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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.

23 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?

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    "Why Subscribe?" Good question...
    1. Re:NES version? by coupland · · Score: 4, Interesting

      Unfortunately I've never played the NES version, but I do have a copy of it, still in the original shrink-wrap. Back then all the box art was elaborate artist conceptions that bore absolutely no resemblence to the "ball-and-paddle" graphics of the time. I doubt anyone would have bought the game if the front cover had included screen shots. :P

  2. fond memories by bluecalix · · Score: 3, Insightful

    M.U.L.E. is truly one of my favorite things in the universe. (Hopefully Dani is in one of the places in heaven reserved for true genius.) This could signal the appearance of a new black hole in my schedule. I just hope they keep the same music.

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    e x p e c t d e l a y . c o m
  3. 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

    1. Re:It's not a port, it's a remake by SkyLeach · · Score: 3, Informative

      "From where do you go from "new version" to port? The article doesn't say it will be a port either..."

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

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      My $0.02 will always be worth more than your â0.02, so :-p
  4. And why did they change the name? by wowbagger · · Score: 4, Interesting

    I have to wonder - why change the name, and the name of the resources? What was wrong with "Multi-Use Labor Element", chrystite, and smithore?

    OK, I could understand if they changed the name of the planet (irata) for obvious reasons, but do they think the rest of the changes will protect them if EA decides to press the point?

    1. Re:And why did they change the name? by Rogerborg · · Score: 5, Interesting
      • why change the name, and the name of the resources? What was wrong with "Multi-Use Labor Element", chrystite, and smithore

      "Inspired by the 1980's classic, M.U.L.E" they say, which is just about the most stupid thing they could have done. It's clearly not licensed, it's a commercial product, and they've just tried to make money off of EA's trademark. Arguably, they are flat out passing off, something that Slashdot has just happily contributed to by calling this a "port". Note that Gamespot are very careful not to do this.

      It is possible to produce a commercial "inspired by" version of a classic game if you're careful to not make any claims about what you're emulating. It doesn't matter if every magazine in the world calls your version a "XYZ clone", as long as you don't try and leverage someone else's trademark, you're safe. But it looks like Shrapnel reckon that the M.U.L.E trademark is abandonware, or they just don't understand what they've done. EA's nose has been tweaked, and now they can either throw a lawyer or ten at protecting their trademark, or they can admit that it's lapsed. Which is more likely?

      At the very least, EA will be able to get Shrapnel to stop mentioning M.U.L.E. And if EA can show that they have any plans to produce their own port, they can ream Shrapnel for cutting into their market, even their potential market.

      I don't necessarily think that's right or fair, it's just what's going to happen. EA can make Shrapnel dance like organ grinders' monkeys now just by throwing a few lawyers at them. It looks like Shrapnel doesn't have any big corporate backers to fight their corner for them. Damn shame, but they've kind of brought it on themselves.

      And incidentally (or otherwise), isn't that an AT-ST walker they're using for cover art? Now they're tweaking the nose of Lucasart? Oh dear. :(

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:And why did they change the name? by bittmann · · Score: 3, Funny

      Proposed changes to deflect criticism:

      Name the planet "swodniw".

      Instead of a random pirate attack, antitrust lawyers will invade, reducing the settler's "freedom to innovate". At that point, collusion becomes illegal.

      Instead of the MuLEs randomly going rogue, large chunks of the environment will inexplicably stop producing resources, requiring a visit from an expensive Multiphasic Seismic Cascade Emitter before production will begin again.

      Small, flightless seabirds known as "xunil" will appear after a predetermined number of turns. This will greatly increase production (especially of food and energy), but will drastically reduce the ability of any one race to amass ore. This threat can only be controlled or eliminated vi a single player constructing and controlling a "NET", and somehow persuading all other players to agree to participate in the "NET's" useage. However, if those players do so, they will find that their productivity will decrease markedly, while the player controlling the "NET" will go on to rule the world.

      Of couse, there will be random, persistant and frequent instances of viral outbreaks, worm attacks, etc...

      The game will end at after a random number of turns, upon which the planet will explode for no adequately explored reason, forcing a reboot.

      *That* should be good enough to protect them agains any possible lawsuit...

  5. 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?)
    --
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  6. A bit obvious... by carm$y$ · · Score: 3, Informative

    ... but the old game is avalable in a lot of places, like this.
    Combined with vice, you can relive your childhood... :)

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    -- No sig today
  7. 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.

  8. Joysticks by gotan · · Score: 3, Interesting

    One thing that was putting me off from playing M.U.L.E on a PC (via emulation) was the lack of proper joysticks. I don't think the (analog) PC-joysticks are up to the job (they are unwieldy and don't have clearly defined directions), ideal would be an atari type joystick (i prefered the competition pro with microswitches for directions and metal contacts for the buttons), a game-pad would be the closest equivalent, but i find them too fiddly. There are some adapters out there to connect atari-type joysticks to a pc, and also some do-it-yourself-pages, but then i could just dig out my old C64 and see if it still works ...

    --
    "By the way if anyone here is in advertising or marketing... kill yourself." -- Bill Hicks
  9. Re:opensource could do it better by hitchhacker · · Score: 3, Informative

    don't worry, it's in the process. SDL + openGL and IRC-like networking layer under it. The IRC stuff is taking a bit longer than I thought it would. (Been working for almost a year @ 30kloc so far).

    metric

  10. DunhtDuhDuhDUH...DUHDuNaDuhNaNa..DunhtDuhDuhDUH by somethingwicked · · Score: 5, Funny
    If my text rendition of the theme doesn't do it, you might get your head pulsin' groove fix here

    M.U.L.E Theme

    --

    ---"What did I say that sounded like 'Tell me about your day?'"---

  11. PLaTYPUS by pomakis · · Score: 3, Funny

    MULE was good, and I'm sure HoRSE will be even better, but personally I'm going to hold out until someone implements PLaTYPUS (Personalized Labor Tool Yeilding Previously Unavailable Smithore)!

  12. Buncha clones, including one open source one. by CrazyDuke · · Score: 3, Informative
    There are actually several M.U.L.E. clones out there. I recall one called M.U.L.E. 386 that was looked promising (when you could get it to work) but was discontinued in the early 90's. Apparently there is one that was developed buy a guy, but dropped in 2000 because he did not have the time to finish it, and it is open source. Anyone want to adopt it?

    Here is a link to a page that lists multiple clones, including the open source one.

    --
    Any sufficiently advanced influence is indistinguishable from control.
  13. Does it have the theme song? by Anonymous Coward · · Score: 3, Funny

    This project is pointless unless it has the theme.

    pooka-POOKA pooka-POOKA pooka-POOKA POOKA POOKA

    It's actually better looking than I assumed it would be. I assumed a remake would be a 3-D RTS with FPS elements and first person perspective, featuring the voice acting talents of several third-rate and/or Star Trek actors.

  14. clones by Jacek+Poplawski · · Score: 3, Insightful

    First of all - M.U.L.E. is one of the best games in history, just like NetHack or Civilization.

    You can find few clones in the net - but it's for DOS or Windows. I couldn't find any clone which will run in Linux. I thought about writing SDL clone myself, but this is a lot of work (the hardest parts for me is AI and drawing sprites) - and I am not sure if arcade parts should be still in game.

    Do you know any Open Source M.U.L.E. project I could join?

    To find information about game, and clones list enter page:
    World of M.U.L.E

  15. Man I hope they don't screw it up by eison · · Score: 4, Interesting

    The official remake/sequel/port of MULE got canned because the company doing it insisted on adding weapons, and the author (thankfully!) wouldn't allow it. ( Source: Read in a game mag interview that I can't find now, and mentioned separately at Retrogaming Times )

    But, if the original designer's new version had to be scrapped due to unacceptable monkeying with it, what are the odds of this knock-off *not* monkeying too much, especially given that sufficient monkeying might give them some legal protection? So, I'm not getting my hopes up.

    --
    is competition good, or is duplication of effort bad?
  16. Links to the disk image and an Atari 800 emulator by madmancarman · · Score: 3, Informative
    A couple months ago when I dug out my trusty Atari 800 from storage (running consistently for 21 years now) and started playing M.U.L.E. again, I did a little searching via Google and found a good write-up at ClassicGaming.com that included an Atari disk image for M.U.L.E., the manual, and a decent PC emulator (Mac folks can get an Atari 800 emulator at emulation.net). It's not perfect, but better than not being able to play at all. (Don't forget to grab the Atari system ROMs as well!)

    While I've often dreamed of an update to M.U.L.E. (or Archon), I question whether simply updating the graphics and adding new cutscenes can really enhance the excellent gameplay. M.U.L.E.'s gameplay was such that the random events every turn could throw off the balance of the game just enough to give any player the opportunity to take the lead within a couple turns (there were only 12 turns in the game, each representing a month). There's nothing quite like making the richest players pay over $200 per unit of food because they're starving. Besides that, it had arcade and strategic elements (try figuring out which plot of land you're going to grab at the beginning of each turn can be somewhat stressful) along with a certain 8-bit charm that probably won't translate very well to the modern PC.

    I'll definitely grab the demo, but that's only if EA doesn't sue them out of existence first...

    First they ignore you, then they laugh at you, then they fight you, then you win. -- Gandhi

    --
    First they ignore you, then they laugh at you, then they fight you, then you win. -- Gandhi
  17. 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 :-)

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    -- stream of did I lock the front door consciousness
  18. 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.

  19. An update was planned by the original developer by lightspawn · · Score: 4, Interesting
    (in an old article from Gamasutra.com) :


    There's a story about Dani that I know contains an element of slander, but it's too good to pass up: (I'll try to correct the slander afterwards)


    At one point Dani was negotiating to do a new version of M.U.L.E. At the same time, she was also in the middle of her transformation, which, of course, included the surgery, and everyone who knew her well was secretly wondering about it. Soon afterwards, at some industry function or another, Russell Sipe, then publisher of Computer Gaming World, came up to her. "Well?" he asked. "Did you go through with it?" "No," Dani said. "I decided not to."


    Russell was taken aback. "Really! Why not?"


    "Well, they wanted to put guns and bombs in there, and I just didn't want that."


    "WHAT??!!!!!" said Russell, utterly flabbergasted.


    Of course it was all straightened out a moment later. Russell had been thinking about the life- changing, utterly irrevocable business of losing one's genitals.


    Dani, characteristically, had been thinking about game design.