Sinuca
Every ball buys six seconds. The golden pocket pays double.
this game wants your phone sideways. go on, turn it.
plays fine with your thumb
Every ball buys six seconds. The golden pocket pays double.
this game wants your phone sideways. go on, turn it.
plays fine with your thumb
Arcade pool against the clock: nine-ball racks, slingshot shots (pull and release) and a timer that only grows when you pot. Back-to-back potting shots multiply your points up to ×8, and the golden pocket — which switches corners every twelve seconds — pays everything double. Sank the cue ball? Ten seconds of penalty. Works sideways on a monitor and upright on a phone. Art from the 8-Ball Pool Assets pack (CC0).
Top-down pool against the clock. The table holds nine balls per rack and a timer that starts at 90 seconds and only grows when a ball drops. The chips on the top bar show which balls are still on the table, and one of the six pockets glows gold.
One finger, one gesture: a slingshot. Press anywhere, with a finger or the mouse, and pull back: the shot goes in the opposite direction of the pull, and the power is how far you pulled. Release to shoot; releasing near where you pressed cancels. The aim shows the ghost ball, where the hit ball goes and where the cue ball deflects.
Every potted ball buys 6 seconds and 100 points times the combo; clearing the rack gives 15 seconds and sets up another. Back-to-back shots that sink a ball raise the combo up to ×8; a dry shot resets it. The golden pocket pays 4 extra seconds and double points, and moves every 12 seconds. Sinking the cue ball costs 10 seconds and the whole combo.
The clock only runs while you aim; it stops while the balls roll, so what it charges is hesitation. There's no ball in turn: any ball in any pocket counts, and there are no fouls or ball in hand. The only penalty is the cue ball in a pocket, which goes back to the head spot. When the time hits zero, it's over.
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