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Super John Wick reimagines precision action as a top-down puzzle run where you guide a single bullet along planned lines to tag marked targets in stylized training arenas, focusing on clean execution and clever ricochets rather than brawling; you play by surveying each room, drawing a path that strings together rebounds off pillars, glass shields, and steel plates, then releasing at the right beat to catch moving sentries when their patrol lines align; controls are immediate—tap to prep, drag to set angle and strength, release to send the round skipping through the space—while optional slow time lets you fine-tune release during rotating doors or sliding cover; strategy hinges on order of operations: remove spotters first to relax timing, bank off wide surfaces to reduce angle error, and use environmental props to split lines so one shot threads multiple targets; gadgets add small twists such as a decoy ping that pulls patrol routes wide, a foam barrier that turns a wall into a soft angle, and a tracer that shows last-shot arc for learning; levels stretch from clean gyms to neon nightclubs and stone courtyards, each with distinct materials that change bounce distance, so you must adapt by shortening power on glass and adding a touch more on stone; perfect runs award style medals for fewest rebounds or quick clears, and optional challenges ask you to collect emblems or avoid certain surfaces for a fresh layer of mastery; the tone stays focused and measured—no gritty narrative—so attention stays on the craft of setting up beautiful lines that feel like trick shots; accessibility features include high-contrast target outlines, readable fonts, subtle rumble cues on optimal angles, and text prompts that summarize level goals; what makes it enjoyable is the rhythm of plan-release-watch, where a single elegant path can solve an entire room, inviting replays to shave rebounds and discover alternate solutions that feel like personal breakthroughs without relying on heavy spectacle.
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