Super Sheep (Aqua Sheep)
From Worms Knowledge Base
Super Sheep | |
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Type: | Animal |
Keyboard selection: | 9 (×1) F5 (×4) |
Standard effects: | 75hp injury (max.), Large circular crater |
Present in: | Worms DC, Worms 2, WA & WWP |
Aqua Sheep | |
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Type: | Animal |
Keyboard selection: | F5 (×4) |
Standard effects: | 75hp injury (max.), Large circular crater |
Present in: | WA & WWP |
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The Super Sheep is similar to a regular Sheep, but with the additional benefit of being able to fly, which is quite handy.
Upon release, the Super Sheep acts like a standard sheep, but it does not explode when the spacebar is pressed. Instead, it flies into the air, and it's flight path can be controlled by the user. When it begins to fly, it launches directly upwards, and pressing the left and right arrow keys will turn it counter-clockwise and clockwise respectively. It will continue to fly until it crashes into the landscape, whereby it will explode. Alternatively, if the user presses the spacebar a second time, it will stop flying and fall to the ground, where it will explode on contact. Finally, it may explode if it's been flying for too long.
The Super Sheep can be upgraded to the Aqua Sheep (both being capable to be a team's special weapon) using an unlockable cheat in Worms Armageddon, or a Wormpot mode in Worms World Party. The Aqua Sheep has the benefit of being able to fly underwater, a property shared with the Homing Missile and Patsy's Magic Bullet. The original version of the Super Sheep first seen in Worms: The Directors Cut could fly underwater as standard.
In WormsDC, destroying a weapons crate that contains a Super Sheep will cause the sheep to be "Liberated", flinging it up in the air briefly before bringing it back down again where it will detonate on impact.
The weapon also makes an appearance in a minigame in Addiction Pinball/Worms Pinball's "Worms" table. The game mode uses the score display of the virtual pinball machine, and you use the flipper buttons to steer the Super Sheep through a narrow cavern collecting bubbles worth points. As the "Worms" table is based upon the visual aesthetic of the first-generation games, this is the only game other than WormsDC in which a first-generation Super Sheep sprite can be seen.
Super Sheep can be chosen as a team weapon. If Special Weapon mode is enabled, teams with the Super Sheep are supplied 1 ammo of this weapon with a delay of 7 turns.
Contents
Tactics
- The Super Sheep is a weapon that is easy to use yet hard to master. An experienced Super Sheep flyer can maneuver it through very tight gaps, allowing him to deal large damage to worms hiding on the other side of a map.
- The Super Sheep, like a normal Sheep, can collect crates to its owner. This comes in handy as you can collect health and weapons quick and end your turn with damaging your enemy.
- The Aqua Sheep is very useful during Sudden Death when the water rises, especially when the water is near the top of a cavern, as it can swim through the water and sink the other player.
- The Super Sheep can fly outside of the screen on a cavern map and over the top border, allowing the user to hit a worm on the other side which would otherwise be out of reach.
- The Super Sheep's flight is not affected by Low Gravity, so a user will always know how it will react in a given situation.
Criticisms, Problems and Weaknesses
- Although easy to use, the Super Sheep can be very difficult to master, and it can be quite difficult to successfully navigate it through a tight area. However, this can be made less difficult through large amounts of practice.
- The Super Sheep's turning circle is not too big, but it's large enough to cause a problem in some areas to make navigating through it impossible. Problems of this nature usually arise when it is first activated into flight mode, as it travels upwards and may need to be instantly turned to face another direction.
- In WormsDC, the Super Sheep moves quite fast which manes maneuverability difficult.
Details
- The Super Sheep will automatically detonate after 20 seconds if it hasn't exploded. This timer starts as soon as it is released by the worm.
- The "All crates contain sheep" setting removes this timer, allowing unlimited flight time.
Tricks and glitches
- Due to the way collision detection is done for specifically this weapon, the Super Sheep and Aqua Sheep may sometimes pass through thin walls.
- In "Using a Weapon Doesn't End Your Turn" mode, it's possible to launch multiple Super Sheep at the same time.
See also
External links