_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

MULE

FILE INFORMATION

FILENAME(S): MULE

FILE TYPE(S): SEQ

FILE SIZE: 6.4K

FIRST SEEN: 2025-11-30 18:12:26

APPEARS ON: 1 disk(s)

FILE HASH

ed337566be9fb590b83c6ed93d15ac66efd1d11b0001be38137d90638bd918b5

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
DOX 02B MULE SEQ Sailor, Ganheden 21 0 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00001160: 55 43 54 49 4F 4E 20 54  49 4D 45 52 20 20 20 20  |UCTION TIMER    |
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00001390: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
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00001400: 45 41 43 48 20 52 4F 55  4E 44 2E 20 C4 4F 4E 27  |EACH ROUND. .ON'|
00001410: 54 20 46 45 45 4C 20 20  0D 20 20 42 41 44 20 49  |T FEEL  .  BAD I|
00001420: 46 20 59 4F 55 27 52 45  20 49 4E 20 4C 41 53 54  |F YOU'RE IN LAST|
00001430: 20 50 4C 41 43 45 20 4E  4F 57 2E 20 D4 48 45 20  | PLACE NOW. .HE |
00001440: 0D 20 20 4C 4F 53 49 4E  47 20 50 4C 41 59 45 52  |.  LOSING PLAYER|
00001450: 20 47 45 54 53 20 53 4F  4D 45 20 41 44 56 41 4E  | GETS SOME ADVAN|
00001460: 54 41 47 45 53 2E 20 20  0D 20 20 C6 4F 52 20 45  |TAGES.  .  .OR E|
00001470: 58 41 4D 50 4C 45 2C 20  49 46 20 59 4F 55 20 41  |XAMPLE, IF YOU A|
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00001490: 0D 20 20 45 52 20 42 4F  54 48 20 54 52 59 20 54  |.  ER BOTH TRY T|
000014A0: 4F 20 47 45 54 20 54 48  45 20 53 41 4D 45 20 50  |O GET THE SAME P|
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000014C0: 44 55 52 49 4E 47 20 54  48 45 20 CC 41 4E 44 20  |DURING THE .AND |
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000014E0: 0D 20 20 47 45 54 20 54  48 45 20 4C 41 4E 44 2E  |.  GET THE LAND.|
000014F0: 20 C1 4E 44 20 49 46 20  59 4F 55 20 41 4E 44 20  | .ND IF YOU AND |
00001500: 41 4E 4F 54 48 45 52 20  0D 20 20 50 4C 41 59 45  |ANOTHER .  PLAYE|
00001510: 52 20 42 4F 54 48 20 54  52 59 20 54 4F 20 C2 55  |R BOTH TRY TO .U|
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00001570: 41 4C 53 4F 20 4F 4E 20  54 48 45 20 20 20 20 20  |ALSO ON THE     |
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000015F0: 54 48 41 54 20 59 4F 55  0D 20 20 48 41 56 45 20  |THAT YOU.  HAVE |
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00001610: 41 4E 20 45 56 45 4E 20  54 41 4B 45 20 20 20 20  |AN EVEN TAKE    |
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00001730: 2E 20 D9 4F 55 20 20 20  0D 20 20 43 41 4E 20 54  |. .OU   .  CAN T|
00001740: 41 4B 45 20 54 48 45 20  4E 45 57 20 CD D5 CC C5  |AKE THE NEW ....|
00001750: 20 54 4F 20 41 4E 4F 54  48 45 52 20 50 4C 4F 54  | TO ANOTHER PLOT|
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000017A0: 54 49 4F 4E 20 28 42 59  20 54 41 4B 49 4E 47 20  |TION (BY TAKING |
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000017F0: C5 2C 20 52 45 54 55 52  4E 20 49 54 20 54 4F 20  |., RETURN IT TO |
00001800: 0D 20 20 54 48 45 20 43  4F 52 52 41 4C 20 46 4F  |.  THE CORRAL FO|
00001810: 52 20 24 31 30 30 2E 20  20 20 20 20 20 20 20 20  |R $100.         |
00001820: 20 20 20 20 20 20 20 20  0D 20 20 D9 4F 55 20 41  |        .  .OU A|
00001830: 52 45 20 4E 4F 57 20 52  45 41 44 59 20 54 4F 20  |RE NOW READY TO |
00001840: 50 4C 41 59 20 54 48 45  20 C2 45 47 49 4E 45 52  |PLAY THE .EGINER|
00001850: 0D 20 20 47 41 4D 45 20  4F 46 20 CD D5 CC C5 2E  |.  GAME OF .....|
00001860: 20 D4 48 45 20 47 41 4D  45 20 57 49 4C 4C 20 4C  | .HE GAME WILL L|
00001870: 41 53 54 20 36 20 20 20  0D 20 20 52 4F 55 4E 44  |AST 6   .  ROUND|
00001880: 53 2E 20 D7 48 4F 20 45  56 45 52 20 48 41 53 20  |S. .HO EVER HAS |
00001890: 54 48 45 20 48 49 47 48  45 53 54 20 20 20 20 20  |THE HIGHEST     |
000018A0: 0D 20 20 56 41 4C 55 45  20 4F 52 20 27 CE 45 54  |.  VALUE OR '.ET|
000018B0: 20 D7 4F 52 54 48 27 20  41 54 20 54 48 45 20 45  | .ORTH' AT THE E|
000018C0: 4E 44 20 57 49 4C 4C 20  0D 20 20 42 45 20 54 48  |ND WILL .  BE TH|
000018D0: 45 20 57 49 4E 4E 45 52  20 54 48 45 20 27 C6 49  |E WINNER THE '.I|
000018E0: 52 53 54 20 D2 4F 55 4E  44 45 52 27 2E 20 20 20  |RST .OUNDER'.   |
000018F0: 0D 20 20 C7 4F 4F 44 20  CC 55 43 4B 21 20 20 20  |.  .OOD .UCK!   |
00001900: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001910: 20 20 20 20 20 20 20 20  0D 20 20 0D 20 20 20 20  |        .  .    |
00001920: 20 3A 3A 3A 3A 3A 3A 3A  3A 3A 3A 3A 3A 3A 3A 3A  | :::::::::::::::|
00001930: 3A 3A 3A 3A 3A 3A 3A 3A  3A 3A 3A 3A 3A 3A 3A 3A  |::::::::::::::::|
00001940: 0D 20 20 20 20 20 3A 3A  20 20 D7 C1 CC CB D4 C8  |.     ::  ......|
00001950: D2 D5 D3 20 C2 D9 20 C4  CF C3 27 D3 20 D2 20 D5  |... .. ...'. . .|
00001960: D3 20 20 3A 3A 0D 20 20  20 20 20 3A 3A 3A 3A 3A  |.  ::.     :::::|
00001970: 3A 3A 3A 3A 3A 3A 3A 3A  3A 3A 3A 3A 3A 3A 3A 3A  |::::::::::::::::|
00001980: 3A 3A 3A 3A 3A 3A 3A 3A  3A 3A 0D 20 20 20 20 20  |::::::::::.     |
00001990: 20 20 20 20 20 20 20 20  20 28 C3 29 20 31 39 38  |         (.) 198|
000019A0: 34 0D 20 20 0D 20 20 0D  53                       |4.  .  .S       |
  *************************************.
             M. U. L. E..  *************
************************.  M.U.L.E IS A 
STATEGY GAME CONCERNED  .  WITH COLONIZI
NG AND SETTLING IN ON   .  ANOTHER PLANE
T. FOUR PEOPLE CAN PLAY..  THERE ARE THR
EE LEVELS OF M.U.L.E.;  .  BEGINNERS, ST
ANDARD AND TOURNAMENT,  .  EACH WITH A D
IFFERENT SET OF RULES.  .  1. CHOOSING Y
OUR CHARACTER; MECHTRON .  BONZOID, GOLL
UMER, PACKER, SPHEROID  .  FLAPPER, LEGG
ITE, OR A HUMANOID.THE  .  COMPUTER WILL
 CYCLE THROUGH 4 DIFFER-.  ENT COLORS. P
USHING YOUR JOYSTICK AT .  A CERTAIN COL
OR CHOOSES THAT COLOR.  .  YOU CAN CHOOS
E A CHARACTER IN MUCH   .  THE SAME WAY.
                        .  2. SUMMARY RE
PORT- YOU AND THE OTHER .  PLAYERS EACH 
START WITH $1000 IN     .  MONEY AND $30
0 WORTH OF FOOD AND     .  ENERGY-'GOODS
'.                      .  3. DECIDING W
HAT TO PRODUCE- YOU     .  DECIDE TO PRO
DUCE FOOD ON YOUR RIVER .  LAND. YOUR PL
OT OF LAND WILL FLASH   .  WHEN IT IS YO
UR TURN. DECIDE WHAT YOU.  WANT TO DO WI
TH YOUR LAND. MOUNTAINS .  ARE BEST FOR 
FARMING FOR FOOD AND    .  FLAT LAND IS 
BEST FOR PRODUCIN ENERGY.  4. OUTFITTING
 YOUR M.U.L.E.- YOU OUT-.  FIT A M.U.L.E
. TO PRODUCE FOOD. WHEN .  YOU PUSH YOUR
 BUTTON, THE TOWN ZOOMS .  INTO VIEW. GO
 INTO THE CORRAL, GET A .  MULE AND TAKE
 HIM TO ANY OUTFITTING  .  SHOP. WHEN TH
E TIME BAR RUNS OUT,    .  YOUR TURN END
S REGARDLESS OF WHAT YOU.  ARE DOING.   
                        .  5. INSTALLING
 YOUR M.U.L.E.- TO IN-  .  STALL A MULE,
 LEAD HIM OUT OF TOWN TO.  YOUR PLOT OF 
LAND. PUSH YOUR JOYSTICK.  BOTTON WHEN Y
OUR CHARACTER IS DIRCTLY.  OVER THE HOUS
E. IF YOU MISS YOU'LL   .  HEAR A BEEP, 
TRY AGAIN. WHEN INSTALED.  YOUR MULE TUR
NS INTO A PRODUCTION    .  SYMBOL. YOUR 
PROPERTY IS READY TO    .  PRODUCE FOOD,
 ENERGY OR SMITHORE.    .  6. WAMPUS HUN
TING- THE WAMPUS LIVES  .  IN CAVES IN T
H MOUNTAINS. WHEN HE    .  OPENS HIS DOO
R, HIS BELL RINGS AND A .  LIGHT FLASHES
. IF YOU CATCH HIM, HE  .  WILL PAY YOU 
TO LET HIM GO. TO CATCH .  THE WAMPUS YO
U HAVE TO BE OUTSIDE OF .  TOWN, WITHOUT
 A MULE.THEN WHEN YOU   .  SEE HIS LIGHT
, JUMP ON HIM.          .  7. THE PUB- G
OING INTO THE PUB IS AN .  AUTOMATIC WAY
 TO WIN MONEY. BUT IF   .  ALSO ENDS YOU
R TURN. THE MORE TIME   .  REMAINING, TH
E MORE YOU WILL WIN.    .  8. RANDOM EVE
NT- YOU CAN'T REALLY    .  PLAN FOR 'RAN
DOM EVENTS' LIKE PLANET-.  QUAKES, ACID 
RAIN AND PEST ATTACKS,  .  BUT THEY HAPP
EN.                     .  10. PRODUCTIO
N- PRODUCTION HAPPENS   .  AUTOMATICALLY
, YOU JUST WATCH YOUR   .  LAND PRODUCE,
 EACH LITTLE BOX THAT   .  APPEARS ON TH
E LEFT SIDE OF YOUR LAND.  REPRESENTS ON
E UNIT.                 .  11. THE STORE
- THERE IS A STORE IN   .  THE GAME, PLA
YED BY THE COMPUTER.    .  DURING THE AU
CTION, THE STORE BUYS   .  SELLS FOOD. E
NERGY AND SMITHORE. IT  .  STARTS OUT WI
TH 16 UNITS OF ENERGY   .  AND NO SMITHO
RE. AFTER THAT THE NUM- .  BER OF UNITS 
IT HAS TO SELL DEPENDS  .  ON WHAT THE P
LAYERS BUY AND SELL.    .  12. PLAYER ST
ATUS THERE ARE THREE    .  AUCTIONS EACH
 ROUND, ONE EACH FOR    .  SMITHORE, FOO
D, AND ENERGY. EACH AUC-.  TION STARTS B
Y SHOWING YOUR 'STATUS' .  IN THAT GOOD.
A LINE GROWS AND SHRINKS.  TO SHOW HOW M
UCH 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 HA
VE A SHORTAGE OR A SUR- .  PLUS FOR YOUR
 NEXT TURN. (EXCEPT FOR .  SMITHORE, WHI
CH IS NOT'CRITICAL' FOR .  SURVIVAL). FI
NALLY THERE IS A MESSAGE.  TELLING HOW M
UCH OF THAT PRODUCT THE .  STORE HAS.   
                        .  12. DECLARING
- PUSH YOUR JOYSTICK UP .  OR DOWN TO DE
CLARE WHETHER YOU ARE A .  SELLER OR A B
UYER. YOU CAN CHANGE    .  BACK AND FORT
H AS OFTEN AS YOU WISH  .  UNTIL THE DEC
LARE TIMER RUNS OUT.    .  HINT; IF YOU 
HAVE A SURPLUS, YOU     .  SHOULD SELL I
T (YOUR CHARACTER WILL  .  AUTOMATICALLY
 JUMP TO THE SELL POS-  .  ITION). IF YO
U HAVE A SHORTAGE. BUY! .  13. THE AUCTI
ON BEGINS-THE AUCTION   .  STARTS WITH T
HE SELLERS ON THE TOP   .  AND THE BUYER
S ON THE BOTTOM. NOW THE.  UNITS ROW SHO
WS 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, BUYER
S MOVE UP TO RAISE THEIR.  BIDS. DASHED 
LINES INDICATE THE HIGH-.  EST BID AND T
HE LOWEST PRICE AMONG   .  ALL FOUR PLAY
ERS. ALL CHARACTERS CAN .  MOVE AT THE S
AME TIME, RACING TO BUY .  AND SELL BEFO
RE THE AUCTION TIMER    .  RUNS OUT .   
                        .  14. TRADING- 
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 BUY
ERS MONEY DECREASES, THE.  SELLER'S MONE
Y INCREASES, AND BOTH   .  PLAYER'S UNIT
S TRADED INCREASE.      .  EITHER PLAYER
 CAN STOP TRADING AT ANY.  TIME, SIMPLY 
BY MOVING AWAY FROM THE .  LINE. OTHERWI
SE TRADING CONTINUES    .  UNTIL THE SEL
LER RUNS OUT OF EXTRA   .  PRODUCT, OR T
HE BUYER RUNS OUT OF    .  MONEY.       
                        .  SUMMARY REPOR
T (AGAIN)- 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 EXAMPLE, 
IF YOU AND ANOTHER PLAY-.  ER BOTH TRY T
O GET THE SAME PIECE OF .  LAND DURING T
HE LAND GRANT, YOU WILL .  GET THE LAND.
 AND IF YOU AND ANOTHER .  PLAYER BOTH T
RY TO BUY OF SELL AT THE.  PRICE, YOU WI
LL GET TO MAKE THE TRADE.  EVEN IF HE OF
 SHE IS ALSO ON THE     .  TRADING LINE.
                        .  16. TRANFERRI
NG M.U.L.E.S- LATER IN  .  THE GAME YOU 
CAN MOVE MULE'S THAT YOU.  HAVE INSTALLE
D. YOU CAN EVEN TAKE    .  THEM FOR A DI
FFERENT TYPE OF PRODUCT-.  ION. TO TRANS
FER A MULE GO TO YOUR   .  PLOT (WITH OR
 WITHOUT A MULE IN TOW) .  WHEN YOU PRES
S YOUR BUTTON, THE MULE .  YOU ARE LEADI
NG (IF ANY) WILL BE IN- .  STALLED AND T
HE ONE PREVIOUSLY IN-   .  STALLED WILL 
BE FOLLOWING YOU. YOU   .  CAN TAKE THE 
NEW MULE TO ANOTHER PLOT.  OR YOU CAN RE
-OUTFIT HIM FOR A DIF-  .  FERENT TYPE O
F PRODUCTION (BY TAKING .  HIM BACK TO T
OWN). IF YOU HAVE NO    .  OTHER USE FOR
 THE MULE, RETURN IT TO .  THE CORRAL FO
R $100.                 .  YOU ARE NOW R
EADY TO PLAY THE BEGINER.  GAME OF MULE.
 THE GAME WILL LAST 6   .  ROUNDS. WHO E
VER HAS THE HIGHEST     .  VALUE OR 'NET
 WORTH' AT THE END WILL .  BE THE WINNER
 THE 'FIRST ROUNDER'.   .  GOOD LUCK!   
                        .  .     :::::::
::::::::::::::::::::::::.     ::  WALKTH
RUS BY DOC'S R US  ::.     :::::::::::::
::::::::::::::::::.              (C) 198
4.  .  .S
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