Commodore User


Micromud

Author: Keith Campbell
Publisher: Virgin Games
Machine: Commodore 64

 
Published in Commodore User #53

MicroMud

MicroMud is a single user simulation of MUD, the famous Multi-User Dungeon, which originally ran on the Essex University computer. MUD is available commercially nowadays, along with other multi-user adventures, notably Micronet's Shades. To play these, you need communications software and a modem for your own particular computer, plus a telephone socket within easy reach of your setup and, of course, an ID and password enabling you to get into the appropriate system.

Ignoring the capital outlay for the necessary hardware, to play one of these games is fairly expensive. There's the annual subscription, the charge levied for time connected to the game, possibly a charge for time connected to the system on which the game runs, and the telephone call charges, usually at local rate, appropriate to the time of day.

Whilst with careful use of the system, by logging in during off-peak hours, this need not cost too much, the careless or addicted user can run up some frightening bills. And it is easy to get addicted.

Micro MUD

If addiction sets in, it is ongoing, for unlike a conventional adventure, there is no real 'ending' to a multi-user adventure - there can't be, by its very nature. Typically, eight or ten players can join in each session, and there may be a number of simultaneous sessions running to accomodate the demand at any given time. Points are scored by collecting and depositing treasures in a designated place, by fighting and winning, and by carrying out certain special tasks. An object can only be possessed by one player, or 'persona', at a time and, once deposited, a treasure ceases to be available.

Thus it becomes necessary for the game to be reset every so often, typically more frequently than hourly, and the dungeon starts afresh. Only the points score and other characteristics of the players are retained, so most of the fun and enjoyment is gained from the interaction with other personae. You can speak to them within the game, help them, or fight them, so playing becomes more a fantasy existence than a head-bashing adventure.

The objective in all this is to increase one's point score to become a Wizard or Arch Wizard, and then a whole new dimension opens up. For Wiz's have special powers - they can invoke all sorts of powers over the other players. Effectively, they police the game, and can throw players off the system for using bad language, for example. Their powers range from changing rooms around, to pointing the Finger of Death at someone deemed to be a real baddie.

A baddie is classed as someone who goes around killing indiscriminately - this is bad for the viability of the game, since every time you are killed, your point score reduces. If you have reached a very high status after many hours of play, being reduced to a novice may make you give up playing. There is a paradox here, in that points are awarded for successful attacks!

What has all this got to do with MicroMud? Because MicroMud is such a realistic simulation of the real MUD, it is necessary to get an understanding of the workings of a true multi-user game.

The 'other players' in MicroMud are effectively 'intelligent mobiles' or computer-generated characters who respond in a way approaching the real live players in MUD. Ten of these, from a possible selection of one hundred, will join you in the game.

The game is played in real time, and the movies move around in the same way as you. Just as in the real thing, when one enters your location, you get a message like "Claire the Necromancess has just arrived". And if Claire reaches the Woodman's Hut before you, chances are she'll make off with the very axe you were after. Before long she may well be asking for your help - and perhaps you score will benefit if you are able to give it.

As in MUD, treasures must be dropped in the swamp to register points and increase the player's status. If you like magic you'll find a whole range of spells at your command, and over 400 rooms to practise them in. In all, the game boasts over 250 objects, and over 500 words understood by the intelligent mobiles.

MicroMud was developed by Jon Stuart and Paul McCraken on a BBC micro with a second processor, with only C64 owners in mind - there are simply not enough two processor BBC systems around to make the original commerically viable. However, with the recent growth in the 16-bit market, it is just possible that Amiga owners will get their own version eventually.

Playing MicroMud feels extremely like playing the real thing, and it's a whole lot cheaper. One thing, though - you will never get to meet the other participants, as you might at, say, a Shades 'meet'. That could just be another advantage...

Keith Campbell

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