1HUNT(6) BSD Games Manual HUNT(6)
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4 hunt — a multi-player multi-terminal game
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7 hunt [-bcfmqSs] [-n name] [-t team] [-p port] [-w message] [host]
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10 The object of the game hunt is to kill off the other players. There are
11 no rooms, no treasures, and no monsters. Instead, you wander around a
12 maze, find grenades, trip mines, and shoot down walls and players. The
13 more players you kill before you die, the better your score is. If the
14 -m flag is given, you enter the game as a monitor (you can see the action
15 but you cannot play).
16
17 hunt normally looks for an active game on the local network; if none is
18 found, it starts one up on the local host. The location of the game may
19 be specified by giving the host argument. This presupposes that a hunt
20 game is already running on that host, see huntd(6) for details on how to
21 set up a game on a specific host. If more than one game if found, you
22 may pick which game to play in.
23
24 If the -q flag is given, hunt queries the local network (or specific
25 host) and reports on all active games found. This is useful for shell
26 startup scripts, e.g., csh(1)'s .login.
27
28 The player name may be specified on the command line by using the -n
29 option.
30
31 The -c, -s, and -f options are for entering the game cloaked, scanning,
32 or flying respectively.
33
34 The -b option turns off beeping when you reach the typeahead limit.
35
36 The -t option aids team playing by making everyone else on one's team
37 appear as the team name. A team name is a single digit to avoid con‐
38 flicting with other characters used in the game.
39
40 The -p port option allows the rendezvous port number to be set. This is
41 a useful way for people playing on dialup lines to avoid playing with
42 people on 9600 baud terminals.
43
44 The -w message option is the only way to send a message to everyone
45 else's screen when you start up. It is most often used to say “eat slime
46 death - NickD's coming in”.
47
48 When you die and are asked if you wish to re-enter the game, there are
49 other answers than just yes or no. You can also reply with a w for write
50 a message before continuing or o to change how you enter the game
51 (cloaked, scanning, or flying).
52
53 To be notified automatically when a hunt starts up, add your login to the
54 hunt-players mailing list (see huntd(6)).
55
57 hunt only works on CRT (vdt) terminals with at least 24 lines, 80 col‐
58 umns, and cursor addressing. The screen is divided in to 3 areas. On
59 the right hand side is the status area. It shows damage sustained,
60 charges remaining, who's in the game, who's scanning (the “*” in front of
61 the name), who's cloaked (the “+” in front of the name), and other play‐
62 ers' scores. The rest of the screen is taken up by your map of the maze.
63 The 24th line is used for longer messages that don't fit in the status
64 area.
65
66 hunt uses the same keys to move as vi(1) does, i.e., h, j, k, and l for
67 left, down, up, right respectively. To change which direction you're
68 facing in the maze, use the upper case version of the movement key (i.e.,
69 HJKL). You can only fire or throw things in the direction you're facing.
70 Other commands are:
71
72 f or 1 Fire a bullet (Takes 1 charge)
73
74 g or 2 Throw grenade (Takes 9 charges)
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76 F or 3 Throw satchel charge (Takes 25 charges)
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78 G or 4 Throw bomb (Takes 49 charges)
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80 5 Throw big bomb (Takes 81 charges)
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82 6 Throw even bigger bomb (Takes 121 charges)
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84 7 Throw even more big bomb (Takes 169 charges)
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86 8 Throw even more bigger bomb (Takes 225 charges)
87
88 9 Throw very big bomb (Takes 289 charges)
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90 0 Throw very, very big bomb (Takes 361 charges)
91
92 @ Throw biggest bomb (Takes 441 charges)
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94 o Throw small slime (Takes 5 charges)
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96 O Throw big slime (Takes 10 charges)
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98 p Throw bigger slime (Takes 15 charges)
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100 P Throw biggest slime (Takes 20 charges)
101
102 s Scan (show where other players are) (Takes 1 charge)
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104 c Cloak (hide from scanners) (Takes 1 charge)
105
106 ^L Redraw screen
107
108 q Quit
109
110 The symbols on the screen are:
111 -|+ walls
112 /\ diagonal (deflecting) walls
113 # doors (dispersion walls)
114 ; small mine
115 g large mine
116 : bullet
117 o grenade
118 O satchel charge
119 @ bomb
120 s small slime
121 $ big slime
122 ><^v you facing right, left, up, or down
123 }{i! other players facing right, left, up, or down
124 * explosion
125 \|/
126 -*- grenade and large mine explosion
127 /|\
128
129 Other helpful hints:
130
131 · You can only fire in the direction you are facing.
132
133 · You can only fire three shots in a row, then the gun must cool off.
134
135 · Shots move 5 times faster than you do.
136
137 · To stab someone, you face that player and move at them.
138
139 · Stabbing does 2 points worth of damage and shooting does 5 points.
140
141 · Slime does 5 points of damage each time it hits.
142
143 · You start with 15 charges and get 5 more every time a player enters
144 or re-enters.
145
146 · Grenade explosions cover a 3 by 3 area, each larger bomb cover a cor‐
147 respondingly larger area (ranging from 5 by 5 to 21 by 21). All
148 explosions are centered around the square the shot hits and do the
149 most damage in the center.
150
151 · Slime affects all squares it oozes over. The number of squares is
152 equal to the number of charges used.
153
154 · One small mine and one large mine is placed in the maze for every new
155 player. A mine has a 2% probability of tripping when you walk for‐
156 ward on to it; 50% when going sideways; 95% when backing up. Trip‐
157 ping a mine costs you 5 points or 10 points respectively. Defusing a
158 mine is worth 1 charge or 9 charges respectively.
159
160 · You cannot see behind you.
161
162 · Cloaking consumes 1 ammo charge per 20 of your moves.
163
164 · Scanning consumes 1 ammo charge per (20 × the number of players) of
165 other player moves.
166
167 · Turning on cloaking turns off scanning — turning on scanning turns
168 off cloaking.
169
170 · When you kill someone, you get 2 more damage capacity points and 2
171 damage points get taken away.
172
173 · Maximum typeahead is 5 characters.
174
175 · A shot destroys normal (i.e., non-diagonal, non-door) walls.
176
177 · Diagonal walls deflect shots and change orientation.
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179 · Doors disperse shots in random directions (up, down, left, right).
180
181 · Diagonal walls and doors cannot be destroyed by direct shots but may
182 be destroyed by an adjacent grenade explosion.
183
184 · Slime goes around walls, not through them.
185
186 · Walls regenerate, reappearing in the order they were destroyed. One
187 percent of the regenerated walls will be diagonal walls or doors.
188 When a wall is generated directly beneath a player, he is thrown in a
189 random direction for a random period of time. When he lands, he sus‐
190 tains damage (up to 20 percent of the amount of damage already sus‐
191 tained); i.e., the less damage he had, the more nimble he is and
192 therefore less likely to hurt himself on landing.
193
194 · Every 30 deaths or so, a “?” will appear. It is a wandering bomb
195 which will explode when it hits someone, or when it is slimed.
196
197 · If no one moves, everything stands still.
198
199 · The environment variable HUNT is checked to get the player name. If
200 you don't have this variable set, hunt will ask you what name you
201 want to play under. If you wish to set other options than just your
202 name, you can enumerate the options as follows:
203 setenv HUNT name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G
204 sets the player name to Sneaky, sets the team to one, sets the enter
205 game attribute to cloaked, and the maps z to o, F to f, G to g, 1 to
206 f, 2 to g, 3 to F, and 4 to G. The mapkey option must be last.
207 Other options are: scan, fly, nobeep, port=string, host=string, and
208 message=string, which correspond to the command line options. String
209 options cannot contain commas since commas are used to separate
210 options.
211
212 · It's a boring game if you're the only one playing.
213
214 Your score is the decayed average of the ratio of number of kills to num‐
215 ber of times you entered the game and is only kept for the duration of a
216 single session of hunt.
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218 hunt normally drives up the load average to be approximately (num‐
219 ber_of_players + 0.5) greater than it would be without a hunt game exe‐
220 cuting.
221
223 The -S option fetches the current game statistics. The meaning of the
224 column headings are as follows:
225
226 score the player's last score
227
228 ducked how many shots a player ducked
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230 absorb how many shots a player absorbed
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232 faced how many shots were fired at player's face
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234 shot how many shots were fired at player
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236 robbed how many of player's shots were absorbed
237
238 missed how many of player's shots were ducked
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240 slimeK how many slime kills player had
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242 enemy how many enemies were killed how many friends were killed (self
243 and same team)
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245 deaths how many times player died
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247 still how many times player died without typing in any commands
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249 saved how many times a shot/bomb would have killed player if he hadn't
250 ducked or absorbed it.
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253 huntd(6)
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256 Conrad Huang, Ken Arnold, and Greg Couch;
257 University of California, San Francisco, Computer Graphics Lab
258
260 We thank Don Kneller, John Thomason, Eric Pettersen, Mark Day, and Scott
261 Weiner for providing endless hours of play-testing to improve the charac‐
262 ter of the game. We hope their significant others will forgive them; we
263 certainly don't.
264
266 To keep up the pace, not everything is as realistic as possible.
267
268 April 4, 2001