A ball machine feeds you on an open court. Each lesson explains what makes a stroke work, then you practise it with slow motion and a guide finger. Then test yourself in the training games.
Serve as fast as you can on the Serve Radar, then send your speed to a friend as a code they have to beat.
Auto lets the game choose: your build, height, hairstyle and moustache come from your name, the hair and skin colours go with your outfit.
Colours left on Outfit come with the outfit you wear. Your opponents see your look online too.
One-handed: met a little further in front, with more reach.
TV is the broadcast view of the whole court (the standard). Arcade looks down on the whole court from high up, the retro way. Over the shoulder and first person put you close to the swing.
While your thumb is off the stick, your player drifts towards the spot to hit the incoming ball from. The moment you move the stick, you are in charge again.
Plug in or pair a game controller and press any of its buttons: the game picks it up by itself, in a match too.
Take your name, Elo rating, coins, gear, career and settings to a new phone, a browser or a reinstalled app.
Everything above lives on this phone only. If you play online, the match server keeps your online name, ranking, coins, gear and challenge scores - the privacy policy below lists it all.
A new tour from the first stop: ranking, seasons and record start again. Your trophies stay in the cabinet.
Points count for a year: an event's points go when it is played again, so you defend last year's results. The Race counts this season only. The best eight - and this year's Slam champions - play the Tour Finals.
A seeded knockout draw for 4 or 8 players. Coins for every round you win, a trophy for the title.
Join one and play your matches whenever you like before each round's deadline - nobody has to be online at the same time.
You and seven computer players, any time, no connection needed.
Connecting…
Your Elo rating is live: it changes the moment a rated match ends. Everyone starts at 1000; beating a stronger player gains more than beating a weaker one, and losing to a weaker one costs more. For your first 30 rated matches your rating is provisional and moves faster. Matches against the game's bots are friendlies and never count; leaving a match counts as a loss.
Earn coins by winning points, matches and Academy lessons. Every racket is a trade - what it gives in one place it takes in another; outfits, shoes and bags are just for style.
Players in the game now get the invitation at once; the others a notification on their phone, if they have them on.
Play the next player who is looking for a match.
Your favourites and the people you played lately, when they are not in the game: a challenge reaches their phone. Tap ⋯ to add a favourite, block or report someone.
Create a room and send its code, or type the code a friend sent you.
Put your left thumb anywhere on the left of the screen and push to run; let go to stop. A small push shuffles sideways, a full push sprints. Let go (or pull back) from a fast run and you slide into the ball - long slides on clay, short ones on hard courts - and a sliding stop keeps you balanced.
Movement assist - the ASSIST pill above the stick. While your thumb is off the stick and the ball is coming to you, it walks you to the spot to hit from; the pill lights up while it does. Touch the stick and you are in charge. On Auto it fades out as you win matches; switch it off in the gear menu during a match, or in Player settings.
Hold your right thumb down once the ball is coming to you: the racket goes back and a ring around your thumb fills with power (blue, green, full is yellow). Held earlier, it says wait for it and starts filling the moment your opponent hits.
Then, without lifting, swipe and lift as the ring around the contact point closes - that is the forward swing. The shape of the swipe picks the shot, a faster swipe hits harder. Lift without swiping and the power is kept for your next touch.
Lean the swipe to send the ball left or right of where you stand: a little for a small angle, about 20 degrees for the lines. Lean all the way and the ball goes wide and short - an angle off the court. Bend the swipe like a banana and the ball curls the same way on its way over, still landing where you aimed. Meeting the ball early pulls it across your body, late pushes it the other way.
Press and hold to toss (your knees bend while you hold), then swipe up and lift as the ball starts to drop. Straight = flat serve, curved = kick serve, strongly hooked = slice serve; lean to aim wide or down the T. Returning, you start a little behind the baseline: fast serves need the time. A serve that clips the net and lands in is a let; in a rally a net cord is simply in play.
Inside the service line you volley: the ball is met before it bounces and it is touch, not power - a short punch is plenty. A soft, short push is a drop volley that dies just over the net. A ball out of reach to the side you dive for (you land on the court and need a moment to get up), and a high one you jump for and smash.
Move your opponent from side to side, open the court, then finish: an angle, a drive into the open corner, or come in behind a short ball and volley it away. Drop shots and slices change the rhythm. The computer players do the same to you - and the better they are, the quicker they read it.
Connect a game controller (or use a keyboard) and just start playing - the thumb controls step aside. The left stick moves you. The right stick is your swing thumb: pull it back and hold it while the ball comes (the power fills), then swing it forward and let go. The swing is read like a swipe - straight up flat, curved topspin, down slice, a quick dip and up for a lob - and the way you swing aims left or right. Letting go is your timing.
Or use buttons: hold one while the ball comes and let go to swing, leaning the left stick to aim - A topspin, B slice, X flat, Y lob, RB drop shot, Start pauses. Serving: A kick, X flat, B slice. Keyboard: WASD or the arrows move and aim, J topspin, K slice, L flat, I lob, U drop shot, Esc pauses.
A glowing patch shows the area where the ball will bounce, footprints where to stand for a forehand or backhand. The shot card's racket shows where the ball hit your strings (the middle is the sweet spot), then speed, spin, height over the net and four lights: Prep (ready before the bounce), Legs (power held), Balance (stopped before hitting) and Timing. Close line calls are shown up close, and great winners come back in slow motion - tap to skip.
Quick match against a bot: first to 2 or 4 games, a full set, a single tie-break or three minutes on the clock. Career: a season on the world tour with Slams, Masters, rivals, training and a trophy cabinet. Tournaments: eight players, knockout. Academy: lessons with a ball machine, training games and the daily challenge with a leaderboard. Online: challenge friends from the lobby, share a room code, and climb the tour ranking.
The match keeps running for your opponent.