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Jimmy White's 2: Cueball

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Licensed by snooker player Jimmy White, this game is a simulation of not only the British game of snooker, but also of the three main variations of pool.

The game is viewed in detailed 3D, allowing you to rotate the table at all angles, either from overhead or using the cue position as a base. Taking a shot involves setting the exact pace and spin of it, and considering what each contact will do to the position of the cue ball, and any balls you may wish to pot afterwards. In the snooker mode playing accurate 'safety' shots (to prevent your opponent scoring) becomes important as well).

In each mode there are 10 computer opponents, and matches can consist of up to 9 frames. A trick-shot editor is also included, allowing you to practice shots and set up challenges. Replays and an undo mode are also included.

Bonus games are included as well - darts, draughts, a fruit machine, and even a remake of Dropzone, a Commodore 64 game from the same programmer.


Jimmy White's 2: Cueball Windows Post-foul choices
Jimmy White's 2: Cueball Windows He's potted a red, so he plays those.
Jimmy White's 2: Cueball Windows Frame results
Jimmy White's 2: Cueball Windows Knocking the blue in.

Alternate Titles

  • "JWC2" -- informal/slang
  • "Jimmy White's Cueball World" -- French title

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User Reviews

A great value combination of games, with all the important features spot on Windows Martin Smith (63054)
Rack 'em, lads Windows paul cairey (321)

The Press Says

Gameplay (Benelux) Windows May, 1999 86 out of 100 86
Power Unlimited Dreamcast Jan, 2000 8.4 out of 10 84 Windows Jan 08, 2002 84 out of 100 84
Consoles Plus Dreamcast Nov, 1999 84 out of 100 84 (UK) Dreamcast Apr 07, 2000 8 out of 10 80 Dreamcast Mar 10, 2000 80 out of 100 80 Dreamcast Jan 18, 2000 14 out of 20 70
PSX Nation PlayStation Jan 16, 2001 66 out of 100 66
PC Player (Germany) Windows Jul, 1999 62 out of 100 62
IGN PlayStation Dec 18, 2000 2.5 out of 10 25


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In the magazine Retro Gamer (issue #22), Archer Maclean tells the story of an early milestone meeting with their old publisher in 1997: they showed off their hardware renderer by displaying a green polygon which eventually would become the snooker table. The publisher's manager proceeded to suggest changing said polygon to a field and making a soccer game instead. Because they disagreed with that proposition, they did not get paid for a few months until the publisher was bought by Electronic Arts.
Contributed to by paul cairey (321)