Post by khamski on Feb 12, 2006 9:26:06 GMT
Okay lets talk about tricks again
This is a copy of MrTPenguin's "Glossary" thread in "CWT 2004" major thread.
Goals of this thread:
1. Its informative for newcomers
2. We have to modify it
So that it will describe not only the fact that those
tricks exist but HOW to do them.
3. We have to finally create a wwp tricks list so Crespo or SirG can add it to their sites
== paste starts
There are, on the web, lots of places that tell you rules of worms games, meanings of abbreviations, and rope moves. I'm not aware of any glossaries of types of move you can do, so I thought I'd write one myself Here's what I've done so far. There are some moves and tricks I've omitted, coz some people might not know one or two of 'em, and it's better to find out in a game than in a glossary Tell me what you think, and if I've missed anything obvious (or not obvious).
---START---
A basic knowledge and understanding of worms is assumed. I have not included rules of games (like “Proper” and “BnG”) or their instructions (like “abl” and “afr”), nor have I included any of the various fancy things you can do with the rope (like “shadow” and “dragon”). Underlined terms are those that are defined elsewhere in the glossary.
The Arrow Glitch
The bug that allows you to fire arrows vertically upwards.
Banana Abuse
Cluster abuse with a banana.
Banana Suicide
The active worm drops the nana and then jump directly above it just before it explodes, thereby absorbing all the damage.
The Brightside
A Brightsider is a player who uses either the Lightside or the Darkside, depending on the situation. This is the default style of play, and the term was coined by Paul Power.
Bungee Knocking
The same as rope knocking but with the bungee.
A Ceiling Job (caverns only)
A round that finishes in sudden death with the water level and the remaining worms near the indestructible barrier. Coined by MrTPenguin.
Cheat Walking or Speed Walking
Repeatedly right-clicking (i.e. opening the inventory) whilst walking, resulting in walking faster than normal. Note that “fast walking” is walking under the influence of the “fast walk” utility.
Cluster Abuse
The placing of a clusty beneath a worm so that it absorbs all the clusters, which takes off more than a shotgun does on normal power settings. This is actually in the Team17 Wormopaedia, so it isn’t an oversight on their part.
The Cow Glitch
The bug that allows you to release four (instead of two) cows from the Jet Pack if you time it correctly.
The Darkside
A style of play where you dig tunnels and generally try to stay in sheltered or inaccessible places. Darksiders are typically good with nades and zooks, good at terrain navigation, and quite devious in their strategies (c.f. the Lightside and the Brightside).
Dead Tele
This is when a low-health active worm teleports into mid-air high (and directly) above the target worm. If the “fall damage” is sufficient to kill the active worm, then it will do death damage to the target worm.
Death Damage or Grave Damage
Any injury caused by the explosion due to a worm dying.
Drop Shot [new entry]
This is when you put the cross-hairs (target) for a homer in mid-air above a worm, so the missile rapidly orbits there for a while and then crashes, hopefully into the target worm. This is appropriate for situations where the target worm is exposed, but not directly accessible by a homer, typically because of a big barrier. Coined by Betong Åsna.
Dynamic Roping
Travelling with the rope by firing a succession of shots (i.e. constantly moving the pivot point). This is the basis of the game “Proper”, and other rope games (c.f. static roping). Coined by Konrad.
The Dreaded 23
This is simply when your aim with the shotgun isn’t quite right, and you do 23 instead of 25 hp’s damage. 23 is the wormer’s unlucky number.
The Fire Punch Glitch or Super Fire Punch or Double Fire Punch [edited]
Very occasionally, if the target worm is in a restrictive position, a fire punch on him registers two or more hits, taking off 30n hp, where n = 2, 3, 4...
Fire Trap
When a worm in a hole has a petrol bomb thrown at him, which causes him to bounce back and forth across the flames.
Fly
Flying is the act of bouncing off a surface whilst on the rope, and then releasing in order to project yourself a long way. There’s a game called “Fly Shoppa” (or “FBA Shoppa”) in which you have to fly at the start of each turn. This can also be done with the bungee.
Frogging [new entry]
Skimming a worm over the surface of the water. This term was brought into existence by Spanish wormers, and has its origins in a children’s game called "haca la racer" in which you skim stones over big puddles.
Girder Blocking
The placing a girder in a place that restricts (partially or completely) the movement of one or more other worms.
The Girder Glitch
The bug that makes it possible to place a girder on a worm, which kills it.
Hung Out to Dry
If you’re on the bungee and you find that you can barely manoeuvre yourself, then you’re hanging out to dry. Coined by Bloopy.
The Indian Rope Trick [new entry]
This is when a worm on a rope puts itself directly above the pivot point, and then pushes itself up into the air. Named after the famous Indian magic trick in which a man climbs a rope that isn’t attached to anything.
The Lightside
A style of play that’s open and direct, with the worms usually kept in accessible places. Lightsiders are typically good at inflicting big damage and carrying out the easy and obvious kills. The Lightside encompasses many more individual styles than the Darkside, so is harder to define (c.f. the Brightside).
Mine Nudging or Mine Knocking
The act of displacing a non-instant mine with the active worm, usually by jumping in to it, or nudging it whilst on the Jet Pack.
Miner’s Mine
A mine that’s placed in proximity to a thin barrier of land, which, when activated, enables worms to pass through the gap. Coined by MrTPenguin
Mortar Suicide [edited]
The move whereby a weak active worm stands on top of another worm, points the mortar downwards, and fires. The death damage from the active worm adds to the damage from the mortar. Note: a question mark hangs over whether or not this is actually possible.
Natural Zook
A zook fired into the air when there’s no wind, which follows a perfectly parabolic path, like a nade.
Noob’s Dynamite
When noobs and/or shoppa players play normal games, they sometimes immediately fire a rope, swing about a bit, look at their inventory, see their stick of dynamite, and then drop it on an enemy worm without killing it. This is the noob’s dynamite. Coined by MrTPenguin.
Parachute Jump
If a place is slightly too high up to be reached by a backflip, then, if the wind is blowing in the right direction (or, sometimes, only mildly in the wrong direction) the worm can get up there by facing the ledge, backflipping, and opening a chute at the top of the jump trajectory. The wind may then carry the worm across to the desired place.
Pile
A group of two or more worms that are in contact or very close together. The act of creating a pile is called “piling”.
Roller
A nade that rolls and/or bounces down a slope.
Rope Knocking (only possible in AG)
This is when a worm on a rope releases himself and flies into one of more other worms and physically knocks them along.
Shotgun Battle
A round that features lots of shotgun-attacks.
Shotgun Suicide
The active worm – which must have less than 20 hp – stands on top of the target worm and fires downwards with the shotgun, thus inflicting death damage after the normal shotgun damage.
Sitter
A nade that comes to rest before it explodes.
Skimmer
A zook fired at sea-level that skims across the water
The Super Sheep Glitch
The bug that makes it possible to release several Super Sheep in one turn.
Static Roping
Manoeuvring on the rope by swinging, bouncing off surfaces, and varying the length of the rope, all from a single pivot point. It’s worth pointing out that some people who are proficient in dynamic roping are surprisingly inexperienced in this sort of roping. Coined by Konrad.
Straight Zook
A zook fired directly at a worm, which has a straight or almost-straight trajectory.
Torpedo
A homing missile that’s fired into the water.
The Wormer’s Vice (Greed)
This refers to the situation where the decision to collect a crate instead of attacking or repositioning cause the active worm to experience an undesirable outcome. Coined by MrTPenguin.
=== paste ends
This is a copy of MrTPenguin's "Glossary" thread in "CWT 2004" major thread.
Goals of this thread:
1. Its informative for newcomers
2. We have to modify it
So that it will describe not only the fact that those
tricks exist but HOW to do them.
3. We have to finally create a wwp tricks list so Crespo or SirG can add it to their sites
== paste starts
There are, on the web, lots of places that tell you rules of worms games, meanings of abbreviations, and rope moves. I'm not aware of any glossaries of types of move you can do, so I thought I'd write one myself Here's what I've done so far. There are some moves and tricks I've omitted, coz some people might not know one or two of 'em, and it's better to find out in a game than in a glossary Tell me what you think, and if I've missed anything obvious (or not obvious).
---START---
A basic knowledge and understanding of worms is assumed. I have not included rules of games (like “Proper” and “BnG”) or their instructions (like “abl” and “afr”), nor have I included any of the various fancy things you can do with the rope (like “shadow” and “dragon”). Underlined terms are those that are defined elsewhere in the glossary.
The Arrow Glitch
The bug that allows you to fire arrows vertically upwards.
Banana Abuse
Cluster abuse with a banana.
Banana Suicide
The active worm drops the nana and then jump directly above it just before it explodes, thereby absorbing all the damage.
The Brightside
A Brightsider is a player who uses either the Lightside or the Darkside, depending on the situation. This is the default style of play, and the term was coined by Paul Power.
Bungee Knocking
The same as rope knocking but with the bungee.
A Ceiling Job (caverns only)
A round that finishes in sudden death with the water level and the remaining worms near the indestructible barrier. Coined by MrTPenguin.
Cheat Walking or Speed Walking
Repeatedly right-clicking (i.e. opening the inventory) whilst walking, resulting in walking faster than normal. Note that “fast walking” is walking under the influence of the “fast walk” utility.
Cluster Abuse
The placing of a clusty beneath a worm so that it absorbs all the clusters, which takes off more than a shotgun does on normal power settings. This is actually in the Team17 Wormopaedia, so it isn’t an oversight on their part.
The Cow Glitch
The bug that allows you to release four (instead of two) cows from the Jet Pack if you time it correctly.
The Darkside
A style of play where you dig tunnels and generally try to stay in sheltered or inaccessible places. Darksiders are typically good with nades and zooks, good at terrain navigation, and quite devious in their strategies (c.f. the Lightside and the Brightside).
Dead Tele
This is when a low-health active worm teleports into mid-air high (and directly) above the target worm. If the “fall damage” is sufficient to kill the active worm, then it will do death damage to the target worm.
Death Damage or Grave Damage
Any injury caused by the explosion due to a worm dying.
Drop Shot [new entry]
This is when you put the cross-hairs (target) for a homer in mid-air above a worm, so the missile rapidly orbits there for a while and then crashes, hopefully into the target worm. This is appropriate for situations where the target worm is exposed, but not directly accessible by a homer, typically because of a big barrier. Coined by Betong Åsna.
Dynamic Roping
Travelling with the rope by firing a succession of shots (i.e. constantly moving the pivot point). This is the basis of the game “Proper”, and other rope games (c.f. static roping). Coined by Konrad.
The Dreaded 23
This is simply when your aim with the shotgun isn’t quite right, and you do 23 instead of 25 hp’s damage. 23 is the wormer’s unlucky number.
The Fire Punch Glitch or Super Fire Punch or Double Fire Punch [edited]
Very occasionally, if the target worm is in a restrictive position, a fire punch on him registers two or more hits, taking off 30n hp, where n = 2, 3, 4...
Fire Trap
When a worm in a hole has a petrol bomb thrown at him, which causes him to bounce back and forth across the flames.
Fly
Flying is the act of bouncing off a surface whilst on the rope, and then releasing in order to project yourself a long way. There’s a game called “Fly Shoppa” (or “FBA Shoppa”) in which you have to fly at the start of each turn. This can also be done with the bungee.
Frogging [new entry]
Skimming a worm over the surface of the water. This term was brought into existence by Spanish wormers, and has its origins in a children’s game called "haca la racer" in which you skim stones over big puddles.
Girder Blocking
The placing a girder in a place that restricts (partially or completely) the movement of one or more other worms.
The Girder Glitch
The bug that makes it possible to place a girder on a worm, which kills it.
Hung Out to Dry
If you’re on the bungee and you find that you can barely manoeuvre yourself, then you’re hanging out to dry. Coined by Bloopy.
The Indian Rope Trick [new entry]
This is when a worm on a rope puts itself directly above the pivot point, and then pushes itself up into the air. Named after the famous Indian magic trick in which a man climbs a rope that isn’t attached to anything.
The Lightside
A style of play that’s open and direct, with the worms usually kept in accessible places. Lightsiders are typically good at inflicting big damage and carrying out the easy and obvious kills. The Lightside encompasses many more individual styles than the Darkside, so is harder to define (c.f. the Brightside).
Mine Nudging or Mine Knocking
The act of displacing a non-instant mine with the active worm, usually by jumping in to it, or nudging it whilst on the Jet Pack.
Miner’s Mine
A mine that’s placed in proximity to a thin barrier of land, which, when activated, enables worms to pass through the gap. Coined by MrTPenguin
Mortar Suicide [edited]
The move whereby a weak active worm stands on top of another worm, points the mortar downwards, and fires. The death damage from the active worm adds to the damage from the mortar. Note: a question mark hangs over whether or not this is actually possible.
Natural Zook
A zook fired into the air when there’s no wind, which follows a perfectly parabolic path, like a nade.
Noob’s Dynamite
When noobs and/or shoppa players play normal games, they sometimes immediately fire a rope, swing about a bit, look at their inventory, see their stick of dynamite, and then drop it on an enemy worm without killing it. This is the noob’s dynamite. Coined by MrTPenguin.
Parachute Jump
If a place is slightly too high up to be reached by a backflip, then, if the wind is blowing in the right direction (or, sometimes, only mildly in the wrong direction) the worm can get up there by facing the ledge, backflipping, and opening a chute at the top of the jump trajectory. The wind may then carry the worm across to the desired place.
Pile
A group of two or more worms that are in contact or very close together. The act of creating a pile is called “piling”.
Roller
A nade that rolls and/or bounces down a slope.
Rope Knocking (only possible in AG)
This is when a worm on a rope releases himself and flies into one of more other worms and physically knocks them along.
Shotgun Battle
A round that features lots of shotgun-attacks.
Shotgun Suicide
The active worm – which must have less than 20 hp – stands on top of the target worm and fires downwards with the shotgun, thus inflicting death damage after the normal shotgun damage.
Sitter
A nade that comes to rest before it explodes.
Skimmer
A zook fired at sea-level that skims across the water
The Super Sheep Glitch
The bug that makes it possible to release several Super Sheep in one turn.
Static Roping
Manoeuvring on the rope by swinging, bouncing off surfaces, and varying the length of the rope, all from a single pivot point. It’s worth pointing out that some people who are proficient in dynamic roping are surprisingly inexperienced in this sort of roping. Coined by Konrad.
Straight Zook
A zook fired directly at a worm, which has a straight or almost-straight trajectory.
Torpedo
A homing missile that’s fired into the water.
The Wormer’s Vice (Greed)
This refers to the situation where the decision to collect a crate instead of attacking or repositioning cause the active worm to experience an undesirable outcome. Coined by MrTPenguin.
=== paste ends