About this tool
Play Snake Water Gun against the computer — pick your move, see who wins, and track your score across rounds.
Snake Water Gun is the three-way playground game — snake beats water, water beats gun, gun beats snake — played here against a computer that picks uniformly at random each round. You choose one of the three, see both picks and who took the round, and the page keeps a running tally of wins, losses, draws, win rate, current streak and best streak. It is the same cycle as rock paper scissors, so every round is a one-in-three win, one-in-three loss, one-in-three draw against a random opponent.
Open Snake Water Gun Game on AltFTool — it loads instantly in your browser.
Pick Snake, Water or Gun on the game board when it says 'Make your move'.
See both picks and who took the round — the computer draws uniformly at random each time.
Track Wins, Win Rate and best streak in the stats panel, then click 'Restart Match' for the next round or 'Reset Score' to start over.
Current and best streak are kept next to wins and losses, so a hot run is visible rather than something you have to remember.
The percentage is recalculated from your full session, which makes it easy to see it settling near a third over a long run.
The computer draws a fresh uniform random pick each round with no memory of your history, so there is nothing to read and no rubber-banding.
Snake beats water, water beats gun, and gun beats snake; identical picks are a draw. The logic is the same closed cycle as rock paper scissors, just with the familiar names from the Indian playground version, saanp paani bandook.
No. The computer's pick is drawn uniformly at random from the three options and does not depend on what you selected, so each of snake, water and gun has an equal one-in-three chance every round.
Anything close to 33% is exactly what the maths predicts, since wins, losses and draws each carry a one-in-three probability against a random opponent. A session sitting well above or below that is short-run variance, not skill or a losing streak.
No strategy raises your long-run win rate above a third here, because the opponent is a fresh random draw with no memory of your previous moves. Against a human opponent pattern-reading matters; against uniform randomness it cannot.