COURT NOTES / STUDY 04
Paper Court Club
Three little courts. One more return.
OPEN YOUR COURT NOTES
A short match, at your own pace.
Pick a court and an opponent, then press a letter, number, Space, Enter or an arrow key on the page or court to start and serve immediately—no click needed. Held arrows/WASD carry straight into movement. The Start match button is also available. Keys in settings keep their normal behavior. You move; shots aim themselves.
Desktop keyboard required. No touch gameplay. Keyboard start also enables sound. Settings and completed cup progress save locally.
Neighborhood court
You–Opponent · Games 0–0 · Points 0–0
Hard · Steady baseliner
Ready. Press Space on the page or court to start and serve immediately—no click needed.
Watch the ball and its ground shadow.
No queued shot · Space / X chooses a target; arrows only move.
↑←↓→ Move only Space Hit / serveX LobEsc Pause
MATCH NOTES / FINAL
Match complete
Choose New match to play again.
After a result, press Enter on the court for the next match—no click or automatic scroll. Escape pauses and focuses Resume; press Enter to continue without clicking. Leaving the court also pauses. Returning never resumes automatically. New match resets the score.
PAGES TO KEEP
Your postcards
A page for each cup win. No rewards are required for quick match.
FIRST RALLY / A FIELD GUIDE
Move. Meet. Return.
- Take the near court. Press a letter, number, Space, Enter or arrow key on the page or court (not in settings) to start and serve immediately. No click or second press is needed. Alternatively, choose Start, then tap Space to serve. When the opponent serves, Space signals you’re ready to receive.
- Meet the shadow. Hold arrows or WASD to move. Up/W goes toward the net; Down/S retreats. Stay close enough to meet the ball at racket height.
- Tap, then keep moving. Space requests a normal return. X requests a higher, deeper lob. Holding a shot key does not repeat it.
You move. Shots aim themselves.
Space favors open court; X goes higher and deeper to buy recovery time. With no clear opening, shots go predictably cross-court. Arrows / WASD only move you.
The first tap is accepted at the next simulation step, before anyone moves. A dashed QUEUED NORMAL / LOB target locks for up to 240 ms. Keep running, reverse or stop: the target stays put. Further taps cannot replace it.
Reach the ball within that window to return it. If you miss, release and tap again. A solid HIT NORMAL / LOB confirms contact, not a safe landing. There is no separate aiming or dash key.
Read the rally. Take a breather.
The ball’s dark, outlined shadow shows its ground position; the yellow ball shows height. Let a serve bounce before returning it. Normal rally returns can be volleyed.
Escape or leaving the court pauses and clears queued shots. Choose Resume intentionally. After a point, fault or let, tap Space to get ready, then again to serve or receive.
The baseliner stays deep. The net attacker comes forward—try a lob. The patient lobber trades high shots from the back. All share your movement speed and racket reach.
Short-set match rules
First to three games. Points go 0, 15, 30, 40; at 40–40 the next point wins. At 2–2 games, play a seven-point tiebreak, win by two. Scores show you first, opponent second.
Serving & surface notes
You serve first. Servers alternate each game; service sides alternate each point, with the deciding point from the server’s right. Tiebreak service is one point, then alternating pairs. Serves aim automatically into the diagonal box; lines are in. Two faults lose a point. A net graze landing in the correct box is a let and replays the same attempt.
Hard has a balanced bounce; clay bounces a little higher and slower; grass stays a little lower and retains pace. Surfaces affect the ball after landing, never movement speed or scoring.
Desktop keyboard required; no touch gameplay. Menus are keyboard accessible, but the moving court is not screen-reader playable. Reload returns to setup, not an unfinished match. Completed cup progress and cosmetics are retained when local saving succeeds. Browser/device and listening acceptance remain pending.
Play-test notes & measurements
Try a wide-ball chase, a quick reversal, a normal hit, a lob, and a miss. Compare restrained feedback, reduced motion, and muted play at similar listening levels. Note control, impact, ball tracking, and listening comfort separately.
Measure 10 minutes of active rally play at 1280×720. Pause/settings time is excluded. The input metric ends at a submitted draw, not physical pixels or speaker output.
No report yet.