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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. Also, when TestStuff is activated, it is common practice to consider a fly valid if the player activates the parachute manually after the crossing. if the worms hits terrain and the parachute activates, the fly is still considered to be valid. The player is not required to attach the rope again after the crossing - e.g. when doing a special kind of fly called " mexi". The rope may be attached to the central pillar before and after the crossing - e.g. 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.For this, an additional rule is in force: Players must fly their worms over the pillar at least once during their turn before attacking.
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In this variant, the map has an open roof and a large pillar in the middle. With Random00 and z3r0 taken from Worm Olympics W:A replay: An example of a Fly Shopper game This is played on specially-designed maps which highlight the walls to be touched. In this variant, an additional rule is in force: the player must touch a number of specified number of walls during their turn before attacking. In some cases, variants require the use of TestStuff. The variants often rely on the specific design of the map, and sometimes involve new rules. Because of its extensive popularity, many people came up with their own versions to the Shopper scheme, some better known than others. Of all the schemes known in Worms, Shopper probably has the most variants.
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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. Players must not use any weapon in such a way that it permanently blocks a worm from fully navigating the map. Players must not use the Nuclear Bomb, even if they collect one in a crate. Players must not use girders, even if they collect girders or a Girder Starter Pack in a crate. Throughout 2003, the AFR rule became so integral to Shopper, that the difference between PACK and proPACK was largely forgotten.Īs well as the rules above, Shopper was sometimes played with additional rules prohibiting certain super weapons and the way that weapons can be used: The combination of AFR and the PACK rules then became known as the proPACK rules.