*********

The Project 64 etext of the M.U.L.E. package, Command Summary card,
and Player's Guide. Converted to etext by Cris Berneburg, The Basic
Bombardier, <pcgeek@compuserve.com>. PC64 emulator keyboard commands
for M.U.L.E. by Karek <v335ry46@ubvms.cc.buffalo.edu>.

MULE10.TXT, April 1997, etext #198.

According to an email the etexter received from Dani Bunten Berry
<ozarksoft@mindspring.com> on 7-Dec-1996, "'M.U.L.E.' is copyrighted
by Ozark Softscape, all rights are reserved.'

*********

The Project 64 etext of the M.U.L.E. package.

*********

[ Front Cover ]

M. U. L. E. tm

A game in which up to four players attempt to settle a distant planet
with the so-called help of a mule-like machine they all learn to hate.

[ Graphic omitted : Red "moonscape" with Earthrise in the background,
with M.U.L.E. in the foreground. The M.U.L.E. looks like a hodge-podge
of junk thrown together roughly in the shape of a mule. Among the
parts is the front half of an old pickup truck for the hat, various
antennas, a telephone, the front grill and headlights from an
automobile (Plymouth?), gears, a stove burner, cork bottle opener, a
crane with and extendible light for a tail, egg beaters, and shock
absorbers with wheels and skiis for legs. The little license plate
says XR9. ]

DAN BUNTEN
BILL BUNTEN
JIM RUSHING
ALAN WATSON

ELECTRONIC ARTS

[ Inside Flap ]

YOU HATE HIM. YOU NEED HIM.

It means something, M.U.L.E. Multiple Use Labor Element.

Everyone expected him to be perfect for planet pioneering. Mining,
farming, and general hauling capabilities -- he could do it all.

It was the unexpected stuff, however, that made a M.U.L.E. a M.U.L.E.

He was born -- if you can call it that -- in an underground lab in the
Pacific Northwest. A major defense contractor had gone out of its way
to get the job and they were stoked.

Stoked, that is, until the detailing robots went out on strike. Costs
ran over. Senators screamed. And when the dust had cleared, the job
was finished by a restaurant supply firm, a maker of pre-school
furntiture, and the manufacturers of a popular electric toaster.

It shows.

No one quite knows how it is that a M.U.L.E. is able to record
intergalactic phone messages. Or why he can be used to cook simple
dinners. Or how he pulls in any ballgame broadcast, anywhere in the
universe.

Above all, no one ever dreamed that he would go berzerk and run
away if treated carelessly.

No one expected any of that, to be sure.

But you've got a planet to settle. And for now, he's all you've got.

Good luck. You'll need it.

[ Graphic omitted : Red moonlike landscape with three parallel tire
tracks. ]

[ Fine print. ]

Game Design and execution: Ozark Softscape -- Dan Bunten, Bill Bunten,
Jim Rushing, Alan Watson

Package Design: Dennis McVey
Liner Notes: Jeffrey Goodby
Photography: Allen Say
Package Art: Lou Beach
Producer: Joe Ybarra

M.U.L.E. is an Ozark Softscape game. Software (c) 1983 Ozark Softscape
Package design (c) 1983 Electronic Arts. Simultaneously published in
USA and Canada. Screen shots represent Atari 800 version only. Other
versions may vary. Atari is a registered trademark of Atari, Inc.

[ Inmost Flap ]

CARP, CUTTHROATS, AND LAST CALL AT SLICK WILLY'S

[ Graphic omitted: Black and white photograph of four men sitting on a
bench against a light-paneled building, three of which are looking
attentively at a newspaper, one of which is holding a small dog. The
headline of the Arkansas Gazette reads, "M.U.L.E.  Unveiled. Signal of
Extraterrestrial Land Boom?" The man on the left (Bill Bunten) might be
looking up at a woman to the left leaning against a post. She drinks a
Sunkist soda and wears jeans and a striped tank-top. Behind her and the
post is a billboard, on which one of the partially hidden flyers
announces a game between the Razorbacks and the Texas Longhorns. ]

* List the important elements in the portrait below and describe their
significance. Be specific.

Left to right. Bill Bunten. Jim Rushing. Alan Watson. Dan Bunten.
Little Rock. Bill, Jim, Alan, and Dan created the game. Little Rock is
the capital of Arkansas. The lady and the dog have requested
anonymity.

* Little Rock?
They live there, yes.

* Explain the role of carp in the lives of these men.

The role is metaphorical.  When they are stuck for an idea, they fish
in Broadmoor Lake, across the street from their offices. It is said
big carp live there. Often, when these men fish, an idea comes to
them. The carp do not.

* Are there really carp in the lake?
If there are, the are safe.

* Trace the development of M.U.L.E. especially  as it relates to
earlier ideas.

First, there was an auction game.  Then, an oil exploration game.
Then, a real estate game, a commodities game, and a game in which
people played the roles of other people and/or things.  Bits of these
games became M.U.L.E.

* Only bits?
They died so that M.U.L.E. might live.

* This caused some consternation on the
part of the four men.  What was it?

For a while, they feared they had dried the well, burned themselves
out. They have since determined that this is not true.

* Is there any proof of that?
You will buy the proof in a future Electronic Arts publication.

* Do these men play M.U.L.E. themselves and, if so, how?
Yes. Very well. After all, they made the rules.

* Be more specific.

Well, Dan for instance was the project leader. When there were changes
in the program, only he knew of them all. This gave him a certain
advantage which he called the ability to play logically.  The others
called it cheating.

* What about the others?

Jim claims he would not condescend to engage in the cutthroat tactics
of his cohorts.  This meant he usually lost.  Besides, as the
programmer of the group, he often got nailed while worrying about
bugs.

Alan seldom won or lost by a large margin.  When he did win, he acted
like it was an accident.

Bill? Well, imagine the game being, played by Vince Lombardi in a bad
mood.  Relentless self-interest.  The others hated him.  There are
scars.

* Locate Slick Willy's and discuss its importance to the development
of M.U.L.E.

Slick's.  A bar. Little Rock.  They hung out there whenever they had
to make a trip to the post office. Or maybe it was vice vera. Like the
lake, another magical retreat.

* Will these men soon be rich?  Keep your answer short.

Maybe. But then, this is Arkansas. There's nothing to spend it on.
Anyway, they know there are more important things.

* Examples?
Crystite.

* Your time is up.
Slick's.

* Thank you.
And carp.

[ Back Cover ]

A TYPICAL FRIENDLY EVENING OF M.U.L.E.

We pick up our players during their sixth development.  They will play
twelve.  If their colony isn't successful by then, they face the
prospect of a long, cold trip back to Mother Earth.  Which is fine for
11-year-old Charlie.  But Mom and Dad have to go to work tomorrow.

DAD: The Honest Pigeon.

[ Graphic omitted : Colorized black and white stereotypical 50's
father face smiling. ]

Playing the blue, he's about to install a second M.U.L.E. to farm his
river land. (That's the M.U.L.E. viewed from the back -- with the long
legs, just northwest of the black town grid.) This will give him an
overwhelming surplus of food -- if pest attacks don't get to it first.


CHARLIE: The stalker.

[ Graphic omitted : Colorized facial photo of smiling boy. ]

Playing the green, he suspects Dad's got secret intentions of getting
into mining. But Charlie's ready for him. Before Dad has a chance to
make his move, Charlie's going to cripple him by letting lots of
M.U.L.E.s loose, driving up the price of Smithore. Guess who owns all
the Smithore.


[ Graphic omitted : Screen shot of planetwide plot view. ]


MOM: The Stalker of the Stalker.

[ Graphic omitted : Colorized facial shot of stereotypical 50's mother
smiling, but not really pleasantly. ]

Playing the red, she's about to get out of mining and into energy
development. She will tell the others she just wants to provide
everyone with lots of nice energy to keep the game lively. Silently,
she's planning to quadruple the price per kilowatt and bring them all
to their knees.


THE COMPUTER: Well, he's new to this.

[ Graphic omitted : Computer monitor saying "uh-oh." ]

Playing the orange, he's making mistakes left and right. He's
unfortunately forgotten that food doesn't grow in the mountains.  He's
obviously a little slow during land auctions. And even with 48K of
memory, he isn't smart enough to catch the Wampus. Maybe he's just
trying to get his new family to like him.


ELECTRONIC ARTS tm

About our company: We're an association of electronic artists who
share a common goal. We want to fulfill the potential of personal
computing.  That's a tall order. But with enough imagination and
enthusiasm we think there's a good chance for success. Our products,
like this game, are evidence of our intent. If you'd like to get
involved, please write us at: Electronic Arts, 2755 Campus Drive, San
Mateo 94403.

Electronic Arts provides a limited ninety day warrantee on the
recording media. See limited warranty statement enclosed. The warranty
does not apply to the software programs themselves, which are provided
AS IS.

*********

End of the Project 64 etext of the M.U.L.E. package.

*********

The Project 64 etext of the M.U.L.E. Command Summary Card.

*********

COMMAND SUMMARY

M.U.L.E.-TM
COMMODORE 64

Number of Players - One to Four

To Load - Turn on the disk drive, turn on the computer, insert the
M.U.L.E. disk, then type: LOAD "EA",8,1 followed by a <RETURN>. (See
your Disk Drive User's Manual if you need additional instructions.)

To Start - Note: Press any joystick button to skip the opening
cartoon.

<f3> - To select Beginner's, Standard, or Tournament version.
<f5> - To change the number of human players from 0 to 4. (If it is 0
humans, the computer plays a demonstration game).
<f7> - To start playing.

Other Commands

<f1> - To pause or resume play after the game has started. During the
cartoon or "Choosing Your Character" the <f1> kev will restart the
cartoon from the beginning.

Joystick Button - to speed up the computer players.

YOUR GAME MANUAL IS LOCATED INSIDE THE FRONT PANEL OF THIS PACKAGE.

Special Instructions:

- At least one joystick must be used to play M.U.L.E. If two or more
players are playing, up to two players may use the keyboard instead of
a joystick during the action rounds. The keys are:

 LEFT Keyboard Player             RIGHT Keyboard Player
 Move "UP": Q key                 Move "Up": ^ key
 Move "Down": C= key              Move "Down": = key
 Joystick Button (Either Player): Press Both keys at the same time.

During the "Development" round players may use any available joystick.
To choose a character using the keyboard press your "MOVE UP" key to
rotate clockwise, Press your "MOVE DOWN" key to rotate counter-
clockwise.  Press both keys to select the character you wish to use.

- During the "Player Status" round, each product you store for next turn
will be subject to spoilage.  Food spoilage is 50% (one-half) of the
remainder in storage.  Energy spoilage is 25% (one-quarter) of the
remainder. Smithore and Crystite will only spoil if there are more
than 50 units in storage.  Any ore in excess of 50 units will go away
due to spoilage.

The music in M.U.L.E. was written by Roy Glover.

Note: Commodore is a registered trademark of Commodore Business
Machines, Inc.

Additional Help for Keyboard Players:

- During the "Land Grant" phase, you may press either your "Move
Up" or "Move Down" key to select a plot of land.

- To increase your bid during the "auction" rounds, press and hold
your "Move Up" key. To decrease your bid, press and hold your "Move
Down" key. Your character will automatically  stop moving if no keys
are pressed.

- To enter "Collusion" in the Tournament game, press and hold both the
"Move Up" and the "Move Down" key at the same time. If you are
"colluding" with a joystick player, both of your movement keys and the
joystick player's joystick button must be pressed at the same time.
Timing is very critical in "collusion", so you may want to practice
the technique a few times before you get into a "cutthroat" game.

- The M.U.L.E. game design was created by Dan Bunten and Bill Bunten.
Programming was done by Dan Bunten, Jim Rushing, and Allen Watson.
Animation was done by Allen Watson and Jim Rushing. The music in
M.U.L.E. was written by Roy Glover. The authors would like to thank
the Little Rock Atari Addicts club for help in playtesting M.U.L.E.


Limited Warranty

Electronic Arts warrants to the original purchaser of this computer
software product that the recording medium on which the software
programs are recorded will be free from defects in materials and
workmanship for ninety days from the date of purchase.  Defective
media returned by the purchaser during that ninety day period will be
replaced without charge, provided that the returned media have not
been subjected to misuse, damage or excessive wear.

Following the initial ninety day warranty period, defective media will
be replaced for a replacement fee of $7.50.

Defective media should be returned to:

Electronic Arts
390 Swift Avenue
South San Francisco, CA 94080

in protective packaging, accompanied by (1) proof of purchase, (2) a
brief statement describing the defect,(3) a $7.50 check (if beyond the
initial ninety day warranty period), and (4) your return address.

WHAT IS NOT COVERED BY THIS WARRANTY

THIS WARRANTY DOES NOT APPLY TO THE SOFTWARE PROGRAMS THEMSELVES.  THE
PROGRAMS ARE PROVIDED 'AS IS."

THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR
WRITREN, EXPRESSOR IMPLIED.  ANY IMPLIED WARRANTIES, INCLUDING IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE,
ARE LIMITED IN DURATION TO NINETY DAYS FROM THE-DATE OF PURCHASE.
ELECTRONIC ARTS SHALL NOT BE LIABLE FOR INCIDENTAL OR CONSEQUENTIAL
DAMAGES FOR BREACH OF ANY EXPRESS OR IMPLIED WARRANTY.

Some states do not allow the exclusion or limitation of incidental or
consequential damages or limitations on how long an implied warranty
lasts, so the above limitation or exclusion may not apply to you.
This warranty gives you specific legal rights, and you may also have
other rights which vary from state to stafe.  Address all
correspondence to: Electronic Arts, 2755 Campus Drive, San Mateo,
California 94403.

Unless identified otherwise, all programs and documentation are (c)
1983 Electronic Arts.

102303

*********

End of the Project 64 etext of the M.U.L.E. Command Summary Card.

*********

The Project 64 etext of the M.U.L.E. Player's Guide.

*********

M.U.L.E. Player's Guide

[ Cover graphic omitted : black and white version of hodge-podge of
parts M.U.L.E., see description at top of this etext for package cover
graphic. ]

NOTICE

ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE.

THIS MANUAL IS COPYRIGHTED, ALL RIGHTS ARE RESERVED.  NO PART OF THIS
MANUAL MY BE COPIED, REPRODUCED, TRANSLATED OR REDUCED TO ANY
ELECTRONIC MEDIUM OR MACHINE READABLE FORM WITHOUT THE PRIOR WRITTEN
CONSENT OF ELECTRONIC ARTS.  COPYRIGHT C) 1983 ELECTRONIC ARTS, 2755
CAMPUS DRIVE, SAN MATEO, CALIFORNIA 94403.

ELECTRONIC ARTS MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH
RESPECT TO THIS MANUAL OR WITH RESPECT TO THE SOFTWARE DESCRIBED IN
THIS MANUAL, ITS QUALITY PERFORMANCE, MERCHANTABILITY OR FITNESS FOR
ANY PARTICULAR PURPOSE.  THE PROGRAMS ARE PROVIDED "AS IS." ELECTRONIC
ARTS MAKES CERTAIN LIMITED WARRANTIES WITH REGARD TO DEFECTIVE
RECORDING MEDIA.  PLEASE SEE THE ELECTRONIC ARTS LIMITED WARRANTY
ENCLOSED WITH THIS PRODUCT.

This manual was designed by ALTA GRAPHIX.

Manual writing and design (c) 1983 Electronic Arts.
Software (c) 1983 Ozark Softscape.


FRONT COVER:

Our friend, the M.U.L.E. M.U.L.E. stands for Multiple Use Labor
Element.  M.U.L.E.s are robots which are designed for exploring alien
worlds.  The design of the M.U.L.E. allows pioneers to outfit a
M.U.L.E. for specific tasks.  In this game, M.U.L.E.s are used as
mini-production facilities.

M.U.L.E.

Welcome to M.U.L.E.

M.U.L.E. is a game of exploration and resource development on another
planet.  Four humans can play.  If you have less than four humans, the
computer will play the others.

There are three versions of M.U.L.E.: Beginner's, Standard and
Tournament.  Each version has slightly different rules.

The player who has the most points at the end of the game is the
winner.


If You Want to Start Playing Right Away

The fastest way to learn is to play the Beginner's game.  The next
pages of this Guide have screen shots and quick-reading captions to
teach you the Beginner's game FAST.

If you have any questions, read the Questions and Answers section on
page 7.  The rest of this Guide has rules and strategies for the
Standard and Tournament versions.


Pausing the Game

To pause the game, see your Command Summary for the proper pause key.
To start again, hit the space bar a second time.  This is especially
useful for playing and trying to read this Guide at the same time.

Reference Card

The Reference Card (in the package behind the disk) has details of how
to boot the game disk, and how to select the game version you want and
the number of human players.


1. Choosing Your Character

[ Graphic omitted : Black and white screen shot of all possible
character types. Screen says "BONZOID. Use your joystick or paddle to
move your color to the species that you most resemble. Press your
button to select." ]

MECHTRON    GOLLUMER    PACKER
BONZOID                 SPHEROID
FLAPPER     LEGGITE     HUMANOID

You have just chosen to be a Bonzoid.  The computer will cycle through
4 different colors.  Whoever pushes his joystick button first uses
that color throughout the game.

After choosing a color, you select your character.  Point the joystick
towards a character, and it will appear in the center of the screen.
Push your joystick button to choose it.  If you don't want this one,
move another character into the center of the screen, and push the
joystick button.  When you are done, the computer will cycle through
the remaining colors for the other players.



2. Summary Report

[ Graphic omitted : Bonzoid, Mechtron, Leggite, and another Mechtron
each with Money 1000, Lands 0, Goods 300, Total 1300, for a Colony
total of 5200, "Press all player buttons to go on." ]

You and the other players each start with $1000 in money and $300
worth of Food and Energy -- "goods."


3. Land Grant

[ Graphic omitted : Mostly empty planetwide plot view. The Store is in
the center, mountain and river plots selected near the top, "Press
your button to select a plot." ]

You select a plot on the river.

The Land Grant is your chance to get one free plot each turn.

When the moving square is over the plot you want, push your joystick
button.  The plot will be highlighted in your color.


4. Deciding What to Produce

[ Graphic omitted : Labels pointing to "Your Land", Town, River, and
Mountains in screen shot of plot view, "Press your stick button to
start".  ]

You decide to produce Food on your river land.

Your plot of land will flash when it is your turn.  Decide what you
want to do with your land.  Mountains are best for mining Smithore,
river land is best for farming for Food and flat land is best for
producing Energy. (See back cover for more details.)


5. Outfitting Your M.U.L.E.

        EXPLOITATION #1
 .----------------------------.
 | .---.  .---.  .---.  .---. |
 | |   |  | S |  | E |  | F | |
 | `---'  `---'  `---'  `---' |
 |                            |
 | .---. .---. .---.  .-----. |     #
 | |   | |   | | P |  |  C  | |     #
 | |   | |   | `---'  |     | |     #
 | `---' `---'        |$100 | |     # TIME BAR
 |                    `-----' |     #
 |                     MULES  |     #
 `----------------------------'     #
  YOUR MONEY EQUALS $875
  $ 2 5   T O   O U T F I T
  M U L E   F O R   F O O D

[ Graphic legend
  S = Smithore Outfitting
  E = Energy Outfitting
  F = Food Outfitting
  C = Corral
]

You outfit a M.U.L.E. to produce Food.

When you push your button, the town zooms into view.  Go into the
corral, get a M.U.L.E., and take him to any outfitting shop.

When the time bar runs out, your turn ends regardless of what you are
doing.



6. Installing Your M.U.L.E.

[ Graphic omitted : Plot view screen shot of player leading M.U.L.E.
to plot of land near top of screen. Labels point out "House (On
Land)", Player, and Player's M.U.L.E. ]

You are about to install your M.U.L.E.

To install a M.U.L.E., lead him out of town to your plot of land.
Push your joystick button when your character is directly over the
house.  If you miss, you'll hear a beep.  Try again.

When installed, your M.U.L.E. turns into a production symbol.  Your
property is ready to produce Food, Energy, or Smithore.


7. Wampus Hunting

[ Graphic omitted : Screen shot of land plots with a tiny dot in one
of the mountains with a label pointing to it saying, "The Wampus' Cave
Door." ]

You still have time left.  Can you catch the Wampus?

The Wampus lives in caves in the mountains.  when he opens his door,
his bell rings and a light flashes.  If you catch him, he will pay you
to let him go.

To catch the Wampus you have to be outside of town, without a M.U.L.E.
Then, when you see his light, jump on him.  Good hunting!


8. The Pub

Going into the Pub is an automatic way to win money.  But it also ends
your turn.  The more time remaining, the more you will win.


9. Random Events

[ Graphic omitted : Plot view screen shot depicting "Acid Rain Storm",
a one-plot sized cloud with a lightning bolt, "Food Output Up, Energy
Reduced." ]

You can't really plan for "random events" like Planetquakes, Acid rain
and Pest Attacks, but they happen.


10.  Production

[ Graphic omitted : Planetwide land plot view showing production
amounts in each developed plot. Labels point out "This Turn's
Production" as dots on the left side of each plot, "Food Production
Symbol" as pitchfork and sickle, and "Base Production" as little dots
on the lower right of each plot. ]

Your river land produced 5 units of Food.

Production happens automatically; you just watch your land produce.
Each little box that appears on the left side of your land represents
one unit.


11. The Store

There is a Store in the game, played by the computer.  During the
Auction, the Store buys and sells Food, Energy and Smithore.

It starts out with 16 units of Food, 16 units of Energy and no
Smithore.  After that, the number of units it has to sell depends on
what the players buy and sell.


12. Player Status

             .-------------------------------------.
             |  F        S T A T U S   # 1      F  |
             |                 F O O D             |
             |                               50   store
             |                                  selling price
             |                               S     |
             |                                     |
             |                #                    |
      store symbol            #         #          |
             |  .             #         #          |
             |   .       -    -    -    - critical line
             |    S      #    #    #    #          |
             |    15     M    M    L    B          |
 store buy price         0    8    0    5 units surplus
             |  money  946 1042 1089  933  money   |
             |  units    3   11    3    8  units   |
             |                                     |
             | S T O R E   H A S   1 6   U N I T S |
             `-------------------------------------'

[ Graphic legend
  F = food symbol pitchfork and sickle
  S = store symbol, like a house
  M = Mechtron
  L = Leggite
  B = Bonzoid
]

You have a surplus of Food.

There are three Auctions each round, one each for Smithore, Food and
Energy.  Each auction starts by showing your "Status" in that good.  A
line grows and shrinks to show how much you started with, how much you
used, how much spoiled, and how much you produced during your last
turn.

A "critical line tells you if you have a shortage or a surplus for
your next turn. (Except for Smithore, which is not "critical" for
survival.) Finally, there is a message telling how much of that
product the Store has.


13. Declaring

             .-------------------------------------.
             |  F        S T A T U S   # 1      F  |
             |                 F O O D             |
             |                               50    |
             |               SELL      SELL        |
     SELLER . . . . . . . . . M         B    S     |
             |                                     |
             |       P U S H   S T I C K           |
             |     T O   D E C L A R E   A S       |
             |   B U Y E R   O R   S E L L E R     |
             |                                     |
             |                               #     |
             |                               # DECLARE TIMER
             |    S                          #     |
      BUYER . . . 15. . .M         L               |
             |         BUY       BUY               |
             |  money  946 1042 1089  933  money   |
             |                                     |
             |                                   UNITS IN STORE
             | S T O R E   H A S   1 6   U N I T S |
             `-------------------------------------'

[ Graphic legend
  F = food symbol pitchfork and sickle
  S = store symbol, like a house
  M = Mechtron
  L = Leggite
  B = Bonzoid
]

You declare yourself to be a Seller in the Food auction.

Push your joystick up or down to declare whether you are a Seller or a
Buyer.  You can change back and forth as often as you wish until the
Declare Timer runs out.

Hint: If you have a surplus, you should sell it (your character will
automatically jump to the SELL position).  If you have a shortage,
BUY!


14. The Auction Begins

 .-------------------------------------.
 |  F        S T A T U S   # 1      F  |
 |                 F O O D             |
 |                               50    |
 |               SELL      40          |
 |                M              S     |
 |                                     |
 |                                     |
 |                          B          |
 |        - - - - - - - - - -    #     |
 |                               #     |
 |                               #     |
 |                               # AUCTION TIMER
 |    S   - - - - - - - - - -    #     |
 |    15     M         L               |
 |         BUY       BUY               |
 |  money  946 1162 1089  933  money   |
 |  units    0    0    0    0  traded  |
 |                                     |
 |                  UNITS TRADED       |
 `-------------------------------------'

[ Graphic legend
  F = food symbol pitchfork and sickle
  S = store symbol, like a house
  M = Mechtron
  L = Leggite
  B = Bonzoid
]

You are a Seller, and you lower your price to $40 per unit.

The auction starts with the sellers on the top of the screen and the
buyers on the bottom.  Now the units row shows the number of units
traded during the auction, instead of the number of units owned by
each player.

Sellers move down to lower their prices.  Buyers move up to raise
their bids.  Dashed lines indicate the highest bid and the lowest
price among all four players.  All characters can move at the same
time, racing to buy and sell before the auction timer runs out.



15. Trading

 .-------------------------------------.
 |  F        S T A T U S   # 1      F  |
 |                 F O O D             |
 |                               50    |
 |               SELL      25          |
 |                M              S     |
 |                                     |
 |                                     |
 |                                     |
 |                                  #  |
 |        _____________L____B_      #  |
 |                                  #  |
 |    S                             #  |
 |    15     M                         |
 |         BUY        25               |
 |  money  946 1162 1064  958  money   |
 |  units    0    0    1    1  traded  |
 |                                     |
 |    U N I T S   T R A D E D   1      |
 `-------------------------------------'

[ Graphic legend
  F = food symbol pitchfork and sickle
  S = store symbol, like a house
  M = Mechtron
  L = Leggite
  B = Bonzoid
]

When the Buy Line and the Sell Line meet, the Buyer and the Seller
start flashing. Trading begins, one unit at a time. As trades are
made, the Buyer's money decreases, the Seller's money increases, and
both player's Units Traded increase.

Either player can stop trading at any time, simply by moving away from
the line. Otherwise trading continues until the Seller runs out of
extra product, or the Buyer runs out of money.


16. Summary Report (Again)

 .-----------------------------------.
 | S T A T U S   S U M M A R Y   # 1 |
 |     M O N E Y             1 1 6 2 |
 | (M) L A N D S               5 2 5 |
 |     G O O D S               1 6 4 |
 |     T O T A L             1 8 5 1 |
 |                                   |
 |     M O N E Y               9 6 4 |
 | (L) L A N D S               5 7 5 |
 |     G O O D S               2 5 4 |
 |     T O T A L             1 7 9 3 |
 |                                   |
 |     M O N E Y             1 0 5 8 |
 | (B) L A N D S               5 2 5 |
 |     G O O D S               1 6 4 |
 |     T O T A L             1 7 4 7 |
 |                                   |
 |     M O N E Y               9 4 6 |
 | (M) L A N D S               5 7 5 |
 |     G O O D S               1 6 4 |
 |     T O T A L             1 6 8 5 |
 |   C O L O N Y             7 0 7 6 |
 |                                   |
 | Press all player buttons to go on.|
 `-----------------------------------'

[ Graphic legend
  (M) = Mechtron
  (L) = Leggite
  (B) = Bonzoid
]

After the first turn, you are losing, but not by much.

The Summary Report shows your points, or "Net Worth" after each round.
Don't feel bad if you're in last place now.  The losing player gets
some advantages.  For instance, if you and another player both try to
get the same piece of land during the Land Grant, you will get the
land.  And if you and another player both try to Buy or Sell at the
same price, you will get to make the trade, even if he or she is also
on the trading line.



17. Transferring M.U.L.E.s

Later in the game, you can move M.U.L.E.s that you hove installed. You
can even take them back into town and re-outfit them for a different
type of production.

To transfer a M.U.L.E., go to your plot (with or without a M.U.L.E. in
tow). When you press your button, the M.U.L.E. you are leading (if
any) will be installed and the one previously installed will be
following you. You can take the new M.U.L.E. to another plot or you
can re-outfit him for a different type of production (by taking him
back to town). If you have no other use for the M.U.L.E., return it to
the corral for $100.

You are now ready to play the Beginner's game of M.U.L.E. The game
will last 6 rounds.  Whoever has the highest value, or "Net Worth" at
the end will be the winner, the "First Founder."

Good luck!


Some Questions and Their Answers

Q: Why don't I always get the plot of land I want in the Land Grant?

A: It must be because you and another player are both pushing your
joystick buttons at the same time, and he or she is getting the land.
That happens because the computer figures out who has the least amount
of money, land and goods and gives that player the land.  Or else it
is because your "trigger finger" is just a little too slow.


Q: Why can't I watch the computer player installing a M.U.L.E.? Is it
cheating on me?

A: Since computers never make mistakes, they are boring to watch.  But
since they don't have any imagination, they can't catch a Wampus
either.


Q: Sometimes I go into the Corral and can't get a M.U.L.E. Why not?

A: You have to go all the way into the Corral.  When you do, you will
see the M.U.L.E. following obediently behind you.  The same goes for
the outfitting shops.  You have to go all the way in and come all the
way out.


Q: My M.U.L.E. keeps running away.  What can I do?

A: M.U.L.E.s don't really like working.  If they get a chance, they
will run off.  If your time runs out before you get your M.U.L.E.
properly installed, it will scoot.  If you realize you don't have
enough time to lead your M.U.L.E. all the way to your land, you can
return it to the corral and get your money back.


Q:  Why can't I catch the Wampus?

A: Three reasons: you may be pushing your joystick button, which keeps
him away; you may be standing on his mountain, which keeps him from
opening his door; or maybe you aren't really cut out to be a Wampus
hunter,


Q: I get to the Buy lane just as fast as another Seller and I don't
get to sell anything; what's going on?

A: Remember, the player with the least amount of money, land and goods
always gets the advantage.  If you are richer than the other Seller,
he or she will win all the "ties." The same goes when you and another
player are both trying to buy something.


Q: Yes, but can't I sell just one unit?

A: Once a trade begins, no other players can break into it.  Your only
hope is to get one of the players to stop trading,


Q: The Store was out of Food and I still wanted to buy some. But I
couldn't quite reach the Seller.  Is something wrong?

A: Nope.  If the Seller doesn't want to sell you anything, he or she
can just stay on the top of the screen and you can't reach.


Q: How come I can't always go as high as I want to in the Auction?

A: You can't bid if you don't have enough money.


Q: Why do I have to stop selling just because I reach my "critical
level?" I could have sold Food when I didn't need it for my next turn.

A: It sounds like you're ready for the Standard Game. Turn to page 10
and check it out.



Tips on the Beginner's Game

* Always get land during the Land Grant, even if you can't get the one
you want -it is worth $500 in figuring your Net Worth.

* Avoid moving through mountains and the river whenever possible.
They will slow you down.  The fastest way to move is diagonally.

* Learn how to transfer and re-outfit M.U.L.E.s to take advantage of
shortages and surpluses that develop.

* If you have time remaining after placing your M.U.L.E.s, look for
the Wampus.  If the Wampus is too far away, ignore him and go to the
Pub.

* Take advantage of the terrain by producing the right products in the
right place.  Make food in the River, energy in the Flatlands, and
mine Smithore in the Mountains (particularly plots with 3 mountain
symbols),

* Always get the other players to pay the highest price when you are
selling, and to take the lowest price when you are buying.  Learn to
"tease" them into taking your price by wiggling your character up and
down on the Auction screen.

* The amount you produce each turn depends on 3 things: "Base
Production," Energy, and economic bonuses.  Base Production is the
number of units your plot will produce if nothing else affects it.
This number is shown by the number of little boxes that appear in the
lower right corner of your land during Production.

* A M.U.L.E. will produce ZERO units during a turn if it doesn't have
enough Energy.  Food and Smithore M.U.L.E.s need one unit of Energy
each turn, left over from the previous turn. (Energy M.U.L.E.s just
use Energy as they make it.)

* If you have 3 plots producing the same product, regardless of where
the plots are located on the map, you get an extra unit of production
in each plot.  This reflects what is called "the learning curve theory
of production," explained in the section "Economics of M.U.L.E."

* Whenever two or more plots producing the same product are side by
side, you will also get one extra unit of production in each plot.
This bonus reflects the theory of "economies of scale" also explained
in "Economics of M.U.L.E." No more than 1 extra unit is given for
"economy of scale" regardless of how many plots are touching.

* The price of goods is based on supply and demand, also explained in
"Economics." In the Status Summary, the computer values your goods
according to the most recent Auction in that product.

* Cooperate with another player.  To take advantage of "economies of
scale" and "the learning curve" you will have to specialize your
production.  For example, if you produce all the food for you and
another player, while he produces all the energy, you both will
increase your production and profits.

* The last place player will move first if there are less than 7
M.U.L.E.s in the corral.  If there are more than 7, the last place
player moves last to give him the benefit of seeing what everyone else
does.

* Don't lose M.U.L.E.s. If you outfit a M.U.L.E. but then realize that
you don't have time to lead it to your land and install it, just take
it back into the corral.  You will get back the money you paid for the
M.U.L.E.  even though you will lose the cost of outfitting.

* Use the "handicapping" system built into M.U.L.E.  to even out the
players.  The Flapper character is for beginners; it gets extra money
and more time.  The Humanoid character is for advanced players; it
gets less money and less time.


The Economics of M.U.L.E.

Pricing

Prices are set by supply and demand.  Prices go up when the supply is
small and the demand is high; they go down when there is a large
supply and little demand.  For example, if there are 25 units of
Smithore in the store and all the players are producing it, the store
will offer a very low price to buy it.

In M.U.L.E., the store sets prices using a formula based on principles
of supply and demand, and also on the latest prices paid for the
product.  No store price can go over $265.  Food, Energy and Smithore
have minimum prices of $15, $10 and $14.


Economies of Scale

The "law" of Economies of Scale says that the bigger you are, the
better you get.  If you double the size of your operation, you more
than double your effectiveness.  This is because of things like mass
production, and volume discounts on buying raw materials and building
tools.

In M.U.L.E., if you have two or more plots of land side by side, doing
the same kind of production your M.U.L.E.s become more efficient, and
overage one extra unit of production on each plot.


Learning Curve Theory of Production

In many industries, as you build more and more of a product you learn
how to do it more efficiently.  The "Learning Curve Theory" says that
every time you double the total number of units you have ever built,
you "learn' to build that product for 20% less.  This is the reason
that calculators and computers keep costing less and less every year.

In M.U.L.E., you get an extra unit (on each plot) for every 3 plots of
land you have that are all producing the same kind of product,
regardless of where they are located.  This is in addition to the
bonus you get from economies of scale you get from adjacent plots.

For example, if you had 3 Smithore mines, and 2 were side by side,
each mine would produce one extra unit for the Learning Curve effect,
and the 2 adjacent plots would each produce a second extra unit for
the Economies of Scale effect.


Diminishing Returns

Just when you thought you had it wired, economics comes through with
the "law" of diminishing returns.  This law says that economies of
scale and learning curve effects reach a point where they get less and
less important.

In M.U.L.E., you can see how this works if you try to develop a
Smithore monopoly. At first you get high levels of production by
locating mines in the mountains (where there are rich Smithore
deposits), and getting the economics bonuses as well.  Eventually you
have to start mining for Smithore in the flat land to increase your
economies of scale and learning curve effects. Sooner or later you
reach a point where you get more value from giving up the economic
bonuses and producing Food or Energy instead.


The Prisoner's Dilemma

Normally, in a free enterprise system, things work out best if
everyone looks out for himself.  However, there are some cases in
economics, such as "The Prisoner's Dilemma" where everyone loses if
each per-son spends too much time worrying about himself.

In M.U.L.E., if the colony doesn't survive, everyone loses.  If one
player is really doing poorly, he can't afford to pay high prices to
buy all the Energy or Food that you are producing.

If you want a real challenge, try playing the Humanoid character
against three computer players and see If you can get a total colony
score of more than 100,000. If you can, we'd like to hear about it.
Good luck!


Standard Game

There are several new rules in the Standard game that give you almost
unlimited strategies.  First, the Standard game lasts 12 turns.
Second, the entire colony must have a total worth of at least $60,000,
or you will all get sent home to work in a M.U.L.E. factory.  Here are
the other changes:


Land Auction

In the Standard game, the store auctions land immediately after each
Land Grant.  The number of plots auctioned each turn averages 1, but
can vary from 0 to 6. The plot to be auctioned will be displayed by a
black flashing square.  After all the players press their joystick
buttons, the auction begins. To bid, simply move your character up the
screen above the minimum price shown.  Your bid will change as you
move just as it does in other auctions.  When the timer runs out, the
player with the highest bid (above the minimum) receives the plot.  If
no player moves above the minimum bid, the plot doesn't sell.  The
plot will be valued at $500 in figuring your net worth during the
Summary no matter how much you pay in the Auction.



Selling Land

In the Standard game you can sell your land.  If it sells, you receive
all the money paid for it.  If the plot doesn't sell, it will not be
auctioned again unless you offer it again.

To mark your land "For Sale," enter the land office without a
M.U.L.E., and then go to the plot you wish to sell.  When you are in
the center of the plot, push your joystick button and return to the
land office.  To help you, the timer is turned off when you enter the
land office to mark a plot.  Land marked "For Sale" will be offered in
the Land Auction the next turn.

Selling land works differently than selling goods.  When the Seller
moves his joystick up and down to raise or lower the asking price, the
price changes but the Seller doesn't move on the screen.

The Seller can change his asking price at any time.  If he does this,
if he moves the asking price either up or down, the Buyer's bid is
automatically rejected, and he has to move above the asking price
again.  When time runs out the Buyer who is highest, and above the
asking price, gets to buy the land.  There is no maximum price.


Development

In the Standard game the price of M.U.L.E.s varies from turn to turn
depending on the number of M.U.L.E.s available and the number of
undeveloped plots owned by players.

Each game starts with 16 M.U.L.E.s in the corral. When these are gone,
they can only be replaced in one way: by building more from Smithore.
It takes two units of Smithore to build a M.U.L.E., and only the store
knows how.  Because of the difficulty, it takes the Store an entire
turn to build a M.U.L.E. from the Smithore it buys.  Needless to say
the prices of M.U.L.E.s and Smithore skyrocket when the colony begins
to run short of M.U.L.E.s.

Another change in the Standard game: the M.U.L.E. will run away when
you try to install him on your land, unless your character is directly
over the house when you push your joystick button.  Pushing the
joystick button anyplace other than your plot will also cause the
M.U.L.E. to run away.



Auction

Two changes have been made to the Auction phase.  First, you can use
your own judgement and sell products below your "Critical Level" if
you think it is wise.

Second, when the store has no units, the selling price for a unit of
any product may go as high as Buyers are willing to bid.  In other
words, if one player really wants something, you can make him pay for
it.  Because the screen is only so big, it may look as if the buyer
isn't moving, when his bid price is actually rising fast; so watch the
bid price.  So long as the seller does not move down from the top of
the screen, no transactions are made, no matter how high the bid goes.

This allows shrewd players to take advantage of their friends.

One odd visual effect occurs if one player is bidding very high while
other players stop raising their bids: the bidder doesn't seem to move
anywhere and the non-bidder-s seem to be going backwards.  The reason:
it's all relative.  The non-bidders last bid doesn't change, only
their relative positions on the screen.


Tips on the Standard Game

* Conserve cash for the Land Auction.  Land is very valuable.  You
should be greedy for land.  Make the other players pay dearly for it.

* During each player's turn there is a 25% chance of a random event,
and there are 21 different events.  The losing player will never
receive a bad luck event, and the winning player never gets lucky.

* In the Standard game, the production on each plot varies from turn
to turn.  Base Production is only the average production, and it
varies from 0 to 8 units even if the M.U.L.E. has enough Energy.  You
might want to save a little extra Food and Energy as "safety stock"
just in case you hit a streak of bad luck.

* Random events may also come up just before the Production phase.
There are 8 different types.  Most affect all players, but a few only
affect individuals.  Watch out for the Pirate; he plunders everyone's
Smithore. (In the Tournament game, he plunders Crystite, explained
later).

* The Standard game invites player interaction.  Diplomatic and
persuasive skills are often more important than knowledge.  This is
like life in the rest of the galaxy.

* Don't be afraid of losing a M.U.L.E. or two -- especially if you
have been hoarding Smithore.  Remember: your opponents can't develop
their land without M.U.L.E.s. And after all, it only hurts them if
they're ahead of you (and their turn comes after yours).  All you have
to do is get a M.U.L.E. from the corral, outfit him for Food, leave
the town, and push your button.  That M.U.L.E. will disappear faster
than you can say "Which way did he go?"

* Speaking of "cutthroat" play, an occasional cutthroat maneuver may
put you well out of reach of the other players.  For example, if you
have food and the others don't, try buying out the store instead of
selling the surplus.  This may keep a close challenger from catching
you, and next turn you may have a monopoly!


The Tournament Game adds two new concepts to M.U.L.E.-Crystite and
Collusion.  These two small changes turn it into a game that's almost
entirely new.



Crystite

Crystite, which is found underground, is the fourth product available
for discovery and development.  Crystite varies with underground
contours, rather than terrain type like other products.

In each game, there are always 3 plots which each have base production
of 3 units.  These centers are surrounded by plots with base
production of 2 and 1. Crystite cannot be mined in the river valley,
because the boggy land makes mining impossible.

There are two ways to discover Crystite.  You can install a Crystite
M.U.L.E. on your plot, and hope you have made a good guess, or you can
take an "assay" first.

To do this, enter the assay office in town, then visit the plot you
wish to check.  When you are in the center of the plot, push your
joystick button to obtain a soil sample.  When you take the sample
back to the assay office, it will report Low (1), Medium (2), High
(3), or No (0) Crystite deposits on the plot.

You may take soil samples on any plot on the map, even those that no
one owns yet.  However, it might be tough to find the center of a plot
that isn't owned, because you won't be able to see the shape of the
plot.  Keep trying.  You'll get it sooner or later.


Collusion

 .-------------------------------------.
 |  F      A U C T I O N   # 1      F  |
 |                 F O O D             |
 |                               50    |
 |               SELL      29          |
 |                M              S     |
 |                                     |
 |                                     |
 |                                     |
 |                                  #  |
 |         _ _ _ _ _ _ _ _ _B_      #  |
 |        _ _ _ _ _ _ _L_ _ _ _     #  |
 |    S                             #  |
 |    15     M                         |
 |         BUY        25               |
 |  money 1276  372 1229  373  money   |
 |  units    0    0    1    1  traded  |
 |                                     |
 |            C O L L U S I O N        |
 `-------------------------------------'

[ Graphic legend
  F = food symbol pitchfork and sickle
  S = store symbol, like a house
  M = Mechtron
  L = Leggite
  B = Bonzoid
]

You agree to Collude in a private trade so the leading player can't
buy your Food.

Collusion is a powerful technique that allows players to make private
deals, when collusion is in effect in an Auction, only the players
involved can trade and the others are shut out.  Although the basic
approach is the same, Collusion works differently in Product Auctions
than in Land Auctions.

To start a Collusion during a Product Auction, two or more players
push their joystick buttons at exactly the same time. (To make sure
that the timing is perfect, you may even hove one person push BOTH the
joystick buttons.) This starts a special Collusion timer, changes the
color of the screen to pink, and causes the other players and the
Store to fade into the background.  Until time runs out, the players
involved can concentrate on working out a deal between themselves.
The game returns to the regular auction after collusion is over.

 .-------------------------------------.
 |    L A N D   A U C T I O N   # 2    |
 |    H I G H   B I D   I S   $ 5 8 0  |
 |                                     |
 |                       SELL          |
 |                          B          |
 |                                     |
 |                                     |
 |                                     |
 |                                  #  |
 |                                  #  |
 |        _ _ _ _ _ _ _L_ _ _ _     #  |
 |                 S                #  |
 |           M    M                    |
 |         BUY  BUY  580               |
 |  money 1231  372 1052  235  money   |
 |                                     |
 |          C O L L U S I O N          |
 `-------------------------------------'

[ Graphic legend
  S = store symbol, like a house
  M = Mechtron
  L = Leggite
  B = Bonzoid
]

Collusion works differently in the Land Auction.

The Seller gets to set the price and select the Buyer.  No prearranged
signal or special timing is necessary.  Here's how it's done:

First, the Seller pushes his or her joystick button to begin the
Collusion timer.  The Buyer on the left will be highlighted and the
others will fade into the background.  That Buyer is the only one who
can make a bid on your land.  To select another Buyer, simply push
your joystick button to select the next one on the right.  Whoever you
select can move his bid up or down, while you, at the same time, raise
or lower your price. (Notice that the house does not move on the
screen, but the price changes nevertheless.) As soon as the Buyer
meets your price, he or she gets the land.  If Collusion timer runs
out before anyone meets your asking price, the game returns to the
normal Auction.  don't forget: if the Buyer you select isn't going to
meet your price, you can always shut him off and "activate" another
Buyer.



Tips on the Tournament Game

* The Tournament game starts with just enough resources to keep the
Colony alive for one turn.  You also get less time during the
Development phase to place M.U.L.E.s on your plots.  A good way to
offset these changes is to be self-sufficient during the beginning of
the game.  Try to get one of the River plots for Food, and
occasionally take an Energy plot next to the Food plot you have made,
These two plots will probably keep you going through the first 3-5
turns of the game.

* Crystite prices vary from $50 to $150 per unit, but are not affected
by supply and demand on the planet.  The way to make a killing on
Crystite is to buy it cheap and sell it when it gets to its highest
peak.

* In the early stages of the game, look for Crystite by assaying plots
if you have extra time.  You should look for Crystite in preference
over hunting Wampuses.  The best way to earn enough cash to stay
flexible is by speculating on Crystite.  If you can find and obtain
the richest Crystite plots you will be well ahead toward winning the
game.

* Speaking of Crystite, it is better to group plots together around a
low or medium producing plot than to go for the plots with high
concentration.  By taking advantage of "the learning curve" and
"economies of scale" you can produce much more Crystite than by going
for the high concentrations and scattering your land holdings.

* Don't be shy about transferring and re-outfitting M.U.L.E.s,
particularly toward the end of the game.  Victory can often be pulled
out during the last 1-3 turns by swiftly converting all of your plots
to the product selling at the highest price (usually Crystite).  Build
up a surplus of Food and Energy (particularly Energy) for the last
turns, then go for it!

* Trade Land by using Collusion!  If you can talk one of the other
players into trading a plot you need, work a private deal through
Collusion.  If you are skilled at negotiation, you should be able to
make deals that are good for both of you.  For example, you can
greatly enhance your standing just by getting a key plot (particularly
a plot which connects several other plots you already own).

* The Pirate Ship is very dangerous in the Tournament game.  No more
than 2 Pirate Ships ever arrive during a game.  If, for example, no
Pirate ship has arrived, it is turn 9, and you have 50 units of
Crystite in storage, SELL!

* Watch for the "Fire in Store" special event.  When it happens, the
price of products will increase, particularly Smithore if M.U.L.E.s
are scarce.

* The computer player(s) in the Tournament game receive an extra $200
to offset your superior play.  Try playing the Humanoid (advanced)
character against the computer.  You will be hard pressed to beat him!


About the Authors

The authors of M.U.L.E. have spent over 3500 hours writing and playing
this game.  Here are some of their secrets.


DAN BUNTEN.  I like to win by analyzing my options.

When I am bidding in a land auction I use a little "rule of thumb" to
determine how much a plot is worth.  Multiply the number of turns left
by 100 and add 500.  This will give you the maximum bid you should
make on any piece of property.  In other words, bid high for land
early in the game, even though you don't have much cash; but don't get
sucked into a bidding battle later in the game just because you have
lots of money.

If you want to get really sophisticated, figure out what product you
will develop on the land, then figure out how many units you'll
average, and how much it will sell for.  Multiply that by the number
of turns left and add it to 500.  This is how the computer player
figures the value of each plot of land.  But if you're like me, you
won't be able to complete the full calculation before the auction is
over.


ALAN WATSON.  Despite my experience with M.U.L.E., I have more ideas
about how to play than about how to win.  The way I play is
conservative, and so I seldom win by a wide margin.  It seems I need
more than my share of property (11 plots) to win.  So I try to get as
much land as I can.  Even so, I try to get adjacent plots to take
advantage of economies of scale.  Unless food prices are high (over
$100), I try to convert all my Food M.U.L.E.s to Smithore or Crystite
by the tenth turn.  I also try to stockpile energy by then so I can
convert my Energy M.U.L.E.s too.

If I am behind, I always ask for advice.  The suggestions don't always
help, but they are usually good for a few chuckles that keep me
interested.

Finally, a few short tips:

* The best way out of an outfitting shop is a downward-diagonal pull
of the stick and then slide sideways.

* The fastest way to get to the center of town is to enter from the
top or the bottom.

* If you play with someone who wins all the time (or the computer),
try to figure out what they're doing.


JIM RUSHING.  I always try to make prudent and logical decisions
throughout the game, especially in the early turns.  You may never
recover from an early mistake like missing a land grant, not becoming
self-sufficient in Food and Energy, or not leveraging every penny of
excess cash.

Unless I capture a decisive advantage early in the game, I usually
find myself in a dangerously vulnerable position.  Then I have to use
all my wits and cunning just to survive.  I can often appeal to Alan's
sympathetic nature and convince him to sell me one or two units of a
needed commodity, but all I ever hear from Dan or Bill is something
like, "You want it, let's see that price up to $300."  Totally
ruthless.  One bit of advice: if you just happen to find yourself in a
winning position, and in possession of the only surplus Energy in the
colony, pause for just a moment to remember all those times when the
other players have helped you out; reflect on all those times that
they showed pity on you and kept you alive, think about the good of
the entire colony ... and then, DON'T SELL.


BILL BUNTEN.  My advice is: play to win.  As the game begins, get into
Smithore.  Grab a mountain plot next to the river. Immediately yell
that you missed the river, and mumble about the need for Food
production.  Usually that will convince at least two of the others to
buy river land and develop Food.

Then don't sell Smithore to the store.  You want demand to go up and
the store's supply to go down.  When the others start to notice, coast
another turn by cursing your joystick for "inadvertently" flopping you
to a Buyer when you were trying to be a Seller.  By the next turn,
they'll be getting suspicious, and they'll start selling all their
Smithore to keep the price down.  Play possum.  Wait until they're
almost to the store and then step a dollar above the store price and
buy all the Smithore that you can.  The cat's out now, and everyone's
on to you.

So next turn -- don't develop at all -- let M.U.L.E.s free.  Grab one,
outfit it for food, step out of the town and push your button.  If
you're quick you can set at least four free.  Smithore's price should
jump to over $200. You just acquired leverage.  Sell all your Smithore
at the next auction.  And remember, there are drawbacks to being the
winning player-you always lose ties in the auction.  So, if you and
another player both need Food or Energy, and you're winning, you must
be conniving.  Right before the auction starts, turn to him and make a
chuckle like you just made a mistake.  Make strong eye-contact and
start explaining.  By the time he realizes that the auction has
started, you'll have that little jump.  So buy all the product you
need, and, for good measure, buy up any that he needed, too.


[ Graphic omitted : Perpendicular pitchfork and sickle. ]

(Food Symbol) Food determines the amount of time you have during
Development.  Average production for food in the River Valley is 4, in
the Flatlands 2, and in Mountains 1. Food prices range from $15 to
$250.  The outfitting cost for a food producing M.U.L.E. is $25.


[ Graphic omitted : Dish antenna. ]

(Energy Symbol): Energy is used in the production of all products
except Energy itself.  The amount you need is based on the number of
non-energy plots with M.U.L.E.s plus 1. Average production of Energy
in Flatlands is 3, in the River Valley is 2, and in Mountains 1.
Energy prices range from $10 to $250.  The outfitting cost for an
energy producing M.U.L.E. is $50.


[ Graphic omitted : Perpendicular pick and shovel. ]

(Smithore Symbol): Smithore is used in the production of M.U.L.E.s in
the Standard and Tournament games.  The store will produce 1 M.U.L.E.
for every 2 Smithore units it buys from players.  Average production
of Smithore in the Flatlands is 1, in the River Valley is 0 (you may
not mine Crystite or Smithore in the River Valley), and in the
Mountains 1 plus the number of mountain symbols in your plot (1 to 3
mountain symbols).  In the Beginner's game Smithore has a fixed price
of $50.  In other games Smithore prices range from $25 to $250.  The
outfitting cost for a Smithore producing M.U.L.E. is $75.


[ Graphic omitted : Two horizontal shovels. ]

(Crystite Symbol): Crystite can only be found when playing the
Tournament game.  All Crystite found is shipped off planet.  Please
refer to the Tournament game instructions for the locations of
Crystite.  Crystite prices range from $50 to $150.  The outfitting
cost for a Crystite producing M.U.L.E. is $100.


ELECTRONIC ARTS
2755 Campus DRIVE SAN MATEO, CA 94403 (415) 571-7171

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End of the Project 64 etext of the M.U.L.E. Player's Guide.

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The Project 64 etext of Jarek's PC64 emulator M.U.L.E. keyboard
commands.

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Newsgroups: comp.emulators.cbm
Subject: Keyboard commands for M.U.L.E. (for my PC-64 emulator)
From: v335ry46@ubvms.cc.buffalo.edu (JAREK)
Date: 22 Mar 1997 19:00:17 GMT

I recently picked up a shareware version of PC-64 mainly so that I
could play this classic game again.  When I was browsing through
Dejanews to see what emulators worked with M.U.L.E. and any other
useful information, I saw some questions about which keys were used to
control keyboard players, and didn't see any complete answers for that
question.  Well, after some experimentation, I can tell you which keys
serve this purpose on the PC-64 emulator and hopefully this will help
anyone who may still be having trouble with this.

For the left keyboard player, Q and Alt (possibly Left-Alt only?) move
the player up and down, respectively.

For the right keyboard player, the Delete key and backslash ("\") move
the player up and down, respectively.

When a keyboard player is picking which race he/she wants to play, the
up and down keys will cycle through the choices for race, and pressing
the up key simultaneously with the down key will select the race
he/she wants.

When taking their turn walking around the surface of the planet,
keyboard players need to press a joystick button (whether it's an
actual joystick or an emulation of a joystick on the keyboard) and
then borrow the joystick controls until they are finished on the
surface.

I don't know yet how well the keyboard controls work for entering a
collusion in Tournament mode.  I assume that a keyboard player would
need to press both their up and down keys simultaneously at the same
time that either a joystick player presses his/her button or another
keyboard player presses his/her up and down keys simultaneously.

If I remember the help screens from PC-64 correctly (not having
documentation in a printable file is kind of a pain sometimes....),
the Delete key emulates Commodore's Cursor Up/Down key in that
program.  So if the Delete key serves a different purpose in someone
else's emulator, this may help them find the key that works on their
particular emulator.

Hope this helps!

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End of the Project 64 etext of Jarek's PC64 emulator M.U.L.E. keyboard
commands.

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End of the Project 64 etext of the M.U.L.E. package, Command Summary
card, Player's Guide, and emulator keyboard commands.

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