HUNT(6) | Games Manual | HUNT(6) |
hunt
— a
multi-player multi-terminal game
hunt |
[-bcfmqSs ] [-n
name] [-t
team] [-p
port] [-w
message] [host] |
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. If the -m
flag is given, you enter the
game as a monitor (you can see the action but you cannot play).
hunt
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,
hunt
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)'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
hunt
starts up, add your login to the
hunt-players
mailing list (see huntd(6)).
hunt
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.
hunt
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
g
or 2
F
or 3
G
or 4
5
6
7
8
9
0
@
o
O
p
P
s
c
^L
q
The symbols on the screen are:
Other helpful hints:
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 you wish to set other options than just your name, you can
enumerate the options as follows:
setenv HUNT
name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G
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. Other options are: scan,
fly, nobeep,
port=string, host=string, and
message=string, which correspond to the command line
options. String options cannot contain commas since commas are used to
separate options.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 hunt
.
hunt
normally drives up the load average
to be approximately (number_of_players + 0.5) greater than it would be
without a hunt
game executing.
The -S
option fetches the current game
statistics. The meaning of the column headings are as follows:
Conrad Huang, Ken Arnold, and Greg Couch;
University of California, San Francisco, Computer Graphics Lab
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.
To keep up the pace, not everything is as realistic as possible.
April 4, 2001 |