 QUIT Return to main menu. 

Demo mode 

This option allows you to view the particular playing skills of 
any two players. 

f5 CHANGE OPPONENTS Randomly selects two players. 
During the, pressing QUIT will print up another menu. 
f3 QUIT Return to main menu* 


You can practice as many times as you like against a partlcu 
lar opponent. 

15 CHANGE OPPONENT Runs through a list of possible 
opponents (sadly you can't practice against Maltese Joe). 
During the game, pressing QUIT when it is your turn will print 
up another menu. 

f3 STOP GAME Returns you to the main menu* 
fS CHANGE OPPONENT You can change your mind in 
the middle of a game. 

SPACE resumes play. 

Keyboard Controls 

BBC /Hie e. C64 



Ametrsd CPC 

<= z 












k t 


& 1 





Strike Return 





girrr esc 





In Cursor up 

Cursor down Cursor up l 

Cursor up 

Out Cursor down Cursor rlgjit Cursor down O Cusr down 

Note: Spectrum. Amitrid CPC *nd MBX men ihould us* the keyi 1,2,3 ft 4 
Instead of f 1 f3 h fS flt f7. 

Spectrum owners can change the colour of the table by pressing 'trend the 
colour of the border bp pressing T, at any time. 

Description of Controls 

<3 Rotate table anticlockwise [move cue ball right in 'D'J 

c> Rotate table clockwise (move cue ball left in ‘D7 

ft Move cue up, providing bottom spin (move cue ball 
further away in A D') 

^ Move cue down, top spin (move cue ball closer in + D7 
U Flip viewing position around to other side of the tables 

S Switch colours (see note below) 

In Zoom in (increase the size of the table) 

Out Zoom out (decrease size) 

Strike (DOUBLE CLICK * Press the key quite quickly twice) 
Strike the cue ball Hold down the Strike key at the same time 
as these keys to produce the desired effect.* 

<3 Adjust swer/e left and right. The place where the cue 
will strike the cue ball is shown by a dot on the reference ball 
ft Q Adjust power (power increases from left to right) 

J oy Stick You may also use a Joystick, with FIRE instead of Strike 

Trick Play (which deserves a whole long section all to 

Better than in real Pool, once you Ve tried a trick-shot, 3D Pool 
sets It back up exactly as it was! To 'solve" a trick-shot, you 
must pot all the light coloured balls without fouling (ie, hitting 
a dark ball first). A clever combination of side and back (or top) 
spin usually 'does the trick l \ 

f5 NEXT TRICK Select next trick (The trick number 

f7 EDIT TRICK This allows you to design your own 
tricks (or edit existing ones) - See below. 

SPACE allows you to try out a trick. 

During the trick, pre ssing QUIT takes you back to the main 


Like anything that has a structure, trick shots has a certain 
logic' to them. Here's a description of some of the common pat¬ 
terns found (there are certainly many others; can you design 
new ones?) 

(a) Goalh anger - a ball sitting on the edge of a pocket. Football 
fans will see the similarities here... the slightest passing touch 
and it'll jump In. 

(b) Peashooter - two balls touching. Hit the back of one and the 
other flies off along theline passing through their centres, A 
favourite among real trick-shot players, because if you point 
them at a pocket, you can't missl 

(c) Cannon - a shot that glances off one ball and carries on 
moving. The term Is used in billiards. 

(d) Guard - a ball of set of balls whose function (in the trick- 
shot) is to stop a shotbeing possible. For example, a ball you 
have to swerve around, or a black sitting over a pocket (goal 

(e) Chain - a line of balls that, if hit (in the right sort of way) at 
one end, cause the ball at the other end to move. In snooker 
terms, this is called “a multi ball plant'. 

(f) Plant - a ball (not the cue ball) hitting a second ball. A 
■peashooter' Is a special kind of plant (touching). 

Trick-shot EDITOR 

The controls for trick-shot editing are the same as you use for 
playing the game, but they do different things 
<3c>ft^ Move viewing position (note this is different from 
the shooting position - further explanation below) 

Strike and Move current edit ball (the flashing ball) around 
ft ^ the table, rclaUve to you r viewing position. This 
is the same as moving the cue ball around the 'D\ 

oint (so, if you wish, you can 
view a shot from a different angle). 

S Save screen to trick-shot buffer (note: this is not to 
disk or tape, this fixes a version In memory). It makes a ‘pocket' 
sound to acknowledge, 

A Turn current ball W or 'off\ An ‘off ball flashes 
differently to and ‘on* ball (it appears less of the time - take a 
look on screen, you*11 easily make the distinction). A trick-shot 
Is played with the J on* balls. The cue ball cannot be switched 
off (of course), bui the black ball is optional. 

Strike (DOUBLE CLICK) Cycle to next ball (le. change to edit 
a different ball's position). 

Shooting position for Trick-shots 

The current shooting position is set u p when you press SPACE 
from the trick-shot menu ('playing mode 1 rather than 'editing 
mode'). The visual difference between playing and editing 
is the same as playing and placing the cue ball (within the 'DT 
- there is a grey P D* on the table, and a message where the 
power-bar usually is. 

Generally* the most effective way to design a trick-shot is to 
go into editing mode, move the cue ball to where you Intend it 
should start from, then press QUIT and go into playing mode, 
where you can set up the power, angle and spin of the trick 
(even though the problem hasn't been set up). Then press 
QUIT and go into editing mode - when you press T from here, 
i t will play the shot that will finally solve the trick. it*s quite 
nice to note that once you have solved a trick, you can view it 
from an entirely different angle using this method. 

Placing the cue ball In the D' at the start of a game or after 
a foul. 

To place the cue ball exactly where you want it in the 'D\ use 
the rotate and cue up/down controls with Strike held down. 
The rotate controls will move the cue ball left and right, 
and the cue controls will move the ball up and down the table 
(away from you or toward you). 

Swerve, what it does and how to do it. 

When you apply swerve to your shot, you are actually making 
the cue ball spin on iVs axis. This means that if you move the 
dot on the reference ball to the left, the ball will spin clock¬ 
wise, and the shot will curve right. The amount the shot 
deviates depends on how hard you hit the cue ball and how far 
across the reference ball you have moved the dot. 

Strike and Apply swerve (Move the dot on the reference ball 
left and right) 

Choosing colours after potting two different balls after a 

If players are still trying to establish their colours after a break, 
and someone pots one ball of each colour, the option will come 
up for them to choose. Before trying to pot the next ball, 
pressing S swaps colours. This can be done as many times as 
is necessary but once Strike is pressed (to take the shot) 
the colour is fixed. So make the most of it* If the last shot was 
also a foul, you can swap colours after the free-shot, as well as 

When it s your turn to play 

A flashing cue ball will appear next to your ball at the top of the 

screen. This ball will continue to flash until you fail to pot a ball 
of your colour, or play a foul shot. 

When you play a foul shot 

According to the rules, if you play a foul shot, your opponent 
will be awarded a free-shot. This is denoted by two cue balls 
next to the player's colour at the top of the screen. The ball 
closest to the centre of the screen flashes. The opponent will 
also be allowed to replace the cue ball anywhere in the + D T - see 
above. However, if on your (extra) free-shot, you pot a ball 
without fouling, you lose the extra shot. This is to encourage 
tactical play - you obviously didn't need the free-shot I 
Loading the game 

All your systems, whether they be disk or tape should be set 
up exactly as stated in the manuals. Remove all peripherals 
not connected with the running of the game, ie. cartridges 
etc. Your cassette or disk should be inserted in the loading 
device with the labelstde up, 

BBC/Elec trou 

Tape: Type CHADT", Press Return then press PLAY. 

Disk: Press (and then release) BREAK whilst holding down 
either of the SHIFT keys. 

Commodore 64/128 

Tape: Press RUN/STOP whilst holding down either of the 
SHIFT keys. Hie press PLAY. 

Disk: Type LOAD"***,8*1. Press RETURN, 

Spectrum 48/128/+2/+3 

Tape: If you have a 128k machine, select 48k BASIC from the 
menu. Type LOAD" ". Press ENTER then press PLAY, 
Disk: Select Loader from the menu, 

Amstrad 464/664/6128 

Tape: Press CTRL and the small ENTER enter together. 

then press PLAY 

Type RUN "DISK". Then press RETURN, 

Type BLOAD" CA3:",R, Press RETURN, the press