SmartMonsters

bounce

Purpose: some MUDs have a command called "bounce" which lets players instantly gain levels. This isn't one of those MUDs.
Synonyms: none

SYNTAX EXAMPLES
1. bounce 1. bounce
2. bounce <thing> 2. bounce statue
3. bounce <thing> <qualifier> 3. bounce statue red
4. bounce <qualifier> <thing> 4. bounce red statue
5. bounce <n>.<thing> 5. bounce 2.statue

USE:

  1. Use form one if you haven't read the "purpose" section above and want to experience a facetious answer from the Game channel.
  2. Use form two when there's no ambiguity re the thing or person you want to bounce. The thing must be in the current room.
  3. Use forms three or four when there are many instances of <thing> present, and you want to bounce one of them in particular.
  4. Use forms three or four when there are many instances of <thing> present, and you want to bounce one of them in particular.
  5. Use form five when there are many instances of <thing> present, and you want to bounce one of them in particular.

Note that, as is typically true of most TriadCity commands, Bounce searches for <thing> in a specific order, starting with the room you're in, then your worn or wielded equipment, then your inventory. So, if there's a statue in the room, and a statue in your inventory, the command "bounce statue" will cause you to try to bounce the one in the room, not your inventory. You'd need to use "bounce 2.statue" for the latter.

 
 

Complete command reference:

Player Command Reference home
Complete Player Command Reference
Players' Guide TOC

 
 
© 2012 SmartMonsters, Inc. All Rights are Reserved.


"In 1455, Gutenberg invented the printing press -- but not the book as we know it. Books printed before 1501 are called incunabula; the word is derived from the Latin for swaddling clothes and is used to indicate that these books are the work of a technology still in its infancy. It took fifty years of experimentation and more to establish such conventions as legible typefaces and proof sheet corrections; page numbering and paragraphing; and title pages, prefaces, and chapter divisions, which together made the published book a coherent means of communication. The garish videogames and tangled Web sites of the current digital environment are part of a similar period of technical evolution, part of a similar struggle for the conventions of coherent communication.

Now, in the incunabular days of the narrative computer, we can see how twentieth-century novels, films and plays have been steadily pushing against the boundaries of linear storytelling."
-- Janet H. Murray,
Hamlet on the Holodeck: The Future of Narrative in Cyberspace (info)

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