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The MUDzilla Simulation System

Our Destiny

"No matter where you go, there you are." -- Buckaroo Banzai

The Future

The Future The future of MUDzilla is bright indeed! At the basic level, participation in a MUDzilla simulation is a text-based, command-driven experience, much like UNIX-based Multi-user Dialogs (MUDs) available today. The primary driving force behind such a simple access method is content. Unlike arcade-style simulation environments, a text-based system must rely solely on the imaginations of both the simulation designers and the participants. We feel that regardless of a participant's access method, be it colorful graphics or plain text, there is no substitute for meaningful content within a simulation environment. In other words, your story takes prescendent over the method of its telling.

If graphics, animation, and sound are necessary to promote the content of a simulation, MUDzilla will support it using the world wide web as the primary simulation interface. From a design standpoint, there is really little difference from sending simulation participants plain text and sending them audio and video clips. Given enough evloution, MUDzilla will become the precursor to a fully-functional holodeck!

Another feature of MUDzilla is the ability to link many simulations together to form so-called SuperMUDzillas! A global INTERNET provides geographic independence to its users, given a local access point. SuperMUDzillas build on this notion, allowing simulation designers to balance the load placed on a simulation's network where bandwidth is widely variable, ranging from 1200 baud modems all the way up to multi-gigabit fiber optics. In such an environment, a simulation can evolve completely independent of any outside force. Eventually, it will simulate anything!

Recent Accomplishments

Recent Accomplishments

November, 2000. Launch of the MUDzilla website.

July, 2000. The development of MUDilla is relocated from Michigan (USA) to Los Angeles, California, where, we believe, there exist many more potential customers for MUDzilla.

January, 2000. Acquisition of a Hewlett-Packard NetServer, a server hardware platform upon which we believe we can open our first MUDzilla simulation.

Upcoming Events

The project will enter beta testing soon. We will make a free copy of our software available on this website at that time. We will also begin taking orders for our Simulation Service Provider Program, where you may contract with us to manage the hardware and software of MUDzilla, leaving you to manage the content of your simulation. This program is ideal for simulation admnistrators who find it difficult to meet the system requirements for MUDzilla.

Intermediate Needs

We have a list of things we know we want to do, but are not crucial to the initial release of MUDzilla. These items include:

Ideas 1. Speech Recognition. As a simulation designer, you will one day have the power to create whole universes unto yourself simply by telling MUDzilla what you want to simulate. Speech recognition software is available today, although we expect another period of development to pass before such systems are ready for seamless integration into a simulation environment.

2. Linux. To widen MUDzilla's appeal, we will be porting our development environment to Kylix, an open-source equivalent to Inprise Delphi for Linux, and due to be released sometime in the Fall of 2000.

3. Macromedia. Macromedia Flash has become a standard for streaming multimedia content over the world wide web. A number of us are becoming familiar with this product in conjunction with the development of MUDzilla. We envision a synthesis between MUDzilla, and Macromedia Generator, allowng us to dispense dynamic multimedia content to simulation participants.

4. SuperMUDzilla. We see a time when we will be forming strategic relationships with other MUDzilla administrators in an effort to link many simulations together into one large, distributed SuperMUDzilla, where the underlying story is sure to be unique!

The Long Haul

What follows are a list of possible futures for MUDzilla, all of which we will be studying closely as MUDzilla evolves:

The Multiverse 1. Neural Networks. Actually, neural nets are part of MUDzilla today, but we think it will take a while to teach a simulation enough about itself to become self-aware to the point of what we would call conciousness. By mimicking the functions of organic neurons, computer scientists have long predicted it would be possible for computers to learn as humans do. Many of us have had exposure to artificial intelligence systems, and we forcast software that will not only simulate anything, but learn anything as well.

2. Virtual Reality. Armed with a tactile body suit, and appropriate eyeware, a simulation participant is ready for anything. The kind of realism available within a virtual reality system boggles the mind. To MUDzilla, however, even virtual reality is just another kind of output; the underlying mechanism of orderly dissemination of simulation content remains constant.

3. Biosysthesis. Recent breakthroughs in this field include the merging of organic cells and computer chips, the first true cyborgs. No longer in the realm of distant science fiction, biosynthesis, when combined with MUDzilla, could very well lead us to a whole new participant interface. Imagine joining your mind to a simulation. No sweaty tactile suits, no finite holodecks, just your thoughts, and those of the other simulation participants. And we think it a small leap from there to actually transferring one's mind into a simulation, rendering the physical body moot. The ethical issues alone will keep us all very busy for a long time!


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