Knitpick: the acceleration due to gravity does not require mass, unless you are talking about the planetary scale or greater. v.y-=9.8*dt will suffice.
This is not as horrifically complex and power-demanding as everyone is making it out to be (The NES has 2kb of RAM; the Genesis has around 65kb.) If you're making an audiogame, BGT can handle the physics. (It will lag like Windows Vista with more than a small number of active objects per frame, but that's a problem for most indie developers regardless.)
The simplest stuff to be aware of: BGT vectors can be added and subtracted, multiplied or divided by scalers, and therefore make loads of calculations much simpler than they could be. If you're doing your own geometry, axis-aligned boxes are enough for most audiogames. It helps greatly to try to keep a consistent framerate, and therefore a constant change in time from frame to frame. This means you should use timers almost exclusively to maintain the framerate, and for very little else, if at all.
看過來!
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