Tennis Reflex
Four-direction reaction drill that measures your response time.
Cover the court before the ball does.
Tennis Court Dash 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.
Every other game on this site tests when you act. Court Dash tests where you are, which is the half of tennis that arcade games almost always throw away.
The loop is simple: landing spots appear on the court with individual countdown timers, and you score by reaching each one before its timer expires. There is no ball to hit and no opponent. What it is really teaching is recovery position — the habit of returning toward the centre of your opponent's possible replies rather than standing where you last played the ball.
The tuning question is how many spots to show at once. One is trivial. Three is a route-planning puzzle rather than a movement game, and route planning turns out to be a different and much slower kind of fun. We think the answer is two with occasional third spawns, but that needs testing rather than asserting.
A planned movement and court-coverage game in which the ball lands at marked spots and you have a limited time to reach each one. It is designed to teach recovery-step habits rather than shot mechanics.
The page and data entry are complete. Add assets/js/games/tennis-court-dash.js registering under that name, then flip "playable" to true and set "engine" in data/games.json.
It is a tennis movement game. Court coverage is a real and usually ignored part of the sport, and isolating it is the same logic that makes a serve challenge useful — you learn a component faster when nothing else is in the way.
Four-direction movement on arrow keys, WASD or an on-screen pad, matching Tennis Reflex so the control habit carries across.
Tennis Smash is the closest, since positioning the racket under the ball early is most of what separates a good run from a bad one there.
Four-direction reaction drill that measures your response time.
Planned sixty-second score attack with instant restarts.