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Re:Super Mario Run by ksjdj on Friday December 16, 2016 @12:40AM (#13191307)
>Younger gamers have an expectation that everything on mobile should be free, but kudos to Nintendo on having the balls to stay away from cheap pay2win tricks and stick to an old school pricing model.

nintendo is sticking to an old school pricing model by making a f2play game?

damn im old, like older than 5 years old old

Re:Super Mario Run by etherealmachine on Friday December 16, 2016 @12:53AM (#13191354)
I guess you're not old enough to remember the original Quake, released with a shareware license where the first episode was free. Someone will probably come along and shake their fist at me, but if Quake isn't old-school, I don't know what is.
Re:Super Mario Run by swivelmaster on Friday December 16, 2016 @12:58AM (#13191370)
I'll shake my fist :D

Id software pioneered the shareware model in 1990 with Commander Keen, six years before they used it in Quake.

In fact, Keen, Keen 4, Wolfenstein 3D, and Doom all used a three-episode shareware structure where the first episode was free and the rest were considered the "full version."

Doom 2 did not use this structure because Doom itself was a good enough advertisement for it. id then used it again in Quake, but fully broke from it with Quake 2, which just had a demo with a few levels.

Re:Super Mario Run by fsloth on Friday December 16, 2016 @01:40AM (#13191521)
ID most certainly did not pioneer the shareware model. Shareware as a model is nearly as old as the personal computer.

https://en.m.wikipedia.org/wiki/Shareware

Re:Super Mario Run by PhasmaFelis on Friday December 16, 2016 @03:53AM (#13191976)
Technically correct, but the specific Apogee model of shareware (one free episode, two or more commercial episodes) was much more successful than the original model of distributing everything for free and politely asking people to pay for it; it was pioneered by Id's publisher Apogee.
Re:Super Mario Run by fsloth on Friday December 16, 2016 @04:08AM (#13192028)
Ah, good point. I stand semi-corrected :)
Re:Super Mario Run by flukus on Friday December 16, 2016 @01:03AM (#13191391)
This is the oldest I can think of, 1989 - Hugos House of Horrors:

https://en.wikipedia.org/wiki/Hugo's_House_of_Horrors

Re:Super Mario Run by PhasmaFelis on Friday December 16, 2016 @03:46AM (#13191951)
Not Id, but Apogee, pioneered "the Apogee model" of shareware with the Kroz trilogy in 1987. Apogee published Id's Commander Keen and Wolfenstein games.
Re:Super Mario Run by sien on Friday December 16, 2016 @04:56AM (#13192202)
Which is playable on the internet archive at

https://archive.org/details/1990SuperKrozTrilogy

Re:Super Mario Run by npongratz on Friday December 16, 2016 @09:23AM (#13193380)
I thought of Kroz immediately when I saw yesterday's Unscii submission:

https://news.ycombinator.com/item?id=13185932

http://pelulamu.net/unscii/

Re:Super Mario Run by swivelmaster on Friday December 16, 2016 @06:54PM (#13197994)
Ah, yes, I forgot about this! Thanks for the correction!
Re:Super Mario Run by j2kun on Friday December 16, 2016 @01:41AM (#13191527)
Commander Keen games were a staple of my early video game experience.
Re:Super Mario Run by godzillabrennus on Friday December 16, 2016 @02:19AM (#13191665)
No reason to stop now: http://store.steampowered.com/app/9180/

They are available through steam.

Re:Super Mario Run by qwertyuiop924 on Friday December 16, 2016 @07:20AM (#13192746)
As a new player who tried these games... they don't hold up. I'm sorry, but without the nostalgia, it just isn't fun. Technically impressive? Yes. But not fun.

Personally, I don't think any of id's pre-DOOM games hold up well. But that could just be me...

Re:Super Mario Run by wapz on Friday December 16, 2016 @03:36AM (#13191902)
Wow! I have to go back and play through these games. I really do wonder how hard the games will feel now that I'm a grown adult..
Re:Super Mario Run by fsloth on Friday December 16, 2016 @01:43AM (#13191537)
Quake is referred to as 'old' now? But it came out only - oh darn, two decades ago. Man there are young adults there for whom real time 3D graphics on the PC have existed through their whole life. Ok, I feel older now :)
Re:Super Mario Run by fb03 on Friday December 16, 2016 @08:23AM (#13193020)
Whenever and wherever someone mentions Quake 1, there will be fists being shaken and bumped!

frantic, fluid gameplay, even on lousy hardware (heck, I started quaking on a 486 dx2 66 and it ran quite okay at 320x240), insane difficulty, clever map design and lots of secrets to be found... seriously, that game was soo frigging amazing.

Don't even get me started on multiplayer... although we old folks have played our share of deathmatches on Doom/Doom2 (Dwango, anyone?) or Duke Nukem 3D, it was really Quake 1 (together with the booming Internet) that started this whole frenzy. And oh boy, then QuakeWorld came and made it really playable at 300ms+ pings (28800 bauds dial-up!), then we got mods like Team Fortress, and from there it escalated.

o/ fistbump and thank you for the trip down the memory lane.

Re:Super Mario Run by matwood on Friday December 16, 2016 @11:23AM (#13194288)
Can I just say hell yeah! Original Quake was awesome, then Quake World made dial up tolerable when playing online. Quake was also one of the very early high rez OpenGl games. I remember getting my first 3dfx Voodoo card and realizing at that moment that it was a turning point in gaming.
Re:Super Mario Run by fb03 on Tuesday December 20, 2016 @12:19PM (#13221782)
Dude, I got my 3dfx Monster 3D card, which could do glorious bilinear filtered 640x480@16bpp Quake 1, using a wrapper called Glide, remember that?

The funniest thing about that card was that it only could do 3D graphics, so you still needed a 2D video card for normal video output. Monster 3D came with a short vga-vga cable which you used to connect your 2D card's video output to the Monster 3D, and then its own video output to your actual monitor. When you ran something using 3D, it simply took over your monitor and shut down the previous card's signal eheheh

Good times!

Re:Super Mario Run by PhasmaFelis on Friday December 16, 2016 @03:37AM (#13191904)
It's not free-to-play. It's a $10 game with a free demo. Pay attention.
Re:Super Mario Run by croon on Friday December 16, 2016 @05:00AM (#13192212)
I have an Android phone, so I'll have to wait, but I'll likely buy it regardless if it's good, just to vote with my wallet on the payment model.

I despise anything that's not pay-for-cosmetics or buy-the-damn-game-once. I can pay for my entertainment, but I'm not playing a game that's designed around microtransactions, eschewing the game mechanics.

Re:Super Mario Run by wattt on Friday December 16, 2016 @08:41AM (#13193135)
> I have an Android phone

The majority of us do. Disappointing they launched exclusively on iOS.

Re:Super Mario Run by BoringCode on Friday December 16, 2016 @09:58AM (#13193635)
It is coming to Android early next year though.
Re:Super Mario Run by Insanity on Friday December 16, 2016 @06:28AM (#13192521)
Same here. I would rather just spend money on the game one time rather than being prompted for microtransactions.

Just paying for cosmetics is something acceptable for me. In CS:GO, you can pay for the skins but you don't have to. Yet, I'd still prefer the CS:Source model where you just pay the game once and then download any cosmetics you want for free. But well, that model won't come back any time soon.. :-)

Re:Super Mario Run by croon on Friday December 16, 2016 @07:07AM (#13192696)
Yeah, I remember fondly the custom servers, surfmaps, gungame (no, it's not a Call Of Duty-thing) mod, etc, etc. I miss those days, but I'm not sure I'd want to go back from other advancements we've made. Everything is much easier to get working and get into now. But the microtransactions for gameplay impacts is not an advancement I want.

We can only hope the gaming market keeps growing enough that indie developers can fill the shoes of AAA-games of yesteryear where we can have large enough playerbase and mod community and self-hosted servers.

Re:Super Mario Run by qwertyuiop924 on Friday December 16, 2016 @07:30AM (#13192786)
...I wouldn't be too sure that the old model. QuakeWorld is still going, and I've had more fun with Cube 2 and Xonotic than most games.

I played 1v1 CoDBlOps once. It was really boring.

Re:Super Mario Run by mitchty on Friday December 16, 2016 @01:23PM (#13195424)
I'm sooooo sick of micropayment games. I play plants vs zombies 2 on my phone while in lines. I had a quick look at the cost for all the optional plants. Its almost $90. Even AAA games aren't that bad or at least have a reason for $90 like 3d graphics.

And then there is the pay money for currencies shenanigans.

Re:Super Mario Run by Fnoord on Friday December 16, 2016 @05:39AM (#13192326)
You despise Pay 2 Win (P2W) and prefer Buy 2 Play (B2P)
Re:Super Mario Run by nommm-nommm on Friday December 16, 2016 @12:38PM (#13195049)
So you aren't old enough to remember demo disks?