[MUD-Dev] Re: State of the art?

Matthew Mihaly sarapis at achaea.com
Sat Feb 20 16:37:27 New Zealand Daylight Time 1999

At 04:18 PM 2/20/99 -0800, JC wrote:

>Some of you may recall my descriptions of Fortress Fract and its
>moving and tilting floors, its elevator towers, and the general
>problems of mapping and navigating a maze which changes about you due
>to remote influences.  One of the very quiet jokes in there was that
>getting down to the bottom floor from the thone (as long as nobody
>else did anything in the mean time) consisted of doing a left handed
>spiral according to the digits of 'e', and ascending from the pit in
>the bottom floor was a right handed spiral according to the digits of
>pi.  Princess Julia wandered a rather odd but predictable track
>whenever she was free based on Avagadro's constant and oscillating
>rotations.  The base route thru the Blue Grass Path to Fortress Fract
>from its most public landing spot at one end of Mobius Row right by
>the Scintillating Calender was always the binary representation of the
>current year, where '1' meant "forward" and '0' meant "back".  The
>reverse path was always the binary representation of MMDD (MM ==
>month, DD = day).

That's great! I love stuff doing things like that, and even though I'd
never figure those out (more of a philosopher than a mathematician),
knowing that they were there in a game I played would make it seem just
that much better.


MUD-Dev maillist  -  MUD-Dev at kanga.nu

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