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There are a handful of such MOO "core" databases which serve as foundations of code and utilities from which to start your MOO, including Lambda Core (from Lambda MOO), Minimal DB (considered the minimum necessary code and utilities to work usefully in a MOO), JHCore (from Jay's House Moo), and en Core (from Lingua MOO).
Every object in the MOO is assigned a number, and may be referred to by this number, prefixed with a #, as well as its name when the user is in the object's presence.
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Most commonly, MOOs are connected to by users using a client which speaks the telnet protocol, which provides a stay-alive connection with the host, to relay output and send commands.
Some however have developed web interfaces, or other such methods; however this commonly limits interaction that the user can have, usually to the point they have no interaction, but instead can browse objects and discover typical information.
MOOs are network accessible, multi-user, programmable, interactive systems well-suited to the construction of text-based adventure games, conferencing systems, and other collaborative software.
Pavel Curtis, an employee of Xerox PARC and also known by his handles "Lambda", and "Haakon", took the basic design, language, and code, fixed bugs and added features to release the first version, called "Lambda MOO" on October 30, 1990.
One is to refer to those programs descended from the original MOOcow server, and the other is to refer to any MUD that uses object-oriented techniques to organize its database of objects, particularly if it does so in a similar fashion to the original MOO or its derivatives.
Most of this article refers to the original MOO and its direct descendants, but see Non-Descendant MOOs for a list of MOO-like systems.
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