Molly! She carries a load well!
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Molly! She carries a load well!

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C.D.Edition (David's Midnight Magic / Leaderboard Golf / Mission Elevator / Impossible Mission / Dropzone / Loderunner / Solomon's Key / Jinks / M.U.L.E. / Fist II)
Rainbow Arts Software (BrĆøderbund Software, Inc. / Access Software / Softgold / Epyx / Arena Graphics / Tecmo, Ltd. / Diamond Software / Ozark Softscape / Beam Software Ltd.) UK 1990
Mul-T vs. M.U.L.E. for robot that is so shaped
Mul-T
M.U.L.E.
I wish Molly was real so I could pet it like a dog I love them so much
M.U.L.E. (Atari 800)
Developed/Published by: EA Released: 11/1983 Completed: 24/06/2021 Completion: Beat Tournament mode against 3 AI with a colony score of 110,000+ Trophies / Achievements: n/a
Mule is an interesting one. I was trying to think what the cinema equivalent is, as a sort of easy metaphor: a classic that was lauded (if never particularly imitated) by a generation of filmmakers that goes almost completely unwatched these days. Itās not one of the obvious ones (you know, Super Mario Bros. as Birth of a Nation, or something); itās too sophisticated to be something super early (Space Invaders as Journey to the Moon) and so I just canāt place it. The Red Shoes, perhaps?
The thing is though--and I suppose itās the reason Iām trying to draw the metaphor--is that if you want to watch The Red Shoes and see what the likes of Scorcese have raved about, you can do so easily--itās streamable on about nine different services, free with subscription or even ad-supported; you can buy it on a Criterion blu-ray and get a boat load of special features to give you context. Nothing is holding you back.
Hereās how you can play Mule: you can pay $8 to Good Old Games to play the trash PC port that is totally unrepresentative (itās maybe also available on Origin, but I havenāt looked.)
Ok, so you donāt want to do that (and itās not Good Old Gamesā fault: they near-exclusively sell PC games). So hereās how you play Mule āas intendedā: You have to download an Atari 800 emulator or understand how to make something like Retroarch make that happen. Then you have to find a ROM (watch out! You might download a pirate one that crashes if you catch the wumpus!). Then you have to find the BIOS files that will let the emulator run the Atari 800. Oh and donāt forget that the Atari 800 emulator requires a bit of fiddling to make that work. And because you want to see the game as intended, youāve either now got to make this run on that CRT youāve got lying around for this sort of thing or run it through a shader, preferably with a nice border so it looks like youāre running it on an old TV.
Oh, and for context, youāre going to want to look up the (beautiful) box and manual online.
The alternative, is, of course, to buy an Atari 800, monitor, a copy of the game (good luck finding it for less than $200) and four joysticks.
This is, clearly, absurd. Now donāt get me wrong; there are lost films and inaccessible films. But Mule is out there, and in the history of games itās at least as important as The Red Shoes is to cinema. But you have to be extremely dedicated to play it--and worse, if you donāt need to be (for example, you pass an Atari 800 in a āVIDEOGAMES!!!ā exhibition at a museum) it will be completely impossible to grasp.
So anyway, that sucks, because if youāre a student of games and their history you should play Mule, and not just because itās honestly still pretty fun. Because itās passed into this position that people only talk of it from the second or third hand--often to pay tribute to the pioneering Dani Bunten Berry--and I actually feel a bit sad about that. We pay tribute to those who came before us by playing their work, not just talking about it.
[āOK, now start the criticisingā--Ed.]
How dare you⦠ahhh you got me. I think MULE is super cool but hereās the thing that happens after you put in all that work: you go āmannnn this is oldddddā because MULE is old, and ā80s personal computerā harsh. Itās at its heart almost a board game, but itās slathered in early āwe havenāt quite worked all this outā design decisions that sorta made sense at the time but also extremely donāt now.
Itās played like this: you and up to three other players (though itās always played with four) are settling a planet; each round you have to select a plot of land (from plains, mountains or river) and then select a mule, equip it to either mine ore, collect energy or farm food, which it can do on any plot (well, you canāt mine on river tiles) but gain the most benefit from doing so on the equivalent tile. After everyone has done so, a random event happens (a solar storm makes more energy production, for example) each commodity is consumed by your community and the surplus is traded: either to or from other players or to or from the town store. And then the next round happens (oh, and sometimes you can buy plots of land at auction, not just take them when given.)
Itās actually pretty graspable, but the quirk is the law of supply and demand. With particular lands (and land placement) you can create massive surpluses of certain goods, and you can also choose to ignore some goods even though your community needs them. āIāll make so much money selling this oreā you think, āthat Iāll be able to buy as much food as I need.ā
Trading happens in a format that must have inspired the negotiations in Theme Park (āAh yes, I know exactly the mini-gameā--every reader, who is as decrepit as me) where you walk your characters down or up the screen to meet at a value, with the quirk that if the store doesnāt have any of a good to sell you the sellers can walk back infinitely (well, within the set time limit) to bleed you dry. (And the computers will do thisā¦) BUT--if they do this, theyāre in danger of the colony getting a bad score at the end of the game! So itās all about the balance of winning (individually) without losing (as a collective). Man sounds like those clowns in congress should play some MULE, am I right???
So far so good, right? The problem is itās the early 80s, so all of this is done with a one-button stick where you have to control your character and make them walk into the mule pen and then walk out with the mule and then walk into the outfitter and then walk to your plot and then the timer runs out because you didnāt make enough food, or because moving your character is janky as hell. And selecting your plot of land? Oh thatās a reaction test as a cursor moves along the screen (faster on the higher difficulties) meaning the PC is gonna screw you out of half your lands (and mis-timing is going to screw you out of the other half.) And because thereās not that much space on the screen, actually fully understanding supply and demand in context⦠isnāt going to totally happen. You need to remember how much of a good you need to buy to not be in shortage. How the shop price affects things and changes is⦠obscure.
Which is not even to raise the nadir of MULE: random āpunishmentā events. Yep, this was designed well before balancing was really a thing, and they had the best intentions at heart, but ālift up the low boatsā wasnāt a thing-- āsmash the high ones with a tsunamiā was. Itās a bummer because it doesnāt really work. Itās super clever to make the winning players play first (so itās easier for the worse off to strategise) but some players can get into such a commanding position that losing some money here or there isnāt that bad. And instead, things tend to happen like you scrimping and saving, finally getting your engine up and running, lots of ore coming in⦠and a pirate ship shows up, takes all your ore on a turn when the players ahead of you all switched to energy and food, and now youāre stuck with nothing to sell and no way to afford the energy or food you need to keep your plots going. It is the dogshit worst.
That said, while MULE has the capability to cause (and must have caused) Monopoly-esque meltdowns, the game is still dang fun if you can get into the mindset. The AI is hilariously vindictive--I love that it will screw you on land auctions if you try and force the price up to screw them (itās all about timing when to walk backwardsā¦) and that theyāll be extremely selective as to when to buy from you, even if it hurts them (Iād swear it knows it doesnāt need food towards the end of the gameā¦) and if you save-scum away only the bullshit punishments or mis-clicks (be generous; itās 2021) the core here is so dang solid--and it only really makes sense as a video game, because Iāll be fucked if Iām calculating the new cost of mules based on the previous trading period using a table in a board game manual or something.
Is it a classic Iāll return to again and again? No, not really. Is it something that any student of video games should play once, twice, three times at least? Of course, and if thereās anything you take from this itās criminal that they probably wonāt.
Will I ever play it again? I am desperate to play this on tournament mode with three other experienced (but not too experienced) players IRL. No joke desperate. I think there some of my issues (the misclicks; the punishments) stop becoming as massive an issue when youāre playing with more than two people...
Final Thought: Shout out to TreyM for their classic CRT overlays! This kind of thing really doesnāt feel right without them--and theyāll continue to help me experience things āin contextā as much as I can when I get to the likes of Rescue on Fractalus... Support Every Game Iāve Finished on ko-fi, either via a one-off donation (pay what you like) or by joining as a supporter at just $1 a month.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
One that I spent many hours on!
USA 1986
USA 1985