Question: What do you call a ball hit with a long, high arch into either back corner of the court?
About the article "Racquetball", section "Service".

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Shots of the game.
Serve style varies drastically from player to player.
Generally, they are divided into two types: offensive and defensive.
Most players use an offensive serve for the first serve, and a defensive serve if they need to hit a second serve.
Of the offensive serves, the most common is the drive.
The intention with this serve is for the ball to travel low and fast towards either back corner, and to bounce twice before striking either side wall or the back wall.
If the opponent is adjusting to the drive serve, the server will throw in any variety of jam serves.
A "jam serve" is an offensive serve which attempts to catch the opponent off balance by making use of difficult angles and unfrequented play space.
The most common jam serve is the Z-serve, which strikes the front wall close to a side wall.
The ball bounces quickly off the side wall, then strikes the floor and then the opposite side wall about 30–35 feet back.
Depending upon the spin the server gives the Z-serve, the resulting carom may prove unpredictable and difficult to return.
Side spin may cause the ball to bounce parallel to the back wall.
A "pinch serve" is similar to a drive serve; however, the ball strikes a side wall very low and close to the serving box.
With the appropriate spin, the ball has little bounce, and is difficult to return.
It is possible that a successful serve would strike the sidewall before the short line, and land on the floor after the short line.
If the player faults on the first serve, they will usually hit a defensive serve.
Defensive serves do not usually garner aces, but they are designed to generate a weak return by the opponent, thereby setting up the server to win the point.
Most defensive serves are any variety of lob serves.
A plain lob serve is a ball hit with a long, high arch into either back corner.
The goal is to hit the ball so that it lands as close as possible to the back wall, giving the opponent very little room to hit a solid return.
A junk lob takes a shallower arch, and lands close to the side wall somewhere between the dotted line and the back wall.
This lob is intended to deceive the opponent into thinking he has an easy kill.
However, since the ball is in the deep zone, it will more likely set up the server for an offensive shot.
Shuck utilizes the same two-ball system and many of the rules of crud, but does not employee a referee – it is geared towards casual home and bar play.
Rules not mentioned below are generally acquired from crud.
Basic concept: Two teams of two players each.
Unlike crud, there is no rotation of turns, instead all 4 players are involved in every point and either player on a team can grab the cue ball during the play of a point, but no player can ever reach over the center of the table to grab the cue ball; one team may shoot several times in a row.
First team to 11 points wins, losing team takes a "shot".
The opening serve comes from either player on the serving team.
The server gets only two attempts to hit "the object ball" otherwise the opposing team receives a point and control of the serve.
The cue ball must be rolled (not thrown) and either it or the object ball must hit a wall or be on pace to hit a wall following the serve for it not to be called a fault.
The team that scored a point on the prior play always takes the next serve.
Scoring: Once the object ball is moving it is like a "time-bomb" in the sense that when it stops moving the location of the cue ball on the table will (may) determine the winner of the point, i.e.
if the cue ball is on your side of table when the object ball stops moving, you lose the point.
The only variation to this is the "Gentleman's Rule" (see below).
Making the ball: You score a point by making the object ball in one of the two corner pockets on your opponent's (i.e., the opposite) side of the table or by banking the ball into a side pocket or back into one of your own pockets.
If, upon striking the object ball, it goes either directly into a side pocket or the pockets on your own side of the table then you lose the point (note: toilet paper to block the side pockets is an acceptable variation).
If the cue ball goes into ANY pocket on your throw, you lose the point—with one exception, the "shuck", explained below.
Gentleman's rule: If the ball is coming to a stop and you throw (roll) the cue ball at it but miss and the ball stops, it does not matter what side of the table the cue ball is on, you still lose the point because you missed it (it's pretty obvious when it happens – no complaining allowed).
Also part of the Gentleman's Rule is that you cannot just simply roll/push the cue ball onto your opponent's side when the ball is slowing to a stop.
This rule is both as complicated as it is critical to the gameplay, and those attempting to play may not quite understand it at first but it will become obvious soon after playing a couple of rounds (think "I Know It When I See It" from Supreme Court Justice Potter Stewart's opinion in the landmark 1964 case involving what should or should not be considered obscene—you'll just know it).
Shuck: A rare and gutsy play for advanced players.
If your opponent strikes the object ball and you believe it is going into your pocket (or banking into a side pocket or their own pocket), you can take the cue ball and "shuck" it at your opponent's corner pockets.
If you sink the cue ball in their pocket before the object ball falls into a pocket, you have essentially stolen the point away from your opponent.
Of course, if you attempt a shuck and sink the cue ball, but the object ball does not fall into a pocket then you lose the point.
The Gentleman’s rule is also employed if the object ball stops just short of a pocket as your shuck with the cue ball misses (i.e., you would still lose the point). 
Between the Legs: If the ball bounces a second time, the hitter may put the shot between their legs and have it bounce once and hit the wall.
This allows for longer and more enjoyable gameplay.
Reject: The player second in line may choose to accept a ball by hitting it or reject it by calling "Reject" before the balls third bounce.
If rejected, the ball is replayed.
Different calls depend on where you play but mean the same thing.
Interference: This rule is used if a player or bystander comes in the way of the hitter in his pursuit of the ball.
If the player calls this, the ball is replayed, also called "redo."
If a player deliberately comes in the way of allowing the ball to hit the wall (i.e.
blocking the ball from hitting the wall or grabbing it) the player is out.
However, it is illegal for a player to hit a ball at another player to get them out for interfering.
Grass/Wall/Fence/Curb: This a variation of the Interference but by inanimate objects.
If you were to play this outside and have the ball hit the grass or the edge of a curb, the ball will be replayed but if the player was to hit the ball before it reached the grass, the ball is still fair.
In the case the field is sided with a fence, or hits the wall again; players can either choose to have the ball replayed or have one extra bounce before the ball is dead.
Egg rolls: With this rule the ball can land anywhere after hitting the wall (no side lines).
Ace Rule: When more than 2 players are left in the game, if the ace or server, gets out, they move to the end of the line.
This rule no longer applies with 2 people remaining.
Again, different calls depend on where you play but mean the same thing.
A "Drop Shot" is a very powerful shot where the player makes a fist and positions himself/herself down very low to the ground and hits the ball with great force to make the ball skim once on the pavement and to the wall in such a way where there is no return bounce and play is decidedly over until the next serve.
The terms "Ace's Rule" and "Drop Shot" was known to be used in Long Island's New Hyde Park in NY State in the 1970s but, the exact physical location where the terms first originated remain undetermined.
One Bounce One Out: In this version of the game players are allowed one bounce to make it to the ball and hit it before it bounces a second time.
If the player fails to make the ball back to the wall they are out for the game.
This is mainly popular at High Schools on Long Island.
Carries: A two-player version of the game popular on Long Island where a player may place a set for themselves before making their shot.
The player may not catch the ball, but may pop it up into the air with a quick lifting motion before hitting it.
This form of play typically involves a combination of burns (very low, fast shots which almost skip along the ground) and blasts (hard, far shots) to catch the player out of position.
Games are played until 11 or 21 points.
A player gains a point and the next serve when the opposing player does one of the following: 1.
Fails to return the ball back to the wall while first causing the ball to bounce once and only once.
Hitting it directly into the wall is called 'head-on' and forfeits that point.
2.
Fails to hit the ball before the first player's ball takes its second bounce after hitting the wall.
Babying: A technique which involved a player moving the ball increasingly close to the wall with softer and softer strokes, the finally letting it cross over into an adjacent players area.
Almost impossible to return, thus the "no babying" call at the start of a game forbid the use of this technique.
Hindu: A call that could be made on an opponent's shot which was thought to have hit a pebble, the joint on a brick wall, or some other object, which caused the ball to make an erratic bounce and made it unplayable.
If there was a it would normally result in a do over.
"Hindu" dispute.
Any other rules are at the discretion of the players, making each game variable from the number of outs, to the boundaries, varying the flow of the game. 
In some versions of Ace-King-Queen, players have their own squares, in others the "court"(usually improvised) is shared.
With more than two players, each player has a place in the order.
In some versions this order is enacted down the wall with each player having their own square.
As the ball bounces off the wall from the previous player, the next player must reach it and make a legal shot.
That player would either return the ball (the same way) back to the server or another player down the line.
The line consists of 2 to 20 players, with the first player being the "Ace".
The second player is the "King" and the third is the "Queen".
The final player in line is known as an "Ace Killer" because of his opportune position to take out the "Ace".
In some versions a player may continue to hit the ball in his own box as long as he desires.
This leads to set up shots where smaller and smaller bounces produce a difficult 'baby' shot that is sent to the next box.
Alternatively, low, long strokes develop a hard to return power shot to another box, or 'Baltimore Chops' a high bouncing shot.
Some local rules may vary such as an 'Ace' knocked out of the lead box does not get a letter.
If a ball takes an erratic bounce due to a crack, or obstacle, on the court a player may call 'Hindoo' (from 'hinder' in Handball) and the ball is replayed with no letter assigned, though some play the court as it is, with no recourse.
Any player failing to eventually return a ball from his box into another box receives a letter ('K', then 'I', then 'N', when he has the previous letter) and goes to the end of the line.
At each change of position there is normally a shout out of each player from the 'Ace' stating his letters.
In some yards, when a player has all the letters that spell 'KINGS' the game is over and the losing player must face the penalty known as 'asses up' which consists of the losing player bending over with his head against the wall and his buttocks up while each of the other players take turns having three throws of the ball from across the street at the loser's buttocks, any hit on the buttocks (legs and back do not count as a hit) gives everyone another turn of three throws.
Not a game for the fainthearted. 
There are many types of shots played that lead to interesting games and strategy.
Straight drive: The ball is hit parallel and close to a side wall to travel deep to the back of the court (the 'basic' squash shot).
Often referred to as a 'good length' shot.
Boast: The ball is played off a side wall at an angle, or the back wall, before hitting the front wall.
Volley: The ball is hit 'on the full' (before it touches the floor), usually directly to the front wall  Drop shot: The ball is hit gently against the front wall, to fall softly to the floor in the front corner.
Lob: The ball is hit softly and high on the front wall and with a high arc, so that it falls in a back corner of the court.
Cross Court: The ball is hit to the front wall from the right side to the left (or vice versa).
Kill: The ball is hit hard and low on the front wall so that it travels no farther than half court.
Trickle boast: A 'short' boast where the ball is hit to the side wall at the front of the court (often disguised as a drive or drop shot).
Squeeze boast: A more difficult shot which is hit from the front of the court when the ball is very close to the side wall.
Has the same effect as the trickle boast but is more deceptive because of its difficulty.
Nick shot: the ball is 'volleyed' or hit off a bounce to strike the front wall then the junction of the side wall and floor (the 'nick') giving the ball little or no bounce.
Rolling nick shot: When the nick shot is hit extremely well, the ball will roll along the floor (this is a more advanced shot that is a variation of the kill shot).
Back wall boast: the ball is hit moderately hard and high off the back wall, so that it goes the length of the room and hits (usually low) off the front wall.
Philadelphia (or corkscrew): A shot played diagonally upwards into the front corner hitting the front wall first and then the side wall.
The ball then lobs over the court with significant spin.
Ideally it hits the opposite side wall at the back and travels parallel to the rear wall making a return very difficult.
This shot is a favourite in exhibition squash but is susceptible to being volleyed.
Skid boast: A shot played from the back corners of the court where the ball is hit high along the sidewall with a small angle so that it hits the sidewall first, then hits high in the middle of the front wall continuing to cross the court while high in the air ideally hitting the opposite sidewall and landing close to the backwall to go past the opponent.
As with the Philadelphia it is suceptible to being volleyed.
Mizuki: This shot is hit as a volley.
Unlike a normal volley, the Mizuki shot is hit with the other side of the racquet by turning the wrist which deceives the direction of the ball.
Reverse angle: a boast where the opposite sidewall is hit first.