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

 
 
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"Two of the most common approaches [to academic study of] adventure games seem to be apologetics and trivialization. Both generally fail to grasp the intrinsic qualities of the genre, because they both privilege the aesthetic ideals of another genre, that of narrative literature, typically the novel. For the apologists, adventure games may one day -- when their Cervantes or Dickens comes along -- reach their true potential, produce works of literary value that rival the current narrative masterpieces, and claim their place in the canon. For the trivialists, this will never happen; adventure games are games, they cannot possibly be taken seriously as literature nor attain the level of sophistication of a good novel. Although the trivialists are right -- adventure games will never become good novels -- they are also making an irrelevant point, because adventure games are not novels at all. The adventure game is an artistic genre of its own, a unique aesthetic field of possibilities, which must be judged on its own terms. And while the apologists certainly are wrong, in that the games will never be considered good novels, they are right in insisting that the genre may improve and eventually turn out something rich and wonderful. This may or may not happen, so the only way to understand the genre is to study the various works that already exist and how they are played."
-- Espen J. Aarseth,
Cybertext (info)

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