Difference between revisions of "Shopper"

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{{ParentArticle|[[Schemes]]}}
 
{{ParentArticle|[[Schemes]]}}
 
{{ReplayBox|Shopper.wagame|An example of a Shopper game|(3vs3) with DarK, Random00, SPW, Incog,<br/>Paya and REM; taken from [[Worm Olympics]]}}
 
{{ReplayBox|Shopper.wagame|An example of a Shopper game|(3vs3) with DarK, Random00, SPW, Incog,<br/>Paya and REM; taken from [[Worm Olympics]]}}
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[[Image:Shopper_screenshot.png|thumb|Use the rope and 'shop' for crates]]
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'''Shopper''' (originally '''Rope Shopper''') is a scheme in which players start with few or no weapons and must use the [[Ninja Rope]] to navigate a specially-designed, indestructible map and collect crates to build their arsenal. The scheme and its variations are generally the most popular schemes played on [[WormNET]].
 +
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== Description ==
 
{{Game setup|file=Shopper.wsc|scheme=Shopper|map=Specially designed map|wmdb=shopper|worms=Usually 3}}
 
{{Game setup|file=Shopper.wsc|scheme=Shopper|map=Specially designed map|wmdb=shopper|worms=Usually 3}}
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The goal in Shopper is to kill all opponents using weapons obtained from crates, collected within the relatively short turn time by using the [[Ninja Rope]], which is provided in unlimited quantity and given a power setting of 5 to allow unlimited repeat swings.
  
'''Shopper''', or more specifically '''Rope Shopper''' (due to its variation from the original Team17 "Shopper" scheme, which was not heavily rope-based), is one of the oldest fan made schemes in [[Worms Armageddon]]. Furthermore, Shopper and its variations are nowadays the most popular schemes played on [[WormNET]].
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Maps designed for the Shopper scheme provide a roof along the top and wide open spaces in which to swing around on the ninja rope, and typically include a large number of platforms, nooks and crannies where worms can try to stay safe from enemy attacks. Maps usually also include some hazards, such as holes at the bottom or sides of the map through which worms can fall and drown.
  
The goal in Shopper is to destroy the opponents using weapons obtained from crates, collected within a relatively short turn time with the help of the [[Ninja Rope]]. Little or no combat equipment is present in player's inventory at the beginning (hence the term "shopping" for weapons).
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Considerable skill with the [[Ninja Rope]] is required for playing Shopper competently. However - unlike some of its variations, noted below - the classic Shopper scheme is very accessible to new players and suitable for practicing with the ninja rope.
Shopper is played on an indestructible terrain (toggled as a scheme option) and specially designed maps, usually with roof to allow smooth maneuvering around the map.
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Considerable skill with the [[Ninja Rope]] is required for playing Shopper, however - unlike some variations - a classic Shopper scheme is very suitable to practice mastering the rope.
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The scheme is supported by [[HostingBuddy]].
  
== History ==
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== Rules ==
Shopper was created around 1999 on Worms Armageddon. It was commonly known at the time as '''Rope Shopper''' due to its variation from the original Team17 "Shopper" scheme, which was not heavily rope-based. Though it is unknown who was the original creator of this variation, it is clear that one of the most important contributors from the very start was the player [[Dogma]]. With the creation of his Shopper map '''City Shopper''', he set the tone for the design and layout of Shopper maps for many years to come.
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The principle rules for Shopper are as follows:
  
In the earlier days of Shopper it was commonly considered to be a game for newbies. The most popular scheme in that time was [[roper]] and [[proper]], which required a lot more rope skill than Shopper. It was common that most newbies would start practicing their rope skills on Shopper maps, moving to the more difficult rope games once their skills had grown.
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* '''Crate Before Attack''' ('''CBA''') - Players must collect a crate at the start of each turn before attacking with a weapon from their inventory.
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* '''All But Last''' ('''ABL''') - Players must not injure any worms belonging to the team in last place, with the exception outlined by the ''Pile'' rule below.
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* '''Pile''' - Players may only injure worms belonging to the team in last place if they also injure other worms in the same attack. Only applicable if the ''ABL'' rule is in force.
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* '''Kill The Cow''' ('''KTC''') - Should anyone violate the rules, players must target that player (regardless of the ''ABL'' rule) until they have been killed off.
  
Around 2002, the attitude towards the scheme has started changing. Many who were considered to be elite roper players had left Worms and with it the strong dislike towards Shopper.
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These four rules are collectively known as the '''[[PACK]]''' rules (standing for Pile, ABL, CBA and KTC).
The Shopper game grew more and more in popularity, passing proper as the most popular game on the way.
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In 2004, a new variation of Shopper hit the community like a bomb. [[Star Worms]] came out with his idea for the [[Wall-X-Wall shopper]]. This idea caught the attention of the community and soon became as popular as the original Rope Shopper scheme itself.
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The ''ABL'' rule is often substituted with ''KTL'':
  
== The rules ==
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* '''Kill The Leader''' ('''KTL''') - Players must injure worms belonging to the team in first place.
Shopper uses a set of rules commonly known as the [[PACK]] rules. Where PACK stands for;
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* Pile (In order to hurt the player who is last with a weapon in your inventory, damage must be spread to at least 1 other team. Generally the Pile rule is combined with ABL or KTL these days.)
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* ABL (Injuring any team with a weapon in your inventory. Do NOT injure the last team unless the [[Pile]] rule is used and you spread damage to multiple teams with a weapon in your inventory.)
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* CBA (Collect a Crate at the start of each turn Before Attacking with a weapon from your inventory)
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* KTC (Kill The [[Cow]] or person who is breaking the games rules.)
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The ABL rule is sometimes replaced by KTL:
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* KTL (Injuring the 'leader' with a weapon in your inventory. Damage can be spread amongst other teams so long as the leader is injured in the blast.)
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Around 2000, a new rule which originated from the [[Roper]] scheme made its entrance into Shopper:
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* AFR (Attacking from the rope when it is possible with the chosen weapon.)
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The combination of AFR and the PACK rules then became known as the proPACK rules. Around 2003, the AFR rule got so integrated into Shopper, that the difference between PACK and proPACK was forgotten and AFR became a standard Shopper rule.
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As well as the rule mentioned in PACK, Shopper had a few less formal/agreed upon rules:
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Around 2000, Shopper started to adopt a rule which originated with the [[Roper]] scheme:
* No [[Girder|girders]]. (They change the landscape permanently.)
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* No [[Nuclear Bomb|nukes]]. (They change the landscape permanently.)
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* No permanent blocking (e.g. using [[Longbow|arrows]], Girders, Nukes, Etc.)
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Across the player base, Shopper rules are generally addressed purely by acronyms of the 3 fundamental rules - AFR, CBA, KTL/ABL; others are considered common sense.
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* '''Attack From Rope''' ('''AFR''') - Players must attack while using the ninja rope, unless the weapon being used cannot be used from the rope.
KTL prevails over ABL these days and is the one implicitly used, unless signalized otherwise.
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== The maps ==
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The combination of ''AFR'' and the ''PACK'' rules then became known as the '''proPACK''' rules. Throughout 2003, the ''AFR'' rule became so integral to Shopper, that the difference between ''PACK'' and ''proPACK'' was largely forgotten.
*[http://www.wmdb.org/maps?type=shopper Shopper maps on WMDB]
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*[http://www.blamethepixel.com/maps.php?step=2&thetype=2&orderby=id&order=DESC&workswith=any&limit=10 Shopper maps on Blame the Pixel]
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== The Scheme ==
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As well as the rules above, Shopper was sometimes played with additional rules prohibiting certain super weapons and the way that weapons can be used:
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* '''No [[girder]]s.''' - Players must not use girders, even if they collect girders or a [[Girder Starter Pack]] in a crate.
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* '''No [[Nuclear Bomb|nukes]].''' - Players must not use the Nuclear Bomb, even if they collect one in a crate.
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* '''No permanent blocking.''' - Players must not use any weapon in such a way that it permanently blocks a worm from fully navigating the map.
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Shopper rules are generally addressed purely by the acronyms of the 3 fundamental rules - AFR, CBA, KTL/ABL; others (such as a the rules on the use of weapons above) are considered common sense.
  
 
== Variations ==
 
== Variations ==
Of all the schemes known in Worms, Shopper probably has the most variations. Because of its extensive popularity, many people came up with their own variations to the Shopper scheme, some better known than others:
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Of all the schemes known in ''Worms'', Shopper probably has the most variations. Because of its extensive popularity, many people came up with their own variations to the Shopper scheme, some better known than others. The variations often rely on the specific design of the map, and sometimes involve new rules. In some cases, variations require the use of [[TestStuff]].
  
 
==== Wall-X-Wall Shopper ====
 
==== Wall-X-Wall Shopper ====
 
''Main Article: [[Wall-X-Wall Shopper]]''
 
''Main Article: [[Wall-X-Wall Shopper]]''
  
In this variation, the player has to touch a number of specified number of walls highlighted by the map before attacking each turn, in addition to collecting a weapon crate.
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In this variation, an additional rule is in force: the player must touch a number of specified number of walls during their turn before attacking. This is played on specially-designed maps which highlight the walls to be touched.
  
 
==== Fly Shopper ====
 
==== Fly Shopper ====
 
{{Map example|map=Specially designed map|wmdb=flyshopper}}
 
{{Map example|map=Specially designed map|wmdb=flyshopper}}
In this variation, the player has to fly across a pillar in the middle of the map at least once before attacking. For this, a new rule was created: FBA, meaning '''Fly Before Attack'''.
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In this variation, the map has an open roof and a large pillar in the middle. Players must fly their worms over the pillar at least once during their turn before attacking. For this, an additional rule is in force:
  
===== The Term "Fly" =====
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* '''Fly Before Attack''' ('''FBA''' in [[Terminology|worms terminology]]) - Players must use the ninja rope to fling their worm over the map's central pillar, without touching it with their worm, and without the ninja rope being attached to anything during the crossing, before attacking.
Beginners to this scheme sometimes have difficulty of understanding what a valid "fly" is. Here are some basic concepts concerning this:
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* ''During'' a fly, the worm can not touch the object in the middle, doing so makes the fly invalid. For obvious reasons, however, it is allowed to touch it ''before'' and ''after'' the fly - eg. when doing a special kind of fly called "mexi".
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The rope may be attached to the central pillar ''before'' and ''after'' the crossing - e.g. when doing a special kind of fly called "[[Ninja_Rope#Rope_tricks|mexi]]".
* For the fly to be valid, the rope can not attach to anything while going over the object - eg. it isn't enough to just swing the worm over the top of the object.
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* The fly must always be initiated ''from'' rope, but the player doesn't necessarily have to attach the rope again on the other side - eg. if the worms hits an object on the other side (the opposite wall, for example) and the parachute activates, the fly is still valid. Also, when [[Test versions|TestStuff]] is activated, it is common practice to consider a fly valid if the player activates the parachute manually while still flying over the central object, and then descends to the other side.
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The player is not required to attach the rope again after the crossing - e.g. if the worms hits terrain and the parachute activates, the fly is still considered to be valid. Also, when [[Test versions|TestStuff]] is activated, it is common practice to consider a fly valid if the player activates the parachute manually after the crossing.
  
 
==== Chamber Shopper ====
 
==== Chamber Shopper ====
 
{{Map example|map=Specially designed map|wmdb=chamber}}
 
{{Map example|map=Specially designed map|wmdb=chamber}}
In a Chamber Shopper, the map is divided into several chambers, often with open tops and separated by a number of vertical pillars. The overall feeling of the game is akin to that of the Fly Shopper.
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In Chamber Shopper, the map has an open roof and is divided horizontally into several chambers, typically 4 or 5, separated by vertical pillars.
  
The FBA rule (see above) may apply.
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The ''FBA'' rule (see Fly Shopper, above) is sometimes used in this variation.
  
 
==== Pod Shopper ====
 
==== Pod Shopper ====
 
{{Map example|map=Specially designed map|wmdb=podshop}}
 
{{Map example|map=Specially designed map|wmdb=podshop}}
This scheme's uniqueness lies in that the map consists of 2 or more separated pods. The players must go from pod to pod in order to collect a crate and to find a worm to attack. The games tend to be short, as lots of worms fall into the water accidentally or due to attacks. There are no specific rules whatsoever besides the normal Shopper rules, although KTL/ABL is sometimes omitted.
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Pod Shopper maps are designed with 2 or more 'pods', which may be considered miniature shopper maps in and of themselves. These pods are separated from each other by open space.
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Players typically have to travel from pod to pod during their turn in order to collect a crate and to find a worm to attack. Pod Shopper games tend to be short, as drowning is more common (there are players who say that POD stands for Plop Or Die). The common Shopper rules ''KTL'' and ''ABL'' are sometimes omitted to allow players to more easily find a target.
  
 
==== Moon Shopper ====
 
==== Moon Shopper ====
 
{{Scheme|title=|file=Moon Shopper.wsc}}
 
{{Scheme|title=|file=Moon Shopper.wsc}}
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Played on regular Shopper maps, this variation makes use of an additional rule:
  
The only thing separating this scheme from Shopper, is that the players have to activate [[Low Gravity]] in the beginning of each of their turns.
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* '''Use Low Gravity every turn''' - Players must activate Low Gravity at the start of their turn.
  
 
==== Surf Shopper ====
 
==== Surf Shopper ====
 
{{Map example|map=Specially designed map|wmdb=surf}}
 
{{Map example|map=Specially designed map|wmdb=surf}}
In Surf Shopper the players must skim their worm across water onto an island. Since [[TestStuff]] enables firing the rope after skimming on water, many people prefer to use it, so the rule will usually force the players to '''Surf Before Attack''' ([[Etiquette#SBA - Surf Before Attack|SBA]]). However, if for some reason TestStuff is not turned on, you still have to skim on water, but since you will loose control of the worm while surfing, the rule will be '''Surf After Attack''' ([[Etiquette#SAA - Surf After Attack|SAA]]).
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In Surf Shopper, players must skim their worm across water onto an island. This variation is played on maps specially designed for this, and an additional rule comes into play:
  
==== Attack From Air Shopper ====
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* '''[[Etiquette#SAA - Surf After Attack|Surf After Attack]]''' ('''SAA''' in [[Terminology|worms terminology]]) - Players must skim their worms over water during their retreat time, after having made an attack.
{{Map example|map=Specially designed map ([http://wmdb.org/8351 example])|wmdb=}}
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In this variant, which is also known as '''AFA Shopper''', the players must attack during a rope-roll, by pressing "Enter" while in the air. This creates a specific rule called [[Etiquette#AFA_-_Attack_From_Air|AFA]], meaning '''Attack From Air'''. Usually, the rule KTL is omitted, and only CBA and AFA are used.
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In order to be able to fire the a weapon mid-air, it is imperative to activate TestStuff.
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The variation is often played with [[TestStuff]], which stops worms losing their turn after skimming water and also allows for firing the ninja rope while a worm is still in flight after skimming. In this case, a slightly different rule is used:
  
This scheme was created in December 2008 by [[People/Crowe|Crowe]] [http://clanuis.net/tema-2294.html] and its original name is "Air Shopper".
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* '''[[Etiquette#SBA - Surf Before Attack|Surf Before Attack]]''' ('''SBA''' in [[Terminology|worms terminology]]) - Players must skim their worms over water during their turn before attacking.
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==== Attack From Air Shopper (or AFA Shopper) ====
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{{Map example|map=Specially designed map|wmdb=?map&#91;title&#93;=afa&#124;shop}}
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Played on specially designed maps, and with [[TestStuff]] enabled, this variation makes use of an additional rule:
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* '''[[Etiquette#AFA_-_Attack_From_Air|Attack From Air]]''' ('''AFA''' in [[Terminology|worms terminology]]) - Players must attack during a "rope-roll", where a worm has disengaged the ninja rope and is in flight. Players do this by pressing ''Enter'' while their worm is in the air.
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The common Shopper rules ''KTL'' and ''ABL'' are usually omitted for this variation.
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This variation was created in December 2008 by [[People/Crowe|Crowe]], originally under the name of '''Air Shopper'''.
  
 
==== Bungee Shopper ====
 
==== Bungee Shopper ====
Line 101: Line 109:
  
 
{{clear}}
 
{{clear}}
==== Tunnel Shopper ====
 
A mix of [[Rope race]] and Shopper.
 
  
==== Speed Shopper ====
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==== Drive-by Shopper ====
A Shopper with 10 or 15 second long turns.
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{{Map example|map=Specially designed map|wmdb=?map&#91;title&#93;=drive-by}}
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Played on maps designed with a circuit, this variation makes use of an additional rule:
  
==== Power Shopper ====
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* '''Lap the map''' - Players must make a lap around the map before attacking.
A Shopper with high power weapons and 15 second long turns.
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==== Drive-by Shopper ====
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{{Map example|map=Specially designed map ([http://wmdb.org/883 example])|wmdb=}}
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The player has to make a lap around the map.
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==== Loser Shopper ====
 
==== Loser Shopper ====
Shopper played on any map where you can't drown. First to kill all their own worms is the winner.
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Played on any regular Shopper map where it's impossible to drown, players must attack their own worms. The first to kill all their own worms wins the game.
  
 
==== Crate Collector ====
 
==== Crate Collector ====
{{Map example|map=Randomly generated cavern map|wmdb=}}
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{{Map example|map=Randomly generated cavern map}}
A [[Worms World Party|WWP]] scheme with [[WormPot|WormPot's]] "Super Rope mode" and "Crates, crates and even more crates" settings are on. It is also known as ''Ropes and Crates'' or ''RnC''.
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This variation can only be played with [[Worms World Party]], making use of that game's [[WormPot]] mode "Super Rope" and "Crates, crates and even more crates". This scheme has no rules at all (players don't need to say any rules to play).
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It is also known as '''Ropes and Crates''' or '''RnC''' in [[Terminology|worms terminology]].
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==== Other minor variations ====
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* '''Tunnel Shopper''' - a blend of [[Rope Race]] and Shopper, with the Shopper scheme played on maps designed for Rope Race.
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* '''Speed Shopper''' - played with 10 or 15 second long turns.
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* '''Power Shopper''' - played with weapons on higher-than-normal power settings, along with 15 second long turns.
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== History ==
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Shopper was first created around 1999 on ''Worms Armageddon''. It was commonly known at the time as '''Rope Shopper''' to distinguish it from the original Team17 "Shopper" scheme, which did not make so much use of the Ninja Rope. Though it is unknown who originally created this variation, it is clear that one of the most important contributors from the very start was the player [[People/Dogma|Dogma]]. With the creation of his Shopper map ''City Shopper'' (a colorised version of which can be found on the [[Worms Map Database]] [https://www.wmdb.org/287 here]), he set the tone for the design and layout of Shopper maps for many years to come.
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In the earlier days of Shopper, the scheme was commonly considered to be a game for newbies. The most popular roping schemes at the time were [[Roper]] and [[Proper]], which required a lot more skill with the ninja rope than Shopper and did not rely on the luck of crates. Newbies would typically start practicing their rope skills with the Shopper scheme, and then move to the more difficult rope schemes as their skills grew.
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Around 2002, the attitude towards the scheme had started to change. Many who were considered to be elite Roper players had left the ''Worms'' community and took with them their strong dislike of Shopper. The Shopper scheme became more and more popular, passing Proper as the most popular scheme on [[WormNET]].
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In 2004, [[People/Star Worms|Star Worms]] created the [[Wall-X-Wall Shopper]], a variation of the Shopper scheme which became very popular very quickly.
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The scheme has featured consistently in competitions, featuring in every year of the [[Worm Olympics]] from when it started in [http://2006.wormolympics.com/tourneys/10 2006] to when it ended in [http://2016.wormolympics.com/results?scheme=1 2016], and in [https://www.tus-wa.com/cups/search/!QUOTEshopper!QUOTE/ cups] and [https://www.tus-wa.com/tournaments/search/!QUOTEshopper!QUOTE/ tournaments] hosted on [[The Ultimate Site]] between 2010 and 2019.
  
 
== See also ==
 
== See also ==
Line 127: Line 147:
 
* [http://wahelp.worms2d.info/scheme-shopper.php Shopper] on Nanacide
 
* [http://wahelp.worms2d.info/scheme-shopper.php Shopper] on Nanacide
 
* [http://www.tus-wa.com/forums/schemes-13/shopper-the-widest-explanation-ever/ Complete explanation of Shopper rules] on The Ultimate Site of Worms Armageddon
 
* [http://www.tus-wa.com/forums/schemes-13/shopper-the-widest-explanation-ever/ Complete explanation of Shopper rules] on The Ultimate Site of Worms Armageddon
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{{todo|add replays for the various variations|add a line about the history of each variation}}

Revision as of 19:54, 12 March 2021

(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: An example of a Shopper game
(3vs3) with DarK, Random00, SPW, Incog,
Paya and REM; taken from Worm Olympics
Download · Info
Use the rope and 'shop' for crates

Shopper (originally Rope Shopper) is a scheme in which players start with few or no weapons and must use the Ninja Rope to navigate a specially-designed, indestructible map and collect crates to build their arsenal. The scheme and its variations are generally the most popular schemes played on WormNET.

Description

Game setup
Scheme
Shopper:
Download
View scheme settings
Map
Specially designed map
Examples at the WMDB
Worms
Usually 3

The goal in Shopper is to kill all opponents using weapons obtained from crates, collected within the relatively short turn time by using the Ninja Rope, which is provided in unlimited quantity and given a power setting of 5 to allow unlimited repeat swings.

Maps designed for the Shopper scheme provide a roof along the top and wide open spaces in which to swing around on the ninja rope, and typically include a large number of platforms, nooks and crannies where worms can try to stay safe from enemy attacks. Maps usually also include some hazards, such as holes at the bottom or sides of the map through which worms can fall and drown.

Considerable skill with the Ninja Rope is required for playing Shopper competently. However - unlike some of its variations, noted below - the classic Shopper scheme is very accessible to new players and suitable for practicing with the ninja rope.

The scheme is supported by HostingBuddy.

Rules

The principle rules for Shopper are as follows:

  • Crate Before Attack (CBA) - Players must collect a crate at the start of each turn before attacking with a weapon from their inventory.
  • All But Last (ABL) - Players must not injure any worms belonging to the team in last place, with the exception outlined by the Pile rule below.
  • Pile - Players may only injure worms belonging to the team in last place if they also injure other worms in the same attack. Only applicable if the ABL rule is in force.
  • Kill The Cow (KTC) - Should anyone violate the rules, players must target that player (regardless of the ABL rule) until they have been killed off.

These four rules are collectively known as the PACK rules (standing for Pile, ABL, CBA and KTC).

The ABL rule is often substituted with KTL:

  • Kill The Leader (KTL) - Players must injure worms belonging to the team in first place.

Around 2000, Shopper started to adopt a rule which originated with the Roper scheme:

  • Attack From Rope (AFR) - Players must attack while using the ninja rope, unless the weapon being used cannot be used from the rope.

The combination of AFR and the PACK rules then became known as the proPACK rules. Throughout 2003, the AFR rule became so integral to Shopper, that the difference between PACK and proPACK was largely forgotten.

As well as the rules above, Shopper was sometimes played with additional rules prohibiting certain super weapons and the way that weapons can be used:

  • No girders. - Players must not use girders, even if they collect girders or a Girder Starter Pack in a crate.
  • No nukes. - Players must not use the Nuclear Bomb, even if they collect one in a crate.
  • No permanent blocking. - Players must not use any weapon in such a way that it permanently blocks a worm from fully navigating the map.

Shopper rules are generally addressed purely by the acronyms of the 3 fundamental rules - AFR, CBA, KTL/ABL; others (such as a the rules on the use of weapons above) are considered common sense.

Variations

Of all the schemes known in Worms, Shopper probably has the most variations. Because of its extensive popularity, many people came up with their own variations to the Shopper scheme, some better known than others. The variations often rely on the specific design of the map, and sometimes involve new rules. In some cases, variations require the use of TestStuff.

Wall-X-Wall Shopper

Main Article: Wall-X-Wall Shopper

In this variation, an additional rule is in force: the player must touch a number of specified number of walls during their turn before attacking. This is played on specially-designed maps which highlight the walls to be touched.

Fly Shopper

Map
Specially designed map
Examples at the WMDB

In this variation, the map has an open roof and a large pillar in the middle. Players must fly their worms over the pillar at least once during their turn before attacking. For this, an additional rule is in force:

  • Fly Before Attack (FBA in worms terminology) - Players must use the ninja rope to fling their worm over the map's central pillar, without touching it with their worm, and without the ninja rope being attached to anything during the crossing, before attacking.

The rope may be attached to the central pillar before and after the crossing - e.g. when doing a special kind of fly called "mexi".

The player is not required to attach the rope again after the crossing - e.g. if the worms hits terrain and the parachute activates, the fly is still considered to be valid. Also, when TestStuff is activated, it is common practice to consider a fly valid if the player activates the parachute manually after the crossing.

Chamber Shopper

Map
Specially designed map
Examples at the WMDB

In Chamber Shopper, the map has an open roof and is divided horizontally into several chambers, typically 4 or 5, separated by vertical pillars.

The FBA rule (see Fly Shopper, above) is sometimes used in this variation.

Pod Shopper

Map
Specially designed map
Examples at the WMDB

Pod Shopper maps are designed with 2 or more 'pods', which may be considered miniature shopper maps in and of themselves. These pods are separated from each other by open space.

Players typically have to travel from pod to pod during their turn in order to collect a crate and to find a worm to attack. Pod Shopper games tend to be short, as drowning is more common (there are players who say that POD stands for Plop Or Die). The common Shopper rules KTL and ABL are sometimes omitted to allow players to more easily find a target.

Moon Shopper

Played on regular Shopper maps, this variation makes use of an additional rule:

  • Use Low Gravity every turn - Players must activate Low Gravity at the start of their turn.

Surf Shopper

Map
Specially designed map
Examples at the WMDB

In Surf Shopper, players must skim their worm across water onto an island. This variation is played on maps specially designed for this, and an additional rule comes into play:

The variation is often played with TestStuff, which stops worms losing their turn after skimming water and also allows for firing the ninja rope while a worm is still in flight after skimming. In this case, a slightly different rule is used:

Attack From Air Shopper (or AFA Shopper)

Map
Specially designed map
Examples at the WMDB

Played on specially designed maps, and with TestStuff enabled, this variation makes use of an additional rule:

  • Attack From Air (AFA in worms terminology) - Players must attack during a "rope-roll", where a worm has disengaged the ninja rope and is in flight. Players do this by pressing Enter while their worm is in the air.

The common Shopper rules KTL and ABL are usually omitted for this variation.

This variation was created in December 2008 by Crowe, originally under the name of Air Shopper.

Bungee Shopper

This is a Shopper with bungee instead of ninja rope, and maps designed for bungeeing around. Players must attack from bungee or during flying. The use of TestStuff is required.

Chute Shopper

A variant without ninja rope, and with maps designed for parachuting around. Players must attack from parachute.

Drive-by Shopper

Map
Specially designed map
Examples at the WMDB

Played on maps designed with a circuit, this variation makes use of an additional rule:

  • Lap the map - Players must make a lap around the map before attacking.

Loser Shopper

Played on any regular Shopper map where it's impossible to drown, players must attack their own worms. The first to kill all their own worms wins the game.

Crate Collector

Map
Randomly generated cavern map

This variation can only be played with Worms World Party, making use of that game's WormPot mode "Super Rope" and "Crates, crates and even more crates". This scheme has no rules at all (players don't need to say any rules to play). It is also known as Ropes and Crates or RnC in worms terminology.

Other minor variations

  • Tunnel Shopper - a blend of Rope Race and Shopper, with the Shopper scheme played on maps designed for Rope Race.
  • Speed Shopper - played with 10 or 15 second long turns.
  • Power Shopper - played with weapons on higher-than-normal power settings, along with 15 second long turns.

History

Shopper was first created around 1999 on Worms Armageddon. It was commonly known at the time as Rope Shopper to distinguish it from the original Team17 "Shopper" scheme, which did not make so much use of the Ninja Rope. Though it is unknown who originally created this variation, it is clear that one of the most important contributors from the very start was the player Dogma. With the creation of his Shopper map City Shopper (a colorised version of which can be found on the Worms Map Database here), he set the tone for the design and layout of Shopper maps for many years to come.

In the earlier days of Shopper, the scheme was commonly considered to be a game for newbies. The most popular roping schemes at the time were Roper and Proper, which required a lot more skill with the ninja rope than Shopper and did not rely on the luck of crates. Newbies would typically start practicing their rope skills with the Shopper scheme, and then move to the more difficult rope schemes as their skills grew.

Around 2002, the attitude towards the scheme had started to change. Many who were considered to be elite Roper players had left the Worms community and took with them their strong dislike of Shopper. The Shopper scheme became more and more popular, passing Proper as the most popular scheme on WormNET.

In 2004, Star Worms created the Wall-X-Wall Shopper, a variation of the Shopper scheme which became very popular very quickly.

The scheme has featured consistently in competitions, featuring in every year of the Worm Olympics from when it started in 2006 to when it ended in 2016, and in cups and tournaments hosted on The Ultimate Site between 2010 and 2019.

See also

External links


This article has a to-do list:
  • add replays for the various variations
  • add a line about the history of each variation
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