
i’m lizard 🦎


Already been done, there’s a data dump of every MM1 course on archive.org. The dump is dated but it came after level uploads for MM1 were shut down so it should be about as complete as it gets, minus courses deleted by Nintendo before that.
Actually playing anything seems to be quite complex but there’s some instructions in the reviews, so it should be doable for someone to set up a replacement server in the future (Pretendo network already has the basics for custom Wii U online running).
I don’t think Factorio is suitable for a first-time gamer. The way the inventory, hotbar and the map work aren’t immediately obvious if you’ve never played a game. If you do try, at least turn biters off. The time pressure that’s added by having to set up defense would be difficult enough to handle, but offensive combat is quite the struggle if you’re still trying to learn basic gaming controls. You’d be dealing with things like swapping hotbars to one with grenades & stuff, control schemes changing the moment you get into a vehicle and weird targeting quirks. And by the time you get to trains or advanced oil cracking quite a lot of people tend to drop off the game in general.
I’d start with something like Minecraft on peaceful difficulty, then give easy or normal a try after a couple of hours if that goes well. Peaceful leaves time to learn all the basic controls and is fun enough to run around in by itself, and you’re not going to get blasted by a creeper that fell behind you.


Takuro’s own JP Twitter bio (urokuta_ja) claims involvement with both Pocketpair’s games and Coincheck.
Quest 64 French Vanilla more or less is that mod. Not totally sure what I think of it though. It’s a huge improvement over the game’s mechanics, but this is also one of those games where all the weird balancing quirks are part of the game’s charm.


DSP doesn’t have builtin controller support, so I’d be leery recommending it for Deck unless you’re used to more complicated manual input mapping. Hardware-wise, it’s more than capable as long as you don’t go megabasing postgame.
DSP also doesn’t do cloud saves, so you gotta be careful with your wineprefix.


The badness this game had at launch really can’t be overstated, though. At launch, this was a paid early access always online mostly-singleplayer-with-coop game with a premium currency shop and a battle pass. And it was one of those games where the shop was the most fleshed out part.
They’ve added offline mode and are now reworking the microtransactions to Steam DLC, but I’m still very skeptical of them. That launch was so blatantly over the top bad.


I think this one will work. Most of these games are already “multihomed” on different ad networks and display the one that is most profitable to them at any given time, or a semi-random mixture. The differences in profitably aren’t that huge, and it will get even worse if advertisers run away from Unity too. Unity is making an absolute killing from their ads division, and this is now being threatened.
And who are the advertisers? Other game devs. The whole mobile game advertising scene is one gigantic ouroboros with the ad platforms cutting off a huge portion in the middle. If you leave, you’re going to both stop showing ads and stop your advertising there.


Even if the source is kept decently preserved, the build environments are usually not. If they still have a machine in the exact state it was in at the time the game was finished, it might be as easy as Project -> Build, but… they almost certainly don’t. So that likely has to be rebuilt from scratch, and you’d be very lucky to find any kind of documentation on how things worked.
Game studios tend to have it particularly bad because of how much binary-only engines/middleware (standalone bits like Havok physics/Bink video/etc) they used, how often the game’s data and code builds were mixed together in some way and how in some cases the project is designed to build things like console releases at the same time. If you lost the install files for your physics engine, you’re probably straight up screwed.
By the time you’ve figured all of that out, you can be easily hundreds of hours in, with tons of weird little issues that might require different people to solve. Some examples: you might end up needing to build it in Windows XP because no other OS runs all of the software used during the build, any sysadmin is NOT going to be happy installing WinXP on their network so the machine has to stay offline, getting code onto that machine might be a pain due to how Perforce or whatever is used by them, even things taken for granted like a particular version of the DirectX 9 SDK might be hard to find, etc. Sometimes licensing/activation of tools used in the build process is an impossible to solve problem because it needs some DRM dongle or activation server that no longer exists and the software was never publicly available, so there is no crack.
It’s the second field on the edit profile page. Can’t recommend putting it in, but victim blaming doesn’t help anyone that already did so.
The edit profile page has a statement that “providing your real name can help friends find you on the Steam Community” with no indication that doing so also puts you at the risk of capital-G Gamers. I can see quite a bunch of people thinking that that’s perfectly reasonable and not going to be abused.