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HUNT(6) |
FreeBSD Games Manual |
HUNT(6) |
hunt —
a 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 into 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
- 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 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/local/bin/huntd
- game coordinator
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.
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