These virtual bones do not necessarily correspond to the bones in real humans, but are required to make anything move – for example, breasts, which do not in reality contain bones. In a game with 3D graphics, character models are composed of a skeleton of "bones" connected with joints and covered by a "skin" of textured polygons. The purpose of the initiative was to create games that deal "with an aspect of female breasts other than the fact that they're sexy and fun to look at". In reaction to the prevalence of big, bouncy breasts in video games, games writer Jenn Frank initiated a "boob jam" in 2013. The game's publisher Capcom attributed it to a bug and later removed it by a patch. Although this behavior was noticed by media even before the game's release, it remained present in the released version of the game. On occasion, this aspect of fighting games has caused particular attention, such as when the 2015 game Street Fighter V had the fighter Chun-Li's breasts move like large water balloons when she was chosen as the second player's character in the selection screen. The Dead or Alive series (1996–), in particular, has become identified with the "outlandish" physics of both its fighting moves and its female characters' breasts. Pronounced breast physics have since remained a staple feature of many fighting games, perhaps in part because these games contain fewer character models than other games and can therefore afford to animate their characters in more detail. The first video game in which breast physics were a notable feature was the fighting game Fatal Fury 2 (1992), which featured the fighter Mai Shiranui, who had noticeably jiggly breasts. 4.2 Games otherwise noted for their breast physics.4.1 Games noted for exaggerated breast physics.
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