Masahiro Sakurai on Creating Games2023Season 2 · 2023 · 122 episodesEpisodes1Flash, Blast, and Smoke [Effects]2Deconstruct, Analyze, and Rebuild [Planning & Game Design]3Team Digital or Team Physical? [Grab Bag]4Kirby Air Ride [Game Concepts]5Don't Wait to Speak Your Mind [Team Management]6Don't Anchor Your Center Point [Design Specifics]7Attack Poses [Animation]8Get the Sense of Scale Right [Graphics]9Good Errands and Bad Errands [Planning & Game Design]10Falling Sells the Feeling of Flight [Game Essence]11Sora's Work-From-Home Strategies [Grab Bag]12You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]13Put Parameters in Brackets [Programming & Tech]14Game Music and Ambient Sounds [Audio]15Directors Need to Be Unique [Work Ethic]16Do We Really Need Enemies? [Game Essence]17Competing with the Past [Grab Bag]18Say No to Slow! [Design Specifics]19Meteos [Game Concepts]20Consider Rewards First [Game Essence]21Learn to Count Frames! [Planning & Game Design]22Follow-Throughs Make the Impact [Animation]23Loading Screens [UI]24Visual Effects in Slow Motion [Effects]25Marketing is Multiplicative [Marketing]26Games and Eye Strain [Grab Bag]27Do Competitive Games Have to Be Complex? [Game Essence]28Just Do It Already! [Work Ethic]29Units of Speed [Design Specifics]30Making Tutorials Feel Natural [Planning & Game Design]31Game Essence in Falling-Block Puzzle Games [Game Essence]32Mastering Up [Grab Bag]33Ten People Can Produce Seven People's Work [Team Management]34Audio as Fiction and Non-Fiction [Audio]35Supervising Art Through Retouches [Graphics]36Exaggerate to Make Up for Information Loss [Animation]37Sodatete! Kouchuu Ouja Mushiking [Game Concepts]38Emphasizing Text [UI]39Using Tickets to Manage Tasks [Programming & Tech]40Praise the Player! [Planning & Game Design]41The Family Computer (and the NES) [Grab Bag]42Dying Comes as a Relief? [Game Essence]43How I Stuck With My Column [Work Ethic]44An Up-Close Look at Smash Bros. Stages [Graphics]45Development Secrets of the Original Kirby [Grab Bag]46Paint an Accurate Picture of Your Game [Marketing]47Behavior at Ledges [Design Specifics]48Screen Shake [Effects]49Don't Be Unresponsive [Planning & Game Design]50Mountain Climbing Is More Than Just Climbing [Game Essence]51Posing Suggestions [Animation]52Voice Recording [Audio]53Super Smash Bros. Brawl [Game Concepts]54Don't Rely on a "Plan B" [Work Ethic]55Canceled Games [Grab Bag]56Menus Define Your World [UI]57Branching Tastes [Work Ethic]58Game Writing is Unique [Planning & Game Design]59Explain Ideas to Everyone at Once [Team Management]60The Basics of Pixel Art [Graphics]61♪ PRESS START [Grab Bag]62Make Retries Quick [Game Essence]63Family BASIC [Programming & Tech]64Maps Are Game Screens, Too [Design Specifics]65The Fun in Picking Sides [Planning & Game Design]66Squashing and Scaling [Animation]67Game Demos [Marketing]68Daily Report Suggestions [Team Management]69Games During My Childhood [Grab Bag]70Kid Icarus: Uprising [Game Concepts]71Broad Input, Broad Output [Work Ethic]72Arranging Music [Audio]73Is Your Game Appealing Enough to Start Over? [Game Essence]74Motion Sickness in 3D Games [Planning & Game Design]75Unifying Visual Style [Graphics]76Hit Marks [Effects]77The Team Behind Super Smash Bros. Brawl [Grab Bag]78Color-Coding Your Game [UI]79Game Essence in Shooting Games [Game Essence]80Super Smash Bros. for 3DS / Wii U [Game Concepts]81Bug Testing Never Ends [Team Management]82Staying Organized with Hierarchical Outlines [Planning & Game Design]83A Fight Between Live Action and Animation [Graphics]84Guidelines [Grab Bag]85Masahiro Sakurai on Creating Games Introduction Video86Unexpected Results [Design Specifics]87Damage Animations [Animation]88Official Websites [Marketing]89Keep Your Internal Pressure High [Work Ethic]90Knockback in Super Smash Bros. [Programming & Tech]91The Original Piece is Always Right [Audio]92Make Important Elements Bigger [UI]93More Game Essence Means Less Broad Appeal [Game Essence]94Show and Tell: Some Rare Belongings [Grab Bag]95The Perils of Interpolation [Animation]96Planning Your Game’s Rewards [Planning & Game Design]97Do Graphics Impact Fun? [Graphics]98Billboards [Effects]99Flick Input [Design Specifics]100Special 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!101Special 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!102Special 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!103The Majority Shouldn't Always Rule [Work Ethic]104The Shoryuken Command [Game Essence]105Super Smash Bros. Ultimate [Game Concepts]106Avoiding Comparison [Planning & Game Design]107Making Games as Part of a Company [Team Management]108Fighter Reveal Videos [Marketing]109Making Sequels [Planning & Game Design]110Odds and Ends of Supervising [Graphics]111Facial Animations [Animation]112Strong Attack, Light Reverb [Audio]113Game & Watch Designs [Grab Bag]114I Want to Choose Fast! [UI]115The Pros and Cons of Leaderboards [Game Essence]116The Power of Suggestion [Work Ethic]117How Multiple People Work on One File [Programming & Tech]118Teaching Players How to Play [Design Specifics]119Making Things Look Miniature [Graphics]120It’s Easier If They Already Know [Planning & Game Design]121Creators Change, Too [Grab Bag]122Finish Everything Within the Day [Team Management]Season 1Season 3Season 4