hunt — a multi-player multi-terminal game

Synopsis

[-bcfmq

[-n name ]

] [-t team ] [-p port ] [-w message ] [host ]

Description

The object of the game 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).

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, 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)Ns'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 starts up, add your login to the hunt-players mailing list (see huntd(6)).

Playing hints

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.

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 .

normally drives up the load average to be approximately (number_of_players + 0.5) greater than it would be without a 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.

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.