I would like to see the true original version out there also. Not because I would actually play it, but so that people could play and compare the 2 versions side by side. Planet Mule is already much better than the original in my opinion.
We have all played this game endlessly in our youth, and all of our memories change with time. The feel of Planet Mule is always going to be slightly different because we are not all sitting next to our friends competing. Instead of trying to recreate the feelings we got from playing mule as children ( an impossible task) instead i feel like we should try to make M.U.L.E. the best game it can be. I am not suggesting revamping the whole game (that should wait for Mule 2) but we should at least try to build on Mule's strengths and make it the best game possible.
The core question to me is what made M.U.L.E. such a great game? This is a fairly complex question but i think i have narrowed it down to a few key components.
1. It was the precursor to the Real Time Strategy genre. To me this is one of the main reasons MULE found such a following. Many like minded people who up until MULE was released had spent their time playing board games finally had a reason to compete in the realm of video games. This genre spread from MULE to games like Civilization. Command and Conquer, and eventually StarCraft.
2. While MULE didn't invent the economic genre of video games, it was the first game to get it right. To me the true magic of MULE is watching the free market work in the form of the different auctions. When you think that the genre up until MULE existed of Lemonade Stand, it is no surprise that MULE became so popular. This is the strength i saw in the 1.3.0 land auction method. (it gave the market enough time to accurately price the land)
3. The invention of computer assistance. People have described this in a lot of different posts (mostly calling it game "balance"). Essentially punishing the people in the lead and helping the people who are behind. The majority of games use forms of this today. But for 1983 this idea was revolutionary. Many people think that the balance happened because of extensive game testing, but i think these are the mistakes that Dan was referring to that he wanted to fix. The idea is to make the computer assistance balance a game out, so that if someone gets too far ahead or behind the game can even things back up. However the game unfairly wields these powers and disrupts the luck/skill balance at times. (losing plot on 2nd turn comes to mind)
Having created 3 unique video game concepts it is no wonder that M.U.L.E. became so popular and that we are still discussing and playing it today. I love skill/luck mix games that allow for unlimited replayability because of incomplete information (stite formation) to me this is what makes a good game.
@Blitzen I believe you are totally wrong on the timer moving slower when more people are moving up. And instead of issuing homework from the programmers to test out your memory. why not test it yourself?
@GambitTime I agree 100% with your post. All the random hate thrown at the developers is what made me call out Blitzen to begin with. We all agreed that there was a problem with the run up system (except Rhodan) which is why the 1.3.0 land auction was created. To me the lag during auctions has never been a major issue. As I have maintained all along you can always defend against it by not hanging out near an opponents bid. I still don't think there is anyway to get rid of the lag all the way, there is always going to be some delay when playing over the internet.
@C64 Nostalgia and any other "purists"
I have enjoyed your posts C64 Nos, and I respect that you have a different viewpoint from mine. Maybe one of the links Blitzen supplied will lead you to something closer to the original. But I am glad that I don't have to play on the original graphics, the retarded ai's, and crappy sound effects. Plus even if it was identical it would not play the same due to the latency issues inherent to the internet. For MULE to live on we need to have a player base ready and willing to play all the time. Planet Mule has been relatively successful, but i did have to wait 4 and a half hours to start a game last night. It seems like a no-brainer that we should be trying to make the game better than the original. If the original was really that good why aren't people still making money off it. I know this probably hasn't changed your mind, but there are already emulators that give you the original, so invite some friends over and start MULEing.

@data2008
Great job again on all the work you've put into this game. I still believe that once you fix the land selection process (Awarding plots based lowest position to highest position as long as the button was pressed in the pre-selection phase) it will fix 98% of all issues regarding lag and host advantage. The small issue of graphical lag in the land auction had very little affect on game play, and as i have mentioned any advantage actually gained could easily be countered. I know you are trying to please as many as possible, but almost everyone hates the 1.3.1 change and it is pretty close to the original (original would have a timer equivalent of about 12 seconds instead of the 19. And everyone says 19 is way too short.) Likewise, running up the value of land and then backing off was never a strategy in the original game. (original only let you run it up by about $600 and still back off without buying) So while i respect Rhodan as a player, I don't understand his crusade to keep this in the game. Also please continue to have auctions if a plot goes unsold (this was only suggested as a fix if you were going to keep running up plot price in the game) This would have been the easiest and simplest change to fix the run up problem, but with the 1.3.0 change it is unnecessary, and it removes some of the most fun gambits from the game
