The worms gameplay was translated directly into 3D without major hiccups however it did suffer a bit from its differences to its predecessors.
It was also the first worms game to be released over a large number of consoles which produced very different playing experiences in between them. The ninja rope became very difficult to use, as well as well placed bazooka shootings were difficult to manage with a 3 dimensional wind to consider. Other simpler weapons translated quite well, like the homing pigeon, the air strike, and the jet pack.
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The vast repertoire of weapons that were quite common before was replaced by a far smaller menu of weapons, but it still retained quite a few classics like the flying sheep, the holy hand grenade, and the concrete donkey. This game also uses both first and third person viewing modes to allow the player to either target more accurately or be able to move through distances in a much easier way. As well as a large overworld view of the map similar to RTS games to command air strikes or teleport through the map.
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Wind mechanics continue to affect many weapons which makes them more devastating but harder to control. The player can see through their interface the current wind speed and direction, as well as other information such as the team's overall health the enemy worms' health and their current position in a map. Playing with friends was still as fun as ever however there was a limit of only up to four teams in play and 6 worms per team total, resulting in much smaller teams and battles.
The game still retained many of the old gameplay modes and features, like sudden death, or the rising water in the scenarios, as well as mines and oil drums. Crates still drop from the skies filled with goodies which an experienced player can pick up and use. Also the much higher learning curve in the new 3D environment makes a little difficult for first time players to get a hang of it in contrast of the 2D versions.
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There's little to no story in any of the worms games, and this one is no exception. The campaign mode has a very simple story that serves only as a loose connection in between the campaign missions which focuses on the exploits of your team of worms against another team of worms in the never ending worm war. At the end of each stage in the campaign you are treated to a funny cinematic which may or may not include, worms, donkeys, pigeons, sheep, and old ladies.
This edit will also create new pages on Giant Bomb for: Until you earn points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved. Overview The classic worms gameplay remains untouched in this game.
Within their turn players can move their worm about using whatever utilities they have until either their time runs out or they execute an attack with a weapon some weapons allow for 2 uses per turn. Gameplay A worm flying around in his jet pack. Each player controls a team of several worms. During the course of the game, players take turns selecting one of their worms. They then use whatever tools and weapons are available to attack and kill the opponents' worms, thereby winning the game. Worms may move around the terrain in a variety of ways, normally by walking and jumping but also by using particular tools such as the "Bungee" and "Ninja Rope", to move to otherwise inaccessible areas.
Each turn is time-limited to ensure that players do not hold up the game with excessive thinking or moving. The time limit can be modified in some of the games in the Worms series. Over fifty weapons and tools may be available each time a game is played, and differing selections of weapons and tools can be saved into a "scheme" for easy selection in future games. Other scheme settings allow options such as deployment of reinforcement crates, from which additional weapons can be obtained, and sudden death where the game is rushed to a conclusion after a time limit expires.
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Some settings provide for the inclusion of objects such as land mines and explosive barrels. When most weapons are used, they cause explosions that deform the terrain, creating circular cavities. The types of playable terrains include "island" terrain floating on a body of water , or "cave" cave with water at the bottom and terrain at both top and bottom of the screen that certain weapons such as "Air Strike" cannot go through; this type is not available in 3-D versions due to camera restrictions. If a worm is hit with a weapon, the amount of damage dealt to the worm will be removed from the worm's initial amount of health.
The damage dealt to the attacked worm or worms after any player's turn is shown when all movement on the battlefield has ceased. When a worm enters water either by falling off the island, through a hole in the bottom of it, or by the waterline's being raised above the worm during sudden death When a worm is thrown off either side of the arena When a worm's health is reduced to zero. The Worms series is particularly notable for its extensive variety of weapons. With each new game that is released, new weapons are added, though many were removed in the 3D versions for gameplay reasons.
As a result, the 2D series has accumulated 60 weapons, and the 3D series 40 weapons. The weapons available in the game range from a standard timed grenade and homing missiles to exploding sheep and the highly destructive Banana Bomb possible reference to the weapons in Gorillas game , both of which have appeared in every Worms game so far. Some of the bizarre weapons in a particular game are based on topical subjects at the time of the game's release. The Mail Strike, for example, which consists of a flying postbox dropping explosive envelopes, is a reference to the postal strikes of the time, while the Mad Cow refers to Britain's BSE epidemic of the s.
Other weapons are distinctly inside jokes. The MB Bomb, for example, which floats down from the sky and explodes on impact, is a cartoon caricature of Martyn Brown, Team17's studio director. Other such weapons include the "Concrete Donkey", one of the most powerful weapons in the game, which is based on a garden ornament in Andy Davidson's home garden, and an airstrike known in the game as Mike's Carpet Bomb was actually inspired by a store near the Team17 headquarters called "Mike's Carpets".
Since Worms Armageddon, weapons that were intended to aid as utilities rather than damage-dealers were classified as tools.
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This classification mainly differs in the fact that they do not fall in ordinary weapon crates, and instead appear in toolboxes. Many tools were left in the wrong class for the sake of keyboard-shortcut conveniences. This was resolved in Worms 3D. One of the defining features of the Worms series is its light-hearted audio. Although the first few Worms games used darker, more authentic battlefield sounds for its ambient music, all of the games included a large number of high-pitched catchphrases shouted by the worms during the course of battle, such as "I'll get you!
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Many were based on regional accents, such as "The Raj" and "Angry Scots", while others, like "Drill Sergeant", made use of stereotypes. Players could even record their own speech sets and use those instead. The game was originally created by Andy Davidson as an entry for a Blitz BASIC programming competition run by the Amiga Format magazine, a cut-down version of the programming language having been covermounted previously.
The game at this stage was called Total Wormage possibly in reference to Total Carnage and it did not win the competition. Davidson sent the game to several publishers with no success. Team17 made an offer on-the-spot to develop and publish the game. During the development of Worms 2, Andy Davidson wrote Worms: The Director's Cut, a special edition produced exclusively for the Amiga. This was, in his eyes, the pinnacle of the series.