You know this game. Paddle at the bottom, ball in flight, a wall of bricks that needs demolishing. What's new is the controller: this Brick Breaker is the only cabinet in Motion Arcade that lets you pick your input before you serve. Steer the paddle with your hand, or lean your head and never lift a finger.
Hand mode tracks your whole hand and follows it smoothly across the width of the field. Head mode watches where your face is and amplifies the motion, so a small lean sweeps the paddle across the entire floor. Both are toggled on the setup screen, and both drive the same paddle physics: where the ball meets the paddle decides its angle, up to a steep 60 degrees off the edges.
Beyond head and hand, there is a third way to play: Start with Control uses no camera at all. Solo, steer the paddle with the mouse or the arrow keys. In two-player co-op on one keyboard, the arrows drive one paddle and A/D the other; on phones, each player drags on their own half. Rounds, capsules, and scoring are unchanged, and solo runs still post to the leaderboard.
Colored bricks score 50 to 120 points each. Silver bricks take multiple hits and pay 50 times the current round number, so they grow from chores into jackpots as you go deeper. Gold bricks never break; they are the level's architecture. From round nine onward, enemies drift down the field and are worth 100 apiece. Slip through a warp door and you bank 10,000 points and skip the rest of the round. Reach 20,000 and the machine grants one extra life per run, on top of the three you start with.
Roughly every sixth brick releases a falling capsule, seven kinds in all: Expand widens the paddle, Slow calms the ball, Catch lets the paddle hold and re-aim it, Laser bolts twin cannons onto the paddle, Disruption splits every live ball, Player adds a life, and Break opens that 10,000-point warp door. Catch releases the ball on its own after three seconds, so plan the shot before you trap it.
The campaign is 32 hand-authored layouts, from gentle staircases through a space invader, a fortress, and a final gauntlet. The ball gains speed with every round and even accelerates during play, while silver bricks toughen every eighth round. Clear round 32 and the gauntlet simply repeats, faster and harder, for as long as your lives hold.
Local two-player is cooperative: one webcam, two paddles, one shared ball, one shared stock of lives and score. The floor splits at the center line; the player on the left covers the left half, the player on the right covers the right. Nobody can bail out the other side, which is exactly where the fun lives. Solo runs are the ones that post to the arcade leaderboard.
Head mode makes the whole game playable with no arm movement at all, and its amplified steering keeps the required motion small. Sound can be muted from the pause menu, pausing is instant with a three-count resume, and the game pauses itself when the tab loses focus. On phones it plays in portrait.
Face and hand tracking run entirely in your browser; camera frames are never sent anywhere. Read the privacy policy for details; the play space guide covers distance and framing for both control modes.
Co-op. You share the ball, the score, and the lives, and each of you defends half the floor on one shared camera.
Two-player is local co-op in front of one camera; there is no public online mode.
They drive identical paddle physics, so it is personal preference. Head mode shines on laptops without much desk space; hand mode gives some players finer control at high ball speed.