Random Walk
Turn every drawn number into a single step north, south, east, or west. String them together and you have a 2D walk over a thousand draws long. If the draws are truly random, it should wander — not drift.
How it works
The rule. For every white ball, take its value mod 4: 0 east, 1 north, 2 west, 3 south. One unit step per ball. Draws are played in chronological order (2015 onward), so the path starts with the oldest draw in the current 1–69 format and ends at today. Ball 69 is the odd one out — skipping it gives a clean 17-numbers-per-direction split, so under a fair lottery the walk has zero expected drift.
What to look for. A uniform random walk of n unit steps in four directions has an expected distance from origin of about √(π·n/4) — the dashed inner circle. The outer dotted circle at √n marks the RMS radius. If the lottery is biased toward certain residues mod 4, the endpoint should land consistently far from origin in the biased direction.
It doesn't. Across all Powerball history, the endpoint lands near the expected ring, and the path meanders with no directional drift. This isn't a test so much as a picture of the null hypothesis — what random actually looks like.