This page describes a computer video game simulation inspired by the Hunger
Games, as seen in the novels by Suzanne Collins and the
movies by Lionsgate Films. This simulation is a last person standing fight,
where you and 23 computer controlled opponents engage in a massive "battle
royal". It accurately depicts what it's like to play as a tribute
in the Hunger Games. There's a central "Cornucopia" building
filled with melee and ranged weapons along with food and other gear, surrounded
by an arena in which one can forage. You can also form alliances, and backstab
or be backstabbed by your allies. In the screenshot above you can see
the semicircle of 24 tributes on their platforms, the central golden
Cornucopia, gear in front of and within the Cornucopia, and the surrounding
wilderness. Contents of this page:
Download: The Hunger Games simulation is an applet that comes with Daedalus. Daedalus is a Maze generation program, but
as this simulation shows it can be a driver for other games as well, similar to
programs like Minecraft. Daedalus and its Hunger Games app is a 100% free
program for Windows, which can be directly installed from its setup program.
This setup program is the same as the setup program for Daedalus itself, except
it comes with extra texture and sound files used by the game. Once installed,
to play click "The Hunger Games" icon in the "Start / All
Programs / Daedalus / Scripts" program group, or click "The Hunger
Games 3.3" icon on the Windows desktop, or select the "File / Run
Script / The Hunger Games" menu command in Daedalus itself. The latest
version is 3.5.
Turns: This is a turn based game (similar to a board game, or "Roguelike"
style computer games such as Nethack). After you decide what move to make, the
other tributes quickly do so in turn. Strategy and thinking are important, and
you shouldn't treat it like an arcade game where speed and reflexes matter.
Turns proceed in order from District 1 to District 12 (girl, then boy). Hence
there's a slight advantage to playing a lower number District, since going
earlier can get you into (or away from) the Cornucopia faster.
Graphics: You play from a first person perspective, seeing through
the eyes of your tribute. (The screenshot above is a special bird's eye view
from an external observer.) First person means you should keep an eye out in
all directions, because you can be ambushed from behind. Graphics are
relatively simple, with everything as block tokens (again like a board game)
and icons on the ground indicating the various types of gear. Looking at a
tribute, you can see their District number and gender (above them), along with
health from 1-10 and wielded weapon (upon body), and worn item if any (on lower
body). In games with multiple tributes of each gender, they are labeled #1, #2,
and so on (below them).
At the top of the screen is the event list, showing actions that have
happened around you since your last turn. You can see who's doing what, such as
how much damage tributes are doing to each other (assuming they're within a
certain distance from you). This text can yield clues as to where tributes are,
and how strong they are. Lines in yellow are significant, such as a tribute
dying or you receiving a sponsor gift. Lines in red are critical, such as you
taking damage. Text in gray is less important, and shows actions of other
tributes not directed toward you. At the bottom of the screen is the status
line, which contains the following:
You: The tribute you're playing as (District and gender).
Health: Hit points. If this falls to zero you die.
Food: Bodily energy. If this falls to zero you lose one health, and
have your food reset to 100 (so you keep losing health every 100 turns).
Kills: Bragging rights. Number of tributes or mutts you've dealt the
killing blow to so far. More kills means a higher chance of sponsor gifts.
Tributes: The number of people left in the game, followed by the
total number of tributes the game started with. If this reaches one the game is
over and a victor has been determined.
Turn: Number of moves the game has lasted so far. Also shown is the
number of days and nights that have passed (each full day is 200 turns).
The arrow keys are the main commands for movement. The up arrow key moves
you forward one square, while down arrow backs you up one square. The left and
right arrows rotate in place, and are free actions which don't take up time or
end your turn. Shift+left or right arrow sidesteps or strafes to the square to
your left or right, leaving you facing the same direction. Moving into a square
occupied by a tribute does a melee attack against them with your wielded
weapon. After you die (or after you win) you effectively become a detached
observer, and can move around freely to see other parts of the arena. Beyond
movement, there are 12 main commands:
F1 or "?" - Help: This command redisplays the help text
that appears at start of game.
F2 or "R" - Restart: This command restarts a new game,
erasing any game in progress. Use it after you die (or after you win).
F3 or "." - Pause: Do nothing, and let the other tributes
take their next turn. This command can be repeatedly used after you die, if you
want to let the remaining players keep going, and see who the final victor is.
F4 or "i" - Inventory: Display your inventory. You have 10
inventory slots, labeled "A" through "J", which start out
empty. Checking your inventory is a free action which doesn't end your turn.
F5 or "," - Get: Pick up an item you're standing over,
placing it in your first available inventory slot.
F6 or "d" - Drop: Drop an item from your inventory. Your
inventory is shown, after which you select a slot from "A" to
"J" to indicate the item to drop.
F7 or "a" - Use: Apply or (un)wield an item. Your
inventory is shown, after which you select a slot from "A" to
"J" to indicate the item to use. Using a weapon wields it, or
unwields the weapon (becoming barehanded) if already wielded. Using an item
wears it, or takes it off if already worn. Using a First-Aid Kit or food item
consumes it and gives you its benefit.
F8 or "t" - Throw: Throw a weapon in the direction you're
facing. Your inventory is shown, after which you select a slot from
"A" to "J" to indicate the item to throw. You can throw one
weapon while wielding another. To shoot ammunition, wield the launcher and then
throw the ammo. For example, you can only "throw" an Arrow if you're
wielding a Bow.
F9 or "c" - Chat: Communicate with another tribute in the
direction you're facing. Depending on how they feel about you and your relative
strength, they'll say something that can range from affectionate to insulting.
If the tribute is wearing something such as armor, that will be indicated as
well. This is a good way to check on whether other tributes are allies or
enemies. It can also be used to ensure you're properly lined up with another
tribute before making a ranged attack (because chatting works if and only if
they're in range). Chatting is a free action which doesn't end your turn.
F10 or "g" - Give: Give an item to another tribute, who's
next to you in the direction you're facing. Your inventory is shown, after
which you select a slot from "A" to "J" to indicate the
item to give to them.
F11 - Display: Specify the rotation rate, animation frames, and
clipping distance. Normally you rotate 45 degrees each keypress, however you
can also rotate 15 degrees at a time if you prefer. Animation frames refers to
intermediate frames displayed when moving or rotating, in which additional
frames makes the game smoother but potentially slower. The clipping distance is
the number of squares you can see into the distance, in which higher numbers
allow more scenery but can make redraws slower.
F12 - Select: Specify the tribute to play as for future games. You
can select your District and gender, and allow either or both to be random. For
example, you can be any one of the 24 tributes, a random boy from any District,
or one of the two tributes from District 12. Special features: If you select to
play as District 14, you will instead get to play as a mutt monster, which is
similar to being a tribute except you start away from the Cornucopia. If you
select District 15 (either gender) you will instead be a member of the
audience, which means an external observer from the beginning, and can watch
all 24 tributes controlled by the computer battle it out.
The above commands are all you need to play most games. However, the Hunger
Games simulation features a set of advanced commands that allow additional
options and information. Each command is selected by pressing the following
keys:
Shift+F1 or "/" - Advanced Help: Similar to standard help,
this displays a summary of these additional commands.
Shift+F2 or Ctrl+Del - Change Arena: Restarts the game, but also
allows you to select the arena size and type in the process. Arena size may
range from 20 to 4096 squares across. The default size is 100 squares, and
selecting 0 will give a random size from 50 to 250. Assuming each square is 5x5
feet, then the maximum 4096x4096 square arena is 3.87 miles across and covers
over 15 square miles! Arena type may be one of nine options, each represented
with a letter: F=Forest, M=Mountains, D=Desert, P=Plains, S=Swamp, Z=Maze,
Q=Quarter Quell clock, C=Ruined city, I=Island, and 0=One of the nine chosen
randomly. For the ultimate Hunger Games experience, set both values to 0, and
like real tributes you have no idea what arena you'll be entering. If the arena
type is blank, that will leave existing arena settings alone and only change
the size. You can also select 7=74th Hunger Games reproduction including
tribute names, 2=2nd Quarter Quell with 48 tributes, 3=3rd Quarter Quell
including tribute names, 9=10th Hunger Games including tribute names, X=12 Districts arena with a wedge similar to each
District, U=Ultimate challenge with 255 opponents, B="Battle Royale"
simulation with everybody on an island starting with different random items,
5=Retro version 2.5 arena, 4=Retro version 2.4 arena, and ?=One of the 18 total
chosen randomly.
Shift+F3 or ">" - Pause Until: Do nothing, and let the
other tributes take one or more extra turns. Keep waiting until something
interesting happens, which means wait until the next event is displayed at the
top of the screen. This can be useful (especially when playing as the audience)
to skip over longer periods where tributes are roaming around the arena
searching for each other. Earlier in the game things happen every turn, making
this no different from normal pause. Note there's danger to using this command
while playing as a tribute, because you won't stop pausing if someone
approaches you (although once a tribute attacks you, that will cause an event
message which will stop your wait).
Shift+F4 or "N" - Autoplay: Toggle autoplay mode, which
means to wait and let other tributes continue until the game ends. This is
meant to be used while playing as the audience. Doing this as an active player
is likely to be fatal quickly, since another tribute will soon find and kill
you while you're standing still not fighting back. However if you're fast
enough, you can move and even fight, effectively making this a challenging real
time mode instead of a turn based version of the Hunger Games!
Shift+F5 or "x" - Dig: Attempt to dig or otherwise use
your wielded item upon the space you're standing over. You need to be wielding
a Pick, and it will likely take several turns of digging (unless you're from
District 12 who are skilled miners). Digging will uncover rocks, unless you're
next to a launch platform in which case you'll dig up a landmine. Digging will
also shatter stone items in your current space (rocks, bricks, and mutt teeth).
If wielding a Blowtorch, this command will burn or melt non-stone items in your
current space. If wielding a Net, this command will set the Net as a trap for
others.
Shift+F6 or "I" - Sort Inventory: Same as the standard
inventory command, however the items within it will have been sorted, with
multiple copies of items grouped together. This makes it easier to see exactly
what you have.
Shift+F7 or "f" - Fire Launcher: Automatically fire a
wielded launcher in the direction you're facing. Does nothing if you're not
wielding a launcher, or your launcher has no ammo left. This is an easier way
to shoot a launcher than selecting the Throw command, looking through your
inventory for an ammo item corresponding to the launcher, and then selecting
it.
Shift+F8 or "b" - Background: Toggle the arena between day
and night. The game is much harder to play at night, when you can barely see
three squares in front of you. This command is only available if you're the
audience or playing in an eternal day arena.
Shift+F9 or "`" - Timeline: Display a timeline of all
tribute deaths so far. Listed is each fallen tribute or mutt, who or what
killed them, and finally their placing and the game turn the death took place.
The information in this report can be reproduced by paying attention to the
cannon fire events. The timeline can provide useful information, since it helps
determine who's alive and who's being aggressive, so the skilled player seeking
a challenge should avoid using it.
Shift+F10 or "Del" - Report: Display a status report of
all tributes. Listed is each tribute and mutt, their current health, food, and
the number of kills they've made. The information in this report can be mostly
reproduced by paying attention to events indicating tributes taking damage or
eating. This report provides useful information, since it clearly shows who's
alive, injured, or starving, so the skilled player seeking a challenge should
avoid using it.
Shift+F11 or "Tab" or Ctrl+Tab or Ctrl+Shift+Tab- Map:
Display an aerial map of the arena, highlighting all landscape features (such
as the Cornucopia and trees), and the positions of all living tributes and
items on the ground. The map provides a huge advantage, in that it enables you
to easily find or avoid other tributes, and even detect useful items. Therefore
the skilled player should avoid using it, since it provides information a real
tribute wouldn't have. There are actually three different maps: Shift+F11 and
the Tab hotkey brings up a tribute map, which shows just the location of
tributes but not much else. The Ctrl+Tab key brings up a picture map, which is
like looking down on the arena from above, including ground coloring. It may be
hard to find tributes on the picture map, if their color is the same as
objects. The Ctrl+Shift+Tab key brings up a topographic map, in which
everything is indicated in different colors, with unique bright colors for
tributes.
Shift+F12 or Shift+Del - Change Tribute: Select a different tribute
to play as in the current game. Your location, inventory, and alliances
immediately switch to that of the selected tribute. If you get bored with your
character, die and want to continue playing as someone else, or want to check
out the inventory of the tribute who killed you, this option allows you to do
it. You can also switch to mutts or the audience.
Ctrl+F1 or "Ctrl+f" - Move forward: This command simply
moves you forward like the up arrow key, however it won't attack. If you move
forward into a tribute it will say you stop before hitting them. If you move
forward into a tribute entangled in a Net, you will free them from it, and they
will be grateful toward you. This command is useful to free tributes from Nets,
and when navigating dense forest or during the bloodbath to ensure you don't
accidentally run into someone.
Ctrl+F2 or "C" - Summon tribute: This is a "come
here" command that asks the tribute you're facing to come to your
location. That means redirect a tribute's next travel waypoint to be the spot
at which you made the request. Don't expect non-allies to listen to you, and
even allies may do other things first such as pick up desired items or finish
combat. If this command is used on an ally right next to you, you'll instead
change your leadership with respect to them, and make it so they tend to follow
you, or no longer follow you.
Ctrl+F3 or Ctrl+c - Propose alliance: Ask the tribute you're facing
to be your ally. Unlike giving items, this method can be done from a distance,
however it's less reliable. A tribute may accept (making you allies), decline
(but you can try again later), or reject (and get angry at you and treat you as
an enemy). If you're significantly stronger a tribute will always accept, and
if you're significantly weaker they'll always decline.
Ctrl+F4 or Alt+c - Alliance behavior: Set several settings with
respect to alliances. #1: Whether you accept or decline alliance proposals from
computer tributes. You can automatically accept all, decline all, or have a
popup prompt you. #2: What to do when using the "C" leadership
changing command on an ally next to you. You can always claim leadership,
always decline leadership, or toggle your status with respect to the tribute
next to you. #3: Turn on stereoscopic
3D graphics, which divides the display into two displays from slightly
different locations.
Ctrl+F5 or Apostrophe - Customize tribute: Set the name, hairstyle,
and height of the current tribute or all tributes. #1: For the name you can
enter a single string which names the current tribute (in which the empty
string deletes a name and returns to the generic "District X
Gender"), or a comma separated list which names all tributes starting from
District 1 Female. You can enter "74" or "75" to
automatically give all tributes the names from the 74th or 75th Hunger Games,
i.e. "74" is the same as "Glimmer,Marvel,Clove,Cato,..."
etc. You can also enter "?" to give all tributes random District
appropriate names. #2: Hairstyles are a number from 0-9, or "?" to
randomly select. Multiple tributes can be styled with a space separated list of
numbers, or "? " with a trailing space to randomly change everybody.
Female hairstyles: 0 = Pixie cut, 1 = Short straight, 2 = Short pigtails, 3 =
Medium straight, 4 = Medium pigtails, 5 = Long straight, 6 = Long pigtails, 7 =
Longest straight, 8 = Longest straight thin, 9 = Longest braids. Male
hairstyles: 0 = Bald, 1 = Messy, 2 = Mohawk, 3 = Short straight, 4 = Short
styled, 5 = Medium straight, 6 = Medium styled, 7 = Long straight, 8 = Long
styled, 9 = Longest straight. #3: Heights are a number in inches, ranging from
24 (2 feet) to 96 (8 feet), or "?" to randomly select a height (male
tributes and Careers are taller on average). Multiple tributes can be changed
with a space separated list of numbers, or "? " with a trailing space
to randomly change everybody. You can enter "74" to automatically
give all tributes the heights from the 74th Hunger Games.
Ctrl+F6 or ":" - Tribute count: Restarts the game, but
also allows you to set the number of Districts and the number of tributes per
District to have in the arena, along with the number of mutts. For example, the
50th Hunger Games (Second Quarter Quell) featured 4 tributes per District
instead of 2. District 13 allows one to play with alternate realities, such as
if the Capitol defeated the rebellion. Everything in this command can also be
changed with the more comprehensive ";" key all settings command.
Ctrl+F7 or Alt+r - Random Seed: Set the random number seed and
landscape details for future games. Any non-zero seed will always result in the
exact same arena being created, and the exact same tribute actions as long as
you take the same actions yourself. Landscape details allow one to customize
the arena beyond the standard types offered in the Change Arena command.
Landscape details are expressed in 12 different variables composing a string,
each of which can be changed independently, for millions of combinations total.
See the ";" all settings command for a list of these landscape
details. Everything in this command can also be changed with the more
comprehensive ";" key all settings command.
Ctrl+F8 or ";" - All settings: Set arena settings for
future games. Each setting is specified by a character indicating the setting,
followed by a number which is the value of that setting. The character may be
an uppercase letter A-Z, a lowercase letter a-z, or a special character. You
can see and edit a string of all 66 settings, or just enter a new partial or
complete string which will override the specified settings. For example,
"K10" will change setting "K" and make future games start
with a 10 turn countdown. Some of these settings can also be set by other
commands, such as tribute count and random number seed. The only settings that
can't be changed here are specific tribute characteristics (names, hairstyles,
and heights). The Shift+F2 arena type command is implemented by expanding each
high level selection into a sequence of low level setting changes. The settings
are listed in the next section below.
Ctrl+F9 or Quote - Previous messages: Shows the 12 most recent
messages that have been displayed on the screen. Useful if something happened
in a previous turn and you missed seeing what it was.
Ctrl+F10 or "~" - Faction Report: Display a grid of
factions or tribute alliances. You can see exactly how each tribute feels about
every other tribute. Much of the information in this report can be reproduced
by paying attention to combat events. This report provides a major advantage,
in that it can help you determine who to attack, avoid, or ally with. Therefore
the skilled player should avoid using it, since it provides information a real
tribute wouldn't have.
Ctrl+F11 or "-" - Sound: Toggles sound off or on. Sounds
effects require the Daedalus "extra files" to be installed.
Ctrl+F12 or "_" - Textures: Toggles the more
photorealistic textures off or on. Textures require the Daedalus "extra
files" to be installed.
Ctrl+a - Turn Around: This command simply turns you around 180
degrees. It's a quick way to check behind you for tributes sneaking up on you,
without having to press the left or right arrow keys a bunch of times. Like the
standard left and right arrow keys, turning around is a free action that
doesn't end your turn.
"q" and "z" - Climb: Climbs up and down. You
must be standing next to something solid, such as a tree, cliff, or wall. You
won't be allowed to climb high enough so you fall, although you can move
laterally at a height away from any support, which will cause you to fall and
potentially take damage. If dead or playing as the audience, you can also use
"Q" and "Z" to fly up and down at a faster rate, and don't
need to be supported by anything.
"[" and "]" and "{" and "}" -
Pitch View: Tilts the screen view up and down. If you're standing at the
base of a tree and want to see a target high up in it, or are up in a tree and
want to see targets at its base, these commands are useful. The square brackets
tilt by a large amount, and the curly braces by a small amount.
Spacebar - Reset View: This minor command resets your viewing pitch
so you're looking straight ahead. It also clears text from the top of the
screen, and redisplays the item you're standing over if any.
There are a large number of internal settings which determine how the arena
is constructed, and how computer controlled tributes and mutts act. These
settings can be viewed and changed with the all settings command (";"
key) described above. The 66 different settings are listed below:
A - Atmosphere: Controls the atmosphere of the arena. 0 = Cold snowy
ground, 2 = Temperate grass ground, 4 = Hot desert ground, 6 = Rocky wasteland
ground, 8 = Randomly chosen. In desert and rocky arenas, trees will be cactuses
instead. Also, 1 = Mixed snow and grass, 3 = Mixed grass and desert, 5 = Mixed
desert and rock, 7 = Random mixed terrain. Finally, 9 = Random any terrain of
#0 through #6.
B - Background Sky: The background sky of the arena. 0 = Arena
gradually cycles between day and night every 200 turns, 1 = Arena is eternally
day, 2 = Arena eternally night, 3 = Like #2 but computer tributes act as if it
were day (so you're nearly blind but nobody else is), 4 = Random of #0 or #1.
C - Center Area: Size of the central area around the Cornucopia. 0 =
Wide central area leaving a gap behind the launch platforms and the start of
trees or other landscape, 1 = Small central area that allows landscape to
approach within one square behind the launch platforms, 2 = Smaller central
area that allows landscape to pass the platforms by one square, 3 = Tiny
central area that only covers the Cornucopia horn itself. Beware of combining
#2 or #3 with mountains or ocean, which may start tributes embedded in rock or
stranded at sea.
D - Districts: The number of Districts with tributes playing,
ranging from 1-13.
E - Edge: What's at the edge of the arena. 0 = Forcefield only, 1 =
Foliage wall of tree or cactus around edge, 2 = Rock wall around edge, 3 =
Brick wall around edge, 4 = Wrap around arena with no edge, 5 = Random of #0
through #3 that never selects wrap around arena, 6 = Random of #0 through #4
that may include wrap around arena.
F - Forest: How forest is placed over the arena. 0 = No trees or
cactus anywhere, 1 = Clumps of trees in the specified tree density covering
about half of the arena, 2 = Solid trees covering the whole arena in the tree
density, 3 = Like #2 but trees also cover the Cornucopia area. Beware of
combining #3 with a high tree density, which may start tributes completely
surrounded by trees and therefore trapped.
G - Glass: What's semitransparent or translucent in the arena (add
numbers together to get 0-15). 1 = Trees and cactus are semitransparent, 2 =
The Cornucopia walls are semitransparent, 4 = Brick walls are semitransparent,
8 = Mountain rock is semitransparent. Also, 16 = Tree transparency chosen
randomly, 32 = Cornucopia transparency random, 64 = Wall transparency random,
128 = Mountain transparency random.
H - Hills: The presence of hills in the arena. 0 = completely flat,
1-6 = increasingly hilly, 7 = maximally hilly, 8 = entire arena is bowl shape
with corners max height, 9 = entire arena is stadium shape with corners max
height, 10 = random of #0 through #7.
I - Items: Availability and placement of items near the Cornucopia.
0 = Default items with both goods and weapons in the Cornucopia and nearby
(like in the 74th Hunger Games), 1 = Weapons only in and around the Cornucopia
(like in the 75th Hunger Games), 2 = Mace weapons only in and around the
Cornucopia (like in that one year mentioned in the book), 3 through 5 = The
same as #0 through #2 except with all items piled inside the Cornucopia horn
and nothing between it and the launch platforms.
J - Initial Item: Initial item tributes start with in their
inventory. 0 = No initial item, 1-32 = start with specified object index, 33 =
each tribute gets randomly selected object. The 32 objects are: 1:Rock, 2:Dart,
3:Arrow, 4:Bullet, 5:Grenade, 6:Net, 7:Club, 8:Blowtorch, 9:Brick, 10:Pick,
11:Teeth, 12:Knife, 13:Mace, 14:Spear, 15:Axe, 16:Sword, 17:Trident,
18:Slingshot, 19:Blowgun, 20:Bow, 21:Gun, 22:Berries, 23:Nightlock, 24:Bread,
25:Fish, 26:First-Aid, 27:Nightvision goggles, 28:Helmet, 29:Armor,
30:Parachute, 31:Landmine, 32:Active landmine.
K - Countdown: Seconds or turns to wait at start of game before the
gong sounds. 0 = No wait. Stepping next to launch platform early results in
being hit by a landmine. Computer tributes will occasionally step off early,
killing themselves before the opening gong. ;)
L - Lake: How lakes are placed in the arena. 0 = No lakes present, 1
= Lakes present, 2 = Twice the number of lakes present, 3-5 = Like #0 through
#2 but arena is island surrounded by water, 6 = Entire arena is one big ocean.
M - Mountains: How mountains are placed in the arena. 0 = No
mountains present, 1 = Mountains present, 2 = Twice the number of mountains
present, 3 = Canyon system covers the whole arena with about half of all
squares being rock, 4 = Like #3 with extra mountains placed afterward, 5 = Like
#3 with twice the extra mountains placed afterward.
N - Noise Nearby: The listen radius in squares at which you can hear
events that don't involve you, and have them displayed at the top of the
screen. If zero, only global events or those that directly involve you are
displayed, so you're effectively deaf.
O - Ordering: Ordering of tributes on their starting platforms. 0 =
Tributes placed completely randomly, 1 = Genders separated with every other
tribute different gender but otherwise random, 2= Genders together in two large
sections but otherwise random within each half, 3 = Districts together in
order, 4 = Genders together in two large sections in order by District, 5 =
Both Districts and genders separated i.e. combination of #1 and #3, 6 = Random
selection of #0 through #5.
P - Plains: Placement of meadows or open spaces. 0 = No open spaces
or meadows anywhere in the arena, 1 = Open spaces present in the forest, 2 =
Twice the number of open spaces in the forest, 3 = Plains covering the entire
arena with no trees anywhere, 4 = Like #3 except there's no Cornucopia horn and
the items in it are lying in the open with no walls present.
Q - Quell: Whether circular Cornucopia as in 3rd Quarter Quell. 0 =
Semicircle platform arrangement like in 74th Hunger Games. 1 = Circular
platform arrangement like in 75th Hunger Games. 2 = Like #1 but also with water
and 12 clock spokes around Cornucopia. 3 = Like #2 but also with spokes as rock
and outer beach different assuming mixed Atmosphere setting. 4 = Random of #0
and #1. 5 = Random of #0 through #2.
R - Random Seed: The random number seed with which to generate the
arena. 0 = Randomly selected each time.
S - Size: The radius of the arena in squares. If 0, the radius will
be a random size from 25-125. Note this is half the diameter of the arena as
specified in the "arena size" command.
T - Tree Density: The tree or cactus density in percentage of
squares covered, ranging from 0 to 100. 101-200 means randomly chosen between 1
and X-100, e.g. 125 is random from 1-25. If Atmosphere is mixed, the second
landscape type can have a separate density in the next three digits, e.g. if
set to 2015 with Atmosphere "A3", then the grass forest has density
15, and the cactus desert has density 2.
U - Distance: Distance radius of launch platforms from center of
Cornucopia. The default is 25. Note if this is too small, tributes may start
out next to each other, and even engage in combat before the opening gong.
V - River: How rivers are placed in the arena. 0 = No rivers
present, 1 = Rivers present, 2 = Swamp system covers the whole arena with about
half of all squares being water, 3 = Like #2 with rivers placed on top of
swamp. Note that internally, arenas are generated in the order of (trees, maze,
mountains, water), meaning mountains may clobber Maze walls, and rivers may cut
through both.
W - Wasps: The percentage of trees with tracker jacker wasp nests at
their tops, ranging from 0 to 100. 101-200 means randomly chosen between 1 and
X-100, e.g. 125 is random from 1-25.
X - Feast: What's given out at a feast event. 0 = No feast. 1-32 =
Give instances of specified object index during feast (see "J"
setting for object list), 33 = Give randomly selected objects during feast. Two
Feasts happen during the Games, at turns 1000 and 2000, with announcements
given 100 turns before. The default is to give out First-Aid Kits.
Y - Tributes Per District: The number of tributes per District,
ranging from 1-127. Mutts are treated as an invisible "District 14",
so the number of mutts in the arena is normally equal to the number of tributes
per District. The maximum creatures allowed in the arena is 255, meaning
((number of Districts + 1) x Tributes per District) can't exceed 255. For
example, 1 District and 127 per results in 127 District 1 tributes + 127 mutts
= 254 creatures total, and 13 Districts and 18 per results in 234 tributes + 18
mutts = 252 total.
Z - Maze: How Maze walls are placed in the arena. 0 = No Maze
present, 1 = A wide Maze with 3 squares between walls, 2 = A medium Maze with 2
squares between walls, 3 = A narrow Maze with 1 square between walls, 4 =
Random width Maze of #1 through #3. 5+ = Arena is ruined city with buildings 5+
squares in size.
a - Cornucopia objects: What items are available in the Cornucopia.
This is a 32 bit number in which each bit represents that item, i.e. 1:Rock,
2:Dart, 4:Arrow, 8:Bullet, 16:Grenade, 32:Net, 64:Club, 128:Blowtorch,
256:Brick, 512:Pick, 1024:Teeth, 2048:Knife, 4096:Mace, 8192:Spear, 16384:Axe,
32768:Sword, 65536:Trident, 131072:Slingshot, 262144:Blowgun, 524288:Bow,
1048576:Gun, 2097152:Berries, 4194304:Nightlock, 8388608:Bread, 16777216:Fish,
33554432:First-Aid, 67108864:Nightvision goggles, 134217728:Helmet,
268435456:Armor, 536870912:Parachute, 1073741824:Landmine, 2147483648:Active
landmine. For example, "a524292" which is 524288+4 will have only
Bows and Arrows in the Cornucopia. If 0, the default set of objects as
initialized in the "hunger.ds" script file will be available.
b - Nearby objects: What items are available nearby the Cornucopia
between it and the launch platforms. This is a 32 bit number like setting
"a". These items are generally less good than Cornucopia objects.
c - Wild objects: What items are available in the wilderness away
from the Cornucopia. These items are generally less good than Cornucopia and
nearby objects.
d - Sponsor objects: What items are available as random sponsor
gifts, when the tribute is not injured or hungry.
e - Feast objects: What items are available at feasts. This only
plays a role in random item feasts, i.e. with setting "X33". These
items are generally the best possible.
f - Food: The max food tributes have. If 0, it will be a random
amount from 100-1000. Note when a computer tribute has more than 2000 food, it
won't even bother pathing toward and picking up food items.
g - Feast rate: How often there's a feast. For example, if this is
1000, a feast will take place every 1000 turns.
h - Health: The max hitpoints tributes have. If 0, it will be a
random amount from 1-20. Note if max health is 1, then computer tributes will
ignore First-Aid Kits, since everybody is always either at max health or dead.
i - Inventory: The number of inventory slots tributes have. If 0, it
will be a random size from 3-20.
j - Hill jumpiness: The frequency or width between peaks and valleys
of hills, ranging from 0-11, or 12 to pick randomly among them. Low numbers
make hill elevation change sharply, while high numbers change gradually. If the
"H" hills setting is the amplitude of hills, this "j"
setting is the frequency of hills.
k - Countdown kills: The probability computer tributes will step off
their platform early and blow themselves up, with lower numbers being more
probable. This only plays a role when the "K" countdown setting is
non-zero.
l - Goody limit: The last turn at which a feast may take place or a
tribute may receive a sponsor gift. If 0, then feasts and sponsor gifts never
stop, which gives Games the potential to last forever since there's potentially
an eternal source of food.
m - Mutts: The number of mutts in the arena. If 256 or greater, the
number of mutts will instead be equal to the number of tributes per District
(setting "Y").
n - New mutts: The number of mutts to remain withheld and release
later in the game. These mutts will initially appear as dead in the tribute
status report command.
o - Open mutts: The turn at which to "open the hatches" so
to speak and release the remaining mutts into the arena. Has no effect unless
new mutts (setting "n") is non-zero.
p - Feast preparation: The warning time in turns before an upcoming
feast is announced. If 0, then feasts appear with no advance warning.
q - Difficulty: The difficulty of the game, which means what
commands are available and what information is presented. 0 = Everything is
available. 1 = Cheat commands such as the map, tribute death list, tribute
status list, and alliance grid are unavailable, 2 = Like #1 but also cannon
fire events don't indicate who died (and the nightly fallen movie doesn't
indicate who died either so you have to look at the sky to see them), 3 = Like
#2 but also the number of tributes remaining isn't included on the status line,
so you really have to pay attention to know how close you are to the end.
r - Range: The distance of ranged weapons and commands like
chatting. Make this 20 or more in a small enough arena with the "E4"
wraparound edge setting active, and you can shoot yourself in the back of the
head! ;)
s - Names: How tributes are named. 0 = Tributes names are left
alone. 1 = Tribute names are cleared and presented as just "District 1
Female" and such, 2 = Tribute names are as in the 2nd Quarter Quell
(random except Haymitch and Maysilee are present in District 12), 3 = Tribute
names are as in the 74th Hunger Games (with Marvel, Glimmer, etc), 4 = Tribute
names are as in the 3rd Quarter Quell (with Cashmere, Gloss, etc), 5 = Tribute
names are as in the 10th Hunger Games (with Lucy Gray, Jessup, etc), 6 = Tribute
names are random District appropriate names.
t - Ground traps: The percentage of ground squares in the arena with
preset Net traps on them, ranging from 0 to 100. Traps won't ever be placed in
the nearby area between the launch platforms and the Cornucopia. 101-200 means
randomly chosen between 1 and X-100, e.g. 125 is random from 1-25. 300+ allows
sparser placements as a ratio, e.g. 1000 = each square has a 1/1000 chance to
be a trap.
u - Day length: The turn length of each section of the day/night
cycle. The 6 sections are full day, setting sun, rising moon, full night,
setting moon, and rising sun. The default is 25, meaning it takes 25 turns for
the sun to rise from the horizon to high noon.
v - Day extra: The extra turn length of the full day section of the
day/night cycle. That allows day to be longer than night, to avoid too much
stumbling around in the dark. The default is 50, meaning the full day section
is 75 turns, and an entire day/night cycle is 200 turns (6x25+50).
w - Ground wasps: The percentage of ground squares in the arena with
preset wasp nests on them, ranging from 0 to 100. Nests won't ever be placed in
the nearby area between the launch platforms and the Cornucopia. 101-200 means
randomly chosen between 1 and X-100, e.g. 125 is random from 1-25. 300+ allows
sparser placements as a ratio, e.g. 1000 = each square has a 1/1000 chance to
be a nest.
x - Feast size: The number of items placed during a feast. If 0,
then each feast will have a random number of items from 1-18.
y - Chosen tribute: The tribute to start playing as in future games.
The thousands place indicates the District, in which 14 = mutts and 15 =
audience, and 0 is a random district. The hundreds place and below indicates
the gender or tribute within the District, in which 1 = female, 2 = male, and 0
= random gender. For example, 12002 means play as the District 12 male.
z - Finale: The turn at which to start the firewall finale to help
bring the game to a conclusion, in which a wall of lava crosses the arena from
the edges (even covering water) forcing tributes to the Cornucopia area. If 0,
then the firewall never starts.
! - Eternal game: When this is non-zero, then the game won't stop
once there's a single tribute left, and will continue eternally. This can be
used to create certain single player scenarios, such as one person vs. a mutt
horde.
@ - Allow peace: When this is non-zero, then the game won't
force tributes to turn against allies and always have a target. Instead, it's
possible to have a group of tributes staying allied eternally. This can be used
to create certain scenarios, such as a group vs. a mutt horde.
# - No bodies: When this is non-zero, then dead tributes won't drop
their inventory items. Instead, inventory items will disappear with the
tribute, as if their corpse were immediately removed by invisible hovercraft.
$ - Nightlight: Whether things are lit up at night. 1 = Cornucopia
lit up, 2 = launch platforms lit up, 4 = Cornucopia randomly chosen whether lit
up, 8 = launch platforms randomly chosen whether lit up.
% - Alliance offer: Percentage chance of computer tributes offering
alliance to a valid someone, when not otherwise occupied. 0 = Computer tributes
never offer alliances.
^ - Trap concealment: Percentage chance of computer tributes not
noticing traps such as set landmines, Net traps, and tracker jacker wasp nests
on the ground. 100 = Computer tributes never make a mistake and always avoid
them.
& - Mist: When this is non-zero, then newly created arenas are
covered in gray mist at the distance specified. Anything around 15 or less will
make it hard to see your hand in front of your face, and you'll be effectively
blind.
* - Water depth: How many shallow water squares there are near land
before deep water squares begin. 256 = all water is shallow. The default is 1,
higher numbers can produce shallow lakes one can wade across safely, and 0
makes even single squares of water dangerous and require swimming to cross.
( - Mutt health: The health of new undamaged mutts. 0 = the same as
tributes, which is 10 health by default. Higher numbers can make more dangerous
mutts that tend to be fled from instead of fought.
) - Mutt height: The height of mutts in inches. 0 = the default of
72 inches or six feet tall. Higher numbers can make giant more intimidating
mutts that can be seen from a distance, while small numbers can make stealth
mutts that are easy to miss.
- - Mutts replace: If this is non-zero, then dead tributes are
immediately are replaced by new mutts. This effectively creates a zombie
apocalypse scenario in which one mutt can turn a group of tributes into mutts!
This requires there to be a mutt slot available, which means setting
"n" should be set to at least the number of tributes.
_ - Mutts variable: Release mutts equal to number of tributes. When
this is non-zero, then when mutts are later released into the arena at the turn
controlled by setting "o", the number of mutts will be the number of
dead tributes. This is used in simulating the 74th Hunger Games in which at the
end there was one mutt for each fallen tribute.
= - Mutts swim: Whether mutts can swim in deep water. 0 = can't and
computer mutts will avoid deep water. 1 = can swim just like tributes from
District 4.
+ - Mutts climb: Whether mutts can climb trees. 0 = can't. 1 = can
move up and down the sides of landscape features just like tributes.
The arena is randomly generated each game, with random tribute placements
and gear in and around the Cornucopia. The default arena is forest and measures
100x100 squares. (You can change the arena type and size with Shift+F2.) You
can visit any square except those already containing large blocky objects
(trees, mountains, brick walls, the walls of the Cornucopia, and other
tributes). Each tribute starts on their "platform" which is a square
like any other, except marked with a gray circle and slightly raised.
Movement: Because the arena is a square grid, you can only move (or
throw items) in one of the eight compass directions. It follows that with a
ranged weapon, you need to line up with an enemy in order to target them. It
also means you can stay out of alignment to avoid enemies throwing things at
you. Moving diagonally is treated the same as orthogonal movement. That means
some tributes start out fewer moves away from the Cornucopia than others. If
you start out on a 45 degree diagonal from the Cornucopia you can reach it
first. On the other hand, near the endpoints and directly in front of the
Cornucopia are the worst places to start if you want to reach it quickly.
Water: Many arenas feature lakes and rivers. Water appears as bluish
squares, and may contain fish. Squares adjacent to land are shallow water, and
can be waded through. Squares surrounded by water in all eight directions are
deep water, and appear as darker blue squares. (How quickly water becomes
deeper is a setting that can be changed.) You need to be holding a
"flotation device" (i.e. wielding a Club) in order to swim through
deep water, otherwise you take 1 damage (unless you're from District 4 who are
expert swimmers). Water is always at the lowest possible elevation, so it can
sometimes be found by heading downhill.
Climbing: You can climb objects, making the arena 3D. You can't stand
on top of another object, or ever be directly above or below another tribute,
however you can cling to the sides of objects if something solid is adjacent to
you in one of the four compass directions. For example, you can climb trees,
mountain cliffs, and the sides of brick walls and the Cornucopia. You can move
while up in the air (such as leap from tree to tree) however you'll fall if at
the end of the turn you're not supported by anything. Falling more than one
square results in taking one damage per additional height (unless you land in
water, or are from District 11 who are expert climbers and immune to falling
damage). If another tribute is more than one square away from you vertically,
you can't attack each other with melee weapons, although ranged weapons can go
up or down any distance.
Hills: Hills refer to the base ground level of the arena, which may
have varying elevations. Mountains are different, which (like trees and walls)
are impassable blocks placed on top of the hills or ground. Whenever you move,
you'll step up any amount needed to enter the new square. Similarly, moving to
a lower square will result in stepping down any amount needed. You'll never
potentially take falling damage unless you step off high square at an diagonal,
and aren't supported by a hill face to "slide" down. You can lob
ranged attacks over hills to hit enemies, but attacks are stopped by impassable
blocks such as mountains and walls.
Landscaping: The arena isn't static, and can be modified in several
ways. If you wield an Axe, you can chop down trees and cactus plants by moving
into them (which will take several turns, unless you're from District 7 who are
expert lumberjacks can chop down things in one turn) which will leave a new
Club in its place, or occasionally drop a tracker jacker nest. If you wield a
Blowtorch, you can burn away trees and cactus plants (which will take several
turns, unless you're from District 13 who are experts with metalwork and can
burn away things in one turn) which will leave nothing in its place, and even
destroy any tracker jacker nests in them. Also if you wield a Blowtorch, you
can melt a wall of the Cornucopia, which will leave a Spear in its place. If
you wield a Pick, you can chip away mountain cliffs and brick walls by moving
into them (which will take several turns, unless you're from District 2 who are
skilled at quarrying and masonry) which will create a new Brick. Also if you
wield a Pick, you can use the dig command to dig in the ground (which will take
several turns, unless you're from District 12 who are skilled at mining).
Digging will uncover new Rocks, unless you're next to a launch platform in
which case you'll dig up a Landmine. Dig deep enough and you'll hit water!
Footprints: In snowy arenas, tributes will leave footprints.
(Tributes from District 10 who work with livestock are skilled trackers and can
see footprints in all landscape types.) Tributes and mutts leave different
footprints. Footprints can be used to track the location and travel direction
of other tributes and mutts, which is useful in larger arenas. If you drop an
object, it will erase any footprints in that square, which can be repeatedly
done while walking to cover your tracks.
Mutts: In addition to the other tributes, there are muttation
monsters called "mutts" roaming the arena. Mutts are like other
tributes, in that they will attack you. They do high damage with their teeth,
and are aggressive and won't ever flee, even if injured. They aren't tributes,
so don't need to be killed in order to become victor. Computer controlled mutts
don't need to eat, so will never starve, and they won't ever pick up items.
They also can't swim or climb trees, which is one way to escape them. There are
two mutts in standard arenas, which start in the northwest and northeast
corners behind the Cornucopia. They will stay near the north edge for the first
100 turns or so, and then go on the prowl for tributes to maul. If the tributes
are arranged in a complete circle, then the mutts start in random corners, and
traverse to an adjacent corner before seeking out tributes.
Tracker Jackers: Tracker jackers are deadly wasp mutts who have nests
at the top of certain trees and cactuses. If you bump into a tree with a nest,
you'll get a message about angry buzzing. If you touch a tree within one square
of its top, you'll get stung. If you chop down a tree containing a nest, the
nest will fall to the ground and angry tracker jackers will sting any tribute
closer than two squares. The nest will remain on the ground, and also sting
anybody stupid enough to step on it. Tracker jackers do 1-3 damage, but also
make you hallucinate 25-75 turns. Hallucination randomly changes the color
palette, and also flips the screen horizontally, which may be disorienting.
Hallucinating computer tributes act the same as they do at night, and can only
notice things right next to them. Hallucination can be cured with a First-Aid
Kit.
Forcefields: The edge of the arena is an invisible forcefield. You
can tell when you reach it because the square grid and landscape features end.
If you walk into a forcefield, you take 1-5 damage (except for tributes from
District 5, who work with power generation and are immune to forcefields).
Thrown weapons or launched missiles bounce off the forcefield. That means you
can kill yourself with your own weapon if you're not careful, or can bounce
weapons off the forcefield to kill enemies around corners that you don't have
line of sight to. :) In many arenas the forcefield is covered by a barrier of
foliage, rock, or a brick wall, but if that barrier is removed the forcefield
behind it will be revealed. Some arenas have no edge, and wrap around as if the
arena were on the surface of a torus. In such an arena you can travel in the
same direction forever and have the scenery continually repeat itself, and in
smaller arenas you may even be able to see yourself in the distance!
Custom: Custom arenas are supported. If the file "hunger.bmp"
exists in the same directory as the Daedalus executable, it will be loaded when
the script starts. The size of the arena will be taken from the dimensions of
the bitmap (which should be square). Inside the bitmap, pixels are interpreted
as follows: Green = Tree, Light gray = Mountain, Red = Brick wall, Blue =
Water, Yellow = Wasp nest on ground, Olive = Net trap on ground, Black =
Primary ground cover, White = Secondary ground cover, Gray = Rock ground cover.
For example, given setting "A3", the primary ground cover will be
grass, and the secondary cover will be sand (however with setting
"A0" the only ground cover available is snow, so both black and white
pixels will appear as snow). Other things such as the placement of tributes,
the cornucopia, items, and hills are determined by standard program settings
independent of the bitmap. Because only a few colors are used, a standard 16
color Windows bitmap is enough to cover them. A sample
custom arena representing the 12 Districts in miniature comes with the
program: Copy "hunger.bmp" from the "source" subdirectory
up one level and the script will notice and load it. Note that arena is also
embedded within the Hunger Games script itself, and can be more easily played
by pressing Shift+F2 and entering "X" for the arena type.
"My advice is, don't ignore the survival skills. Everybody wants to
grab a sword... Exposure can kill as easily as a knife." - Atala, head
trainer
Items consist of weapons (melee weapons, throwable weapons, missile
launchers such as Bows, and ammo for them), equipment which may be worn, food
and first-aid (which disappear when used), and special items like landmines.
Items can be picked up, dropped, used, consumed, and given to other tributes.
You can carry up to 10 items at once. Items appear as colored tokens on the
ground, each with a unique and obvious icon. Only one item can exist in a
square. If one item is dropped on top of another, it will instead slide over to
the nearest unoccupied space. That means a tribute with a full inventory when
killed may seem to explode into a shower of items. :)
Weapons can be wielded, after which you automatically use them to damage
tributes in melee when you move into them. Be careful you don't accidentally
move into an ally, which will be treated as an attack! Some weapons can also be
selected with the "throw" command, after which they'll leave your
inventory, fly to the tribute in the direction you're facing, and damage them.
Damage is from 0 to the weapon's damage rating, e.g. a weapon that does up to 3
damage has a 25% chance each of doing 0 damage (a miss), 1, 2, or 3 damage.
Thrown weapons (regardless or whether they hit or miss) land at the target's
feet, so beware because they may pick it up and throw it back. (Consider how
Katniss got the free knife Clove threw at her.) Finally some weapons are
launchers which fire ammo. To use them, wield the launcher and then throw the
ammo with the "throw" command. For example, throwing a Dart by itself
will only do up to 2 damage, however blowing a Dart through a Blowgun (throw
the Dart while wielding a Blowgun) will do up to 4 damage. A melee attack when
you're wielding a launcher will be treated the same as an unarmed punch.
The table below summarizes the 20 weapons available (21 counting attacking
barehanded with your fist). Listed is the weapon, and the maximum damage it
does. Also listed is whether the weapon can be wielded in melee, whether the
weapon can be thrown, and whether the weapon is a launcher of ammo or can be
used as ammo fired by a launcher. There are four different launchers:
Slingshots launch Rocks, Blowguns launch Darts, Bows launch Arrows, and Guns
shoot temporary energy Bullets. For example, a Club is a melee only weapon,
however a Spear can be wielded in melee or thrown at somebody. Some weapons
(i.e. the Grenade) are single use and consumed once thrown, while some
launchers (i.e. the Gun) generate their own ammo. Also listed is the favored
District for each weapon, in which tributes from that District have a bonus
when using it. Next listed are three places where the weapon might be able to
be acquired. Weapons can be inside the Cornucopia itself, in the nearby area
between the starting platforms and the Cornucopia, out in the wild, or received
from sponsors. Extremely powerful weapons like Grenade and Gun are rare and can
only be obtained from sponsors or at Feasts. Finally is listed the icon used
for the weapon when seen on the ground or wielded, and the reason the weapon is
included in the game in the first place.
Weapon
Damage
Melee
Throw
Launch
District
Nearby
Cornucopia
Wild
Icon
Weapon Reason
Fist
1
Yes
-
-
1
-
-
-
Hand
Everybody has one
Rock
1
-
Yes
Slingshot
2
Yes
-
Yes
Small circle
Available in woods
Dart
2
-
Yes
Blowgun
8
Yes
Yes
-
Small line with tip
Needed for blowgun
Arrow
5
-
-
Bow
12
Yes
Yes
-
Feathered arrow
Needed for bow
Grenade
10
-
Yes
-
-
-
-
-
Ball with trigger
Ultimate single use weapon
Club
2
Yes
-
-
5
-
-
Yes
Crooked stick
Available in woods
Blowtorch
2
Yes
-
-
13
-
Yes
-
Canister nozzle
Haymitch used one
Brick
2
Yes
Yes
-
2
Yes
-
-
Cube
Seen in movie on train
Pick
3
Yes
-
-
12
-
Yes
-
Double pick-axe
Needed to dig
Mutt Teeth
3
Yes
-
-
14
-
-
Yes
Jaws
Wolf mutts bite you
Knife
3
Yes
Yes
-
10
Yes
-
-
Line with blade
Clove used them
Mace
4
Yes
-
-
1
-
Yes
-
Spiked square
One year only maces available
Spear
4
Yes
Yes
-
6
-
Yes
-
"/" shape line
Marvel used one
Axe
4
Yes
Yes
-
7
-
Yes
-
Axe shape
Johanna used them
Sword
5
Yes
-
-
9
-
Yes
-
Hilt with blade
Cato used one
Trident
5
Yes
Yes
-
4
-
Yes
-
Three prong fork
Finnick used them
Net
-
Yes
-
-
4
-
Yes
-
Grid of squares
Finnick used them
Slingshot
2
-
-
Rock
11
Yes
Yes
-
"Y" with line
Rue made one
Blowgun
4
-
-
Dart
3
-
Yes
-
Parallel lines
Maysilee Donner used one
Bow
5
-
-
Arrow
12
-
Yes
-
"D" shape
Glimmer and Katniss used them
Gun
10
-
-
Bullet
-
-
-
-
Pistol
Ultimate multi-use weapon
Nets are a special weapon unlike all others. When you attack someone with a
Net, there's a 50% chance of entangling them in it (and a 100% chance for
District 4 tributes using one). If entangled, the Net will be removed from the
attacker's inventory, and the target tribute will get covered with a grid
shaped net pattern (or your entire screen will be covered if somebody entangles
you). Entangled tributes can't move or attack. Instead their melee attacks are
directed against the Net. Nets have 20 effective hitpoints, and all attacks do
maximum damage against it. That means it will take someone at least four turns
to cut their way out with a good weapon, and up to 20 turns if they're
barehanded. Getting entangled usually means a quick death, although they are
survivable.
Each District has a "favored weapon". (Career districts and
District 12 have two favored weapons.) When a tribute uses their favored
weapon, damage is increased by 1. For example, a District 12 tribute using a
Bow, instead of the normal 0-5 damage, will instead do 1-6 damage. That means
they never miss, and always do at least one damage (unless their opponent is
wearing armor). The favored weapon for each District is in the table below.
Listed is the District, their favored weapon(s), and the reason for having that
favored weapon (which can be used to help remember it). Districts 4, 9, and 12
have a slight advantage, since they have a favored weapon that deals up to 5
damage normally, making them the only Districts able to deal 6 damage in a
single attack. Finally each District also has its own color, which the tributes
are displayed in. This can allow identifying them from a distance if you can't
see their markings. The reason for each color is included too (which be used
used to help remember them).
District
Specialty
Favored Weapon
Favored Weapon Reason
Color
Color Reason
1
Luxury
Fist, Mace
Rich people carry mace spray ;)
Magenta
Tribute parade outfit
2
Masonry
Rock (thrown), Brick
District 2 works with masonry
Gray
Color of stone
3
Electronics
Blowgun (launch dart)
Geek weapon operated with breath
White
Color of graph paper
4
Fishing
Trident, Net
In honor of Finnick, who used them
Blue
Color of water
5
Power
Club
Electrically insulated weapon
Yellow
Electrical spark color
6
Transportation
Spear
Like a train rail
Cyan
Color of sky
7
Lumber
Axe
Used when chopping trees
Green
Color of trees
8
Textiles
Dart (thrown)
Like a sewing needle
Purple
Bright textile color
9
Grain
Sword
Like a harvesting scythe
Orange
Amber waves of grain
10
Livestock
Knife
Used when butchering livestock
Brown
Color of leather
11
Agriculture
Slingshot (launch rock)
In honor of Rue, who had one
Red
Color of apples
12
Coal Mining
Pick, Bow (launch arrow)
In honor of Katniss, who used bows
Black
Color of coal
13
Nuclear
Blowtorch
Used in construction
Teal
Drab business color
Capitol
Muttations
Mutt Teeth
Wolf mutts bite you
Olive
Color of mangy fur
There exist items in the arena other than weapons. Some of these items
appear as bluish squares on the ground, and are consumed when used. Other items
are equipment which can be worn, which are yellow. Only one item can be worn at
a time (assume that each item generates an electric field that protects you or
whatever, and that fields of multiple items conflict with each other):
First-Aid Kit: When applied, you are healed
for 3 damage (or 4 if from District 8 who are experts with bandages and other
textiles). First-Aid Kits can only be found inside the Cornucopia. They are
also the most frequently received item from sponsors, since most tributes get
injured to some degree. First-Aid Kits appear as light blue crosses on the
ground when photo textures aren't being used.
Bread: When eaten, a loaf of bread gives you
100 turns worth of food (or 150 turns if from District 9 who are experts with
grains). Bread can be found nearby in the starting area, and inside the
Cornucopia (but not out in the wild). If you're at full health, food is the
most frequently received item from sponsors. Bread appears as a round roll with
a slice missing on the ground.
Berries: Berries give you 50 turns worth of
food (or 75 turns if from District 11 who are experts at agriculture). Berries
can be found nearby in the starting area (but not within the Cornucopia
itself), and out in the wild. Berries appear as clusters of four tiny circles
on the ground.
Nightlock Berries: As expected, they are
deadly poisonous. They deal 9-15 damage to whoever eats them, so will most
likely kill even a character at full health (although it is technically
possible to survive). Nightlock berries are identified as such, so no computer
player will ever pick them up (and they'll usually get angry if you give them
Nightlock, thinking you're trying to poison them). Nightlock makes it harder to
forage in the woods, since it's not obvious if that dark blue icon is Nightlock
or standard edible berries. However, note that if you look closely, edible
berries appear in clusters of four, while Nightlock appears in clusters of
five, so it's possible to distinguish between them from a distance.
Fish: Fish give you 50 turns worth of food.
Fish can only be caught out in the wild, in shallow or deep water squares. To
pick up a fish from a water square, you need to be wielding a Spear, Trident,
or Net (or be from District 4 who can fish with anything).
Nightvision Goggles: When worn, you can see
perfectly in the dark. Computer tributes that can't see in the dark have their
visibility radius reduced at night, although they'll still maintain combat with
enemies. The game is smart enough to not generate Nightvision Goggles in the
Cornucopia if the arena is eternally day.
Helmet: When worn, whenever you take damage
from a weapon, that damage is randomly reduced by 0-2 (1 average). If a
computer tribute has both Nightvision Goggles and a Helmet in its inventory,
notice how it will wear the goggles at sunset for vision, and switch to the
Helmet at sunrise for protection.
Body Armor: When worn, whenever you take
damage from a weapon, that damage is randomly reduced by 0-4. Having all damage
reduced by 2 on average is major protection, and as a result this powerful item
can only be received very rarely as a sponsor gift or at Feasts.
Parachute: When worn, the most distance you
can fall down in a turn is one square. You can move horizontally while floating
down, meaning parachutes can be used to cross obstacles like deep water if you
climb a tall enough tree or mountain nearby. A parachute lands at your feet
whenever you receive a sponsor gift. You can see parachutes land for other
tributes, even in the distance, which can reveal their location.
Landmine (Disabled): You can dig up the
pedestal landmines around the launch platforms. If you dig with a Pick in one
of the eight squares surrounding a launch platform, you'll dig up a landmine.
Using a landmine will attempt to activate it. It may take many turns to figure
out how to activate a landmine (unless you're from District 3 who are experts
with technology, or allied to someone from District 3 that you can ask, who can
always activate landmines in one turn). Landmines appear as yellow octagonal
devices on the ground.
Landmine (Active): If you step on a landmine,
it will blow you up for 13-26 damage, which should always be enough to kill any
character. The explosion will also destroy everything in their inventory.
Active landmines appear the same as disabled landmines, except they're orange
and have an "X" through their middle.
In addition to favored weapon(s), each District also has at least one
additional bonus that their tributes have in the arena. For example, tributes
from District 8 who are experts with textiles can heal themselves for 4 damage
instead of 3 with First-Aid Kit bandages. They can also use their clothing as
bandages, which means whenever they take damage from a weapon, there's a 50%
chance that damage will be reduced by one:
District
Specialty
Favored Weapon
Bonus
1
Luxury
Fist, Mace
Receive sponsor gifts 33% more often
2
Masonry
Rock (thrown), Brick
Chip away mountain cliffs and brick walls in one turn
3
Electronics
Blowgun (launch dart)
You and allies can activate landmines in one turn
4
Fishing
Trident, Net
Pick up fish with any weapon, swim in deep water
without floatation
5
Power
Club
Warned when moving into forcefields so avoid damage
from them
6
Transportation
Spear
Directional compass and coordinates displayed on
screen
7
Lumber
Axe
Chop down trees in one turn
8
Textiles
Dart (thrown)
+1 healing from First-Aid Kits, 50% chance of -1
weapon damage
9
Grain
Sword
50% extra food from eating bread
10
Livestock
Knife
See footprints in all arenas
11
Agriculture
Slingshot (launch rock)
Avoid falling damage, 50% extra food from eating
berries
"You really want to know how to stay alive? You get people to like
you." - Haymitch Abernathy
Every tribute tracks how it feels about every other tribute. Feelings aren't
necessary mutual, e.g. tribute A may consider B to be a trusted ally, but B may
be getting ready to stab A in the back. :) Feelings are in five categories:
Enemy: If you attack someone (even an Ally)
their status is automatically set to Enemy. There are different degrees of
enemy, where the more damage you do to someone, the more they hate you.
Similarly, if a tribute attacks you, they also consider you to be an enemy.
Neutral: Your default relationship with a
non-allied tribute who you haven't fought yet is Neutral. They may still
initiate combat with you if there's nobody else available, but they will prefer
attacking enemies.
Ally: An ally won't attack you (with only a
few exceptions). Career Districts (1, 2, and 4) all start out as allies with
each other. There is an advantage to being a Career (since you start in the
large Career alliance) but it's a bigger achievement to win from an outlying
District. If you attack someone who's in an alliance (or someone who's in an
alliance attacks you), not only does that tribute get angry at you, but so do
all their allies.
Close Ally: A close ally is just a stronger
ally. Every tribute starts with one Close Ally, the partner from their
District. When the Careers turn on each other at the end of the Games, they'll
demote normal Allies to Neutral before turning on their District partner. If
you backstab someone who's an ally, third parties are usually neutral, however
their close allies get angry at you. For example, if you are the District 1 Boy
and attack the District 2 Boy, he and the District 2 Girl become your enemies,
but the District 4 tributes stay allied to both sides.
Maximum Ally: There's a limit to how close
someone can feel toward you. Once someone starts saying they want YOU to win,
you effectively have a Katniss and Peeta falling in love in the arena
situation. :) In such a scenario, they may even be willing to kill themselves
so you can win...
Every tribute always has at least one other person in the arena they're
willing to fight. Upon each death, every tribute ensures they have at least one
target, and they decide to "unfriend" the ally they're least close to
if everybody left is an ally. For example, if only the Careers are left, they
start turning on each other. It follows that if you're a Career (or otherwise
in a dominant alliance) it's useful to keep track of whether there's at least
one non-Career still being hunted, because as soon as they're killed, every
Career picks someone to backstab, which may be you. Warning: Very occasionally
tributes will "unfriend" and attack an ally even before everybody
else is dead, but that only happens if you're much weaker than your ally and
they consider you dead weight.
You can give items to other tributes with the "give" command. The
receiving tribute will like you more based on the value of the item. Give a
valuable enough item, or give enough items, and you can upgrade their feeling
category. For example, a tribute moving from Neutral to Ally will suggest you
two form an alliance, and will start treating you as an ally. Become an ally
with one tribute, and you also become allied with all their allies (at least
those that don't already consider you Enemy). For example, becoming an ally
with the District 12 Girl also makes you an ally with the District 12 Boy.
Becoming an Ally with one Career will make you good with the whole Career
alliance, which can make the bloodbath more survivable. Be careful if giving
items to Neutral or Enemy tributes, because if they take a swing at you on
their turn, that will undo your efforts since it will reset their feeling of
you to Enemy. Giving items to allies can also be useful, because then they'll
be more likely to turn on others at the end. You can also simply ask a tribute
to be your ally without giving them anything with the "propose
alliance" command, although unless you're significantly stronger than they
are, it may not work and may even make them angry at you.
"23 of you will be dead. One of you will be alive. Who that is
depends on how well you pay attention... particularly to what I'm about to
say." - Atala, head trainer
In a turn-based game with many options like the Hunger Games simulation,
careful thinking is rewarded more than video game reflexes. Below are some
points to keep in mind:
Health: Unlike most video games, health doesn't regenerate
automatically in this Hunger Games simulation. Like real life, injury doesn't
heal easily. With 10 maximum health, and the best standard weapons doing up to
5 damage, you can be killed in just two good hits. The only way to raise hit
points is through First-Aid Kits, which are inside the Cornucopia or received
from sponsors. (Getting stabbed for 5 damage while picking up an item that
heals just 3 health isn't worth it.) It follows that it's important to keep
health as high as possible, and not engage in unnecessary combat.
Range: Because combat is deadly, ranged attacks can be useful. If
you can kill things from a distance, you can avoid getting damaged in melee.
It's no coincidence Katniss (using a bow), Clove (using knives), and Marvel
(when he threw spears), were effective in their Games. Throwing weapons like
Axes is easy, however other tributes can then pick them up and use them against
you. Launchers like the Bow/Blowgun/Slingshot require you to collect ammunition
for them, but fired ammo can't be effectively used against you unless they have
a launcher too. A Bow is the strongest launcher (doing up to 5 damage), so if
you can get one and collect enough Arrows, you can potentially be like Katniss.
Initiative: Because combat is turn based, it can be advantageous to
get first strike in any engagement. Pausing for a turn, so an enemy moves next
to you, will let you attack them first before they respond in kind. Similarly,
when you and an enemy both have ranged weapons, you can let them move into your
line of fire so you can shoot at them first.
Behavior: Understand and take advantage of computer behavior.
Computer tributes treat every item and other tribute within range like an
attractive or repulsive magnet, and move in the resulting direction. Computer
tributes are drawn to allies, and also to tributes weaker than they are. They
can only see things within line of sight, meaning you can often escape being
chased by ducking behind a tree or the Cornucopia. That means alliance members
tend to cluster together and hunt as a pack. Like you, they can only see what
weapon another tribute is wielding. Even if you have no ammo, wielding a
launcher may make a tribute less likely to attack you.
Startup: The beginning of any game is critical. Common starting
strategies are: (a) Run toward the Cornucopia, to get the best gear before it's
gone. All computer controlled Careers do this, along with most other tributes.
(b) Run away from the Cornucopia into the wilderness, to reduce your chance of
getting killed early. A small percentage of computer controlled tributes do
this. (c) Combine the two in some manner, i.e. pick up whatever's safely
obtainable, but don't go all the way into the Cornucopia itself, and then clear
out. Katniss did this when grabbing the orange backpack before escaping.
Cornucopia: Guarding the Cornucopia becomes important if you or your
alliance gain control of it. You can also destroy items you can't use with the
"dig" command. If you go off into the wilderness to hunt, other
tributes may sneak in while you're away and steal whatever's leftover.
Similarly, if you flee the Cornucopia at start of game, you can potentially
wait nearby until people leave and then scavenge it yourself. Landmines can be
used to guard the Cornucopia for you, although it takes effort to dig up and
reset them, so that may or may not be worth it.
Starvation: Food can be a weapon in some games. It's not called the
"Hunger" Games for nothing! Whenever your food reaches zero, you lose
one health and your food counter is reset to 100. That means without supplies
the longest a tribute can survive is (Food + ((Health - 1) x 100)) turns. If
you have lots of food and health, and don't want to risk fighting other
tributes, you can evade everyone until they starve to death. If you're patient
it's possible to win with a non-violent Foxface style victory.
Fishing: Fish can be an important source of food. You can only pick
up i.e. catch a Fish if you're wielding a Spear, Trident, or Net. Similarly,
you can only swim into deep water squares without taking damage if you're
wielding a Stick. That means most tributes have to be careful to retrieve a
Fish from deep water: First wield a Stick, swim out to the square with the
Fish, then switch to a Spear or related weapon, pick up the fish (you can tread
water without your floatation device, just not move to other deep water
squares), and finally switch back to the Stick in order to swim back to shore.
(Tributes from District 4 who are experts in fishing can avoid all these
requirements.)
Sponsors: Sponsor gifts are rare, however anybody can receive one,
with at least a 1 in 1000 chance each turn (or a 1 in 750 chance for tributes
from District 1 who are richer) if they meet the requirements. Every kill a
tribute makes increases the chance of getting a gift proportionally. For
example, one kill doubles your chances to 2 in 1000, and two kills give you a 3
in 1000 chance. Sponsors never give items before turn 100 (so as to not
interrupt the bloodbath) or after turn 2000 (to keep the Games from lasting
forever).
Deaths: There are eleven different ways to die in the Hunger Games
simulation. Most deaths are from combat with other tributes or mutts. However
you can also starve to death, poison yourself (like Foxface), electrocute
yourself on the surrounding forcefield, blow yourself up with a landmine, fall
from a great height, drown in deep water, be stung by tracker jackers, poke
yourself on a cactus, be incinerated by lava, or even be terminated by the
Gamemakers. Be aware that thrown weapons bounce off the forcefield, meaning you
can also kill yourself like the District 1 Girl did in the 2nd Quarter Quell.
Differences: This is not the 74th Hunger Games that Katniss
and Peeta participated in, but should be thought of as a random year. Therefore
don't be surprised if tributes behave differently from game to game. For
example, the District 11 Girl is not Rue, and may grab a sword and start
stabbing everybody in sight! ;)
Are you the victor every time you play? If the Hunger Games start seeming
too easy, there are things you can do in the arena to make it more interesting
or challenging. For example, try doing the following achievements. Some require
special arena types, effort to set things up, or detailed knowledge of game
mechanics:
Ace Victory: Win the Hunger Games, with more health and more food
than when you started. In other words, you need to have 11 or more health, and
501 or more food, at the point you're declared victor.
Foxface Victory: Win the Hunger Games, without ever attacking
anything. You need to let other tributes kill each other, and let the last ones
starve to death or be taken out by mutts, to achieve this.
Haymitch Victory: Win the Hunger Games, by bouncing a weapon off a
forcefield to make the last kill. Technically Haymitch won by a tribute killing
themselves by unknowingly bouncing a weapon off the forcefield, but this comes
close.
Rainbow Victory: Win the Hunger Games, achieving 7 or more kills in
the process. In a standard game, it's challenging to make this many kills when
so many tributes are simultaneously fighting each other.
Armageddon Victory: Win the Hunger Games (with the standard number
of tributes) achieving 25 kills in the process. With 24 tributes and 2 mutts,
this means you need to kill all 23 other tributes and both mutts, which is
actually possible with the right setup.
Ultimate Victory: Win the Hunger Games with the "ultimate"
setup involving 255 opponents. Press Shift+F2 and enter "U" for the
arena type. For extra difficulty do it as a non-Career.
Helen Keller Victory: Win the Hunger Games while playing both
"blind" and "deaf", i.e. with settings "B3N0$0".
True Love: Convince a tribute to commit suicide by intentionally
eating Nightlock berries. Normally tributes get angry if you give them
Nightlock, however if the tribute wants you to win...
Enobaria: Kill a mutt with a set of Mutt Teeth. If you kill a mutt,
you can take its teeth as a trophy, which is a weapon like any other. ;)
Utter Annihilation: Take 30 or more damage at once. Not even
landmines do that much damage...
Natural Selection: Blow up a mutt with a landmine. Mutts aren't
smart enough to avoid landmines, so you can lead them over one.
Take That: Blow up another tribute with a landmine. Other tributes
are usually smart enough to never intentionally step on landmines, so how might
you get them upon one?
Enlightenment: Levitate in the air with nothing next to you or
holding you up (not even a parachute) while deciding on your next turn.
Technically it's a minor bug in the game, but an amusing one.
Ninja Skillz: Before the opening gong sounds, step off your plate
without getting blown up and make it into the Cornucopia.
Mt. Everest: Reach Z coordinate 60 or above. Best done as District 6
so you can see your coordinates.
Bee-ware: Kill another tribute by dropping a Tracker Jacker nest on
them.
Tough as Diamond: Have 14 or more hit points (in a standard game in
which tributes start with 10 hitpoints).
Tough as Adamantium: Step on a landmine and survive the explosion.
No Victor: Play a game that ends with everybody dead, so there's no
victor.
Not a Piece: Have the game have no winner, through an action of
yours that kills off everybody remaining at the same time.
Mockingjay: Break out of the arena and start an uprising against the
Capitol!
The following features are not implemented, but are ideas for future
versions:
More items: For example, a camouflage cloak to decrease the range at
which tributes can detect you.
More mutts: There could be additional muttation types, such as the
monkeys from Catching Fire, or the candy pink birds that killed Maysilee
Donner.
More actions: For example, apply Nightlock berries to weapons (or at
least blowgun darts) to do more damage with them, like Maysilee Donner did.
Also more combat options, such as a bull rush attack that can push tributes
back a square (such as into a landmine, forcefield, deep water, or out of a
tree).
More resources: Presently only food is tracked. There could be water
(clean or dirty) to drink too. Track energy, making it necessary to rest or
sleep at times.
More events: There could be more events to force a grand finale
ending to the Games, such as flooding the arena with water.
Tribute customization: Presently every tribute from a particular
district has the same mechanical strengths and weaknesses. You could design
your tribute ahead of time by allocating points to different areas, such as
strength, agility, and plant identification, then see how they do in the arena.
There are other single player Hunger Games themed computer games, however
none of them fully simulate all tributes in a 3D arena:
The Hunger Games
Adventures: An official Facebook or mobile game in which you follow Katniss
and other characters through the storyline of the books. It's basically just an
energy expenditure and resource gathering game like many others, but with a
Hunger Games theme.
Hunger Games: Panem
Run: An official 3rd person perspective mobile game in which your character
runs through a few Districts of Panem. It's basically just a collect items and
avoid obstacles game like many others, but with Hunger Games scenery.
Hunger Games: Panem Rising: An
official mobile game in which you collect cards and build up a squad of
characters from the movie. It's basically just card collection similar to Magic
the Gathering, but computerized and with a Hunger Games theme.
Trial by
Fire: An official "choose your own adventure" type game with a
Hunger Games theme, where you take choices to follow a short storyline within
the arena. The one correct path through it is (spoiler alert): 1) Run away from
the Cornucopia, 2) Set up camp, 3) Head to the forest, 4) Eat and make a plan,
5) Befriend her, 6) Evade her charge.
Hunger Games The
Game: It looks sophisticated, with quality cartoon graphics and sound, and
health/food/water resources. However it's actually just an April Fool's parody,
where you always die to a thrown knife after the first few seconds.
TrueHungerGames:
Featuring offense/defense/stealth/speed stat customization,
health/energy/hunger/thirst resources, and graphics in a 12x12 sector arena.
See also the earlier HungerGamesLite and QuarterQuellLite Flash versions.
Scratch Hunger Games:
You're actually a tribute in this one, fighting two others, with food and water
resources. However it's extremely simple.
Scratch Hunger Games v3:
A more advanced script in which you can move your square around the arena with
a top down view of it.