About this tetherball
Tetherball is a folk playground game with no single inventor, no publisher and no owner.
A tethered-ball variant was described by Jessie H. Bancroft in 1909, and schools and parks
took up the modern game in the 1920s. The name is descriptive, not a trademark; the patents
that exist cover apparatus, not the game — US 2,496,795 (Johnson, 1950),
US 3,397,887 (Caplan, 1968) and US 4,248,423 (Lotfy, 1981).
This is an independent reimplementation. No code, art, sound or data comes
from any existing tetherball product. The simulation, the renderer and the opponent were all
written from the documented rules and from the mechanics of a rope wrapping a cylinder.
What is faithful
- A ft pole with a
in outer diameter, a
ft tether, and a volleyball-sized ball
( kg, m radius)
hanging about m above the ground at rest.
- A ft circular court split by a line through the
pole, with each player confined to their own half.
- The game is won by wrapping the rope completely in your own direction —
turns on these dimensions, which is
m of travel for the ball.
- Swinging at a ball that is in your opponent's half is a foul and costs you a longer wait.
What differs, and why
- The view is from above and the simulation is planar. The game plays the
horizontal-plane tetherball problem, which is the version that has an exact solution and
the one the textbooks set. The three-dimensional helical wrap is solved exactly too, but
it lives in the physics section rather than in the match.
- The coils are drawn wider than they are. A
m pole radius against a
m court would make the wrap invisible, so the drawn
rope thickens outward as it winds. Every number in the simulation uses the true radius.
- Hands are points with a reach, not arms. You set an angle and swing;
contact quality depends on how centred the ball is in your reach and how early in the
swing it arrives.
- No height, no serve rule, no double-hit rule. The 5 ft mark that a real
winning wrap must clear ( m) has no meaning in a plan
view, and the four-revolution serve rule is not universal enough to be worth imposing.
- A stalled ball is re-served rather than left hanging, and a match that
reaches the clock is awarded to whoever has more wrap.
- A seeded match replays exactly on your machine, not on everyone's.
JavaScript does not specify the last bit of its trigonometric functions, and the opponent's
aim goes through one of them every physics step; see the physics section for how far one
bit travels.
- Air drag is modelled; rope friction is not — because, as the physics
section shows, rope friction cannot change the ball's speed.
Provenance of the numbers
Pole height, tether length, resting height, the winning-wrap rule and the 5 ft mark are
documented. The pole diameter, the court diameter and the ball's mass and size are
qualified: they come from retailer specifications and from the volleyball the ball
is described as resembling, because tetherball has no governing body and no rule book gives
them. The opponent's reaction, reach and swing timing are reconstructed to make a playable
match and are not claimed to be measurements of anything.
Controls
Mouse or arrow keys to place your hand; click or Space to swing;
N for a new game; P to pause. On a touchscreen, tap the court to place
your hand and swing in one move.