桜井政博 as Masahiro Sakurai
Episodes 289
About This Channel
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Masahiro Sakurai's Creative Works
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Stop for Big Moments! [Design Specifics]
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Kirby's Dream Land [Game Concepts]]
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Frame Rates [Planning & Game Design]
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Risk and Reward [Game Essence]
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Game Development Isn't a Game [Work Ethic]
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Down with Lag! [Grab Bag]
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Squeeze and Release [Game Essence]
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Draw the Light, Not the Asset [Graphics]
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Kirby's Adventure [Game Concepts]
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Presentations Are All About Speed! [Work Ethic]
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Game Awards [Grab Bag]
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Assigning Animations [Animation]
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Game Essence in Role-Playing Games [Game Essence]
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Make It "Pop" [Effects]
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Just Let Them Play! [Planning & Game Design]
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Clarity vs. Style [UI]
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Giving "Weight" to Buttons [Design Specifics]
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Kirby Super Star [Game Concepts]
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Try Telling That to the Player [Work Ethic]
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Name Files Logically [Programming & Tech]
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Keeping Rewards in Sight [Planning & Game Design]
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Exercise While You Game! [Grab Bag]
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Make the Tempo Match the Game [Audio]
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Fun Beyond Game Essence [Game Essence]
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Super Smash Bros. [Game Concepts]
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Too Much is Just Right [Animation]
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Spec Changes [Work Ethic]
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Emphasize Objects with Collision [Graphics]
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The Price of Games [Grab Bag]
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Strike a Balance with Sound Effects [Audio]
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Text Size [UI]
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Making a Living Making Games [Planning & Game Design]
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Let Your Characters Shine [Effects]
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Breaking Down Attack Animations [Animation]
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Jump Physics [Design Specifics]
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Writing Game Proposals [Work Ethic]
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My Feline Friend, Fukurashi [Grab Bag]
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Super Smash Bros. Melee [Game Concepts]
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The Fiend's Cauldron [Game Essence]
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A Small Window Into the World [Planning & Game Design]
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Sharing Info Within a Team [Team Management]
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Distinguishing Between Major and Minor Elements [Graphics]
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That Was Then, This Is Now [Grab Bag]
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Making Your Game Easy to Tune [Programming & Tech]
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Eight Hit Stop Techniques [Design Specifics]
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Let Players Cheat the System [Game Essence]
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Making Lead-ins Instant and Impactful [Animation]
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Jobs in Game Development [Team Management]
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The Potential of One Button [Planning & Game Design]
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Prep Your Proposals Hot and Fast [Work Ethic]
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Sora Ltd. [Grab Bag]
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Listen in Various Environments [Audio]
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Modern Quality of Life Features [UI]
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Flash, Blast, and Smoke [Effects]
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Deconstruct, Analyze, and Rebuild [Planning & Game Design]
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Team Digital or Team Physical? [Grab Bag]
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Kirby Air Ride [Game Concepts]
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Don't Wait to Speak Your Mind [Team Management]
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Don't Anchor Your Center Point [Design Specifics]
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Attack Poses [Animation]
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Get the Sense of Scale Right [Graphics]
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Good Errands and Bad Errands [Planning & Game Design]
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Falling Sells the Feeling of Flight [Game Essence]
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Sora's Work-From-Home Strategies [Grab Bag]
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You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
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Put Parameters in Brackets [Programming & Tech]
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Game Music and Ambient Sounds [Audio]
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Directors Need to Be Unique [Work Ethic]
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Do We Really Need Enemies? [Game Essence]
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Competing with the Past [Grab Bag]
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Say No to Slow! [Design Specifics]
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Meteos [Game Concepts]
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Consider Rewards First [Game Essence]
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Learn to Count Frames! [Planning & Game Design]
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Follow-Throughs Make the Impact [Animation]
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Loading Screens [UI]
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Visual Effects in Slow Motion [Effects]
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Marketing is Multiplicative [Marketing]
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Games and Eye Strain [Grab Bag]
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Do Competitive Games Have to Be Complex? [Game Essence]
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Just Do It Already! [Work Ethic]
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Units of Speed [Design Specifics]
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Making Tutorials Feel Natural [Planning & Game Design]
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Game Essence in Falling-Block Puzzle Games [Game Essence]
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Mastering Up [Grab Bag]
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Ten People Can Produce Seven People's Work [Team Management]
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Audio as Fiction and Non-Fiction [Audio]
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Supervising Art Through Retouches [Graphics]
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Exaggerate to Make Up for Information Loss [Animation]
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Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
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Emphasizing Text [UI]
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Using Tickets to Manage Tasks [Programming & Tech]
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Praise the Player! [Planning & Game Design]
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The Family Computer (and the NES) [Grab Bag]
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Dying Comes as a Relief? [Game Essence]
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How I Stuck With My Column [Work Ethic]
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An Up-Close Look at Smash Bros. Stages [Graphics]
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Development Secrets of the Original Kirby [Grab Bag]
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Paint an Accurate Picture of Your Game [Marketing]
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Behavior at Ledges [Design Specifics]
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Screen Shake [Effects]
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Don't Be Unresponsive [Planning & Game Design]
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Mountain Climbing Is More Than Just Climbing [Game Essence]
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Posing Suggestions [Animation]
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Voice Recording [Audio]
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Super Smash Bros. Brawl [Game Concepts]
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Don't Rely on a "Plan B" [Work Ethic]
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Canceled Games [Grab Bag]
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Menus Define Your World [UI]
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Branching Tastes [Work Ethic]
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Game Writing is Unique [Planning & Game Design]
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Explain Ideas to Everyone at Once [Team Management]
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The Basics of Pixel Art [Graphics]
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♪ PRESS START [Grab Bag]
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Make Retries Quick [Game Essence]
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Family BASIC [Programming & Tech]
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Maps Are Game Screens, Too [Design Specifics]
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The Fun in Picking Sides [Planning & Game Design]
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Squashing and Scaling [Animation]
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Game Demos [Marketing]
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Daily Report Suggestions [Team Management]
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Games During My Childhood [Grab Bag]
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Kid Icarus: Uprising [Game Concepts]
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Broad Input, Broad Output [Work Ethic]
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Arranging Music [Audio]
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Is Your Game Appealing Enough to Start Over? [Game Essence]
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Motion Sickness in 3D Games [Planning & Game Design]
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Unifying Visual Style [Graphics]
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Hit Marks [Effects]
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The Team Behind Super Smash Bros. Brawl [Grab Bag]
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Color-Coding Your Game [UI]
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Game Essence in Shooting Games [Game Essence]
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Super Smash Bros. for 3DS / Wii U [Game Concepts]
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Bug Testing Never Ends [Team Management]
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Staying Organized with Hierarchical Outlines [Planning & Game Design]
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A Fight Between Live Action and Animation [Graphics]
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Guidelines [Grab Bag]
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Masahiro Sakurai on Creating Games Introduction Video
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Unexpected Results [Design Specifics]
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Damage Animations [Animation]
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Official Websites [Marketing]
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Keep Your Internal Pressure High [Work Ethic]
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Knockback in Super Smash Bros. [Programming & Tech]
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The Original Piece is Always Right [Audio]
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Make Important Elements Bigger [UI]
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More Game Essence Means Less Broad Appeal [Game Essence]
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Show and Tell: Some Rare Belongings [Grab Bag]
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The Perils of Interpolation [Animation]
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Planning Your Game’s Rewards [Planning & Game Design]
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Do Graphics Impact Fun? [Graphics]
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Billboards [Effects]
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Flick Input [Design Specifics]
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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!
Read MoreSpecial 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!
Read MoreSpecial 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!
Read MoreThe Majority Shouldn't Always Rule [Work Ethic]
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The Shoryuken Command [Game Essence]
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Super Smash Bros. Ultimate [Game Concepts]
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Avoiding Comparison [Planning & Game Design]
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Making Games as Part of a Company [Team Management]
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Fighter Reveal Videos [Marketing]
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Making Sequels [Planning & Game Design]
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Odds and Ends of Supervising [Graphics]
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Facial Animations [Animation]
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Strong Attack, Light Reverb [Audio]
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Game & Watch Designs [Grab Bag]
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I Want to Choose Fast! [UI]
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The Pros and Cons of Leaderboards [Game Essence]
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The Power of Suggestion [Work Ethic]
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How Multiple People Work on One File [Programming & Tech]
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Teaching Players How to Play [Design Specifics]
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Making Things Look Miniature [Graphics]
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It’s Easier If They Already Know [Planning & Game Design]
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Creators Change, Too [Grab Bag]
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Finish Everything Within the Day [Team Management]
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What is “Play”? [Game Essence]
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Blade Trails [Effects]
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Let Them Skip, Let Them Pause [UI]
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Flipped Animation [Animation]
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Customization Lets Your Imagination Play [Planning & Game Design]
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Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
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Dealing With Color Disparity [Graphics]
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Giving Feedback for Sound Effects [Audio]
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Show the Actual Game! [Marketing]
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Staying True to Your Concept [Work Ethic]
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Faithfulness Comes First in Licensed Games [Game Essence]
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Randomness Spices Games Up [Design Specifics]
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Turning Gift-Giving Into a Game [Grab Bag]
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Don’t Put Decisions Off [Team Management]
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Motion Blur [Graphics]
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Game Essence in Action Games [Game Essence]
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A: Work Ethic 1 (Category Compilation) #01~#10
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Animation Blending [Animation]
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Debug Mode [Programming & Tech]
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C: Planning & Game Design 1 (Category Compilation) #01~#09
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Crafting “Similar” Games [Planning & Game Design]
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Button Settings [UI]
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Competition and Abundance [Work Ethic]
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A World Without Footprints [Grab Bag]
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Presenting Scores [Planning & Design]
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Making Effects the Right Size [Effects]
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B: Game Essence 1 (Category Compilation) #01~#06
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Handicap Systems [Design Specifics]
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Making "Work" Games Fun [Game Essence]
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Balancing Ambient Sounds [Audio]
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Making the Imaginary Feel Real [Graphics]
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Using Parameters to Establish Characters [Planning & Game Design]
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Playing Games in Front of Other People [Marketing]
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Bug Testing Systems [Team Management]
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1986: The Year of Legend [Grab Bag]
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Portraying Fingers [Animation]
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Advancing Text [UI]
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Say It, and It Might Come True [Work Ethic]
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Better Than Not Being Able to Beat the Game [Game Essence]
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D: Design Specifics 1 (Category Compilation) #01~#08
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A World with Less Color [Planning & Game Design]
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Final Output [Graphics]
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Storage Tips [Grab Bag]
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Transparency Features [Programming & Tech]
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Average and Mediocre Are the Same Thing [Design Specifics]
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Mandatory Strategies and Strategic Balance [Game Essence]
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E: Team Management 1 (Category Compilation) #01~#07
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Play Testing Keeps Going [Team Management]
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Computer-Controlled Players [Planning & Game Design]
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Using Other Songs for Audio Reference [Audio]
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Flashing Effects [Effects]
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Destroying One Wall [Graphics]
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Always Keep Attack Collision in Mind [Animation]
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Targeting and Market Research [Marketing]
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Gameplay as Part of a Live Performance [Grab Bag]
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Echo Chambers [Work Ethic]
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Adding Help Text to Menus [UI]
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Game Essence in Strategy Games [Game Essence]
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Online Updates [Design Specifics]
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Manga-like Visuals [Graphics]
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In-Game Cutscenes [Planning & Game Design]
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F: Graphics 1 (Category Compilation) #01~#06
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Directors and Producers [Team Management]
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Start with the Climax [Planning & Game Design]
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The Limitations of Skeletons [Animation]
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When Ideas Won't Come [Work Ethic]
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How Good Were the Player’s Actions? [Game Essence]
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Famicom and NES Audio [Audio]
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Making Things Clear, Even Without Words [UI]
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Turning Anything Into a Competitive Game [Grab Bag]
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Being Kind to Beginners [Planning & Game Design]
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Establishing Characters Through Their Design [Graphics]
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The Limitations of Particle Effects [Effects]
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Smash Bros. DOJO!! [Marketing]
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Speedy Screen Transitions [Design Specifics]
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Amplify Both Strengths and Weaknesses [Game Essence]
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G: Animation 1 (Category Compilation) #01~#09
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Elementary School Play Testers [Team Management]
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Never Get Into Fights [Work Ethic]
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Be Mindful of the Time Players are Giving You [Planning & Game Design]
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Rotation on Two Axes [Animation]
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H: Effects 1 (Category Compilation) #01~#06
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CRT Displays [Grab Bag]
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Odds and Ends of Supervising: Sora Edition [Graphics]
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HUDs [UI]
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I: Audio 1 (Category Compilation) #01~#07
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What Happens When You Shift the Center of Gravity? [Design Specifics]
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Give Yourself a Handicap When Balancing Your Game [Game Essence]
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No Masterpiece Has Bad Audio [Audio]
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A Director’s Job is to Trim [Team Management]
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Mr. Iwata [Grab Bag]
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Up is Down, and Down is Up [Work Ethic]
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J: UI 1 (Category Compilation) #01~#08
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K: Programming & Tech 1 (Category Compilation) #01~#05
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M: Grab Bag 1 (Category Compilation) #01~#09
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Masahiro Sakurai on Creating Games: Finale Special
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N: Game Concepts 1 (Category Compilation) #01~#05
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L: Marketing 1 (Category Compilation) #01~#07
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A: Work Ethic 2 (Category Compilation) #11~#20
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B: Game Essence 2 (Category Compilation) #07~#15
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C: Planning & Game Design 2 (Category Compilation) #10~#18
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D: Design Specifics 2 (Category Compilation) #09~#18
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E: Team Management 2 (Category Compilation) #08~#15
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F: Graphics 2 (Category Compilation) #07~#13
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G: Animation 2 (Category Compilation) #10~#18
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H: Effects 2 (Category Compilation) #07~#11
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I: Audio 2 (Category Compilation) #08~#14
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J: UI 2 (Category Compilation) #09~#15
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K: Programming & Tech 2 (Category Compilation) #06~#09
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M: Grab Bag 2 (Category Compilation) #10~#14
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N: Game Concepts 2 (Category Compilation) #06~#09
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B: Game Essence 3 (Category Compilation) #16~#23
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