Japan / SEASON
2023
122 listed episodes · First aired January 2, 2023
EPISODE GUIDE
Full guide ↗Episodes
E1Flash, Blast, and Smoke [Effects]E2Deconstruct, Analyze, and Rebuild [Planning & Game Design]E3Team Digital or Team Physical? [Grab Bag]E4Kirby Air Ride [Game Concepts]E5Don't Wait to Speak Your Mind [Team Management]E6Don't Anchor Your Center Point [Design Specifics]E7Attack Poses [Animation]E8Get the Sense of Scale Right [Graphics]E9Good Errands and Bad Errands [Planning & Game Design]E10Falling Sells the Feeling of Flight [Game Essence]E11Sora's Work-From-Home Strategies [Grab Bag]E12You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]E13Put Parameters in Brackets [Programming & Tech]E14Game Music and Ambient Sounds [Audio]E15Directors Need to Be Unique [Work Ethic]E16Do We Really Need Enemies? [Game Essence]E17Competing with the Past [Grab Bag]E18Say No to Slow! [Design Specifics]E19Meteos [Game Concepts]E20Consider Rewards First [Game Essence]E21Learn to Count Frames! [Planning & Game Design]E22Follow-Throughs Make the Impact [Animation]E23Loading Screens [UI]E24Visual Effects in Slow Motion [Effects]E25Marketing is Multiplicative [Marketing]E26Games and Eye Strain [Grab Bag]E27Do Competitive Games Have to Be Complex? [Game Essence]E28Just Do It Already! [Work Ethic]E29Units of Speed [Design Specifics]E30Making Tutorials Feel Natural [Planning & Game Design]E31Game Essence in Falling-Block Puzzle Games [Game Essence]E32Mastering Up [Grab Bag]E33Ten People Can Produce Seven People's Work [Team Management]E34Audio as Fiction and Non-Fiction [Audio]E35Supervising Art Through Retouches [Graphics]E36Exaggerate to Make Up for Information Loss [Animation]E37Sodatete! Kouchuu Ouja Mushiking [Game Concepts]E38Emphasizing Text [UI]E39Using Tickets to Manage Tasks [Programming & Tech]E40Praise the Player! [Planning & Game Design]E41The Family Computer (and the NES) [Grab Bag]E42Dying Comes as a Relief? [Game Essence]E43How I Stuck With My Column [Work Ethic]E44An Up-Close Look at Smash Bros. Stages [Graphics]E45Development Secrets of the Original Kirby [Grab Bag]E46Paint an Accurate Picture of Your Game [Marketing]E47Behavior at Ledges [Design Specifics]E48Screen Shake [Effects]E49Don't Be Unresponsive [Planning & Game Design]E50Mountain Climbing Is More Than Just Climbing [Game Essence]E51Posing Suggestions [Animation]E52Voice Recording [Audio]E53Super Smash Bros. Brawl [Game Concepts]E54Don't Rely on a "Plan B" [Work Ethic]E55Canceled Games [Grab Bag]E56Menus Define Your World [UI]E57Branching Tastes [Work Ethic]E58Game Writing is Unique [Planning & Game Design]E59Explain Ideas to Everyone at Once [Team Management]E60The Basics of Pixel Art [Graphics]E61♪ PRESS START [Grab Bag]E62Make Retries Quick [Game Essence]E63Family BASIC [Programming & Tech]E64Maps Are Game Screens, Too [Design Specifics]E65The Fun in Picking Sides [Planning & Game Design]E66Squashing and Scaling [Animation]E67Game Demos [Marketing]E68Daily Report Suggestions [Team Management]E69Games During My Childhood [Grab Bag]E70Kid Icarus: Uprising [Game Concepts]E71Broad Input, Broad Output [Work Ethic]E72Arranging Music [Audio]E73Is Your Game Appealing Enough to Start Over? [Game Essence]E74Motion Sickness in 3D Games [Planning & Game Design]E75Unifying Visual Style [Graphics]E76Hit Marks [Effects]E77The Team Behind Super Smash Bros. Brawl [Grab Bag]E78Color-Coding Your Game [UI]E79Game Essence in Shooting Games [Game Essence]E80Super Smash Bros. for 3DS / Wii U [Game Concepts]E81Bug Testing Never Ends [Team Management]E82Staying Organized with Hierarchical Outlines [Planning & Game Design]E83A Fight Between Live Action and Animation [Graphics]E84Guidelines [Grab Bag]E85Masahiro Sakurai on Creating Games Introduction VideoE86Unexpected Results [Design Specifics]E87Damage Animations [Animation]E88Official Websites [Marketing]E89Keep Your Internal Pressure High [Work Ethic]E90Knockback in Super Smash Bros. [Programming & Tech]E91The Original Piece is Always Right [Audio]E92Make Important Elements Bigger [UI]E93More Game Essence Means Less Broad Appeal [Game Essence]E94Show and Tell: Some Rare Belongings [Grab Bag]E95The Perils of Interpolation [Animation]E96Planning Your Game’s Rewards [Planning & Game Design]E97Do Graphics Impact Fun? [Graphics]E98Billboards [Effects]E99Flick Input [Design Specifics]E100Special Crossover! #1 [Special]
For our portion of the Retro Game Master crossover, we take a tour through a curated selection of arcade games released between 1978 and 1987—"The Space Invaders Decade". We hope it provides a unique look at the histor…
E101Special Crossover! #2 [Special]The second installment of the Retro Game Master crossover is here! Join me as I play classic arcade games with legendary Let's Player Arino Kacho. In the four short years covered in this episode, games evolved rather d…
E102Special Crossover! #3 [Special]Welcome to the final episode of the Retro Game Master crossover! I never imagined doing a crossover like this—I'm so glad we had a chance to play so many games!
E103The Majority Shouldn't Always Rule [Work Ethic]E104The Shoryuken Command [Game Essence]E105Super Smash Bros. Ultimate [Game Concepts]E106Avoiding Comparison [Planning & Game Design]E107Making Games as Part of a Company [Team Management]E108Fighter Reveal Videos [Marketing]E109Making Sequels [Planning & Game Design]E110Odds and Ends of Supervising [Graphics]E111Facial Animations [Animation]E112Strong Attack, Light Reverb [Audio]E113Game & Watch Designs [Grab Bag]E114I Want to Choose Fast! [UI]E115The Pros and Cons of Leaderboards [Game Essence]E116The Power of Suggestion [Work Ethic]E117How Multiple People Work on One File [Programming & Tech]E118Teaching Players How to Play [Design Specifics]E119Making Things Look Miniature [Graphics]E120It’s Easier If They Already Know [Planning & Game Design]E121Creators Change, Too [Grab Bag]E122Finish Everything Within the Day [Team Management]