Vector
ORIGINALYou steer the momentum, not the car.
🎮 1 Player (vs CPU)
Tap a circle to drive there (or ◀ ▲ ▼ ▶ aim + SPACE) — red means you crash
👥 2 Players (one keyboard)
Both share the screen, turn by turn: tap where your car goes next
📋 At a glance
- Players
- 1–2
- Same keyboard
- Yes
- Mode
- Head-to-head
- On mobile
- Yes — 2 players on one phone
In-game: P pause · M sound · R restart · Esc menu · pick difficulty on the title screen.
Free · No download · No account · An original game made by TwozyGames.
🎮 About This Game
Vector is the pencil-and-paper Racetrack game — the one drawn on graph paper in the back of a maths notebook — rebuilt as a turn-based duel with our own measured numbers. Your car is two things: a position on the grid and a velocity, and on your turn you may only nudge that velocity by one square in any direction before the car draws its line. Nothing else in the game touches the car. That single rule means you are never steering the car itself — you are steering its momentum, three turns ahead of where the car actually is. Straights are for building speed you have already planned how to lose; corners are where everyone who didn't is busy hitting the wall. Leaving the track is a crash, and the price is honest physics rather than a penalty box: you stop dead where you were, your velocity zeroes, and the turn is spent — so what a crash really costs is every turn you invested building that momentum, plus the turns to build it again. A lap must pass three checkpoint bands in order (right side, bottom, left side), and a match is two heats with the starting player swapped, scored by the combined turn count across both — a structure that exists because of a measurement, not a preference: a single race hands whoever moves first an irreducible half-turn edge that our mirror tests put at 63–74%. Two heats with the start swapped give that edge to each player exactly once, and the mirror tests come back 48–50%.
🎯 How to Play
Every turn, the game draws nine faint circles: every place your car can be next, one for each way you can nudge the velocity (including not nudging it at all). Tap the circle you want — or aim with the arrow keys and press SPACE — and the car draws its pencil line there. A red circle means that move leaves the track: pick it and you crash, stopping dead with your velocity wiped. You may drive through the other car's cell but you may not end your move on it — the circle shows as blocked. The lap runs clockwise, and the three checkpoint bands (right, bottom, left) must be crossed in order before the chequered line will count you — the current one glows. A match is two heats: you start one, your opponent starts the other, and BOTH cars finish out every heat because the score is the total of your turn counts across the two. Lower combined total wins. If the totals tie, the tie goes to whoever crossed the line further past it; if that ties too, a sudden-death third heat settles it. A car that hasn't finished after 60 of its own turns records 60 and parks. Solo mode races a CPU at Easy, Normal or Hard — it picks from exactly the nine circles you would see.
💡 Tips & Strategy
- ▸Count your braking distance before you build speed. Acceleration is one square per turn, so a car moving 5 needs five turns of full braking to stop, travelling 4+3+2+1 = 10 squares on the way — if the wall ahead is closer than that little triangle of numbers, you are already committed to the crash and just haven't drawn it yet.
- ▸The nine circles are the whole game made visible. Before every move, glance at where the LEGAL circles will be next turn — a move that looks fast but leaves you with eight red circles and one survivable crawl was not fast, it was the crash arriving politely.
- ▸Speed is per-axis, so diagonals are almost free. Coming onto a straight, keep the old axis's speed while you build the new one — the corner exit where you carry 3 sideways and 2 forward beats the one where you stopped square and rebuilt from zero.
- ▸Enter corners wide and clip the apex on the way out. The inside wall punishes early turners; the classic Racetrack line swings out before the corner so the velocity arrow can sweep through the turn in two nudges instead of four.
- ▸A crash is not the end of the heat — it is a refund of nothing. You keep your position, so a deliberate crash-stop into a corner you badly misjudged can genuinely be the cheapest exit; the alternative is a worse crash two turns later at higher speed.
- ▸You may not end on your opponent's cell, and that rule is a weapon. Parking on the one braking square a corner really wants makes every one of their entry lines a little worse — soft blocking wins its half-turn quietly.
- ▸Race the clock, not the other car. Both cars finish out every heat and the match is your combined time, so a lost first heat by two turns is not a lost match — and crossing the line at full speed matters twice, because overshoot past the line is the first tiebreak.
🛠 From the Devs
Vector went through the same gate every original does: simulation before code, and this slot's first candidate (a rope-tether duel) died there across four iterations. The racing rules that survived were then measured properly. The exact racer — a reverse breadth-first search over all 226,512 (position, velocity, checkpoint) states — beats an angle-chasing greedy racer in 100% of matches, a full-throttle bot crashes out of 100%, and the optimal lap on this track is exactly 20 turns. The CPU ladder is that same maths with honest error rates: Easy is the greedy racer slipping 20% of its moves, Normal is the exact racer slipping 15%, Hard slips 5%. None of them is ever perfect on purpose — a flawless machine is a wall, not an opponent — and all three pick from the identical nine candidate circles you see. The first shipped draft gated the lap on one bit — 'has touched the bottom band' — and the exact CPU found the loophole immediately: dive down the LEFT side of the track, tag the band, climb back and cross, a 22-turn out-and-back instead of a lap. A playtester saw Normal and Hard 'not going around' while Easy lapped honestly (the greedy racer chases angular progress, so it was immune to the shortcut by temperament rather than by rule). The fix is the three ordered checkpoint bands, sampled along every move's segment so a fast diagonal cannot skip a gate — and it is a good example of the house rule that an exact solver finds the shortest path through the rules as WRITTEN, and any gap between that and the rules as intended is a hole someone will eventually drive through.
❓ Frequently Asked Questions
Is Vector free? Do I need to download anything?
Completely free, no download, no login. It runs in any modern browser on desktop or mobile — the whole game is a single self-contained page, and every input is a tap on one of the nine candidate circles.
What exactly happens when I crash?
You stay where you were, your velocity becomes zero, and your turn is spent. Nothing is destroyed and there is no penalty timer — the real price is the momentum itself, because every square per turn of speed you had took a turn to build and will take another to rebuild.
Why is a match two heats instead of one race?
Fairness, measured rather than guessed. Moving first in a single race is worth 63–74% even with the classic fair-finish rule, and no scoring patch removed it. Two heats with the starter swapped, scored by combined turn count, hand that half-turn edge to each player exactly once — after the change, mirror matches measure 48–50%.
Does the CPU cheat on Hard?
No. All three difficulties choose from the identical nine candidate moves you see, generated by the same code. Easy chases progress around the ring and slips 20% of the time; Normal and Hard use an exact turns-to-finish table (a breadth-first search over every reachable position-and-velocity state) with 15% and 5% slip rates. Hard laps in the track's true optimum of 20 turns when it doesn't slip — but it always can slip, because a perfect machine is a wall, not an opponent.
Why didn't my lap count when I crossed the line?
The line only counts after your car has passed the three glowing checkpoint bands — right side, bottom, left side — in that order. It is the rule that makes the lap a lap; without it, the fastest 'lap' on this track is a 22-turn shortcut that never goes around the infield at all (our exact CPU found it on day one).
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