Hunt the Wumpus

Game Introduction

The original game was made by Gregory Yob a long time ago: https://en.wikipedia.org/wiki/Hunt_the_Wumpus This game is made entirely in StackScript: https://scratch.mit.edu/projects/434893127/ Note: The 'Hunt the Wumpus' runtime is slightly different than the standard StackScript runtime. Unlike the standard runtime, it only keeps the 9 most recent lines of output. Source code is contained in the "Hunt the Wumpus source code" list. It is precompiled so that you can play the game immediately. One feature of StackScript that greatly helped with this projects was the dynamic memory allocation. The map is stored as an array of 20 lists; the array indices represent rooms and the contents of each list represent tunnels to other rooms. Constructing, using and destructing this data structure was much easier in StackScript than it would have been in 'basic' Scratch. The 'goto' feature was also extremely useful for managing game state in the main loop.

How To Play

"Hunt the Wumpus" is a text-based adventure game. Working with limited information, you must navigate a strange cave system and find the wumpus while avoiding the dangers of the cave. Once you know where the wumpus is, shoot it with a crooked arrow to win! How to play: The game will tell you if there is a wumpus, a bat or a pit in any of the nearby rooms. If you run into the wumpus, it will either "Get" you, causing a loss, or run away to another room. If you enter a room with a pit, you will fall down the pit and lose. If you enter a room with a giant bat, it will drop you off at a random room and fly away. When you know where the wumpus is, shoot a crooked arrow to "Get" it. The crooked arrow can travel up to 5 rooms in any path you choose, with the limitation that it cannot go back into the room it just came from. If the arrow misses the wumpus, the wumpus will run to a new room. If this happens to be your room, you lose. If the arrow hits you, you lose. Be warned: if you enter an invalid path, the crooked arrow will fly at random. The rooms are laid out like the vertices of a dodecahedron, with tunnels connecting rooms whose vertices share an edge. If you find any bugs or have any suggestions, please leave a comment.

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Greg8128

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