?You and the AI roll a ball each off the far cushion at the same
moment. Closest to the near rail breaks. Crossing the middle, touching a side
cushion, missing the far cushion or hitting it twice all lose the lag.
Switch it off to always break yourself.
Player 1
Open table
AI
Open table
Drag / swipe — aim / orbit camera
Pinch — zoom
← / → — fine aim (hold Shift: finest)
Hold Space or tap cue ball — charge, release to shoot
Esc — cancel shot
T — toggle target-ball line
C — cue stick mode: drag the stick back, release to shoot; panel sets lines, elevation & cue distance (nudge the stick forward and let go to bring it closer). Esc mid-pull aborts the stroke
Shift while grabbing the stick — fine stroke: the whole drag spans 0–20% power, for touch shots and soft safeties
Manual cue (in Cue settings) — hardcore: the camera flies free like ball setup while the stick is aimed by hand in one grab: slide sideways to swing it around the cue ball, pull back for power, release to shoot
A — recommend best shot (snaps your aim onto it)
K or the Coach button — what a pro would do from here: pot, position, or play safe. Advice only, it never moves your aim
G or the Ghost Ball button — flashes a wireframe cue ball where the cue ball has to be at contact, with a dot on the object ball marking the exact spot they touch. It reads your current aim to work out which pocket you're going for, so it marks the pot you're attempting, not the easiest one on the table. Sight onto it, then let it fade. Nothing appears if that ball can't be potted from where you are
V or the Parallel Aim button — parallel aiming, as two dots: one on the object ball on its far side from the pocket, one on the cue ball. Bring the two dots together and the ball drops. Like the ghost ball it reads your aim to work out which pocket you mean, but it does not fade — it stays up until you switch it off, and the dots only move when you change ball or pocket. A plain on/off toggle: with no pot in front of you the dots just wait, and turn up the moment you line one up. With Cue Stick on too, the drawer gains boxes for showing how the dots are found and the line between them
M — mute / unmute sound
Spin — click the cue ball (bottom-right) or pick Follow / Stop / Draw
Match fouls (scratch, wrong ball first, hitting nothing) — opponent gets ball in hand: press Place Ball (P) and drag the cue ball
Lag for the break — you and the AI roll a ball each off the far cushion at the same moment; closest to the near rail breaks. Crossing the middle, touching a side cushion, missing the far cushion or hitting it twice all lose the lag
Break shots only — the power bar opens up to 150%, marked with a tick where normal full power sits
B or the Timed Break button — the break's power bar becomes a needle sweeping nested zones: blue 100%, yellow 135%, orange 165%, red 200%. Miss every window and the break is a flat 100%, so the extra power is a gamble, not a gift. The AI plays the same meter, and the better the difficulty the more often it buries the red
F — free cam: fly anywhere, in any mode, on either player's turn — walk round the table while the AI is down on its shot or the balls are still rolling. WASD/arrows (E/Q or Space/Shift for height) fly, drag to look, scroll to glide. It touches nothing on the cloth, so Esc/F just drops you back on the shot you left
P — place ball: the same flying camera with the cue ball in hand, for when it's yours to move (free practice, after an opponent's foul, or placing your break). Drag the ball where you want it, exit to confirm
Balls — set up a shot: add any ball from the drawer, drag balls to place them; Play 8-ball racks a full pyramid
L — lesson mode: miss a shot and the table rewinds to before it, so you can retry the same position