
M.U.L.E. (1983). Play online
Game Info
- Platform
- NES
- Genres
- Action · Strategy
- Multiplayer Game Modes
- Cooperative
- Player Perspective
- Top-down
- Developer Companies
- Ozark Softscape
- Publishers
- Electronic Arts · Mindscape · IBM · Bullet-Proof Software
- Release date
- 1 November 1983
- Languages
- 🇯🇵 Japanese
Summary
When you load M.U.L.E., the first thing you do is pick a colonist race – some have handy bonuses, others are tougher to master. The game offers three difficulty settings; on the lightest the competition lasts six turns, while the full challenge stretches to twelve, and the most lucrative Crystite isn’t even on the board at the easiest level.
Each round opens with a land claim phase. Players dart to claim plots – rivers churn out food, plains generate energy, mountains yield Smithore, and hidden Crystite veins only reveal themselves after a sample is delivered to town. If two hands reach for the same spot, the one with the leanest coffers snags it.
After claims, you install M.U.L.E.s to harvest and trade resources, fend off rivals by releasing rogue M.U.L.E.s, chase the mountain Wumpus for cash, or gamble at the pub/casino based on how much turn‑time you’ve conserved. Supplies directly affect turn length, output, and even M.U.L.E. prices, while random events – runaway machines, sunspots, space pirates or meteor strikes – can tip the balance in a heartbeat, making every multiplayer session a lively economics‑battle.
Storyline
M.U.L.E. drops you onto the untouched planet Irata, a backwards nod to Atari. Four hopeful explorers arrive, each hoping to turn the virgin world into a personal empire. You compete with the other colonists to claim land, mine precious smithore and crystite, and supply food and energy to the growing population. The ultimate goal is to become the richest, most powerful ruler of the new world.
All of this hinges on Multiple Use Labor Elements—M.U.L.E.s—mechanical donkeys that can farm, mine, or generate power. The more M.U.L.E.s you acquire cheaply, the faster you can dominate the market. Treachery is even allowed, so you can sabotage rivals when needed.
Random events keep the game lively: space pirates may steal your cargo, sunspots can cripple production, and meteorites may strike your fields. You must balance supply and demand while sometimes cooperating to keep the colony alive. Hunting the legendary mountain wampus can earn a big cash payout. Every turn is a mix of strategy, negotiation, and a little luck.
Edited by Maya Carter


















