Side Pocket

Sega Genesis
The main objective is to cross different USA cities and reach the predetermined scores to go ahead. But remember: you'll have only 16 balls and every error can be lethal! The game also comes with modes for 2 players with two variants: 2P Pocket Game (the traditional mode) and 2P 9-Ball Game, w...
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0/5 Votes: 0
Developer
Data East
Released on
1992
Size
1–2 Players
Version
Sega Genesis
Requirements
Sega Genesis
Downloads
Sports
ESRB Rating
Not Rated
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Description

The main objective is to cross different USA cities and reach the predetermined scores to go ahead. But remember: you’ll have only 16 balls and every error can be lethal!

The game also comes with modes for 2 players with two variants: 2P Pocket Game (the traditional mode) and 2P 9-Ball Game, where the premise is to sink 9 balls before the other player makes them first. If you prefer, test your target in Trick Game or even hear your favorite song in Jukebox.

After each stage completed (and some luck), a bonus stage will appear, as well as the chance to earn extra balls. You will only need a good target in the parquet block!

Side Pocket

Overview & History

Released by Data East in 1990 for the Sega Genesis, Side Pocket translates the sophisticated physics and smoky lounge atmosphere of competitive pocket billiards into a compelling home console experience. Building upon the success of its arcade predecessor, the Genesis port introduced refined 16-bit graphics, a remarkably jazzy synthesized soundtrack, and exclusive game modes that elevated it beyond a standard sports simulation. Rather than featuring a sprawling narrative, the game challenges players to climb the ranks of elite American pool halls, earning cash and prestige by conquering increasingly difficult trick-shot puzzles and nine-ball matches. Its distinct blend of arcade accessibility and strategic depth made it a cult classic for sports enthusiasts who appreciated precision over button-mashing action.

Gameplay Features & Mechanics

Side Pocket is renowned for its intuitive yet rigorous approach to cue sports. Players select from various modes, including standard Nine-Ball, the puzzle-heavy Pocket Game, and head-to-head multiplayer. The core mechanic relies on a dynamic overhead perspective combined with a zoomed-in cue-ball adjustment reticle. Before taking a shot, players can meticulously alter the cue ball's impact point—applying top-spin, back-spin, or English—to dictate how the ball reacts upon striking cushions and object balls. A horizontal power meter dictates shot velocity, requiring split-second timing to stop the cursor at the desired sweet spot. Scratching the cue ball, failing to hit the lowest-numbered ball first in Nine-Ball, or running out of the limited shot timer results in lost turns and deducted points, forcing players to balance aggressive offense with defensive safety strategies.

Keyboard Controls

  • Arrow Keys / D-Pad: Adjust aim, cue ball position, and menu navigation
  • Action Keys: Execute shot (hold and release power meter) / Spin control modifiers
  • Enter: Start / Pause

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