Super Tennis Arcade
Planned full arcade match with three shot types and real tennis scoring.
Two paddles, one ball, no decoration.
Retro Tennis Match is designed and documented but not built. Rather than show you a card that leads nowhere, this page explains what the game is intended to be and why it is not finished. The playable games are on the games page.
Retro Tennis Match is a deliberate exercise in restraint. Two paddles, one square ball, a dotted centre line, first to eleven. No power-ups, no meters, no particles, no combo counter. The interesting question is not whether we can build it — it is the easiest game on this list to build — but whether a modern audience finds the unadorned version compelling, and we would like to find out honestly rather than by quietly adding modern conveniences until it feels familiar.
The one mechanic it will have is paddle-segment deflection: the outgoing angle depends on which part of the paddle the ball strikes. That single rule is what turned the earliest electronic tennis games from a novelty into something with a skill ceiling, and it costs about four lines of code. It is a genuinely elegant piece of design and it deserves to be pointed at.
Local two-player on one keyboard is the default mode rather than an option. That was the original format, and a paddle game against a computer opponent is a substantially less interesting thing than a paddle game against the person next to you.
A planned deliberately minimal paddle game in the spirit of the earliest electronic tennis titles, with a local two-player mode on a single keyboard and no power-ups of any kind.
Add assets/js/games/retro-tennis-match.js. This one also needs two key-pair bindings rather than the engine's shared action map — see docs/adding-games.md for how to extend the input layer for local multiplayer.
Yes, but as the secondary mode. Local two-player is the default because that is what the format was built for and what it still does best.
The outgoing angle of the ball depends on where it strikes the paddle — centre sends it straight, edges send it away at an angle. It is one rule, it costs almost nothing to implement, and it is the reason early paddle games had a skill ceiling at all.
Because the mechanics hold up independently of the technology, and because a game with nothing between your input and the result has a directness that most modern designs have traded away.
Planned full arcade match with three shot types and real tennis scoring.
Planned sixty-second score attack with instant restarts.