Rope Race

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(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: An example of a Time-Trial Rope Race game
with Mablak, Flori and Yanme; taken from Worm Olympics
Download · Info
Game setup
Scheme
Rope Race:
Download
View scheme settings
Map
Map maze.svg
Specially-designed map
Examples at the WMDB
Worms
One worm per team

Rope Race is a Ninja Rope-based racing-style scheme where players must navigate a specially-designed map, using only the Ninja Rope, to reach a finish line from a designated starting point. The player to reach the finish line first, or in the shortest time, wins the game.


Rules

  • Place at the start - Players must place their worms on the spot labelled Start, S, or similar.
  • No rope knocking - Players must not rope knock.
  • No shortcuts - 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 suitable map markers, players must use their common sense to determine the correct path.

It's generally recommended that players, when joining a Rope Race game lobby on WormNET, use the term "STF" (standing for Start To Finish) to indicate to the host that they understand the concept of the scheme and will follow the rules.

Tips and tricks

Variations

Time-trial Rope Race

Time-trial rope race or TTRR is the name given to the current standard rope race variation (introduced by Dextah090), due to its difference from the original variation, which was turn-based. In time-trial rope race, players note the turn time taken for each player to reach the ending point of the race from the starting point. The winner is the player with the lowest noted value.

This variation is supported by HostingBuddy.

Turn-based

Worms Armageddon originally did not permit unlimited turn time, until this feature was introduced in the v3.6.19.17 Beta Update, so rope races had to be turn-based. This meant that players would take turns to make progress along the race course, usually 20 or 30 seconds per turn. Those who died (i.e. to drowning after a fall, if the map was designed to include such a hazard) 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, effectively doubling the length of the race.

This variation is supported by HostingBuddy.

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

Tower Rope Race

As defined above, this variant is basically a mixture of Tower Race and Rope Race, with a not-so-slight bias towards the latter. The gameplay itself is the same as Rope Races' on big maps: sometimes weapons added for gaining a little bit of time before the end of the turn, or BattyRope can be activated so that the worms stay attached to the rope, which comes in handy on certain maps.

Trick Race

Main Article: Trick Race

In this variation, the player has to do specific rope tricks, according to the name of them on the map.

Low Gravity Rope Race

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

Roping significantly changes when low gravity is activated. Climbing is significantly faster in low gravity for obvious reasons, while the main challenge is to have a high descent speed. The Shadow, a rope trick commonly used in rope races, slows descent speed significantly with low gravity enabled, forcing players to dramatically change their roping styles.

Powered-down ropes

In this variation, the rope power is set lower than the normal power setting 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. Winning games with these settings relies heavily on using the Parachute to cut down time between rope uses.

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. The rest of the race is played identically to the turn-based variation.

Check Point Race

In this variation, the player has unlimited Teleports and there is a sequence of check points along the race course marked on the map. If the player doesn't reach a check point at the end of the turn, they must teleport back to the last check point that they reached.

Mine Runner

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

In this variation, the player has to avoid mines while roping. The map is filled with as many mines as it will take, as the scheme specifies the maximum number of 255. Low Gravity, Bananas and Teleport are provided in infinite supply. The bananas are provided to allow retreat time while at the same time causing big explosions to blast the mines around. Two additional rules come into play with this scheme:

  • No kills - Players must not kill other worms.
  • Use only rope to progress - Players must not use the teleport to progress along the race course. Players must only teleport to the last place they touched following an accidental death or fall.

This variation was invented by ShAdOwFoRc3, probably in 2008 (the oldest upload date of his two uploads to the Blame The Pixel site).

History

Rope Race has remained a popular scheme since Worms 2, released in November 1997. Although the precise origin of the scheme is unknown, it is likely to have been created in 1998.

The scheme has featured consistently in tournaments.

External links


This article has a to-do list:
  • add replays for several variations
  • add wmdb links for variations with special maps
  • add image
  • move TTRR scheme to main game setup box
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