HUNT(6) BSD 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.
hunt normally looks for an active game on the local network; if none is
found, it starts one up on the local host. You may specify the location
of the game by providing a hostname argument.
hunt only works on screens with at least 24 lines, 80 columns, and cursor
addressing. The screen is divided into 3 areas. On the right hand side
is the status area. It shows you how much damage you've sustained, how
many charges you have left, who's in the game, who's scanning (shown by
an asterisk in front of the name), who's cloaked (shown by a plus sign in
front of the name), and other players' scores. 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.
The screen symbols used in hunt are as follows:
-|+ - 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).
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.
COMMANDS
h j k l Move left/down/up/right. (Note that hunt uses the same keys as
vi(1) for movement.) To change the direction you're facing, use
the upper case version of the key.
y u b n Move in a diagonal direction.
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.
CTRL/L Redraw screen
q Quit
OPTIONS
-l name Specify player name. This command syntax was chosen for
rlogin/rsh compatibility.
-m Enter game as monitor: you can see the action but may not
participate.
-q Query the network and report if an active game is found. This
is useful for .login scripts.
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*(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 type-ahead 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; for example,
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.
FILES
/usr/games/lib/hunt.drivergame coordinator