Pong
The machine never gets tired — and now it has power-ups.
this game wants your phone sideways. go on, turn it.
plays fine with your thumb
The machine never gets tired — and now it has power-ups.
this game wants your phone sideways. go on, turn it.
plays fine with your thumb
Pong with a decision layer: a moving paddle curves the ball, every return charges orbs that become WALL, GLUE or TURBO, bumpers and breakable blocks wake up mid-court as the score climbs, and a strip sliding along the back line is worth double points. The machine plays by the same rules, with the same three-orb pouch.
Two paddles, one ball, and the match goes to 11 points. You're the paddle on the left; the machine is on the right. At the bottom sit each side's orbs and the power buttons. The ball speeds up with every return.
The paddle moves with ↑ ↓ or W S, or follows the mouse and your finger. Powers fire on keys 1, 2 and 3, on J, K and L, or on the on-screen buttons. Space, Enter or a tap starts the match; ESC or P pauses; M toggles sound. A finger that pressed a power button won't drag the paddle until you lift it.
Every return charges your orbs, and whoever loses the point gets a whole orb. WALL costs 1 and stretches your paddle for 5 seconds. GLUE costs 2: your next return holds the ball, the aim sweeps on its own and you release with the same button, or it fires by itself after 1.5 seconds. TURBO costs 3 and turns your next return into a straight shot that goes through blocks.
The first two points are just paddles and ball; after that, bumpers and blocks wake up mid-court as the score climbs, always in mirrored pairs. A block takes two hits and comes back every serve. A strip slides along each back line: a ball that gets in through it is worth 2 points.
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