|Steve Davis Snooker|
Cassette Front Cover (CDS Release)
Cassette Back Cover (CDS Release)
Cassette Cover (Yellow)
Cassette Cover (Label: C16/Plus4)
Cassette Cover (Label: C16)
Cassette Cover (Blue Ribbon Release)
Cassette Cover Side (Blue Ribbon Release)
Cassette Back Cover (Blue Ribbon Release)
Cassette Cover (Top30 Early)
Cassette Cover Front (Top30)
Cassette Cover Back(Top30)
CDS Software Advertisement
|Additional Software Materials|
Instruction Leaflet (Top30)
|Cassette or Box Photo|
Cassette (Green Screen)
Cassette (Black Screen)
Cassette (Blue Ribbon)
|Commodore Computing International Review (August 1986)|
|Steve Davis Snooker from CDS is quite a good attempt at providing a snooker simulation on the C16. I say attempt because despite having very nice features, it falls down on ball rebound. The balls behave more as if they were made of rubber than of hard, dense, heavy plastic, bouncing around at the slightest touch. This really spoils an otherwise very good game, and I really can't see why they released it with the bounce so high, when it probably wouldn't take more than a few minutes to reduce it.|
You line up your shot with the crosshairs, and when you decide to shoot, you can vary the strength of the shot, and the spin direction. It also has foul shot ruling, so there's no cheating!
The tape contains two copies of the game. On one side you have a black table, and on the other a green table. On the green, the balls don't stand out too well; they're much easier to see on the black screen. Quite a good idea, but it is a pity it isn't just an option from within the game, but then with only 16k to program in, there probably wasn't room.
Apart from the rubber-style balls, it is a pretty good game. Easy to play, fairly well presented, and the balls move with reasonable smoothness. Unfortunately, the sound is awful. I'm sure they could do better than a pathetic ‘phut'.
Graphics: 3/5; Sound: 2/5; Playability: 4/5; CCI Rating: CRISP
|There are a few bugs in this game, but they do not detract from the playability: (tested on the black screen version)|
If you increase power to the maximum, after several seconds the power bar decreases, if you continue to try to increase power past the minimum point the game will crash. Also seen in the C64 version.
On completing a frame, if the cue ball comes to a stop in the balk area (to the left of the vertical line) it does not get erased before the next frame begins.The ball turns red and remains through future frames. It doesn't affect play directly as other balls will pass straight through it.
colour near pocket:
Very occasionally, a colour will come to rest near a pocket and turn red. The ball will return to it's original colour when it moves away.
Very rarely, a ball collision can go into an infinite loop, in which case the game has to be reset.
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