Multi-user dungeon (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Multi-user dungeon" in English language version.

Last modified:

Ref.Un. Ref.Website
Global rank English rank
1st place
1st place
6th place
6th place
low place
low place
2,153rd place
1,445th place
low place
low place
613th place
442nd place
2nd place
2nd place
3rd place
3rd place
low place
low place
254th place
178th place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
6,784th place
4,198th place
299th place
159th place
14th place
9th place
66th place
34th place
5th place
5th place
low place
low place
16th place
11th place
5,444th place
3,130th place
1,101st place
694th place
37th place
64th place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
48th place
38th place
1,096th place
889th place
low place
low place
low place
low place
46th place
29th place
7,074th place
4,425th place
382nd place
4,576th place
15th place
8th place
low place
low place

adsabs.harvard.edu (Global: 14th place; English: 9th place)

ui.adsabs.harvard.edu

  • Schaefer, Dominik; Mardare, Cezarina; Savan, Alan; Sanchez, Miguel D.; Mei, Bastian; Xia, Wei; Muhler, Martin; Ludwig, Alfred; Schuhmann, Wolfgang (February 17, 2011). "High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction". Analytical Chemistry. 83 (6): 1916–1923. Bibcode:2011AnaCh..83.1916S. doi:10.1021/ac102303u. hdl:11336/105712. PMID 21329337. Programs in LPC programming language were developed to perform the following tasks: First, each set of CVs was separated into single CVs, and each of them were plotted. An average CV from all the CVs in one set was calculated and plotted as well. All images belonging to one set of CVs were combined into short animated movies to visualize the changes over time. The graphs of the averaged CVs from all measurement points within a line scan were combined into an animation for demonstrating the systematic changes along each of the Pt stripes. After that, specific parameters were extracted from each CV (see below). These parameters and some derived values were tabulated and plotted versus the x-coordinate of the measurement point. Thus, different graphs for each line scan were created showing the changes in specific properties along the thickness of the Pt stripe. The combined tabulated data for each wafer was then used to plot a 3D image of several parameters vs substrate composition and nominal thickness. The LPC programs were compiled using LDMud (V3.3.719).

archive.org (Global: 6th place; English: 6th place)

books.google.com (Global: 3rd place; English: 3rd place)

brandeis.edu (Global: 7,074th place; English: 4,425th place)

britannica.com (Global: 37th place; English: 64th place)

dikumud.com (Global: low place; English: low place)

doi.org (Global: 2nd place; English: 2nd place)

  • Schaefer, Dominik; Mardare, Cezarina; Savan, Alan; Sanchez, Miguel D.; Mei, Bastian; Xia, Wei; Muhler, Martin; Ludwig, Alfred; Schuhmann, Wolfgang (February 17, 2011). "High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction". Analytical Chemistry. 83 (6): 1916–1923. Bibcode:2011AnaCh..83.1916S. doi:10.1021/ac102303u. hdl:11336/105712. PMID 21329337. Programs in LPC programming language were developed to perform the following tasks: First, each set of CVs was separated into single CVs, and each of them were plotted. An average CV from all the CVs in one set was calculated and plotted as well. All images belonging to one set of CVs were combined into short animated movies to visualize the changes over time. The graphs of the averaged CVs from all measurement points within a line scan were combined into an animation for demonstrating the systematic changes along each of the Pt stripes. After that, specific parameters were extracted from each CV (see below). These parameters and some derived values were tabulated and plotted versus the x-coordinate of the measurement point. Thus, different graphs for each line scan were created showing the changes in specific properties along the thickness of the Pt stripe. The combined tabulated data for each wafer was then used to plot a 3D image of several parameters vs substrate composition and nominal thickness. The LPC programs were compiled using LDMud (V3.3.719).
  • Towell, John; Towell, Elizabeth (1997). "Presence in Text-Based Networked Virtual Environments or "MUDS"". Presence. 6 (5): 590–595. doi:10.1162/pres.1997.6.5.590. S2CID 46020475. Archived from the original on May 18, 2013. Retrieved May 2, 2010.

elonka.com (Global: low place; English: low place)

  • Dunin, Elonka (2008). "Simutronics Timeline". Archived from the original on October 7, 2008. Retrieved January 15, 2009. December, 1996 - GemStone III and DragonRealms are the top two titles (hours/month) in industry

engadget.com (Global: 613th place; English: 442nd place)

evermore.de (Global: low place; English: low place)

fragment.nl (Global: low place; English: low place)

gamasutra.com (Global: 1,096th place; English: 889th place)

  • Dobson, James (May 3, 2007). "Q&A: Behind RuneScape's 1 Million Subscriber Success". Gamasutra. Archived from the original on May 6, 2010. Retrieved April 24, 2010. When I went to university, I discovered text-based MUDs, or multi-user dungeons. I loved the fact that these sorts of games had all these players playing at once - even when you were not playing, the world carried on without you. Because of this, I began creating my own text-based MUD, but I quickly realized that with so many of them out there, there was no way that mine would ever get noticed. So I began to search for a way to make mine stand out, and the obvious way, of course, was to add graphics. With my game, I was trying to emulate text MUDs at the time, purely as a hobby.

gamespy.com (Global: 1,101st place; English: 694th place)

archive.gamespy.com

geir-hansen.com (Global: low place; English: low place)

gignews.com (Global: low place; English: low place)

  • Cambron, Melanie (2002). "A chat with Elonka Dunin". Archived from the original on September 27, 2007. Simutronics was originally the brain-child of David Whatley. As a teenager, he'd been big into the old BBS days and had even written some Fantasy Game BBS software that he sold all over the world, and he did this all from his parents' home. He'd also gotten involved as a player in some of the early multiplayer games that were out there such as Sceptre and Island of Kesmai, and, like many others who play these games, he thought to himself, "I can do this too." So in 1987, at the age of 21, he founded Simutronics Corporation with Tom and Susan Zelinski.

grindingtovalhalla.wordpress.com (Global: low place; English: low place)

  • Carter, Randolph (April 23, 2009). "Psychochild". Grinding to Valhalla. Retrieved April 19, 2010. The MUDs I played extensively: Genocide (where I first used the name "Psychochild"), Highlands, Farside, Kerovnia, and Astaria.

groups.google.com (Global: 2,153rd place; English: 1,445th place)

  • Wisner, Bill (June 29, 1990). "A brief history of MUDs". alt.mud. Archived from the original on April 24, 2010. Retrieved January 8, 2009. The point of the game was to gain points until you achieved the rank of wizard, at which point you became immortal and gained certain powers over mortals. Points were scored by killing things or dropping treasure into a swamp. The game gained some popularity in Britain when a guest account was set up that allowed users on JANET (the British academic network) to play during the small hours of the morning each day.
  • Wisner, Bill (June 29, 1990). "A brief (and very incomplete) history of MUDs". alt.mud. Archived from the original on November 9, 2012. Retrieved August 7, 2008. Milieu was originally written for a CDC Cyber owned by the Minnesota Educational Computer Consortium. High school students from around the state were given access to the machine for educational purposes; they often ended up writing chat programs and games instead. I am uncertain of the precise time frame, but I believe Milieu probably predates MUD.
  • Klietz, Alan (January 20, 1992). "Scepter - the first MUD?". Archived from the original on December 7, 2008. Retrieved April 26, 2010. As micros became cost effective, the MECC mainframe became obsolete and was shut down in 1983. Scepter then went commercial in a collaboration between several ex-MECC (and by then also post-highschool) game hackers. It was rewritten in C and ran on a PC XT running QNX. It supported 16 dialup users, and dialup installations were set up in 5 states and Canada. This exposed Scepter to a lot of budding MUD developers at a time when the Internet was just getting started.
  • Skrenta, Richard (November 30, 1988). "monster - multiuser adventure game for VMS". comp.sources.games. Retrieved April 26, 2010. Monster was written in VMS Pascal under VMS 4.6.
  • Aspnes, James (July 4, 1990). "Monster". alt.mud. TinyMUD 1.0 was initially designed as a portable, stripped-down version of Monster (this was back in the days when TinyMUD was designed to be up and running in a week of coding and last for a month before everybody got bored of it.)

guardian.co.uk (Global: 382nd place; English: 4,576th place)

blogs.guardian.co.uk

guru3d.com (Global: low place; English: low place)

hdl.handle.net (Global: 66th place; English: 34th place)

  • Schaefer, Dominik; Mardare, Cezarina; Savan, Alan; Sanchez, Miguel D.; Mei, Bastian; Xia, Wei; Muhler, Martin; Ludwig, Alfred; Schuhmann, Wolfgang (February 17, 2011). "High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction". Analytical Chemistry. 83 (6): 1916–1923. Bibcode:2011AnaCh..83.1916S. doi:10.1021/ac102303u. hdl:11336/105712. PMID 21329337. Programs in LPC programming language were developed to perform the following tasks: First, each set of CVs was separated into single CVs, and each of them were plotted. An average CV from all the CVs in one set was calculated and plotted as well. All images belonging to one set of CVs were combined into short animated movies to visualize the changes over time. The graphs of the averaged CVs from all measurement points within a line scan were combined into an animation for demonstrating the systematic changes along each of the Pt stripes. After that, specific parameters were extracted from each CV (see below). These parameters and some derived values were tabulated and plotted versus the x-coordinate of the measurement point. Thus, different graphs for each line scan were created showing the changes in specific properties along the thickness of the Pt stripe. The combined tabulated data for each wafer was then used to plot a 3D image of several parameters vs substrate composition and nominal thickness. The LPC programs were compiled using LDMud (V3.3.719).

ign.com (Global: 48th place; English: 38th place)

rpgvaultarchive.ign.com

  • Aihoshi, Richard (September 27, 2000). "Brad McQuaid Interview". RPG Vault. Archived from the original on May 24, 2007. Then, in 1996, I was hired by Sony Interactive Studios to create a graphical, commercial MUD.

independent.co.uk (Global: 46th place; English: 29th place)

iol.ie (Global: low place; English: low place)

  • Carroll, Eddy. "5. Reviews -- Rest of the World". Archived from the original on April 23, 2010. Retrieved September 25, 2002. Cox was a player of MUD1 who wrote AberMUD while a student at the University of Wales, Aberystwyth.

linnaean.org (Global: low place; English: low place)

  • Burka, Lauren P. (1995). "The MUDline". Archived from the original on January 2, 2005. Retrieved April 26, 2010. August 19, 1989. Jim Aspnes announces the availability of TinyMUD to a few friends. Its port, 4201, is Aspnes' office number. TinyMUD is written in C for Unix, and was originally conceived as a front-end for IRC.
  • Burka, Lauren P. (1995). "The MUD Timeline". Archived from the original on January 2, 2005. Retrieved April 22, 2010. Summer 1991. koosh (Nils McCarty) ports MicroMush to Chezmoto. The name is changed to MicroMuse at the suggestion of Wallace Feurzeig of BBN. MicroMuse evolves into the first educational Mud, with emphasis on K12 outreach.

livinginternet.com (Global: low place; English: low place)

  • Stewart, William. "Summary MUD History". Living Internet. Archived from the original on July 25, 2008. Retrieved July 10, 2008. Containing many of the features of a D&D game, it added an interesting twist -- the dungeon master, the person who set-up and ran a D&D world, was played by the Adventure computer program itself.
  • Stewart, William (2002). "MUD History". The original LPMUD was written by Lars Pensjö and others, and became one of the most popular MUD's by the early 1990s.

lorry.org (Global: low place; English: low place)

  • Lawrie, Michael (2003). "Escape from the Dungeon". October of 1987 was chaos. The MUD account was deleted, but the guest account on Essex University remained open. I guess it wasn't causing any trouble so they simply left it. ROCK, UNI and MUD all ran from the MUD account so they had gone but... MIST ran from a student account and it was still playable.

lpmuds.net (Global: low place; English: low place)

mud.co.uk (Global: low place; English: low place)

  • Bartle, Richard (1990). "Early MUD History". Archived from the original on March 24, 2023. Retrieved August 7, 2008. The program was also becoming unmanageable, as it was written in assembler. Hence, he rewrote everything in BCPL, starting late 1979 and working up to about Easter 1980. The finished product was the heart of the system which many people came to believe was the "original" MUD. In fact, it was version 3.
  • Bartle, Richard. "Incarnations of MUD". This is the "classic" MUD, played by many people both internal and external to the University. Although eventually available only during night-time due to the effects of its popularity on the system, its impact on on-line gaming has been immense. I eventually closed it down on 30/9/87 upon leaving Essex University to work for MUSE full time.
  • "A Study of MUDs as a Society". 1998. Some would insist however that 'MUD' does in fact stand for Multi Undergraduate Destroyer, in recognition of the number of students who may have failed their classes due to too much time spent MUDding!
  • Bartle, Richard. "Richard A. Bartle: Reviews - UK". Archived from the original on December 28, 2015. Retrieved June 7, 2015. When you leave the game, objects can be kept for when you restart (eg. that weapon you commissioned from a smith), and you restart in the room from which you quit. This means some objects can be kept unavailable for long periods if their owner isn't playing. There are no resets.
  • Bartle, Richard. "Reviews – UK". www.mud.co.uk. Archived from the original on December 28, 2015. Retrieved June 7, 2015. Experience is obtained by visiting new places, wandering around exploring, and even by simply chatting. This contrasts with the usual MUA scheme where points are obtained for finding treasure or performing specific tasks.
  • Bartle, Richard. "Reviews – UK". www.mud.co.uk. Archived from the original on December 28, 2015. Retrieved June 7, 2015. Almost anything can be bought, including houses, shops, taverns, animals, weapons, food and drink. Personae may use certain skills to create objects, eg. potions, which can be sold to other players for use on their adventures.

mud.org (Global: low place; English: low place)

ftp.lambda.moo.mud.org

  • Bartle, Richard (1990). "Interactive Multi-User Computer Games". Archived from the original on February 2, 2016. Although the present system went live in October 1988, Gods began in 1985 as a non-commercial MUA; its author was inspired by MUD1 to write his own game, and was among the first people to do so. Gods was Shades' only rival to be the Prestel Micronet MUA.
  • Bartle, Richard (1990). "Interactive Multi-User Computer Games". Archived from the original on February 2, 2016. Pip Cordrey used to run a BBS called 'Labbs', which had a section devoted to MUD1 in its early days. Six people from St. Paul's School worked on that section, and Cordrey organised them into a team to develop a MUA that would run on a home computer. The system was named MirrorWorld because it had rolling resets (as in the film "Westworld"). It went live in 1986.
  • Bartle, Richard (1990). "Interactive Multi-User Computer Games". Archived from the original on February 2, 2016. The Multi-User Galaxy Game project was begun in 1985 by CompuNet as a SF alternative to MUD1, which then ran on the system. When the other programmer left CompuNet, Lenton rewrote the game from scratch as Federation II. It was officially launched on CompuNet in 1989; reported also to run on MicroLink, and on any other commercial system willing to take it.

muohio.edu (Global: low place; English: low place)

sc.lib.muohio.edu

musenet.org (Global: low place; English: low place)

underground.musenet.org

nih.gov (Global: 5th place; English: 5th place)

pubmed.ncbi.nlm.nih.gov

  • Schaefer, Dominik; Mardare, Cezarina; Savan, Alan; Sanchez, Miguel D.; Mei, Bastian; Xia, Wei; Muhler, Martin; Ludwig, Alfred; Schuhmann, Wolfgang (February 17, 2011). "High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction". Analytical Chemistry. 83 (6): 1916–1923. Bibcode:2011AnaCh..83.1916S. doi:10.1021/ac102303u. hdl:11336/105712. PMID 21329337. Programs in LPC programming language were developed to perform the following tasks: First, each set of CVs was separated into single CVs, and each of them were plotted. An average CV from all the CVs in one set was calculated and plotted as well. All images belonging to one set of CVs were combined into short animated movies to visualize the changes over time. The graphs of the averaged CVs from all measurement points within a line scan were combined into an animation for demonstrating the systematic changes along each of the Pt stripes. After that, specific parameters were extracted from each CV (see below). These parameters and some derived values were tabulated and plotted versus the x-coordinate of the measurement point. Thus, different graphs for each line scan were created showing the changes in specific properties along the thickness of the Pt stripe. The combined tabulated data for each wafer was then used to plot a 3D image of several parameters vs substrate composition and nominal thickness. The LPC programs were compiled using LDMud (V3.3.719).

nyls.edu (Global: low place; English: low place)

psu.edu (Global: 299th place; English: 159th place)

citeseerx.ist.psu.edu

rpgmud.com (Global: low place; English: low place)

  • Reese, George (March 11, 1996). "LPMud Timeline". Archived from the original on February 26, 2012. Retrieved April 14, 2010. January 1992 ¶ _Genocide_ starts as the first MUD dedicated totally to inter-player conflict, which is a fancy way of saying that its theme is creatively player-killing.
  • Reese, George (March 11, 1996). "LPMud Timeline". Archived from the original on February 26, 2012. Retrieved April 18, 2010. Late 1991 ¶ After the retirement of Lars from _Genesis_, the _Genesis_ admins move to create the first LPMud-derived server, CD. CD stands for Chalmers Datorforening, Swedish for Chalmers Computing Club, where _Genesis_ and _Igor_ existed. In spite of his retirement from _Genesis_, Lars continued to develop LPMud.ad

semanticscholar.org (Global: 15th place; English: 8th place)

api.semanticscholar.org

skrenta.com (Global: low place; English: low place)

  • Skrenta, Richard (January 20, 2002). "VMS Monster". Skrentablog. Archived from the original on February 2, 2006. Retrieved November 1, 2010.
  • Skrenta, Richard (January 13, 1997). "An Introduction to Monster". Retrieved April 26, 2010. Monster allows players to do something that very few, if any, other games allow: the players themselves create the fantasy world as part of the game. Players can create objects, make locations, and set up puzzles for other players to solve.

soton.ac.uk (Global: 6,784th place; English: 4,198th place)

eprints.ecs.soton.ac.uk

theguardian.com (Global: 16th place; English: 11th place)

  • Stuart, Keith (July 19, 2007). "MUD, PLATO and the dawn of MMORPGs". The Guardian. London. The thing is, though, that even if the likes of Oubliette did count as a virtual world, they had pretty well zero effect on the development of today's virtual worlds. Follow the audit trail back from World of Warcraft, and you wind up at MUD.

toccobrator.com (Global: low place; English: low place)

uwo.ca (Global: 5,444th place; English: 3,130th place)

csd.uwo.ca

  • Anderson, Tim; Galley, Stu. "The History of Zork". Archived from the original on January 16, 2009. Zork was too much of a nonsense word, not descriptive of the game, etc., etc., etc. Silly as it sounds, we eventually started calling it Dungeon. (Dave admits to suggesting the new name, but that's only a minor sin.) When Bob the lunatic released his FORTRAN version to the DEC users' group, that was the name he used.

warcry.com (Global: low place; English: low place)

  • Funk, John (July 23, 2008). "WarCry and Jagex Talk RuneScape". WarCry Network. Archived from the original on July 28, 2011. Retrieved January 6, 2009. Olifiers began with a brief history of Jagex and RuneScape: how Lead Developer Andrew Gower and his brother Paul founded the company in Cambridge in 2001, bringing their love for classic MUDs into the visual realm. The original RuneScape (now referred to as RuneScape Classic) was simply and exactly that: a 2D graphical interface placed on top of a MUD

web.archive.org (Global: 1st place; English: 1st place)

  • Hansen, Geir Harald (July 31, 2002). A Distributed Persistent World Server using Dworkin's Generic Driver (PDF) (Cand. Scient. thesis). University of Oslo. Archived (PDF) from the original on May 13, 2011. Retrieved April 14, 2010.
  • Boring, Erich (December 3, 1993). PangaeaMud: An Online, Object-oriented Multiple User Interactive Geologic Database Tool (PDF) (Master's thesis). Miami University. Archived (PDF) from the original on July 20, 2011. Retrieved May 3, 2010.
  • Cruickshank, Don; De Roure, David (2004). "A Portal for Interacting with Context-aware Ubiquitous Systems". Proceedings of First International Workshop on Advanced Context Modelling, Reasoning and Management: 96–100. CiteSeerX 10.1.1.1.8402. Archived from the original on November 21, 2010. Retrieved October 14, 2010. {{cite journal}}: Cite uses deprecated parameter |citeseerx= (help)
  • Grimmelmann, James (December 8, 2004). "Virtual Worlds as Comparative Law" (PDF). New York Law School Law Review (49): 147–184. Archived from the original (PDF) on June 19, 2010. Retrieved May 6, 2010.
  • Nelson, Mike (July 2, 2002). "Interview: Brad McQuaid". The guru of 3D. Archived from the original on March 10, 2007. Retrieved March 3, 2007.
  • Stewart, William. "Summary MUD History". Living Internet. Archived from the original on July 25, 2008. Retrieved July 10, 2008. Containing many of the features of a D&D game, it added an interesting twist -- the dungeon master, the person who set-up and ran a D&D world, was played by the Adventure computer program itself.
  • Anderson, Tim; Galley, Stu. "The History of Zork". Archived from the original on January 16, 2009. Zork was too much of a nonsense word, not descriptive of the game, etc., etc., etc. Silly as it sounds, we eventually started calling it Dungeon. (Dave admits to suggesting the new name, but that's only a minor sin.) When Bob the lunatic released his FORTRAN version to the DEC users' group, that was the name he used.
  • Kelly, Kevin; Rheingold, Howard (1993). "The Dragon Ate My Homework". Wired. Vol. 1, no. 3. Archived from the original on October 25, 2012. Retrieved March 8, 2017. In 1980, Roy Traubshaw, a British fan of the fantasy role-playing board game Dungeons and Dragons, wrote an electronic version of that game during his final undergraduate year at Essex College. The following year, his classmate Richard Bartle took over the game, expanding the number of potential players and their options for action. He called the game MUD (for Multi-User Dungeons), and put it onto the Internet.
  • Bartle, Richard (1990). "Early MUD History". Archived from the original on March 24, 2023. Retrieved August 7, 2008. The program was also becoming unmanageable, as it was written in assembler. Hence, he rewrote everything in BCPL, starting late 1979 and working up to about Easter 1980. The finished product was the heart of the system which many people came to believe was the "original" MUD. In fact, it was version 3.
  • Cuciz, D. (2004). "The History of MUDs". GameSpy.com. Archived from the original on March 24, 2008. Retrieved April 19, 2009.
  • Wisner, Bill (June 29, 1990). "A brief history of MUDs". alt.mud. Archived from the original on April 24, 2010. Retrieved January 8, 2009. The point of the game was to gain points until you achieved the rank of wizard, at which point you became immortal and gained certain powers over mortals. Points were scored by killing things or dropping treasure into a swamp. The game gained some popularity in Britain when a guest account was set up that allowed users on JANET (the British academic network) to play during the small hours of the morning each day.
  • Bartle, Richard (1990). "Interactive Multi-User Computer Games". Archived from the original on February 2, 2016. Although the present system went live in October 1988, Gods began in 1985 as a non-commercial MUA; its author was inspired by MUD1 to write his own game, and was among the first people to do so. Gods was Shades' only rival to be the Prestel Micronet MUA.
  • Bartle, Richard (1990). "Interactive Multi-User Computer Games". Archived from the original on February 2, 2016. Pip Cordrey used to run a BBS called 'Labbs', which had a section devoted to MUD1 in its early days. Six people from St. Paul's School worked on that section, and Cordrey organised them into a team to develop a MUA that would run on a home computer. The system was named MirrorWorld because it had rolling resets (as in the film "Westworld"). It went live in 1986.
  • Kate & Frobozz (1986). "Micronet's Multi-user Game". Commodore Computing International. Archived from the original on April 30, 2009. Retrieved January 8, 2009. Written by Neil Newell, originally as a hobby because he enjoyed playing- the original MUD so much on Essex University, SHADES has recently. been launched on Micronet, the computer network, which has a large Commodore user-base.
  • Bartle, Richard (1990). "Interactive Multi-User Computer Games". Archived from the original on February 2, 2016. The Multi-User Galaxy Game project was begun in 1985 by CompuNet as a SF alternative to MUD1, which then ran on the system. When the other programmer left CompuNet, Lenton rewrote the game from scratch as Federation II. It was officially launched on CompuNet in 1989; reported also to run on MicroLink, and on any other commercial system willing to take it.
  • Wisner, Bill (June 29, 1990). "A brief (and very incomplete) history of MUDs". alt.mud. Archived from the original on November 9, 2012. Retrieved August 7, 2008. Milieu was originally written for a CDC Cyber owned by the Minnesota Educational Computer Consortium. High school students from around the state were given access to the machine for educational purposes; they often ended up writing chat programs and games instead. I am uncertain of the precise time frame, but I believe Milieu probably predates MUD.
  • Klietz, Alan (January 20, 1992). "Scepter - the first MUD?". Archived from the original on December 7, 2008. Retrieved April 26, 2010. As micros became cost effective, the MECC mainframe became obsolete and was shut down in 1983. Scepter then went commercial in a collaboration between several ex-MECC (and by then also post-highschool) game hackers. It was rewritten in C and ran on a PC XT running QNX. It supported 16 dialup users, and dialup installations were set up in 5 states and Canada. This exposed Scepter to a lot of budding MUD developers at a time when the Internet was just getting started.
  • Hyrup, Darrin (February 10, 2007). "The Future of Dragon's Gate". Archived from the original on July 18, 2011. Retrieved April 26, 2010. So after more than 15 years of great memories, with a heavy heart, I am going to officially declare Dragon's Gate closed... at least for now.
  • Bartle, Richard. "Richard A. Bartle: Reviews - UK". Archived from the original on December 28, 2015. Retrieved June 7, 2015. When you leave the game, objects can be kept for when you restart (eg. that weapon you commissioned from a smith), and you restart in the room from which you quit. This means some objects can be kept unavailable for long periods if their owner isn't playing. There are no resets.
  • Bartle, Richard. "Reviews – UK". www.mud.co.uk. Archived from the original on December 28, 2015. Retrieved June 7, 2015. Experience is obtained by visiting new places, wandering around exploring, and even by simply chatting. This contrasts with the usual MUA scheme where points are obtained for finding treasure or performing specific tasks.
  • Bartle, Richard. "Reviews – UK". www.mud.co.uk. Archived from the original on December 28, 2015. Retrieved June 7, 2015. Almost anything can be bought, including houses, shops, taverns, animals, weapons, food and drink. Personae may use certain skills to create objects, eg. potions, which can be sold to other players for use on their adventures.
  • Carroll, Eddy. "5. Reviews -- Rest of the World". Archived from the original on April 23, 2010. Retrieved September 25, 2002. Cox was a player of MUD1 who wrote AberMUD while a student at the University of Wales, Aberystwyth.
  • Skrenta, Richard (January 20, 2002). "VMS Monster". Skrentablog. Archived from the original on February 2, 2006. Retrieved November 1, 2010.
  • Burka, Lauren P. (1995). "The MUDline". Archived from the original on January 2, 2005. Retrieved April 26, 2010. August 19, 1989. Jim Aspnes announces the availability of TinyMUD to a few friends. Its port, 4201, is Aspnes' office number. TinyMUD is written in C for Unix, and was originally conceived as a front-end for IRC.
  • Smedley, John; McQuaid, Brad (March 17, 2000). "Sworn Statement". DIKU MUD. Archived from the original on April 13, 2011. Retrieved April 26, 2010.
  • McQuaid, Brad; Clover, Steve; Uzun, Roger (March 17, 2000). "Sworn Statement". DIKU MUD. Archived from the original on April 13, 2011. Retrieved April 26, 2010.
  • Cambron, Melanie (2002). "A chat with Elonka Dunin". Archived from the original on September 27, 2007. Simutronics was originally the brain-child of David Whatley. As a teenager, he'd been big into the old BBS days and had even written some Fantasy Game BBS software that he sold all over the world, and he did this all from his parents' home. He'd also gotten involved as a player in some of the early multiplayer games that were out there such as Sceptre and Island of Kesmai, and, like many others who play these games, he thought to himself, "I can do this too." So in 1987, at the age of 21, he founded Simutronics Corporation with Tom and Susan Zelinski.
  • Dunin, Elonka (2008). "Simutronics Timeline". Archived from the original on October 7, 2008. Retrieved January 15, 2009. December, 1996 - GemStone III and DragonRealms are the top two titles (hours/month) in industry
  • Basic movement commands: The Lands of Evermore Manual Archived 2013-04-20 at the Wayback Machine
  • Reese, George (March 11, 1996). "LPMud Timeline". Archived from the original on February 26, 2012. Retrieved April 14, 2010. January 1992 ¶ _Genocide_ starts as the first MUD dedicated totally to inter-player conflict, which is a fancy way of saying that its theme is creatively player-killing.
  • Burka, Lauren P. (1995). "The MUD Timeline". Archived from the original on January 2, 2005. Retrieved April 22, 2010. Summer 1991. koosh (Nils McCarty) ports MicroMush to Chezmoto. The name is changed to MicroMuse at the suggestion of Wallace Feurzeig of BBN. MicroMuse evolves into the first educational Mud, with emphasis on K12 outreach.
  • "MicroMUSE Charter". MuseNet. 1994. Archived from the original on June 15, 2011. Retrieved April 22, 2010.
  • Aihoshi, Richard (September 27, 2000). "Brad McQuaid Interview". RPG Vault. Archived from the original on May 24, 2007. Then, in 1996, I was hired by Sony Interactive Studios to create a graphical, commercial MUD.
  • Dobson, James (May 3, 2007). "Q&A: Behind RuneScape's 1 Million Subscriber Success". Gamasutra. Archived from the original on May 6, 2010. Retrieved April 24, 2010. When I went to university, I discovered text-based MUDs, or multi-user dungeons. I loved the fact that these sorts of games had all these players playing at once - even when you were not playing, the world carried on without you. Because of this, I began creating my own text-based MUD, but I quickly realized that with so many of them out there, there was no way that mine would ever get noticed. So I began to search for a way to make mine stand out, and the obvious way, of course, was to add graphics. With my game, I was trying to emulate text MUDs at the time, purely as a hobby.
  • Funk, John (July 23, 2008). "WarCry and Jagex Talk RuneScape". WarCry Network. Archived from the original on July 28, 2011. Retrieved January 6, 2009. Olifiers began with a brief history of Jagex and RuneScape: how Lead Developer Andrew Gower and his brother Paul founded the company in Cambridge in 2001, bringing their love for classic MUDs into the visual realm. The original RuneScape (now referred to as RuneScape Classic) was simply and exactly that: a 2D graphical interface placed on top of a MUD
  • Reese, George (March 11, 1996). "LPMud Timeline". Archived from the original on February 26, 2012. Retrieved April 18, 2010. Late 1991 ¶ After the retirement of Lars from _Genesis_, the _Genesis_ admins move to create the first LPMud-derived server, CD. CD stands for Chalmers Datorforening, Swedish for Chalmers Computing Club, where _Genesis_ and _Igor_ existed. In spite of his retirement from _Genesis_, Lars continued to develop LPMud.ad
  • "Full Lima Bundle Released". lpmuds.net. January 24, 2009. Archived from the original on March 12, 2016. Retrieved May 17, 2010.
  • Brennan, Seraphina (January 6, 2009). "MUD history dissolving into the waters of time". Massively. Archived from the original on April 26, 2016. Retrieved March 8, 2016.
  • Bartle, Richard (July 1997). Jacobson, David (ed.). "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs". Journal of Virtual Environments. 1 (1). Archived from the original on October 29, 2007. Retrieved April 30, 2010.
  • Stuart, Keith (July 17, 2007). "MUD, PLATO and the dawn of MMORPGs". guardian.co.uk. London. Archived from the original on July 6, 2008. Retrieved July 8, 2008.
  • Towell, John; Towell, Elizabeth (1997). "Presence in Text-Based Networked Virtual Environments or "MUDS"". Presence. 6 (5): 590–595. doi:10.1162/pres.1997.6.5.590. S2CID 46020475. Archived from the original on May 18, 2013. Retrieved May 2, 2010.
  • Chester, Chris (May 5, 2008). "Curing mudflation before it starts". Engadget. Archived from the original on November 27, 2019. Retrieved November 27, 2019.

wired.com (Global: 254th place; English: 178th place)

  • Kelly, Kevin; Rheingold, Howard (1993). "The Dragon Ate My Homework". Wired. Vol. 1, no. 3. Archived from the original on October 25, 2012. Retrieved March 8, 2017. In 1980, Roy Traubshaw, a British fan of the fantasy role-playing board game Dungeons and Dragons, wrote an electronic version of that game during his final undergraduate year at Essex College. The following year, his classmate Richard Bartle took over the game, expanding the number of potential players and their options for action. He called the game MUD (for Multi-User Dungeons), and put it onto the Internet.
  • King, Brad (July 15, 2002). "Games Started Off Without a Bang". Wired News. Retrieved September 9, 2010.

world.co.uk (Global: low place; English: low place)

games.world.co.uk

  • Kate & Frobozz (1986). "Micronet's Multi-user Game". Commodore Computing International. Archived from the original on April 30, 2009. Retrieved January 8, 2009. Written by Neil Newell, originally as a hobby because he enjoyed playing- the original MUD so much on Essex University, SHADES has recently. been launched on Micronet, the computer network, which has a large Commodore user-base.

yuku.com (Global: low place; English: low place)

dragonsgate.yuku.com

  • Hyrup, Darrin (February 10, 2007). "The Future of Dragon's Gate". Archived from the original on July 18, 2011. Retrieved April 26, 2010. So after more than 15 years of great memories, with a heavy heart, I am going to officially declare Dragon's Gate closed... at least for now.