Ballistica
Two tanks, twelve weapons, a wind that rerolls every turn, and six biodomes of destructible pixels over water — Scorched Earth by way of Worms, with the gravity and the walls under your control and a gunner that learns from every miss.
The 2015 original proved one clean fact: a shell's whole future is fixed the instant it leaves the barrel. This rebuild keeps that fact and weaponizes it. The parabola is still x = v·cosθ·t and y = v·sinθ·t − ½·g·t² — but now there are two tanks, the ground between them is made of individual pixels, and every crater is permanent.
That one change — terrain that remembers — turns a physics diagram into a game of geology. You are not really shooting at the other tank; you are shooting at the hill it is standing on. Undermine it shot by shot and gravity finishes the job: the tank slides off its perch and drowns in the water below. Direct hits work too, but erosion is the elegant win.
The computer opponent plays the same game you do, with the same information: it takes a shot, sees where it landed, and corrects. The first shell is a guess. By the third, the guesses have stopped. Beating it is a race between your aim converging and its aim converging.
The rest is the part that makes it a game rather than a demonstration. Twelve weapons that each fail differently. A wind that rerolls every turn and is drawn in the sky, so you read it off the debris rather than off a number. Six biodomes, four gravities from the Moon to Jove, and six kinds of wall — including one that wraps the world, so a shot fired off the left edge comes back in from the right. Every shot shakes the screen, dims the lamp, and rattles the furniture, and some of the furniture never quite straightens up again.
The 2015 original drew one predicted arc and flew one shell along it (with two gravity bugs, both fixed in the earlier rebuild). This version keeps that exact ballistics core — the parabola is still the parabola — and builds the game the original was always gesturing at: destructible pixel terrain, turns, wind you can see, twelve weapons, six worlds, tunable gravity and walls, and an opponent that corrects.
Pull any Wikipedia article and watch fifty thousand words obey one curve.