02. Masahiro Sakurai's Creative Works
03. Stop for Big Moments! [Design Specifics]
04. Kirby's Dream Land [Game Concepts]]
05. Frame Rates [Planning & Game Design]
06. Risk and Reward [Game Essence]
07. Game Development Isn't a Game [Work Ethic]
08. Down with Lag! [Grab Bag]
09. Squeeze and Release [Game Essence]
10. Draw the Light, Not the Asset [Graphics]
11. Kirby's Adventure [Game Concepts]
12. Presentations Are All About Speed! [Work Ethic]
13. Game Awards [Grab Bag]
14. Assigning Animations [Animation]
15. Game Essence in Role-Playing Games [Game Essence]
16. Make It "Pop" [Effects]
17. Just Let Them Play! [Planning & Game Design]
18. Clarity vs. Style [UI]
19. Giving "Weight" to Buttons [Design Specifics]
20. Kirby Super Star [Game Concepts]
21. Try Telling That to the Player [Work Ethic]
22. Name Files Logically [Programming & Tech]
23. Keeping Rewards in Sight [Planning & Game Design]
24. Exercise While You Game! [Grab Bag]
25. Make the Tempo Match the Game [Audio]
26. Fun Beyond Game Essence [Game Essence]
27. Super Smash Bros. [Game Concepts]
28. Too Much is Just Right [Animation]
29. Spec Changes [Work Ethic]
30. Emphasize Objects with Collision [Graphics]
31. The Price of Games [Grab Bag]
32. Strike a Balance with Sound Effects [Audio]
34. Making a Living Making Games [Planning & Game Design]
35. Let Your Characters Shine [Effects]
36. Breaking Down Attack Animations [Animation]
37. Jump Physics [Design Specifics]
38. Writing Game Proposals [Work Ethic]
39. My Feline Friend, Fukurashi [Grab Bag]
40. Super Smash Bros. Melee [Game Concepts]
41. The Fiend's Cauldron [Game Essence]
42. A Small Window Into the World [Planning & Game Design]
43. Sharing Info Within a Team [Team Management]
44. Distinguishing Between Major and Minor Elements [Graphics]
45. That Was Then, This Is Now [Grab Bag]
46. Making Your Game Easy to Tune [Programming & Tech]
47. Eight Hit Stop Techniques [Design Specifics]
48. Let Players Cheat the System [Game Essence]
49. Making Lead-ins Instant and Impactful [Animation]
50. Jobs in Game Development [Team Management]
51. The Potential of One Button [Planning & Game Design]
52. Prep Your Proposals Hot and Fast [Work Ethic]
54. Listen in Various Environments [Audio]
55. Modern Quality of Life Features [UI]