RALLY '97

Hard court · Golden hour
RALLY 0
SHOT -- KM/H
E
Q
CLICK TO PLAY
WASD MOVE · J TOPSPIN · K SLICE · L SMASH · J+K LOB · HOLD SPACE SLIDE
Mode
Court
CPU
Opponent
Camera
Pro mode
Sound

Controls

WASD ↑←↓→
Move
J
Topspin: your attacking shot. Fast and heavy, but it loses pace and control on low balls, when you're stretched wide, or out of a slide.
K
Slice: your defensive shot. Wider timing window, extra reach, fine on low and wide balls. It stays low, so the CPU has to dig it up: weaker, shorter replies and more errors. Charge it for a fast, low skidder.
U
Drop shot: soft, short, dies after the bounce. Best from closer to the net.
J+K
Lob: press both together. High and deep.
L
Smash: overhead on high balls (lobs). Hold to charge.
Serve
Match mode: A/D to pick your spot on the baseline, J/K to toss, then J power or K slice at the top of the toss. Hold A/D to aim at either edge of the box. Power is fast but faults more; slice curves and almost always lands.
Hold
Shots fire on release. Tap for a normal shot; hold to charge for up to +45% pace (smash: much more). You crawl while charging, the timing window gets tighter, and holding too long past full makes the racket wobble.
Charged topspin is a HEAVY ball: it jumps up at them off the bounce and pushes them back. Charged slice is a low knife; hold S with it for a CHECK slice that lands near the service line and stops dead, dragging them in.
Slide forward into a slice (K) for BACKSPIN: it lands and spins back toward the net.
Q
BURST: double running speed for 0.75 s, to chase down a ball you'd never reach. Slides from a burst are normal length. 10 s cooldown.
E
AIR KEI (button above the power slide): jump for a high ball, then hit J or K in the air. Hit it at the top of the jump for extra pace; mistimed, it's a weak ball. 8 s cooldown.
AD WS
Held as you hit: aim left / right, deep / short. With J, A/D + S is a short crosscourt ANGLE: sharp from inside the baseline, a weak sitter from deep.
SPACE
Running: hold to slide. A burst faster than running, longer from a full run, with extra reach. Let go early to stop short. Sideways or forward only. Slide as often as you like.

Forehand or backhand is picked for you by which side the ball is on when you swing; a forehand only connects with the ball on your right, a backhand only on your left. Swing early and the ball goes crosscourt; swing late and it goes down the line. Hit it slightly in front of you for a PERFECT. Take it right after the bounce, while it's still rising, for extra pace. Your partner chases every shot: if they can't reach it before the second bounce, it's a WINNER.

This build needs a keyboard. Touch controls aren't in yet.

Modes

  • Practice: a friendly partner who returns everything they can reach. Rally counter and best rally.
  • Match: a CPU that attacks the open court, lobs you at the net and drop-shots you when you sit deep. Stretch it and it plays safe and makes more errors. First to 4 games, coin toss for the first serve, tiebreak at 3-3.
  • The Wall: a match opponent who camps deep, chases down everything side to side and almost never misses. He's slow coming forward: drop shots and short angles crack him.
  • Pro mode: no landing ring and no auto-position.

What to judge

  • Can you read where the ball will be from its shadow?
  • Timing window: too strict, too loose?
  • Ball pace and bounce height: too fast, too floaty?
  • Does aiming with the arrows feel natural?
  • Do topspin and slice feel different enough?