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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: .\" @(#)hunt.6 6.3 (Berkeley) 1/9/86
10: .\"
11: .TH HUNT 6 "January 9, 1986"
12: .UC 6
13: .SH NAME
14: hunt \- a multi-player multi-terminal game
15: .SH SYNOPSIS
16: \fB/usr/games/hunt\fP [-q] [\fB-m\fP] [hostname] [\fB-l\fP name]
17: .SH DESCRIPTION
18: The object of the game
19: .I hunt
20: is to kill off the other players.
21: There are no rooms, no treasures, and no monsters.
22: Instead, you wander around a maze, find grenades, trip mines, and shoot down
23: walls and players.
24: The more players you kill before you die, the better your score is.
25: If the
26: .B \-m
27: flag is given,
28: you enter the game as a monitor
29: (you can see the action but you cannot play).
30: .PP
31: .I Hunt
32: normally looks for an active game on the local network; if none is found,
33: it starts one up on the local host. One may specify the location of the
34: game by giving the \fIhostname\fP argument. The player name may be specified
35: on the command line by using the \fB-l\fP option. This command syntax was
36: chosen for \fIrlogin/rsh\fP compatibility.
37: If the
38: .B \-q
39: flag is given,
40: .I hunt
41: queries the network and reports if an active game were found.
42: This is useful for .login scripts.
43: .PP
44: .I Hunt
45: only works on crt (vdt) terminals with at least 24 lines, 80 columns, and
46: cursor addressing.
47: The screen is divided in to 3 areas.
48: On the right hand side is the status area.
49: It shows you how much damage you've sustained,
50: how many charges you have left,
51: who's in the game,
52: who's scanning (the asterisk in front of the name),
53: who's cloaked (the plus sign in front of the name),
54: and other players' scores.
55: Most of the rest of the screen is taken up by your map of the maze,
56: except for the 24th line,
57: which is used for longer messages that don't fit in the status area.
58: .PP
59: .I Hunt
60: uses the same keys to move as
61: .I vi
62: does,
63: .IR i.e. ,
64: .BR h , j , k ,
65: and
66: .B l
67: for left, down, up, right respectively.
68: To change which direction you're facing in the maze,
69: use the upper case version of the movement key (\c
70: .IR i.e. ,
71: HJKL).
72: .TP
73: Other commands are:
74: .sp
75: .nf
76: .ta
77: .ta \w'>\|<\|^\|v\ \ 'u
78: f \- Fire (in the direction you're facing) (Takes 1 charge)
79: g \- Throw grenade (in the direction you're facing) (Takes 9 charges)
80: F \- Throw satchel charge (Takes 25 charges)
81: G \- Throw bomb (Takes 49 charges)
82: o \- Throw small slime bomb (Takes 15 charges)
83: O \- Throw big slime bomb (Takes 30 charges)
84: s \- Scan (show where other players are) (Takes 1 charge)
85: c \- Cloak (hide from scanners) (Takes 1 charge)
86:
87: ^L \- Redraw screen
88: q \- Quit
89: .fi
90: .TP
91: Knowing what the symbols on the screen often helps:
92: .sp
93: .nf
94: .ta
95: .ta \w'>\|<\|^\|v\ \ 'u
96: \-\||\|+ \- walls
97: /\|\\ \- diagonal (deflecting) walls
98: # \- doors (dispersion walls)
99: ; \- small mine
100: g \- large mine
101: : \- shot
102: o \- grenade
103: O \- satchel charge
104: @ \- bomb
105: s \- small slime bomb
106: $ \- big slime bomb
107: >\|<\|^\|v \- you facing right, left, up, or down
108: }\|{\|i\|! \- other players facing right, left, up, or down
109: \(** \- explosion
110: .ne 3
111: .cs R 24
112: .cs I 24
113: \fR\\|/\fP
114: .cs R
115: \fI\-\(**\-\fP \- grenade and large mine explosion
116: .fl
117: .cs R 24
118: \fR/|\\\fP
119: .cs R
120: .cs I
121: .fi
122: .TP
123: Satchel and bomb explosions are larger than grenades (5x5, 7x7,
124: and 3x3 respectively).
125: .LP
126: Other helpful hints:
127: .sp
128: .ie n .ds b []
129: .el .ds b \(bu
130: .ta
131: .ta \w'\*b\ \|'u
132: .nr In \n(.i
133: .de MP
134: .br
135: .in \n(Inu+\w'\*b\ \|'u
136: .ti \n(Inu
137: \*b \c
138: ..
139: .MP
140: You can only fire in the direction you are facing.
141: .MP
142: You can only fire three shots in a row, then the gun must cool.
143: .MP
144: A shot only affects the square it hits.
145: .MP
146: Shots and grenades move 5 times faster than you do.
147: .MP
148: To stab someone,
149: you must face that player and move at them.
150: .MP
151: Stabbing does 2 points worth of damage and shooting does 5 points.
152: .MP
153: Slime does 5 points of damage each time it hits.
154: .MP
155: You start with 15 charges and get 5 more for every new player.
156: .MP
157: A grenade affects the nine squares centered about the square it hits.
158: .MP
159: A satchel affects the twenty-five squares centered about the square it hits.
160: .MP
161: A bomb affects the forty-nine squares centered about the square it hits.
162: .MP
163: Slime affects all squares it oozes over (15 or 30 respectively).
164: .MP
165: One small mine and one large mine is placed in the maze for every new player.
166: A mine has a 5% probability of tripping when you walk directly at it;
167: 50% when going sideways on to it;
168: 95% when backing up on to it.
169: Tripping a mine costs you 5 points or 10 points respectively.
170: Defusing a mine is worth 1 charge or 9 charges respectively.
171: .MP
172: You cannot see behind you.
173: .MP
174: Scanning lasts for (20 times the number of players) turns.
175: Scanning takes 1 ammo charge,
176: so don't waste all your charges scanning.
177: .MP
178: Cloaking lasts for 20 turns.
179: .MP
180: Whenever you kill someone,
181: you get 2 more damage capacity points and 2 damage points taken away.
182: .MP
183: Maximum typeahead is 5 characters.
184: .MP
185: A shot destroys normal (\c
186: .IR i.e.,
187: non-diagonal, non-door) walls.
188: .MP
189: Diagonal walls deflect shots and change orientation.
190: .MP
191: Doors disperse shots in random directions (up, down, left, right).
192: .MP
193: Diagonal walls and doors cannot be destroyed by direct shots but may
194: be destroyed by an adjacent grenade explosion.
195: .MP
196: Slime goes around walls, not through them.
197: .MP
198: Walls regenerate, reappearing in the order they were destroyed.
199: One percent of the regenerated walls will be diagonal walls or doors.
200: When a wall is generated directly beneath a player, he is thrown in
201: a random direction for a random period of time. When he lands, he
202: sustains damage (up to 20 percent of the amount of damage he had before
203: impact); that is, the less damage he had, the more nimble he is and
204: therefore less likely to hurt himself on landing.
205: \".MP
206: \"There is a volcano close to the center of the maze which goes off
207: \"close to every 100 deaths.
208: .MP
209: The environment variable
210: .B HUNT
211: is checked to get the player name.
212: If you don't have this variable set,
213: .I hunt
214: will ask you what name you want to play under.
215: If it is set,
216: you may also set up a single character keyboard map, but then you have to
217: enumerate the options:
218: .br
219: .ti +1i
220: \fIe.g.\fP setenv HUNT ``name=Sneaky,mapkey=zoFfGg1f2g3F4G''
221: .br
222: sets the player name to Sneaky,
223: and the maps \fBz\fP to \fBo\fP, \fBF\fP to \fBf\fP, \fBG\fP to \fBg\fP,
224: \fB1\fP to \fBf\fP,
225: \fB2\fP to \fBg\fP, \fB3\fP to \fBF\fP, and \fB4\fP to \fBG\fP.
226: The \fImapkey\fP option must be last.
227: .MP
228: It's a boring game if you're the only one playing.
229: .PP
230: Your score is the ratio of number of kills to number
231: of times you entered the game and is only kept for the duration
232: of a single session of \fIhunt\fP.
233: .PP
234: .I Hunt
235: normally drives up the load average to be about
236: (number_of_players + 0.5) greater than it would be without a
237: .I hunt
238: game executing. A limit of three players per host and nine players
239: total is enforced by \fIhunt\fP.
240: .SH FILES
241: .nf
242: .ta
243: .ta \w'/usr/games/lib/hunt.driver\ \ \ 'u
244: /usr/games/lib/hunt.driver game coordinator
245: .DT
246: .fi
247: .SH AUTHORS
248: Conrad Huang,
249: Ken Arnold,
250: and Greg Couch;
251: University of California, San Francisco, Computer Graphics Lab
252: .SH ACKNOWLEDGEMENTS
253: We thank Don Kneller,
254: John Thomason, Eric Pettersen,
255: and Scott Weiner for providing
256: endless hours of play-testing to improve the character of the game.
257: We hope their significant others will forgive them;
258: we certainly don't.
259: .SH BUGS
260: To keep up the pace, not everything is as realistic as possible.
261: .PP
262: There were some bugs in early releases of 4.2 BSD that
263: .I hunt
264: helped discover;
265: .I hunt
266: will crash your system if those bugs haven't been fixed.
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