Bungee Fight

From Worms Knowledge Base

Revision as of 03:30, 15 May 2024 by FoxHound (Talk | contribs)

Jump to: navigation, search
(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: An example Bungee
Fight game with Bloopy and
FoxHound, using the v3.8 feature:
"Worm selection is never canceled"
Download · Info
Game setup
Scheme
Bungee Fight:
Download
View scheme settings
Map
Specially-designed map (example).

The map is mirrored and it has a big wall in the middle, similarly to a Fly Shopper map, but with structures and areas designed for bungeeing, although these areas can only work for Bungee if there is a tower of worms at them, with at least 3 worms stacked below the worm being controled. The map has some Battle Race skills tunnels to allow worms go to the other side of the pile.
Worms
4-8 per team (8 is recommended); 1vs1 only.
Official map rules.
Bungeeing and flying from a tower of stacked worms to the other side of the map.

Bungee Fight is a slightly interesting and wacky game where you have to stack your worms and bungee from them. There are two teams, one on each side of the terrain, and they must try and use the bungee to fling worms to the other side. The only place you can bungee from is a stack of your own worms, see the rules on the terrain for more details.

The scheme file has 30 seconds of turn time, with infinite Bungee and Fast Walk and nothing else to play. So, there is no Low Gravity available, ergo, it cannot be used. Zero Worm Selects too. Players can select which worm they will play at the beginning of each turn with TAB key. God Worms.

Rules

  • Each team can start anywhere on their own side.
  • The winner is the 1st person to bungee all but 3 of their worms to the other side.
  • Pile your worms and bungee from them to reach the other side, aim to hit the other team's pile!
  • Once your worms are on the other side, you must not use them, except to walk or skip go.

Tactics

  • As it is written at the rules, hitting the other team's pile (see Pile in Worms Terminology) will destroy all the effort of stacking worms into a pile, so the opponent will have to pile their worms again, costing time.
  • Avoid knocking your own tower of stacked worms with backflip from below, since this will likely deconstruct your tower, and you will have to spend more time stacking worms again.
  • Try to make the tower of worms at the edge of a cliff or overhang, this way it's easier to trigger Bungee, requiring less worms for this.
  • Avoid falling from the tower of worms. Once your worm fall from it without activating Bungee, the worm may loose the turn or it will have to walk and jump a lot to reach the pile again with battleracing skills on the map.

Variations

The v3.8 feature "Worm selection is never canceled" is very useful in this scheme, causing it to be less burocratic and more dynamical. Loss of Control Doesn't End Turn might be interesting too.

History

There is an archive snapshot with information about the scheme from Bloopy's website, dating 26th February 2004. It was created by Bloopy himself probably before this date and after 23rd December 2003, since it is the previous archive snapshot of that page, and there's no Bungee Fight mention there.

The original .BIT map cannot be downloaded from the archived pages of old websites anymore, but it was submitted to TUS in 2014 by MonkeyIsland.

According to this comment made by the author, the scheme was inspired by Bungee Race.

Personal tools