Petey Gone Mad Arts

THE ZERK CHRONICLES

WHERE PONG NEVER WENT

In 1972, two paddles and a ball. In 1976, Atari took one paddle away, stacked a wall of bricks where it stood, and called it Breakout. These three games put everything back — and keep going. Each one begins where the last one ended. Beat a chapter's final level to open the next.

CHAPTER I

SHARD-STRIKE

One paddle, one wall, full 3D. The Breakout branch pushed to its limit — a reactor, chain lightning, and a grid that descends whether you're ready or not.

PLAY — CLEAR 5 WAVES ON MELTDOWN TO OPEN CHAPTER II
CHAPTER II

PONGZERK

The second paddle returns. The wall stays — only now it's a border, three bricks deep, and both of you are drilling through it. Breach them before you get zerked.

LOCKED — clear 5 waves on MELTDOWN in Chapter I
CHAPTER III

RECLAMATION

Four sides. Three machines. One core between you — and it heals itself faster on every level. Where PONGZERK ended, this begins. Nobody has asked it to be fair.

LOCKED — win a PONGZERK match at RECLAMATION difficulty