1HUNT(6) Games Manual HUNT(6)
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6 hunt - a multi-player multi-terminal game
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9 /usr/games/hunt [-q] [-m] [hostname] [-l name]
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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
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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
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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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143 /usr/games/lib/hunt.driver game coordinator
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146 Conrad Huang, Ken Arnold, and Greg Couch; University of California, San
147 Francisco, Computer Graphics Lab
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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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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)