"Hunt the Wumpus 2"
After creating the original "Hunt the Wumpus" in
(June 18, 1945 - October 13, 2005)
decided that it would get a bit boring after a few thousand games, so
he created "Hunt the Wumpus 2" to extend the fun. This is a
faithful re-creation of that version, again with an adaption to use
input methods more suited to Android based phones and tablets.
While keeping the same logic where each room in the cave
to 3 others, the same hazards (Super bats - in 2
caves - that can pick you up and drop you anywhere at random and
bottomless pits - in 2 caves - which mean instant death if either of
these rooms was entered) , and the same weapon (a bow with 5 crooked
arrows), he came up with 5 new maps to add to the original dodecahedron
and added the ability to allow a player to enter his/her own map.
This resulted in a game that offered some new challenges
following the same basic rules as the original.
with the original game, map-making is the key to winning. I
included images of each of the cave layouts without the room numbers.
The challenge for the player
is to figure out the numbering although I have created a "spoiler"
page of the same maps with the room numbers shown. In
these map images, I based them on the images shown in scans from The
Best of Creative Computing, Volume 2 (1977), page 245
and found, after much playing, errors in a couple of the maps shown as
well as an error in one map layout in the program listing. I
have corrected those errors. This
game should keep you busy for quite a long time. Have fun!
(And check the "spoiler"
page if you really need to see how the rooms are numbered.)
0 - Dodecahedron
This is the same map as is used in the original Hunt the Wumpus with
which you should be familiar..
1 - Mobius Strip
a strip of paper, give it a 1/2 twist, then join the ends together.
The result is a Mobius strip which has just one side and one
edge. If you disbelieve, take a pencil and draw a line around
thing - your line will eventually join itself and there will be no
blank side proving the strip only has one side (and on edge).
of pits influence the game. 2 pits placed just right (around
of the games) will force a detour back around the strip.
around is slower than in Cave 0, but it is easier to search.
2 - String of Beads
placement of pits will often make parts of the cave inaccessible except
by bat-express. (Can you see why?) Play in this cave can be frustrating
until you have gone to the trouble of making a reference map (figuring
out how the caves have been numbered); otherwise you keep coming back
to your starting point.
3 - Toroidal Hex Network
This is an attempt at a torus.
If you can visualize a hexagon net like a honeycomb or a tile
floor and stretch it into a doughnut, you've got it!! The map tries to
show this, but if you prefer, think of it as a complicated molecule of
4 - Dendrite with Degeneracies
other caves, each tunnel leads to another cave and only one tunnel
connects a pair of caves. This cave, as well as Cave 5, show
this need not be a strict rule. The dendrite is a branching
pattern like a tree or a plant. At the ends of the plant are
"leaves" which are caves leading to themselves or multiple tunnels may
lead to the same cave. This cave is especially suseptible to
severance by pits and getting stuck in corners near the Wumpus.
nice thing is that you will often know exactly where the Wumpus is when
you come near him.
5 - One Way Only
is a cave in which all tunnels are one way. Every room has 3
tunnels leading into it and 3 tunnels leading out but these do not go
to same rooms as those from which the incoming tunnels originated.
If you overshoot, you must travel all the way around to get
where you started, just like missing a freeway ramp.
6 - Anything you like
cave can be anything you like. Draw your own map with 20
number the rooms, then make sure each room has tunnels leading to 3
other rooms (or back to itself or 2 leading to the same room).
Just make sure you can get into and out of all of the rooms