Hot Shots Pool C64 (J5) $2 USD

Game description: Hot Shot Pool is a pool simulation featuring a full fifteen-ball rack plus cue ball, all in motion and able to collide with one another. Its standout feature is an aiming preview that shows the cue ball's genuine physical path rather than an approximated guide, with a second line indicating how an object ball will depart when struck. Two rule sets are offered: Classic, in which players clear all fifteen balls against a shot clock before potting the black last, and Eight Ball, following standard rules where the table is open after the break, the first legal pot determines a player's group, and players must strike their own ball first or foul. Four ways to play are supported: solo, against the CPU, two-player at one keyboard, or CPU versus CPU. A money-stake mode is also included, where players set a bankroll and play racks until one side is cleaned out. Controls are via joystick or keyboard, aiming left and right, with fire or space held to charge a power bar and released to strike. Scoring awards points per ball potted, with bonuses for multiple pots on one shot and for balls remaining when a rack is cleared. A scratch costs an extra shot, and in Classic mode, potting the black early returns it to the table and costs a shot. The game features an original SID soundtrack, sound effects, shot-by-shot commentary, and end-of-game statistics with a high score table. AI Disclosure: The developer has disclosed that this game was made with AI assistance across code, graphics, sound, and text.
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Production - 52%
52%
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Fun - 56%
56%
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Depth - 65%
65%
Summary
Hot Shot Pool arrives with a bold pitch: a cue ball preview that shows the actual physics rather than an approximation, and a full fifteen-ball rack simulated in real time on hardware never built for it. It is a genuinely ambitious undertaking for the C64, but the execution does not consistently back up the promise.
The table’s proportions are an immediate issue, with the balls appearing oversized relative to both the table and the pockets, which throws off the sense of perspective before a single shot is played. That unease carries through into the physics, where collisions feel jarring rather than fluid, with balls stopping dead in ways that do not read as natural, and pots being registered even when a ball does not look close to the centre of the pocket. The headline trace-based aiming line, rather than feeling like a revelation, comes across as a gimmick in practice, cumbersome to use rather than illuminating.
Compounding matters are a string of glitches: the cue ball vanishing from view at points, shots being registered as potted despite travelling in the opposite direction, and CPU opponents behaving erratically even on the sharpest difficulty setting, taking shots that make little sense. The soundtrack and effects do their job without fuss, but they are not enough to lift the experience on their own. There is a kernel of fun buried in here if the issues are overlooked, though not enough substance to sustain extended solo or CPU play. Where it does work is socially, played with a friend over a few drinks, where the rough edges matter rather less than the simple pleasure of taking turns at the table.
Overall
58%User Review
( votes)Pros
Ambitious technical concept: Simulating a full fifteen-ball rack with genuine physics on hardware limited to eight sprites is no small feat, and the underlying idea, tracking a shot’s real trajectory rather than faking it, is a genuinely interesting approach for the platform.
Serviceable audio: The SID soundtrack and sound effects do exactly what is required of them without becoming a distraction, providing a solid backdrop rather than a standout one.
Social appeal: Played casually with a friend, away from the pressure of solo or CPU play, the game finds its footing and delivers a straightforward, enjoyable pass-the-controller experience.
Cons
Skewed table proportions: The balls look too large for both the table and the pockets, which undermines the sense of perspective and makes judging shots feel awkward from the outset.
Jarring collision physics: Balls come to an abrupt, unnatural stop on impact, and pots are sometimes registered even when a ball does not appear to be anywhere near the centre of a pocket.
The trace aiming line underwhelms: Despite being the game’s headline feature, the traced aiming line feels like a gimmick in play, adding cumbersome overhead rather than genuinely aiding a shot.
Persistent glitches: The cue ball intermittently disappears from view, shots are occasionally registered as potted while travelling in the wrong direction, and these bugs undercut confidence in what is otherwise an ambitious system.
Inconsistent CPU opponent: Even at the highest difficulty setting, the CPU takes shots that make little sense, which saps the challenge and, combined with the other issues, limits the game’s staying power in solo or CPU-versus-player modes.
ADDITIONAL SCREENSHOTS:





