From Worms Knowledge Base
| W:A replay: An example of a Roper game with Random00|
and MonkeyIsland; taken from Worm Olympics
|Download · Info|
|Twin island map with a full border and water set to 'waterdrop' level. Usually artificial, but can be randomly generated.|
Examples at the WMDB
|One worm per player.|
Roper, or Pro Roper, also known as Proper in worms terminology, is a classic rope-based scheme in which each turn, the active player collects a health crate (usually curing a value significantly lower than a full damage bazooka attack), then attacks other teams with the given infinite weapons (bazooka, mine and grenade). Given the short turn time (commonly 15 seconds), skill with the use of the Ninja Rope is advantageous. The water level is set in a way that allows weapons to sink through the bottom border but worms remain standing on it, a setting known as Water drops. This makes it difficult to quickly use a mine or grenade on a worm standing on the bottom of the map, but bazookas still explode on impact.
The following is a list of the most commonly-agreed rules for the roper scheme. Although variations and disagreements about rules occur sometimes, such conflicts have been historically much rarer in roper than in Shopper, with these common rules remaining agreed upon by the community at large since shortly after the release of Worms Armageddon.
- Bazooka first - Players must attack only with bazooka on the first turn.
- Attack From Rope (AFR) - Players must attack from a Ninja Rope (while attached or during rope-roll between attachments).
- Crate Before Attack (CBA) - Players must collect a health crate before attacking. After Sudden Death has begun and no crates remain available to collect, players must touch both walls instead (termed "Wall To Wall (W2W)" or "Touch Both Walls (TBW)"). A touch is defined either by the sprite overlapping or the collision mask colliding with a pixel in the side wall, depending on player agreement or competition rules.
- Kill The Leader (KTL) - Players must attack the team with the most health. Weapons may damage worms from other teams only if a worm from the leading team is also injured.
Worms 2 Roper
In Worms 2, Roper is played with some differences from W:A. The first is the Ninja Rope that has a higher acceleration than WA rope, so the turn time is 12 seconds. The terrain is destructible and the retreat time of the rope is 5 seconds (half than W:A). There is delay in all weapons for 1 turn and there is neither "Bazooka First" rule, nor maps with Water drops. Many "W2 Roper" players migrated to WA as a community that still play roper this way, using RubberWorm feature to simulate W2's Ninja Rope perfectly in W:A.
Zook and Rope (ZaR)
| W:A replay: An example of a ZaR Roper game with|
Nonentity and Csongi; taken from Worm Olympics
|Download · Info|
|Download (.wsc) · View scheme settings|
Since early 2015 a TUS community called ZaR (Zook and Rope) is dedicated to play Roper without parachute and with bazooka only. The scheme has also elements of "W2 Roper". Players behind this variation/community: Kradie, sm0k and spleen17. Differences of the standard Roper:
- 2 worms per player
- Instant mines, including dud mines.
- Destructible terrain ON.
- No parachutes; bazooka and rope only.
- 12 second turns, 5 second retreat time
- fire-bombing is allowed (attack exploding the crates)
- mine-knocking (shooting at a mine so it falls on a player) is allowed without CBA, so long as the zook itself doesn't do any damage.
- no blocking
The scheme has featured consistently in competitions, appearing 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 2009 and 2020.
- Roper on Nanacide
|This article has a to-do list:|