Topic: play retro text games from the 80's nao

I'm currently hosting a VAX virtual machine of the old 4.3BSD UNIX OS from 1986... mostly because of the games it came with.

There's (single player) zork, colossal cave adventure, hangman, and more.

For multiplayer, there's hunt. I'll see if I can install Phantasia at some point, and tetris (single player, duh. but it records scores). However, the OpenBSD Tetris is probably too new...

To use it, either telnet to bayu.homenet.org on port 2311 (always up, you can download PuTTYtel or Tera Term Pro for that) or go to http://bayu.homenet.org/43bsd.html (not always up)

Connected to the VAX780 simulator DZ device, line 0




4.3 BSD UNIX (tanksr.bayu.homenet.org) (tty00)

login: guest
Password: guest

Then you can type

tanksr% hunt

...to play hunt.

You can run...

tanksr% ls /usr/games

...to see all the games.

There's currently a limit of 32 people because of how the telnet -> serial line emulator works. It might be expandable, but meh.

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

hunt tl;dr:
It's basically a text-mode multiplayer third person shooter.

once you run hunt, choose your forum user name or whatever. You don't have to put anything for group, just press enter.
To move left, down, up and right, respectively, you use h, j, k, l. To aim, press shift while pressing those keys. You can only see, shoot and stab where you're aiming.

To shoot, press f.
To stab, just move repeatedly to someone while aiming at them.

You can sense for all players in the game by pressing s, but it consumes a charge (of "ammo"). The sensor apparently only works when people move, and you'll get an asterisk next to your name when you activate it. No need to keep pressing s while your sensor is active.

To leave, press ctrl-C. then type logout or press ctrl-D to exit the session.


hunt manual page

HUNT(6)             UNIX Programmer's Manual              HUNT(6)



NAME
     hunt - a multi-player multi-terminal game

SYNOPSIS
     /usr/games/hunt [ -qmcsfbS ] [ -n name ] [ -t team ] [ -p
     port ] [ -w message ] [ host ]

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.  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 run-
     ning on that host, see huntd(6) for details on how to setup
     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'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



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HUNT(6)             UNIX Programmer's Manual              HUNT(6)



     reply with a w for write a message before continuing or o to
     change how you enter the game (cloaked, scanning, or fly-
     ing).

     To be notified automatically when a hunt starts up, add your
     login to the hunt-players mailing list (see huntd(6)).

PLAYING HINTS
     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- 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 15 charges)
          O     - Throw big slime (Takes 30 charges)
          p     - Throw bigger slime (Takes 45 charges)
          P     - Throw biggest slime (Takes 60 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)



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HUNT(6)             UNIX Programmer's Manual              HUNT(6)



          ;     - 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:

     [] You can only fire in the direction you are facing.
     [] You can only fire three shots in a row, then the gun must
        cool off.
     [] Shots move 5 times faster than you do.
     [] To stab someone, you face that player and move at them.
     [] Stabbing does 2 points worth of damage and shooting does
        5 points.
     [] Slime does 5 points of damage each time it hits.
     [] You start with 15 charges and get 5 more every time a
        player enters or re-enters.
     [] 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.
     [] Slime affects all squares it oozes over.  The number of
        squares is equal to the number of charges used.
     [] One small mine and one large mine is placed in the maze
        for every new player.  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.
     [] You cannot see behind you.
     [] Cloaking consumes 1 ammo charge per 20 of your moves.
     [] Scanning consumes 1 ammo charge per (20 x the number of
        players) of other player moves.
     [] Turning on cloaking turns off scanning - turning on scan-
        ning turns off cloaking.
     [] When you kill someone, you get 2 more damage capacity
        points and 2 damage points get taken away.
     [] Maximum typeahead is 5 characters.
     [] A shot destroys normal (i.e., non-diagonal, non-door)
        walls.
     [] Diagonal walls deflect shots and change orientation.



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HUNT(6)             UNIX Programmer's Manual              HUNT(6)



     [] Doors disperse shots in random directions (up, down,
        left, right).
     [] Diagonal walls and doors cannot be destroyed by direct
        shots but may be destroyed by an adjacent grenade explo-
        sion.
     [] Slime goes around walls, not through them.
     [] Walls regenerate, reappearing in the order they were des-
        troyed.  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); i.e., the less damage he had, the
        more nimble he is and therefore less likely to hurt him-
        self on landing.
     [] 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.
     [] If no one moves, everything stands still.
     [] The environment variable 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"
        sets the player name to Sneaky, sets the team to one,
        sets the enter game attribute to cloaked, and the maps 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.
     [] It's a boring game if you're the only one playing.

     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.

STATISTICS
     The -S option fetches the current game statistics.  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



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HUNT(6)             UNIX Programmer's Manual              HUNT(6)



     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 typ-
     ing in any commands; saved - how many times a shot/bomb
     would have killed player if he hadn't ducked or absorbed it.

FILES
     /usr/games/lib/huntd   game coordinator

SEE ALSO
     huntd(6)

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

ACKNOWLEDGEMENTS
     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.

BUGS
     To keep up the pace, not everything is as realistic as pos-
     sible.




























Printed 7/28/85          21 August 1986                         5

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

But do you have the license to run a 4.3 BSD? Inb4 lunatic gets his ass sued by SCO...

Hindsight is always 20/20.

God wrote:

A surprising amount of insight can be gleamed from sitting on the toilet. More concerning, however, is the amount of nostalgia. neutral



When in doubt, move north. God bless suomi.

Re: play retro text games from the 80's nao

it's open source now and SCO doesn't mean shit

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

hahahhaa license


Re: play retro text games from the 80's nao

I want to play this with at least 4 people, it'd be fun
even if there isn't anyone there, try it out and get used to the controls and stuff. because I said so!

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

I'm gonna be spending a while playing Zork. I have a floppy of it for the Amiga but the keyboard needs new switches so this works.

Re: play retro text games from the 80's nao

cool

The x3270 terminal emulator seems to work pretty well with it, surprisingly...
http://static.lunacy.strangled.net:8080/imagehost/up/165e6d6c55f1166c77e5c3d23aab2d9c.png

I wanna code a bot for hunt.
Some of you don't seem to like hunt very much. well, screw you, i'm bored.

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

The controls are the absolute horrors lunatic.

Hindsight is always 20/20.

God wrote:

A surprising amount of insight can be gleamed from sitting on the toilet. More concerning, however, is the amount of nostalgia. neutral



When in doubt, move north. God bless suomi.

Re: play retro text games from the 80's nao

no, you're just a horrible sloth

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

Lunatic wrote:

no, you're just a horrible sloth

http://pseudonympending.files.wordpress.com/2013/03/suspiciously-evil-sloth.jpg

There are no breaks on the rape train!

Hindsight is always 20/20.

God wrote:

A surprising amount of insight can be gleamed from sitting on the toilet. More concerning, however, is the amount of nostalgia. neutral



When in doubt, move north. God bless suomi.

Re: play retro text games from the 80's nao

Or maybe I won't, because I'm banned from the computer now.

Re: play retro text games from the 80's nao

:(
Parents.

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

you can also log in as falcon, password joshua
then type hunt

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

Adventure is broken. It gets stuck at the "Would you like instructions?" page and you can't get out of it. When I left and then reconnected it started up adventure again.

Re: play retro text games from the 80's nao

lol

1. You have to type 'n' only, without quotes... or 'y'
2. To quit, you can type 'quit', or use the ctrl-C escape sequence.
3. The emulator simulates serial terminals through telnet. The OS doesn't know when people disconnect or reconnect, so the next person who logs in sees whatever the last person left off.

Also, the OS expects VT100 terminals with 80x24 columns/rows. Almost everything but vi should work fine in larger sizes, though.

sloth wrote:

Comfy does not provide challenge, challenge provides success, success provides happiness. Our world is not comfy, although we tried to make it so. Slaves of our own inventions, yada, yada. Not only on a technological level, also on a social and political level. Nothing more but apes. Apes with psychosomatic disorders.

Re: play retro text games from the 80's nao

fuk the 80 i prefer 1945 go nukes

The Grasshopper Lies Heavy

https://i.imgur.com/WsEkePS.png

Re: play retro text games from the 80's nao

Lunatic wrote:

lol

1. You have to type 'n' only, without quotes... or 'y'
2. To quit, you can type 'quit', or use the ctrl-C escape sequence.
3. The emulator simulates serial terminals through telnet. The OS doesn't know when people disconnect or reconnect, so the next person who logs in sees whatever the last person left off.

Also, the OS expects VT100 terminals with 80x24 columns/rows. Almost everything but vi should work fine in larger sizes, though.

I did type y and n. Then I tried yes and no.  Nothing worked for me :/