Mission records

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(Up to Missions or Community)

Thanks to the Replay feature introduced by the WA Updates, some players are recording their mission attempts to show how some missions can be completed in record times with the use of ingenius methods or mesmerising skill. Below is a table of these "world records". Click the links to download the replays.

If you have a replay in which you completed a mission in a record time or record number of turns, please send it to Deadcode (or a WKB SysOp) with your WormNET nickname so that we can upload it here.

"replays" directory
(contains archived speedruns)
Unassisted speedruns Tool-assisted speedruns
# Mission Medal Record holder Method credit Turns Time Date Record holder Method credit Turns Time Date
01 Pumpkin Problems Gold KINOMAN Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 5.94 2021-12-17 Deadcode Lex, BarmaN, Deadcode, Sycotropic 1 2.54 2021-11-22
Deadcode lead13013, miguel, nizikawa, Deadcode 1 + 1 Skipgoicon.png[1] 0.02 2021-12-05
02 Operation Market Garden Gold Mablak (Silver) c0o1, Mablak 3 5.16 2016-01-28 Lex Lex 2 0.00 2007-04-19
03 All Quiet in the Library Bronze Mablak ChuCha, Mablak 3 15.28 2016-09-16 Deadcode c0o1, Deadcode, Lex 3 4.60 2021-11-22
Gold Mablak c0o1, Mablak 3 26.56 2021-10-04 Deadcode Deadcode 3 15.94 2021-11-11
04 Cool as Ice[2] KINOMAN Run, Deadcode 1 1.38[3] 2022-01-30 Deadcode Run, Deadcode 1 1.16[3] 2021-11-23
05 Do the Locomotion Gold Mablak c0o1, Deadcode 2 26.84 2021-12-08 Deadcode c0o1, Deadcode 2 19.00 2021-12-07
Deadcode M3ntal, Deadcode, Lex 2 3.48[4] 2021-11-15
06 Sand in Your Eye Gold Mablak Mablak 3 18.90 2017-04-01 Deadcode c0o1, Deadcode 3 9.02 2021-11-08
07 Not Mushroom Out There Silver Deadcode Deadcode, Quasi Qubit 1 6.74 2004-04-19 Deadcode Deadcode 1 0.54 2016-09-16
Gold Deadcode Deadcode 1 3.34 2021-11-11
crate-free Deadcode Deadcode 1 10.66 2021-11-11
08 Big Shot Gold Mablak zippeurfou, Mablak 2 33.64 2021-12-14 Deadcode zippeurfou, Wyvern 2 21.74 2021-11-19
09 Water Surprise Gold Mablak Deadcode, Bloopy, Mablak 3 34.86 2017-04-02 Deadcode Deadcode, Bloopy 3 15.44 2005-09-29
Deadcode Deadcode 3 12.10[5] 2021-11-26
10 Jurassic Worm Gold Lex M3ntal, Lex 1 3.72[6] 2007-01-19 Deadcode M3ntal, Deadcode 1 2.62 2016-09-16
11 Chemical Warfare Silver Mablak Mablak 4 51.58 2021-11-07 Deadcode Mablak 4 20.82 2021-11-09
Gold Mablak Lex, Mablak 6 39.74 2021-10-09 Deadcode Mablak, Deadcode 5 27.80 2021-11-21
12 No Substitute Gold Lex c0o1, Lex, Deadcode 2 5.46 2006-11-26 Deadcode c0o1, Deadcode 2 1.24 2021-11-08
13 Who Left the Flood-Gates Open Mablak Mablak 4 26.46 2021-11-20 Deadcode Mablak, Deadcode 3 3.54 2021-11-09
14 Super Sheep to the Rescue! Gold c0o1 (Bronze) Deadcode 1 4.16 2006-01-28 Deadcode Deadcode 1 3.18 2005-10-02
15 Hot Stuff Silver KINOMAN Lex, Deadcode 1 14.22 2007-11-17 Deadcode Deadcode 1 2.68 2005-10-09
Gold
16 Trouble on Mount Wormore Gold Mablak (Silver) Deadcode, Mablak 1 11.52 2017-04-18 Deadcode Deadcode, Wyvern 1 7.08 2021-11-23
17 Chateau Assassin Bronze Wyvern Wyvern, Lex 2 29.00 2006-10-31 Deadcode Deadcode, Lex 1 14.02 2021-11-15
Gold M3ntal 5 103.94 2004-02-23 Deadcode Deadcode 2 16.68 2021-12-04
18 Rescue Agent Dennis Silver Mr.Bad Sprek, Djoszee, Lex, Wyvern 3 6.20 2006-12-15
Gold Mablak Mablak 3 22.98 2021-06-20 Deadcode Mablak, Deadcode 2 1.40 2021-11-13
19 Horny Nuke Bronze Wyvern Sprek, Lex, Wyvern 5 41.30 2006-12-02
Gold Mablak Sprek, Mablak 5 42.86 2021-11-06 Deadcode Sprek, Lex, Deadcode 4 9.38 2016-09-16
20 Rumble in the Farmyard (WA ≤3.6.29.0)[7] Mr.Bad c0o1 4 20.84 2006-12-11 Deadcode c0o1 4 8.34 2021-11-25
Deadcode Mablak, Deadcode 3 + 2 CPU[8] 20.72 2021-12-01
Deadcode Mablak, Deadcode 3 + 3 CPU[9] 11.96 2021-12-10
Rumble in the Farmyard (WA ≥3.6.30.0) Mablak Mablak 3 44.56 2021-12-01 Deadcode Mablak 3 + 2 CPU 22.80 2021-12-01
Deadcode Mablak, Deadcode 3 + 3 CPU[10] 11.58 2021-11-30
21 Wooden Ambush Bronze Deadcode c0o1, Deadcode 2 11.30 2005-10-01
Gold Mablak c0o1, Mablak 3 16.44 2016-02-16 Deadcode c0o1, Mablak 3 6.98 2021-11-11
22 Go Bananas Gold Lex Deadcode 2 6.94 2007-02-14 Deadcode Deadcode 2 5.30 2005-09-17
Deadcode Deadcode, Lex 2 2.32[11] 2021-11-15
Deadcode Sycotropic, Deadcode 1 17.46[12] 2021-12-10
23 The Drop Zone Bronze Mablak Mablak 2 10.54 2016-09-15 Deadcode Mablak 2 + 1 CPU 3.32 2021-11-27
Deadcode Lex 2 + 2 CPU 3.10 2016-09-16
Gold Mablak Mablak 4 74.70 2021-10-02 Deadcode Mablak & Sycotropic, Deadcode 3 28.16 2021-11-11
24 Countdown to Armageddon Gold KINOMAN (Bronze) c0o1, Lex, Mr.Bad, KINOMAN 3 + 12 CPU 1.26 2007-11-28 Deadcode Lex, Deadcode 2 + 13 CPU 3.20 2021-11-14
Mablak Mablak 4 + 3 CPU 17.54 2021-10-23 Deadcode Mablak, Deadcode 4 + 3 CPU 4.48 2021-11-14
Deadcode Lex 4 + 4 CPU[13] 0.00 2021-11-14
25 Mars Star Gold Deadcode (Attempts=1)[14] M3ntal, Deadcode, SpideR 1 3.46 2021-12-09 Deadcode M3ntal, Deadcode, SpideR 1 3.04 2007-01-24
Deadcode Deadcode, Lex 1 1.94[15] 2021-11-16
26 Mad Cows Gold Deadcode Deadcode, Lex 3 4.56 2021-12-03 Deadcode Mablak, Deadcode 2 4.50 2021-12-03
Mad Cows (with bug)[16] c0o1 c0o1 2 28.68 2004-04-30 Deadcode Deadcode 2 0.64 2021-12-03
27 Bazooka on the Rocks Gold Mablak Mablak 2 + 1 CPU 14.14 2016-02-05 Lex Deadcode, Lex 2 + 1 CPU 0.00 2006-12-15
Mr.Bad Deadcode, Lex 2 + 2 CPU 0.00 2007-01-14
28 Stolen Goods Gold Mr.Bad (Bronze) c0o1 2 12.88 2006-12-01 Deadcode c0o1, Deadcode, Lex 2 6.16 2021-11-28
Deadcode Deadcode, Lex 2 2.56[17] 2021-11-27
29 Sinking Icecap Gold Mablak Mablak 2 + 1 CPU 17.40 2021-10-20 Deadcode Mablak 2 + 1 CPU 10.12 2021-11-28
Mablak c0o1, Mablak 2 + 2 CPU 13.06 2016-09-15 Deadcode and Lex c0o1, Deadcode, Lex 2 + 2 CPU 6.78 2007-01-18
30 Aim Long, Aim True Silver c0o1 c0o1 4 12.04 2004-04-17
Gold Mablak Mablak 4 19.74 2016-03-21 Deadcode c0o1, Deadcode 3 0.08 2021-11-14
31 Goody Two-Shoes Gold Lex Lex, Deadcode 3 15.70 2006-01-27 Deadcode Lex, Deadcode 3 7.48 2021-11-26
32 Trouble in the Toy Store Silver Mablak Face, Mablak 3 81.16 2017-04-01
Gold Mablak Mablak 4 41.06 2021-06-07 Deadcode Deadcode 3 2.36 2021-11-10
33 Spectral Recovery Gold Mablak Mablak 6 + 9 Skipgoicon.png[18] 73.80 2021-11-06 Deadcode Mablak, Deadcode 5 + 10 Skipgoicon.png[18] 26.06 2021-11-06

Notes

  1. Going by the same scoring method as used for Mission #33, the second turn consists of an instantaneous Skip Go with 0.00 s of turn time used (in an unassisted run this can be done by holding F12 and Space before the turn starts). It is thus considered higher-ranking than a 2-turn run in which Skip Go is not used, but lower-ranking than a 1-turn run.
  2. Note that in v3.6.30.0, a change was made that inadvertently affected this mission:

    • There was an extra 1.26 second delay between turns during Sudden Death with water rising disabled. This is because it took one second to raise the water by zero pixels, and a quarter of a second to linger while the camera savoured the moment.

    Missions #4 and #20 start in Sudden Death without water rise. Starting 1.26 s sooner changes the first turn's wind, as the current game time affects the PRNG. In WA ≤3.6.29.0, the first turn wind on Mission #4 was 0.5 blue, but in ≥3.6.30.0 it is 2.5 red. Blue (leftward) wind increases the chances of the crate boom fire drowning the enemy worm.

  3. 3.0 3.1 In both replays, a parachute is deployed to skip the landing animation, enabling the uzi to be fired 0.36 seconds earlier. The unassisted record beats Deadcode's old tool-assisted record, which had a time of 1.56 seconds.
  4. The second tool-assisted replay is thought to be humanly impossible, because it requires a girder to be placed instantly to avoid losing momentum on the bungee.
  5. The second replay involves a carefully-timed backflip through a mine's trigger-area (which the mine checks every 0.2 seconds), a task impossible for a human to judge. However, it is possible on luck alone. Also, avoiding this mine without passing through the trigger-area hasn't been ruled out beyond doubt yet.
  6. Interesting note: The current unassisted record is faster than Deadcode's first tool-assisted record of 4.22 seconds.
  7. In v3.6.30.0, two changes were made that inadvertently changed this mission:

    • The CPU AI would sometimes walk through an area, jump back and walk through the same area again.

    With this fix, the third turn of c0o1's 4-turn method no longer works.

    • There was an extra 1.26 second delay between turns during Sudden Death with water rising disabled. This is because it took one second to raise the water by zero pixels, and a quarter of a second to linger while the camera savoured the moment.

    Missions #4 and #20 start in Sudden Death without water rise. Starting 1.26 s sooner changes the first turn's wind, as the current game time affects the PRNG. In WA ≤3.6.29.0, the first turn wind on Mission #20 was 2 red, but in ≥3.6.30.0 it is 2 blue. With the former, a straight-horizontal maximum power Bazooka shot from the first worm's exact initial position was able to inflict 47 hp of mine damage on the enemy's third worm. With the latter, there does not appear to be any Bazooka shot at any power from the first worm's exact initial position that can get the mine to do that, although many shots can get the mine to do 44 hp damage.

  8. This method is harder to pull off with ≤3.6.29.0 logic, due to the wind being rightward, thus not pushing Captain to the left (thus making it possible for Artillery to make the necessary Bazooka shot) unless your own worm knocks him.
  9. This tool-assisted method is likely to be humanly impossible, due to the precision required in rope-knocking Captain during retreat and in the Dynamite jump and Grenade throw.
  10. This tool-assisted method is likely to be humanly impossible, due to the precision required in rope-knocking Captain during retreat and in the Dynamite jump and Grenade throw.
  11. This tool-assisted method is thought to be humanly impossible.
  12. This tool-assisted method is likely to be humanly impossible, due to the extreme precision of the Bungee fling required to both prevent loss of control, and to avoid sliding to a stop on the left side of the mines, which would require then doing a frame-precise, subpixel-precise mine-sweeping bump jump to traverse the 0.50 s mine.
  13. This beats Lex's previous tool-assisted replay, which had a turn time of 0.04 s. The round time of this new replay is longer than that of the older replay, but that is only due to a game logic change in newer versions; compensating for it, the new round time would actually be shorter than the old one.
  14. Whether the Attempts counter is 0, 1, 3, or 5 affects what frame the first turn starts on, thus determining its wind and initial random number generator seed. It's common to pull off both Petrol Bomb shots perfectly and still not get a 1-turn win, due to the flames not behaving well. Thus it helps to try different random seeds by playing at different Attempts counts, even though you're not using the extra crates that appear (if you did, it wouldn't count as a Gold speedrun).
  15. The second tool-assisted replay is thought to be humanly impossible. Note that in the first tool-assisted replay, the player's worm survives, whereas in the current unassisted replay it does not.
  16. These records exploit a bug whereby one of the CPU worms is placed randomly.
  17. The second tool-assisted replay is thought to be humanly impossible.
  18. 18.0 18.1 Although the mission is not complete until the crate is collected, turns that are instantaneously skipped while waiting for the crate to land have been discounted. The unassisted replay and the tool-assisted replay are therefore considered 6- and 5-turn solutions respectively.

Understanding this table

Method credit

Getting a record is not simply a case of speed and reflexes. Missions can be completed in a large variety of ways, some faster than others, and some less obvious than others. As well as those that achieve records through their skill, so should players who have developed a new method (or part of it) deserve credit for their ideas.

Medal

When a mission attempt fails, the Attempts counter is incremented. The medal awarded for a successful mission depends on the value of the Attempts counter when the mission was started: 0 = Gold; 1-3 = Silver; 4 and higher = Bronze. A successful attempt resets the Attempts counter to 0 (so after any failed attempt, two successful attempts in a row are required to get Gold).

Most missions give some bonus crates at higher Attempts counts, to make those attempts easier. In most cases, the threshold is 1 or 4 Attempts; this makes it straightforward to categorize the bonuses under those medal names. Because the nature of the mission can be altered significantly by the presence of bonus crates, the mission records listing is now categorized by medal, allowing the variants of each mission to be speedrun separately.

When the Medal column is marked "—" it means that mission doesn't have any bonuses. (And in the case of Mission 33, the "bonuses" are just Morse code messages, not crates.)

In some cases the bonus crates (or text messages) conditional on a certain minimum Attempts counter only would have appeared at a turn later that what is contained in the replay file. In these cases, the Medal column contains the effective medal at which the mission was completed, considering the run as self-contained. The actual Attempts counter that constructed the mission script stored in the replay file is not necessarily what is shown in the Medal column. For example, Mission 26: Mad Cows, the bonuses only appear on turn #5 (the player's third turn) and turn #11 (the player's sixth turn). So even though the Attempts counter for c0o1's 2-turn "with bug" replay had a value of at least 5 (Bronze), turn #5 is never reached, and the replay is considered to have been played at Gold.

The ability to adjust a mission's Attempts counter manually after achieving Gold in that mission was only added in WA v3.6.29.0, released 2008-07-28. Many of the mission records are from before that, when there was no easy way to do multiple attempts at the same medal tier level in a row for any tier other than Bronze. So in the case that a mission was played as if it were a higher-tier version, but was actually played at a lower tier, the actual medal tier is placed in parentheses next to the speedrunner's name / replay link. This is because the bonus crates (and even Morse code messages) still have an effect on the game logic, even if they're not collected or used (and in some cases they're blown up, causing even more of an effect).

Turns and Time

The time counted for these speedruns is the human team's total turn time, not including retreat time. The time taken for enemy worms to take their turn, crates to land, health to be deducted, etc, is not counted. An easy way to find this time in a replay of your own is to export a log of your replay by right-clicking it and choosing "Export Log", open the resulting log file (which will be in the same folder with the same file name as a "*.log" file) and check the time displayed after the first instance of "Turn:", which is near the end of the file.

The number of turns used is always considered first when determining the best run of a mission. This is to prevent players from using an indefinite number of 0-second turns to win missions.

Tool-assisted speedruns

These tool-assisted speedruns are similar in nature to tool-assisted speedruns for console games, such as the ones hosted at TASVideos, which archives complete speedruns of various classic console games. However, special tools were developed by Deadcode specifically for Worms Armageddon, because there is no emulation system which runs WA with tools already built in. The tools are still in development, and are not nearly as powerful as they could be yet.

These tool-assisted speedruns are played frame-by-frame, with trajectory mapping, power-angle-scanning, multiple undos (similar to the use of "savestates" in console tool-assisted speedruns) and useful indicators, allowing the player to perform actions and make shots precisely without reliance on reaction speed. These tools will not necessarily tell the player what the quickest way to complete the mission is, but they will allow the player to try out different ideas without having to rely on fast reflexes. There is often room for improvement, so no particular tool-assisted replay should be considered the fastest that is theoretically possible. Sometimes, when a new glitch is found in the game, it can be exploited to improve the time in a tool-assisted speedrun. Tool-assisted players often make use of luck manipulation, which involves a deep understanding of the game's pseudo-random number generator. This luck manipulation can affect many game elements, including the wind on subsequent turns, the trajectories of a clustered explosive, and the falling patterns of flame bits.

Tool-assisted speedruns can sometimes be regarded as goal times for unassisted players to strive for in their attempts.

Further reading about the details of the TAS build can be read on the TASVideos forum, in the Worms Armageddon discussion thread started by Lex.

Highlighted

Highlighted table elements indicate recently added categories. Recently updated speedruns can be found by looking at the Date column. For a list of pre-2009 updates, view this page's source code.

"All Missions" unassisted speedrunning

There is a page on speedrun.com dedicated to leaderboards for unassisted Worms Armageddon speedrunning categories, including the "All Missions" category. To qualify for placement in that category, players must follow the posted rules visible when clicking "View Rules" on that page.

For strategies and tricks used to improve such unassisted speedruns, see Mission speed strategies (Worms Armageddon) and/or the Missions Speed Run forum on TUS.

Record history for each mission

Mission #01: Pumpkin Problems
Unassisted speedruns Tool-assisted speedruns
Record holder Method credit Turns Time Record holder Method credit Turns Time Date & Time (UTC)
KINOMAN Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 5.94 2021-12-17 21:49:27
KINOMAN Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 6.00 2021-12-17 21:18:43
KINOMAN Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 6.08 2021-12-17 21:14:55
KINOMAN Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 6.12 2021-12-17 21:04:41
KINOMAN Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 6.16 2021-12-17 20:38:00
KINOMAN Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 6.18 2021-12-17 20:25:05
Deadcode Lex, BarmaN, Deadcode, Sycotropic 1 2.54 2021-11-22 16:04:11
Deadcode Lex, Deadcode, Sycotropic 1 3.00 2021-11-20 20:05:16
Deadcode Lex, Deadcode, Sycotropic 1 3.10 2021-11-20 04:08:22
Deadcode Lex, Deadcode, Sycotropic 1 3.34 2021-11-20 02:41:41
Sycotropic Lex, Deadcode, Sycotropic 1 3.44 2021-11-20 02:29:44
Deadcode Lex, BarmaN, Deadcode 1 3.80 2021-11-07 21:36:28
Nonentity Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 6.20 2016-09-18 08:56:38
Nonentity Lex, BarmaN, Deadcode, KINOMAN, Nonentity 1 6.54 2016-09-17 20:52:38
Lex+Deadcode Lex, BarmaN, Deadcode 1 3.82 2008-01-23 22:30:52
KINOMAN Lex, BarmaN, Deadcode, KINOMAN 1 7.48 2007-11-05 16:31:44
Lex Lex, BarmaN, Deadcode 1 6.86 2007-01-11 22:29:04
ChuCha Lex, BarmaN 1 7.64 2006-11-23 10:25:46
Deadcode Lex, BarmaN, Deadcode 1 7.04 2005-09-28 16:22:32
BarmaN Lex, BarmaN 1 7.80 2005-09-28 14:44:32
ICEMAN Lex 1 10.00 2005-09-19 18:03:25
Deadcode Lex 1 7.10 2005-09-15 05:51:53
Lex Lex 1 11.36 2005-09-04 05:13:01
Lex Lex 1 11.96 2004-04-08 20:03:38
Mission #01: Pumpkin Problems (with more than 1 turn)
Unassisted speedruns Tool-assisted speedruns
Record holder Method credit Turns Time Record holder Method credit Turns Time Date & Time (UTC)
Deadcode lead13013, miguel, nizikawa, Deadcode 1 + 1 Skipgoicon.png[1] 0.02 2021-12-05 22:29:13
nizikawa lead13013, miguel, nizikawa 2 0.52 2021-07-27 16:58:35
miguel lead13013, miguel 2 5.42 2005-09-19 00:15
lead13013 lead13013 2 12.58 2004-04-17 04:01:20

Notes

  1. Going by the same scoring method as used for Mission #33, the second turn consists of an instantaneous Skip Go with 0.00 s of turn time used (in an unassisted run this can be done by holding F12 and Space before the turn starts). It is thus considered higher-ranking than a 2-turn run in which Skip Go is not used, but lower-ranking than a 1-turn run.

Round Time

In the table above, the runs are optimized for least number of player turns and shortest total player turn time (where number of CPU turns and round time can be tiebreakers). In this table, the runs are optimized for shortest round time, like most speedruns of other games. This number is the timestamp shown before the message "••• Game Ends - Round Finished" in WA's Export Log output. Number of turns and total player turn time are tiebreakers.

In missions where replays using WA ≤v3.6.29.0 are being compared with those using ≥v3.6.30.0, the round times of the latter are converted to what they would be with the former, by subtracting the extra delays between turns.

"replays" directory
(contains archived speedruns)
Unassisted speedruns Tool-assisted speedruns
# Mission Medal Record holder Method credit Time Date Record holder Method credit Time Date
01 Pumpkin Problems Gold KINOMAN Lex, BarmaN, Deadcode, KINOMAN 0:12.54 2007-11-05 Deadcode Lex, BarmaN, Sycotropic, Deadcode 0:11.10 2021-11-22
02 Operation Market Garden Gold Mablak (Silver) c0o1, Mablak 1:28.56 2016-01-28 Lex Lex 1:17.16 2007-04-19
03 All Quiet in the Library Bronze Mablak ChuCha, Mablak 2:19.46 2017-04-13 Deadcode c0o1, Deadcode, Lex 2:02.38 2021-11-23
Gold Mablak c0o1 2:37.32 2021-10-04 Deadcode Deadcode 2:32.22 2021-11-11
04 Cool as Ice (WA ≤3.6.29.0)[1] Deadcode Run, Deadcode 0:19.28 2005-09-22 Deadcode Run, Deadcode 0:17.82 2021-12-01
Cool as Ice (WA ≥3.6.30.0) KINOMAN Run, Deadcode 0:17.52 2022-01-30 Deadcode Run, Deadcode 0:16.58 2021-12-03
05 Do the Locomotion Gold Mablak c0o1, Deadcode 0:53.34 2021-12-08 Deadcode c0o1, Deadcode 0:47.78 2021-12-08
Deadcode M3ntal, Deadcode, Lex 0:42.22[2] 2021-11-26
06 Sand in Your Eye Gold Mablak Mablak 1:49.26 2017-04-01 Deadcode c0o1, Deadcode 1:49.40 2021-11-08
07 Not Mushroom Out There Silver Deadcode Deadcode, Quasi Qubit 0:21.24 2004-04-19 Deadcode Deadcode 0:09.12 2021-12-05
Gold Deadcode Deadcode 0:12.62 2021-11-11
crate-free Deadcode Deadcode 0:16.74 2021-11-11
08 Big Shot Gold Mablak zippeurfou, Mablak 1:34.78 2021-12-14 Deadcode zippeurfou, Wyvern 1:23.90 2021-11-19
09 Water Surprise Gold Mablak Deadcode, Bloopy, Mablak 1:17.10 2021-06-12 Deadcode Deadcode, Bloopy 0:58.30 2005-09-29
Deadcode Deadcode 0:53.04[3] 2021-11-26
10 Jurassic Worm Gold Lex M3ntal, Lex 0:31.34 2006-05-25 Deadcode M3ntal, Deadcode 0:30.76 2007-01-19
11 Chemical Warfare Silver Mablak Lex, Mablak 2:33.08 2021-05-25 Deadcode Mablak 2:17.56 2021-11-09
Gold Mablak Lex, Mablak 3:15.84 2021-10-09 Deadcode Mablak, Deadcode 2:43.28 2021-11-21
12 No Substitute Gold Lex c0o1, Lex, Deadcode 1:15.60 2006-11-26 Deadcode c0o1, Deadcode 1:11.78 2016-09-27
13 Who Left the Flood-Gates Open Mablak Mablak 2:42.08 2021-11-20 Deadcode Mablak, Deadcode 1:43.84 2021-11-09
14 Super Sheep to the Rescue! Gold c0o1 (Bronze) Deadcode 0:21.62 2006-01-28 Deadcode Deadcode 0:20.50 2005-10-02
15 Hot Stuff Silver Lex Lex, Deadcode 0:41.68 2006-01-19 Deadcode Deadcode 0:25.68 2005-10-09
Gold
16 Trouble on Mount Wormore Gold Mablak Deadcode, Mablak 0:28.56[4] 2017-04-18 Deadcode Deadcode, Wyvern 0:23.58 2021-11-23
17 Chateau Assassin Bronze Wyvern Wyvern, Lex 1:02.08 2006-10-31 Deadcode Deadcode, Lex 0:33.70 2021-11-15
Gold M3ntal 2:50.98 2004-02-23 Deadcode Deadcode 0:50.10 2021-12-04
18 Rescue Agent Dennis Silver Mr.Bad Sprek, Djoszee, Lex, Wyvern 1:37.66 2006-12-15
Gold Mablak Mablak 1:59.10 2021-10-16 Deadcode Mablak, Deadcode 1:08.92 2021-11-13
19 Horny Nuke Bronze
Gold Mablak Sprek, Mablak 2:33.48 2017-04-21 Deadcode Sprek, Lex, Deadcode 2:09.88 2016-09-16
20 Rumble in the Farmyard (WA ≤3.6.29.0)[5] Mr.Bad c0o1 2:22.86 2006-12-11 Deadcode c0o1, Deadcode, Mablak 2:00.94 2021-11-29
Rumble in the Farmyard (WA ≥3.6.30.0) Mablak c0o1, Deadcode, Mablak 2:16.24 2021-11-28 Deadcode Mablak, Deadcode 1:57.82 2021-11-30
21 Wooden Ambush Bronze Deadcode c0o1, Deadcode 1:13.90 2005-10-01
Gold Mablak c0o1, Mablak 1:38.96 2016-02-16 Deadcode c0o1, Mablak, Deadcode 1:18.84 2021-11-11
22 Go Bananas Gold Lex Deadcode 0:44.34 2007-02-14 Deadcode Deadcode 0:43.54 2005-09-17
Deadcode Deadcode, Lex 0:39.50[6] 2021-11-27
Deadcode Sycotropic, Deadcode 0:28.98[7] 2021-12-10
23 The Drop Zone Bronze Mablak Mablak 1:08.10 2016-09-15 Deadcode Mablak 0:55.52 2021-11-27
Gold Mablak Mablak 2:53.70 2021-10-02 Deadcode Mablak & Sycotropic, Deadcode 1:42.32 2021-11-11
24 Countdown to Armageddon Gold Mablak Mablak 1:57.68 2021-10-23 Deadcode Mablak, Deadcode 1:50.18 2021-11-14
25 Mars Star Gold Mablak Deadcode, Mablak 0:20.78 2021-12-13 Deadcode Deadcode 0:19.64 2021-12-13
Deadcode Deadcode 0:19.48[8] 2021-11-27
26 Mad Cows Gold Deadcode Deadcode, Lex 1:28.88 2021-12-03 Deadcode Mablak, Deadcode 1:16.94 2021-12-03
Mad Cows (with bug)[9] c0o1 c0o1 1:39.08 2004-04-30 Deadcode Deadcode 0:50.10 2021-12-03
27 Bazooka on the Rocks Gold Mablak Mablak 1:26.28 2016-02-05 Lex Deadcode, Lex 1:22.66 2006-12-15
28 Stolen Goods Gold Mablak c0o1, Mablak 1:16.22 2017-04-12 Deadcode c0o1, Deadcode, Lex 0:56.04 2021-12-04
29 Sinking Icecap Gold Mablak Mablak 1:20.94 2021-10-20 Deadcode Mablak 1:12.76 2021-11-28
30 Aim Long, Aim True Silver c0o1 c0o1 1:29.98 2004-04-17
Gold Mablak Mablak 1:50.16 2016-03-21 Deadcode c0o1, Deadcode 1:09.32 2021-11-14
31 Goody Two-Shoes Gold Lex Lex, Deadcode 1:38.42 2006-01-27 Deadcode Lex, Deadcode 1:22.52 2021-11-26
32 Trouble in the Toy Store Silver Face Face 3:04.98 2006-02-25
Gold Mablak Mablak 2:38.62 2021-06-12 Deadcode Deadcode 1:54.86 2021-11-10
33 Spectral Recovery Gold Mablak Mablak 3:21.84 2021-11-21 Deadcode Mablak, Deadcode 3:06.70 2021-11-06

Notes

  1. In v3.6.30.0, a change was made that inadvertently affected this mission:

    • There was an extra 1.26 second delay between turns during Sudden Death with water rising disabled. This is because it took one second to raise the water by zero pixels, and a quarter of a second to linger while the camera savoured the moment.

    Missions #4 and #20 start in Sudden Death without water rise. Starting 1.26 s sooner changes the first turn's wind, as the current game time affects the PRNG. In WA ≤3.6.29.0, the first turn wind on Mission #4 was 0.5 blue, but in ≥3.6.30.0 it is 2.5 red. Blue (leftward) wind increases the chances of the crate boom fire drowning the enemy worm, and of the worm drowning sooner. And all else being equal, the round time of a ≤3.6.29.0 replay will be 1.26 s longer than that of a ≥3.6.30.0 replay, due to the first turn starting 1.26 s later.

  2. The second tool-assisted replay is thought to be humanly impossible, because it requires a girder to be placed instantly to avoid losing momentum on the bungee.
  3. The second replay involves a carefully-timed backflip through a mine's trigger-area (which the mine checks every 0.2 seconds), a task impossible for a human to judge. However, it is possible on luck alone. Also, avoiding this mine without passing through the trigger-area hasn't been ruled out beyond doubt yet.
  4. Note that this replay wins in round time only because in Mablak's turn time record, he was actually playing the mission at Silver, in which a Morse code message takes 3.20 s and the parachuting in of a Fast Walk crate takes another 4.06 s, adding a combined 7.26 s before the first turn starts. In this round time record, the mission was played at Gold, in which these extra delays don't take place. Mablak's turn time record would have a round time of 0:28.02, beating this one, were it not for the extra delays from playing it at Silver.
  5. In v3.6.30.0, two changes were made that inadvertently changed this mission:

    • The CPU AI would sometimes walk through an area, jump back and walk through the same area again.

    With this fix, the third turn of c0o1's 4-turn method no longer works.

    • There was an extra 1.26 second delay between turns during Sudden Death with water rising disabled. This is because it took one second to raise the water by zero pixels, and a quarter of a second to linger while the camera savoured the moment.

    Missions #4 and #20 start in Sudden Death without water rise. Starting 1.26 s sooner changes the first turn's wind, as the current game time affects the PRNG. In WA ≤3.6.29.0, the first turn wind on Mission #20 was 2 red, but in ≥3.6.30.0 it is 2 blue. With the former, a straight-horizontal maximum power Bazooka shot from the first worm's exact initial position was able to inflict 47 hp of mine damage on the enemy's third worm. With the latter, there does not appear to be any Bazooka shot at any power from the first worm's exact initial position that can get the mine to do that, although many shots can get the mine to do 44 hp damage.

  6. This tool-assisted method is thought to be humanly impossible.
  7. This tool-assisted method is likely to be humanly impossible, due to the extreme precision of the Bungee fling required to both prevent loss of control, and to avoid sliding to a stop on the left side of the mines, which would require then doing a frame-precise, subpixel-precise mine-sweeping bump jump to traverse the 0.50 s mine.
  8. The second tool-assisted replay is thought to be humanly impossible to do in such a way that is faster than Mablak's 2-girder method.
  9. These records exploit a bug whereby one of the CPU worms is placed randomly.

Credits

This page was originally maintained by Run, CyberShadow, and Deadcode as a page on Run's website, and was moved to the Worms Knowledge Base in May 2009. All known snapshots on the Internet Archive (only snapshots different than the previous are included; shown dates indicate last edit date, not Internet Archive snapshot date):

We would like to thank:

Run for creating and maintaining this page all these years
Deadcode for introducing the replay feature
Lex and CyberShadow for helping Run with this page
M3ntal for starting the whole thing off with his Jurassic Worm replay
And everyone and anyone who's participated!

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