Sinclair Snooker
by Tim Blewitt
from ZX Computing June, 1984 Page 103

Sinclair Snooker

Everything goes to pot in this program from Tim Blewitt in the West
Midlands

Sinclair Snooker is a textual simulation in which the computer makes
the decisions on the outcome of each turn. Just in case there are any
readers who have never played the game or watched it on television here
are the rules:

Each player must take turns to try and pot a red ball and, if successful,
than pot a coloured ball (except red!). The balls are worth the following
points:

RED	1
YELLOW	2
GREEN	3
BROWN	4
BLUE	5
PINK	6
BLACK	7

If you make a foul shot - miss or hit the wrong colour ball - then you lose
a minimum of four points. A snooker is when the next player cannot get a
clear shot at the correct colour ball and you can attempt a snooker yourself
at any time.

On the ball

When all 15 balls have been potted, the computer will give you instructions
on how to pot the remaining colours in their correct order. You will be
given the angle between the white, the colour and the pocket, and you must
input the speed (or strength) of the shot -- this may include decimals.

The success of this shot is determined by the computer by matching your
input with two numbers. If it is between these numbers - known only to the
computer - than you succeed. The higher the angle, the harder it is to pot
due to the numbers being closer together - a small random factor has been
introduced here to add to the difficulty. This routine can be modified by
looking at the variables T and X.

There are three skill levels and this affects your opponent's chances of
potting a colour after potting a red. The ratios of success to level is as
follows:

Level 1 1 in 3
Level 2 2 in 3
Level 3 always

Your chances of potting a colour are determined by the value of the ball,
it will always be easier to pot yellow than black, but of course this means
fewer points. If the game ends in a draw then a tie break is called and the
odds are set at evens.


