Use PYTHON to create a HANGMAN game:    Your hangman game should be broken into appropriate functions, contain a main function, and do the following:   1.The program should randomly select a word from the list: kangaroo,capybara, wombat, koala, wallaby, quokka, platypus, dingo, kookaburra 2. Repeatedly prompt the user to guess a letter. 3.Validate the input 4. All guessed letters should be stored in a two-dimensional list (from problem 2). If the number of times a letter has been guessed is greater than 1, then the user should benotified that they have already guessed this letter and prompted to guess a different letter. The hangman won’t update (grow) if the same incorrect letter is guessed multiple times. 5. The word should be printed where all correctly guessed letters are revealed, and all unguessed letters are replaced with underscores 6. A hangman reflecting the number of incorrect guesses should be printed 7. If all the letters in the word are guessed, then the user wins. If hangman number of incorrect guesses reaches 6, then the user loses

C++ Programming: From Problem Analysis to Program Design
8th Edition
ISBN:9781337102087
Author:D. S. Malik
Publisher:D. S. Malik
Chapter16: Searching, Sorting And Vector Type
Section: Chapter Questions
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Use PYTHON to create a HANGMAN game: 
 
Your hangman game should be broken into appropriate functions, contain a main function, and do the following:
 
1.The program should randomly select a word from the list: kangaroo,capybara, wombat, koala, wallaby, quokka, platypus, dingo, kookaburra
2. Repeatedly prompt the user to guess a letter.
3.Validate the input
4. All guessed letters should be stored in a two-dimensional list (from problem 2). If the number of times a letter has been guessed is greater than 1, then the user should benotified that they have already guessed this letter and prompted to guess a different letter. The hangman won’t update (grow) if the same incorrect letter is guessed multiple times.
5. The word should be printed where all correctly guessed letters are revealed, and all unguessed letters are replaced with underscores
6. A hangman reflecting the number of incorrect guesses should be printed
7. If all the letters in the word are guessed, then the user wins. If hangman number of incorrect guesses reaches 6, then the user loses
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