A LITTLE MORE ROOM TO LAND Fighting in the Streets — development journal 00:00:00,000 — The earlier throw. A shorter landing. 00:00:03,000 — Longer back throw. More room to land. 00:00:06,000 — Both player slots. Both throw directions. 00:00:09,000 — Same timing. 135 damage. 00:00:12,000 — Original designs and artwork by Keyeske Yamada. 00:00:15,000 — Game made completely in Codex GPT 6.1 SOL. 00:00:18,000 — Music scores by Codex, remixed in Suno. Production notes: Fresh isolated local Chrome captures compare the exact preserved earlier engine with the current tested engine. Both use identical public-engine reset and step preparation, the same Nia/Ren positions, clear daytime stage, and scripted native keyboard input in Practice. Health and meter refill are disabled. Only the actual 960 x 540 game canvas is recorded, without the HTML HUD. All gameplay runs at recorded speed, without a slowed replay or composited bodies, trajectories or effects. Captures request 30 fps; actual frame cadence depends on machine load. These sources average about 22 to 30 decoded frames per capture wall second. The final film is 30 fps. Silent source captures contain no microphone, reference-game recording or source-game audio. The separate soundtrack is the existing verified Lastlight stage arrangement scored by Codex and remixed in Suno. Physical phones/controllers and competitive balance are not tested by this film. Current limits: The standing-victim endpoint moves 64 authored game pixels farther from the same capture origin. Nia/Ren landing root separation changes from 138 to 202 pixels in this central-stage fixture. Near a stage boundary, the pair can shift together to remain in bounds. Seated-victim distance and the seated thrower’s Rimlock Turn are unchanged. This update reuses existing artwork: Nia/Ren have dedicated overhead poses; other standing fighters use their existing grapple poses. Damage and distance remain development values; no human competitive-balance conclusion is claimed.