Goal of the 8 Ball
Punch all the balls of your color (half or full balls) one after the other and finally sink the black 8 to win the game.
At the beginning of the game, ejection is determined, who starts. For this, both players hit the white ball to the right footband and then try to bring the white ball as close as possible to the left headband. The player whose ball is closer to the left headband wins the ejection and may begin. In multi-round matches, the loser of the preliminary round always starts in the following matches.
The whites may be placed freely in the headboard (the left third of the table). Both players try alternately to sink the balls of their own color (full or half balls) and finally punch the black 8. Pay particular attention to the messages in the news section! Here you will find explanations of the current game situation. If there is at least one ball at the start, the kick-off player is further off. Each player is as long as he punches bullets of his own color with correct blows.
You always see 2 directional indicators at the 8 ball pool hack. The one indicates the path that the hit sphere will take. The other roughly indicates the direction in which the white ball will run after the collision.
There is the “ghostball” as a target aid. This indicates where the white ball will hit. There are 3 possibilities for placing the ghostball:
a) Move the queue around the white ball with the mouse button pressed down until the ghost ball is in the desired position.
b) Just click where the ghost should be placed.
c) Move the ghostball to the desired position by holding down the Mapp key
Of course, you can also combine all the techniques, first click roughly near the ball you want to hit and then put the queue in the right position.
2. Fine adjustment
To fine-tune the shot direction in small increments, use the left and right arrow keys on your keyboard.
3. Impact strength
You can adjust the shock intensity infinitely. Click the desired position in the impact strength field. Alternatively, you can use the arrow keys for up and down on your keyboard.
The impact strength is reset to a medium setting after each impact.
Tip: The impact strength does not increase in a straight line. At low shocks, e.g. Very fine gradations possible.
Use Effet to control the behavior of the white ball after the collision. To give an effect, move the red dot with the mouse on the large white sphere, or just click on the desired position.
The effect of the effect depends on many factors such as the impact strength and the distance between the white ball and the hit ball. Basically:
The further outside you hit the white sphere, the stronger the effect of the effect.
If the whites are hit (top spin or run-effet), they roll forward after the collision. The rebound angle from the hit ball is weaker.
If the white is hit at the bottom (back-spin or reverse-rebound), then the rebound angle is stronger. The white brakes more strongly, stops or even rolls backwards.
The farther away the ball to be hit is, the more weak the effect already on the way
A comprehensive explanation of the effects of the effect breaks the frame. Experiment in different situations with different effets to get a feel for which effect is appropriate in which situation.
In this simulation, Effet has no influence on the direction of the hit sphere.
If you are satisfied with your settings, release the impact. To do this, press either the “space” key on your keyboard or click the “push” button in the game.
Normally, you take over the situation at the table as it is when you’re off. If your opponent finishes his shot with a foul, e.g. Because the whites have fallen, then you get ball-in-hand.
Ball-in-hand means that you can place the white ball anywhere on the table freely. Except for a kickfoot, there are no restrictions as with the “Bar Billard” (whites from above over the middle play or similar).
To place the whites, simply drag the ball to the desired position while holding down the Ma key. You can also change the position after releasing the ball.
You have only limited time for each stroke. As soon as you turn, the clock begins to run backward. If you do not make a blow before the end of the impact time, this is considered a foul. The opponent gets ball-in-hand.