Clear Mom's five-item list before the light runs out.
You're Little Pete Wrigley, walking one suburban block on the last afternoon before school. Mom's list holds five small games — keep a beat, drive a golf ball, ride a bus, chase a truck, beat a TV — and every one you finish drops the sun another notch.
A to-do list, then the last light.
Everybody had a block, and everybody knew someone on it who was quietly a legend — the man who claimed impossible feats, the driver who took a route personally, the ice cream truck that never once stopped for you.
Wellsville hands that block back for twenty-five minutes. The errands are the plot, the neighbors are the reason, and the sun goes down on schedule whether or not you are finished.
Eight stops down one half mile.
Five hold a game from the list. Three just have something to say.
Nona F. Mecklenberg
Keeps the rhythm game at the fence. The arm cast is on purpose — itchy and powerful — and she counts Petunia's twelve kicks on it while a tattoo dances to AM 660.
Artie
The strongest man… in the world. He needs your mashing to send a golf ball 300,003 yards, and considers the water tower merely the first landmark.
Stu Benedict
Runs Route 6:15 with the wipers on for personal reasons. Sally Knorp has the elm street route today. His soul takes three hits, at most.
Mr. Tastee
Nobody has seen under the cone head. He owes you a Blueberry Head Twist from June, and the Krebstar Supersaver lot is where you collect.
The KrebVision
The den television is the game inside the game: a maze holding a kart race holding one screen more. Krebstar makes the toaster, the mower, and the way back out.
The field guide
Fifteen catalogued findings, from Joyce's metal plate (it picks up AM 660) to the Orange Lazarus. Press E; entries appear as you meet their subjects.
Four decisions, and the timing is yours.
Every game hands you one input that matters. None of them is a reflex tap on a moving marker.
How hard, and at what angle
Mash to bank strength for Artie's drive, then hold to wind up. An arrow sweeps the angle with the arc dotted out ahead of it; you let go where the arc says so. Weak drives cannot clear the tower at any angle.
Which lane, and how early
Route 6:15 gives you three lanes and a hazard already in one of them. Commit early and the next one boxes you in; commit late and Stu's soul takes the hit.
Jump it or duck it
The Superlot throws bumpers you clear and clearance bars you go under. Guess wrong and Mr. Tastee gains thirteen metres of the gap you just closed.
How far down to go
The KrebVision holds three nested screens. Each one you enter is a screen you have to climb back out of, and the token only exists at the bottom.
Four screens, mid-decision.
Close the tab and you're out nothing.
No account. Nothing saved. Nothing to uninstall. If it isn't for you, close the tab — you're out twenty-five minutes and zero dollars.
- No prior knowledge needed. Recognising a certain 1990s Nickelodeon block makes the names land twice. Every game explains itself on arrival either way.
- You can fail, and it costs a retry. Lose a game and it offers you another go with a dry remark. The afternoon waits.
- About twenty-five minutes for the whole list at a wander, and the first decision arrives inside the first minute. No download, no install, no tutorial.
- Safe to hand to a kid or a parent. The scariest thing on the block is a clearance bar.
- Comfort settings. M mutes the whole town. Nothing flashes, nothing chases you in the dark, and the browser's reduced-motion setting is respected.
- Phone or desktop. Hold a phone sideways for on-screen controls; arrow keys and space on a desktop. It runs from a double-click with the wifi off, saves nothing, and asks for no permissions.
The list ends at a fence line.
Five checkmarks
Mom's list, filled in red: Petunia danced, the ball flew, the route ended, the glove waved, the television gave back its token. The block has gone amber and long-shadowed by then.
Miller's Field
The ending waits past the last house — tall grass, and a payphone that has been ringing since March 12, 1972. With the list done, the field lets you walk in. What your nerve does there stays between you and the receiver.
Wellsville
Wellsville is an unlicensed tribute to The Adventures of Pete & Pete, made by fans with no affiliation to its creators or rights holders. Character names and world references belong to their owners; the code and pixels are ours.