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Arcade › Rack & Roll

Rack & Roll

  • 2d
  • billiards
  • pool
  • arcade
  • physics
  • browser
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Botash built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rack & Roll yet. Play it, then tell Botash what you would add next.

Make your own game

Rack & Roll was built by Botash with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Rack & Roll opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Rack & Roll

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 2D top-down billiards game titled “Rack & Roll,” rendered responsively on a dark near-black (#11151b) full-screen background with a centered pool table. Use a 900x480 world-space table scaled to fit the viewport with small outer padding. The table has a warm brown wood frame with a subtle vertical gradient, rounded corners, a dark charcoal inner rail, and a deep green felt playing area. Add six black circular pockets at the four corners and the center of the two long rails. Draw very subtle diagonal cloth diamond lines on the felt. Add a pale center line across the table and a faint semicircular head marking on the left side.

Start each new rack with one white cue ball at approximately (275,240), and fourteen object balls arranged in a tight triangular rack toward the right, apex around (670,240), in five rows. Use numbered pool balls 1–15 visually, but rack 15 object balls according to the implementation’s order (1,10,2,11,8,3,12,4,9,5,13,6,14,7). Balls are glossy shaded circles with small white numbered center spots and dark outlines. Balls 1–7 are solid-colored (yellow, blue, red, purple, orange, green, maroon), ball 8 is black, and balls 9–15 are striped versions using the same color palette with a broad white horizontal stripe. The cue ball is a glossy off-white ball with no number.

Implement physics for an interactive shot: the player can press/touch near the cue ball (within about 35 world units), drag away from the cue ball to aim, and release to shoot. The shot direction is from the drag endpoint back through the cue ball; dragging farther increases power, capped at 190 drag units. Show an aiming guide while dragging: a white dashed line extending roughly 420 units from the cue ball along the shot direction, plus a tan cue-stick-like power indicator behind the cue ball whose length grows with drag distance. Fill a bottom-right horizontal power meter from green through yellow to orange/red based on drag distance. Use simple top-down physics: balls move, lose velocity through friction, collide elastically with each other, bounce off the inner cushion, and fall into a pocket when close enough. Stop balls when sufficiently slow.

Include a fixed overlay HUD. At the top left, show a translucent dark rounded panel with bold status text such as “Your turn · Open table,” “Your turn · Solids,” or “Opponent turn · Stripes.” At the top right, show a translucent help panel saying “Drag from the cue ball to aim · release to shoot” (hide this help text on narrow mobile screens). At bottom left, provide a gold “New rack” button and a dark secondary “Rules” button. The Rules button displays a centered overlay message: “Pocket balls, avoid scratches, then sink the 8-ball last. Drag farther for more power.” The New rack button restores the initial rack. Centered game-over messages should appear when the game ends.

Use the game rules reflected by the mechanics: begin with an open table and player turn. The first non-8 object ball pocketed assigns the group: balls 1–7 mean Solids and balls 9–15 mean Stripes. Pocketing an object ball of the player’s assigned group keeps the turn as player; pocketing another group or making no object-ball pocket during a shot switches between player and opponent. Pocketing the cue ball is a scratch: respawn it at its starting position, show “Scratch” in the status, and switch turns. If the 8-ball is pocketed after all other object balls are cleared, show “You cleared the table — you win!”; otherwise show “8-ball pocketed early — foul.” Set the game to “Rack over” after either 8-ball result and block further shots. Match the clean, compact arcade UI, rounded translucent panels, warm wood/green-felt palette, glossy balls, and responsive touch/mouse controls of the reference implementation. Do not add menus, extra tables, power-ups, sound, timer, lives, or an AI opponent beyond the turn/status behavior described.

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