Many companies in the games industry have settled on using Perforce or SVN (or more recently Plastic DVCS) internally as, out of the box, it can handle both code and non-code assets (i.e. large binary files) well in tandem. Git has problems with the latter - people have tried to correct this with solutions like git-annex and git-LFS but these have failed to catch on thus far.
Quite a few (well, 2 out of 3 or 4 that I've tried) of the project's off-github websites are either domain-squatted or, worse, result in "your computer has been infected" popups. Obviously, that's going to happen with projects as they get abandoned, but I think the compiler of a list such as this one has a responsibility to make sure everything's legit.
I don't know if this was reason it was posted for, but looking at how the code is structured in some of hose projects is extremely insightful for game making.<p>Too bad that, at least in the games I looked at, all the non-game code (e.g. Google play integration, analytics, etc..) is missing.
Got a DMCA hit pretty quick: <a href="https://github.com/FullScreenShenanigans/FullScreenMario/" rel="nofollow">https://github.com/FullScreenShenanigans/FullScreenMario/</a>
What, no id[1] in the major companies?<p>EDIT: Nevermind I found it way down the list, but still, id is pretty major company when it comes to games.<p>[1]: <a href="https://github.com/id-Software" rel="nofollow">https://github.com/id-Software</a>
Here's another nice once, if you'd like faithful remake of Settlers II <a href="https://github.com/Return-To-The-Roots/s25client" rel="nofollow">https://github.com/Return-To-The-Roots/s25client</a>