General Table tennis, also known as Ping Pong (a trademarked
name), is one of the most popular sports in the world in terms of
player numbers, as well as being one of the newest of the major sports.
乒乓球 (Ping Pang Qiu) is the official name for the sport in
China, Hong Kong and Taiwan.
卓球 (Takkyu) is the official name for the sport in Japan.
History Table tennis has its origins in England as an after dinner
amusement for
upper class Victorians in the 1880s.
Mimicking the game of tennis
in an indoor environment, everyday objects were originally enlisted to
act as the equipment. A line of books would be the net, a rounded top
of a Champagne cork or knot of string as the ball, and a cigar box lid
as the paddle.
The popularity of the game led game manufacturers to sell the
equipment commercially. Early paddles were often pieces of parchment
stretched upon
a frame, and the sound generated in play gave the game its first
nicknames of "whiff whaff" and "ping pong". A number of sources
indicate that the game was first brought to the attention of Hamley’s
of Regent Street
under the name "Cossima". The name ping pong was in wide use before
English manufacturer J. Jaques & Son Ltd trademarked it in 1901.
The name ping pong then came
to be used for the game played by the rather expensive Jaques
equipment, with other manufacturers calling theirs table tennis. A
similar situation came to exist in the United States where Jaques sold
the rights to the ping pong name to Parker Brothers.
The next major innovation was by James Gibb, an English enthusiast
of the game, who discovered novelty celluloid balls on a trip to the
U.S. in
1901 and found them to be the ideal balls for the game. This was
followed by E.C. Goode who in 1903 invented the modern version of the
racket by fixing a sheet of pimpled, or stippled, rubber to the wooden
blade.
Table tennis was growing in popularity by 1901 when table tennis
tournaments were being organized, books on table tennis were being
written, and an unofficial world championship was held in 1902. In 1921
the Table Tennis Association was founded in England, and the
International Table Tennis Federation followed in 1926. London hosted
the first official world championship in 1927. Table tennis was
introduced as an Olympic sport at the Olympics in 1988.
Toward the end of 2000, the ITTF instituted several rules changes
aimed at making table tennis more viable as a televised spectator
sport. First, the older 38mm balls were officially replaced by 40mm
balls. This increased the ball’s air resistance and effectively slowed
down the game. By that time players had begun increasing the thickness
of the fast sponge layer on their bats, which made the game excessively
fast, and difficult to watch on television. Secondly, the ITTF changed
from a 21 to an 11 point scoring system. This was intended to make
games more fast-paced and exciting. The ITTF also changed the rules on
service to prevent a player from hiding the ball during service, in
order to increase the average length of rallies and to reduce the
server’s advantage.
In response to the ever-increasing speed of table tennis, variants
of the sport have emerged. "Large ball" table tennis uses a 44mm ball
which slows down the game significantly. "Hardbat" table tennis players
reject the speed and spin of reversed sponge rubber, preferring the
1940-60s style of no-sponge, short pimpled rubber of play which makes
defense less difficult by decreasing the speed and eliminating any
meaningful magnus
effect of spin. Because hardbat killer shots are almost impossible
to hit against a skilled player, hardbat matches focus on the strategic
side of table tennis, requiring skillful manoeuvring of the opponent
before an attack can be successful.
Equipment Diagram of a table tennis table showing the official dimensions.
The international rules specify that it is played with a light (2.7
gram), 40 mm diameter, high-bouncing hollow celluloid ball, on a table
2.74 m (9 ft) long, 1.525 m (5 feet) wide, and 76 cm (30 inches) high
with a masonite or similarly manufactured timber, coated with a
low-friction,
smooth coating. The table or playing surface is divided into two halves
by a 15.2 cm (6 inch) high net.
Players are equipped with a wooden racket (also called bat or
paddle)
covered with rubber on one or two sides. Most serious tournament
players customise their racket, combining a blade (wooden part) with
one or two individual sheets of rubber to achieve the performance of
their choice. Most serious players reglue the rubber on their racket
before each time they play using speed glue. There are many types of
rubber available which differ in terms of their ability to put spin on
the ball, their ability to put speed on the ball, and their thickness.
Table tennis is the only racket sport that allows different surfaces
on each side of the racket. According to the international rules, one
side must be red while the other side must be black, even if both sides
have the same type of rubber installed, or if only one side has rubber
installed. The different colors enable the opponent to easily see which
side of the racket an opponent is using at any moment. Players are
allowed to inspect their opponent’s racket before playing.
How it works
In top flight competition, service is decided by a coin toss. At lower
levels it is common for one player (or the umpire/scorer) to hide the
ball in one or the other hand (usually hidden under the table) allowing
the other player to guess which hand the ball is in, the correct or
incorrect guess gives the "winner" the option to serve first or have
his opponent serve first. A player may optionally choose which side he
will defend giving their opponent choice of serve.
In recreational play service may be decided by one of many popular
methods. The two opponents may "rally" for the right to serve, in which
the ball must bounce upon the table at least three times. Whoever does
not make a subsequent mistake is the one to serve. Or, players may
place their paddles on the centers of their respective base lines and
take turns bouncing the ball across the table by hand. The server in
this method is the first who can make his or her ball hit the opposite
paddle without the opponent immediately landing a matching hit.
Starting a game
In game play, a point is commenced by the player serving the ball.
Standing behind the end of the table, with the ball in the palm of one
hand and the racket in the other, the server tosses the ball without
spin, upward, at least six inches.
He or she then must hit the ball such that it bounces once on his or
her half of the table, then bounces at least one time on the opponent’s
half. If ball strikes the net but does not strike the opponent's half
of the table, then a point is awarded to the opponent. However, if the
ball hits the net, but nevertheless goes over and bounces on the other
side, it is called a let. Play stops, and the ball must be
served again with no penalty. A player may commit any number of lets
without penalty.
If the service is "good," then the opponent must then make a "good"
return — by returning the ball before it bounces a second time.
Returning the serve is one of the most difficult parts of the game, as
the server's first move is often the least predictable.
Scoring
Points are awarded to the opponent for these errors in play:
During play
allowing the ball to bounce on one’s own side twice
not hitting the ball after it has bounced on one’s own side
having the ball bounce on one’s own side after hitting it
double hitting the ball. Note that the hand below the wrist is
considered part of the bat and making a good return off one’s hand or
fingers is allowed, but hitting one’s hand or fingers and subsequently
hitting the racket is a double strike and an error.
allowing the ball to strike anything other than the racket (see
above for definition of the racket)
causing the ball not to bounce on the opponent’s half (making a
"good" return)
failing to allow the ball to bounce once in one’s own side
("volleying"); hitting the ball before its first bounce is an automatic
loss of point
placing one’s free hand on the playing surface or moving the
playing surface
Service errors
On the serve,
offering and failing to make a good serve. That is, making a
service toss and failing to strike the ball fairly into play. (See
section on Service)
making an illegal serve (one deemed outside the rules—e.g.,
hiding the ball, a toss lower than 6 inches, etc.). A warning is
usually offered on the first occurrence, a point awarded to the other
player subsequently.
Alternation of service
Essentially a player must make a "good" return as described above.
Failure to do so results in the other player being awarded the point.
Serves alternate every two points (regardless of the winner) until a
player wins with a two-point lead or until a "deuce" game is required,
then serve alternates after each point. Typically, games are played to 11
points and a player must win by at least a two point difference. Should
each player reach 10 points a "deuce" game comes into effect, players
serve alternates after each point as mentioned above and the game is
won by the player who gains a lead of 2 points.
In doubles, service alternates every two points between sides, but
also rotates between players on the same team. For example, 'player A'
serves the ball twice then service alternates to the opposing team and
'player B' takes position to receive service. After two points served
by the opposing team and received by 'player B', 'player B' becomes the
server. Service continues rotating between team members in this manner
until the end of the game. In addition to rotating service between
players of the same team during a game, service also alternates
between server-receiver with each new game. If 'player A' on 'team 1'
serves the first game to 'player A' on 'team 2' (A1-A2), the next game
'player A' on 'team 1' serves to 'player B' on 'team 2' (A1-B2). Thus,
doubles play is evenly matched between teams and neither team has the
advantage by order of play.
In the old 21 point game, service alternated every 5 points. If both
players reached a score of 20, then service would alternate every point
until one player had a 2 point advantage.
Series of games
After each game, players switch sides of the table and in the 5th or
7th, game "for the match", players switch sides when the first player
scores 5 points, regardless of whose turn it is to serve. In
competition play, matches are typically best of five or seven games.
Before 2001, players alternated serves every 5 points and games
would be played to 21 points and had to be won by at least 2 points.
This is also true in recreational play, especially when more than a few
people are waiting to play.
Doubles game
In addition to games between individual players, table tennis may
also be played by pairs. In doubles all the rules of single play apply
except for the following. The table is bisected by a line painted along
the long axis of the table to create doubles courts. This line’s only
purpose is to facilitate the doubles service rule which is that service
must originate from the right hand "box" in such a way that the first
bounce of the serve bounces once in said right hand box and then must
bounce at least once in the opponent side’s right hand box (far left
box for server). Play then continues normally with the exception that
players must alternate hitting the ball. For example, after a player
serves the receiving player make his or her return, the server’s
partner returns the ball and then the service receiver’s partner would
play the ball. In wheelchair doubles table tennis, a player hits when
the ball reaches their side. The point proceeds this way until one side
fails to make a legal return and the point is then awarded to the other
team. Singles and doubles are both played in international competition,
including the Olympic Games since 1988 and the Commonwealth Games since
2002. In 2005, the ITTF has announced that doubles table tennis will
only be featured as a part of teams events in the 2008 Olympics.
Grip
Competitive table tennis players grip their rackets in a variety of
ways. The manner in which competitive players grip their rackets can be
classified into two major families of styles. One is described as shakehand,
and the other penhold. The Laws of Table Tennis do not
prescribe the manner in which one must grip the racket, and numerous
variations on gripping styles exist.
Shakehand
The shakehand grip is so-named because one grips the racket
similarly to the way one performs a handshake. The grip is sometimes
colloquially referred to as a "tennis grip" or a "Western grip." The
shakehand grip is popular among players originating in Western nations.
Penhold
The penhold grip is so-named because one grips the racket
similarly to the way one holds a writing instrument. The style of play
among penhold players can vary greatly from player to player. The
style, usually referred to as the Chinese penhold style, involves
curling the middle, ring, and fourth finger back. In contrast, another
style, sometimes referred to as the Japanese penhold, involves splaying
those three fingers out across the back of the racket. Penhold styles
are popular among players originating from Asian nations such as China,
Taiwan (or Chinese Taipei), Japan, and Korea.
Traditionally, penhold players use only one side of the racket to hit
the ball during normal play. The side which is in contact with the last
three fingers is generally not used. However, the Chinese have
developed a new technique in which a penholder utilizes both sides of
the racket. This is referred to as the reverse penhold backhand
(RPB).
Other styles
American player Danny Seemiller for the first time successfully
used a modified style of play which has become known as the Seemiller
grip. This is similar to the Shakehand grip, except the thumb and
forefinger form a "V" shape on the backhand side of the paddle.
Types of shots
In table tennis, the strokes break down into generally offensive
(producing topspin) and defensive (producing backspin). Spin exceptions
are the smash, block, and lob.
Offensive strokes
Speed Drive
In table tennis it is similar to strokes from other racket sports
like tennis. The racket is primarily perpendicular to the
direction of the stroke, and most of the energy applied to the ball
results in speed rather than spin, creating a shot that
does not arc much, but is fast enough that it can be difficult to
return. A speed drive is often the bread-and-butter stroke of a
player’s arsenal, used mostly for keeping the ball in play, applying
pressure on the opponent and potentially opening up an opportunity for
a more powerful attack.
Loop Drive
It is essentially the reverse of the speed drive. The racket is
much more parallel to the direction of the stroke ("closed")
and the racket thus grazes the ball, resulting in a large
amount of topspin. A good loop drive will arc quite a bit, and once
striking the opponent’s side of the table will jump forward, much like
a kick serve in tennis. A loop drive is dangerous because of its
topspin — while not as difficult to return as a speed drive, it is more
likely to rebound off the opponent’s racket at a very high angle,
setting up an easy smash on the follow up. As the loop drive requires a
lot of topspin, players generally use their entire body to generate the
movement required. Variations in spin and speed adds to effectiveness
of this shot.
Counter Drive
It is usually a counter attack against drives (usually loop
drives that goes pretty high). You have to close the racket and stay
close to the ball (try to predict its way). You have to hit the ball off
the bounce (before it reaches the highest point), with a pretty
short movement in a way that the ball goes faster to the other side. A
well-timed, accurate counterdrive can be as effective as a smash.
Flip or Flick (in Europe)
When a player tries to attack a ball that has not bounced beyond
the edge of the table, he/she does not have the room to wind up in a backswing.
The ball may still be attacked, however, and the resulting shot
is called flip because the backswing is compressed into a quick wrist
action. A flip is not a single stroke and can resemble either a drive
or a loop in its characteristics. What identifies the stroke is instead
whether the backswing is compressed into a short wrist flick. As known
as 払い "harai" in Japanese.
Smash
The offensive trump card in table tennis. A player will typically
execute a smash when his or her opponent has returned a ball that
bounces too high and/or too close to the net. Smashing is
essentially self-explanatory — large backswing and rapid acceleration
imparting as much speed on the ball as possible. The goal of a smash is
to get the ball to move so quickly that the opponent simply can not
return it. Because the ball speed is the main aim of this shot, often
the spin on the ball is something other than topspin. Sidespin or even
backspin can be used effectively with a smash to alter the ball’s
trajectory significantly. An offensive table-tennis player will think
of a rally as a build-up to a winning smash; only a calculated series
of smashes can guarantee a point against a good opponent. Provided that
the opponent is not too close to the table or too far away from the
ball, a smash can be lobbed, chopped, blocked or even counter-looped,
albeit with some difficulty. A player who smashes generally works out a
series of smashes (and possibly drop-shots) to rush the opponent out of
position, put him off balance, or both. Smashers who fail to do this
find it difficult to win a point against an excellent defence.
The way a point develops obviously varies widely, just as in any
racket sport, but a very basic tactic for an offensive player can be: speed
drive until an opportunity for a loop drive opens up, loop
drive and then smash the high-bouncing return of the loop.
Defensive strokes
Slice
The slice (or ツッツキ "tsuttsuki" in Japanese) is
analogous to the speed drive in some respects — it is very
simple, usually used for keeping the point alive and creating offensive
opportunities. A slice resembles a tennis slice: the racket
cuts underneath the ball, imparting backspin and causing the ball to
float slowly to the other side of the table. While not immediately
obvious, a slice can be difficult to attack because the backspin
on the ball causes it to drop toward the table upon striking the
opponent’s racket – in order to attack a slice, a player must lift
the ball back over the net. Often, the best option is to simply slice
the ball back again, which repeats and results in slicing rallies.
Chop
A chop or cut (or カット "katto" in
Japanese) is the defensive, backspin counterpart to the offensive loop
drive. A chop is essentially a bigger, heavier slice,
taken well back from the table. The racket face points primarily
horizontally, perhaps a little bit upward, and the direction of the
stroke is straight down. The object of a defensive chop
is to match the topspin of the opponent's shot with your own
racket speed. A good chop will float nearly horizontally back
to the table, in some cases having so much backspin that the ball
actually rises. A chop such as this can be extremely
difficult to return due to the enormous amount of backspin.
Block
The block or short (or ショート "shooto" in
Japanese) is a simple shot, barely worthy of being called a "stroke,"
but nonetheless can be devastating against an attacking
opponent. A block is executed by simply putting the racket in
front of the ball — the ball rebounds back toward the opponent with
nearly as much energy as it came in with. This is not as easy as it
sounds, because the ball's spin, speed, and location all influence the
correct angle of a block. Disregarding the difficulty of a
block, it is very possible for an opponent to execute a perfect loop,
drive, or smash, only to have the blocked
shot come back at him just as fast. Due to the power involved in
offensive strokes, often an opponent simply cannot recover quickly
enough, and will be unable to return his own shot blocked back
to him/her. Blocks almost always produce the same spin as was
received, which is nearly always topspin. High level players may use
what is called active block, adding speed to the ball (with a
small topspin movement).
Lob
The defensive lob is possibly the most
visually-impressive shot in the sport of table tennis, and it is
deceptive in its simplicity. To execute a lob, a defensive
player first backs off the table 8-10 feet (2.5 to 3 m, advanced
players sometimes go 20 feet or 6 m or more); then, the stroke itself
consists of simply lifting the ball to an enormous height before it
falls back to the opponent's side of the table. A lob is
inherently a creative shot, and can have nearly any kind of spin you
can imagine. Talented players use this fact to their advantage in order
to control the point. For instance, though the opponent may smash
the ball hard and fast, a good defensive lob could quite
possibly be even harder to return due to the unpredictability
(and heavy amounts) of the spin on the ball. Thus, though backed off
the table by tens of feet and apparently running and leaping just to reach
the ball, a good defensive player can still win the point using
good lobs.
Stop
Stop (or drop shot) is a high level stroke, used
as another variation for close-to-table strokes (like harau and
slice). You have to position the body close to the ball and
just let the ball touch the racket (without any hand movement) in a way
that the ball stays close to the net with almost no speed and spin and
touches the other side of the table more than twice if the opponent
doesn’t reach it. This stroke should be used when opponents are far
from the table and not prepared to get close to the table.