Tennis Accuracy Challenge
Planned precision challenge scored on distance from the target centre.
Power, then placement. Two faults and the point is gone.
Your scores stay on this device. The best score for this game is
stored in your browser using localStorage. Nothing is sent to us, there
is no leaderboard and no account. Clearing your browsing data clears your scores.
Every action has a keyboard and a touch equivalent. The game can be played entirely from the keyboard, and the on-screen pad appears automatically on touch devices.
| Input | Action |
|---|---|
| Space or Enter | Lock power, then lock direction |
| Tap anywhere on the court | Lock power, then lock direction |
| P or Escape | Pause and resume |
| R | Restart the run |
Land ten serves. Aim for the corner target zones and avoid double faults.
Serving is the only shot in tennis where nobody interferes with you. You choose everything, you have as long as you like to prepare, and if it goes wrong that is entirely your doing. A serving game should preserve that, and most arcade serving minigames do not — they give you a single meter and call it done.
The two-stage structure here exists so that the serve has the same shape as its real counterpart: a power commitment you cannot revise, followed by a placement commitment made while already locked into that power. The second decision is constrained by the first, which is the interesting part.
The fault rule is what turns it into a game. Without it, maximum power on every serve is correct, because there is no cost to missing. With it, every second serve is a genuine expected-value problem: a conservative serve scores about 60 points reliably, an aggressive one scores 210 or nothing. Which is correct depends on how accurate you actually are, and most players are more accurate than they think.
Target zones. Landing near one adds up to 150 bonus points, scaled by how close the ball lands to the ring's centre. The two wide targets and the central body target are worth the same, but the central one is easier to reach.
You locked in too much power. The power meter maps directly to landing depth — maximum power lands past the service line. The shaded band shows which part of the meter lands in.
Forty points off the total for that serve, and the meters run about 22% faster. A second fault scores zero for that point and moves you on to the next serve.
Ten. A run therefore takes three to six minutes depending on how many faults you hit, and the final summary reports how many of the ten landed in.
It uses the two-serve structure and the service box, which are the parts that create the interesting decision. It does not model let serves, foot faults, deuce and advantage courts, or anything else that would slow a two-minute arcade game down.
Planned precision challenge scored on distance from the target centre.
Planned charge-and-release game trading shot power against timing margin.