Slashdot Mirror


Hall of Fame Game M.U.L.E. To Be Ported To PC

DebateUSA writes "If you ever played the game M.U.L.E. on the Atari or Commodore computer systems in the early 1980's, there's a company producing a new version for the PC. " Ah, resource allocation.

6 of 199 comments (clear)

  1. NES version? by shadowcabbit · · Score: 4, Informative

    If I recall, there was a version of MULE ported to the NES back in its heyday-- actually, I'm sure of it. It was one of the flagship 4-player titles for that system. Anyone play it?

    --
    "Why Subscribe?" Good question...
  2. It's not a port, it's a remake by Flounder · · Score: 5, Informative
    The article covers a game called Space HoRSE, which has multiple species and multiplayer support via hotseat.

    If you're gonna report a story about a port, then make sure it's actually a port, and not a remake. Remakes, even using the same title (re: Hasbro Asteroids) aren't the same as the original, they always monkey with it, and it's never the same.

    --

    No boom today. Boom tomorrow. There's always a boom tomorrow. - Cmdr. Susan Ivanova

  3. A clone, not a port by Lumpish+Scholar · · Score: 4, Informative
    http://www.shrapnelgames.com/gilligames/Space_HoRS E/index.htm
    Inspired by the 1980's classic, M.U.L.E. ... Original music from Data-Regeneration Project [so, no, *not* the original theme, sigh] ... Mature gamers will instantly recognize the similarity between Space HoRSE and the classic PC game M.U.L.E., developed by Ozark Softscape and published by Electronic Arts in 1983.... EA has no intentions of giving up the rights to the brand name M.U.L.E.
    It does have the "multi-player on one computer" feature that was so much fun. All in all, though, we'll see. (Maybe Cowboy Neil could review it for us?)
    --
    Stupid job ads, weird spam, occasional insight at
  4. L.A.M.B. by reynaert · · Score: 4, Informative

    Josh Cogliati is working on a reimplementation in Python called L.A.M.B. -- Land Access Mechanized Bot. There's still a lot of work to do, tough.

  5. Re:MULE passed me by by cmpalmer · · Score: 4, Informative

    My friends and I were addicted to M.U.L.E. for quite a while. To me, what it had going for it was:

    • simple mechanics -- you do everything with a four position, single button joystick, including the auction.

    • great multiplayer -- we would make under-the-table deals with each other to help out or team up against another player. It was like mini-Diplomacy. The fact that it could get your blood boiling while involving no violence whatsoever (unless you got in a fist fight with your friends) is amazing. Double-crossing, deliberate sabotage, "let's team up and beat the computer", etc.

    • just enough randomness -- to make you cuss like a sailor when your MULE wandered off or a storm disrupted your production on a crucial turn. That's actually what I remember most, cussing the game and cussing each other - there was more trash talk than an Unreal Tournament marathon.

    • the auction -- the cleanest implementation of an auction I have ever seen. It was great to run the price up on commodities and listen to everyone bitch and moan, or step back and starve the other players.

    I'm sure I'm looking back at it through rose colored glasses, but if it has network multiplayer, I may lose my job :-)

    --
    -- stream of did I lock the front door consciousness
  6. Re:MULE passed me by by Nurlman · · Score: 5, Informative

    You make a good point-- for all the nostalgia being thrown around on the topic of old computer games, it might be nice once in a while for someone to summarize for those of us who weren't there.

    MULE, however, was a game I recall from my childhood. Both the idea and the execution were quite simple-- the premise was that you were part of a 4-person colony on a distant planet called "Irata." (Get it?) The game proceeded in 12 rounds-- each round began with a land grab, in which each player would select a parcel of land on the planet's surface, although some parcels were more desirable (and thus, more contentiously sought after) because of the natural resources they contained. Once the land grab was completed, each player would have the opportunity to exploit the resources on his or her plots of land by purchasing, equipping, and deploying MULEs ("multiple use labor elements"-- i.e. robots). Each parcel could be used to either grow food, generate energy, or mine Smithore.

    After each player had his or her turn to deploy MULEs, the game yielded a harvest on each parcel, depending on the suitability of each parcel for the use it was put to, various economies of scale, and random events that increased or decreased the production of certain goods planetwide or on a local level. Phase 2 of the round-- the auction-- then began.

    Each commodity was placed up for auction, and a player could either elect to buy or sell that commodity in that round. Thus, if you produced only food, you'd need to buy energy during the auction, since you need energy to run your MULEs. While the colony maintained a store which bought or sold excess quantities of each commodity at fairly reasonable prices, because of supply and demand, predatory buying or selling, or a disaster at the store, players would often find that the store was out of stock and their fellow competitors were the only source of necessary commodities. Consequently, you would wind up paying exorbitant prices demanded by the monopolist with the goods. In this regard, the game rewarded, at least on the surface, highly cutthroat play. I say "on the surface," because the game also required the players to achieve a colony-wide level of success by the end of the game, and a player who extorted his fellows might become the richest player in the game, but the colony might be declared a failure overall, making the victory phyrric.

    That's the general outline of the game, although there were lots of little touches that made it more complicated. The reason most people recall t fondly was because it was because it was a game that required some critical (and fast) thinking, but was designed to support lots of different strategic approaches-- you could be a land baron, keeping other players from obtaining important parcels, even though you never developed them yourself; you could focus your strategy on one commodity and hope to control the market; you could play a balanced approach; you could screw people surreptitiously, etc. The game was simple to learn, and primitive in its execution, but was conceptually rich and rewarded those who planned ahead. It also introduced a lot of interesting competitive economic concepts like economies of scale, supply and demand, monopolies, etc., that had not been incorporated into computer games before. And although the graphics were primitive, the characters involved had a whimsical feel to them and it had a funky little theme song that was catchy.