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8 Ball Pool Terminology 8 ball /eIt bOl/ 1. A billiard game that involves 16 balls - solids, stripes and eight-ball - on the table 2. An object ball needed to be pocketed after a player clears all balls of the specific type . aim /eIm/ The cue attribute that determines both aim and rebound lines. aim line /eIm laIn/ A line determined by the cue ball’s contact with the object ball. angle /’æï.g@l/ The figure formed by two rays. bank shot /bæNk S6t/ A shot in which the object ball travels to the desired pocket from the cushion. break /bôeIk/ A first shot of the game. carom shot /’kær2m S6t/ 1. A shot in which the cue ball rebounds to pocket the object ball 2. A shot in which the object ball rebounds to the desired pocket . cash /kæS/ A special currency used to purchase mini games, cues and table designs. chat /tSæt/ The game feature that allows players to post a statement or phrase during the game. coin /kOIn/ A virtual currency used to enter tiers and purchase cues and table designs. combination shot /6mbI’neISn S6t/ A shot in which an object ball pockets another to the desired pocket. cue /kju:/ The device used to strike the cue ball to execute a shot. cue ball /kju: bOl/ The white, unnumbered ball that is always strike by the cue during the frame. cue ball in hand /kju: bOl In hænd/ The cue ball may be put into play anywhere on the playing surface. cushion /’kUS@n/ The lip of the billiard table that absorbs some of the impact from the balls and bounces them back. cut shot /k2t S6t/ A shot in which the cue ball is aimed away from the desired pocket. dead ball shot /ded bOl S6t/ A shot in which the cue ball lacks motion during its contact with the object ball.
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defense /dI’fens/ A style that involves playing safeties. direct shot /dI’rekt S6t/ A shot in which the object ball is directly aimed to the pocket by the cue ball. draw shot /dôO: S6t/ A shot that involves the cue ball spinning backward as a result of the bottom spin. English /’INglIS/ A side spin applied to the cue ball. entry fee /’entrI fi/ The required amount of coins to play a tier. fluke /flu:k/ A lucky shot. follow shot /’f6l@U S6t/ A shot in which the resulting forward rolling causes the ball to travel forward after its contact with another. force /fO:s/ The power applied on the stroke to the cue ball. foul /faUl/ An infraction or violation of the game rules. frame /freIm/ Equivalent to a billiard game. frozen /’fô@Uz@n/ A ball touching a ball and/or a cushion. guideline /gaIdlaIn/ Aim and rebound lines formed by the ghost ball with the object ball. Hi-Lo /’haI l@U/ The number-guessing minigame that rewards either a coins or a loss. hit-and-hope /hIt @nd h@Up/ See fluke. hold /h@Uld/A side spin that prevents the naturally rebounding direction of the cue ball. illegal /I’li:gl/ Contrary to the game rules. indie shot /Indi S6t/ See indirect shot. indirect shot /IndI’rekt S6t/ A shot other than the direct shot. kick shot /kIk S6t/ A shot in which the cue ball banks off a cushion prior to pocketing an object ball. kiss shot /kIs/ A shot that involves more than a contact of the same balls. league /li:g/ The competition of players based on levels and coin balance. legend /’ledZ@nd/ A player who passed 10,000-win mark. match /mætS/ The set of games. 2
miss /mIs/ A failure to execute a completed shot. object ball /’6bdZIkt bOl/ The balls other than the cue ball. race /reIs/ Pre-determined number of games necessary to win a match. rack /ræk/ 1. The triangular equipment used for gathering the balls into the formation. 2. See frame . rail /reIl/ See cushion. safety /’seIftI/ Defensive positioning of the balls. scratch /skrætS/ The cue ball pocketed in a stroke. scratch card /skrætS k6:d/ The scratch card minigame that rewards either an amount of coins or a loss. shot /S6t/ An action that begins when the cue strikes the cue ball. shot clock /S6t kl6k/ A timing device that determines the time limit to execute a shot. snookered /’snu:k@/ The condition in which there is no available direct aim between the cue ball and the object ball. solids /s6lIds/ The fully-colored object balls, each with a number, not to be confused with eight-ball. spin /spIn/ The cue attribute determined by the cue positioning on the cue ball. Spin-and-Win /spIn @nd wIn/ The only minigame that guarantees either coins, minigames, a free spin or a Lucky Cue. stop shot /st6p S6t/ A shot that stops the cue ball upon striking the object ball. stripes /straIps/ The object balls, each with a colored layer and a number. throw shot /Tr@U/ A shot in which the side spin alters the path of the cue ball. tier /tI@/ A rank according to the amount of entry fee and prize. time /taIm/ The cue attribute that determines the amount of time needed to execute a shot. timer /taImr/ See shot clock. tournament /’tO:n@m@nt/ A contest between a number of players. trick shot /’trIk S6t/ A shot that involves a mix or multiple of banks, caroms, combinations, kicks and/or kisses. 3
Type Legend Double Legend Triple Legend Quadruple Legend Quintuple Legend
Type of Legends Amount of Wins Needed Type 10,000 Sextuple Legend 20,000 Septuple Legend 30,000 Octuple Legend 40,000 Novemtuple Legend 50,000 Decuple Legend
Amount of Wins Needed 60,000 70,000 80,000 90,000 100,000
As of June 22, 2015, I decided to list all types of legend based on the Legend Leaderboard thread. If anyone passes the win mark not listed in the table, I will include more types. In case that you are interested in more legend types, refer to Googology Wikia site, which lists many different Latin prefixes for ”-tuple”. All legend terms are based of the following form corresponding number = 10, 000 × n where n corresponds to the known Latin prefix.
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