HUNT(6)                                                                HUNT(6)


NAME
       hunt - a multi-player multi-terminal game

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

DESCRIPTION
       The  object  of  the game hunt is to kill off the other players.  There
       are no rooms, no treasures,  and  no  monsters.   Instead,  you  wander
       around  a  maze,  find  grenades,  trip mines, and shoot down walls and
       players.  The more players you kill before you  die,  the  better  your
       score  is.   If  the  -m flag is given, you enter the game as a monitor
       (you can see the action but you cannot play).

       Hunt normally looks for an active game on the local network; if none is
       found,  it  starts one up on the local host.  One may specify the loca‐
       tion of the game by giving the hostname argument.  The player name  may
       be  specified on the command line by using the -l option.  This command
       syntax was chosen for rlogin/rsh compatibility.   If  the  -q  flag  is
       given,  hunt  queries  the  network  and reports if an active game were
       found.  This is useful for .login scripts.

       Hunt only works on crt (vdt) terminals  with  at  least  24  lines,  80
       columns,  and  cursor addressing.  The screen is divided in to 3 areas.
       On the right hand side is the status area.  It shows you how much  dam‐
       age  you’ve  sustained,  how  many  charges you have left, who’s in the
       game, who’s scanning (the asterisk in front of the name), who’s cloaked
       (the  plus sign in front of the name), and other players’ scores.  Most
       of the rest of the screen is taken up by your map of the  maze,  except
       for  the 24th line, which is used for longer messages that don’t fit in
       the status area.

       Hunt uses the same keys to move as vi does,  i.e.,  h,j,k,  and  l  for
       left,  down,  up, right respectively.  To change which direction you’re
       facing in the maze, use the upper case  version  of  the  movement  key
       (i.e., HJKL).

       Other commands are:

              f     - Fire (in the direction you’re facing) (Takes 1 charge)
              g     - Throw grenade (in the direction you’re facing) (Takes 9 charges)
              F     - Throw satchel charge (Takes 25 charges)
              G     - Throw bomb (Takes 49 charges)
              o     - Throw small slime bomb (Takes 15 charges)
              O     - Throw big slime bomb (Takes 30 charges)
              s     - Scan (show where other players are) (Takes 1 charge)
              c     - Cloak (hide from scanners) (Takes 1 charge)

              ^L    - Redraw screen
              q     - Quit

       Knowing what the symbols on the screen often helps:

              -|+   - walls
              /\    - diagonal (deflecting) walls
              #     - doors (dispersion walls)
              ;     - small mine
              g     - large mine
              :     - shot
              o     - grenade
              O     - satchel charge
              @     - bomb
              s     - small slime bomb
              $     - big slime bomb
              ><^v  - you facing right, left, up, or down
              }{i!  - other players facing right, left, up, or down
              ∗     - explosion
              \|/
              --   - grenade and large mine explosion
              /|\

       Satchel and bomb explosions are larger than grenades (5x5, 7x7,
              and 3x3 respectively).

       Other helpful hints:

       [] You can only fire in the direction you are facing.
       [] You can only fire three shots in a row, then the gun must cool.
       [] A shot only affects the square it hits.
       [] Shots and grenades move 5 times faster than you do.
       [] To stab someone, you must face that player and move at them.
       [] Stabbing does 2 points worth of damage and shooting does 5 points.
       [] Slime does 5 points of damage each time it hits.
       [] You start with 15 charges and get 5 more for every new player.
       [] A  grenade  affects  the  nine  squares centered about the square it
          hits.
       [] A satchel affects the twenty-five squares centered about the  square
          it hits.
       [] A  bomb  affects the forty-nine squares centered about the square it
          hits.
       [] Slime affects all squares it oozes over (15 or 30 respectively).
       [] One small mine and one large mine is placed in the  maze  for  every
          new  player.   A mine has a 5% probability of tripping when you walk
          directly at it; 50% when going sideways on to it; 95%  when  backing
          up  on  to  it.   Tripping  a  mine  costs you 5 points or 10 points
          respectively.  Defusing a mine  is  worth  1  charge  or  9  charges
          respectively.
       [] You cannot see behind you.
       [] Scanning lasts for (20 times the number of players) turns.  Scanning
          takes 1 ammo charge, so don’t waste all your charges scanning.
       [] Cloaking lasts for 20 turns.
       [] Whenever you kill someone, you get 2 more damage capacity points and
          2 damage points taken away.
       [] Maximum typeahead is 5 characters.
       [] A shot destroys normal (i.e., non-diagonal, non-door) walls.
       [] Diagonal walls deflect shots and change orientation.
       [] Doors disperse shots in random directions (up, down, left, right).
       [] Diagonal walls and doors cannot be destroyed by direct shots but may
          be destroyed by an adjacent grenade explosion.
       [] Slime goes around walls, not through them.
       [] Walls regenerate, reappearing in the order they were destroyed.  One
          percent  of  the  regenerated walls will be diagonal walls or doors.
          When a wall is generated directly beneath a player, he is thrown  in
          a  random  direction for a random period of time.  When he lands, he
          sustains damage (up to 20 percent of the amount  of  damage  he  had
          before  impact); that is, the less damage he had, the more nimble he
          is and therefore less likely to hurt himself on landing.


       [] The environment variable HUNT is checked to get the player name.  If
          you  don’t  have  this variable set, hunt will ask you what name you
          want to play under.  If it is set, you may  also  set  up  a  single
          character keyboard map, but then you have to enumerate the options:
                    e.g. setenv HUNT ‘‘name=Sneaky,mapkey=zoFfGg1f2g3F4G’’
          sets the player name to Sneaky, and the maps z to o, F to f, G to g,
          1 to f, 2 to g, 3 to F, and 4 to G.  The mapkey option must be last.
       [] It’s a boring game if you’re the only one playing.

       Your  score  is  the  ratio  of  number of kills to number of times you
       entered the game and is only kept for the duration of a single  session
       of hunt.

       Hunt normally drives up the load average to be about (number_of_players
       + 0.5) greater than it would be without a hunt game executing.  A limit
       of three players per host and nine players total is enforced by hunt.

FILES
       /usr/games/lib/hunt.driver   game coordinator

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

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

BUGS
       To keep up the pace, not everything is as realistic as possible.

       There were some bugs in early releases of 4.2 BSD that hunt helped dis‐
       cover; hunt will crash your system if those bugs haven’t been fixed.


4.3 Berkeley Distribution       January 9, 1986                        HUNT(6)
 
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