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HUNT(6)                          Games Manual                          HUNT(6)



NAME
       hunt - a multiplayer multiterminal game

SYNOPSIS
       /usr/games/hunt[-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.

       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.  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.  One may specify  the  loca-
       tion of the game by giving the hostnameargument.

       hunt  only works on crt (vdt) terminals with at least 24 lines, 80 col-
       umns, 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 damage
       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 do not fit in the
       status area.

       hunt  uses the same keys to move as vi does, for instance, 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 (for instance, 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 (where other players are) (Takes 1 charge)
              c      Cloak (where you are) (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

                \|/
              -*E-   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  3  points  worth  of  damage and shooting does 5
              points.
              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.
              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 do not  waste  all  your
                     charges scanning.
              You  get 2 more damage capacity points and 2 damage points taken
              away
                     whenever you kill someone.
              Maximum typeahead is 5 characters.
              A shot destroys normal (for  instance,  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.
              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 dam-
                     age  (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.

ENVIRONMENT
       The environment variable HUNT is checked to get the  player  name.   If
       you do not have this variable set, hunt will ask you what name you want
       to play under.  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 is a boring game if you are the only one playing.

OPTIONS
       -m     You enter the game as a monitor (you can see the action but  you
              cannot play).

       -l name
              Enter the game as player name.

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

LIMITATIONS
       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.

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



                               16 February 1988                        HUNT(6)