Rope Race

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Revision as of 23:15, 2 November 2007 by Bloopy (Talk | contribs) (Game variations)

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(Up to Schemes)

Rope race is a rope-based race scheme played by members of all three second-generation Worms games.


Standard scheme

Weapons
Weapon Quantity Power Turn delay Crate chance
Ninja rope 5 0 N/A
Parachute N/A 0 N/A
Teleport for WA/WWP: 0; for W2: equal to the number of worms per team † N/A 0 N/A
Select worm N/A 0 N/A
Low gravity N/A N/A N/A
all others 0 N/A N/A N/A

† In Worms 2, there is no option for manual placement, so the weapons must include a number of teleports equal to the number of worms in each team, so that they may teleport their worms to the start of the map at the start of the game.

Options
Option State or value
Worm health N/A
Rounds per match 1
Worm selection on
Manual worm placement on
Anchored worms off
Stockpiling N/A
Donor cards off
Fall damage off
Round time N/A
Turn time
Retreat time N/A
Rope retreat time N/A
Hotseat time 5 to 15
Display round time remaining off
all Crate probabilities 0
Health crate value N/A
Mines/Oil drums off
Sudden death event nothing
Water rise rate 0
Automatic replays off
Blood N/A
Sheep heaven N/A
Indestructable terrain N/A
Indestructable worms on

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 rope knock.
  • 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.

Game variations

Time-trial

Time-trial rope race or TTRR is the name given to the current standard rope race variation, due to its difference from the original variation, which was turn-based.

Turn-based

Originally, in Worms Armageddon, there was no option to allow an unlimited turn timer, so rope races had to be turn-based. This meant that players would take short turns (usually 20 or 30 seconds long) to complete the race. Those who died while racing had to start their turns from the beginning, giving their opponent(s) a great advantage. This advantage does not occur in the standard time-trial variation.

In the turn-based variation, a tie between two similarly-skilled players is likely because the number of turns taken to complete the map may be the same. In the case of a tie, the players may decide among each other to restart the map from the beginning with another worm or race back to the start with the worms who reached the finish.

In Worms 2 and Worms World Party, there is no option to allow an unlimited turn timer, so rope racing must be turn-based.

Low gravity

In this variation, each player must enable the low gravity utility before beginning their roping.

Powered-down ropes

In this variation, the rope power is set lower than the normal power of 5, so that the player has a limited number of rope attachments. This makes roping through the map significantly more strategic, as the player must account for the possibility of their rope attachments running out before they reach a sufficient spot to fire a new rope.

Cannon rope race

In this variation the map features a number of "cannons", and when the player reaches a cannon, they must place their worm in it and throw a banana bomb inside. The explosion should send the worm to the next segment of the rope race.

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