The RTS showed everything at once — the arcade splits it by genre. A racer that IS a Bézier curve, a platformer that IS a parabola, and a turret game that IS a vector equation. Each one playable, each one showing its formula while you play.
insert coin ↓The racing line is a loop of cubic Bézier curves — the kart's position
is literally P(t). Hold ⬆ throttle: your speed lerps
toward the pedal (ch 09), and the camera's FOV widens with speed — a Projection-matrix
edit (ch 11) that makes fast feel fast.
Every jump in every platformer is the same two lines: vy += g·dt; y += vy·dt
(ch 08). The ground rolls on a sine wave (ch 07), the camera chases you with a
spring (ch 09). Time your jumps over the gaps — fall and you restart.
Your shells are slow — aim where the drone will be, not where it is.
That's one vector equation: aim = pos + vel · (dist / shellSpeed) (ch 01). Each drone
carries a faint ghost showing its predicted position — click the ghost, not the drone.
Impacts burst into particles (ch 08).