PHILOSOPHY of this walltennis
model: walltennis, as a competition, is
a very violent game.
Its practice requires a physical condition
not found in the majority of the population.
In order to make its practice possible for
a much wider segment of the population and
transform walltennis into a healthy and
true contest for amusement, I have envisaged this model: Jumping the lines, whose
main characteristic is: PLAY AFTER THE SECOND
BOUNCE.
For this purpose two lines are painted parallel
to the wall, 9 and 12 meters from it.
And the court is then divided along in two
halves, by means of another line, as we will
see later.
In conventional walltennis playing at the first
bounce is the main cause of its roughness.
Playing at the second bounce the game can be
practiced regardless of age and, as stated later on, walltennis becomes a more cerebral than muscular game. This is achieved making the ball bounce twice when it comes
from the wall: the first bounce must NECESSARILY take place before the
first line, the closest one to the wall, and the second bounce must
take place behind the second and farthest
line to the wall. That means it's played
at the SECOND BOUNCE.
Since growing longevity increases the number
of elder people in our population,
this model of walltennis can accomplish an
even therapeutic function by improving cerebral and muscular functions, and
preserving the joints' functions thanks to a healthy and soft activity, that changes walltennis into a real MILD GAME, far away from any other competitive sport, all of them
possible sources of different pathologies. From
a medical viewpoint, no competitive sport whatsoever is truly healthy, as
this model of walltennis is.
NECESSARY ELEMENTS FOR ITS PRACTICE: A ball court, and in
its game wall two concentric circles painted on it, a white one of one meter
in diameter.There is another circle inside the former one, the target, of
the same colour as the rest of the wall, 50 cms in diameter.
These targets can be permanently painted or
just made of any thin and resistant material of the adequated colours, that
can be hung in the center of the wall, or stuck to it, and if possible producing
different sounds when being struck by the ball.
Two white or yellow lines, five cms, wide,
parallel to he game wall, drawn at 9 and 12 meters from it. Those are the
key of the game. Another line along the posterior part of the court will
divide it in two equal longitudinal halves.
These targets can be permanently painted or just made of any thin and resistant
material of the adequated colours, that can be hanged in the center of the
wall, or sticked to it, and if possible producing different sounds when being
struck by the ball.
Those are the key of the game. Another line along the posterior part of the
court will divide it in two equal longitudinal halves.
PROCEDURE: We advise to play
it with two rackets, one in each hand, or just with one racket if the two
hands are used. This way the physical activity is
healthier and more balanced. In any case,
in order to bring forth both sides of the body in a balanced way, the hand
to hold the racket to strike the ball will be determined according to the
half of the court where the ball will make its second bounce.
The strength, direction, and height to which the ball must arrive in order
that its first bounce when coming back from the wall takes place BEFORE THE
FIRST LINE, AND THE SECOND BOUNCE JUST BEHIND THE SECOND ONE, should be carefully
arranged.
Any other area where the ball can bounce will score no points. If be ball
is not struck with enough strength, the second bounce will not pass over the
second lin: and if it is too strong the first bounce will take place between
the two lines and it will score no points.The height to which the ball should
be aimed towards the game wall, combined with the precise strength when striking
the ball, is fundamental. It would be best to make the ball bounce from half
the height of the wall, upwards, as close as possible to the level of the
circles...
Another important think to keep in mine is the direction of the ball, of
course, since to score more points it is necessaryfor the ball to impact
into the mentioned circles.
The ball is struck after the second bounce and it is also allowed to do it
after
an eventual third bounce; it still would be sound game. After the third bounce,
the ball is picked up and the player to whom it corresponds (to strike next),
makes his draw.
The hand to strike with should be: the left hand for the balls which bounce
in the left half of the court, that is, left of the lengthwise line.When the
second bounce
takes place in the right half, the ball must be struck with the right hand.
Otherwise that strike will score nothing.
If the bounce takes place on the central line, the player can decide which
hand will action the racket to strike.
Players can decide by themselves which hand to use for the draw.
Although it is correct to strike the ball after a third bounce, it will be
done, if it happens, with the proper hand according to the place where the
second bounce took place.
SCORES: the ball should bounce
BEFORE THE FIRST LINE AND BEHIND THE SECOND ONE.
- If the ball comes from anywhere in the
wall outside the circles, it scores ONE.
- If the ball comes from the white circle,
the biggest one, it scores FIVE.
- And if it comes from the target circle,
it scores TEN.
MODALITIES:
a) Singles: The player who scores the first 100 points, or any number
of points previously agreed, is the winner.
The first draw will be decided by tossing a
coin.
b) Teams of couples: Under this
modality, several couples can play, belonging to different teams.
The winner is the team that makes less strikes as the sum of all partial
ones made by each one of its members.
c) One player alone: as many
players as they wish can participate.
Only one plays alone each time, and the winner should be the one who scores
100 points the first. So, it is necessary to count the number of strikes
used by each of the players and these should be noted down from the start
of their individual games until the number of points agreed for the actual
game is completed. So, the results will not be known until the last one of
the participants ends his game. The order of participation will be that of
the inscription of players. In the case of couples, whenever there is an
interruption of play, due to the impracticability of a ball, the next draw
will correspond to the player who failed the impossible strike.
The game scores can be of 100 points or more if that is so decided.
In the modality of singles the time spent is not considered, an the winner
is the player who first scores the number of points agreed, but anyway number
of strikes (or time) could also be measured just to follow the progress of
each player with the purpose of knowing the record time spent to score
100 points.
In the case of teams of couples the winning team will be the one to have
achieved
the less number of strikes as the sum of the strikes spent by everyone of
its couple members.
In competitions programmed along a period of time, a prize could be awarded
to the player who spent the less number of strikes in one of the matches.
REFEREE: Scores can be controlled
by the players themselves, but in case there is a referee or umpire, he will
be positioned at the opposite side of the court lateral wall, between the
two lines, so that he can better appreciate if the bounce of the ball took
place on the correct place.
The bounce on the lines is not considered
correct contrary to tennis rules.