[rec.games.mud]: FAQ #2/4: MUD Clients and Servers

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Andrew Cowan

Sep 16, 2001, 8:25:23 PM9/16/01


This is part 2 in a 4 part series of FAQs.

Disclaimer: This document may be seen to be biased towards
TinyMUDs. This is because the original author of this document
mainly plays those types of servers, not because she thinks they
are inherently better or worse than other types of servers.
However, this document is meant to be generalized and useful for
all MUDdom, and so corrections and contributions are always
welcome. The new maintainers will be gradually modifying the FAQ to
be geared towards all of the various server types.

Table of Contents

* Client Information
+ 2.1. What is a client?
+ 2.2. Where do I get clients?
+ 2.3. What operating systems do clients run on?
+ 2.4. Is there anything wrong with running a client?
+ 2.5. What different clients are available? [Client List]
* Glossary of Client terms
* Server Information
+ 2.6. What is a server?
+ 2.7. Where do I get servers?
+ 2.8. What operating systems to servers run on?
+ 2.9. Is there anything wrong with running a server?
+ 2.10. What different servers are available? [Server List]
* General Information
+ 2.11. What do I do if my client/server won't compile?
+ 2.12. Should I read the documentation of whatever client or
server I select?
+ 2.13. What is FTP, and how do I use it?

Client Information

2.1. What is a client?

Clients are programs, usually written in C, that connect up to
servers. Telnet is one such client program. Many clients written for
MUDs have special added bonus features through which they filter the
output; most, for instance, separate your input line from the output
lines and wraps words after 80 columns. Some also have a macro-
writing capability which allows the user to execute several commands
with just a few keypresses. Some allow you to highlight output coming
from certain players or suppress it altogether. Still other clients
make the sometimes tedious task of building new areas a breeze.

2.2. Where do I get clients?

Listed below is a list of clients, and a site or two where they can be
ftped from. If the site is down, your best bet is to ask around. In
general, ftp.tcp.com is a good places to look. Directions for how to
ftp and unarchive clients are at the end of this FAQ.

2.3. What operating systems do clients run on?

Most use some variant of Unix, either BSD or SysV. Some run under VMS
with either MultiNet or Wollongong networking, and there's also one
for IBM VM. There are, of course, many new clients for Macintoshes and
for PCs running Winsock.

2.4. Is there anything wrong with running a client?

Not usually. Clients can be large when compiled, especially if they
have lots of nifty features. They don't take up much CPU time at all.
It is recommended that you ask your friendly systems administrator or
other machine-responsible person if it's okay for you to install one
on the system, if only for the reason that someone else might already
have done so, and you might be able to save space by sharing with
them. If there's a no games policy at your site, don't try to sneak by
it with a client -- their activities are easily detectable. Be good.

2.5. What different clients are available?

Here's a reasonably accurate listing of available clients. Please note
that I have not tested each of these, and they're not guaranteed to
work for you. If your favorite client isn't listed here, please drop a
short note describing the client's features and where it can be ftp'd
from to ad...@mudconnect.com.

You may also be interested in John Daub's page of Macintosh mud
resources, at http://www.hsoi.net/mud/.

The following clients are detailed below. Directions for how to ftp
and unarchive clients and servers can be found at the end of this FAQ.

Unix Clients
TinyTalk, TinyFugue, TclTT, VT, LPTalk, SayWat, PMF, TinTin,
TinTin++, TUsh, LPmudr, Muddle, tkMOO-light, SMM,

Emacs Clients
MUD.el, TinyTalk.el, LPmud.el, CLPmud.el, MyMud.el

VMS Clients

PC Winsock Clients
VWMud, WinWorld, MUTT, MudWin, MUDSock, Pueblo, zMUD, AvPlay,
GMUD, VTW, MUSHClient, Phoca, SimpleMU, WinTin, NTTinTin,
Tinkeri View, Rumbles, Muddle, tkMOO-light, SMM, Portal, MUD

Macintosh Clients
MUDDweller, Mudling, MacMOOSE, tkMOO-light, Rapscallion, SMM,

Misc Clients

Unix Clients

Runs on BSD or SysV. Latest version is 1.1.7GEW. Designed
primarily for TinyMUD-style muds. Features include line
editing, command history, hiliting (whispers, pages, and
users), gag, auto-login, simple macros, logging, and


Runs on BSD, SysV, and OS/2. Latest version is 4.0alpha4.
Commonly known as 'tf'. Designed primarily for TinyMUD-style
muds, although will run on LPMUDs and Dikus. Features include
regexp hilites and gags, auto-login, macros, line editing,
screen mode, triggers, cyberportals, logging, file and command
uploading, shells, and multiple connects.


Windows source code (requires GNU-Win32):

Runs on BSD. Latest version is 0.9. Designed primarily for
TinyMUD-style muds. Features include regexp hilites, regexp
gags, logging, auto-login, partial file uploading, triggers,
and programmability.


Runs on BSD or SysV. Latest version is 2.15. Useable for all
types of muds. Features include a C-like extension language
(VTC) and a simple windowing system. Also see VTW below.


Runs on BSD or SysV. Latest version is 1.2.1. Designed
primarily for LPMUDs. Features include hiliting, gags,
auto-login, simple macros, logging. Please send mail to
ad...@mudconnect.com if you know where this client can be

Runs on BSD. Latest version is 0.30beta. Designed primarily for
TinyMUD-style muds. Features include regexp hilites, regexp
gags, macros, triggers, logging, cyberportals, rudimentary
xterm support, command line history, multiple connects, and
file uploading. Please send mail to ad...@mudconnect.com if you
know where this client can be found.

Runs on BSD. Latest version is 1.13.1. Usable for both LPMUDs
and TinyMUD-style muds. Features include line editing,
auto-login, macros, triggers, gags, logging, file uploads, an
X-window interface, and ability to do Sparc sounds.


Runs on BSD. Latest version is 2.0. Designed primarily for
Dikus. Features include macros, triggers, tick-counter
features, and multiple connects. Please send mail to
ad...@mudconnect.com if you know where this client can be

Runs on BSD or SysV. Latest version is 1.5pl6. Derived and
improved from TinTin. Additional features include variables,
faster triggers, and a split screen mode.


Runs on BSD or SysV. Latest version is 1.74. Features include
hiliting, triggers, aliasing, history buffer, and screen mode.
Please send mail to ad...@mudconnect.com if you know where this
client can be found.

Runs on BSD or SysV. Latest version is 2.7. Designed primarily
for LPMUDs. Features include line editing, command history,
auto-login and logging. Please send mail to
ad...@mudconnect.com if you know where this client can be

Runs on BSD, SysV, NeXT Mach, Irix, Win95, and WinNT. Latest
version is 2.0. Written for use with the Mordor server.
Features include multiple logins, triggers, and some
programming capabilities.


Runs on Unix, Windows 95 and Macintosh using Tcl/tk. Very
similar to TinTin, but with added mapping functionality.


Emacs Clients

Runs on GNU Emacs. Usable for TinyMUD-style muds, LPMUDs, and
MOOs. Features include auto-login, macros, logging,
cyberportals, screen mode, and it is programmable.


Runs on GNU Emacs. Latest version is 0.5. Designed primarily
for TinyMUD-style muds. Features include auto-login, macros,
logging, screen mode, and it is programmable.


Runs on GNU Emacs. Designed primarily for LPMUDs. Features
include macros, triggers, file uploading, logging, screen mode,
and it is programmable.


Runs on GNU Emacs. Designed primarily for LPMUDs. Similar to
LPmud.el, but with the added capability for remote file
retrieval, editing in emacs, and saving, for LPMud wizards.


Runs on GNU Emacs. Latest version is 1.31. Designed primarily
for LPMUDs and Dikus. Features include screen mode, auto-login,
macros, triggers, autonavigator, and it is programmable.


VMS Clients

VMS version of TinyFugue (see above). Uses Wollongong
networking. Latest version is 1.0b3. Contact m...@arizona.edu
for more information. Please mail ad...@mudconnect.co if you
know where this client can be found.

Runs on VMS with MultiNet networking. Latest version is 2.2.
Designed primarily for TinyMUD-style muds. Features include
hiliting (whispers, pages, users), gags, file uploading, simple
macros, screen mode. See also TINTw. Please mail
ad...@mudconnect.co if you know where this client can be found.

Runs on VMS with Wollongong networking. See TINT.


Runs on VMS with either Wollongong or MultiNet networking.
Similar to TINT. No longer supported by the author.


Runs on VMS with MultiNet networking and BSD Unix. Primarily
designed for TinyMUD-style muds. Features include screen mode,
and it is programmable. See RispTalk below. Please mail
ad...@mudconnect.co if you know where this client can be found.

PC Winsock Clients

Runs on Windows 3.x using Winsock as well as 95/98/NT. Latest
version is 2.0C. Features include ANSI color, macros, triggers,
and more. Contact point at vau...@hex.net .


Runs on MS Windows using Winsock. Latest version is 0.4d.
Features include auto-login, multiple connects, command
history, logging, and more.


Runs on MS Windows using Winsock. Latest version is 01i. Name
stands for Multi-User Trivial Terminal. Features include
scripting, multiple connects, triggers, macros, logging, etc.

Runs on MS Windows using Winsock. Latest version is 1.06.
Features include command history, simple macros, and logging.


Runs on MS Windows using Winsock. Works mainly with TinyMUCK,
but should work with other MUDs. Still in beta.


Runs on MS Windows95 and Windows/NT using Winsock. Latest
version is 1.0. Features full support for interactive hypertext
(IHTML), ANSI, 3D graphics (VRML), 2D graphics (GIF and JPEG),
audio (MIDI and WAV). Brings up a complete hierarchy of active
MUDs. Features include logging, command history, line editing,
auto-login, and simple macros.


Runs on MS Windows95 using Winsock. Latest version is 6.15.
Based on ideas from TinTin++. Features include macros,
triggers, multiple-connects, logging, command history, and


Runs on MS Windows using Winsock. Latest version is 4.21.
Designed for the MUD Avalon, but should be able to run on most
muds. Features macros, triggers, logging, command history,
colors, etc.


aka Generic MUD client. Runs on MS Windows 3.1 with Win32s, or
on Windows NT or Windows 95, with Winsock. Latest version is
1.9b. Features triggers, macros, logging, multiple connects,
and more.


Based on VT 2.15 for Unix. Runs on MS Windows with Win32s,
Windows NT or Windows 95 with Winsock. Latest version is 1.1


Runs on Win95 or WinNT, or Win3.x with Win32s, with Winsock.
Latest version is 2.11, for Win95/WinNT, and 1.04 for Win3.1.
Designed for TinyMUSHes, but will work on all types of muds.
Features include an MDI interface, multiple connects,
auto-login, triggers, macros, hilites, command history and
editing, logging, and much more.


Runs on Windows 3.1 and above with Winsock. Latest version is
1.0. Fairly feature-free, unless you buy the commercial


Runs on Windows 3.1 and above with Winsock. Latest version is
1.53b. Designed for TinyMUSHes. Features include ANSI color,
multiple connects, auto-login, triggers, macros, hilites,
command history and editing, logging, quoting off-line @mail
and more.


Port of TinTin-III to MS Windows 3.1x. Works only with some
Winsock TCP/IP stacks (specifically, it DOES work with
Microsoft's tcp-ip32, but does not work with Trumpet).


Port of TinTin-III to Windows NT with Winsock.


Tinkeri View
Runs on Windows 95 or Windows NT with Winsock. Latest version
is 1.10.042B. Features include multiple connects, ANSI color,
auto-login, triggers, logging, and more.


Runs on Win95 or Win3.x, with Winsock. Latest version is 2.0.
Designed for TinyMUSHes, but will work on all types of muds.
Features include multiple connects, hilites, auto-login,
command history, logging, and more.


Uses Sun's Tcl/Tk system so it can run on all UNIX platforms as
well as Windows 95, NT and Macintosh. Designed primarily for
MOO-style muds. Features include local editing, command
history, auto-login, powerful macros, triggers and gags,
logging and it can be extended by scripts written in the Tcl
programming lanugage. Latest version is 0.3.06.


A windows-based client offering command aliasing, comand
macros, event triggers, graphical status bars, hyperlink
support, user-customizable toolbars and more.


MUD Mage
includes the following features: fast ANSI support, fully
configurable, ANSI palette modification, uses 32-bit
processing, internal MUD note editor, internal keyword
database, global toggles, numeric keypad movement/commands,
configuration import/export, multimedia interaction, easy
uninterrupted scrollback, hotkeys (instant, insertion, etc),
triggers (action, color, timer, etc), aliases/variables,
automap (save text and graphics), commandline control, command
tracking, logging, optional letter wrapping, no nasty shareware
tricks, registered user support, and free updates to registered


Macintosh Clients

Runs on any Macintosh. Latest version is 1.2. Connects to a MUD
through either the communications toolbox or by MacTCP. Usable
for both LPMUDs and TinyMUD-style muds. Current features
include multiple connections, a command history and a built-in
MTP client for LPMUDs.


Runs on any Macintosh. Latest version is 0.9b26. Features
include multiple connections, triggers, macros, command line
history, separate input and output windows, and a rudimentary
mapping system.


Runs on Macintoshes using MacTCP. Latest version is 2.0a3.
Designed to make it easier to program MOOs and MOOSEs.


Runs on Macintoshes and MacOS compatibles, using System 7.1 or
above and with Open Transport or MacTCP. Latest version is
2.0b7. Features include logging, command line history,
triggers, macros, mapping, and more.


Runs on Macintoshes with System 7.1 or above and with MacTCP or
Open Transport. Latest version is 1.0b5. Features include
autologin, triggers, macros, logging, and HTML support.


Misc Clients

Runs on IBM VM. Latest version is 2.1. Designed primarily for
TinyMUD-style muds. Features include screen mode, logging,
macros, triggers, hilites, gags, and auto-login. Allows some
IBM VM programs to be run while connected to a foreign host,
such as TELL and MAIL. Please mail ad...@mudconnect.com if you
know where this client can be found.

Runs on IBM VM, and anything that uses REXX. Partially
derivative of REXXTALK. Latest version is 6.0. Designed for use
with LPMuds. Features include hilites, gags, logging, macros,
and multiple connects.


Runs under MSDOS. Latest version is 2..50. Requires an Ethernet
card, and uses the Crynwr Packet drivers. Does NOT work with a
modem. (If you telnet in MSDOS, you can probably use this.)
Features include multiple connections, triggers, command-line
history, scrollback, logging, macros, and separate input and
output windows.


BSXMUD Clients
These clients run on various platforms, and allow the user to
be able to see the graphics produced by BSXMUDs. BSXMUDs are
generally LPMUDs (but not necessarily) who have been hacked to
enable the sending of polygon graphics coordinates to
BSXclients, thus letting you play a graphic MUD instead of just
a text-based one.

For Amiga: modem or TCP/IP - AmigaBSXClient2_2.lha
For PC: requires a modem - msclient.lzh AND x00v124.zip
For X11: sources, version 3.2 - bsxclient3_8c.tar.Z
For Sun4: binary - client.sparc.tar.Z

Also available are programs to custom-draw your own graphics
for a BSXMUD: - muddraw.tar.gz, bsxdraw.zoo


Glossary of Client Terms

Automatically logs into the game for you.

Allows boldface or other emphasis to be applied to some text.
Often allowed on particular types of output (e.g. whispers), or
particular players. "Regexp" means that UNIX-style regular
expressions can be used to select text to hilite.

Allows some text to be suppressed. The choice of what to
suppress is often similar to hiliting (players or regular

Allows new commands to be defined. How complex a macro can be
varies greatly between clients; check the documentation for

Allows output from the MUD to be recorded in a file.

Supports special MUD features which can automatically reconnect
you to another MUD server.

Screen Mode
Supports some sort of screen mode (beyond just scrolling your
output off the top of the screen) on some terminals. The exact
support varies.

Supports events which happen when certain actions on the MUD
occur (e.g. waving when a player enters the room). (This can
nearly always be trivially done on programmable clients, even
if it isn't built in.)

Supports some sort of client-local programming. Read the

Some of these clients are more featured than others, and some require
a fair degree of computer literacy. TinyTalk and TinyFugue are among
the easiest to learn for unix systems; Tcltt and VT are more
professional. Caveat Emptor. Since many MUDders write their own
clients, this list can never be complete. As above, ask around.

Server Information

2.6. What is a server?

A server is a program which accepts connections, receives data, mulls
it over, and sends out some output. In the MUD world, the server keeps
track of the database, the current players, the rules, and sometimes
the time (or the heartbeat). Servers are usually very large C programs
which maintain a small-to-enormous database of the objects, rooms,
players and miscellany of the MUD.

2.7. Where do I get servers?

Below (see question 2.10)there is a list of different types of
servers, complete with ftp sites on which they can be found. Be aware
that this list is far from complete, as new servers pop up constantly,
and the existing ones are still being developed.

2.8. What operating systems to servers run on?

Most servers require some form of UNIX, be it BSD or SysV. A few
servers are being ported to VMS nowadays, and there are a few which
have versions for MS-DOS and Amigas.

2.9. Is there anything wrong with running a server?

Because of their size and their constant computational activities,
servers can be extremely CPU-intensive and can even be crippling to
any other work done on that computer. Even if they're not
CPU-intensive, most MUDs can take up a fair amount of disk space -
anywhere from 10 to 90 megs, which could impact the other users on the
machine. Do not ever run a MUD server on a machine illicitly or
without express permission from the person responsible for the
machine. Many universities and companies have strict policies about
that sort of behavior which you don't want to cross.

Of course, people who don't know any better start up illicit MUDs all
the time. Apart from the possibility of losing all your work and
energy to one press of a sysadmin's finger, there's no harm done to
the player. But we must stress: running a MUD where you shouldn't can
get you into a whole new world of hurt. Don't take the chance, it's
not worth it.

2.10. What different servers are available?

There are probably as many MUD server types as there are MUDs. Since
everyone has their own opinions as to what MUDs should be like, and
since the server source can be edited, most MUDs have site-specific
fixtures in them. However, there are a few main protoMUDs (also called
'vanilla versions' because they haven't been 'flavored' yet). Note
that this list is not complete, and that it may contain errors in fact
or judgement, but is deemed pretty much right as of this writing.
Corrections/additions to ad...@mudconnect.com are welcomed.

There are essentially three groups of muds:
* Combat-oriented MUDs (LP/Diku/etc, originally)
* Social-oriented MUDs (TinyMUD & its descendants, etc)
* Miscellaneous (mixture of the above, or hard to classify)

The majority of the muds in the miscellaneous category are not
combat-oriented muds at all, and indeed many take after TinyMUD in
most things. However, as these muds are not a direct derivative of the
original TinyMUD code, I've stuck them in their own category. The
authors listed for each server are very probably not the people
currently working on that code. To find out who's currently in charge
of the code, either ftp the latest version and look for a README file,
or ask around.

A note on the term combat-oriented: this generally means that combat
is an inherent part of the culture of the mud. A flight-simulator
could be called a combat-oriented game, just as truely as your typical
shoot-em-up game could be. A social-oriented mud has a different
focus, one dependent either on roleplaying social interactions (which
MAY include combat!), or on not roleplaying at all, but merely talking
with friends or other such benign things. It should be emphasized that
simply because a given server is listed in the combat-oriented area,
it does not necessarily follow that it must be a combat-oriented MUD.
Most servers are fairly flexible, and can be used for social and
combat uses alike, as well as for business and education. These
categories are getting rather dated, and may be changed at some point
in the future for ones that make more sense.

Detailed listings of the following servers are below. Note that the
servers are organized roughly by type, and not by operating system.
Most are designed for Unix, but several have been ported to other
platforms, and will be noted as such in that server's entry.
Directions for how to ftp and unarchive servers can be found at the
end of this FAQ.

Combat-Oriented MUDs
AberMUD, LPMUD, DGD, DikuMUD, YAMA, UriMUD, Ogham, CircleMUD,
AmigaMUD, Realms, Ursha Null 7

Social-Oriented MUDs
TinyMUD, TinyMUCK v1.*, TinyMUSH, PennMUSH, AlloyMUSH, TinyMUCK
v2.*, TinyMUSE, TinyMAGE, MUG, TeenyMUD, TinyMUX

Misc MUDs
MUD, UberMUD, MOO, LambdaMOO, SMUG, UnterMUD, Mordor, COOLMUD,
Cold Server

Combat-Oriented MUDs

One of the first adventure-based MUDs. Players cannot build. In
later versions, a class system was added, and wizards can build
onto the database. It's named after the university at which it
was written, Aberystwyth. Latest version is 5.21.5. Supports
all the usual in combat game design, including BSX graphics and
MudWHO. Not too big, and it will run under BSD and SYSV. Amiga
TCP/IP support now included.
Author, contact address, and mailing list address is


The most popular combat-oriented MUD. Players cannot build. Be
warned, though: LPMUD servers version 3.* themselves are very
generic - all of the universe rules and so forth are written in
a separate module, called the mudlib. Most LPMUDs running are
written to be some sort of combat system, which is why I've
classified them here, but they don't have to be! Wizards can
build onto the database, by means of an object-oriented C-like
internal language called LP-C. It's named after its primary
author, Lars Pensj|. Latest version is 3.2.1, aka Amylaar.
Fairly stable, and size varies from medium to large. Driver
(server) versions seem to have split into several main
variants, not counting possible mudlibs (databases) available.
Amylaar, CD, and MudOS are the current favorites. For further
information, email to amy...@cs.tu-berlin.de.
There is a port of 3.1.2 for Amigas, called amud, now included
in LPMUD v3.2. For further information email to
See the rec.games.mud.lp FAQ for more info.


There is a port of 3.1.2 for MSDOS, that requires at least a
'386 to run. It accepts connections from serial ports.


Written by Felix Croes. A reimplementation from scratch of the
LPMUD server. It is disk-based, and thus uses less memory. It's
also smaller and lacks many of the features of the other LPMUD
servers, though it is capable of simulating most of those
features in LPC. Many DGDs are simulating an LP, but there are
several MUDs that now use DGD to simulate a MOO variant. The
name stands for Dworkin's Generic Driver. Very stable. Runs on
most variants of Unix, and has been ported to the Atari ST,
Commodore Amiga, Macintosh, Windows NT, Windows 95, OS/2 and


Newer than LPMud, and gaining in popularity. Almost identical
from the players' point of view. Uses a guild system instead of
a straight class system. Wizards can add on to the database,
but there is no programming language, as in LP. It's named
after the university at which it was written, Datalogisk
Institut Koebenhavns Universitet (Dept. of Datalogy, University
of Copenhagen).


Some Diku mud variants (Merc 2.2 and Envy 2.0) have been ported
to Windows 95 and Windows NT.


PC mud writing system, using waterloo wattcp. Runs on a 640K
PC/XT or better. Runs best with about a 1Mb ram disk, but is
fine without. A separate windows version (yamaw) runs under
windows and allows you to run a mud on a 286 or higher without
taking over the machine.


Developed from an LPMud2.4.5, the code structure is very
similar. Features include better speed, flexibility, stronger
LPC, and the ability to handle multiple mudlibs under one
parser. Latest version is 2.5.


From the players' point of view, similar to LPMUD. No
programming language or database, as server and mudlib compile
together to form a single binary executable. Latest version is


Derivative of DikuMUD Gamma v0.0. Developed by Jeremy Elson
(jel...@cs.jhu.edu). Less buggy and tighter code all in all.
Can be compiled under Win95/NT with Microsoft Visual C++, or
with gcc on most Unix machines. Latest version is 3.0p12.


Written by scratch for Commodore Amiga computers. Includes
custom client which supports graphics and sound. Disk based,
fast programming language, standard scenario including built-in
mail and bboards. Obtained from the Aminet ftp sites.

ftp.wustl.edu:/pub/aminet/game/role/AMClnt.lha, AMSrv.lha

Written by Andy Baillie for Amiga systems. Primarily combat
based with races and classes. There are some social commands
but not that many. The database may be modified both online and
offline. It is disk based and uses caching to allow it to run
on less powerful machines.


TinyMUD-style MUDs

The first, and archetypical, socially-oriented MUD. It was
inspired by and looks like the old VMS game Monster, by Rich
Skrenta. Players can explore and build, with the basic @dig,
@create, @open, @link, @unlink, @lock commands. Players cannot
teleport, and couldn't use @chown or set things DARK until
later versions. Recycling didn't exist till the later versions,
either. It's called 'Tiny' because it is - compared to the
combat-oriented MUDs. Original code written by Jim Aspnes. Last
known version is 1.5.5. Not terribly big, and quite stable.


There is a PC port of TinyMUD, along with some extra code. It
accepts connections from serial ports.


There is a modified version of TinyMUD called PRISM, that works
for PCs, Atari STs, and most Unixes. It also comes with a
internal BSX client for MSDOS.


TinyMUCK v1.*
The first derivative from TinyMUD. Identical to TinyMUD, except
that it added the concept of moveable exits, called @actions.
Also introduced the JUMP_OK flag, which allows players to use
@teleport, and @recycle, which TinyMUD later added. Its name,
MUCK, is derived from MUD, and means nothing in particular.
Original code written by Stephen White. Latest stable verion is
1.2.c&r, which brought TinyMUCKv1 up to date with later TinyMUD
things. Not terribly big. Please mail ad...@mudconnect.com if
you know the ftp location for this server.

The second derivative from TinyMUD. Also identical to TinyMUD,
with the addition of a very primitive script-like language.
Introduced JUMP_OK like TinyMUCK, and has recycling, except it
is called @destroy. Also introduced the concept of PUPPETs, and
other objects that can listen. In later versions the script
language was extended greatly, adding math functions and many
database functions. In the latest major version, 2.x, it's gone
to a disk-basing system as well. Its name, MUSH, stands for
Multi-User Shared Hallucination. Original code written by Larry
Foard. The latest non- disk-based version is PennMUSH (see
below) 1.7.2, which is quite similar to 2.* from the user's
point of view. Both the disk-based version and the
non-disk-based version are being developed at the same time.
TinyMUSH is more efficient in some ways than TinyMUD, but winds
up being larger because of programmed objects. Version 2.* in
general uses less memory but a great deal more disk space.
TinyMUSH 2.* and PennMUSH 1.7* both run under BSD and SysV.
Most recent version of TinyMUSH is 2.2.4p4.

The yet-to-be-finished TinyMUSH 3.0 will be a combination of
the latest versions of TinyMUSH and TinyMUX. See
http://www.godlike.com/tinymush-3.0/ for more information.


There's also a port of 2.0.8p10 to Macintosh, currently at
version 0.7.0d6.
TinyMUSH/Mac is written by Joshua Juran, and resides at

See TinyMUSH above. PennMUSH is a non-disk-based version of
TinyMUSH, and is quite similar from the user's point of view.
The latest version is 1.7.2, and will run under Unix, Win32 and

Website: http://www.pennmush.org


There is a port for Win32. Both executables and source are
available for download.


There is a stable port for Macintosh at http://mac.pennmush.org

AlloyMUSH is based on an early beta of TinyMUSH 2.2. It has
added ANSI color, zones, powers, building functions, debug
output redirection, and more. Latest version is 1.1p1.


TinyMUCK v2.*
TinyMUCKv1.* with a programming language added. The language,
MUF (multiple user forth), is only accessible to people with
the MUCKER flag. Changed the rules of the JUMP_OK flag
somewhat, to where it's nice and confusing now. MUF is very
powerful, and can do just about anything a wizard can. Original
version 2.* code written by Lachesis. Latest version is 2.3b,
with several varieties (FBMUCK and DaemonMUCK 0.14 the most
common). The name doesn't mean anything. Can be quite large,
especially with many programs. Mostly stable.


A derivative of TinyMUSH. Many more script-language extensions
and flags. Reintroduced a class system, a-la combat-oriented
MUDs. The name stands for Multi-User Simulation Environment.
Latest official version is 1.8a4. Fairly stable.


The bastard son of TinyMUSH and TinyMUCK. It combines some of
MUSH's concepts (such as puppets, @adesc/@asucc, several
programming functions, and a few flags) with TinyMUCK2.x.
Interesting idea, really busted code. The name doesn't mean
anything. Latest version is 1.1.2.


Derivative of TinyMUD 1.4.1. It's name stands for Multi-User
Game. Powerful but awkward programming language, which is an
extension of the user language; primitive notion of Puppets;
inheritance; sane variable/property matching; arrays and
dictionaries in hardcode. Somewhat non-standard and buggy in a
few places.

Requires gcc.2.4.5 or greater (or other good C++ compiler) to
compile. Available by e-mail from wiz...@cs.man.ac.uk;
development site is UglyMUG (wyrm.compsoc.man.ac.uk 6239).

Originally a TinyMUD clone, written from scratch, with its main
feature being that it was disk based. Original code written by
Andrew Molitor. Now closer to a TinyMUSH, with some TinyMUCK
influences. Latest version is 2.0.4betap3. Fairly small, and
mostly stable.


Originally a derivative of TinyMUSH 2.2 and mostly compatible
with TinyMUSH 2.2, U1 and 3.0 as well as PennMUSH, it has
continued to borrow and donate from the PennMUSH and TinyMUSH
codebases. The latest version (2.0) is a thorough re-worked of
the 1.6 version to be smaller, faster, and more stable. Win32
and Unix builds of the server are maintained simultaneously.



The original, by Richard Bartle and Roy Trubshaw, was written
back in 1978. An advanced version of MUD1 was, up until
recently, running on CompuServe under the name of "British
Legends". An internet-playable version will possibly be
released soon.

MUD2 runs on Wireplay in the UK as well as on mud2.com.
Although an internet version is not yet available it should be
within a couple of months of this update (12/02/99).

The first MUD where the universe rules are written totally in
the internal programming language, U. The language is very
C/pascal-like. The permissions system is tricky, and writing up
every universe rule (commands and all) without having big
security holes is a pain. But it's one of the most flexible
muds in existance. Great for writing up neat toys. It's also
disk-based. Original code written by Marcus J Ranum. Latest
version is 1.13. Small in memory, but can eat up disk space.
Quite stable.


An Object-Oriented MUD. Unfortunately, the first few versions
weren't fully object oriented. Later versions fixed that
problem. There is a C-like internal programming language, and
it can be a bit tricky. Original code written by Stephen White.
Last version is 2.0a.


An offshoot of MOO. Added more functionality, many new
features, and a great deal more stability, in a general rewrite
of the code. This is the only version of MOO that is still
being developed, originally by Pavel Curtis, and now by Erik
Ostrom. Latest version is 1.8.1.


The MOO homepage is at http://www.moo.mud.org/ and contains the
MOO FAQ and LambdaMOO programmer's manual.

Also known as TinyMUD v2.0. It has an internal programming
language, and it does have some inheritance. Surprisingly
similar to MOO in some ways. SMUG stands for Small Multi User
Game. Original code written by Jim Aspnes.


A network-oriented MUD. It's disk-based, with a variety of db
layers to choose from. An UnterMUD can connect directly to
other UnterMUDs, and players can carry stuff with them when
they tour the Unterverse. This can be a bit baffling to a new
user, admittedly, but those people already familiar with the
old cyberportals and how they work (invented way back with the
original TinyMUD) will adjust to the new real cyberportals
easily. There is both a primitive scripting language and much
of the U language from UberMUD built in, as well as a combat
system that can be compiled in if wanted. The parsing can be a
bit odd, especially if you're used to the TinyMUD-style parser.
Unter is also the only MUD that can run under BSD Unix, SysVr4
Unix, and VMS with MultiNet networking, with little to no
hacking. Original code written by Marcus J Ranum.
Latest version is 2.1. Small in memory, but can eat up a lot of
disk space.


Most like a DikuMUD, with a built-in combat system, along with
many choices for class and race, but not guild-based. Some
"social-mud" features included as well. Also features online
database editing as well as an offline db editor. Latest
version is 4.61. Runs on BSD Unix, SysV Unix, NeXT Mach, IRIX,
and WinNT & Win95. Written by Brett Vickers & Brooke Paul. Also
comes with a custom client, Muddle.


A distributed, object-oriented, programmable MUD server.
Written by Stephen White.


Ursha Null 7
Ursha Null 7 is a Sci-Fi based graphical MUD/RPG. The server
was designed by Russell T. Enderby and currently runs under
DOS/Win9X/WinNT. The server supports both telnet and modem
based connections. Support of RiP, ANSI, and ASCII connections.

It offers some unique features such as cellular vision phones
that are a necessity for all players to have up to 4-way
conferencing, voice mail, and a hand full of other options
while in the game. Terminals are scattered throughout the game
to interface to the Planatary Interactive Network(PIN).

But probably the most interesting feature is the sound effects
and graphics throughout the game and during combat.


Cold Server
A server based on concepts behind MOO and CoolMUD. The server
is disk-based and fast, and uses a proprietory programming
language called ColdC.

Web site: http://www.cold.org/
FTP site: ftp://ftp.cold.org/

Note: just because we say something's available doesn't mean we
have it. Please don't ask us; ask around for ftp sites that might
have them, or try looking on ftp.tcp.com.

General Information

2.11. What do I do if my client/server won't compile?

Your first best bet is to check out the documentation and see if
someone is listed as 'supporting' (i.e. generally responsible for) the
program. If they are, send them a short, well-written e-mail note
explaining your hardware and software completely as well as a
transcript of the error. Do not post to the internet unless all other
realistic options have been considered and taken -- generally
speaking, most readers will not be interested in your dilemma and may
get upset that you're wasting their time. Since MUDs have probably
been compiled on every single platform since the Cyber 3000, there's a
good chance that asking around the subculture will get you the answers
you crave. Do not mail me. I probably won't know.

2.12. Should I read the documentation of whatever client or server I


2.13. What is FTP, and how do I use it?

FTP stands for File Transfer Protocol, and is a way of copying files
between networked computers. The best way to learn about ftp is to get
the FTP FAQ, by emailing mail-...@rtfm.mit.edu with

send usenet/news.answers/ftp-list/faq

in the body of the message.

Not all ftps are alike, but here's a sample session on a unix system:
% ftp muds.okstate.edu
Connected to muds.okstate.edu.
220 muds.okstate.edu FTP server ready.
Name (muds.okstate.edu:jds): ftp <-- use 'ftp' as your login
331 Guest login ok, send ident as password.
Password: <-- use your email addr as pwd
230 Guest login ok, access restrictions apply.
ftp> cd pub/jds/clients <-- how to change directories
250 CWD command successful.
ftp> dir <-- ls also works
200 PORT command successful.
150 ASCII data connection for /bin/ls (,4011) (0 bytes).
total 2310
-rw-r--r-- 1 4002 4002 34340 Feb 6 1992 amigaclient.lzh
...etc etc...
-rw-r--r-- 1 4002 4002 43093 Dec 13 1991 tinytalk.117.shar.Z
226 ASCII Transfer complete.
2631 bytes received in 0.7 seconds (3.6 Kbytes/s)
ftp> bin <-- VERY IMPORTANT! binary transfers
200 Type set to I.
ftp> get tinytalk.117.shar.Z <-- get filename
200 PORT command successful.
150 ASCII data connection for tinytalk.117.shar.Z (,4012) (43093
226 ASCII Transfer complete.
local: tinytalk.117.shar.Z remote: tinytalk.117.shar.Z
43336 bytes received in 0.28 seconds (1.5e+02 Kbytes/s)
ftp> bye <-- how to quit ftp
221 Goodbye.

Now that you've successfully ftped a file, you must unarchive it.
There are many ways of archiving files; so many that they couldn't
possibly all be listed here. In general, though, if a file ends in:

uncompress filename

gunzip filename

gunzip filename

tar -xvf filename

sh filename

unzip filename

Generally, once you've unarchived your client or server, you must
still compile it. This varies widely depending on the system you're on
and the particular client or server. Your best bet is to look for a
README or INSTALLATION file or something equally obvious, and then if
you're still unsure, ask someone locally to help you out.

If you are connecting directly to the Internet from your PC running
Windows, or a Macintosh, you have it much simpler. Just use a FTP
client (WS_FTP or CuteFTP for Windows) to connect to whichever server
and download whichever client you want. For PC systems, look in this
FAQ for clients which say they use Winsock.

This posting has been generated as a public service, but is still
copyrighted 1996-1999 by Jennifer Smith. Modifications made after
August, 1999 are copyrighted 1999 by Andrew Cowan. If you have any
suggestions, questions, additions, comments or criticisms
concerning this posting, contact Andrew Cowan
(ad...@mudconnect.com). Other Frequently Asked Questions (FAQ)
postings contain information dealing with clients, servers, RWHO,
and FTP sites. While these items aren't necessary, they are quite
useful. I'd also like to thank cthonics (fel...@coop.com) for his
help in writing these FAQs, ashne and Satoria for their help, and
everyone else for helpful comments and suggestions. Thanks again to
Alec Muffett (a...@aberystwyth.ac.uk) of alt.security.

The most recent versions of these FAQs are archived at
http://www.mudconnect.com/mudfaq/ and on rtfm.mit.edu in the
news.answers archives.

Andrew Cowan / ad...@mudconnect.com

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