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1.1 root 1: .\" hunt
2: .\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
3: .\" San Francisco, California
4: .\"
5: .\" Copyright (c) 1985 Regents of the University of California.
6: .\" All rights reserved. The Berkeley software License Agreement
7: .\" specifies the terms and conditions for redistribution.
8: .\"
9: .TH HUNT 6 "21 August 1986"
10: .UC 4
11: .SH NAME
12: hunt \- a multi-player multi-terminal game
13: .SH SYNOPSIS
14: \fB/usr/games/hunt\fP [ \fB\-qmcsfbS\fP ] [ \fB\-n\fP name ] [ \fB\-t\fP team ] [ \fB\-p\fP port ] [ \fB\-w\fP message ] [ host ]
15: .SH DESCRIPTION
16: The object of the game
17: .I hunt
18: is to kill off the other players.
19: There are no rooms, no treasures, and no monsters.
20: Instead, you wander around a maze, find grenades, trip mines, and shoot down
21: walls and players.
22: The more players you kill before you die, the better your score is.
23: If the
24: .B \-m
25: flag is given,
26: you enter the game as a monitor
27: (you can see the action but you cannot play).
28: .PP
29: .I Hunt
30: normally looks for an active game on the local network;
31: if none is found, it starts one up on the local host.
32: The location of the game may be specified by giving the
33: .I host
34: argument.
35: This presupposes that a hunt game is already running on that host, see
36: .IR huntd (6)
37: for details on how to setup a game on a specific host.
38: If more than one game if found,
39: you may pick which game to play in.
40: .PP
41: If the
42: .B \-q
43: flag is given,
44: .I hunt
45: queries the local network (or specific host)
46: and reports on all active games found.
47: This is useful for shell startup scripts, \fIe.g.\fP csh's .login.
48: .PP
49: The player name may be specified on the command line by using the
50: .B \-n
51: option.
52: .PP
53: The
54: .BR \-c ,
55: .BR \-s ,
56: and
57: .B \-f
58: options are for entering the game cloaked, scanning, or flying respectively.
59: .PP
60: The
61: .B \-b
62: option turns off beeping when you reach the typeahead limit.
63: .PP
64: The
65: .B \-t
66: option aids team playing by making everyone else on one's team
67: appear as the team name.
68: A team name is a single digit to avoid conflicting with other characters
69: used in the game.
70: .PP
71: The
72: .B \-p
73: .I port
74: option allows the rendezvous port number to be set.
75: This is a useful way for people playing on dialup lines to avoid playing
76: with people on 9600 baud terminals.
77: .PP
78: The
79: .B \-w
80: .I message
81: option is the only way to send a message to everyone else's screen when
82: you start up.
83: It is most often used to say ``eat slime death - NickD's coming in''.
84: .PP
85: When you die and are asked if you wish to re-enter the game,
86: there are other answers than just yes or no.
87: You can also reply with a
88: .B w
89: for write a message before continuing or
90: .B o
91: to change how you enter the game (cloaked, scanning, or flying).
92: .PP
93: To be notified automatically when a
94: .I hunt
95: starts up, add your login to the
96: .I hunt-players
97: mailing list (see
98: .IR huntd (6)).
99: .SH "PLAYING HINTS"
100: .I Hunt
101: only works on crt (vdt) terminals with at least 24 lines, 80 columns, and
102: cursor addressing.
103: The screen is divided in to 3 areas.
104: On the right hand side is the status area.
105: It shows damage sustained,
106: charges remaining,
107: who's in the game,
108: who's scanning (the
109: .B ``*''
110: in front of the name),
111: who's cloaked (the
112: .B ``+''
113: in front of the name),
114: and other players' scores.
115: The rest of the screen is taken up by your map of the maze.
116: The 24th line
117: is used for longer messages that don't fit in the status area.
118: .PP
119: .I Hunt
120: uses the same keys to move as
121: .IR vi (1)
122: does,
123: .IR i.e. ,
124: .BR h ,
125: .BR j ,
126: .BR k ,
127: and
128: .B l
129: for left, down, up, right respectively.
130: To change which direction you're facing in the maze,
131: use the upper case version of the movement key (\c
132: .IR i.e. ,
133: .BR HJKL ).
134: You can only fire or throw things in the direction you're facing.
135: .TP
136: Other commands are:
137: .sp
138: .nf
139: .ta
140: .ta \w'>\|<\|^\|v\ \ 'u
141: f or 1 \- Fire a bullet (Takes 1 charge)
142: g or 2 \- Throw grenade (Takes 9 charges)
143: F or 3 \- Throw satchel charge (Takes 25 charges)
144: G or 4 \- Throw bomb (Takes 49 charges)
145: 5 \- Throw big bomb (Takes 81 charges)
146: 6 \- Throw even bigger bomb (Takes 121 charges)
147: 7 \- Throw even more big bomb (Takes 169 charges)
148: 8 \- Throw even more bigger bomb (Takes 225 charges)
149: 9 \- Throw very big bomb (Takes 289 charges)
150: 0 \- Throw very, very big bomb (Takes 361 charges)
151: @ \- Throw biggest bomb (Takes 441 charges)
152: o \- Throw small slime (Takes 15 charges)
153: O \- Throw big slime (Takes 30 charges)
154: p \- Throw bigger slime (Takes 45 charges)
155: P \- Throw biggest slime (Takes 60 charges)
156: s \- Scan (show where other players are) (Takes 1 charge)
157: c \- Cloak (hide from scanners) (Takes 1 charge)
158:
159: ^L \- Redraw screen
160: q \- Quit
161: .fi
162: .TP
163: The symbols on the screen are:
164: .sp
165: .nf
166: .ta
167: .ta \w'>\|<\|^\|v\ \ 'u
168: \-\||\|+ \- walls
169: /\|\\ \- diagonal (deflecting) walls
170: # \- doors (dispersion walls)
171: ; \- small mine
172: g \- large mine
173: : \- bullet
174: o \- grenade
175: O \- satchel charge
176: @ \- bomb
177: s \- small slime
178: $ \- big slime
179: >\|<\|^\|v \- you facing right, left, up, or down
180: }\|{\|i\|! \- other players facing right, left, up, or down
181: \(** \- explosion
182: .ne 3
183: .cs R 24
184: .cs I 24
185: \fR\\|/\fP
186: .cs R
187: \fI\-\(**\-\fP \- grenade and large mine explosion
188: .fl
189: .cs R 24
190: \fR/|\\\fP
191: .cs R
192: .cs I
193: .fi
194: .LP
195: Other helpful hints:
196: .sp
197: .ie n .ds b []
198: .el .ds b \(bu
199: .ta
200: .ta \w'\*b\ \|'u
201: .nr In \n(.i
202: .de MP
203: .br
204: .in \n(Inu+\w'\*b\ \|'u
205: .ti \n(Inu
206: \*b \c
207: ..
208: .MP
209: You can only fire in the direction you are facing.
210: .MP
211: You can only fire three shots in a row, then the gun must cool off.
212: .MP
213: Shots move 5 times faster than you do.
214: .MP
215: To stab someone,
216: you face that player and move at them.
217: .MP
218: Stabbing does 2 points worth of damage and shooting does 5 points.
219: .MP
220: Slime does 5 points of damage each time it hits.
221: .MP
222: You start with 15 charges and get 5 more every time a player enters
223: or re-enters.
224: .MP
225: Grenade explosions cover a 3 by 3 area, each larger bomb cover a
226: correspondingly larger area (ranging from 5 by 5 to 21 by 21).
227: All explosions are centered around the square the shot hits and
228: do the most damage in the center.
229: .MP
230: Slime affects all squares it oozes over.
231: The number of squares is equal to the number of charges used.
232: .MP
233: One small mine and one large mine is placed in the maze for every new player.
234: A mine has a 2% probability of tripping when you walk forward on to it;
235: 50% when going sideways;
236: 95% when backing up.
237: Tripping a mine costs you 5 points or 10 points respectively.
238: Defusing a mine is worth 1 charge or 9 charges respectively.
239: .MP
240: You cannot see behind you.
241: .MP
242: Cloaking consumes 1 ammo charge per 20 of your moves.
243: .MP
244: Scanning consumes 1 ammo charge per (20 \(mu the number of players)
245: of other player moves.
246: .MP
247: Turning on cloaking turns off scanning \(em turning on scanning turns off
248: cloaking.
249: .MP
250: When you kill someone,
251: you get 2 more damage capacity points and 2 damage points get taken away.
252: .MP
253: Maximum typeahead is 5 characters.
254: .MP
255: A shot destroys normal (\c
256: .IR i.e.,
257: non-diagonal, non-door) walls.
258: .MP
259: Diagonal walls deflect shots and change orientation.
260: .MP
261: Doors disperse shots in random directions (up, down, left, right).
262: .MP
263: Diagonal walls and doors cannot be destroyed by direct shots but may
264: be destroyed by an adjacent grenade explosion.
265: .MP
266: Slime goes around walls, not through them.
267: .MP
268: Walls regenerate, reappearing in the order they were destroyed.
269: One percent of the regenerated walls will be diagonal walls or doors.
270: When a wall is generated directly beneath a player, he is thrown in
271: a random direction for a random period of time. When he lands, he
272: sustains damage (up to 20 percent of the amount of damage already
273: sustained);
274: .IR i.e. ,
275: the less damage he had, the more nimble he is and
276: therefore less likely to hurt himself on landing.
277: .\"MP
278: .\"There is a volcano close to the center of the maze which goes off
279: .\"close to every 30 deaths.
280: .MP
281: Every 30 deaths or so, a
282: .B ``?''
283: will appear.
284: It is a wandering bomb which will explode when it hits someone, or
285: when it is slimed.
286: .MP
287: If no one moves, everything stands still.
288: .MP
289: The environment variable
290: .B HUNT
291: is checked to get the player name.
292: If you don't have this variable set,
293: .I hunt
294: will ask you what name you want to play under.
295: If you wish to set other options than just your name,
296: you can enumerate the options as follows:
297: .br
298: .ti +1i
299: setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G"
300: .br
301: sets the player name to Sneaky,
302: sets the team to one,
303: sets the enter game attribute to cloaked,
304: and the maps \fBz\fP to \fBo\fP, \fBF\fP to \fBf\fP, \fBG\fP to \fBg\fP,
305: \fB1\fP to \fBf\fP,
306: \fB2\fP to \fBg\fP, \fB3\fP to \fBF\fP, and \fB4\fP to \fBG\fP.
307: The \fImapkey\fP option must be last.
308: Other options are: scan, fly, nobeep, port=string, host=string,
309: and message=string \(em which correspond to the command line options.
310: String options cannot contain commas since commas
311: are used to separate options.
312: .MP
313: It's a boring game if you're the only one playing.
314: .PP
315: Your score is the decayed average of the ratio of number of kills to number
316: of times you entered the game and is only kept for the duration
317: of a single session of \fIhunt\fP.
318: .PP
319: .I Hunt
320: normally drives up the load average to be approximately
321: (number_of_players + 0.5) greater than it would be without a
322: .I hunt
323: game executing.
324: .SH STATISTICS
325: The
326: .B \-S
327: option fetches the current game statistics.
328: The meaning of the column headings are as follows:
329: .I score
330: \(em the player's last score;
331: .I ducked
332: \(em
333: how many shots a player ducked;
334: .I absorb
335: \(em how many shots a player absorbed;
336: .I faced
337: \(em how many shots were fired at player's face;
338: .I shot
339: \(em how many shots were fired at player;
340: .I robbed
341: \(em how many of player's shots were absorbed;
342: .I missed
343: \(em how many of player's shots were ducked;
344: .I slimeK
345: \(em how many slime kills player had;
346: .I enemy
347: \(em how many enemies were killed;
348: .I friend
349: \(em how many friends were killed (self and same team);
350: .I deaths
351: \(em how many times player died;
352: .I still
353: \(em how many times player died without typing in any commands;
354: .I saved
355: \(em how many times a shot/bomb would have killed player if he hadn't
356: ducked or absorbed it.
357: .SH FILES
358: .nf
359: .ta
360: .ta \w'/usr/games/lib/huntd\ \ \ 'u
361: /usr/games/lib/huntd game coordinator
362: .DT
363: .fi
364: .SH "SEE ALSO"
365: huntd(6)
366: .SH AUTHORS
367: Conrad Huang, Ken Arnold, and Greg Couch;
368: .br
369: University of California, San Francisco, Computer Graphics Lab
370: .SH ACKNOWLEDGEMENTS
371: We thank Don Kneller,
372: John Thomason, Eric Pettersen, Mark Day,
373: and Scott Weiner for providing
374: endless hours of play-testing to improve the character of the game.
375: We hope their significant others will forgive them;
376: we certainly don't.
377: .SH BUGS
378: To keep up the pace, not everything is as realistic as possible.
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