1. | F: Graphics 1 (Category Compilation) #01~#06 | 33:36 | |
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2. | B: Game Essence 1 (Category Compilation) #01~#06 | 29:49 | |
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3. | A: Work Ethic 1 (Category Compilation) #01~#10 | 29:28 | |
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4. | C: Planning & Game Design 1 (Category Compilation) #01~#09 | 29:16 | |
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5. | E: Team Management 1 (Category Compilation) #01~#07 | 29:15 | |
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6. | D: Design Specifics 1 (Category Compilation) #01~#08 | 28:37 | |
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7. | ♪ PRESS START [Grab Bag] | 18:42 | |
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8. | An Up-Close Look at Smash Bros. Stages [Graphics] | 17:36 | | Super Smash Bros. Ultimate
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9. | Development Secrets of the Original Kirby [Grab Bag] | 17:23 | | Kirby's Dream Land
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10. | Kid Icarus: Uprising [Game Concepts] | 12:59 | | Kid Icarus: Uprising
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11. | Super Smash Bros. Ultimate [Game Concepts] | 12:23 | | Super Smash Bros. Ultimate
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12. | Family BASIC [Programming & Tech] | 12:10 | | Family BASIC
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13. | Odds and Ends of Supervising [Graphics] | 11:52 | |
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14. | Visual Effects in Slow Motion [Effects] | 11:34 | | Super Smash Bros. Ultimate
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15. | Modern Quality of Life Features [UI] | 11:21 | | The Last of Us Part I
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16. | Super Smash Bros. for 3DS / Wii U [Game Concepts] | 11:00 | | Super Smash Bros. for Wii U
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17. | Risk and Reward [Game Essence] | 10:00 | | Super Mario Bros.
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18. | Storage Tips [Grab Bag] | 9:36 | |
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19. | Sodatete! Kouchuu Ouja Mushiking [Game Concepts] | 9:18 | |
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20. | Meteos [Game Concepts] | 8:33 | | Meteos
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21. | Super Smash Bros. [Game Concepts] | 8:31 | | Super Smash Bros.
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22. | Kirby Super Star [Game Concepts] | 7:39 | | Kirby Super Star
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23. | Super Smash Bros. Brawl [Game Concepts] | 7:33 | | Super Smash Bros. Brawl
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24. | Gameplay as Part of a Live Performance [Grab Bag] | 7:13 | |
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25. | Jobs in Game Development [Team Management] | 7:05 | | Super Smash Bros. Ultimate
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26. | Fun Beyond Game Essence [Game Essence] | 6:49 | |
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27. | The Original Piece is Always Right [Audio] | 6:45 | | Psycho Soldier
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28. | Fighter Reveal Videos [Marketing] | 6:38 | | Super Smash Bros. Ultimate
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29. | The Team Behind Super Smash Bros. Brawl [Grab Bag] | 6:36 | | Super Smash Bros. Brawl
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30. | Kirby Air Ride [Game Concepts] | 6:33 | | Kirby Air Ride
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31. | Kirby's Adventure [Game Concepts] | 5:56 | | Kirby's Adventure
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32. | The Family Computer (and the NES) [Grab Bag] | 5:49 | | Super Mario Bros.
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33. | Games During My Childhood [Grab Bag] | 5:35 | |
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34. | Eight Hit Stop Techniques [Design Specifics] | 5:32 | | Super Smash Bros. Ultimate
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35. | Kirby's Dream Land [Game Concepts] | 5:17 | | Kirby's Dream Land
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36. | Down with Lag! [Grab Bag] | 5:16 | | Super Smash Bros. Ultimate
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37. | Computer-Controlled Players [Planning & Game Design] | 5:05 | |
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38. | Put Parameters in Brackets [Programming & Tech] | 5:03 | |
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39. | The Shoryuken Command [Game Essence] | 4:56 | |
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40. | 1986: The Year of Legend [Grab Bag] | 4:55 | |
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41. | Official Websites [Marketing] | 4:54 | | Super Smash Bros. Ultimate
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42. | Jump Physics [Design Specifics] | 4:53 | | Super Mario Bros.
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43. | Name Files Logically [Programming & Tech] | 4:52 | | Super Smash Bros. Ultimate
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44. | The Fiend's Cauldron [Game Essence] | 4:51 | | Kid Icarus: Uprising
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45. | Hit Marks [Effects] | 4:50 | | Super Smash Bros. Ultimate
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46. | Voice Recording [Audio] | 4:50 | | Super Smash Bros. Ultimate
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47. | Strike a Balance with Sound Effects [Audio] | 4:48 | | Super Smash Bros. for Wii U
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48. | Assigning Animations [Animation] | 4:39 | | Super Smash Bros. Ultimate
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49. | A Fight Between Live Action and Animation [Graphics] | 4:31 | | Bomb Rush Cyberfunk
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50. | Bug Testing Never Ends [Team Management] | 4:27 | | Super Smash Bros. Ultimate
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51. | Destroying One Wall [Graphics] | 4:24 | |
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52. | Arranging Music [Audio] | 4:24 | | Super Smash Bros. Ultimate
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53. | Game & Watch Designs [Grab Bag] | 4:23 | |
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54. | Daily Report Suggestions [Team Management] | 4:23 | | Super Smash Bros. Ultimate
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55. | Targeting and Market Research [Marketing] | 4:22 | |
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56. | How I Stuck With My Column [Work Ethic] | 4:22 | |
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57. | Is Your Game Appealing Enough to Start Over? [Game Essence] | 4:21 | | Dark Souls
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58. | Bug Testing Systems [Team Management] | 4:20 | |
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59. | Sora's Work-From-Home Strategies [Grab Bag] | 4:20 | |
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60. | Stop for Big Moments! [Design Specifics] | 4:19 | | Super Smash Bros. Ultimate
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61. | Super Smash Bros. Melee [Game Concepts] | 4:18 | | Super Smash Bros. Melee
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62. | Follow-Throughs Make the Impact [Animation] | 4:18 | | Wii Fit
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63. | Flashing Effects [Effects] | 4:12 | |
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64. | Damage Animations [Animation] | 4:11 | | Super Smash Bros. Ultimate
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65. | Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag] | 4:09 | |
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66. | Branching Tastes [Work Ethic] | 4:07 | |
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67. | Game Development Isn't a Game [Work Ethic] | 4:06 | |
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68. | Unexpected Results [Design Specifics] | 4:04 | |
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69. | Directors and Producers [Team Management] | 4:04 | |
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70. | Do Competitive Games Have to Be Complex? [Game Essence] | 4:02 | | Super Smash Bros. Ultimate
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71. | Presenting Scores [Planning & Design] | 4:02 | |
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72. | Frame Rates [Planning & Game Design] | 4:00 | | Super Smash Bros. for Wii U
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73. | Making Your Game Easy to Tune [Programming & Tech] | 4:00 | | Super Smash Bros. Ultimate
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74. | Making Sequels [Planning & Game Design] | 4:00 | |
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75. | Blade Trails [Effects] | 3:59 | |
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76. | Online Updates [Design Specifics] | 3:57 | |
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77. | Making a Living Making Games [Planning & Game Design] | 3:54 | |
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78. | Randomness Spices Games Up [Design Specifics] | 3:53 | |
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79. | Get the Sense of Scale Right [Graphics] | 3:52 | | Final Fantasy XV
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80. | Faithfulness Comes First in Licensed Games [Game Essence] | 3:49 | |
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81. | What is “Play”? [Game Essence] | 3:49 | |
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82. | Learn to Count Frames! [Planning & Game Design] | 3:49 | | Super Smash Bros. for Wii U
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83. | Game Demos [Marketing] | 3:44 | |
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84. | Don't Wait to Speak Your Mind [Team Management] | 3:40 | |
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85. | Game Writing is Unique [Planning & Game Design] | 3:40 | | Kid Icarus
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86. | Screen Shake [Effects] | 3:40 | | Super Smash Bros. Ultimate
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87. | Making Games as Part of a Company [Team Management] | 3:39 | |
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88. | Handicap Systems [Design Specifics] | 3:38 | |
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89. | Explain Ideas to Everyone at Once [Team Management] | 3:37 | |
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90. | Using Parameters to Establish Characters [Planning & Game Design] | 3:36 | |
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91. | Making "Work" Games Fun [Game Essence] | 3:35 | |
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92. | Breaking Down Attack Animations [Animation] | 3:35 | | Super Smash Bros. Ultimate
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93. | Average and Mediocre Are the Same Thing [Design Specifics] | 3:35 | |
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94. | Good Errands and Bad Errands [Planning & Game Design] | 3:34 | |
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95. | Draw the Light, Not the Asset [Graphics] | 3:32 | |
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96. | Play Testing Keeps Going [Team Management] | 3:31 | |
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97. | Customization Lets Your Imagination Play [Planning & Game Design] | 3:31 | |
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98. | Deconstruct, Analyze, and Rebuild [Planning & Game Design] | 3:29 | | Rebuild
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99. | That Was Then, This Is Now [Grab Bag] | 3:29 | | Super Smash Bros. Ultimate
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100. | You'll Forget the Hardship, But the Game Will Endure! [Work Ethic] | 3:28 | | Super Smash Bros. Ultimate
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