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How Ripull Minigames Dominated ROBLOX This Winter

March 6, 2015

by Andrew Haak


There’s a long and storied history of minigame collections on ROBLOX. Looking back as far as 2008, long-tenured ROBLOX players might remember such titles as Minigame Mania by ICE128, Person299’s Minigames, Multi Minigames, Havemeat’s Minigames, and Minigame World. Now, with four solid months of top-10 performance, it’s safe to say there’s a new title that’ll one day be mentioned among the classics.

That game is Ripull Minigames.

In gaming, there’s a new hotness every few months, but it makes sense that minigame collections have defied time and remained popular for years – they’re super-compact and accessible, with virtually endless space for new types of fun. In general, ROBLOX minigame collections cycle through short (i.e., two- or three-minute) rounds, each with completely different gameplay than the last, and everything takes place in a contained and highly social space. It’s the kind of thing that’s so simple and fast-paced and unpredictable that you find yourself saying, “just one more round,” on repeat.

Ripull Minigames takes place in a single space, where the central area is a playground for an ever-expanding arsenal of minigames.

Ripull Minigames takes place in a single space, where the central area is a playground for an ever-expanding arsenal of minigames.

Ripull Minigames takes the classic minigames ingredients and brings them into the modern age of ROBLOX game development. While Ripull has made his game mobile-compatible and introduced his own minigames, such as Bomb Head, Turkey Throwers, and Melt Down, he cites his game’s achievements and unlockable items as one of the key points of difference from the legacy of similar games.

“What I noticed from minigame games of the past is although they may have had a large number of minigames, they all lacked majorly in stuff to earn, with some even offering nothing to earn at all,” Ripull says. “For my own game, I decided from the start that I was going to make item earning a central piece.”

That it is. At the time of this writing, there are 61 gear items and 41 pets to earn – and Ripull mentions there are more on the way.

Another unique thing Ripull does with his minigames collection is clearly indicate the skill of each player. The game’s leveling system awards experience for playing – the better you do, the more experience you earn – and even shows players’ ranks above their heads in the game.

“It symbolizes their dedication to the game and they wear it like a badge of honor,” Ripull says of the feature.


Players can spectate the action from the sidelines when they get knocked out of a minigame before it concludes.

Inspired primarily by Minigame Mania by ICE128, a game Ripull used to play in 2009, and the highly interactive lobby of TylerMcBride’s Super Bomb Survival, Ripull Minigames has become a colorful stage for short blasts of fun. Ripull releases updates every Friday, a smart move considering playtime increases on weekends during the school year, and even went so far as to “skin” his game for Valentine’s Day. While the Valentine’s event was a drastic update that changed the look of the game, weekly updates are substantial, featuring “a new Minigame, gear, pets, or a combination of the three,” Ripull says.

Ripull spends 35 to 40 hours per week on game development, so staying popular post-release is a time-consuming job. He has to continue to produce new content, and leverage the tools at his disposal to keep the game’s momentum rolling. Ripull took to Twitter in 2014 to reach fans and already has almost 10,000 followers.

“After reading the blog post where Taymaster discusses how using Twitter is beneficial in promoting games, I felt it was a necessary step to do something similar,” Ripull says. “It works well because you can get direct feedback about the game from players, create hype for new updates, give them sneak-peeks into stuff you’re working on weeks before it’s released and of course release item codes that give free in-game items.”

“Item codes are a great way to keep players engaged as they eagerly await new code releases,” Ripull adds. “To redeem the code, they have to go into the game and input the code, so chances are they’ll stick around to play for a while and have fun with their new item!”


When he’s not making games, Ripull says his “number one favorite thing to do” is play games.

Ripull is a hardcore gaming enthusiast. That’s how he spends his time. When he’s not making games, he says his “number one favorite thing to do” is play games. There’s no doubt his passion for Team Fortress 2, DOTA 2, and Age of Empires, among others, has given him a strong understanding of game design concepts and in some way shaped his success on ROBLOX.

He says having one of the most popular ROBLOX games feels “fantastic.”

“It was something that I worked many long hours to achieve and in the end it just all worked out. For anyone looking to do well with ROBLOX game creation, I feel as if the only three things you need are time, dedication, and effort. The rest will work itself out if you stay passionate about making your game.”

He’s enjoying the feels, but maintaining a disciplined schedule of updates for Ripull Minigames – it won’t stay on top by itself. Every Friday for the foreseeable future will include a game update. He’s making new minigames, investigating new types of items to earn, and thinking about new ways to make the lobby a more fun place to spend time between rounds.

“Oh, and the blue building will become something, someday, when I finally decide what to do with it,” he adds.

Having transformed his passion into a lucrative job, Ripull epitomizes the modern-day ROBLOX developer. He figured out how to leverage the tools at his disposal to reach a global audience, create a loyal player base, and maintain his success for months on end. We can’t wait to see even more people follow in his footsteps.