Sparkfun Hangman

Two versions of hangman, one using a dial and one using colors and switches.

DATE

2012

CONTEXT

Created in the Winter 2012 Programming Media 2 Class (DESMA 152B/252B), taught Eddo Stern

MEDIUM

Arduino, electronics, plastic, wood, paper, cardboard, wire

PEOPLE

Min Choi  :  Game Designer

In the first version of hangman, players turn the wooden knob to indicate their letter guess, then press the red button. In the case of a correct guess, small LEDs indicate the position of the letter in the word, and players keep track by picking one of the letters attached to the wires and placing it in its correct position. Incorrect guesses cause the counter to go down from a smiling face to a frowning face.