#The rules of WSC2007 are the same as the rules of normal snooker in real life, although there are some minor differences.
The number of red balls is reduced from 15 to 10, to compensate for the small screen size on mobile phones. The number of frames played in a match is also reduced, as well as the number of rounds in a championship.
The basic rules of snooker are as follows.  The first shot of a frame (game) is the break shot. The starting player breaks first and the players alternate thereafter.
After the break, the player attempts to pot a red ball in one of the pockets. If successful, they must then attempt to pot a coloured ball (any ball except red or white). After potting a coloured ball, they must then attempt to pot another red ball.  The player's turn ends when they fail to legally pot a ball, at which time it becomes the other player's turn at the table.
After all of the balls have been potted, the winner of the frame is the player with the highest score.
A match can consist of any number of frames.  To win the match a player must win more frames in the match than the other player. If the player wins the match they continue on to the next round of the tournament.
Scoring is done by potting balls. The values of each ball colour are:
1pt(s): Red
2pt(s): Yellow
3pt(s): Green
4pt(s): Brown
5pt(s): Blue
6pt(s): Pink
7pt(s): Black
If a player fouls, points are awarded to the other player depending on the balls involved in the foul. The minimum points awarded is 4, so if the player pots the white ball while trying to pot a red, the opposing player will be awarded 4 points.  If the player pots the white while trying to pot the pink ball, 6 points will be given to the other player.  Fouls are not cumulative, and the number of points given away is equal to the highest value ball involved.  For example, if the player pots the black and brown while trying to pot a red, 7 points will be awarded, and not 11 (7 + 4).
#Taking a shot in WSC2007 is easy. Simply use the 4 and 6 keys to rotate your 'line of fire' about the cue ball. Visual markers will aid you as to the general direction of your shot as it currently stands. Pressing key 3 will change the view to overhead for another perspective on the shot in hand. Once you have lined up your shot sufficiently, press the 5 key to go to the next step. 
At any time during the shot setup, pressing the 'Back' soft key will return you to the previous stage.
If you have the white ball 'in hand', after it has been potted, or when you are breaking, you will be given an overhead view of the table and will be able to position the ball within the 'D' using the 2, 4, 6 and 8 keys. Pressing 5 will then allow you to line up your shot. You will not be allowed to line up your shot if the white ball is touching another ball.
You will now be asked to present the game with the amount of spin you would like to put on the cue ball. A cue ball image with a marker will appear on the screen. Simply use the 2, 8, 4 and 6 keys to move the marker to simulate where the cue will strike the cue ball, hence producing the spin. Once again, 5 takes you to the next step. 
The next stage will require you to select the angle in which the cue strikes the cue ball. A slightly different image will appear to show you the angle you are going to hit the ball at currently. Use the 2 and 8 keys to decide where to strike down at the ball. 
Press 5 when ready.
Finally, you must select the amount of cue power that will be delivered to the cue ball. You will see a power bar. Using 2 and 8 will change the fill of the power bar. The fuller it is the more power you will unleash. When you are happy, press 5 and the shot will be taken.
#There are two cameras, the first person camera and the overhead camera. You can switch between these cameras by using the '3' key.
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