I. Introduction
Created by and for tennis fans, Tennis Elbow 4, the sequel to Tennis Elbow 2013, is a realistic and engaging tennis simulation, with exceptional gameplay depth.
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Minimum system requirements
- 64-bit Windows 11/10/8/7 ; MacOS 10.13 or later
- CPU: 2 GHz Intel Core i2 or equivalent
- RAM: 4 GB
- Video: DirectX 11 compatible 1-GB 3D card
- 3 GB available hard disk space + 50 MB per saved game
- Input: Keyboard, Mouse or Joystick
- 500ms ping for online tennis games
Recommended system requirements
- CPU: 3 Ghz or faster Intel Core i3 or AMD K10 processor
- RAM: 6 GB or more
- Video: DirectX 11 compatible 4-GB 3D card
- 200ms ping for online tennis games
Features
Tournaments
- More than 400 tournaments
- Country Cup, Masters, Olympics
- 3500 players, over 70 years
- Full dual-ranking system (like the entry one from ATP), both in singles and doubles competition
- Men & Women's Tours
- Junior & Pro Tours
- History of the past years
- Stats, Head To Heads, etc.
3D Match
- 9 different court surfaces: clay, green
clay, grass, hard, blue-blue hard, classic synthetic, NewLine
synthetic, indoor hard and indoor synthetic; each with a specific
rebound
- 6 difficulty levels, each split in 10 sublevels
- 3D male & female players fully customizable
- Split screen
- 1 to 6 games per set, in best of 1, 3 or 5 sets
- Singles, 1 vs 2, Doubles
- 7 camera modes
- 6 difficulty levels, each one containing 10 sublevels
II. Free Demo
Tennis Elbow 4 offers a free trial on PC. You can play and test it before ordering the full version, but you will have these limitations:
- 1 stadium only
- 1 set per match
- "World Tour" not available
In addition, after 14 days, only the warm-up and online modes will be available, and if you want to play matches and have access to the full version's features, you will have to register your version to enjoy the full game. Once you have paid (by bank transfer, Paypal, credit card, etc...), you will be sent installation instructions for the full version by email.
Order the full version now!
You may keep a copy of the free trial version on your hard drive or removable media for evaluation purposes only. You can't sell this version, but you can copy it freely to anyone as long as you don't modify it.
If you use this version regularly, you should pay the authors to encourage them to continue making quality products.
IV. Online & LAN
/!\ Important:
- If you're behind a NAT/router and you want to host a game, the game will try to automatically forward the UDP port, but if it fails, you'll need to forward the UDP port 4321; consult your router documentation to find out how to do this
- If you have a firewall, you will need to open UDP port 4321 and allow Tennis Elbow access to the Internet
- If you can join other people's games, but no one joins the games you create, it probably means you have a router and you haven't configured it, or it's misconfigured
- Cilck on "Training Club -> Online & LAN" to reach the "Network" menu
- At the top of the "Network" menu, you will see the TCP/IP interfaces detected by the game. You can scroll through them to see the different IP addresses, but this choice has no effect on the connection established, which is made simultaneously on all the available interfaces.
- Port: 4321 by default; you can set another port if necessary, but the port must be the same on the host and on the client (except when you join a remote game by specifying an address followed by a port number, for example: 192.168.0.1:4000 )
- Host game: create a game and wait for a player to join
- Join a game: search for Internet games, local games or join a specific remote game
- Your level: show your approximate level to help you find opponents of your level and have more fun during your online games.
- ELO: your ELO-type rating
- Games: the number of games you have played
- Resignation rate: is displayed after the number of games played; example: "Games: 50 -10%" means that a player has played 50 games and has resigned 10% of these games, i.e. 5 games in total.
- Reputation: your current reputation according to the votes of your opponents ; at each end of an online match, you can vote for your opponent's reputation.
- Chat Lobby: open the Mana Games chat to chat with other players
- Forum: open the Mana Games forum
- Online Tournaments: access the section of the forum dedicated to online tournaments
- Create game: create a game with the current parameters
- Max Ping: set the maximum ping allowed to enter your game (only for a public game)
- Type: set this to "Public" to be listed on the available Internet game servers, or "Private" to not be listed.
- Permission: "Allow all players" to allow players with the trial version to join your game; "Full version only" to only allow players with the full version of Tennis Elbow
- Skills: set the skill restrictions, useful to create more fair games
- Find Internet games: request the list of available Internet games from the global Mana Games server
- Find local games: search all available games on your local network (LAN)
- Join remote game: Join the game on the remote IP address specified below
- Remote IP: IP address (or URL) of the game to join
- Game names: click on the name of a game to join it
- Refresh ping: refresh the ping of the current list
- Refresh list: refresh the list
- Hide unavailable games: set this to "Yes" to hide all the games you can't join (because your ping is too high, because they don't allow the trial version to join them, etc...).
- The ping is an estimate of the time taken for a network packet to travel between 2 computers. The lower the ping, the faster the communication. If the displayed ping is "oo", communication was not possible. This can be due to a lost packet if it happens once, or a misconfigured firewall or router if it happens every time.
Skill Modes:
- Free:
- No restriction, all skills can be set to any value from 0 to 100%.
- Fair:
- AutoPositioning is on average
- No Footwork Boost
- Skill average is 80%, which means you should have 880 points left on your character sheet
- Service, Forehand & Backhand skills will be remapped to 20-70%
- All other skills will be remapped to 25-75%
- Realistic:
- AutoPositioning is on average
- No Footwork Boost
- Skill average is 80%, which means you should have 880 points left on your character sheet
- All skills will be remapped to 30-90%
if you don't meet the requirements of the Fair or Realistic modes, the game
engine will automatically adjust your skills.
Examples of Skill Remapping:
Initial Skill Value |
0% |
30% |
50% |
70% |
100% |
Result for Skills in Realistic Mode |
30% |
48% |
60% |
72% |
90% |
Result for Service, Forehand & Backhand Skills in Fair Play Mode |
20% |
35% |
45% |
55% |
70% |
Result for Other Skills in Fair Play Mode |
25% |
40% |
50% |
60% |
75% |
Skill Remapping formulas:
- Skills in Realistic Mode: Ingame Skill = 30 + 60 * Skill / 100
- Service, Forehand & Backhand Skills in Fair Play Mode: Ingame Skill = 20 + 50 * Skill / 100
- Other Skills in Fair Play Mode: Ingame Skill = 25 + 70 * Skill / 100
Game creation:
Once you have created a game and are waiting for a player to join, you can switch to another application. Tennis Elbow will play a warning sound when a player joins your game.
On the next screen you will need to set the 'Delay'. If you're not sure how to do this, set it to 'Auto', wait about 5 seconds and then click 'Play'.
The Delay is the latency that Tennis Elbow adds between the time you use your controller (keyboard, gamepad, etc...) to move your player, and the time that information is actually processed to make your player move. This allows both PCs to remain synchronised. In short, the higher the delay, the more latency there is between the time you give a command and the time your player responds.
The delay is an internal latency that allows Tennis Elbow to run in parallel on your PC and your opponent's PC. There's a target dead time that lasts half the delay, just before you hit the ball. During this time, the game considers you to be pressing left (or right) if you pressed left (or right) just before the start of this dead time; on the other hand, the game considers you to be pressing nothing if you didn't press anything just before the start of the dead time. This means that if you press left to aim to the left and release left just before you hit the ball, your aim won't come back to the centre as it would if you were playing against the computer. You must therefore prepare your aim at the right moment, as you won't be able to correct an over-aim at the last moment, especially if you play with a high Delay. Note that this is also the recommended method when playing against the computer, in order to have a consistent aim.
In short, when the delay is high, the game won't recognise your shot selection and aiming if you don't prepare your shot early enough.
For the game to run at normal speed, the Delay must be at least half the ping. For example, if you normally have a maximum ping of 100ms with your opponent, you need to set the Delay to 50ms or more.
Join a game:
When you join a game, all you have to do is wait for the host to set the delay and start the game. To find out the delay set by the host, you can press F4 during the game to see the game statistics: the delay is displayed on the bottom right.
During the game:
- If a turtle appears at the top right of the screen: it means that the game is waiting for a network packet from the remote player, and that this packet may have been lost
- If a wire with a red cross appears: it means that one or more packets have been lost
Name protection:
Users who have purchased the full version of the game will have their online nickname protected. If someone else tries to use their nickname, it will be prefixed with "[Fake]".
ELO:
The ELO rating is an approximation of your playing level compared to all other players. Its purpose is to help you find other players who are more or less as good as you, so that you can play more interesting matches. Its purpose is not to determine who's the best Tennis Elbow player, because that's too much of an approximation. You need to play around 50-100 matches to get a sufficiently accurate score.
The better the player you beat, and the fewer matches you lose, the more ELO points you will get; this ELO-type score can go up if you lose to a better player than you, if you win a lot of games (example: 6/7), and can go down if you win to a weaker player than you, if you lose a lot of games (example: 7/6).
ELO Penalty:
If you abandon before the end of the match, you'll receive a 3% penalty to your ELO rating. However, if your opponent switches to another application, stays in the menus or watches the replay for more than 1 minute, you can abandon without penalty if you have spent that minute in the game without opening the menus, switching to another application or watching the replay.
Desynchronization:
Sometimes when you're playing online, you'll see a message saying "Desynchronisation detected". This means that your game and your opponent's game are out of sync, and different things have happened on your computer and their computer. In this case, the games will be resynchronised and you'll have to replay the point.
If you have a lot of desynchronisations (i.e. more than 1 every 5 points), it probably means that you and/or your opponent have installed a Mod that changes the way the game engine works, or that your game installation has been corrupted. In this case, you and/or your opponent will need to remove any installed Mod & restart Tennis Elbow, or uninstall and reinstall Tennis Elbow to be able to play online normally again.
V. Game
The game is too hard: help me !
- be sure to complete the tutorial ( = the "Tennis School") and understand each lesson
- play for a while in Training Club -> Warm-up, till you get the hang of the controls
- if it's still hard, be sure to have AutoPos on Fast and possibly Footwork Boost at the max as well, and set the Controls on Arcade instead of Simulation (all that are in the Character Sheets, both in the Training Club & in the World Tour)
Available strikes:
- Normal Strike
- Short Strike
- Top Spin
- Slice
- Drop Shot
- Defensive Lob
- Acceleration
- Short Acceleration
- Aggressive Lob
- Safe Strike (Done when nothing is pressed)
On Service :
- Strong serve
- Normal serve
- Safe serve
Gestures:
At end of the point, you can do a gesture by pressing the gesture button, and up, down, left or right ;
- if you won the point:
- up: jump
- left: cheering fist
- right: raging fist
- down: apology
- if you lost the point:
- up: applaude your opponent
- left: hit your forehead with your racket
- right: crazy!
- down: throw your racket
Notes:
- if your player is left-handed, then left & right are inverted
- depending of your selected forehand number, some gestures will be replaced by some other ones (but still with same meaning)
How to play ?
Movements, strikes & aiming
If you are not pressing any buttons, move the joystick (or the arrow keys) in the direction you want to move.
If you press the buttons, your player will slowly move to the ideal position, and the more you press the joystick left (or right), the more the ball will move left (or right).
==>> You must keep the button(s) pressed when you hit the ball !
If you don't specify a direction, the ball will go to the centre of the opposite side.
The closer you are to the net, the faster you'll aim to the left or right. So, if you're standing at the net, you'll only need a fraction of a second to send the ball down the line, whereas if you're standing a few metres from the baseline, you'll need two or three times as long.
If the ball is too far away from your player at the net, press the button to make him jump towards the ball.
Strike accuracy
The earlier you press the button, the more accurate your shot will be. In fact, if you press the button at the very last moment, your ball could go into a very wide zone, but if you press 1 second earlier, the zone will be very noticeably smaller.
You can see the Aiming & Accuracy Zone if your "Preview" is set to "All + Danger Zone + Aiming". In this case, you'll see in real time the spot you're aiming at, as well as the zone where the ball has at least 50% chance to can go ; usually, it's much higher than 50%, but if the Aiming zone gets big, it'll be closer to 50%.
Strike depth
The more you prepare early, the more:
- short strikes (including dropshot) will be short
- other strikes will be long
But if you don't center the ball, or if you're mispositioned, your short shots will be longer, and your other shots will be shorter.
Moreover, to hit an acceleration as fast as possible, you need to hit the ball at the top of its bounce, when it's barely moving up or down.
Danger Zone
In tennis, when the ball is rising just after the bounce, it's harder to hit it, especially if it's fast. The zone where it's dangerous to hit the ball is displayed when your "Preview" is set to "All + Danger Zone" or higher.
If you hit the ball while standing in the red part of the "Danger Zone", you may lose control of the ball and send it either into the net or too long.
If you're standing in the orange part, you might lose accuracy of your shot and you'll see the target zone get bigger (if you've set the "Preview" to "All + Danger Zone + Aiming").
Also, standing in the red or orange part will cause you to lose some power on your shot, especially when you try to do accelerations.
Center the ball
In tennis, it's very important to hit the ball with the center of the strings on the side of your body. If you try to hit the ball when it's coming towards your body, it's much harder to make a good shot.
For this reason, when you want to make an acceleration, a drop shot or a volley, you have to be very careful with your positioning, otherwise you could lose control of the ball or lose some accuracy, depending on the size of your positioning error, exactly the same as when you position yourself in the red part of the "Danger Zone".
But being off-center also gives you some handicaps on other shots: usually it will make you hit a shorter shot when you're trying to hit a normal shot, and a longer shot when you're trying to hit a short shot. You can also lose some power in your shot, especially if you make an acceleration.
If you miss a shot, send the ball out or into the net, an icon of a player hitting the ball will appear in one corner of the screen to indicate whether or not you hit the ball off-center:
- if the background of the icon is red, it means you stroke the ball with your body
- if it's orange, it means you slightly off-centered the ball
- if it's green, it means you centered the ball well
Lob & Dropshot
The lob and the drop shot are performed in the same way as the other shots, but if you try to do them on a ball that's coming in too fast, you'll send the ball further than expected.
Also, if you lob while running too fast, you will send the ball in the same direction as your run.
Arcade, Simulation & Elite Controls
By default, the controls are in simulation mode, but if you feel that the game is too hard, that you are making too many random mistakes, you can switch the controls to arcade mode by clicking the icon in your player's Character Sheet. In this case, the power & accuracy losses due to positioning mistakes in the "danger zone" and off-center ball strikes are divided by 2. Also, the rate at which the target zone decreases is doubled, so after half a second of strike preparation in Arcade mode, you'll get the same accuracy as after one second in Simulation mode. Enabling Arcade mode for your player doesn't apply it to the CPU player(s).
On the contrary, if the game is too easy for you, or if you want to have more mistakes, you can switch to Elite mode. In this mode, the effects of the Danger Zone are stronger and the precision of the Aiming Zone is lowered. If you turn this on for your player, it will also apply to the CPU player(s), so you'll have a fair match.
Service
The service is executed in the same way as the other shots, with one slight difference: regardless of the button combination, a push up causes a slice and a push down causes a top spin effect. You can move your player to the left or right to find a special angle for your service.
You can also release your button(s) just before hitting the ball on your serve ; if you are serving & volleying, this technique will allow you to reach the net a little easier ; to use this function, release the button(s) pressed down, then release the direction (if necessary) and then push forward (+ left/right if necessary) ; it also works for walking backwards, but in this case the effectiveness is quite reduced.
Score
Player 1's score is written in the top slots of the scoreboard, and Player 2's score is written in the bottom slots. If the small ball is in the top slot, player 1 serves, otherwise it's player 2.
Ball Trace
If "Preview" is set to "Service" or higher on the character sheet, the ball's impact marker will be displayed early during the service to help you.
If "Preview" is set to "Service + Rally" or higher, the ball's impact marker will be shown early during rallies to help you.
Shoulder height acceleration
If you make an acceleration when the ball is around your shoulder height, you get an extra speed bonus to your shot. This bonus is more or less big depending on:
- your playing style (see the section on playing styles for details)
- the difference in height from your shoulder height, except for 2-handed backhands where the sweetspot is a bit lower, and 1-handed backhands where the sweetspot is even a bit lower
- your preparation time, the longer the better
- the ball should not rise any more or it should rise very slowly
- you make your stroke with 1 hand or 2 hands, from fastest to slowest: 1H-FH, 2H-FH, 2H-BH, 1H-BH
Tiredness
If your character sheet has "Tiredness" turned off, your player will only get tired from his acceleration hits.
You have a limited number of good accelerations per point, depending on your stamina percentage. Once you have used them all, your accelerations will become less accurate and less powerful every time you try to perform another one. When you hit your last good acceleration and the next ones, some smoke will escape from your bat to indicate it.
If "Tiredness" is turned on in your character sheet, your player will get tired from hitting & running.
During the match, you'll see 3 bars on the screen to help you track your fatigue:
- Breath : takes a few minutes to recover
- Energy : takes a few dozen of minutes to recover
- Short Term Form : takes hours to recover
Note : in the World Tour, there's also the Long Term Form which takes days to recover.
The basic behavior is:
- The Breath goes down & up quite fast
- The Energy goes down much less quickly & up even less quickly
- The Breath can't go up higher than the current level of energy
- The Energy can't go higher than the small triangle, which starts to go lower as soon as the short-term form goes below its own triangle
You lose energy when:
- you run ; the more your Speed and Muscle Tone are above your Stamina, the faster you lose energy ; the more your Stamina is above your Speed and Muscle Tone, the slower you lose energy ; so running at full speed with 100% Stamina, Speed & Muscle Tone will lose energy at the same rate as running at full speed with 0% Stamina, Speed & Muscle Tone ; the faster you run, the faster you lose energy
- you strike an acceleration ; the higher your Stamina is, the less energy you lose when you making accelerations ; if you have a play style that gives you a lot of acceleration bonuses (example: Power Baseliner), you will get a little less tired when you perform an acceleration
- You play a normal strike, but it is much, much less tiring than an acceleration; putting a lot of topspin into the ball is more tiring.
The more your Breath bar drops below 20%, the more:
- you lose precision on your strikes, especially on accelerations
- you lose power on your acceleration, but not on other strikes
- your maximum running speed & running acceleration decrease
The more your Energy bar goes below 50%, the more:
- you lose some precision in your strikes
- your maximum running speed & running acceleration decrease
You get energy back:
- a bit after each point
- a bit more at each end change, which happens every 2 games ; but there is no break at the end change after the 1st game of the set, so the recovery is lower
- even a bit more during the pause after the end of the set, whether there's an end change or not
When your Breath is below 25%, you get some back during rally if you stand still, but it goes up
very slowly.
Notes:
- if you reduce the number of games per set, your Energy will decrease faster to simulate a 6-game set
- strikes are a bit more tiring when power is above stamina, and a bit less tiring when power is below stamina, especially accelerations
VI. Players' attributes
Each player is defined by 4 kinds of attributes:
- Playing style: it defines the base of his game, the way he plays, his main strategy & comportment on the court
- Natural attributes: his height and age, left or right handed, single or double backhand and forehand
- Talents: They are innate capacities ; not all
players have them ; they give a small bonus in different situations
; they cannot be trained and they don't change over time
- Skills : those are the main abilities that define the
players and his possibilities ; they are separated in 4 groups:
technical skills, surface skills, physical skills and mental skills ;
the technical skills are divided into 4 additional groups: rally,
service, volley and special
Playing styles
When starting a new game, you will have to make several choices, including
the playing style of your main player. This choice is very important as it will
define the main comportment of your player, and on what surfaces his game will
be the most efficient. There are 9 styles:
- Defender: this kind of player stays
several meters beyond the baseline, running all around, and waiting for
his opponent's faults ; he will attack only when he has a very easy
ball, and will go to the net only when he's forced
- Power baseliner: this kind of player likes to dictacte
the game from the baseline using powerful attacks, usually from his
forehand, but if he's skilled enough, also from his backhand, trying to
do winners or forcing his opponent's fault as much as possible ; he
will go to the net and volley only on the most obvious and easy
occasions or when he's forced to, even if he can do great attacks on a
regular basis
- Puncher: this kind of player is similar to the power
baseliner, except his final goal can be to win the point at the net,
doing easy volleys, when it's needed
- All-court Attacker: this kind of player likes to build his
game by playing near the baseline, where he can hit some winners, as
well as try to create some good occasions to run to the net, and to
finish the point there ; he will also play serve and volley sometimes,
especially on fast surfaces
- Volleyer: this kind of player runs to the net whenever
it's possible, and doesn't like to play long rallies on the baseline ;
he will play serve and volley whenever it's possible, even on 2nd serve
- Counter: this kind of player uses his opponent's power to
counter him, he likes to exploit his opponent's weaknesses, to let him
make the games winners and errors, till he has the occasion to hit a
winning passing shot, lob, drop shot, or even finish the point with a
volley when it's needed
- Counter Puncher: this kind of player counters his opponent's attacks and then attacks when the occasion arises
- All-rounder: this kind of player can play from anywhere, from defense to net play, as well as attacking from his baseline
- Bulldog: this kind of player defends well but becomes very aggressive as soon as his opponent weakens
Depending on the playing style, some skills will be more important than others
:
Playing style |
Technical skills |
Physical skills |
Defender |
rally skills, especially the forehand and backhand consistencies,
passing |
speed, stamina, muscle tone, reflexes |
Power baseliner |
rally skills, especially the forehand power and backhand
consistency (or the opposite) |
-- |
Puncher |
rally skills, especially the forehand power and backhand consistency (or the opposite) |
-- |
All-court Attacker |
-- |
-- |
Volleyer |
volley skills |
-- |
Counter |
rally consistencies, passing, counter |
speed |
Counter Puncher |
rally consistencies |
speed |
All-rounder |
-- |
-- |
Bulldog |
rally consistencies, plus one powerful side (forehand or backhand) |
speed, stamina |
The less the player will be at the volley, the less he needs to have good volley
skills.
You'll get different bonuses and handicaps depending on your chosen play style.
- Defender:
- unlimited attack lobs
- 1 extra acceleration
- topspin bonus on the topspin strike
- lower handicap on length and speed of topspin strikes
- low speed bonus for shoulder height acceleration
- Power Baseliner:
- 3 extra accelerations
- big speed bonus for shoulder height acceleration
- Puncher:
- 2 extra accelerations
- slightly bigger jumps at the net
- big speed bonus for shoulder height acceleration
- Varied:
- 1 extra acceleration
- bigger jumps at the net
- big speed bonus for shoulder height acceleration
- Volleyer:
- really bigger jumps at the net
- average speed bonus for shoulder height acceleration
- Counter:
- unlimited number of regular acceleration, but the power is sharply lowered, especially on slow incoming
balls ; the counter skill is used to give additional power depending of incoming ball speed
- some Counter skill effects raised
- can play the ball earlier after the bounce with less penalties
- bigger jumps at the net
- low speed bonus for shoulder height acceleration
- Counter Puncher:
- 2 extra accelerations
- low speed bonus for shoulder height acceleration
- Lower speed penalty when doing an acceleration on a rising ball, but slightly higher speed penalty when done on a descending ball
- All-rounder:
- 1 extra acceleration
- bigger jumps at the net
- big speed bonus for shoulder height acceleration
- Bulldog:
- 1 extra acceleration
- little topspin bonus on the topspin strike
- a bit lower handicap on the length and speed of topspin strikes
- low speed bonus for shoulder height acceleration
-
Note: when Tiredness is on, the extra acceleration bonus means your accelerations are less tiring ; also
Counter style acceleration is tiring as a normal strike.
1-handed vs 2-handed strikes
Compared to the 1-handed forehand & backhand, the 2-handed backhand & forehand are:
- a bit less powerful: you hit your strikes with a bit less speed
- a bit less wide: you have to go closer of the ball to strike it
- a bit more safe: you get a bit less handicap by striking balls in the orange and red part of the Danger
Zone, so often, your shot is a bit more accurate
- better to counter powerful shots: you get 15 more points in your counter skill
Height & weigth:
The smaller you are, the quicker you accelerate your run. But this bonus is very small, just big enough to compensate the difference of wingspan with taller players, so that it doesn't give a handicap to play with a smaller player.
The weight has only a cosmetic influence.
Talents
Each talent gives some little bonus to the player:
- Early ball hit: Ability to hit the ball on the rise
- Ball feeling: Ability to softly control the ball, especially at the net
- Fast learner: Learn faster from training, but also forget a bit faster with time
- Injury resistance: Lower chance to get injured
- Slice serve: Serve giving a slice effect to the ball, most effective on fast surfaces
- Topspin serve: Serve giving a topspin effect to the ball, most effective on slow surfaces
- Kick serve: Serve giving a kick effect to the ball, most effective on normal surfaces
- Slice mastery: Perfect control and use of slice effect during rallies
- Champion: Ability to play your best level against lower ranked players
- Chameleon: Lower the negative effect when changing your playing style during a match
- Globetrotter: Less tired after trips, especially long ones
- Spinny Backhand: Raises the topspin skill when doing a backhand
- Flat Backhand: Lowers the topspin skill when doing a backhand
- Forever Young: Lowers the physical skill loss when getting older
- Prodigy: Allows you to get your maximal
potentials earlier if you start as a Junior, and gives a bonus to all
your skills if you start as a Pro
- Upsetter: Raises the chance of converting a bad
day to a good day for the Form of the Day ; the bonus of each good day
is also raised
- Surface Switcher: Raises the rate at which you raise your Surface skills
- Slider: Allows starting to slide when running more slowly
- Clay Mover: Allows slowing down & change direction a bit faster on clay
- Boom Boom Server: The 1st star allows doing a faster 1st serve ; the 2nd star allows it to also happen when facing a break point
- Clutch Server: Lowers the chance to miss the 1st serve when facing a break point
Skills
The skill percentages show the different level of abilities of the players.
Some skills will be more effective and/or
useful on fast surfaces, like service and volleys, and others will
be more effective and/or useful on slower
surface, like forehand/backhand powers and consistencies, and stamina.
If you don't train them, most skills will lower over time ; the higher they are, the faster they'll
drop off.
Technical Skills |
Explanations |
Precision vs Power |
The precision skills for the Service,
Forehand & Backhand are relative to their respective Power skill.
This means if your player has 20% in both Forehand Power & Precision
then he'll have the same precision as if he has 40% in both of them. In
other words, if you have 20% in both skills and you raise only your
power to 40%, you'll lose some precision, and to get it back, you'll
have to also raise the precision to 40%. And if you raise the precision
skill above the power skill, the strike will get more accurate. |
Forehand & Backhand Consistencies |
The consistency is the ability to handle
difficult balls, to lower the chances to do a fault on them. It can be
seen as depending on your opponents power: to handle an opponent with
40% power on an average speed surface, you need 40% consistency. A
better consistency will also allow doing deeper normal strikes, and
shorter short strikes. |
Service |
The speed of your serve depends on
your power ; in addition you get a small speed bonus on your 2nd serve
when your consistency is above your power (and vice versa).
With a Strong serve, if your power is equal to your
consistency, then you have 70% chances of success on your 1st serve ;
If your power is above your consistency, then you have less than 70%
chance of success, and in the opposite case, you have more than 70%
chance of success.
With a Safe serve, you have 100% chances of success ; the speed of your serve depends of your power,
and the difference between your power and your consistency.
With a Normal serve, you do a serve between the Safe & Strong ones. If your power and your consistency
are equals, then you have 85% chances of success.
The average maximal speed of your serve depends mainly of your power:
Power Percentage |
0% |
25% |
50% |
75% |
100% |
Average maximal speed for men
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Average maximal speed for women
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To simulate stress, if you try to do a Strong serve on your 2nd serve, the chance of success will be lowered by 10% and the precision of your aiming zone by 25%, plus the serve will be tiring as doing an acceleration strike.
If you try to do a Normal serve on your 2nd serve, the chance of success will be lowered by 4% and the precision of your aiming zone by 20%. |
Topspin |
Topspin is a really special skill, as it's the only skill you can train to lower it in addition to raise it.
Topspin gives your player a bonus on clay & slow surfaces (higher for rally
players, and lower for volley players), but it makes your player tired a bit
faster, whatever the surface is.
The lower the topspin is below 50%, the higher your player will get a handicap
on slow surfaces (ie: clay).
The higher the topspin is above 50%, the higher your player will get a handicap
on fast surfaces (ie: grass, indoor).
At 50%, the topspin is neither a bonus nor a handicap.
So basically, if you have a volleyer playing on a fast surface, you'll prefer
to have a low topspin, and if you have a defender playing on clay, you'll prefer
to have a high topspin. |
Volley & Smash |
Depending on the strike done, the Net
Presence skill is combined with the volley forehand, volley backhand or
smash skill, to define the precision and the consistency of the strike.
The power doesn't depend on the Net Presence, only on the base skill.
Except that, the volleys & smashes work like the forehands and backhands from the baseline.
Moreover, the higher the Net Presence is, the more your player can run while volleying the ball without getting any handicap. |
Return |
The faculty to read and return the opponents serve |
Lob & Drop Shot |
The Lob and Drop Shot Skills define your ability to lob and drop shot, but each skill is balanced with the Forehand or Backhand Skills, depending on whether you're playing a forehand or backhand.
The higher this weighted skill is, the more you'll be able to control fast incoming balls and perform your shot normally without sending the ball too far. |
Counter |
The counter skill is the ability to use
the incoming ball speed to send it back faster. So the counter skill
gives you a speed bonus of up to 7.5 km/h on your normal and topspin
strikes when the ball is coming really fast.
Moreover, the higher your counter skill is, the less you are
constrained by fast incoming balls, but the slow incoming balls are
also a bit less easy for you. |
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Surface Skills |
Explanations |
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The surface skills don't show the players innate abilities to play on each
kind of surface. They only show if he's currently used to play on each different
type of surface: they raise and drop quickly, depending on what surface the
player is currently playing or training on. |
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|
Phyiscal Skills |
Explanations |
Speed & Muscle Tone |
The speed determines the maximum speed and the "(speed + muscle tone) / 2" determines the running acceleration. |
Stamina |
Stamina is relative to "(Speed + Muscle Tone) / 2"; e.g. if your player has 50% in all 3 skills, he'll get tired from running at the same rate as if he had 60% in all 3 skills. If the Stamina is higher, your player will tire less quickly, and vice versa.
It also determines the maximum number of accelerations you can do before you lose accuracy and power due to fatigue:
Percentage |
Accelerations + Aggressive Lobs |
0% - 24% |
1 |
25% - 49% |
2 |
50% - 74% |
3 |
75% - 99% |
4 |
100% |
5 |
|
Strength |
A low strength will limit the potential
of the service, forehand & backhand powers. Moreover, if your
forehand or backhand power is above your strength, you'll get more tired
from hitting the ball (and vice versa). |
Short & Long Term Forms |
See Tiredness in the Training Section below |
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Mental Skills |
Explanations |
Concentration |
Defines the frequency at which your
player will have a bad day, with low energy,
making him play less efficient; the higher it is, the less frequent it will
happen. However, each bad day has a 10% chance to become a good day,
where your player will play more efficient than usual. |
Constancy |
Defines how much the player's energy can lower or raise, on a bad or good day. |
Focus |
The Focus is your players ability to focus
on the ball to prepare his strike quickly enough. It's relative to
"(speed + muscle tone) / 2", so if the Focus is above that, your player
will prepare his strikes faster, leading to more accuracy and depth, as
well as a better chance to attack the ball when needed ; if it's under,
it'll be the opposite. |
Cold Blood |
Defines the frequency at which a player
will be stressed in important matches &
moments, and when playing against a weaker opponent:
in this case, his level will lower a bit, but
only to his opponent's level, at worst. |
Tactic |
Allows taking advantage of your opponents weaknesses and play smarter tennis overall |
Positioning |
Allows to wait for your opponent's next
strike in the place with the widest reach possible, and to hit the ball
from the most efficient place (ie: not too high, nor too low) |
Self-Confidence |
Allows playing closer to the lines,
without raising the risk. The Self-Confidence raises with each match won
and lowers with each loss. Moreover when it is low, it raises when
training. |
Doubles Spirit |
Alter most of your player skills while playing doubles. This skill raises with each doubles match played. |
Motivation |
Your player's motivation slightly goes up when you win, and goes down when
you lose. It gets a noticeable boost when you win a tournament.
Motivation's variations also depend on secondary elements like your available
money, the class of hotel & plane your player takes, etc...
A high motivation will lower the handicap from playing while tired, and a low motivation will raise it.
A high motivation also gives a little bonus on all the training efficiency. |
Level & SubLevel:
These set the overall strength of the CPU. The SubLevel allows you to fine-tune the strength between 2 levels. If you set the SubLevel to 1, it will be just a little bit stronger than if you play at the level below with the SubLevel set to 10.
On Beginner, Club & Junior levels the CPU has a handicap on its skills. On Pro & Master levels, its skills work exactly like yours. At the Incredible level, the CPU has a bonus to its skills.
The Pro level is designed to be the most realistic. However, you should choose the level that gives you the most fun.
VII. Tournament mode
Automatically saved games:
When you exit TE4 by clicking on the "Exit"
button, your game is automatically saved, and you will go on from where
you stopped the next time you launch the game.
Moreover, your game is automatically saved over
the past 3 weeks of play, over 3 different slots ; therefore,
in case of problem (ie: if the game crashes or
hangs for a reason or another), you will still have the possibility
to restart from a recent saved game.
Note
when you play in windowed mode, and you
exit the game by clicking on the little cross on top right of its
window, your current game will be also automatically saved if you are
in a menu with the "Exit" button ; but if this button isn't there, it's
possible that your game won't be saved ; in this case, you will lose
all your progress since the last automatically saved game.
Type of Career:
when you start a new game, you have the choice between 3 modes:
- Seasons
- Full career
- Unique Tournament
The first 2 modes are very similar, but the Seasons mode contains 3 major differences:
- you can't create your own player, you have to pick one from the database (you still can edit him, though)
- you can start older than 17 years old, and at end of each season, you'll be asked if you want to go on or stop
- your skills will not go down and you won't earn any experience point, so you won't have to train your skills ; your skills will be changed at each beginning of season (if you agree to), to reflect your chosen player strength during that incoming new year
The Unique Tournament mode lets you choose one tournament and play it directly.
Men's Rankings
- The total of points for the entry ranking is the sum of the best 18 played
tournaments, within the past 52 weeks, including necessarily the 4 Grand Slams
& the best 8 of the 9 Master Series to which the player had to participate
if his ranking allowed him to enter the final draw
- The total of points for the Race is the sum of the best 18 played tournaments,
since the beginning of the year, with the same rules about required tournaments
as the entry ranking
Women's Rankings
- The total of points for the entry ranking is
the sum of the best 16 played tournaments in Singles, and the best 11
in Doubles, within the past 52 weeks, including necessarily all the
major tournaments to which the player had to participate if her ranking
allowed her to enter the final draw
- The total of points for the Race is the sum
of the best 16 played tournaments in Singles, and the best 11 in
Doubles, since the beginning of the year, including necessarily all the
major tournaments to which the player had to participate if her
ranking allowed her to enter the final draw
- The major tournaments are the 4 Grand Slams, plus all the PremiumM, plus
the best 2 results of Premium
Training:
In Full Career, before each tournament, the Training screen will pop up; this screen allows you to distribute the experience
points you won during your previous matches.
For each available day between 2 tournaments, you can do 6 hours of training. Depending of the difficulty
level, the training hours are more or less effective. Moreover, it needs 2 times more hours and experience
points to train most of your skills between 60% & 89%, and 3 times more hours and experience points when
they are between 90% & 99%.
In main draws, for each match won, you earn about 10~20 experience points; for each match lost, you earn
25 experience points, because defeats teach more than victories..! In qualification draw, these numbers of
points are divided by 2. Moreover, in easiest levels (ie: Beginner & Club), you'll earn more points,
and in hardest levels (ie: Master & Incredible), you'll earn less points.
But beware, every week, you lose a few points in your characteristics: if you don't practice, you'll regress
inexorably. The higher a characteristic is, the faster it'll drop.
The topspin is a special skill, because it's the only one you can choose to lower. Indeed, on fast surface
the topspin isn't much useful, and so it can be interesting to play a volleyer with a very low topspin.
End of year bonus: if you don't play during the last week of December (warning: this excludes the qualifications of tournaments happening on 1st week of the next year!), you'll get a small experience bonus, depending of the number of days you didn't play, up to 50 ( = from mid-November), for a total of ~35-45 experience points, depending of the difficulty level.
Note: if you win a tournament, it's always on Sunday. And if you start a new tournament
the following week, often it'll be on Monday: you won't have any free day for training, so that's why you'll
see 0 available day & hour in the training screen.
Junior Training: if you're a junior player, it's slightly different as you'll get less XP from your matches, won or lost, but to compensate you'll get some XP every week whether you play or not, but your skills are capped. The cap slowly increases until it reaches 100% when you're 19.
Number of sets
Tournament type |
Normal Rounds / Final |
Qualifications |
3 |
Challenger & Future |
3 / 3 |
TET250 & TET500 |
3 / 3 |
Masters Series |
3 / 3 |
Grand Slam |
5 / 5 |
Note: women never play more than best of 3 sets.
The Masters
You'll automatically participate in the Masters
if you are in the 8 best players when this tournament begins, or if
you won a Grand Slam tournament. If not, you won't play it.
Its planning is a bit special: there are 2 groups of 4 players,
and every player plays 3 matches. The 2 best players of each group will
play semifinals, afterwards the 2 semifinal winners will meet in the
final.
The Emerson Cup / Gibson Cup
These are team tournaments, each team
representing a country. There are 4 singles matches and 1 doubles match
per encounter. Each match victory earns 1 point and the 1st team to
reach 3 points wins the encounter and can progress to the next Cup's
round.
First 2 singles occur on a Friday ; doubles is on a Saturday; the last 2 singles are
on a Sunday.
There are 2 leagues. Main league is composed of
the 16 best countries competing over 4 rounds to win the Cup. The
Qualies league is composed of 32 countries ; they play 2 rounds between
them. Then the 8 first round losers from the main league will meet the
8 2-round winnners from the Qualies league to do the playoffs. The
winners of the playoffs will be in the Main league the following (delete "next")
year, and losers will be in the Qualies league.
When your player is accepted in a round, he'll get a motivation bonus, one
for each competition he is playing ; he'll also get a 10% experience bonus from
his matches.
Favorite Doubles Partner
When you look at other players' character sheet,
you can see the "Favorite Partner" button (2 rackets, the symbol for
Doubles), on bottom left of the screen: if you click on it, the player
will be added to the doubles partner selection list (available from
the "Planning" tab of the "Coached Players" menu), but only when he's
free and doesn't already have a partner ranked better than him, and
when you're ranked well enough for him (you can have only 1 "Favorite
Partner" at the same time).
How to change the World Tour's players
- Download the Modding SDK from here: https://www.managames.com/Forum/topic60-33540.php
- Launch the game, click on the "Show Data Folder" icon on bottom left of Settings -> Profiles
- Locate the "Mods" subfolder and create in it a folder and name it to whatever you want
- Copy "TE4-ModdingSDK.zip/Ini/Players.ini" to "Mods\MySuperMod\Ini\Players.ini"
- Edit the players by opening the
"Mods\MySuperMod\Ini\Players.ini" files with an advanced text editor
(these files are quite big, so better not to open them with the Windows
Notepad).
VIII. Tennis Rules Summary
Rule 1. Opponents stand on opposite sides of the court. The player who delivers the ball to start the point
is called the server. The player who stands opposite and cross-court from the server is the receiver.
Rule 2. The server shall stand behind the baseline within the boundaries of the singles court. All even
points are served from the right part of the server court to the left service box on the opponent's court,
and odd number points are served from the left part of the server court to the right service box on the opponent's
court.
Rule 3. If the ball does not land in the service box, it is deemed a fault and a 2nd serve is given. If
the server misses his target on 2nd serve, he loses the point. If the ball hits the net and goes in the correct
service box, another serve is granted.
Rule 4. The receiver can stand where he likes, after the service line, but must let the ball bounce in the
service box.
Rule 5. The server always calls his score first. The 1st point gives a score of 15. The second point is
called 30. The third point is called 40 and game is won on the 4th point. If the score is 40-40, also known
as deuce, one side must win by 2 points. The 1st of these 2 points is called Advantage. If the 2nd point
isn't won by the same team, the score goes back to 40-40.
Rule 6. After the game, the opponents serve. Games equal 1. The first to win
6 games, by two, wins the set. The first to win 2 sets wins the match (3 sets
in men Grand Slams and Davis Cup). If the score is 6-6, a tie-breaker is played.
This is scored by one's. The 1st server serves once, then each team serves twice
in turn. The first team to score 7 points winning by two wins the set.
Rule 7. If the ball goes into the net, or outside the boundaries of the court, the player who hits that
ball loses the point. If the ball hits the net during the point and goes into the opponents court, the ball
is in play.
Rule 8. A ball that lands on the line is good, even if it just partly touches it.
More details about rules & tennis glossary on Wikipedia: http://en.wikipedia.org/wiki/Tennis .
IX. Credits
- Emmanuel Rivoire (aka ManuTOO): Code, Design, Sounds, Animation, Menus
- 3D Art: Novtilus.com
- Graphics Design: Bruno Zmuda
- Music: Robert Engstrand
- Documentation Template: Xiaoying Riley
Have fun with Tennis Elbow 4 !
Hey ! What about the Cheat Codes ???
Ok, but use them wisely!
- mtkil: win the match
- mtwin: win the current set
- mtbal: grow the ball
- mtrun: run faster
- mtbozo: Bozo the clown !:-p
- '²' + Right Shift + '-', at the same time => win all points
- left Ctrl + left Alt + Numpad '0' => stop win all points
(keys with a QWERTY keyboard)
- Secret strikes:
- to do a topspin strike with a side effect: press Normal Strike, then Short Strike, then Topspin Strike (with default settings on keyboard => B1, then B1+up, then B1+down)
- to do a short slice: press Slice, then Dropshot, then Slice ( => B2, then B2+up, then B2)
- to do a slow poor defensive slice: press Slice, then Defensice Lob, then Slice ( => B2, then B2+down, then B2)