HUNT


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NAME
     hunt - a multiplayer multiterminal game

DESCRIPTION
     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.

     Your score is 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  more  players  you  kill
     before you die, the better your score is.

     The screen is divided in to 3 areas.  On the right hand side
     is the status area.   It  shows  you how  much damage you've 
     sustained, how many charges you have left, who's in the game,  
     who's  scanning (the asterisk in front of the name), who's 
     cloaked (the plus sign in front of the name), and other 
     players' scores.  Most  of  the  rest of the screen is taken 
     up by your map of the maze, except for the 24th line, which 
     is used for longer messages that do not fit in the status area.

     hunt uses the keys 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 (for 
     instance, HJKL).

     Other commands are:

          f      Fire (in the direction you're facing) (Takes 1 charge)
          g      Throw grenade (in the direction you're facing) 
		 (Takes 9 charges)
          F      Throw satchel charge (Takes 25 charges)
          G      Throw bomb (Takes 49 charges)
          o      Throw small slime bomb (Takes 15 charges)
          O      Throw big slime bomb (Takes 30 charges)
          s      Scan (where other players are) (Takes 1 charge)
          c      Cloak (where you are) (Takes 1 charge)
          ^L     Redraw screen
          q      Quit

     Knowing what the symbols on the screen often helps:

          -|+  Walls
          /\   Diagonal (deflecting) walls
          #    Doors (dispersion walls)
          ;    Small mine
          g    Large mine
          :    Shot
          o    Grenade
          O    Satchel charge
          @    Bomb
          s    Small slime bomb
          $    Big slime bomb

          ><^v   You facing right, left, up, or down

          }{i! Other players facing right, left, up, or down

          *    Explosion

            \|/
          -*_E-   Grenade and large mine explosion
            /|\

     Satchel and bomb explosions are larger than  grenades  (5x5,
     7x7, and 3x3 respectively).

     Other helpful hints:

          You can only fire in the direction you are facing.
          You can only fire three shots in a row, then  the  gun  must
          A shot only affects the square it hits.
          Shots and grenades move 5 times faster than you do.
          To stab someone, you must face that player and move at them.
          Stabbing does 3 points worth of damage and shooting  does  5.
          A grenade affects the nine squares centered about the square it
          hits.
          A satchel affects the twenty-five squares centered about the
          square it hits.
          A bomb affects the forty-nine  squares  centered  about  the
          square it hits.
          One small mine and one large mine is placed in the maze.
          A  mine  has  a  5%  probability  of  tripping when you walk
               forward on to it;  50% when going sideways on to it; and
               95% when backing up on to it.
          Tripping a mine costs you 5  points  or  10  points  respec-
          Defusing a mine is worth 1 charge or 9 charges respectively.
          You cannot see behind you.
          Scanning lasts for (20 times the number of players) turns.
               Scanning  takes 1 ammo charge, so do not waste all
               your charges scanning.
          You get 2 more damage capacity points whenever you kill someone.
          Maximum typeahead is 5 characters.
          Diagonal walls deflect shots and change orientation.
          Doors disperse shots in random directions.
          Diagonal walls and doors cannot be destroyed by direct shots.
          Walls regenerate, reappearing in the order  they  were
          destroyed.

   

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