Students on the European academic networks quickly improved on the MUD concept, spawning several new MUDs (VAXMUD, AberMUD, LPMUD). Many of these had associated bulletin-board systems for social interaction. Because these had an image as `research' they often survived administrative hostility to BBSs in general. This, together with the fact that Usenet feeds were often spotty and difficult to get in the U.K., made the MUDs major foci of hackish social interaction there.

AberMUD and other variants crossed the Atlantic around 1988 and quickly gained popularity in the U.S.; they became nuclei for large hacker communities with only loose ties to traditional hackerdom (some observers see parallels with the growth of Usenet in the early 1980s). The second wave of MUDs (TinyMUD and variants) tended to emphasize social interaction, puzzles, and cooperative world-building as opposed to combat and competition. By 1991, over 50% of MUD sites were of a third major variety, LPMUD, which synthesizes the combat/puzzle aspects of AberMUD and older systems with the extensibility of TinyMud. In 1996 the cutting edge of the technology is Pavel Curtis's MOO, even more extensible using a built-in object-oriented language. The trend toward greater programmability and flexibility will doubtless continue.

The state of the art in MUD design is still moving very rapidly, with new simulation designs appearing (seemingly) every month. Around 1991 there was an unsuccessful movement to deprecate the term {MUD} itself, as newer designs exhibit an exploding variety of names corresponding to the different simulation styles being explored. It survived. See also {bonk/oif}, {FOD}, {link-dead}, {mudhead}, {talk mode}.

:muddie: /n./ Syn. {mudhead}. More common in Great Britain, possibly because system administrators there like to mutter "bloody muddies" when annoyed at the species.

:mudhead: /n./ Commonly used to refer to a {MUD} player who eats, sleeps, and breathes MUD. Mudheads have been known to fail their degrees, drop out, etc., with the consolation, however, that they made wizard level. When encountered in person, on a MUD, or in a chat system, all a mudhead will talk about is three topics: the tactic, character, or wizard that is supposedly always unfairly stopping him/her from becoming a wizard or beating a favorite MUD; why the specific game he/she has experience with is so much better than any other; and the MUD he or she is writing or going to write because his/her design ideas are so much better than in any existing MUD. See also {wannabee}.

To the anthropologically literate, this term may recall the Zuni/Hopi legend of the mudheads or `koyemshi', mythical half-formed children of an unnatural union. Figures representing them act as clowns in Zuni sacred ceremonies. Others may recall the `High School Madness' sequence from the Firesign Theater album "Don't Crush That Dwarf, Hand Me the Pliers", in which there is a character named "Mudhead".

:multician: /muhl-ti'shn/ /n./ [coined at Honeywell, ca. 1970] Competent user of {{Multics}}. Perhaps oddly, no one has ever promoted the analogous `Unician'.

:Multics:: /muhl'tiks/ /n./ [from "MULTiplexed Information and Computing Service">[ An early (late 1960s) timesharing operating system co-designed by a consortium including MIT, GE, and Bell Laboratories. Multics was very innovative for its time —- among other things, it introduced the idea of treating all devices uniformly as special files. All the members but GE eventually pulled out after determining that {second-system effect} had bloated Multics to the point of practical unusability (the `lean' predecessor in question was {CTSS}). Honeywell commercialized Multics after buying out GE's computer group, but it was never very successful (among other things, on some versions one was commonly required to enter a password to log out). One of the developers left in the lurch by the project's breakup was Ken Thompson, a circumstance which led directly to the birth of {{Unix}}. For this and other reasons, aspects of the Multics design remain a topic of occasional debate among hackers. See also {brain-damaged} and {GCOS}.

:multitask: /n./ Often used of humans in the same meaning it
has for computers, to describe a person doing several things at
once (but see {thrash}). The term `multiplex', from
communications technology (meaning to handle more than one channel
at the same time), is used similarly.

:mumblage: /muhm'bl*j/ /n./ The topic of one's mumbling (see
{mumble}). "All that mumblage" is used like "all that
stuff" when it is not quite clear how the subject of discussion
works, or like "all that crap" when `mumble' is being used as
an implicit replacement for pejoratives.