NAME¶
hunt
—
a multi-player multi-terminal game
SYNOPSIS¶
hunt |
[ -bcfmqSs ]
[-n
name ]
[-t
team ]
[-p
port ]
[-w
message ]
[host ] |
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. The
location of the game may be specified by giving the
host argument. This presupposes that a hunt
game is already running on that host, see
huntd(6) for details on how to set up a game on a
specific host. If more than one game if found, you may pick which game to play
in.
If the
-q
flag is given,
hunt
queries the local network (or specific
host) and reports on all active games found. This is useful for shell startup
scripts, e.g.,
csh(1)'s
.login.
The player name may be specified on the command line by using the
-n
option.
The
-c
,
-s
, and
-f
options are for entering the game
cloaked, scanning, or flying respectively.
The
-b
option turns off beeping when you
reach the typeahead limit.
The
-t
option aids team playing by making
everyone else on one's team appear as the team name. A team name is a single
digit to avoid conflicting with other characters used in the game.
The
-p
port
option allows the rendezvous port number to be set. This is a useful way for
people playing on dialup lines to avoid playing with people on 9600 baud
terminals.
The
-w
message option is the only way to send a
message to everyone else's screen when you start up. It is most often used to
say “eat slime death - NickD's coming in”.
When you die and are asked if you wish to re-enter the game, there are other
answers than just yes or no. You can also reply with a
w
for write a message before continuing or
o
to change how you enter the game
(cloaked, scanning, or flying).
To be notified automatically when a
hunt
starts up, add your login to the
hunt-players
mailing list (see
huntd(6)).
PLAYING HINTS¶
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 damage
sustained, charges remaining, who's in the game, who's scanning (the
“*” in front of the name), who's cloaked (the “+”
in front of the name), and other players' scores. The rest of the screen is
taken up by your map of the maze. The 24th line is used for longer messages
that don't fit in the status area.
hunt
uses the same keys to move as
vi(1) 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
). You can only fire or throw things in
the direction you're facing. Other commands are:
f
or 1
- Fire a bullet (Takes 1 charge)
g
or 2
- Throw grenade (Takes 9 charges)
F
or 3
- Throw satchel charge (Takes 25 charges)
G
or 4
- Throw bomb (Takes 49 charges)
5
- Throw big bomb (Takes 81 charges)
6
- Throw even bigger bomb (Takes 121 charges)
7
- Throw even more big bomb (Takes 169 charges)
8
- Throw even more bigger bomb (Takes 225 charges)
9
- Throw very big bomb (Takes 289 charges)
0
- Throw very, very big bomb (Takes 361 charges)
@
- Throw biggest bomb (Takes 441 charges)
o
- Throw small slime (Takes 5 charges)
O
- Throw big slime (Takes 10 charges)
p
- Throw bigger slime (Takes 15 charges)
P
- Throw biggest slime (Takes 20 charges)
s
- Scan (show where other players are) (Takes 1 charge)
c
- Cloak (hide from scanners) (Takes 1 charge)
^L
- Redraw screen
q
- Quit
The symbols on the screen are:
- -|+
- walls
- /\
- diagonal (deflecting) walls
- #
- doors (dispersion walls)
- ;
- small mine
- g
- large mine
- :
- bullet
- o
- grenade
- O
- satchel charge
- @
- bomb
- s
- small slime
- $
- big slime
- ><^v
- you facing right, left, up, or down
- }{i!
- other players facing right, left, up, or down
- *
- explosion
- \|/
-
- -*-
- grenade and large mine explosion
- /|\
-
Other helpful hints:
Your score is the decayed average of 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 approximately (number_of_players + 0.5) greater than it would be without a
hunt
game executing.
STATISTICS¶
The
-S
option fetches the current game
statistics. The meaning of the column headings are as follows:
- score
- the player's last score
- ducked
- how many shots a player ducked
- absorb
- how many shots a player absorbed
- faced
- how many shots were fired at player's face
- shot
- how many shots were fired at player
- robbed
- how many of player's shots were absorbed
- missed
- how many of player's shots were ducked
- slimeK
- how many slime kills player had
- enemy
- how many enemies were killed
- friend
- how many friends were killed (self and same team)
- deaths
- how many times player died
- still
- how many times player died without typing in any commands
- saved
- how many times a shot/bomb would have killed player if he hadn't ducked or
absorbed it.
SEE ALSO¶
huntd(6)
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, Mark Day, 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 certainly don't.
BUGS¶
To keep up the pace, not everything is as realistic as possible.