All Available Episode
All 2023 Episode
1. Flash, Blast, and Smoke [Effects]
2. Deconstruct, Analyze, and Rebuild [Planning & Game Design]
3. Team Digital or Team Physical? [Grab Bag]
4. Kirby Air Ride [Game Concepts]
5. Don't Wait to Speak Your Mind [Team Management]
6. Don't Anchor Your Center Point [Design Specifics]
7. Attack Poses [Animation]
8. Get the Sense of Scale Right [Graphics]
9. Good Errands and Bad Errands [Planning & Game Design]
10. Falling Sells the Feeling of Flight [Game Essence]
11. Sora's Work-From-Home Strategies [Grab Bag]
12. You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
13. Put Parameters in Brackets [Programming & Tech]
14. Game Music and Ambient Sounds [Audio]
15. Directors Need to Be Unique [Work Ethic]
16. Do We Really Need Enemies? [Game Essence]
17. Competing with the Past [Grab Bag]
18. Say No to Slow! [Design Specifics]
19. Meteos [Game Concepts]
20. Consider Rewards First [Game Essence]
21. Learn to Count Frames! [Planning & Game Design]
22. Follow-Throughs Make the Impact [Animation]
23. Loading Screens [UI]
24. Visual Effects in Slow Motion [Effects]
25. Marketing is Multiplicative [Marketing]
26. Games and Eye Strain [Grab Bag]
27. Do Competitive Games Have to Be Complex? [Game Essence]
28. Just Do It Already! [Work Ethic]
29. Units of Speed [Design Specifics]
30. Making Tutorials Feel Natural [Planning & Game Design]
31. Game Essence in Falling-Block Puzzle Games [Game Essence]
32. Mastering Up [Grab Bag]
33. Ten People Can Produce Seven People's Work [Team Management]
34. Audio as Fiction and Non-Fiction [Audio]
35. Supervising Art Through Retouches [Graphics]
36. Exaggerate to Make Up for Information Loss [Animation]
37. Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
38. Emphasizing Text [UI]
39. Using Tickets to Manage Tasks [Programming & Tech]
40. Praise the Player! [Planning & Game Design]
41. The Family Computer (and the NES) [Grab Bag]
42. Dying Comes as a Relief? [Game Essence]
43. How I Stuck With My Column [Work Ethic]
44. An Up-Close Look at Smash Bros. Stages [Graphics]
45. Development Secrets of the Original Kirby [Grab Bag]
46. Paint an Accurate Picture of Your Game [Marketing]
47. Behavior at Ledges [Design Specifics]
48. Screen Shake [Effects]
49. Don't Be Unresponsive [Planning & Game Design]
50. Mountain Climbing Is More Than Just Climbing [Game Essence]
51. Posing Suggestions [Animation]
52. Voice Recording [Audio]
53. Super Smash Bros. Brawl [Game Concepts]
54. Don't Rely on a "Plan B" [Work Ethic]
55. Canceled Games [Grab Bag]
56. Menus Define Your World [UI]
57. Branching Tastes [Work Ethic]
58. Game Writing is Unique [Planning & Game Design]
59. Explain Ideas to Everyone at Once [Team Management]
60. The Basics of Pixel Art [Graphics]
61. ♪ PRESS START [Grab Bag]
62. Make Retries Quick [Game Essence]
63. Family BASIC [Programming & Tech]
64. Maps Are Game Screens, Too [Design Specifics]
65. The Fun in Picking Sides [Planning & Game Design]
66. Squashing and Scaling [Animation]
67. Game Demos [Marketing]
68. Daily Report Suggestions [Team Management]
69. Games During My Childhood [Grab Bag]
70. Kid Icarus: Uprising [Game Concepts]
71. Broad Input, Broad Output [Work Ethic]
72. Arranging Music [Audio]
73. Is Your Game Appealing Enough to Start Over? [Game Essence]
74. Motion Sickness in 3D Games [Planning & Game Design]
75. Unifying Visual Style [Graphics]
76. Hit Marks [Effects]
77. The Team Behind Super Smash Bros. Brawl [Grab Bag]
78. Color-Coding Your Game [UI]
79. Game Essence in Shooting Games [Game Essence]
80. Super Smash Bros. for 3DS / Wii U [Game Concepts]
81. Bug Testing Never Ends [Team Management]
82. Staying Organized with Hierarchical Outlines [Planning & Game Design]
83. A Fight Between Live Action and Animation [Graphics]
84. Guidelines [Grab Bag]
85. Masahiro Sakurai on Creating Games Introduction Video
86. Unexpected Results [Design Specifics]
87. Damage Animations [Animation]
88. Official Websites [Marketing]
89. Keep Your Internal Pressure High [Work Ethic]
90. Knockback in Super Smash Bros. [Programming & Tech]
91. The Original Piece is Always Right [Audio]
92. Make Important Elements Bigger [UI]
93. More Game Essence Means Less Broad Appeal [Game Essence]
94. Show and Tell: Some Rare Belongings [Grab Bag]
95. The Perils of Interpolation [Animation]
96. Planning Your Game’s Rewards [Planning & Game Design]
97. Do Graphics Impact Fun? [Graphics]
98. Billboards [Effects]
99. Flick Input [Design Specifics]
100. Special 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 history and evolution of video games!
101. Special 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 dramatically!
102. Special 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!