Game Style

A Game Style (or Scheme) is a set of options which determines how game-play in a given round of Worms will work.

In the original Worms there are no mechanics for saving game styles, so the game style must be recreated manually using the game settings. Worms 2 introduced a Game Style system (then called schemes) with several default presets (such as Beginner and Holy War) that players can choose from with predefined game settings. In addition players can create, edit, and name their own Game Styles, which has made replaying game modes streamlined. Due to second generation Worms games saving styles as separate files, the game styles can be transferred easily over the internet, allowing for easy spread of new styles of game, such as Rope Race, Mole Shopper, and One of Everything.

Game Options

 * -|Armageddon=
 * -|Revolution=
 * Wins - Number of game wins required to win the round.
 * Possible values: 1 - 3
 * Round Time - The length of time before Sudden Death starts.
 * Possible values: 0, 5, 10, 15, 20, 25 or 30
 * Turn Time - The length of time per turn.
 * Possible values: 15, 20, 30, 45, 60, or 90 seconds
 * Worm Health - How much HP each Worm has at the start of a round.
 * Possible values: 50, 100, 150 or 200 points
 * Retreat Time - The amount of time Worms get to move after using a weapon.
 * Possible values: 0, 3, or 5 seconds
 * Worm Movement - Changes whether Worms can move.
 * Sudden Death - What happens when the Round Time runs out.
 * Possible values: Sink, 1 Health, Both, or None
 * Fall Damage - Whether or not Worms take fall damage.
 * Rope Retreat - Amount of time Worms get to move after dropping from a Ninja Rope.
 * Possible values: 0, 3, or 5 seconds
 * Rope Swings - Number of swings Worms get with Ninja Ropes.
 * Possible values: 1 - 5, or infinite
 * Worm Select - How it is determined which Worm will be controlled every turn.
 * Teleport In - How Worms are placed at the start of the game.
 * Girder Restriction - Whether or not Girder placement range is limited.
 * Hot-seat Time - The amount of time given for players in a hot-seat game to take control.
 * Possible values: 0, 3, or 5 seconds
 * Indestructible Terrain - Whether or not the terrain can be damaged.
 * Jet Pack Fuel - How much fuel the Jet Pack utility has.
 * Possible values: Low, Medium, or High
 * Water Rise Rate - How quickly water rises during Sudden Death.
 * Possible values: Slow, Normal, or Fast

Weapon Options
- Whether or not players teams will start with their special weapons.
 * -|Armageddon=
 * Ammo - How many uses of each weapon each player will start with. Ranges from 0 - 9, or can be set to infinite.
 * Delay - How many turns must elapse before the weapon can be used by either side. Ranges from 0 - 9.
 * Power - Relative strength of the weapon. Ranges from 1 - 5.
 * Crates - Relative chance that the weapon will be found in a crate. Ranges from 0 - 5.

- Allows ammo and delay to be set for certain unlockable weapons.

- Toggles whether superweapons will appear.


 * -|Revolution=
 * Ammo - How many uses of each weapon each player will start with. Ranges from 0 - 9, or can be set to infinite.
 * Delay - How many turns must elapse before the weapon can be used by either side. Ranges from 0 - 9.

Object Options

 * -|Revolution=
 * Max Crates Per Turn - How many crates (total, of all varieties) can spawn per turn.
 * Possible values: 0 - 3
 * Weapon Drop - Percent chance per turn that a weapon crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Utility Drop - Percent chance per turn that a utility crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Health Drop - Percent chance per turn that a health crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Health Value - How much health a health crate will give.
 * Possible values: 25 - 100 (increments of 25)
 * Coin Drop - Percent chance per turn that a coin crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Mines - How many mines will spawn on the stage.
 * Possible values: None, Some, Few, or Lots
 * Mine Fuse - How long it takes for triggered mines to explode.
 * Possible values: 1 - 3 seconds, Random, or Instant
 * Dud Mines - Whether or not dud mines will appear.
 * Oil Drums - How many oil drums will spawn on the stage.
 * Possible values: None, Some, Few, or Lots
 * Physics Objects - How many physics objects will spawn on the stage.
 * Possible values: None, Some, Few, or Lots
 * Dynamic Water - Whether or not dynamic water will spawn.