Dude Table Tennis.
Slide into the ball’s path, aim with the edge of your paddle and save a power shot for the opening. First to 11 against Chill, Club or Pro.
How to play Dude Table Tennis
- Press Play to load the table. Choose Chill, Club or Pro, pick Match to 11 or Practice, and start. The game remembers your choice next time.
- When the ball waits above your paddle it is your serve. Click, tap or press Space. When the computer serves, it waits a moment and then sends the ball over.
- Watch the ball and its shadow cross the net. Move the mouse, drag your finger, or hold Left and Right (or A and D) to put your paddle where the ball will reach your end. There is no swing button.
- Meet the ball near the middle of the paddle to keep the rally going. Once you are comfortable, meet it off-centre to angle it towards the corner the computer is not covering.
- Hold the mouse button or Space, or the Power button on a touch screen, to charge. When the bar reads Power shot ready, your next hit is a faster return. Keep tracking the ball while you charge.
- Win points until you have at least eleven and lead by two. In Practice there is no score: serve again after every miss and chase your longest rally. Pause with the pause button or P at any time.
Make your move
On your computer
- Move the mouse over the table to slide your paddle sideways; it swings by itself when the ball arrives.
- Left and Right arrows or A and D also move the paddle.
- Click or press Space to serve.
- Hold the mouse button or Space during a rally to charge a power return.
- P pauses and resumes, Escape closes a dialog, and the sound, help and pause buttons sit above the table. Fullscreen enlarges the court.
On your phone or tablet
- Drag anywhere on the table view; your paddle follows your finger from side to side, so your finger can stay low and out of the way.
- Tap to serve when the ball waits above your paddle.
- Hold the round Power button (or rest a second finger on the table) to charge a power return while you keep dragging.
- Plays upright or sideways; turning the phone re-frames the table.
- Use the buttons at the top to pause, read help or switch sound.
About Dude Table Tennis
Dude Table Tennis is a calm, quick game of table tennis for the browser. A green table stands in a quiet club hall with a polished wood floor, soft window light and a flip scoreboard beside the table, all modelled in Blender for this site and seen from just behind your end. You hold the red paddle nearest to you; across the table the computer plays as a real figure holding the black one. There are no menus to learn and no strokes to memorise. You move sideways, your paddle takes the swing when the ball arrives, and every decision is about where to stand and which part of the paddle meets the ball.
Where the ball meets your paddle sets the direction of your return. Meet it in the middle and it goes straight back down the table. Meet it towards one edge and it flies off towards that side, so a little offset turns a safe return into a ball that drags the computer into a corner. Holding the mouse button, Space or the Power button builds a charge. When it reads Power shot ready (on a touch screen the Power button turns orange), your next hit is a noticeably faster ball, and power then takes a few seconds to recover. The ball keeps a soft shadow on the table and floor so you can judge how high it is and where it will land, and a fast ball leaves a short trail.
The computer plays by the same table. It reads your shot after a short reaction, moves at a limited speed and can only return what it reaches, and you can watch it do so: your opponent shuffles along the far end, coils and swings, tosses the ball up to serve and stretches for the ones that get away. Wide balls, power and long rallies make it more likely to slip: it may lunge and arrive a fraction late, clip the net, or send the ball long or wide, and each of those is your point. Long rallies also speed up a little with every hit, so patience and placement are rewarded without rallies going on forever. Chill is a friendly partner, Club is a fair match for most players, and Pro moves quickly, places the ball away from you and punishes loose returns.
Serves follow the real rule: the ball bounces once on the server’s side, clears the net and bounces on the far side. You serve first; after that service changes every two points, and from ten-all it changes after every point. A match goes to eleven and must be won by two, so eleven to ten plays on and twelve to ten ends it. The scoreboard beside the table flips over as each point is decided, a small lamp marks who is serving, and a strip on the board lights up at deuce and at match point. Practice mode drops the score entirely and the board shows your rally instead, so you can serve again after every miss and work on your angles or your longest rally.
Your best rally, your last difficulty and play mode, and the sound setting are kept in this browser on this device, and the best rally also appears as your personal best on this page. There is no account and nothing is sent anywhere. The game pauses by itself if you switch tabs or windows, and with reduced motion switched on in your system settings the fast-ball trail is switched off, the serve ball sits still instead of bobbing and the light in the hall holds steady. Otherwise the hall changes quietly while you play: the sun comes lower through the windows as the points add up, its patches stretching across the floor and warming toward evening, without ever crossing the table.
Placement makes the shot
Your paddle swings on its own, so the only question is where you meet the ball. The middle of the paddle sends it straight back; the edge sends it towards that side of the table, and a wide ball pulls the computer out of position.
Save power for an opening
Hold to charge while you move. Your next hit spends the charge on a faster ball, then power needs a moment to recover, so it pays to use it when the computer is already stretched.
An opponent that can be beaten
The computer reads each ball after a short reaction, moves at its own pace and makes real mistakes under pressure: a late lunge, a ball into the net, one that sails long or wide. Chill, Club and Pro change how quickly it moves and how rarely it slips.
A hall with the afternoon in it
A polished floor, window light and a real scoreboard, with an opponent who moves the way the rally needs. The sun drops and warms through a match, and the ball and table stay the clearest things on screen.
Play upright or sideways
Mouse, keyboard or touch. Phones play in portrait with a taller view of the table, or turn sideways for the full court, and a Power button sits under your thumb.
A little help for your next high score
- Start on Chill and aim for steady returns from the middle of the paddle. A rally teaches you how the ball travels better than a wild angle does.
- Move to where the ball will arrive, not where it is now. Its shadow on the table shows its path more clearly than the ball itself.
- Angles win points. When the computer is standing on one side, meet the ball on the edge of your paddle that sends it to the other.
- Charge while you move into position, and spend the power on a ball you can already reach comfortably. A power return to a corner is the hardest ball in the game to return.
- At deuce, play for two good points in a row rather than one spectacular one. Service changes after every point from ten-all, and a one-point lead never ends the match.
Good questions
How do I swing the paddle?
You never press a swing button. Move your paddle sideways into the ball’s path and it swings by itself when the ball arrives. Where the ball meets the paddle decides the direction: the middle sends it straight back, an edge sends it towards that side.
How do power shots work?
Hold the mouse button or Space, or the Power button on a touch screen, during a rally. Once it reads Power shot ready, your next hit is a faster return. Power then recovers for a few seconds before you can charge again. Dragging your finger to move never charges power on its own.
Can I actually beat the computer on Pro?
Yes. The computer only returns balls it reaches in time, and it slips more often when you move it wide, use power or keep a rally going. On Pro it moves quickly and places the ball away from you, so pick your angles, save power for an opening and avoid loose returns down the middle.
What happens at ten-all?
The match goes on until one side leads by two, and service changes after every point instead of every two. Twelve to ten wins, but twelve to eleven needs another point. The scoreboard lights up Deuce, and Match point when one side is a point away.
What is Practice mode?
Practice has no score and no end. You serve every point, a miss simply starts the next rally, and the rally counter keeps track of your longest run, which also counts towards your personal best.
Is my best rally saved online?
No. Your best rally, your last difficulty and mode, and the sound setting are stored in this browser on this device. Clearing site data or switching browsers starts fresh. No account is needed.


