1. | Stop for Big Moments! [Design Specifics] | 2,692 | | Super Smash Bros. Ultimate
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2. | My Feline Friend, Fukurashi [Grab Bag] | 2,301 | |
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3. | Frame Rates [Planning & Game Design] | 2,261 | | Super Smash Bros. for Wii U
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4. | Team Digital or Team Physical? [Grab Bag] | 1,946 | |
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5. | Kirby's Dream Land [Game Concepts] | 1,889 | | Kirby's Dream Land
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6. | Down with Lag! [Grab Bag] | 1,764 | | Super Smash Bros. Ultimate
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7. | Super Smash Bros. [Game Concepts] | 1,544 | | Super Smash Bros.
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8. | Kid Icarus: Uprising [Game Concepts] | 1,331 | | Kid Icarus: Uprising
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9. | Just Let Them Play! [Planning & Game Design] | 1,303 | | Super Smash Bros. Ultimate
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10. | Risk and Reward [Game Essence] | 1,290 | | Super Mario Bros.
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11. | Presentations Are All About Speed! [Work Ethic] | 1,263 | |
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12. | Game Development Isn't a Game [Work Ethic] | 1,159 | |
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13. | That Was Then, This Is Now [Grab Bag] | 1,101 | | Super Smash Bros. Ultimate
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14. | The Fiend's Cauldron [Game Essence] | 1,065 | | Kid Icarus: Uprising
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15. | Super Smash Bros. Ultimate [Game Concepts] | 1,000 | | Super Smash Bros. Ultimate
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16. | Exercise While You Game! [Grab Bag] | 958 | |
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17. | Super Smash Bros. Brawl [Game Concepts] | 923 | | Super Smash Bros. Brawl
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18. | Kirby's Adventure [Game Concepts] | 914 | | Kirby's Adventure
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19. | Kirby Air Ride [Game Concepts] | 890 | | Kirby Air Ride
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20. | Let Players Cheat the System [Game Essence] | 886 | | Super Smash Bros. Ultimate
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21. | The Team Behind Super Smash Bros. Brawl [Grab Bag] | 882 | | Super Smash Bros. Brawl
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22. | Super Smash Bros. Melee [Game Concepts] | 865 | | Super Smash Bros. Melee
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23. | Kirby Super Star [Game Concepts] | 860 | | Kirby Super Star
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24. | Fun Beyond Game Essence [Game Essence] | 855 | |
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25. | Clarity vs. Style [UI] | 791 | |
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26. | Assigning Animations [Animation] | 772 | | Super Smash Bros. Ultimate
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27. | Just Do It Already! [Work Ethic] | 758 | | Super Smash Bros. Ultimate
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28. | Squeeze and Release [Game Essence] | 755 | | Super Smash Bros. Ultimate
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29. | Storage Tips [Grab Bag] | 703 | |
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30. | Try Telling That to the Player [Work Ethic] | 676 | |
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31. | Modern Quality of Life Features [UI] | 646 | | The Last of Us Part I
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32. | Game Essence in Role-Playing Games [Game Essence] | 644 | |
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33. | Game Awards [Grab Bag] | 617 | |
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34. | Name Files Logically [Programming & Tech] | 594 | | Super Smash Bros. Ultimate
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35. | Game Music and Ambient Sounds [Audio] | 585 | | Super Smash Bros. Ultimate
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36. | Super Smash Bros. for 3DS / Wii U [Game Concepts] | 575 | | Super Smash Bros. for Wii U
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37. | Sora Ltd. [Grab Bag] | 566 | |
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38. | The Shoryuken Command [Game Essence] | 551 | |
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39. | Too Much is Just Right [Animation] | 539 | | Super Smash Bros.
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40. | Fighter Reveal Videos [Marketing] | 538 | | Super Smash Bros. Ultimate
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41. | Faithfulness Comes First in Licensed Games [Game Essence] | 535 | |
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42. | The Family Computer (and the NES) [Grab Bag] | 531 | | Super Mario Bros.
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43. | Let Them Skip, Let Them Pause [UI] | 530 | |
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44. | Canceled Games [Grab Bag] | 528 | | Super Smash Bros. Ultimate
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45. | Game Writing is Unique [Planning & Game Design] | 526 | | Kid Icarus
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46. | Development Secrets of the Original Kirby [Grab Bag] | 524 | | Kirby's Dream Land
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47. | Meteos [Game Concepts] | 515 | | Meteos
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48. | Jump Physics [Design Specifics] | 488 | | Super Mario Bros.
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49. | Say No to Slow! [Design Specifics] | 478 | | Super Smash Bros. Ultimate
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50. | Draw the Light, Not the Asset [Graphics] | 476 | |
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51. | Making a Living Making Games [Planning & Game Design] | 470 | |
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52. | Keeping Rewards in Sight [Planning & Game Design] | 463 | |
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53. | Good Errands and Bad Errands [Planning & Game Design] | 461 | |
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54. | Sora's Work-From-Home Strategies [Grab Bag] | 451 | |
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55. | The Potential of One Button [Planning & Game Design] | 450 | | Super Smash Bros. Ultimate
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56. | No Masterpiece Has Bad Audio [Audio] | 447 | |
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57. | Loading Screens [UI] | 436 | | Dx2 Shin Megami Tensei: Liberation
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58. | Avoiding Comparison [Planning & Game Design] | 435 | |
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59. | โช PRESS START [Grab Bag] | 434 | |
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60. | Don't Anchor Your Center Point [Design Specifics] | 430 | | Super Smash Bros. Ultimate
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61. | Do We Really Need Enemies? [Game Essence] | 428 | | Super Smash Bros. Ultimate
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62. | Text Size [UI] | 417 | | Super Smash Bros. Ultimate
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63. | Make the Tempo Match the Game [Audio] | 411 | | Super Smash Bros. Ultimate
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64. | Games During My Childhood [Grab Bag] | 408 | |
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65. | Paint an Accurate Picture of Your Game [Marketing] | 401 | | Super Smash Bros.
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66. | A World Without Footprints [Grab Bag] | 399 | |
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67. | Giving "Weight" to Buttons [Design Specifics] | 391 | | Super Smash Bros. Ultimate
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68. | An Up-Close Look at Smash Bros. Stages [Graphics] | 389 | | Super Smash Bros. Ultimate
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69. | Family BASIC [Programming & Tech] | 386 | | Family BASIC
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70. | Bug Testing Never Ends [Team Management] | 383 | | Super Smash Bros. Ultimate
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71. | Making Your Game Easy to Tune [Programming & Tech] | 381 | | Super Smash Bros. Ultimate
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72. | The Majority Shouldn't Always Rule [Work Ethic] | 374 | |
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73. | Games and Eye Strain [Grab Bag] | 373 | |
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74. | Make Retries Quick [Game Essence] | 368 | | Super Smash Bros. Ultimate
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75. | You'll Forget the Hardship, But the Game Will Endure! [Work Ethic] | 367 | | Super Smash Bros. Ultimate
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76. | Strike a Balance with Sound Effects [Audio] | 358 | | Super Smash Bros. for Wii U
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77. | Sodatete! Kouchuu Ouja Mushiking [Game Concepts] | 356 | |
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78. | CRT Displays [Grab Bag] | 355 | |
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79. | Learn to Count Frames! [Planning & Game Design] | 349 | | Super Smash Bros. for Wii U
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80. | In-Game Cutscenes [Planning & Game Design] | 347 | |
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81. | Better Than Not Being Able to Beat the Game [Game Essence] | 346 | |
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82. | Make It "Pop" [Effects] | 345 | |
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83. | Do Competitive Games Have to Be Complex? [Game Essence] | 341 | | Super Smash Bros. Ultimate
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84. | Advancing Text [UI] | 340 | |
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85. | A Fight Between Live Action and Animation [Graphics] | 335 | | Bomb Rush Cyberfunk
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86. | Average and Mediocre Are the Same Thing [Design Specifics] | 333 | |
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87. | Show the Actual Game! [Marketing] | 332 | |
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88. | The Original Piece is Always Right [Audio] | 324 | | Psycho Soldier
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89. | Breaking Down Attack Animations [Animation] | 319 | | Super Smash Bros. Ultimate
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90. | Jobs in Game Development [Team Management] | 317 | | Super Smash Bros. Ultimate
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91. | I Want to Choose Fast! [UI] | 317 | | Super Smash Bros. Melee
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92. | Deconstruct, Analyze, and Rebuild [Planning & Game Design] | 311 | | Rebuild
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93. | Competing with the Past [Grab Bag] | 307 | | Super Smash Bros. for Wii U
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94. | Motion Sickness in 3D Games [Planning & Game Design] | 307 | |
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95. | The Basics of Pixel Art [Graphics] | 307 | |
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96. | Dying Comes as a Relief? [Game Essence] | 295 | | Super Smash Bros. Ultimate
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97. | Being Kind to Beginners [Planning & Game Design] | 293 | |
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98. | Smash Bros. DOJO!! [Marketing] | 292 | | Super Smash Bros. Brawl
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99. | Be Mindful of the Time Players are Giving You [Planning & Game Design] | 290 | |
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100. | Keep Your Internal Pressure High [Work Ethic] | 290 | |
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