Non-MUD Games Hat

Original JavaScript games that you can play right now:
Mitre Freudian Slip, an abstract word-find game with a psychological element. It takes awhile to load the first time, but it runs much faster from then on.
Mitre Spunky Princess, an entertaining escape and exploration game with a feisty heroine.
Mitre Spymaster, a game of bluff and counter bluff, set in the time of the Cold War. This would make a good 2-player card game.
Mitre Thugs in Tutus, a run-the-gauntlet kind of game. The corps de ballet must cross a London teeming with gangs of used car salesmen, stockbrokers, surgeons and taxidermists (among others).
Mitre Dr Livingstone, I Presume?, a search and exploration game set in the Victorian period, the aim of which is to locate the famous Dr Livingstone in deepest Africa. This is a reskinning of Spunky Princess for the benefit of people who aren't enthused by a quest to unite a princess with her gypsy lover...
Mitre Teenage Daughter's Bedroom, a move-stuff-around game. Attempt to get from one side of your teenage daughter's messy bedroom to the other, avoiding the obstacles she's strewn carelessly on the floor.
Mitre Eggs with Legs, a smash-your-way-through-hordes game. Save the world from the evil caused by evolution gone wrong!
Mitre The Maze Machine, an automatic maze-generator.

Other original games:
Mitre Spellbinder, a game of magical duels.

Non-original games:
Mitre A map of the British Isles for Sid Meier's Civilization II, my favourite computer strategy game until Sid Meier's Civilization III came along. The map covers the entire British Isles and part of France, and is very geographically accurate (although not perhaps for 5,000 years ago, when much of the surface was covered in forest). It is large size, but has a deliberate quirk to make life a little more interesting for people who don't want their enjoyment of the game spoiled by their knowledge of the geography of the archipelago... I have nevertheless been continually astonished by the way that the random start positions somehow manage to lead to countries/communities which closely mirror those that exist today in these islands; major cities seem to appear in their "expected" positions, too.
A copy of this map is also available at the Apolyton Civilization II site.
Mitre A map of Venus for Sid Meier's Civilization III. This is a 160 by 160 map based on radar data of the planet Venus. I put sea level at the mean elevation, which means it has more land than a typical map of this size. To compensate for the large empires that can result (and because I hate the corruption effects in the game) I quadrupled the "ideal" number of cities. Resource allocation is reasonable for Earth, but of course it isn't for Venus (nor could it be even after terraforming; terraforming doesn't add fossil fuels). It's an interesting map that I'm quite fond of myself. Have fun!
A copy of this map is also available at the Official Civilization III Web Site.
Mitre A map of Mars for Sid Meier's Civilization III. This is a 160 by 160 map of the planet Mars, using data collected by laser scans. It works best with 8-16 civs. Sea level has been put at 7,000 meters from the lowest point on the planet's surface, which gives a roughly 50/50 split between land and sea. Because of this extra land, empires can grow bigger than usual, but the planet's geography compacts them somewhat; the optimal number of cities has therefore been doubled. This is the only rule change. Resources have been placed in positions that are sensible for Earth, if not for Mars (which would never have fossil fuel deposits even after terraforming).
The long-time association of the planet Mars with the god of war is in no way undermined by this map...
A copy of this map is also available at the Official Civilization III Web Site.
Mitre A map of Ganymede for Sid Meier's Civilization III. This is a 160 by 160 map based on data from actual scans of Jupiter's largest moon, Ganymede (the data is Nasa's; the source image came from http://www.startrekaustralia.com/textures/planets/ganymede/textures/sta_ganymede2_surface.jpg).
The map imagines a terraformed world with a 50% sea coverage, and some scientific licence in that even after terraforming, Ganymede wouldn't have fossil fuel deposits.
Because of the large amount of land, the game rules have been altered to halve corruption levels; empires should therefore be able to grow larger before they run out of steam.
Warning: there's enough land here to hit the limit on the maximum number of cities, and things can get quite slow in the later stages.
Note that this map was created using the Civ3 Conquests editor, so if you don't have the Conquests expansion you're not going to be able to load it.


Copyright © Richard A. Bartle (richard@mud.co.uk)
8th November :\webdes~1\ games.htm