1HUNT(6)                          Games Manual                          HUNT(6)
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NAME

6       hunt - a multi-player multi-terminal game
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SYNOPSIS

9       /usr/games/hunt [-q] [-m] [hostname] [-l name]
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DESCRIPTION

12       The  object  of  the game hunt is to kill off the other players.  There
13       are no rooms, no treasures,  and  no  monsters.   Instead,  you  wander
14       around  a  maze,  find  grenades,  trip mines, and shoot down walls and
15       players.  The more players you kill before you  die,  the  better  your
16       score  is.   If  the  -m flag is given, you enter the game as a monitor
17       (you can see the action but you cannot play).
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19       Hunt normally looks for an active game on the local network; if none is
20       found,  it  starts one up on the local host.  One may specify the loca‐
21       tion of the game by giving the hostname argument.  The player name  may
22       be  specified on the command line by using the -l option.  This command
23       syntax was chosen for rlogin/rsh compatibility.   If  the  -q  flag  is
24       given,  hunt  queries  the  network  and reports if an active game were
25       found.  This is useful for .login scripts.
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27       Hunt only works on crt (vdt) terminals with at least 24 lines, 80  col‐
28       umns,  and cursor addressing.  The screen is divided in to 3 areas.  On
29       the right hand side is the status area.  It shows you how  much  damage
30       you've  sustained,  how  many charges you have left, who's in the game,
31       who's scanning (the asterisk in front of the name), who's cloaked  (the
32       plus  sign  in  front of the name), and other players' scores.  Most of
33       the rest of the screen is taken up by your map of the maze, except  for
34       the  24th line, which is used for longer messages that don't fit in the
35       status area.
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37       Hunt uses the same keys to move as vi does,  i.e.,  h,j,k,  and  l  for
38       left,  down,  up, right respectively.  To change which direction you're
39       facing in the maze, use the upper case  version  of  the  movement  key
40       (i.e., HJKL).
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42       Other commands are:
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44              f     - Fire (in the direction you're facing) (Takes 1 charge)
45              g     - Throw grenade (in the direction you're facing) (Takes 9 charges)
46              F     - Throw satchel charge (Takes 25 charges)
47              G     - Throw bomb (Takes 49 charges)
48              o     - Throw small slime bomb (Takes 15 charges)
49              O     - Throw big slime bomb (Takes 30 charges)
50              s     - Scan (show where other players are) (Takes 1 charge)
51              c     - Cloak (hide from scanners) (Takes 1 charge)
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53              ^L    - Redraw screen
54              q     - Quit
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56       Knowing what the symbols on the screen often helps:
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58              -|+   - walls
59              /\    - diagonal (deflecting) walls
60              #     - doors (dispersion walls)
61              ;     - small mine
62              g     - large mine
63              :     - shot
64              o     - grenade
65              O     - satchel charge
66              @     - bomb
67              s     - small slime bomb
68              $     - big slime bomb
69              ><^v  - you facing right, left, up, or down
70              }{i!  - other players facing right, left, up, or down
71              ∗     - explosion
72              \|/
73              -∗-   - grenade and large mine explosion
74              /|\
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76       Satchel and bomb explosions are larger than grenades (5x5, 7x7,
77              and 3x3 respectively).
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79       Other helpful hints:
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81       [] You can only fire in the direction you are facing.
82       [] You can only fire three shots in a row, then the gun must cool.
83       [] A shot only affects the square it hits.
84       [] Shots and grenades move 5 times faster than you do.
85       [] To stab someone, you must face that player and move at them.
86       [] Stabbing does 2 points worth of damage and shooting does 5 points.
87       [] Slime does 5 points of damage each time it hits.
88       [] You start with 15 charges and get 5 more for every new player.
89       [] A  grenade  affects  the  nine  squares centered about the square it
90          hits.
91       [] A satchel affects the twenty-five squares centered about the  square
92          it hits.
93       [] A  bomb  affects the forty-nine squares centered about the square it
94          hits.
95       [] Slime affects all squares it oozes over (15 or 30 respectively).
96       [] One small mine and one large mine is placed in the  maze  for  every
97          new  player.   A mine has a 5% probability of tripping when you walk
98          directly at it; 50% when going sideways on to it; 95%  when  backing
99          up  on  to  it.   Tripping  a  mine  costs you 5 points or 10 points
100          respectively.  Defusing a mine  is  worth  1  charge  or  9  charges
101          respectively.
102       [] You cannot see behind you.
103       [] Scanning lasts for (20 times the number of players) turns.  Scanning
104          takes 1 ammo charge, so don't waste all your charges scanning.
105       [] Cloaking lasts for 20 turns.
106       [] Whenever you kill someone, you get 2 more damage capacity points and
107          2 damage points taken away.
108       [] Maximum typeahead is 5 characters.
109       [] A shot destroys normal (i.e., non-diagonal, non-door) walls.
110       [] Diagonal walls deflect shots and change orientation.
111       [] Doors disperse shots in random directions (up, down, left, right).
112       [] Diagonal walls and doors cannot be destroyed by direct shots but may
113          be destroyed by an adjacent grenade explosion.
114       [] Slime goes around walls, not through them.
115       [] Walls regenerate, reappearing in the order they were destroyed.  One
116          percent  of  the  regenerated walls will be diagonal walls or doors.
117          When a wall is generated directly beneath a player, he is thrown  in
118          a  random  direction for a random period of time.  When he lands, he
119          sustains damage (up to 20 percent of the amount  of  damage  he  had
120          before  impact); that is, the less damage he had, the more nimble he
121          is and therefore less likely to hurt himself on landing.
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125       [] The environment variable HUNT is checked to get the player name.  If
126          you  don't  have  this variable set, hunt will ask you what name you
127          want to play under.  If it is set, you may  also  set  up  a  single
128          character keyboard map, but then you have to enumerate the options:
129                    e.g. setenv HUNT ``name=Sneaky,mapkey=zoFfGg1f2g3F4G''
130          sets the player name to Sneaky, and the maps z to o, F to f, G to g,
131          1 to f, 2 to g, 3 to F, and 4 to G.  The mapkey option must be last.
132       [] It's a boring game if you're the only one playing.
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134       Your score is the ratio of number of  kills  to  number  of  times  you
135       entered  the game and is only kept for the duration of a single session
136       of hunt.
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138       Hunt normally drives up the load average to be about (number_of_players
139       + 0.5) greater than it would be without a hunt game executing.  A limit
140       of three players per host and nine players total is enforced by hunt.
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FILES

143       /usr/games/lib/hunt.driver   game coordinator
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AUTHORS

146       Conrad Huang, Ken Arnold, and Greg Couch; University of California, San
147       Francisco, Computer Graphics Lab
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ACKNOWLEDGEMENTS

150       We  thank  Don Kneller, John Thomason, Eric Pettersen, and Scott Weiner
151       for providing endless hours of play-testing to improve the character of
152       the  game.  We hope their significant others will forgive them; we cer‐
153       tainly don't.
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BUGS

156       To keep up the pace, not everything is as realistic as possible.
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158       There were some bugs in early releases of 4.2 BSD that hunt helped dis‐
159       cover; hunt will crash your system if those bugs haven't been fixed.
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1634.3 Berkeley Distribution       January 9, 1986                        HUNT(6)
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