101. | Units of Speed [Design Specifics] | 5,968 | | Super Smash Bros. Ultimate
|
102. | ♪ PRESS START [Grab Bag] | 5,960 | |
|
103. | Avoiding Comparison [Planning & Game Design] | 6,800 | |
|
104. | Masahiro Sakurai on Creating Games Introduction Video | 5,959 | | Super Smash Bros. Ultimate
|
105. | Sodatete! Kouchuu Ouja Mushiking [Game Concepts] | 5,723 | |
|
106. | Paint an Accurate Picture of Your Game [Marketing] | 5,687 | | Super Smash Bros.
|
107. | Follow-Throughs Make the Impact [Animation] | 5,673 | | Wii Fit
|
108. | Exaggerate to Make Up for Information Loss [Animation] | 5,672 | |
|
109. | Visual Effects in Slow Motion [Effects] | 5,609 | | Super Smash Bros. Ultimate
|
110. | The Original Piece is Always Right [Audio] | 5,765 | | Psycho Soldier
|
111. | Creators Change, Too [Grab Bag] | 6,400 | |
|
112. | Mastering Up [Grab Bag] | 5,459 | |
|
113. | Dying Comes as a Relief? [Game Essence] | 5,371 | | Super Smash Bros. Ultimate
|
114. | Voice Recording [Audio] | 5,327 | | Super Smash Bros. Ultimate
|
115. | Consider Rewards First [Game Essence] | 5,300 | | Pikmin
|
116. | Audio as Fiction and Non-Fiction [Audio] | 5,244 | | Minecraft
|
117. | The Majority Shouldn't Always Rule [Work Ethic] | 6,000 | |
|
118. | Posing Suggestions [Animation] | 5,143 | | Super Smash Bros. Ultimate
|
119. | Praise the Player! [Planning & Game Design] | 5,126 | | Super Smash Bros. Ultimate
|
120. | Game Writing is Unique [Planning & Game Design] | 5,107 | | Kid Icarus
|
121. | Making Tutorials Feel Natural [Planning & Game Design] | 5,073 | Tutorial | Super Smash Bros. Ultimate
|
122. | Faithfulness Comes First in Licensed Games [Game Essence] | 6,100 | |
|
123. | Don't Rely on a "Plan B" [Work Ethic] | 5,017 | |
|
124. | Behavior at Ledges [Design Specifics] | 4,985 | | Super Smash Bros. Ultimate
|
125. | Emphasizing Text [UI] | 4,869 | |
|
126. | Using Tickets to Manage Tasks [Programming & Tech] | 4,819 | |
|
127. | Don't Be Unresponsive [Planning & Game Design] | 4,723 | | Super Smash Bros. Ultimate
|
128. | Motion Sickness in 3D Games [Planning & Game Design] | 4,721 | |
|
129. | Screen Shake [Effects] | 4,716 | | Super Smash Bros. Ultimate
|
130. | Arranging Music [Audio] | 4,635 | | Super Smash Bros. Ultimate
|
131. | Flipped Animation [Animation] | 5,200 | |
|
132. | Damage Animations [Animation] | 4,595 | | Super Smash Bros. Ultimate
|
133. | Let Them Skip, Let Them Pause [UI] | 5,200 | |
|
134. | Game Essence in Falling-Block Puzzle Games [Game Essence] | 4,457 | | Meteos
|
135. | Explain Ideas to Everyone at Once [Team Management] | 4,405 | |
|
136. | Facial Animations [Animation] | 5,100 | | Super Smash Bros. Ultimate
|
137. | Squashing and Scaling [Animation] | 4,348 | |
|
138. | Average and Mediocre Are the Same Thing [Design Specifics] | 4,700 | |
|
139. | Billboards [Effects] | 4,600 | |
|
140. | Mountain Climbing Is More Than Just Climbing [Game Essence] | 4,320 | | Super Smash Bros. Ultimate
|
141. | Broad Input, Broad Output [Work Ethic] | 4,301 | | Super Smash Bros. Ultimate
|
142. | Menus Define Your World [UI] | 4,281 | |
|
143. | Show the Actual Game! [Marketing] | 5,000 | |
|
144. | Maps Are Game Screens, Too [Design Specifics] | 4,212 | | The Legend of Zelda: Breath of the Wild
|
145. | Game Demos [Marketing] | 4,212 | |
|
146. | Finish Everything Within the Day [Team Management] | 4,900 | |
|
147. | Guidelines [Grab Bag] | 4,406 | Guide | Tetris
|
148. | Is Your Game Appealing Enough to Start Over? [Game Essence] | 4,094 | | Dark Souls
|
149. | Branching Tastes [Work Ethic] | 4,053 | |
|
150. | Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag] | 4,500 | |
|
151. | When Ideas Won't Come [Work Ethic] | 4,579 | |
|
152. | A World Without Footprints [Grab Bag] | 4,500 | |
|
153. | Blade Trails [Effects] | 4,500 | |
|
154. | Color-Coding Your Game [UI] | 4,008 | | Super Smash Bros. Ultimate
|
155. | Manga-like Visuals [Graphics] | 4,300 | |
|
156. | Dealing With Color Disparity [Graphics] | 4,600 | |
|
157. | Flick Input [Design Specifics] | 4,300 | |
|
158. | Unexpected Results [Design Specifics] | 4,349 | |
|
159. | Staying Organized with Hierarchical Outlines [Planning & Game Design] | 3,863 | |
|
160. | Make Retries Quick [Game Essence] | 3,837 | | Super Smash Bros. Ultimate
|
161. | Game & Watch Designs [Grab Bag] | 4,200 | |
|
162. | Odds and Ends of Supervising [Graphics] | 4,800 | |
|
163. | Hit Marks [Effects] | 3,765 | | Super Smash Bros. Ultimate
|
164. | Knockback in Super Smash Bros. [Programming & Tech] | 3,674 | | Super Smash Bros.
|
165. | Daily Report Suggestions [Team Management] | 3,647 | | Super Smash Bros. Ultimate
|
166. | Say It, and It Might Come True [Work Ethic] | 4,400 | |
|
167. | Unifying Visual Style [Graphics] | 3,610 | | Super Smash Bros. Ultimate
|
168. | What is “Play”? [Game Essence] | 4,400 | |
|
169. | Staying True to Your Concept [Work Ethic] | 3,900 | |
|
170. | Official Websites [Marketing] | 3,469 | | Super Smash Bros. Ultimate
|
171. | The Fun in Picking Sides [Planning & Game Design] | 3,448 | | Super Smash Bros. for Wii U
|
172. | Using Other Songs for Audio Reference [Audio] | 3,700 | |
|
173. | 1986: The Year of Legend [Grab Bag] | 3,700 | |
|
174. | How Multiple People Work on One File [Programming & Tech] | 4,000 | |
|
175. | The Limitations of Skeletons [Animation] | 3,610 | |
|
176. | I Want to Choose Fast! [UI] | 4,000 | | Super Smash Bros. Melee
|
177. | Directors and Producers [Team Management] | 3,618 | |
|
178. | Making "Work" Games Fun [Game Essence] | 3,600 | |
|
179. | Game Essence in Shooting Games [Game Essence] | 3,234 | |
|
180. | Making Sequels [Planning & Game Design] | 3,800 | |
|
181. | Echo Chambers [Work Ethic] | 3,500 | |
|
182. | Turning Gift-Giving Into a Game [Grab Bag] | 3,500 | |
|
183. | Don’t Put Decisions Off [Team Management] | 3,300 | |
|
184. | Portraying Fingers [Animation] | 3,500 | |
|
185. | Giving Feedback for Sound Effects [Audio] | 3,400 | |
|
186. | The Power of Suggestion [Work Ethic] | 3,500 | |
|
187. | Randomness Spices Games Up [Design Specifics] | 3,300 | |
|
188. | Motion Blur [Graphics] | 3,300 | |
|
189. | A World with Less Color [Planning & Game Design] | 3,300 | |
|
190. | Making Things Look Miniature [Graphics] | 3,500 | |
|
191. | It’s Easier If They Already Know [Planning & Game Design] | 3,300 | |
|
192. | Using Parameters to Establish Characters [Planning & Game Design] | 3,400 | |
|
193. | Strong Attack, Light Reverb [Audio] | 3,400 | | Super Smash Bros. Ultimate
|
194. | Better Than Not Being Able to Beat the Game [Game Essence] | 3,400 | |
|
195. | Button Settings [UI] | 3,200 | |
|
196. | Targeting and Market Research [Marketing] | 5,000 | |
|
197. | Mandatory Strategies and Strategic Balance [Game Essence] | 3,100 | |
|
198. | Competition and Abundance [Work Ethic] | 3,400 | | Super Smash Bros. Ultimate
|
199. | Game Essence in Action Games [Game Essence] | 3,200 | | Super Mario Bros.
|
200. | Transparency Features [Programming & Tech] | 3,100 | |
|