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?

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, 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

You may also be interested in John Daub's page of Macintosh mud resources, at

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, MudTelnet
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 Mage, MudTelnet
Macintosh Clients
MUDDweller, Mudling, MacMOOSE, tkMOO-light, Rapscallion, SMM, Savitar
Misc Clients
iPhone Clients
TMC Game Client

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 cyberportals.

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 if you know where this client can be found.

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 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 if you know where this client can be found.

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 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 if you know where this client can be found.

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 for more information. Please mail 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 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 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 .

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 more.

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 beta.

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 version.

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.

Great support for server side VT102 type displays. Triggers (configurable to run N times only, to run only if another trigger previously triggered, and more). Scripts (allows you to write programs in perl, c, c++, shell and more. It is intended for UNIX but will run on Windows using Cygwin (although I understand there are some issues with VT102 display).

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 users.

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 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
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

TMC Game Client
The free iPhone app from TMC that provides access to hundreds of the muds listed on TMC.

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

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 are welcomed.

There are essentially three groups of muds:

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
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 FAQ for more info.
CD Downloads:

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 BeOS.

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 2.5.0.

Derivative of DikuMUD Gamma v0.0. Developed by Jeremy Elson ( 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., AMSrv.lha

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 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 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 Macintosh.


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

There is a stable port for Macintosh at

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; development site is UglyMUG ( 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 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 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:
FTP site:

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

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 select?


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 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
   Connected to
   220 FTP server ready.
   Name ( 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 bytes).
   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 ( 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 ( 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 ( of

The most recent versions of these FAQs are archived at and on in the news.answers archives.

Andrew Cowan /