Online Table Tennis Game
Play table tennis against a computer opponent, time each return after one bounce and replay the same seed with win-by-two scoring.{{ live }}
A long table-tennis rally earns no extra points merely for lasting longer. Players exchange strokes with paddles across a net, beginning each rally with a serve. Winning a long exchange and winning because an opponent misses a serve both add one point, so keeping the ball moving and winning the game are different goals.
Service has a distinctive bounce pattern. The ball first touches the server's court and then the receiver's court. After service, players alternate returns, allowing the incoming ball to bounce on their own court before sending it back. A normal return should land on the opponent's court rather than bounce on the hitter's own half as another serve would.
Moving into the ball's path, timing contact and choosing a destination solve different problems. Positioning brings the paddle within reach. Timing determines whether the incoming ball is still playable, while placement makes the opponent cover a different part of the table. Aiming away from the opponent makes them travel farther, but that placement only helps when the shot clears the net and lands in.
Standard scoring uses games to 11 points, with a two-point winning margin. At 10–10, often called deuce, play continues until someone gains that margin. Service normally changes after every two points, then after every point at deuce. Losing a point does not automatically mean losing the next serve.
Arcade table tennis can preserve those scoring and bounce principles while simplifying paddle movement and ball flight. Its contact windows describe a game's timing challenge, not physical racket technique. Computer-game scores are useful for comparing play under similar conditions, but they do not measure ability at a real table.
How to Use This Tool:
You play one game against the computer, with your paddle at the near end of the table. Choose the game length and opponent before starting.
- Choose a Target score of 11, 7 or 5 and an Opponent level of Easy, Club or Fast. The initial setup is 11 points against Easy. The target and opponent stay fixed during that game.
-
Enter a Game seed or keep the default
rally-1.If Start game is disabled, use 1 to 96 printable basic characters, such as English letters, numbers and ordinary punctuation. Spaces are allowed inside the seed, but not at either end. Remove emoji, accented letters and line breaks. - Select Start game and serve before the four-second countdown expires. Choose Aim left, Aim center or Aim right, or press J, K or L respectively. Press Space or select Swing / Serve to serve. You serve first, and your aim stays selected until you change it.
-
Move beneath the incoming ball with ← and →, or A and D. You can also hold the on-screen movement buttons or drag across the table. Wait for the bounce on your court, then time a separate swing as the ball's shadow approaches the middle of the yellow contact band. Dragging only moves the paddle; it does not aim or swing. Release and press Space for each attempt rather than holding it down.
Keyboard shortcuts work while the table itself has focus. Click or tap the table to restore them after using another control.
- Pause with P or Pause before stepping away, then select Resume to continue. Switching tabs, leaving the browser window or moving focus outside the game also pauses play. The ball and game clock remain stopped while paused.
Restart clears the current score and begins again with the same seed and setup. End game stops the game deliberately. After a result, Change setup returns to the target, opponent and seed choices.
Interpreting Results:
You won the game and Computer won the game identify a scored winner. Game ended early means you stopped play, while Practice time complete means the game reached 15 active minutes. Neither unfinished outcome awards a winner, even when one player is ahead.
Rally hits counts strokes by both players, including the serve. A return that later hits the net or lands outside still contributes a hit. Longest rally is the largest such count during the game, including an exchange still in progress when play ends. It is not a count of your successful returns or points won.
Active seconds includes rallies, serve preparation and the intervals between points, but excludes setup and paused time. Compare scores and rally lengths with the same target and opponent level rather than treating all games as equally difficult. Scores have no monetary value.
Technical Details:
A return needs both correct timing after the receiving bounce and enough sideways reach. Making contact does not guarantee a successful shot, because early contact produces a low return and late contact sends the ball outside the table.
Scoring and service
A serve-clock expiry awards the computer one point. A shot stopped at the net or landing outside the receiving court awards the point to the other player. After a legal receiving bounce, a second bounce without a return awards the point to the last hitter.
The winning condition requires both reaching the selected target and leading by at least two points. The shorter games move the first deuce score to one point below their target. The following scores illustrate the boundary, with the leading player listed first.
| Target | First deuce | Play continues | Winning score |
|---|---|---|---|
| 5 | 4–4 | 5–4 | 6–4 |
| 7 | 6–6 | 7–6 | 8–6 |
| 11 | 10–10 | 11–10 | 12–10 |
You take the first two serves. Service then alternates in blocks of two total points until deuce, where it alternates after each point. At the first deuce score for any supported target, you serve next. Serve faults count toward this rotation just like other points.
Between points, there is a one-second interval before the next serve becomes ready. The computer serves automatically after 0.70 seconds of preparation. A serve follows an automatic arc to its own-court bounce, taking 0.36 seconds, before travelling toward the receiver.
Return timing and reach
Receiving time starts when the ball bounces on your court, not when the computer strikes it or when a serve first bounces on the computer's court. Timing advances in 20-millisecond steps of active game time. With the paddle in reach and ready to swing, the following boundaries apply at every opponent level. Both ends of each listed range are included.
| Time after bounce, milliseconds | Contact feedback | Consequence |
|---|---|---|
| 0 to 140 | Too early | No return is made. |
| 160 to 200 | Off timing | A low return is made and stops at the net. |
| 220 to 340 | Clean contact | The return travels to the selected left, center or right destination. |
| 360 to 400 | Late contact | The return travels wide and lands outside the receiving court. |
| 420 to 500 | Too late | No return is made. |
| 520 | Second bounce | Without an earlier return, the computer wins the point. |
Sideways contact requires the paddle's center to be no farther than 52 playfield units from the ball horizontally, on a view 640 units wide. Those are scaled game coordinates, not physical measurements or device pixels. The generous reach does not require exact overlap with the drawn paddle, but being in the yellow timing band alone is not enough.
Even a mistimed swing starts a 240-millisecond recovery period. Further swing presses during that period are ignored, so an early attempt can prevent a clean return later in the same bounce. An early or out-of-reach attempt does not immediately concede the point; the ball continues until a scoring event occurs.
Opponent pace and mistakes
Higher difficulty shortens ball flight, increases the computer's paddle speed and reduces its programmed chance of making a low return. Your movement speed and post-bounce contact window stay unchanged. Flight times below cover a return to the receiving bounce; a serve adds its initial own-court bounce first.
| Opponent | Flight time, seconds | Low-return chance |
|---|---|---|
| Easy | 1.00 | 24% |
| Club | 0.84 | 12% |
| Fast | 0.68 | 4% |
The computer moves toward the intended landing position and attempts a return 280 milliseconds after the bounce when it is within reach. Its next aim is selected from left, center and right. The percentages describe programmed low-return chances for balls it reaches, not your chance of winning a point or a guarantee about any individual game.
Arcade rules and physical limits
This is a single-game arcade variant with simplified ball arcs and no spin, doubles or edge-contact physics. Net-cord lets, which replay an otherwise valid serve after net contact, are not included. Neither is the official expedite system for speeding up prolonged play. The shorter scoring targets, automatic serve motion, four-second serve deadline and fixed contact window are game variations rather than regulation playing conditions.
FAQ:
Does replaying the same seed guarantee the same score?
No. Replay same seed starts a fresh playable game rather than automatically repeating previous actions. The seed controls the sequence of computer choices and mistakes, but your movement, aim and swing timing also affect the outcome. Identical seed, setup, game rules and timed actions reproduce the same game. New seed starts another game with a different seed while keeping the target and opponent.
What is saved in Local games?
Up to 12 recent result records are kept in this browser in total, including games ended early or stopped by the time limit. The setup list shows only records matching the selected target and opponent. These are result records, not saved positions you can resume after leaving. There is no account-based synchronization. Clear local records removes the history when browser storage is available. If saving fails, the current result remains visible until you leave; if existing records cannot be read, start a new game or clear the local records.
References:
- ITTF Statutes 2026, Chapter 2 — The Laws of Table Tennis, International Table Tennis Federation, effective 1 January 2026.