Hunt the Wumpus

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Hunt the Wumpus
Ti hunt the wumpus boxart.jpg
TI-99/4A boxart showing the visualization of the Wumpus and the graphics-based labyrinth
Developer(s) Gregory Yob
Platform(s) BASIC, TI-99/4A
Release date(s) Original BASIC Version
1972
TI-99/4A Version
1980
Genre(s) Adventure game
Mode(s) Single-player
Media/distribution Download, Cartridge

Hunt the Wumpus is an early video game, based on a simple hide and seek format featuring a mysterious monster (the Wumpus) that lurks deep inside a network of rooms. It was originally a text-based game written in BASIC. It has since been ported to various programming languages and platforms including graphical versions.

Contents

[edit] Development

Hunt the Wumpus was originally written by Gregory Yob in BASIC while attending the Dartmouth campus of the University of Massachusetts in 1972 or 1973. Out of frustration with all the grid-based hunting games he had seen, such as Snark, Mugwump, and Hurkle, Yob decided to create a map-based game.[1] Hunt the Wumpus was first published in the People's Computer Company[2] journal Vol. 2 No. 1 in mid-1973, and again in Creative Computing in its October, 1975, issue. This article was later reprinted in the book The Best of Creative Computing, Volume 1.[3] Yob later developed Wumpus 2 and Wumpus 3, which offered more hazards and other cave layouts.[4]

By the release of Version 6 Unix (1975), the game had been ported to Unix C. An implementation of Hunt the Wumpus was typically included with MBASIC, Microsoft's BASIC interpreter for CP/M and one of the company's first products. Hunt the Wumpus was adapted as an early game for the Commodore PET entitled Twonky, which was distributed in the late 1970s with Cursor Magazine. A version of the game can still be found as part of the bsdgames package on modern BSD operating systems, where it is known as "wump."

The 1980 port of the game for the TI-99/4A differs quite a bit from the original while retaining the same concept. It is a graphical rather than text-based game, and uses a regular grid equivalent to a torus rather than an icosahedron. In this version, the Wumpus is depicted as a large red head with a pair of legs growing out of its sides.[5]

[edit] Gameplay

  • Objects -
    • Wumpus - a beast that eats anyone that enters its room.
    • Agent - the player that traverses the world in search of gold and while trying to kill the wumpus.
    • Bats (not available in all versions) - creatures that instantly carry the agent to a different room.
    • Pits - bottomless pit that will trap anyone who enters the room except for the wumpus.
  • Actions - There are six possible actions:
    • A simple move Forward.
    • A simple Turn Left by 90°.
    • A simple Turn Right by 90°.
    • The action Grab can be used to pick up gold when in the same room as gold.
    • The action Shoot can be used to fire an arrow in a straight line in the current direction the agent is facing. The arrow continues until it hit and kills the wumpus or hits a wall.
    • The action Climb can be used to climb out of the cave but only when in the initial start position.
  • Senses - There are five senses, each only gives one bit of information:
    • In the square containing the wumpus and in the directly (not diagonal) adjacent squares, the agent will perceive a Stench.
    • In the squares directly adjacent to the bats, the agent will perceive the Bats
    • In the squares directly adjacent to a pit, the agent will perceive a Breeze.
    • In the square where gold is, the agent will perceive a Glitter.
    • When the agent walks into a wall, the agent will perceive a Bump.
    • When the wumpus is killed, it emits a Scream that can be perceived anywhere in the cave.
The vertices of a dodecahedron illustrate one common shape of the labyrinth in the Hunt the Wumpus game.

The original text-based version of Hunt the Wumpus uses a command line text interface. A player of the game enters commands to move through the rooms or to shoot "crooked arrows" along a tunnel into one of the adjoining rooms. There are twenty rooms, each connecting to three others, arranged like the vertices of a dodecahedron or the faces of an icosahedron (which are identical in layout). Hazards include bottomless pits, super bats (which drop the player in a random location, a feature duplicated in later, commercially published adventure games, such as Zork I, Valley of the Minotaur, and Adventure), and the Wumpus itself. The Wumpus is described as having sucker feet (to escape the bottomless pits) and being too heavy for a super bat to lift. When the player has deduced from hints which chamber the Wumpus is in without entering the chamber, he fires an arrow into the Wumpus's chamber to kill it. The player wins the game if he kills the Wumpus. However, firing the arrow into the wrong chamber startles the Wumpus, which may cause it to move to an adjacent room. The player loses if he or she is in the same room as the Wumpus (which then eats him or her) or a bottomless pit.

[edit] Legacy

  • The Wumpus is also found in the open source game NetHack and the game M.U.L.E, with capture of the wumpus (renamed "wampus") in the latter game leading to an in-game cash prize for the player.[6][7][8][9]
  • An interpretation of Wumpus called 'Grand Theft Wumpus' is built up gradually in chapter 8 of Land of Lisp.[10]
  • The Wumpus is mentioned in the "Thy Dungeonman" games in Homestarrunner.com.

It is also mentioned in the October 18, 2000 cartoon at userfriendly.org.

  • The Wumpus gets his revenge on Wumpus hunters in the audio-only game Be the Wumpus.
  • A zone in Kingdom of Loathing was introduced in June 2009 which features an icosahedral map and the goal of which is to find the Wumpus and defeat it in combat.[11]
  • Wumpus is the inspiration behind and project name of Nicholas the Traveler, an evermoving character in Guild Wars.[12]
  • Wumpus, an homage to the original game, was released for iPhone and Palm Pre in 2009.
  • The complex maze structure of Wumpus was a direct influence on the random sector link system of Trade Wars games.[13]
  • Hunter, in Darkness, an experimental interactive fiction work by Andrew Plotkin, was heavily inspired by Hunt the Wumpus.[14]
  • Mattel Dungeons and Dragons was a 1981 LCD handheld game with gameplay influenced by Hunt the Wumpus. Differences were that the rooms were arranged in a 10x10 grid identified like spreadsheet cells like 'A1', and you're searching for a dragon rather than a wumpus.
  • Dungeon Joe is a touch-focused strategy game inspired by the Mattel Dungeons and Dragons implementation of Hunt the Wumpus. It adds treasure and a damsel as goals, and a crystal ball allowing a glimpse into adjacent rooms. Being touch-focused, navigation within the dungeon is by swipe gesture, which scrolls the new room into view and tools are tapped to be taken or used.
  • Morgana Macabre first calls Negaduck her Honey-wumpus, then after Darkwing Duck complains about it, she starts calling him her Honey-wumpus. (Season 1 Episode 46)
  • Hunt the Wumpus was also ported to the KIM-1 microcomputer system by Stan Ockers

[edit] Notes

[edit] References

[edit] External links

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