Racquetball -- once dubbed "high-speed tennis in a box" --
is the fastest-paced racquet sport in the world. At the elite level,
service speeds alone can reach 180 mph, while each shot exchange revs
up the tempo. Even at a slightly more moderated local level, heated
rallies and diving retrievals by weekend warriors give added meaning
to the term "blue streak."
Speed and power aside, in its basic form racquetball shares
strategies with other racquet sports. Like tennis, a player retrieves
each shot on one bounce. Unlike tennis, points are scored only by the
server. Like squash, the walls are used to strategically place the
ball, and the player, in scoring position. Unlike squash, the lower
the shot, the better.
To begin, the server takes up position between two solid lines at
mid-court which mark the service zone. The service motion is limited
to that area and the ball is put into play after contacting the
racquet, the front wall and passing into the back court. On that
course, the ball can touch one side wall, but no more. If it hits
three surfaces (including the ceiling or back wall) before bouncing, a
"long" or fault serve is called. A serve which does not
carry beyond the mid-court service line is "short" and is
also a fault. In everyday play, the server is given two opportunities
to put the ball into play. In U.S. National Team qualifying events,
only one serve is allowed.
See Court Diagram &
Floor Markings
Once the ball is in play, there is no limit to the number of walls
that can be used for shot variations in a rally. A
side-wall-to-front-wall shot is called a "pinch," and a slow
series of high ceiling-to-front-wall combinations is a "ceiling
ball rally."
In a game, players earn points or win the serve by ending the rally.
"Good shots" hit the front wall so low they can't be
returned before the second bounce. Errors, or "skipped"
balls contact the floor before reaching the front wall.
So, once you're hooked and want to study the play-by-play action,
remember these basics:
- keep your eye on the ball
- only the server scores points
- players must retrieve the shot on one bounce
- the ball must reach the front wall to remain in play
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