hunt Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold San Francisco, California Copyright (c) 1985 Regents of the University of California. All rights reserved. The Berkeley software License Agreement specifies the terms and conditions for redistribution. 21 August 1986 AHUNT - A hunt port for the amiga - 1997 by Markus Marquardt EMail: adrock@h-raiser.tmb.sb.sub.de Berlin, Germany June 1997 Introduction The object of the game is to kill other players in a maze. You will find grenades, trip mines and many other stuff... Main menu After starting the game the main menu will appear. In the lower half of the screen the players in the maze are displayed. Before you enter the maze, you can change your enter status (see below) and choose a team. Let's go After entering the maze it is displayed on the left half of the screen. You can only see these parts of the maze, which you have already discovered. Your status and a list of the players in the maze are displayed in the right half of the screen. Smbols in the maze ^ v < > You, with view direction up, down, left and right i ! { } The other players looking up, down, left and right - + | Walls \ / # Deflecting/dispersion walls ; g Small and large mine : Bullet o O Grenade and satchel charge @ Bomb s $ Small and big slime Status display Ammo - Ammo left Gun - Status of your gun Damage - Actual/maximum damage Kills - How many players you've killed Player - Players in the maze Display of Players The names of the players are displayed in the format . - Player's score - Status (see below) - Name of the player - Team (0-9 or nothing) Message display On the last line of the screen messages from other players and status messages are displayed. Player's status A player can be in one of the following states: normal The player is visible to scanners from other players cloaked The player is invisible to scanners from other players scanning The player is using a scanner to view other players movements flying The player is flying over walls death :-) Keyboard controls Movement Move the player in the corresponding direction Look up, down, left and right. Weapons Fire a bullet ( 1 Ammo) Throw grenade ( 2 Ammo) <1> Throw satchel ( 25 Ammo) <2> Throw Bomb ( 49 Ammo) <3> Throw big bomb ( 81 Ammo) <4> Throw even bigger bomb (121 Ammo) <5> Throw even more big bomb (169 Ammo) <6> Throw even more bigger bomb (225 Ammo) <7> Throw very big bomb (289 Ammo) <8> Throw very, very big bomb (361 Ammo) <9> Throw biggest bomb (441 Ammo) Throw small slime ( 15 Ammo) Throw big slime ( 30 Ammo) Throw bigger slime ( 45 Ammo) Throw biggest slime ( 60 Ammo) Misc. Activate cloaking ( 1 Ammo) Activate scanner ( 1 Ammo) Quit Redraw screen Useful hints o You can only fire in the direction you are facing. o You can only fire three shots in a row, then the gun must cool off. o Shots move 5 times faster than you do. o To stab someone, you face that player and move at them. o Stabbing does 2 points worth of damage and shooting does 5 points. o Slime does 5 points of damage each time it hits. o You start with 15 charges and get 5 more every time a player enters or re-enters. o Grenade explosions cover a 3 by 3 area, each larger bomb cover a correspondingly larger area (ranging from 5 by 5 to 21 by 21). All explosions are centered around the square the shot hits and do the most damage in the center. o Slime affects all squares it oozes over. The number of squares is equal to the number of charges used. o One small mine and one large mine is placed in the maze for every new player. o A mine has a 2% probability of tripping when you walk forward on to it; 50% when going sideways; 95% when backing up. Tripping a mine costs you 5 points or 10 points respectively. Defusing a mine is worth 1 charge or 9 charges respectively. o You cannot see behind you. o Cloaking consumes 1 ammo charge per 20 of your moves. o Scanning consumes 1 ammo charge per (20 x the number of players) of other player moves. o Turning on cloaking turns off scanning / turning on scanning turns off cloaking. o When you kill someone, you get 2 more damage capacity points and 2 damage points get taken away. o A shot destroys normal (i.e. non-diagonal, non-door) walls. o Diagonal walls deflect shots and change orientation. o Doors disperse shots in random directions (up, down, left, right). o Diagonal walls and doors cannot be destroyed by direct shots but may be destroyed by an adjacent grenade explosion. o Slime goes around walls, not through them. o Walls regenerate, reappearing in the order they were destroyed. One percent of the regenerated walls will be diagonal walls or doors. When a wall is generated directly beneath a player, he is thrown in a random direction for a random period of time. When he lands, he sustains damage (up to 20 percent of the amount of damage already sustained); the less damage he had, the more nimble he is and therefore less likely to hurt himself on landing. o There is a volcano close to the center of the maze which goes off close to every 30 deaths. o Every 30 deaths or so, a '?' will appear. It is a wandering bomb which will explode when it hits someone, or when it is slimed. o If no one moves, everything stands still. o 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 ahunt. Acknowledgements from the original authors 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.