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"Hunt the Wumpus 2" for Android Devices

Wumpus Paw PrintAfter creating the original "Hunt the Wumpus" in 1972,  Gregory Yob (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 connects 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 while following the same basic rules as the original.

As with the original game, map-making is the key to winning.  I have 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 preparing 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.)

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Dodecahedron
Cave 0 - Dodecahedron

This is the same map as is used in the original Hunt the Wumpus with which you should be familiar..
Mobius Strip Cave 1 - Mobius Strip

Take 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 the thing - your line will eventually join itself and there will be no blank side proving the strip only has one side (and on edge).

Placement of pits influence the game.  2 pits placed just right (around 5% of the games) will force a detour back around the strip.  Getting around is slower than in Cave 0, but it is easier to search.
String of Beads Cave 2 - String of Beads

Here, 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.
Toroidal Hex Net Cave 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 some sort.
Dendrite Cave 4 - Dendrite with Degeneracies

In 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 that 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.  A nice thing is that you will often know exactly where the Wumpus is when you come near him.
One Way Only Cave 5 - One Way Only

This 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 back where you started, just like missing a freeway ramp.
Anything
you
like
Cave 6 - Anything you like

This cave can be anything you like.  Draw your own map with 20 rooms, 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 in the cave.  
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Page last updated
April 16, 2013
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