Difference between revisions of "Mine Runner"

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(New page: {{ParentArticle|Schemes}} {{Game setup|file=Mine_Runner.wsc|scheme=Mine Runner|map=Rope Race, Tower Race, Tower|worms=Five worm per team}} Mine Runner is a rope-based race [[Schem...)
 
(Hahahah, 255 mines in W2/WWP? I don't think so)
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{{Game setup|file=Mine_Runner.wsc|scheme=Mine Runner|map=Rope Race, Tower Race, Tower|worms=Five worm per team}}
 
{{Game setup|file=Mine_Runner.wsc|scheme=Mine Runner|map=Rope Race, Tower Race, Tower|worms=Five worm per team}}
  
[[Mine Runner]] is a rope-based race [[Schemes|scheme]] played by members of all three second-generation Worms games.  
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[[Mine Runner]] is a rope-based race [[Schemes|scheme]].  
  
This scheme include 255 mines and available ammos are infinite low gravity, bananas and teleport.
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This scheme include 255 mines and available weapons are infinite low gravity, bananas and teleport.
  
  

Revision as of 15:03, 3 October 2008

(Up to Schemes)
Game setup
Scheme
Mine Runner:
Download
View scheme settings
Map
Rope Race, Tower Race, Tower
Worms
Five worm per team

Mine Runner is a rope-based race scheme.

This scheme include 255 mines and available weapons are infinite low gravity, bananas and teleport.



Objective

  • Reach the spot labelled Finish, F, End, E, any other variatons of those words, or a spot that is obviously the end of the map with one worm in the shortest time possible.

Standard rules

  • Players start by placing their worms on the spot labelled Start, S, Begin, or any other variation of those words.
  • Players are not allowed to Kill others.
  • Players are allowed to teleport to the same place they were if they die accidently.
  • Players are not allowed to teleport anywhere.
  • Players must take the path intended to be taken by the author of the map. This usually means that they must: follow any arrows pointing which direction to go, stay outside the map boundaries as short a distance as possible, and if there are no arrows directing a turn at a crossing path, go straight without changing direction. If there are no apparent rules, players must use their common logic to determine the correct path.
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