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The Arc

First to five. The physics is how you win.

Skill this builds
Predict where a thrown ball lands from its release angle and speed, calculate the best angle for a target above your hands, and read your own shooting percentage as the small sample it is.
About
About 10 minutes · Standards: NGSS, Outpost Education Library · Plays offline

Set the angle and the speed, then shoot. First to five points takes it. Arrow keys work too — up and down for angle, left and right for speed, space to shoot. Watch where their shots go in from; they are not guessing.

The physics is real: projectile motion integrated at a fixed timestep with g = 9.80665 m/s². The ball is treated as a point with no air drag and no spin, which is a simplification stated rather than hidden — a real ball loses a little to drag and gains a little off the rim, and both are small at these speeds. The steadying effect of holding your aim models a real research finding about gaze before movement; it is a model, not a measurement of you. Nothing here uses a camera and nothing about how you played leaves your device.

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Your Beacon

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First to five. Take your shot.

You

0

Them

0

First to five

The point

Here is what the game was doing while you played it. Forty-five degrees is the best angle only when the target is level with your hands, and a hoop never is — which is why the answer sits near fifty-one, and why it moves the moment you turn on the leg drive. That is the opponent’s whole trick. The rest of the shot is the same story in other subjects: the force starts at the floor rather than the arm, the arc is a parabola whether or not anyone taught you the word, your percentage means almost nothing at five attempts and something at a hundred, and the pause before you release is what sports science has spent thirty years on. Sport is not one subject. It is where about six of them turn out to be the same thing.