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<blockquote data-quote="Stiff" data-source="post: 14719" data-attributes="member: 297"><p>My understanding is that Brawl's characteristic "floatiness" was basically a matter of tuning, readily revised by Project M because the character physics were implemented almost identically to Melee's in-engine (weight, air friction, etc. were all quantified the same way).</p><p></p><p>So whether or not Melee's iconic spastic technical movement was Sakurai's specific vision, somebody other than the lead programmer made a conscious decision to remove it from Brawl, rather than it just not being created in the first place because of a particular programmer's absence.</p></blockquote><p></p>
[QUOTE="Stiff, post: 14719, member: 297"] My understanding is that Brawl's characteristic "floatiness" was basically a matter of tuning, readily revised by Project M because the character physics were implemented almost identically to Melee's in-engine (weight, air friction, etc. were all quantified the same way). So whether or not Melee's iconic spastic technical movement was Sakurai's specific vision, somebody other than the lead programmer made a conscious decision to remove it from Brawl, rather than it just not being created in the first place because of a particular programmer's absence. [/QUOTE]
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