MUD (Korean Wikipedia)

Analysis of information sources in references of the Wikipedia article "MUD" in Korean language version.

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archive.org (Global: 6th place; Korean: 5th place)

books.google.com (Global: 3rd place; Korean: 7th place)

brandeis.edu (Global: 7,074th place; Korean: low place)

britannica.com (Global: 37th place; Korean: 58th place)

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

doi.org (Global: 2nd place; Korean: 3rd place)

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  • Schaefer, Dominik; Mardare, Cezarina; Savan, Alan; Sanchez, Miguel D.; Mei, Bastian; Xia, Wei; Muhler, Martin; Ludwig, Alfred; Schuhmann, Wolfgang (2011년 2월 17일). High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction. 분석화학 83. 1916–1923쪽. 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. 590–595쪽. doi:10.1162/pres.1997.6.5.590. S2CID 46020475. 2013년 5월 18일에 원본 문서에서 보존된 문서. 2010년 5월 2일에 확인함.

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

engadget.com (Global: 613th place; Korean: 248th place)

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

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

gamasutra.com (Global: 1,096th place; Korean: 710th place)

  • Dobson, James (2007년 5월 3일). Q&A: Behind RuneScape's 1 Million Subscriber Success. Gamasutra. 2010년 5월 6일에 원본 문서에서 보존된 문서. 2010년 4월 24일에 확인함. 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; Korean: 518th place)

archive.gamespy.com

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

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

  • Cambron, Melanie (2002). A chat with Elonka Dunin. 2007년 9월 27일에 원본 문서에서 보존된 문서. 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; Korean: low place)

  • Carter, Randolph (2009년 4월 23일). Psychochild. Grinding to Valhalla. 2010년 4월 19일에 확인함. 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; Korean: 1,115th place)

  • Wisner, Bill (1990년 6월 29일). A brief history of MUDs. alt.mud. 2010년 4월 24일에 원본 문서에서 보존된 문서. 2009년 1월 8일에 확인함. 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 (1990년 6월 29일). A brief (and very incomplete) history of MUDs. alt.mud. 2012년 11월 9일에 원본 문서에서 보존된 문서. 2008년 8월 7일에 확인함. 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 (1992년 1월 20일). Scepter - the first MUD?. 2008년 12월 7일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함. 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 (1988년 11월 30일). monster - multiuser adventure game for VMS. comp.sources.games. 2010년 4월 26일에 확인함. Monster was written in VMS Pascal under VMS 4.6.
  • Aspnes, James (1990년 7월 4일). 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; Korean: 206th place)

blogs.guardian.co.uk

guru3d.com (Global: low place; Korean: 5,074th place)

hdl.handle.net (Global: 66th place; Korean: 75th place)

  • Schaefer, Dominik; Mardare, Cezarina; Savan, Alan; Sanchez, Miguel D.; Mei, Bastian; Xia, Wei; Muhler, Martin; Ludwig, Alfred; Schuhmann, Wolfgang (2011년 2월 17일). High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction. 분석화학 83. 1916–1923쪽. 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; Korean: 64th place)

rpgvaultarchive.ign.com

  • Aihoshi, Richard (2000년 9월 27일). Brad McQuaid Interview. RPG Vault. 2007년 5월 24일에 원본 문서에서 보존된 문서. Then, in 1996, I was hired by Sony Interactive Studios to create a graphical, commercial MUD.

independent.co.uk (Global: 46th place; Korean: 109th place)

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

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

  • Burka, Lauren P. (1995). The MUDline. 2005년 1월 2일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함. 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. 2005년 1월 2일에 원본 문서에서 보존된 문서. 2010년 4월 22일에 확인함. 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; Korean: 6,699th place)

  • Stewart, William. Summary MUD History. Living Internet. 2008년 7월 25일에 원본 문서에서 보존된 문서. 2008년 7월 10일에 확인함. 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; Korean: 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; Korean: low place)

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

  • Bartle, Richard (1990). Early MUD History. 2023년 3월 24일에 원본 문서에서 보존된 문서. 2008년 8월 7일에 확인함. 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. 2015년 12월 28일에 원본 문서에서 보존된 문서. 2015년 6월 7일에 확인함. 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. 2015년 12월 28일에 원본 문서에서 보존된 문서. 2015년 6월 7일에 확인함. 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. 2015년 12월 28일에 원본 문서에서 보존된 문서. 2015년 6월 7일에 확인함. 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.
  • Bartle, Richard. Adventure 89 review Pip Cordrey.

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

ftp.lambda.moo.mud.org

  • Bartle, Richard (1990). Interactive Multi-User Computer Games. 2016년 2월 2일에 원본 문서에서 보존된 문서. 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. 2016년 2월 2일에 원본 문서에서 보존된 문서. 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. 2016년 2월 2일에 원본 문서에서 보존된 문서. 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.

mudconnect.com (Global: low place; Korean: low place)

  • Towers, J. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura (1996). Yahoo! Wild Web Rides. IDG Books Worldwide Inc. 138쪽. ISBN 978-0-7645-7003-2. The MUD Connector at http://www.mudconnect.com has just about everything you could possibly need to get on a MUD. It has MUD-related links to FAQs, newsgroups and clients; as well as player discussions and forums about different MUDs. This site also has a listing of over 500 MUDs, with pretty useful descriptions of what you can expect to find on most games. You can even click on the MUD or home page you'd like to see and link right to it. If you're shopping for a new MUD and aren't sure what you're looking for, this is the place to park it. We're talking big time bookmark material here.

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

sc.lib.muohio.edu

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

underground.musenet.org

nih.gov (Global: 5th place; Korean: 4th place)

ncbi.nlm.nih.gov

  • Schaefer, Dominik; Mardare, Cezarina; Savan, Alan; Sanchez, Miguel D.; Mei, Bastian; Xia, Wei; Muhler, Martin; Ludwig, Alfred; Schuhmann, Wolfgang (2011년 2월 17일). High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction. 분석화학 83. 1916–1923쪽. 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; Korean: low place)

psu.edu (Global: 299th place; Korean: 150th place)

citeseerx.ist.psu.edu

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

  • Reese, George (1996년 3월 11일). LPMud Timeline. 2012년 2월 26일에 원본 문서에서 보존된 문서. 2010년 4월 14일에 확인함. 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 (1996년 3월 11일). LPMud Timeline. 2012년 2월 26일에 원본 문서에서 보존된 문서. 2010년 4월 18일에 확인함. 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; Korean: 11th place)

api.semanticscholar.org

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

  • Skrenta, Richard (2002년 1월 20일). VMS Monster. Skrentablog. 2006년 2월 2일에 원본 문서에서 보존된 문서. 2010년 11월 1일에 확인함.
  • Skrenta, Richard (1997년 1월 13일). An Introduction to Monster. 2010년 4월 26일에 확인함. 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; Korean: 4,361st place)

eprints.ecs.soton.ac.uk

theguardian.com (Global: 16th place; Korean: 29th place)

  • Stuart, Keith (2007년 7월 19일). 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; Korean: low place)

uwo.ca (Global: 5,444th place; Korean: 4,195th place)

csd.uwo.ca

  • Anderson, Tim; Galley, Stu. The History of Zork. 2009년 1월 16일에 원본 문서에서 보존된 문서. 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; Korean: low place)

  • Funk, John (2008년 7월 23일). WarCry and Jagex Talk RuneScape. WarCry Network. 2011년 7월 28일에 원본 문서에서 보존된 문서. 2009년 1월 6일에 확인함. 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; Korean: 1st place)

  • Hansen, Geir Harald (2002년 7월 31일). A Distributed Persistent World Server using Dworkin's Generic Driver (PDF) (학위논문). University of Oslo. 2011년 5월 13일에 원본 문서 (PDF)에서 보존된 문서. 2010년 4월 14일에 확인함.
  • Boring, Erich (1993년 12월 3일). PangaeaMud: An Online, Object-oriented Multiple User Interactive Geologic Database Tool (PDF) (학위논문). Miami University. 2011년 7월 20일에 원본 문서 (PDF)에서 보존된 문서. 2010년 5월 3일에 확인함.
  • 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. 96–100쪽. CiteSeerX 10.1.1.1.8402. 2010년 11월 21일에 원본 문서에서 보존된 문서. 2010년 10월 14일에 확인함.
  • Grimmelmann, James (2004년 12월 8일). Virtual Worlds as Comparative Law (PDF). New York Law School Law Review. 147184쪽. 2010년 6월 19일에 원본 문서 (PDF)에서 보존된 문서. 2010년 5월 6일에 확인함.
  • Nelson, Mike (2002년 7월 2일). Interview: Brad McQuaid. The guru of 3D. 2007년 3월 10일에 원본 문서에서 보존된 문서. 2007년 3월 3일에 확인함.
  • Stewart, William. Summary MUD History. Living Internet. 2008년 7월 25일에 원본 문서에서 보존된 문서. 2008년 7월 10일에 확인함. 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. 2009년 1월 16일에 원본 문서에서 보존된 문서. 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. 와이어드. 1권 3호. 2012년 10월 25일에 원본 문서에서 보존된 문서. 2017년 3월 8일에 확인함. 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. 2023년 3월 24일에 원본 문서에서 보존된 문서. 2008년 8월 7일에 확인함. 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. 2008년 3월 24일에 원본 문서에서 보존된 문서. 2009년 4월 19일에 확인함.
  • Wisner, Bill (1990년 6월 29일). A brief history of MUDs. alt.mud. 2010년 4월 24일에 원본 문서에서 보존된 문서. 2009년 1월 8일에 확인함. 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. 2016년 2월 2일에 원본 문서에서 보존된 문서. 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. 2016년 2월 2일에 원본 문서에서 보존된 문서. 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. 2009년 4월 30일에 원본 문서에서 보존된 문서. 2009년 1월 8일에 확인함. 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. 2016년 2월 2일에 원본 문서에서 보존된 문서. 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 (1990년 6월 29일). A brief (and very incomplete) history of MUDs. alt.mud. 2012년 11월 9일에 원본 문서에서 보존된 문서. 2008년 8월 7일에 확인함. 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 (1992년 1월 20일). Scepter - the first MUD?. 2008년 12월 7일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함. 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 (2007년 2월 10일). The Future of Dragon's Gate. 2011년 7월 18일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함. 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. 2015년 12월 28일에 원본 문서에서 보존된 문서. 2015년 6월 7일에 확인함. 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. 2015년 12월 28일에 원본 문서에서 보존된 문서. 2015년 6월 7일에 확인함. 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. 2015년 12월 28일에 원본 문서에서 보존된 문서. 2015년 6월 7일에 확인함. 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. 2010년 4월 23일에 원본 문서에서 보존된 문서. 2002년 9월 25일에 확인함. Cox was a player of MUD1 who wrote AberMUD while a student at the University of Wales, Aberystwyth.
  • Skrenta, Richard (2002년 1월 20일). VMS Monster. Skrentablog. 2006년 2월 2일에 원본 문서에서 보존된 문서. 2010년 11월 1일에 확인함.
  • Burka, Lauren P. (1995). The MUDline. 2005년 1월 2일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함. 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 (2000년 3월 17일). Sworn Statement. DIKU MUD. 2011년 4월 13일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함.
  • McQuaid, Brad; Clover, Steve; Uzun, Roger (2000년 3월 17일). Sworn Statement. DIKU MUD. 2011년 4월 13일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함.
  • Cambron, Melanie (2002). A chat with Elonka Dunin. 2007년 9월 27일에 원본 문서에서 보존된 문서. 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. 2008년 10월 7일에 원본 문서에서 보존된 문서. 2009년 1월 15일에 확인함. December, 1996 - GemStone III and DragonRealms are the top two titles (hours/month) in industry
  • Basic movement commands: The Lands of Evermore Manual 보관됨 2013-04-20 - 웨이백 머신
  • Reese, George (1996년 3월 11일). LPMud Timeline. 2012년 2월 26일에 원본 문서에서 보존된 문서. 2010년 4월 14일에 확인함. 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. 2005년 1월 2일에 원본 문서에서 보존된 문서. 2010년 4월 22일에 확인함. 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. 2011년 6월 15일에 원본 문서에서 보존된 문서. 2010년 4월 22일에 확인함.
  • Aihoshi, Richard (2000년 9월 27일). Brad McQuaid Interview. RPG Vault. 2007년 5월 24일에 원본 문서에서 보존된 문서. Then, in 1996, I was hired by Sony Interactive Studios to create a graphical, commercial MUD.
  • Dobson, James (2007년 5월 3일). Q&A: Behind RuneScape's 1 Million Subscriber Success. Gamasutra. 2010년 5월 6일에 원본 문서에서 보존된 문서. 2010년 4월 24일에 확인함. 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 (2008년 7월 23일). WarCry and Jagex Talk RuneScape. WarCry Network. 2011년 7월 28일에 원본 문서에서 보존된 문서. 2009년 1월 6일에 확인함. 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 (1996년 3월 11일). LPMud Timeline. 2012년 2월 26일에 원본 문서에서 보존된 문서. 2010년 4월 18일에 확인함. 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. 2009년 1월 24일. 2016년 3월 12일에 원본 문서에서 보존된 문서. 2010년 5월 17일에 확인함.
  • Brennan, Seraphina (2009년 1월 6일). MUD history dissolving into the waters of time. Massively. 2016년 4월 26일에 원본 문서에서 보존된 문서. 2016년 3월 8일에 확인함.
  • Bartle, Richard (July 1997). Jacobson, David (편집). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of Virtual Environments 1. 2007년 10월 29일에 원본 문서에서 보존된 문서. 2010년 4월 30일에 확인함.
  • Stuart, Keith (2007년 7월 17일). MUD, PLATO and the dawn of MMORPGs. guardian.co.uk (London). 2008년 7월 6일에 원본 문서에서 보존된 문서. 2008년 7월 8일에 확인함.
  • Towell, John; Towell, Elizabeth (1997). Presence in Text-Based Networked Virtual Environments or "MUDS". Presence 6. 590–595쪽. doi:10.1162/pres.1997.6.5.590. S2CID 46020475. 2013년 5월 18일에 원본 문서에서 보존된 문서. 2010년 5월 2일에 확인함.
  • Chester, Chris (May 5, 2008). Curing mudflation before it starts (영어). Engadget. November 27, 2019에 원본 문서에서 보존된 문서. November 27, 2019에 확인함.

wired.com (Global: 254th place; Korean: 165th place)

  • Kelly, Kevin; Rheingold, Howard (1993). The Dragon Ate My Homework. 와이어드. 1권 3호. 2012년 10월 25일에 원본 문서에서 보존된 문서. 2017년 3월 8일에 확인함. 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 (2002년 7월 15일). Games Started Off Without a Bang. Wired News. 2010년 9월 9일에 확인함.

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

games.world.co.uk

  • Kate & Frobozz (1986). Micronet's Multi-user Game. Commodore Computing International. 2009년 4월 30일에 원본 문서에서 보존된 문서. 2009년 1월 8일에 확인함. 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; Korean: low place)

dragonsgate.yuku.com

  • Hyrup, Darrin (2007년 2월 10일). The Future of Dragon's Gate. 2011년 7월 18일에 원본 문서에서 보존된 문서. 2010년 4월 26일에 확인함. 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.