37Most physics engines allow the game designer to precisely set the value of g, but applications developers usually chose approximate values such as 9.81, 9.8 or just 10m-
s2. Also, the demos and documentation often cite incorrect units such as m∕s, as in the example code of Assemblerbot (2006). Lefky & Gindin (2007) have for example shown that arbitrary values are used in the game series Super Mario Bros. to achieve consistent avatar motions across different consoles.