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HUNT(6) Games Manual HUNT(6)

hunta multi-player multi-terminal game

hunt [-bcfmqSs] [-n name] [-p port] [-t team] [-w message] [[-h] 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 looks for an active game on the local network. 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 is found, you may pick which game to play in. If no games are found, hunt will exit.

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'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 play by making everyone else on your team appear as the team name. A team name is a single digit to avoid conflicting with other characters used in the game. Use a team name consisting of a single space (‘to remain on your own.’)

The -p port option allows the rendezvous port number to be set.

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 to write a message before continuing or o to change how you enter the game (cloaked, scanning, or flying).

hunt only works on 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:

or 1
Fire a bullet (Takes 1 charge)
or 2
Throw grenade (Takes 9 charges)
or 3
Throw satchel charge (Takes 25 charges)
or 4
Throw bomb (Takes 49 charges)
Throw big bomb (Takes 81 charges)
Throw even bigger bomb (Takes 121 charges)
Throw even more big bomb (Takes 169 charges)
Throw even more bigger bomb (Takes 225 charges)
Throw very big bomb (Takes 289 charges)
Throw very, very big bomb (Takes 361 charges)
Throw biggest bomb (Takes 441 charges)
Throw small slime (Takes 5 charges)
Throw big slime (Takes 10 charges)
Throw bigger slime (Takes 15 charges)
Throw biggest slime (Takes 20 charges)
Scan (show where other players are) (Takes 1 charge)
Cloak (hide from scanners) (Takes 1 charge)
Redraw screen
Quit

The symbols on the screen are:

walls
diagonal (deflecting) walls
doors (dispersion walls)
small mine
large mine
bullet
grenade
satchel charge
bomb
small slime
big slime
you, facing right, left, up, or down
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 hunt.

The -S option fetches the current game statistics.

Two groups of statistics are presented: the first group of statistics is that of the clients currently connected to the game, and is reset each time the client rejoins, while the second group of statistics is on all players (dead or alive) by name, and collected over the lifetime of the game daemon.

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
Connect
current connection state(s) of player: ‘p’ for playing, ‘m’ for monitoring

/usr/games/huntd
game coordinator

huntd(6)

Conrad Huang, Ken Arnold, and Greg Couch;
University of California, San Francisco, Computer Graphics Lab

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

The historic behaviour of hunt automatically starting huntd(6) is no longer supported.

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.

September 28, 2014 OpenBSD-5.8