Physics Arcade
What it is. You aim one launcher, release, and a ball obeys clean, predictable physics — bouncing off pegs, bricks, bumpers, walls — while you watch it pay off. Input is trivial (an angle, a power); the depth is in reading the table and the delight is in the cascade you set in motion.
Player fantasy. “I called that shot.” The satisfaction of a bank-shot you planned plus the slot-machine thrill of a ricochet you didn’t — cause you own, consequence the physics authors.
Pillars
- Trustworthy flight. The ball never tunnels, never teleports, never cheats. Swept collision (closed-form time-of-impact) makes the table readable — you can plan a bank shot because the sim will honour it.
- Big reward on tiny input. One angle, maximal spectacle. The juice budget is the game; a plain input earns a disproportionate light-and-sound payoff.
- Legible table. Every peg, bumper, and multiplier tells you what it does before you fire. The board is a puzzle you solve with an aim.
The loop stack
| Scale | The beat |
|---|---|
| Moment | Nudge the aim; the trajectory preview updates; commit. |
| Encounter | One launch → a chain of bounces → clears + score, resolved and choreographed. |
| Session | A board (all targets) or a run of boards; ball budget as the fail clock. |
| Meta | Unlocked launchers/balls/perks; high-score chase; new table layouts. |
Essential systems
| System | Why it’s load-bearing |
|---|---|
system-reward-schedules | The variable-ratio ricochet is the genre’s dopamine engine; tune the payoff curve. |
pattern-juice-choreography | Impact feedback (hitstop, particles, pitch-rising combo) is the product. |
pattern-risk-reward | The greedy multiplier peg guarded behind a hard bank; last-ball pressure. |
system-build-diversity | Optional: launchers/balls/perks that change how the table plays. |
system-progression | Board-to-board unlocks; score thresholds that gate the next table. |
Content & difficulty model
- Layout is the level. Difficulty is peg geometry, not ball speed — a tight cluster behind a wall, a lone multiplier in a corner. Author boards, not stats.
- Ball budget is the fail clock. Fewer balls, tighter clears. Grace = an extra ball earned by a bucket catch or a full-clear bonus.
- Prove winnability with the aim-search bot. Clone the world, fire candidate aims, count clears. This is both your “is the board beatable?” gate and a difficulty meter — a board only one aim clears is a spike.
- Energy honesty is a fairness rail. A bounce never leaves the ball faster than it arrived; a conservation check catches physics bugs that masquerade as liveliness (see FUN.md §19).
- Ramp by geometry, then by budget. Early boards teach one bank; later boards chain them and starve the ball count. The aim-search bot’s clear-count per board is your ramp read-out — plot it, look for cliffs, smooth them.
- Skill delta is measurable. The planned-aim bot must clear boards a random-aim bot can’t (FUN.md law 2). If firing blind competes with aiming, the table has no puzzle — the depth is fake and the juice is doing all the work.
Signature-mechanic seeds
- Peggle but every peg you leave alive fires back next turn — the table is an
enemy that reloads (constraint + mechanic-swap; composes
genre-tower-defense). - Breakout but the paddle is gravity — you tilt the whole table instead of moving a bar (perspective; the input becomes a field, not a position).
- Pinball but the flippers cost mana you bank from clears — economy on the
twitchiest genre (mechanic-swap; composes
system-economy). - Peggle but co-op, one aims and one nudges the table mid-flight (structure;
composes
system-coop-and-competition,genre-coop-chaos). - Breakout but the bricks are a deck you drafted — layout as loadout (structure;
composes
genre-deckbuilder).
Common pitfalls
- Substep-and-pray collision. Discrete steps tunnel the ball through thin walls at speed; the shot the player trusted fails invisibly. Use swept TOI — the table stops being trustworthy the first time a bank shot lies.
- Difficulty via ball speed. Faster balls read as unfair, not harder. Make it harder with geometry and budget.
- Juice with no sim consequence. Screen-shake on every peg dilutes the payoff; reserve the big choreography for multipliers and clears (the 2-senses contract).
- RNG that isn’t yours. Deflection randomness must run through
world.rngor goldens and shot-planning bots break (FUN.md law 7). - No breather. A wall of trick-shot boards with no easy clear exhausts; pace a
gimme board after a spike so the reward loop can reset (see
pattern-pacing-and-tension).
Anchors
anchor-peggle— variable-ratio reward + maximal juice on a trivial input; the canonical “big payoff, tiny action” loop.anchor-tetris— the discipline of one perfectly-tuned verb; borrow its restraint, not its board.anchor-katamari— trustworthy contact physics escalating a single verb into spectacle; steal its exponential payoff curve for multiplier chains.
Verify
Prove it against FUN.md §19 — Physics arcade:
swept-collision no-tunnel proof (24k px/s + 1px-graze-misses), energy invariant,
aim-search bot clears within the ball budget, golden run. See
sandboxes/physics-lab for the collision primitive
in isolation.
Composes with
genre-tower-defense— coverage geometry and “counter by placement” transfer when pegs fight back.pattern-juice-choreography— this genre lives or dies on impact feel.system-reward-schedules— the ricochet is a variable-ratio drop; tune it ethically.
See also
design/JUICE.md— the feel gates for impact choreography.sandboxes/physics-lab·sandboxes/juice-lab— the parts, wired.