(per Reedsy: The Three-Act Structure)
--Act I Setup
0:00 Exposition: "All Units..."
0:09 Inciting Incident: "Not in my town..."
0:24 Plot Point One: "Negative, dispatch..." Stickbutt's Gambit propels us into...
--Act II Confrontation
0:30 Rising Action: "Bingo..." We see the strength of the opposition
0:35 Midpoint: "Barely see the road..." Hero's escape is threatened
0:40 Plot Point Two: "Screech..." Hero's Decisive Turn Off-Road propels us into...
--Act III Resolution
0:42 All is Lost: "It's totally unjumpable..."
0:48 Climax: "Ain't no stoppin' noooow..."
1:13 Denouement: "Dammit..."
The chase shows early and in action how this world is like ours and what big rules are in effect (The Rules of The Magic). Second act the magic is used more and we learn about it as the stakes rise. Third act, the Hero uses the magic to prevail in a creative and fitting way that both surprises the reader and feels right. All in a fast moving, action-packed story that combines the rules of the magic with our knowledge of Van Halen to feel earned. (Antagonist Officer Stickbutt is also steeped in the magic and uses this knowledge to his advantage, as is typical of the genre.)
Base Setting x Rules of The Magic -> Plot Payoff
0:00 Base Setting: This is the modern world except
0:05 Rule of Magic 1: Partying and Being Rad gives physical power
0:14 Rule of Magic 2: The awesomest 80s Rock gives the most power
0:30 Rule of Magic 3: Which part of the song matters
0:48 Therefore: The harmony drop in Panama will give max power.
In summary and in conclusion, the Panama Chase should be taught in writing school as an efficient and complete example of fantasy/scifi. If Eddie Van Halen's ghost had appeared at 0:47 and said "You know what to do. You always have", it would just be Star Wars. Thank you for your time.