Pro Perk Experiments

"The mad doctor must have kept this from us, or another mad doctor kept it from him."

- Takeo Masaki buying a Pro Perk Experiment

The Pro Perk Experiments are prototypes of an upgraded version of the existing Perk-A-Colas. They were introduced in Melancholy. They all cost the same amount of points as their original perks, with the exception of PhD Flopper.

List of Perks

 * Juggernog: It no longer allows players to take up to four hits from Zombies. It instead allows three hits, and health regenerates much faster.
 * Speed Cola: Everything is picked up faster, such as the Pack-A-Punch machine and drinking other perks.
 * Quick Revive: Players can now fire their syringe through their gun. It takes 2 seconds to revive the person upon impact. The syringe can penetrate Zombies to reach the target, but will make the Zombies go after the shooter. On Solo, obtaining it does the same effect as it does normally on Solo and gives Schuster and Groph the original Quick Revive.
 * Double Tap Rootbeer: Players can now fire an additional shot from things with short magazines (for example, the M72 Law now has two shots and the China Lake has 3 in a clip).
 * PhD Flopper: The Flopper explosion is no longer availible, but if downed an infinite damage Flopper explosion goes off, acting like a nuke. The price is risen to 3000 points. The immune to explosion aspect remains unchanged.
 * Stamin-Up: Players can now walk/run twice as fast as they could without it. Sprinting remains unchanged.
 * Deadshot Daiquiri: Snipers are now effected by the perk, and other guns do more damage to the neck and upper body area.
 * Mule Kick: Players can hold a Wonder Weapon for a fourth gun if the other three weapons are regular guns. Once downed, the Wonder Weapon will appear in the player's second slot. This excludes the Ray Gun, Gersch Device and QED for obvious reasons.

Quick Gamble is presumed to be a Pro Perk in itself.

Trivia

 * Pro Perk Experiments are expected to be replaced soon into the Easter Egg.
 * All of the machines appear to be brighter, acting like beacons as their light can emmit through walls similair to the Mystery Box in Shi No Numa.
 * All of the machines set off static once bought, suggesting their proto-type weakness.