DREAM MATCH TENNIS PRO GUIDE V 1.21

by Yann

 

LEGAL INFORMATION

Dream Match Tennis Pro is a trademark of Bimboosoft Co. Ltd. All information contained within this document is the author's original work. This document cannot be altered or edited under any circumstances other than by the author or Bimboosoft. No portion of this document can appear in any form within any other document or web site without the author's or Bimboosoft's permission.

 

1) INTRODUCTION

 

Through Dream Match Tennis, the goal of Bimboosoft was to create a game that lets you play real tennis on your computer. Therefore Dream Match Tennis is a full tennis simulation and the depth of the gameplay requires some training, as it is the case in reality.

 

Even though it appears more difficult than arcadish tennis games, it is also a much more rewarding experience in the long term. So practice your shots and control the ball to become an accomplished tennis player !

 

 

2) CONTROLS AND MODES

 

D-Pad (or keyboard arrows by default) : to move the player and to control the direction of the shots 

Shots Keys (D, S, A, W, E and Q by default) : Normal (top spin), Hard (flat), Slice, Lob, Drop and Super Hard shots. 

Action key 1 (1 by default) : to make the ball rebound before your serve or let the player express his emotions after a point (the reaction depends on the situation).

Action Key 2 (2 by default) : to watch a replay

F1 : to display help

Esc : to display the Menu

F7-F8 : to change the camera angle

PageUp PageDown F5-F6 : To zoom in or out the camera

Enter : To chat

 

There are 6 modes in DMTP

- Exhibition : to play an exhibition match in singles or doubles. A large choice of options can be set : Courts, number of sets, size of the ball, type of the camera, clothes colors, difficulty and of course the players.

 

  

- Online game : to compete against players from all around the world

- Tutorial : to learn the basics of DMTPfs gameplay

- Practice : to practice each separate shot, serve, groundstrokes, volley and overhead. Speed, type and direction of the shots can be chosen (via Escape key)

 

 

- Challenge : try to beat 4 players in a row on 3 different courts, the difficulty improving with each match.

- World Tour : A complete career mode where you try to become the World #1 ! It features 12 Tournaments and a large ranking system with 128 players. Each tournament has a full draw where you can see the other playersf results. Once a match has started, you can withdraw by selecting the option (Escape key while in a match).

 

 

 

3) FAQ

 

-Q: How many players are there in this game? Are there some that can be unlocked?

A: There are eleven men and one woman, all available from the beginning.

 

-Q: Can we choose the number of sets and/or games? Can we choose who will serve

AND can we also choose the server at random?

 A: There can be 1, 3 or 5 sets, the default number in the World Tour Mode is just a suggestion.

 

-Q: Can we play both with the same character? Can we play women against men in

singles? Can we play up to 4 players in doubles?

 A: Just one answer "YES", this game features a lot of options.

 

4) PLAYING STRATEGIES BASICS

 

Tennis is based on a simple goal: "Placing the ball inside the limits of the court once more than the opponent".

So two strategies can be used: either attacking in order to prevent the opponent from placing (or touching) the ball inside once more (Strategy 1) -or- waiting for him to make a mistake (fault).

 

To perform these strategies, tennis is based on the variety of:

-Speed of the shots

-Effects (slice, lift, flat)

-Direction and angle of the shots

-Length of the shots

Mental and physical aspects are also a great part of tennis, but since this guide is about a game, mental elements (like concentration) and physical elements (like your fingers' endurance) are supposed to be managed by yourself...

 

Thanks to Bimboosoft, DMTP doesn't suffer from the worst and most dangerous problem of the new tennis games: the LACK OF ANGLE SHOTS.

 

Its gameplay is based on timing and on top of that DMTP features realistic faults and therefore corrects one of the biggest flaws of many arcadish tennis games.

Thus in real tennis, you can place the ball anywhere from anywhere without needing preparation. Indeed, preparation is needed for precision and so for power, but not for gaining angle.

 

For instance, being at the left extremity of the court (A), you can play a cross angle shot just behind the net on the opposite extremity of the court (b)or a long cross shot (c) as well as down the line (e):

 

    

 

The problem is that nowadays, many tennis games lack angles because they are based on the FALSE theory that angles shots need preparation and are more difficult to play than down the line shots.

Even worse, some doesn't allow the player to place the ball wider than a semi-court.

 

THIS IS VERY DANGEROUS FOR THE INTEREST AND THE VERY ESSENCE OF TENNIS GAMES !!!!!!

 

Remember Pong, what would have been the interest without angle/cross shots?

 

Thus, removing basics elements like faults and angle will transform tennis games into a ping-pong like sport where you can only play down the line, in front of you, which has nothing to do with tennis !!!! (note that I like Ping Pong, it is only used to express the idea of speed through the image).

 

After this call to rebellion, let's get back to basic strategies.

 

# First, the placement and footwork of the player:

 

In tennis, there are only two standard positions, the baseline and the volley.

So the middle of the court (plan 1, position A) and the far back of the court (plan 2, position B) are only positions of transition where you mustn't stay.

 

Plan 1

 

 

 

Indeed, position (A) is both too far from the net which lets a lot of room for your opponent's passing shot and also too close to the net because you have not enough time to react and choose which shot you will play.

 

Plan 2

 

 

 

Position (B) lets you a lot of time to react and prepare your shots, but dropshots will become deadly (d) and angle shots will go further from you (f).

If (B) was at the baseline (u), the angle shot will come closer. indeed the distance between (u) and (f1) is inferior to the distance between (B) and (f2).

 

Basically, there are 2 main ways of attacking:

-the one used by strong groundstroke players like Agassi or Nadal : they try to win by staying at the baseline.

-the other one is the serve and/or volley like Edberg or Henman: they try to play great shots (serves or grounstrokes) in order to rush to the net, taking the ball the earliest possible. They tend to be very close to the net (but not too much because of the lobs).

 

These both strategies are great and your way of playing depends on your tastes.

Nevertheless the volley strategy is riskier than the baseline one, and requires better reflexes and some more practice, but is also more spectacular.

 

# Second, the shots and effects:

 

The top spin (or lift) : the ball turns forwards, its rebound is rather high, and it accelerates as it rebounds. A safe but rather slow shot.

 

The slice : the ball turns backwards, its rebound is low and slows the ball. Very useful to defend or to rush to the net.

 

The flat shot : as its name says, it is free of effect so its rebounds is fast and somehow low. It is riskier than top spin shot but also the more efficient to hit winners. When the player has enough preparation time, it can be hit even stronger.

 

The drop shot : a very short shot that falls just behind the net with a very low rebound. This is a poker like shot, very efficient but use it wisely!

 

The lob shot is usually used when the opponent is at the net and very close from it. It is very high and somehow long in order to pass over the opponent, (remember that if it is too short or not surprising enough, your opponent may crush you with an overhead, so use it also wisely.)

 

Both the dropshot and the lob need a lot of practice to be mastered, otherwise they will put you in a difficult situation.

 

# Third, the angles and length of the ball:

 

The whole gameplay of Dream Match Tennis Pro is based on the gswingh system. The earlier you hit the ball, the wider the cross court shot will be. On the opposite, down the line shots can be made by hitting a little later than cross court shots. It takes time to master, but

 

By using diagonals, you can vary the length and the angle of your shots. Even when serving, after throwing the ball in the air, keep the D-pad in any diagonal/direction, so you can aim at the place you want, but timing and practice are obviously needed.

I repeat, the longer you press the d-pad, the more your ball will go to that direction.

 

For the shots, a long shot (D-pad forwards) will go higher and slightly faster than a short shot (D-pad backwards), but a short shot will have more angle.

 

So vary them in order to make your opponent run a lot, combined with the counterfoot shot. For this, look into the following advanced strategy of playing.

 

#Fourth, playing in doubles:

 

Basically, at least one player should stay at the net. Moreover, when one player has to play a ball on his partner's side, immediately switch to the other side (where he left an empty room). Finally, since it is more difficult to play winning shots, focus on strategy, variety, counter shots and patience.

And don't forget to aim at the middle of the court or between the 2 opponents!

 

5) PLAYING STRATEGY ADVANCED

 

This section is a list of advice and hints.

 

-Once trained enough to get a perfect timing for all shots (that changes everything!), one of the most important technique to master is the running shot, as its name says itfs a shot you play while running. Note that you can place it wherever you want (cross court shots are very effective), you just have to press the D-Pad towards the desired direction at the very moment of your shot.

 

- There are different levels of "nice" shots that you can hear when playing by the sound of the impact of the ball. The quality of your shots depends both on the timing and the placement of the player. Of course hitting always "nice" shots is therefore your goal.

Remember, in DMTP, timing is everything!!!

 

-Look at what your opponent is doing, so that you can play counterfoot shots by playing a shot to the place opposite to where he runs.A very efficient Strategy at high difficulty levels.

 

-When you see that your opponent will have difficulties to return your shot, do not hesitate to rush to the net to finish the point.

 

-By taking the ball earlier and earlier, your shots will go further and further from your opponent until he cannot touch them anymore. Plus, the rhythm you give to the rallies will probably exhaust human opponents.

 

-The drop and lob strategy : If you perform drop shots and lobs easily, this strategy becomes ultra annoying for your opponent. Indeed as the name says, it consists in playing a drop shot, immediately followed by a lob, then a drop and so on. Therefore your opponent will run a lot and go crazy.

But use this strategy wisely...

 

-Most of the time, it is better to play "nice" shots, but do not underestimate defense shots. Indeed, when you are in trouble and when you think that your opponent's next shot will finish the point, you can still try a ultimate winning point (if you are sure of it), but it is often wiser to play a slow slice shot to gain time in order to get back into the point.

 

-By going far into the angle shots, you will notice that the angles tend to become wider and wider as you take the ball earlier. This is a curving effect that gives even more efficiency to the angle shots, and with some practice this is a ultimate technique.

 

 

Doubles Tips :

 

-First of all, be careful when hitting deep volleys as you can easily volley the ball out. It's probably best to just use the left and right stick movements (and of course centre) for volleys, unless you're really good.

 

-When you're serving and your partner's at the net, serve out wide, move to the net and volley back to the receiver of the serve (unless there's an obvious centre opening). Your opponent will usually hit to your partner and he will eventually make a volley winner. Volley any ball hit towards you back to the receiver (of the serve), unless there's a really obvious opening.

 

-When your receiving and your partner's at the net, hit the return back to the server, run to the net and volley any ball hit towards you back towards the server (unless there's an obvious centre opening). Again, your partner will eventually make a volley winner when the ball is hit towards him. Volley any ball coming your way back to the server, unless there's a really obvious opening.

 

-When your partner's receiving and you are at the net, move into the doubles lines and wait for any ball hit towards you. When this happens, you can normally hit a volley winner into the centre of the court by just pressing the volley button without adding a direction).

 

-If you are involved in any net exchanges then press the volley button as soon

as you see or HEAR your opponent make a volley. But, as in reality, you have to be really quick and have good anticipation.

 

-If you decide to stay back, then remember to hit deep topsin shots to the centre (just push upon the D-Pad) as well as those to the left or right.

 

 

6) COURTS AND CHARACTERS

 

-There are 4 courts in this game :

 

Hard (fast and normal rebound)

Grass (very fast and very low rebound)

Clay (slow and rather low rebound)

Carpet (rather fast and low rebound)

 

Realistically, the surface of the courts has a lot of incidence on the way of playing.

 

It is obvious, but the game will be slower on clay and losing ones serve will be less dangerous on clay than on grass.

 

So you have to adapt your way of playing to the surface.

 

-There are 12 players in this game :

 

Gibson : The only woman. Great forehand, solid backhand (often sliced), good serve, in short a fantastic baseliner.

 

Evans : The best volley player, he often rushes to the net following his very efficient serve (with a lot of top spin). Despite his average forehand, he is still dangerous from the baseline thanks his magnificent one handed backhand.

 

Arnold : The best double handed backhand and one the greatest forehand in tennis history, he can hit winners anytime from the baseline. Rather  poor volley and average serve though.  

 

 

Scott : An all-around player with a powerful serve, a great volley and a lightning forehand. Flawless, or so it seems...

 

Mason : Lacks power from the baseline, but a fantastic net player with an amazing touch. His speed and variety of effects can always turn a match around.

 

 

Cooper : Gifted with an amazing footwork, this baseline player almost never makes mistakes and can hit fantastic passing shots.

 

Leach : Though very bad at the net and a little slow to start running, he has a one of the best forehands and serve in the game. Moreover, he varies his backhand's effects very efficiently.

 

Baron : Despite being a little heavy, this all-around player has both great groundstrokes and volley associated with a booming serve.

 

Nelson : Not only is he the fastest player, but he also has a monstrous forehand and a great backhand. Moreover, his volley and serve are very solid as well, although he tends to keep playing from the baseline.   

 

 

Ford : A marvelous all-around player, each of his shots being among the bests. On top of that, his blazing serve and the spin he can add to his groundstrokes make him as good whatever the type of the court.

 

Banks : Considered as a wall from the baseline, this consistent player is as good on fast courts as on clay.

 

Cain : In spite of his slow serve, this huge fighter can hit flat groundstrokes winners from anywhere on the court, being also rather efficient at the net.

 

 

Copyright 2005-2006 Bimboosoft Co., Ltd. All Rights Reserved.