#*=====================*# #| W O R M W A R S |# #| for |# #|Amiga/Win/Android/GBA|# #| Version 9.34 |# #| 11 Dec 2023 |# #| |# #| by James Jacobs |# #| of Amigan Software |# #*=====================*# Overview Requirements Usage Credits and Licence History Other Releases Title Screen Level Editor How to Play
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Overview Worm Wars is an advanced Tron/Snake-style arcade game for up to 4 simultaneous players, for Windows, Android, AmigaOS, MorphOS, AROS and Game Boy Advance. There are 37 types of creature, 37 types of object, and 13 types of bonus level. The integral level editor allows you to load, edit and save user levelsets. There is support for playing MED and IFF 8SVX files as music and sound effects respectively. It is can be played by one player, or as a competitive multiplayer game, and demo mode is available. Amiga or human control can be specified for any worm. Two keyboard players, four joystick players, and/or four CD32 gamepad players are supported. It is system-friendly, style compliant and screenmode-sensitive. The supported languages are currently English, German, Greek, Italian, Polish and Spanish. CLI arguments and Workbench ToolTypes are not present in the Windows version.
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System Requirements Hardware Required about 1Mb chip RAM about 1Mb chip/fast RAM 640x512 or better resolution RTG (OS4 version) Recommended Joystick(s) CD32 controller(s) Flicker fixer Keyboard with numeric keypad Battery-backed clock Parallel port joystick adapter MC68020+ Firmware Required Kickstart 2.0+ Recommended Kickstart 3.1+ Software Required OS3.0+ Recommended OS3.5+ MEDPlayer.library (included) OpenURL.library (if OS < 4.1.1) TCP/IP stack (Internet connection) Web browser Mem-Handler (included) (OS4 users only) (needed by OS4 MEDPlayer.library) You need at least Installer 42.9 to run the installation script. A reasonably fast Amiga (A4000?) is required to run the game at full speed with animations. The (undocumented!) cheat codes require the use of a numeric keypad. A600 users who wish to access them will need to run http://aminet.net/util/misc/npad-373.lha (as this one has been tested to work with Worm Wars. Other similar utilities may not be compatible). The MorphOS port lacks music but is otherwise identical to the AmigaOS 2-3 version. If you find that your system hangs at when starting and/or quitting Worm Wars, try using the NOLOWLEVEL CLI argument (or ToolType). For AmigaOS 4 users: The program uses audio.device (ie. Paula); you might need to use NallePUH or a similar program to enable sound if you are using hardware other than a Classic Amiga or UAE (eg. an AmigaOne). If using WinUAE, you should have sound enabled (or "disabled, but emulated") in the WinUAE settings, otherwise it will crash when attempting to play music. The OS3 version is not intended for OS4 nor MorphOS, and compatibility of it with those platforms is not assured. You should run the native port for your platform (because some of the compatibility logic is done at compile- time rather than at runtime).
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Usage The default behaviour is to load the music and sound effects automatically at startup. The -n (NOPRELOAD) CLI argument prevents loading of the sound effects and music until they are needed. If the specified default levelset cannot be loaded at startup, a blank, five-level levelset is used instead, with its bonus level floored with silver. The user's preferred screen mode, initial worm controls, and settings for "Animations?", "Create Icons?", "Engraved Squares?", "View Pointer?", "View Titlebar?" and "Shuffle Levels?" are loaded from WormWars.config, if possible. If any of the CLI arguments or Workbench tooltypes PUBSCREEN, WINWIDTH or WINHEIGHT are specified, the game will use the named public screen (or the default public screen if no name is given). Your Workbench should be at least slightly larger than WINWIDTH×WINHEIGHT for this (to accommodate the window borders.) Otherwise, the game will open its own custom screen: if the WormWars.config file does not exist, you will be asked to select your preferred screen mode. At least 640x512 in 16 colours is required, but the game can increase the playfield size to accomodate resolutions of up to 1280x1024. Amiga: Be aware that the title screen and level editor have menus which contain important functionality (even if the titlebar is not being displayed). How to Run Worm Wars for Amiga in Greek You need to be using an appropriate 8-point monospaced Greek font (ie. one which is designed for code page ELOT 928). There are several such fonts available, eg. from http://www.hri.org/culture97/fonts/AmiGR.lha . Copy one or all of them into FONTS: . You should download and install AntiTopaz.lha (from Aminet) and set it to use a font such as topazgr.font instead of topaz.font . Also, you will of course need to set Greek as your preferred language in Locale Preferences, and topazgr.font as your system default font in Font Preferences. You may need to download the Boing Bag #2 Greek Locale package (http://os.amigaworld.de/download.php?id=14) or EPAGrWb.lha (from Aminet) for eg. the greek.language files. You might find this page to be useful: http://www.hri.org/culture97/fonts.html#amiga How to Run Worm Wars for Windows in Greek Windows 98SE: You need to install the "multilanguage support" component from the Windows CD; this will provide the necessary fonts. Then, you need to use the Appearance tab of the Display component of Control Panel to choose appropriate Greek fonts for Active Title Bar (this will set Inactive Title Bar automatically), Message Box and Menu. "Tahoma (Greek)" at 8 point size works well. Then click OK to save changes. Now start Worm Wars and choose Greek and it should work fine. Note that Windows 98SE, and probably some other versions of Windows, when the system boots up, seem to perform a check of the regional settings, and may change your chosen fonts. Eg. if Australia is detected, the fonts chosen as "Tahoma (Greek)" will change to "Tahoma (Western)". So it might help to also use the Regional Settings component of Control Panel to choose Greece as your country. You might find this page to be useful: http://www.hri.org/fonts/w95/w95-eng.html Windows XP: In Control Panel, go to "Regional and Language Options| Advanced". In "Language for non-Unicode programs", choose "Greek". In "Code page conversion tables", ensure that "1253 (ANSI - Greek)" is ticked. Windows 7: In Control Panel, go to "Clock, Language and Region| Region and Language|Administrative|Language for non-Unicode programs| Change system locale...". Choose "Greek (Greece)". Windows 8.1: In Control Panel, go to "Region|Administrative|Language for non-Unicode programs|Change system locale...". Choose "Greek (Greece)". Windows then needs to restart the computer, how lame is that!? :-( How to Run Worm Wars for Amiga in Polish You need to be using an appropriate 8-point monospaced Polish font (ie. one which is designed for code page ISO-8859-2). For example, ISOTopazPL, from the in the Boing Bag #2 Polish Locale package ( http://os.amigaworld.de/download.php?id=18 ). Copy ISOTopazPL into FONTS: . You should download and install AntiTopaz.lha (from Aminet) and set it to use a font such as ISOTopazPL.font instead of topaz.font . Also, you will of course need to set Polish as your preferred language in Locale Preferences, and ISOTopazPL.font as your system default font in Font Preferences. How to Run Worm Wars for Windows in Polish Windows 8.1: In Control Panel, go to "Region|Administrative|Language for non-Unicode programs|Change system locale...". Choose "Polish (Poland)". Windows then needs to restart the computer, how lame is that!? :-( CLI Arguments WormWars Format: WormWars [nolowlevel] [-n|nopreload] [-a|noanims] [-i|noicons] [-p=<priority>] [-q|quiet] [screenmode] [-s|shuffle] [green=JOY|PAD|AMIGA|NONE|KYBD] [red=JOY|PAD|AMIGA|NONE|KYBD] [blue=JOY|PAD|AMIGA|NONE] [yellow=JOY|PAD|AMIGA|NONE] [PUBSCREEN=<screenname>] [WINWIDTH=<width>] [WINHEIGHT=<height>] [[file=]<levelset>]] Template: WORMWARS NOLOWLEVEL,-N=NOPRELOAD/S,-A=NOANIMS/S, -I=NOICONS/S,-P=PRI/K/N,-S=SHUFFLE/S,-Q=QUIET,GREEN/K, RED/K,BLUE/K,YELLOW/K,PUBSCREEN/K,WINWIDTH/N,WINHEIGHT/N, FILE Purpose: To run the Worm Wars game. Specification: nolowlevel: don't use lowlevel.library. -n: don't load sound effects and music until they are needed. -a: turn off animations. This is not needed on 68000/68010- based systems, as animations are turned off by default on such systems. -i: don't create icons when saving. -p: the priority that Worm Wars will be run at. Higher priorities can help the game to run closer to full speed. Lower priorities can help the system multitask, by giving less processor time to Worm Wars. The allowable range is -128 to +5, with the default being 0. -q: don't report errors during startup. screenmode: This allows you to choose a new screenmode at startup, even if a WormWars.config file exists. -s: shuffle levels. colour=KYBD|JOY|PAD|AMIGA|NONE: the initial controls for the worms. For example, GREEN=KYBD will select keyboard control for the green worm. Unless otherwise specified, RED=KYBD, YELLOW=AMIGA, GREEN=NONE and BLUE=NONE. KYBD is not available for the blue and yellow worms. The following synonyms are also recognized: for KYBD: KEYBOARD for JOY: STICK or JOYSTICK for PAD: GAMEPAD PUBSCREEN: name of the public screen to run it on. WINWIDTH: width of the window (excluding border) in public screen mode. Can range from 640..1280. WINHEIGHT: height of the window (excluding border) in public screen mode. Can range from 512..1024. <levelset>: the pathname of your default levelset. This is taken exactly as entered; an '.lset' extension is not automatically appended. If no argument is given, the default is PROGDIR:WormWars.lset. ?: displays the command line argument format. The order of the arguments is interchangeable. Examples: WormWars /foo.lset load foo.lset from parent directory, and run at priority level 0 WormWars -f -p-3 bar.lset load bar.lset from current directory, and run at priority level -3, without loading sound effects WormWars HD1:foo.lset -m -f -p4 -o load foo.lset from root directory of HD1:, and run at priority level +4, without loading music or sound effects, and set overhead viewpoint WormWars -p+5 /lsets/bar.lset load bar.lset from lsets/ sibling directory, and run at priority level +5 WormWars ? display command format Workbench ToolTypes TOOLPRI=<priority> eg. TOOLPRI=5 FILE=<levelset> eg. FILE=foo.lset GREEN=JOY|PAD|AMIGA|NONE|KYBD eg. GREEN=PAD RED=JOY|PAD|AMIGA|NONE|KYBD BLUE=JOY|PAD|AMIGA|NONE YELLOW=JOY|PAD|AMIGA|NONE NOLOWLEVEL eg. NOLOWLEVEL NOPRELOAD NOANIMS NOMUSIC NOFX NOICONS SCREENMODE SHUFFLE QUIET PUBSCREEN WINWIDTH WINHEIGHT These are equivalent to the relevant CLI arguments. The following synonyms are also recognized: for KYBD: KEYBOARD for JOY: STICK or JOYSTICK for PAD: GAMEPAD If you double-click on a levelset file, the game will load with that levelset. In that case, ToolTypes are of course, taken from the levelset's .info file.
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Title Screen Keys Amiga version: Esc F1 F2 F3 F4 .. .. .. .. .. .. .... 1 2 3 4 . . . . . . . . . <- ... Hel . . . . ..... Q . . . . . . . O . . . Ret . . . . ... .. A S . F . H . . . . . . ur . 4 . . . Shift . . . . . . N M . . ? Shift . . . 1 2 3 E .. .. -----Spacebar---- Am .. -.- . n 1-4 or F1-F4 cycles the relevant worm controls through the various control options. If Shift is held as a qualifier, it cycles backwards. RETURN or ENTER begins the game. Spacebar enters the level editor. M toggles the music on or off. F toggles the sound effects on or off. S toggles level shuffling on or off. Game Boy Advance version: START: start (at title screen) or quit to title screen (during game) SELECT: pause A/B: fire (if you have bullets) or jump (otherwise) D-pad: turn L/R: turn 45° left/right Windows version: "3D worms?" will cause the worms to be drawn with height, rather than being flat. The effect is not perfect; in particular, areas protruding into adjacent squares will not necessarily be visually cleared when the square is. "Isometric?" will cause the field graphics to be tilted in a pseudo-3D effect. You will get a narrower field (less horizontal squares) than would otherwise be the case at the same resolution. For this reason, this option cannot be used if you have "Resolution" set to 800*600. Menu Project|New Amiga-N Creates a blank, 5-level levelset titled WormWars.lset. Project|Open... Amiga-O Loads a levelset. Project|Revert Amiga-R Reloads the current levelset. Project|Save Amiga-S Project|Save As... Amiga-A Project|Delete... Amiga-D Deletes a levelset. Project|Quit Amiga-Q, Esc Exits to CLI/Workbench. Edit|Clear High Scores Clears the high score tables. View|Pointer? Amiga-P View mouse pointer? View|Titlebar? Amiga-B View screen titlebar? Settings|Animations? Amiga-T Animations on/off. Settings|Create Icons? Amiga-I Create icons when saving? Settings|Engraved Squares? Fancy empty squares? Help|Creatures... List of creatures. Help|Fruits... List of fruits. Help|Objects... List of objects. Help|Manual... Help Opens this document. Help|About... Amiga-? Credits window. Gadgets Key Colour Human Controls 1 Green Joystick 3/Gamepad 3/Left Keyboard 2 Red Joystick 4/Gamepad 4/Right Keyboard 3 Blue Joystick 2/Gamepad 2 4 Yellow Joystick 1/Gamepad 1 Any combination of controls is acceptable, but at least one worm must exist.
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Level Editor The level editor allows you to load, edit and/or save the playfields which the worms compete on. You are allowed to have up to 80 levels, plus the bonus level, in each levelset. The high score table for each levelset is saved with the levelset. Making any modification to the levelset will clear all the levelset's high scores. There is a separate high score table for each difficulty setting. High scores should in fairness only be compared between concurrent versions of the game (because of rule changes), with the same screenmode and number of players, and with level shuffling turned off. Keys Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 .... 1 2 3 4 5 6 7 8 9 0 . . . .. Del Hel . . . . ..... Q . E R . . . I . . . . Ret 7 8 9 . Ctr .. A S D F . . . . . . . . ur U 4 5 6 . Shift . . C . . . N M . . ? Shift L D R 1 2 3 E Al .. -----Spacebar---- Am Al -0- . n F1 empty F2 silver F3 gold F4 dynamite F5 wood F6 stone F7 metal F8 frost F9 up-arrow (faster) F10 down-arrow (slower) M toggles the music on or off. F toggles the sound effects on or off. Delete and Help change the current level (lower and higher, respectively). When shifted, they change to level 1 or the final level, respectively. C centres the cursor in the centre of the level. X and Y are symmetry functions. The cursor will move to the other side of the level, at the same distance from the other edge as it was originally from the original edge. This is useful for making symmetrical levels. Numeric . stamps the current brush at the current cursor location. I stamps slime at the current cursor location. Numeric 0 toggles `sticky mode'. This means that the `brush' is held down: any single-square keyboard cursor movements will alter squares that the cursor passes over to the current brush. Toggling sticky mode `on' also does a `stamp' of the current brush at the current cursor location. F1-F10, when unshifted, change your brush type to the appropriate type, as if the gadget had been clicked. When shifted, the level will be filled with the requested square type, without change to the current brush. Alphanumeric 1-0 change the square under the cursor to the relevant type, without affecting the current brush. The cursor keys or numeric keypad move the cursor around the level. The default movement is one square. (If sticky mode is on, copies of the brush are left behind). Holding Alt moves the cursor in increments of five squares. Holding Shift or Ctrl moves the cursor to the relevant edge of the level. (The cursor is shown as a white dot, or in sticky mode as a red dot.) Menu Project|New Amiga-N Clears the levelset. Project|Open... Amiga-O Loads a levelset. Project|Revert Amiga-R Reloads the current levelset. Project|Save Amiga-S Saves current levelset. Project|Save as... Amiga-A Saves with new filename. Project|Delete... Amiga-D Deletes a levelset. Project|Quit Amiga-Q, Shift-Esc Exits to CLI/Workbench. Edit|Cut Amiga-X Edit|Copy Amiga-C Edit|Paste Amiga-V Edit|Erase Amiga-E Clears this level. Edit|Delete Deletes this level. Edit|Insert Inserts blank level here. Edit|Append Adds blank level to end. Edit|Clear high scores Clears the high score tables. View|Previous level Goes to the previous level. View|Next level Goes to the next level. View|Pointer? Amiga-P View mouse pointer? View|Titlebar? Amiga-B View screen titlebar? Settings|Animations? Amiga-T Animations on/off. Settings|Create icons? Amiga-I Create icons when saving? Settings|Engraved squares? Fancy empty squares? Help|Creatures... List of creatures. Help|Fruits... List of fruits. Help|Objects... List of objects. Help|Manual... Opens this document. Help|About... Amiga-? Credits window. Mouse control The gadgets to the left of the level will change your current `brush' to the appropriate type. This brush is assigned to the left mouse button, and the keyboard and joystick. The pointer imagery will be altered to reflect your brush type, for some brush types. The right mouse button, when over the playfield, will function as `empty' rather than bringing up the menus. Clicking on the playfield will change the current cursor location to the chosen square, and change that square to the current brush (or to `empty' if the right mouse button is clicked). Start: The starting location for all worms. This is invisible during gameplay. Usually it is best left where it is, in the centre of the level. You use the S key to set the starting location. _ / \ | | Blue <--- Green START Red ---> Yellow | | \_/
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Credits Design and programming are by James Jacobs of Amigan Software. Graphics are by James Jacobs and Sinphaltimus. Music is by various composers. Level design is by James and Xenya Jacobs and Lisa Woon. Special thanks to Jilles Tjoelker and Samir Hawamdeh for bug reports, to Bob Wilson for the AROS port, to Stefan Haubenthal for the MorphOS port and German translation, to Samir Hawamdeh for the Italian translation, to Anthony Iliakis for the Greek translation, and to Tomasz 'HanSolo' Potrykus for the Polish translation. EMail: amigansoftware@gmail.com Amiga Developer Number: AD874 Website: http://amigan.1emu.net/releases/ Licence Worm Wars is open source freeware. These are the licence conditions: * you are not allowed to sell it, or modified versions of it, without consent (however, magazine covermounting is permitted); * any modified versions must be clearly marked as such, and not be misrepresented as being the original software; * you are not allowed to remove or alter the existing credits (though you may append to them as appropriate); * you may distribute this unmodified executable either with or without the source code, at your discretion. (The official release packages will always include source code.) However, modified versions (including ports) must include both the executable and source code; * any accessory files (eg. catalog files) must be accompanied by source code (eg. the corresponding .ct file); * software into which code or algorithms are copied must be open source, and appropriate credit must be given; * you must allow us the right to backport improvements you make to this software or algorithms; * contributions cannot later be arbitrarily rescinded; and * you are not allowed to modify the software to insert logic bombs, spyware, digital restrictions management, copy protection, online activation, virii or other malware, nor may you include it in any package, compilation or download containing these. We seek to provide the most rights and freedoms possible to users, modifiers and distributors of this software. We believe that the above licence meets these needs and is superior to other licences, eg. the GPL (which permits selling of free software, non-inclusion of source code, etc.). If you would like to become an official co-developer of this game, please contact us. Ports of this game to other platforms are welcomed. Bugs Amiga development and style guidelines have been adhered to, using the official Amiga Developer CD 2.1 and the official AmigaOS 3.9 NDK as authoritive references. Please contact us immediately if any bugs are found. You can use our utility, Report+, to generate bug reports for Worm Wars, though this is not required. Please do not assume that any bug has already been reported; if it had been, it would have been fixed already. Future Amigan Software have demonstrated their commitment to the Amiga for many years. We intend to continue further AmigaOS programming. The evolution of this game is user-driven. Users are invited to contribute suggestions for the future of the game. Levelsets, etc. can be submitted to Amigan Software and may be distributed with a future release and/or offered for download, with acknowledgements to the contributor(s). Source code Source code is provided. The IBM-PC version was compiled with Microfilth Visual C 6.0. The AmigaOS 3.x version was compiled with SAS/C 6.59. The AmigaOS 4.x version was compiled with VBCC and GCC. To regenerate the greek.ct file, get the CTLG2CT program (eg. from our site, or from Aminet), and then: CTLG2CT WormWars/Catalogs/greek/WormWars.catalog WormWars/source/aa.cd >WormWars/source/greek.ct OS4 users will need the proto/medplayer.h, interfaces/medplayer.h and inline4/medplayer.h files to compile the game. You can find them inside: http://aminet.net/package/util/libs/medplayer_src.lha Copy them to SDK:Include/include_h/ .
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AmiArcadia/WinArcadia (AmigaOS 3, AmigaOS 4, MorphOS, Windows) AmiArcadia and WinArcadia are multi-emulators of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (1982); * Interton VC 4000 console family (Acetronic, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (EA 77up2, EA 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) (c. 1977-1978); * Signetics Instructor 50 trainer (1978); * Central Data 2650 computer (1977); * PHUNSY computer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (c. 1976-1977); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save snapshots, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, debugger, frame skipping, redefinable keys, save screenshots (7 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, artefacting, support for ZIPped games, clipboard support, palette editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, CALM support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support, floppy disk drive emulation. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. DroidArcadia (Android) This is a port of a subset of the Ami/WinArcadia emulator to the Android platform, for the purpose of emulating these machines: * the Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * the Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Voltmace, Waddingtons, etc.) (c. 1978); * the Elektor TV Games Computer (1979); Features include: artefacting, autofire, force feedback, frame skipping, game help, gamepad support, high score management, horizon dejittering, locale support, save screenshots, saved states, sprite demultiplexing, tone retuning, trainers. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish and Spanish. Super Bug Advance (GBA) This is a port of a subset of the Ami/WinArcadia 11.71 emulator to the Nintendo Game Boy Advance platform, for the purpose of emulating the Super Bug 1 and 2 and Capture games. Tunnels & Trolls (Windows, AmigaOS 2-4) Amiga: http://aminet.net/game/role/TunnelsAndTrolls.lha Windows: https://archive.org/download/tunnelsandtrolls This is an implementation of the Tunnels & Trolls game (5th Edition), in its solitaire form, consisting of the game engine and 32 adventures. It allows you to play the adventures without pen, paper, dice, cards, nor the adventures themselves. The complete T&T rulebook will prove handy but is not essential. The included adventures are: * Abyss (1980) * Amulet of the Salkti (1984) * Arena of Khazan (1979) * Beyond the Silvered Pane (1978) * Beyond the Wall of Tears (1984) * Blue Frog Tavern (1981) * Buffalo Castle (1976) * Captif d'Yvoire (1984) * Caravan to Tiern (1989) * Circle of Ice (1980) * City of Terrors (1978) * Dargon's Dungeon (1977) * Dark Temple (1991) * Deathtrap Equalizer (1977) * Elven Lords (1987) * Gamesmen of Kasar (1982) * Goblin Lake (1979) * Hela's House of Dark Delights (1982) * Labyrinth (1977) * Mistywood (1981) * Naked Doom (1977) * New Sorcerer Solitaire (1993) * Old Sorcerer Solitaire (1979) * Overkill (1977) * Red Circle (1987) * Sea of Mystery (1981) * Sewers of Oblivion (1980) * Solo for the Intellectually Challenged (1993) * Sword for Hire (1979) * Trollstone Caverns (1979) * Weirdworld (1977) * When the Cat's Away (1993) The basis for this conversion is the Corgi edition of the T&T 5th Edition rules, although the Flying Buffalo editions have also been consulted. Some special combats, item powers, abilities, and spells are not currently implemented. Amiga: The game provides a ReAction GUI for OS3.5+ users and illustrations for OS3.0+ users. It can also be run as a console application instead (eg. for use as a BBS door game, or for OS2.0-3.1 users). Report+ (AmigaOS 3, AmigaOS 4, MorphOS) Report+ is a freeware ReAction-based utility with nine functions: 1. It is an enhanced, reverse-engineered, 100% byte-compatible replacement for the official Commodore bug reporting tool (40.2), optionally sending emails automatically. 2. It can generate/edit Aminet-style readmes. 3. It can view/edit A3000/A4000-type battery-backed memory. 4. It can view/edit IFF/RIFF files and their component chunks. 5. It can view information about attached boards. 6. It can perform batch processing on icons. 7. It can convert between various ASCII formats. 8. It can show directory byte usage for any path, optionally also changing protection bits and/or deleting specified files. 9. It can compare two paths, showing added, missing and changed files. Multi-game Character Editor (AmigaOS 3, AmigaOS 4, MorphOS) MCE (Multi-game Character Editor) is a user-friendly open source editor of character files, saved games, high score tables, levels and graphics for these 112 games: * Arazok's Tomb (1987) S * Bard's Tale 1-3 & Construction Set (1987-1992) C+S * BattleTech (1989) S * Bloodwych & Extended Levels (1989) S * Bomb Jack 1 (1988) G+L * Buck Rogers (1990) C * California 1 & 2/Winter/World Games (1987-1992) H * Cannon Fodder 1 & 2 (1993-1994) S * Chambers of Shaolin (1989) C * Champions of Krynn 1-3 (1990-1992) C * Citadel of Vras (1989) S * Computer Scrabble Deluxe (1988) S * Conflict Europe (1989) S * Dark Castle 1 & 2 (1988-1989) H+S * Deja Vu 1 & 2/Shadowgate/Uninvited (1986-1989) S * Demon's Winter (1989) S * Dragon Wars (1990) S * Druid 2: Enlightenment (1988) H+L * Eye of the Beholder 1 & 2 (1990-1992) S * F/A-18 Interceptor (1988) C * Faery Tale Adventure (1986) S * Firepower & Turbo (1987-1989) G+L * Grand Monster Slam (1989) H * Great Giana Sisters/Hard 'n' Heavy (1988-1989) H * GridStart 1-3 (1987-1988) H * HackLite/Larn/Moria/Rogue (1986-1993) H+S * Heroes of the Lance & Dragons of Flame (1988-1989) S * Hillsfar (1989) C * Impossible Mission 2 (1988) H+S * It Came from the Desert 1 & 2 (1989-1990) S * Keef the Thief (1989) S * Last Ninja Remix (1990) S * Legend of Faerghail (1990) S * Legend of Lothian (1991) S * Mercenary: Escape from Targ & 2nd City (1986) S * Might & Magic 2 & 3 (1990-1992) S * Mindshadow/Borrowed Time/Tass Times in Tonetown (1985-1986) S * Neuromancer (1989) S * Nitro (1990) H * Obliterator (1988) S * Oo-Topos & Transylvania 1 & 2 (1986) S * Panza Kickboxing 1 & 2 (1990-1992) C * Phantasie 1 & 3 (1987) S * Pinball Dreams/Fantasies/Illusions (1992-1995) H * Pirates! & Pirates! Gold (1990-1994) S * Pool of Radiance 1-4 (1990-1992) C * Quadralien (1988) L+S * Questron 2 (1988) S * Ragnarok (1993) S * Return of the Jedi (1988) H * Robin Hood & Rome: AD92 (1991-1992) L+S * Rockford (1988) G+H+L * Rorke's Drift (1990) C * Shadowlands & Shadoworlds (1992) S * Sinbad and the Throne of the Falcon (1987) S * Slaygon (1987) S * Speedball 1 & 2 (1988-1991) S * Syndicate (1993) S * Temple of Apshai (1986) C+S * Times of Lore (1988) S * TV Sports Baseball/Basketball/Boxing/Football (1988-1992) C * Ultima 3-6 (1986-1992) S * War in Middle Earth (1988) S * Wizardry 6 (1990) S * Zerg (1989) S C = Characters G = Graphics H = High score tables L = Levels S = Saved games Other Releases (Windows, AmigaOS 3, AmigaOS 4, MorphOS, AROS) See http://amigan.1emu.net/releases/#others
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History 9.34 [OS3.0+ ][OS4][Windows][MOS? ][AROS?][Android][GBA]: Mon 11 Dec 2023. Summary: * Ported to Game Boy Advance. * Miscellaneous improvements and bug fixes. Details: ported to gba. ibm: fixed: squares bitmap was incorrect. amiga: fixed incorrect points awarding at end of level. fixed: head flashing was incorrect. switcher now changes cherries and flowers to your own colour. android: added label for on-screen jump/firebutton. trimmed, normalized, etc. sound effects. modified default levelset slightly. ibm: fixed: ctrl key was getting stuck down in some situations. 9.33 [Android] : Sun 23 Oct 2023. 9.32 [OS3.0+ ][OS4][Windows][MorphOS] [Android] : Mon 9 Oct 2023. 9.31 [Windows] : Sat 8 Oct 2022. 9.3 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Sun 25 Sep 2022. 160th release. 9.25 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Mon 3 Jan 2022. 9.24 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Thu 8 Apr 2021. 9.23 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Sun 2 Aug 2020. 9.22 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Wed 8 Jan 2020. 9.21 [OS3.0+ ][OS4][Windows][MorphOS] : Thu 15 Aug 2019. 9.2 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Wed 7 Aug 2019. 9.16 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Sun 5 May 2019. 9.15 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Fri 18 Jan 2019. 9.14 [OS3.0+ ][OS4][Windows][MorphOS][AROS ] : Mon 16 Nov 2018. 9.13 [OS3.0+ ][OS4][Windows][MorphOS] : Tue 9 Oct 2018. 9.12 [OS3.0+ ][OS4][Windows][MorphOS] : Fri 10 Aug 2018. 9.11 [OS3.0+ ][OS4][Windows][MorphOS] : Thu 26 Jul 2018. 9.1 [OS3.0+ ][OS4][Windows][MorphOS] : Sat 19 May 2018. 9.01 [OS2.1+ ][OS4][Windows][MorphOS] : Mon 21 Aug 2017. 9.0 [OS2.1+ ][OS4][Windows][MorphOS] : Fri 28 Jul 2017. 8.98 [OS2.1+ ][OS4][Windows][MorphOS] : Fri 21 Apr 2017. 8.97 [OS2.1+ ][OS4][Windows][MorphOS] : Sun 18 Sep 2016. 8.96 [OS2.1+ ][OS4][Windows][MorphOS] : Mon 11 Jul 2016. 8.95 [OS2.1+ ][OS4][Windows][MorphOS] : Wed 4 May 2016. 8.94 [OS2.1+ ][OS4][Windows][MorphOS] : Sat 12 Dec 2015. 8.93 [OS2.1+ ][OS4][Windows][MorphOS] : Wed 18 Nov 2015. 8.92 [Windows] : Wed 26 Aug 2015. 8.91 [OS2.1+ ][OS4][Windows][MorphOS] : Sat 22 Aug 2015. 8.9 [OS2.1+ ][OS4][Windows][MorphOS] : Tue 14 Jul 2015. 8.89 [OS2.1+ ][OS4][Windows][MorphOS] : Mon 2 Feb 2015. 8.88 [OS2.1+ ][OS4][Windows] : Thu 15 Jan 2015. 8.87 [OS2.1+ ][OS4][Windows][MorphOS] : Wed 15 Oct 2014. 8.86 [OS2.1+ ][OS4][Windows][MorphOS][AROS ] : Thu 29 May 2014. 8.85 [OS2.1+ ][OS4][Windows][MorphOS][AROS ] : Sun 29 Sep 2013. 8.84 [OS2.1+ ][OS4][Windows][MorphOS] : Mon 16 Sep 2013. 8.83 [OS2.1+ ][OS4][Windows][MorphOS] : Sun 1 Sep 2013. 8.82 [OS2.1+ ][OS4][Windows][MorphOS][AROS ] : Sat 4 May 2013. 8.81 [OS2.1+ ][OS4][Windows][MorphOS] : Thu 8 Nov 2012. 8.8 [OS2.1+ ][OS4][Windows][MorphOS] : Tue 14 Aug 2012. 8.78 [OS2.1+ ][OS4][Windows][MorphOS][AROS ] : Mon 28 May 2012. 8.77 [OS2.1+ ][OS4][Windows][MorphOS] : Thu 10 May 2012. 8.76 [OS2.1+ ][OS4][Windows][MorphOS] : Tue 1 May 2012. 8.75 [OS2.1+ ][OS4][Windows][MorphOS] : Mon 23 Apr 2012. 8.74 [OS4] : Sat 3 Mar 2012. 8.73 [OS2.1+ ][OS4][Windows][MorphOS] : Wed 29 Feb 2012. 8.72 [OS2.1+ ][OS4][Windows] : Mon 30 Jan 2012. 8.71 [OS2.1+ ][OS4][Windows] : Sat 22 Oct 2011. 8.7 [OS2.1+ ][OS4][Windows] : Wed 19 Oct 2011. 8.67 [OS2.04+][OS4][Windows][MorphOS] : Thu 30 Jun 2011. 8.66 [OS2.04+][OS4][Windows][MorphOS] : Fri 22 Apr 2011. 8.65 [OS2.04+][OS4][Windows] : Thu 7 Apr 2011. 8.64 [OS2.04+][OS4][Windows][MorphOS] : Sun 20 Mar 2011. 8.63 [OS2.04+] [Windows] : Fri 24 Dec 2010. 8.62 [OS2.04+] [Windows][MorphOS] : Sat 11 Sep 2010. 8.61b [OS2.04+] [Windows] : Sun 20 Jun 2010. 8.61a [Windows] : Fri 16 Apr 2010. 8.61 [OS2.04+] [Windows] : Mon 12 Apr 2010. 8.6 [OS2.04+] [Windows] : Mon 26 Oct 2009. 8.57 [OS2.04+] [Windows] : Thu 18 Jun 2009. 8.56 [OS2.04+] [Windows] : Tue 13 Jan 2009. 8.55 [OS2.04+] [Windows] : Mon 15 Sep 2008. 8.54 [OS2.04+] [Windows] [AROS ] : Wed 26 Mar 2008. 8.53 [OS2.04+] [Windows] [AROS ] : Mon 11 Feb 2008. 8.52a [Windows] : Mon 4 Feb 2008. 8.52 [OS2.04+] [Windows] [AROS ] : Fri 25 Jan 2008. 8.51 [OS2.04+] : Thu 4 Oct 2007. 8.5a [Windows] : Fri 7 Sep 2007. 8.5 [OS2.04+] [Windows] : Thu 26 Apr 2007. 8.4a [Windows] : Tue 15 Aug 2006. 8.4 [OS2.04+] [Windows] : Tue 20 Jun 2006. 8.3c [Windows] : Tue 14 Mar 2006. 8.3b [OS2.04+] [Windows] : Fri 15 Jul 2005. 8.3a [Windows] : Wed 18 May 2005. 8.3 [OS2.04+] [Windows] : Tue 4 Jan 2005. 8.23 [OS2.04+] [Windows] : Mon 27 Dec 2004. 8.22 [OS2.04+] [Windows] : Thu 4 Nov 2004. 8.21 [OS2.04+] [Windows] : Thu 14 Oct 2004. 8.2a [OS2.04+] : Sat 9 Oct 2004. 8.2 [OS2.04+] [Windows] : Fri 8 Oct 2004. 8.1 [OS2.04+] [Windows] : Sun 12 Sep 2004. 8.0 [OS2.04+] [Windows] : Mon 23 Aug 2004. 7.82 [OS2.04+] [Windows] : Sun 11 Jul 2004. 7.81 [OS2.04+] [Windows] : Mon 28 Jun 2004. 7.8 [OS2.04+] [Windows] : Mon 24 May 2004. 7.72b [OS2.04+] [Windows] : Fri 19 Mar 2004. 7.72a [OS2.04+] [Windows] : Mon 26 Jan 2004. 7.72 [OS2.04+] [Windows] : Mon 8 Dec 2003. 7.71a [OS2.04+] [Windows] : Sat 6 Dec 2003. 7.71 [OS2.04+] [Windows] : Thu 4 Dec 2003. 7.7 [OS2.04+] [Windows] : Tue 11 Nov 2003. 7.61 [OS2.04+] : Sat 1 Nov 2003. 7.6 [OS2.04+] [Windows] : Fri 26 Sep 2003. 7.55 [OS2.04+] : Wed 3 Sep 2003. 7.54 [OS2.04+] : Fri 15 Aug 2003. 7.53 [OS2.04+] [Windows] : Wed 23 Jul 2003. 7.52 [OS2.04+] [Windows] : Wed 16 Jul 2003. 7.51a [OS2.04+] [Windows] : Fri 11 Jul 2003. 7.51 [OS2.04+] : Mon 23 Jun 2003. 7.5 [OS2.04+] [Windows] : Fri 6 Jun 2003. 7.42b [OS2.04+] [Windows] : Sun 1 Jun 2003. 7.42a [OS2.04+] : Thu 22 May 2003. 7.42 [OS2.04+] : Tue 13 May 2003. 7.41 [OS2.04+] [Windows] : Fri 18 Apr 2003. 7.4 [OS2.04+] [Windows] : Tue 1 Apr 2003. 7.31 [OS2.04+] [Windows] : Thu 13 Mar 2003. 7.3 [OS2.04+] : Fri 10 Jan 2003. 7.21a [OS2.04+] : Mon 21 Oct 2002. 7.21 [OS2.04+] [Windows] : Wed 11 Sep 2002. 7.2 [OS2.04+] : Mon 9 Sep 2002. 7.1a [OS2.04+] : Mon 19 Aug 2002. 7.1 [OS2.04+] : Thu 8 Aug 2002. 7.02 [OS2.04+] [Windows] : Sat 6 Jul 2002. 7.01 [OS2.04+] : Sun 2 Jun 2002. 7.0 [OS2.04+] [Windows] : Mon 8 Apr 2002. 6.9 [OS2.04+] : Thu 7 Feb 2002. 6.81 [OS2.04+] [Windows] : Tue 25 Sep 2001. 6.8 [OS2.04+] : Mon 10 Sep 2001. 6.7b [OS2.04+] : Sun 12 Aug 2001. 6.7a [OS2.04+] [Windows] : Mon 25 Jun 2001. 6.7 [OS2.04+] [Windows] : Tue 22 May 2001. 6.6 [OS2.04+] : Sat 21 Apr 2001. 6.5 [OS2.04+] : Sun 31 Dec 2000. 6.4 [OS2.04+] [Windows] : Sat 7 Oct 2000. 6.3a [OS2.04+] [Windows] : Fri 18 Aug 2000. 6.3 [OS2.04+] [Windows] : Tue 8 Aug 2000. 6.2 [OS2.04+] [Windows] : Thu 22 Jun 2000. 6.1 [OS2.04+] : Thu 15 Jun 2000. 6.0a [OS2.04+] [Windows] : Thu 8 Jun 2000. 6.0 [OS2.04+] [Windows] : Thu 1 Jun 2000. 5.61 [OS2.04+] [Windows] : Wed 26 Apr 2000. 5.6 [OS2.04+] [Windows] : Wed 19 Apr 2000. 5.51a [OS2.04+] [Windows] : Wed 29 Mar 2000. 5.51 [OS2.04+] : Tue 28 Mar 2000. 5.5 [OS2.04+] [Windows] : Tue 14 Mar 2000. 5.4 [OS2.04+] [Windows] : Sun 5 Mar 2000. 5.3 [OS2.04+] : Sun 13 Feb 2000. 5.21 [OS2.04+] [Windows] : Wed 5 Jan 2000. 5.2 [OS2.04+] : Wed 29 Dec 1999. 5.1a [Windows] : Tue 28 Dec 1999. 5.1 [OS2.04+] [Windows] : Tue 23 Nov 1999. 5.0a [Windows] : Tue 2 Nov 1999. 5.0 [OS2.04+] [Windows] : Mon 1 Nov 1999. 4.4 [OS2.04+] [Windows] : Wed 22 Sep 1999. 4.3a [Windows] : Wed 8 Sep 1999. 4.3 [OS2.04+] [Windows] : Sun 5 Sep 1999. 4.2 [OS2.04+] [Windows] : Sat 7 Aug 1999. 4.1 [OS2.04+] [Windows] : Sun 6 Jun 1999. 4.0 [OS2.04+] : Sun 1 Nov 1998. 3.3 [OS2.04+] : Wed 29 Jul 1998. 3.2 [OS2.04+] : Tue 3 Dec 1996. 3.1 [OS2.04+] : Tue 16 Apr 1996. 3.0 [OS2.04+] : Thu 18 Jan 1996. 2.2 [OS1.2+ ] : Sun 5 Feb 1995. 2.1 [OS1.2+ ] : Tue 27 Dec 1994. 2.0 [OS1.2+ ] : Sat 3 Dec 1994. 1.7 [OS1.2+ ] : Wed 26 Oct 1994. 1.6 [OS1.2+ ] : Sun 9 Oct 1994. 1.5a [OS1.2+ ] : Thu 25 Aug 1994. 1.5 [OS1.2+ ] : Sun 10 Jul 1994. 1.4 [MS-DOS ] : Wed 9 Mar 1994. 1.3 [MS-DOS ] : Fri 11 Feb 1994. 1.2 [MS-DOS ] : Thu 4 Nov 1993. 1.1 [MS-DOS ] : Thu 14 Oct 1993. 1.0 [MS-DOS ] : Mon 13 Sep 1993. The experimental versions of the Game Boy Advance port are not listed above. "Windows" means Windows 95 or later. "Android" means Android 8.0 or later.
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How to Play Worm Wars is an arcade game for 0-4 human players. Each player controls a worm. They move around a semi-toroidal rectangular playfield, leaving their tails behind them. Each worm aims to amass the most points, to complete the levels and to survive as long as possible. The rightmost column is not actually part of the playfield but rather indicates the vertical position of the current number and of all worms. There are four difficulty levels: easy, normal, hard and very hard. Easy mode is intended as an introduction to the game for new players. In this mode, one new creature and one new object (and one new fruit, of course) are introduced with each new level. Ie. the first level can only have orbs and mini bombs, the second level can only have orbs, mini bombs, fish and mini healers, the third level can only have those plus ants and ammo, etc. The frequency (ie. commonness) of a new creature or object is doubled, just during that level in which it is introduced. Generally the least dangerous creatures (except orbs) and least powerful objects are introduced first. Other differences compared to normal mode: * worms start with 50 lives instead of 25; * ramming into something repeatedly will bring you to a complete stop; * you start each level at slow speed; and * fast worm speed is not possible; * extra lives are awarded every 1,000 points (instead of every 2,000); * the "survive the snakes" bonus level will never occur; * the first twelve levels have an animated tutorial explaining various aspects of the game. In normal mode, all creatures and objects are possible from the beginning. Fruits are still introduced at the rate of one per level. Hard mode is the same as normal mode except that: * creatures are thrice as common; * flowers do not give you a number; * square and rectangular enclosures are not possible (diamond and (with an encloser) triangular enclosures are still possible); * the overall speed of the game is 33.3'% faster; and * extra lives are awarded every 5,000 points (instead of every 2,000). Very hard mode is the same as hard mode except: * creatures are quarce as common (compared to normal mode); * the overall speed of the game is twice as fast (compared to normal mode); and * exits do not appear when you run out of time. The size of the playfield is dependent on the chosen screen size. Here are the values for the most commonly used resolutions (these are for Amiga; values on Windows may be slightly different): Resolution Level Size 640 × 512 45 × 40 = 1800 800 × 600 58 × 47 = 2726 1024 × 768 77 × 61 = 4697 1280 × 1024 98 × 83 = 8134 The gameplay experience is obviously different depending on the playfield size: larger fields generally make it easier to stay alive. Status information is displayed at the left of the screen. This is laid out as follows, for each worm: Score Lives Speed Ammo Power Affixer Grenade Forwards Autojump Glow Encloser Remnants Sideshot Autoturn Armour Pusher Backwards Cutter Note that (only) the highest score achieved by a given worm during the game is eligible for the high score table. The game must come to an end by all worms dying, or the game being completed, for any scores to be eligible. The terminology 'friendly' is used in this document to mean 'the same colour as the worm', whereas 'enemy' should be read as 'a different colour than the worm'. Controls Squares Numbers Objects Creatures Fruits Scoring
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Creatures Type Points Ant 50 Bear 50 Bird 50 Bull 50 Butterfly 25 Camel 100 Chicken 50 Cloud 50 Cyclone 100 Dog 50 Eel 50 Elephant 100 Fish 50 Frog 50 Giraffe 50 Goose 100 Horse 50 Kangaroo 100 Koala 50 Lemming 50 Monkey 100 Mouse 50 Octopus 50 Orb 50 Otter 100 Panda 50 Porcupine 200 Protector 0 Rabbit 200 Rhinoceros 50 Salamander 50 Snail 50 Snake 50 Spider 100 Squid 50 Termite 50 Turtle 100 Worm 0 Zebra 100 Some creatures are rarer than others. All creatures inflict 5 points of damage (except eg. butterflies, which don't cause any damage). All creatures are created randomly during play, except where noted. Most creatures do not cross level edges. Generally, if a creature collects an object, all worms will lose that object. Eg. if a creature collects a grenade, all living worms will lose any grenade ability they may have (graves are unaffected). Ant Ants move about randomly, and can clear obstacles such as stone. They are not aggressive but it is wise to keep out of their way. Bear Bears live on wall-type squares (slime, metal, stone, wood, tail, etc.). They move randomly. They change any squares they traverse as follows: glowing tail -> dim tail dim tail -> wood wood -> stone stone -> metal Bird Birds hover in one square. When any worm gets too close, they swoop on that worm, chasing it in a kamikaze-style attack. Bull Bulls face either left or right, and wait for a worm to come into line horizontally with them, before charging rather mindlessly in that direction. Butterfly These wait until a worm (or protector) touches them, then flutter about randomly for a short period before settling again. They are worth 25 points every time they are touched. Camel Camels walk about randomly, and occasionally drop a random object behind them. Each camel has a predetermined object: eg. an ammo camel will only drop ammo. However, they have an unlimited supply of their object. Chicken Chickens move outwards in a clockwise spiral. Cloud Clouds only ever move horizontally, left and right, changing direction at each end of the playfield. They often rain, and occasionally fire a fragment upwards. Rain falls downwards from clouds. It can be any of the four colours (green, red, blue and yellow). Friendly rain is worth triple points (150 instead of 50 points). Cyclone A cyclone creature is created when a worm collects the cyclone object. They move very quickly in a random fashion, though they tend to drift slightly upwards over time. Dog Dogs wait patiently until a worm passes over them. Then they begin to awaken and soon they chase the worm along its tail. Eel Eels zigzag along horizontally. Occasionally they will discharge a blast of lightning (which causes 5 points of damage). Elephant Elephants walk in a 5x5 rectangle. Whenever they turn a corner they fire two fragments as indicated by the - and | symbols below: | | -*****- * * * * * * -*****- | | Fish Fish live on wall-type squares (slime, metal, stone, wood, tail, etc.) They move randomly. Any dim tail which they swim over glows. Frog Frogs can hop around and can also extend/retract their tongue to the left or right. Giraffe Giraffes do not move. Any worm colliding with a giraffe will be kicked back 5 squares, if possible, or otherwise the giraffe will die and the worm will take damage. Goose Geese move about at random orthagonally and lay golden eggs behind them. Horse Horses change direction by 45 degrees each time they decide to turn. They can cross level edges. Kangaroo Kangaroos walk about randomly; they can also hop over one square. Occasionally they will fire four fragments simultaneously, one in each diagonal direction. Koala These fire superfragments: the fragment will split into six fragments. Lemming These move left or right and fire superfragments: the fragment will split into eight fragments (one of which will normally kill the lemming). Monkey Monkeys move in a diagonal pattern, and never stay still. They can cross level edges. They fire bananas in at regular intervals. Most monkeys fire bananas orthagonally; however, there is also the rarer type which fires bananas diagonally. Enemy bananas give 1 life and 20 points; friendly bananas give 2 lives and 40 points. Mouse Mice enjoy eating objects. If near to one, they will move to it and eat it. Otherwise they do not move. Unlike other creatures, they are never affected by the objects they eat. Octopus Octopi live on wall-type squares (slime, metal, stone, wood, tail, etc.). They occasionally will spin around firing fragments. They only ever move slightly from their starting position, leaving cherries behind. Orb Orbs move diagonally and bounce whenever they hit anything solid, so their motion is predictable. Armoured worms and protectors can kick orbs. The first player to kick a given orb gains 50 points. The kicked orb will change to the colour of the kicking player. The orb will be extremely fast, will no longer bounce, and will die when it reaches the edge of the field. Otter Otters are created when the allowed time for the level has expired. They appear at the extreme horizontal edges of the level and gradually weave their way up and down towards the centre, filling the area behind them with stone. Panda Pandas walk around looking for another nearby creature, then perform a kamikaze-style annihilation of both creatures. Porcupine Porcupines walk around slowly and very often will fire a set of 8 quills (fragments) clockwise or anticlockwise fairly rapidly. Rabbit Rabbits appear near the left or right side of the level and run quickly across the field to safety on the other side, jumping over any obstacles. Rhinoceros Rhinoceros move randomly but continue to travel in a straight line until they are about to collide with something. Occasionally they fire a pair of fragments, forwards and backwards. Salamander Salamanders move diagonally at random, occasionally firing fragments orthagonally. Snail Snails move randomly but continue to travel in a straight line until they are about to collide with something. Snake Snakes move horizontally and spit bursts of five fragments. Spider These appear at the top of the screen, and descend and reascend on a silken thread. Occasionally they will lob a pair of fragments which are affected by gravity. Squid These move horizontally and fire down or diagonally down. They prefer to be near the top of the screen and will gradually float upwards if necessary. They reverse direction when they reach the edge of the playfield. They can also change direction at random. Termites Termites prefer to eat wood. If there is no wood adjacent, they will eat dim tail. If there is no dim tail adjacent, they will move if possible. Turtle Turtles are vulnerable when they stick out their necks. At this time, you can kill them for 100 points. When their heads are retracted, they need eg. armour to kill them. When their necks are stuck out, sometimes they will move up the screen. Zebra Zebras will explode if they hit metal, stone or wood. They reverse direction when they reach the edge of the playfield. They can also change direction at random.
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In-game keyboard controls Esc .. .. .. .. .. .. .. .. .. .. .... . . . . . . . . . . . . . .. ... ... . . . . ..... Q W E . T . . . . P . . ... 7 8 9 . ... .. A S D F . . . . . . . . .. U 4 5 6 . Shift . Z X C . B . M . . . Shift L D R 1 2 3 E .. .. -----Spacebar---- .. .. -0- . n Green worm Either Red worm Esc exits to the title screen. Shift-Esc exits to CLI/Workbench. P pauses until P is pressed again. M toggles the music on and off. F toggles the sound effects on and off. T (for turbo) will run the game as fast as possible, for the rest of the level, when there are no human worms alive. The clock will be lit while in this mode. B (for blitz) is like turbo but will not bother drawing the field either, for even more speed. Worm control principles A worm has direction and speed. Unless it has brakes, it is unable to stop completely, but its speed is adjustable between three settings. It can turn 45°, 90° or 135° in any direction and can move orthagonally or diagonally. The worm can pass through most types of square, though some cause damage. Stone, metal, wood, glowing enemy tail, and blocked teleports will block the worm's motion completely. Control of the worms is by keypresses; that is, press and release in a normal keystroke motion. There is no reason to ever hold down any key. Only fresh keystrokes are ever looked at by the program. Also, holding down a key may lock out your input (see below). For joystick control, it is best to nudge the joystick briefly in the direction you want, and let it return to the central upright position. Each move, a worm is able to do any one of five things: . fire (in the current direction) (if it has ammo); . jump (in the current direction) (if it does not have ammo); . change direction; . change speed (by one increment, faster or slower); or . nothing. The worm will move one square regardless, unless stopped. This means you can: fire in your current direction and move in your current direction, change direction and move in the new direction, change speed and move in your current direction. jump leaping 1-3 squares and then landing, in your current direction. nothing and move in your current direction. Speed changes are accomplished using the same keys as for turning. Pressing the direction you are already travelling increases your speed; pressing against that direction decreases your speed. The fast movement speed is twice that of the normal movement speed, which is itself twice that of the slow movement speed. Keyboard [green and red] If only one human is selected for the keyboard, all three sets of keyboard controls are available for that player, whether it is the green or red worm. When only one human is selected for the keyboard, we suggest using the cursor keypad, as it has the best rollover properties (ie. you can press a key while another is already held down). However, the cursor keypad obviously does not support diagonal movement. Two players may use the keyboard, playing at each end. In this case, the green worm must use the leftmost controls (QWEASDZXC) and the red worm must use the cursor keypad or the numeric keypad. Note that the leftmost and rightmost controls do not rollover properly, due to keyboard hardware limitations. This means that you must release all keys before pressing another one, or the new keystroke is ignored and so is all further input from that player until all keys are released. The other player's keystrokes are completely unaffected by what you do; you can only cause this problem for yourself. X and C are both down-right for the green worm. Spacebar and V are both firebuttons for the green worm. 5 and 2 are both down for the red worm. 0 and Enter on the numeric keypad are both firebuttons for the red worm. Joystick [all] The blue and yellow worms can use joysticks plugged into port `2' and `1', respectively. The green and red worms can use joysticks plugged into a parallel port joystick adapter. These extra joystick ports are ports `3' and `4', respectively. CD32 gamepad [all] You can use a CD32 controller to control any worm. The relevant ports are the same as for joystick play (see above).
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Squares The various types of square are as follows: Empty: Harmless. Worth 1 point at slow speed, 2 points at normal speed, and 3 points at fast speed. Silver: Harmless. Worth 5 points. Gold: Harmless. Worth 10 points. Bananas: Harmless. Worth 20 (enemy) or 40 (friendly) points. Also worth 1 (enemy) or 2 (friendly) lives. They bounce off metal. Cherries: Harmless. Worth 50 (enemy) or 150 (friendly) points. Flowers: Harmless. Worth 100 (enemy) or 300 (friendly) points. Also worth 1 number, and 1 (enemy) or 3 (friendly) lives. Dynamite: Harmless. When touched, it sets off adjacent dynamite in a chain reaction. Wood: 1 damage, blocks movement. Stone: 2 damage, blocks movement. Metal: 3 damage, blocks movement, reflects fragments and bananas. Frost: Worms can't turn when traversing frost, but it doesn't cause pain. You won't leave tail while traversing frost; the frost will remain in position. Arrows: Up-arrows increase the speed of the worm; down-arrows decrease it. You won't leave tail while traversing arrows; the arrows will remain in position. Slime: 2 damage. Slime is be randomly created during play. It grows randomly into adjacent squares over time. Fragments: 5 damage. They bounce off metal. Teleports: These always come in pairs. Going through one will teleport you to the other. If the teleport is blocked from that direction, use of it is dangerous.
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Numbers There will always be one, neither more nor less, number onscreen at any given time. When a worm collects it, the next number will appear, and a cherry of that worm's colour. The main objective of the game is to complete all the levels. The level will be completed when all the ninth number is collected. The level is considered to have been won by the worm with the most tail (dim and glowing) onscreen at the time of completion. That worm receives: 100 x old level 10 x seconds remaining 50 x how many numbers you collected 2 x glow squares of your colour onscreen 1 x dim tail squares of your colour onscreen Only worms and their protectors go on to the next level; other creatures perish. If the level has not been completed in the allocated time (normally 90 seconds), two otters and (except in very hard mode) from one to four (depending on the number of players) exits are created. Exits take you immediately to the next level. If the timer counts down slowly (ie.. taking more than one `real' second per `virtual' second), this is an indication that your Amiga is not fast enough to run the game at full speed.
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Objects Some objects are rarer than others. Each object is normally worth 30 points, but this is doubled to 60 points if you don't need the object (eg. powerup when you are already at septuple power, minihealer/ superhealer that would take you beyond maximum lives, etc.). Affixer This causes your protectors to stop rotating and zigzagging. They are `fixed' into position at whatever position they were in at the time. This makes them more useful, as you can more easily predict where they will be at any given time in advance. Note that it is generally disadvantageous to have affixer while stopped. Ammo Ammo provides 5 bullets. Bullets are fired by pressing your appropriate fire control. If a bullet is available, you will fire. This bullet is instantaneous. If you have no bullets, you may jump. The width of your bullet depends on powerups. Normally, it is 1 square wide, but it can be up to 7 squares wide. In reality, up to 7 independent bullets are fired. A bullet which hits a teleport will be teleported and continue on its way. That segment of the bullet will thereafter leave a trail of gold behind it. A bullet which goes through the same teleport twice will be destroyed. In the absence of obstructions, a bullet continues going until it reaches the edge of the level. Armour Armour will protect worms from being hurt by many different causes. For a list of them, click. Whenever an armoured worm goes over a tail square it receives: 5 points if it eats friendly tail. Tail turns to silver. 10 points if it eats enemy tail. Tail turns to gold. Armoured worms can kick orbs. The first player to kick a given orb gains 50 points. The kicked orb will change to the colour of the kicking player. The orb will be extremely fast, will no longer bounce, and will die when it reaches the edge of the field. Armour is only temporary. Its power counts down at a constant rate, and can be extended by the acquisition of more armour. Autojump This will automatically jump you ahead to safety in certain circumstances. The jump distance is dependent on your speed (1, 2 or 3 squares for slow, normal and fast speeds respectively) as normal. The square you are avoiding must be metal, stone, wood, tail (dim or glowing) or a wall- creature (bear, fish, octopus or otter). The square you are going to instead must be empty, silver, gold or an object. Autoturn This will automatically turn you 90° left or right to safety in certain circumstances. The square you are avoiding must be metal, stone, wood, tail (dim or glowing) or a wall-creature (bear, fish, octopus or otter). The square you are going to instead must be empty, silver, gold or an object. Autojump, etc. will take precedence over autoturn. Backwards This means that whenever you fire, in addition to any other bullets you will also fire two extra bullets: a bullet at a 45° backwards angle on each side. Bonus You will be awarded the currently displayed number, and the currently displayed number will be incremented by one. Brakes You will be able to stop completely. Note that while stopped, your score will slowly decrease. When it gets too low, you will be forced to move again. Cutter This allows you to `cut' or `tunnel' your way through such things as dim tail. Every move, the squares in front of you, the two to your side and the two diagonally in front behave as though affected by a bomb, except that objects are not destroyed. ... .#. | | One thing to keep in mind is that while you have cutter you cannot make enclosures (except from glowing tail). Cutter counts down at a constant rate. Cyclone When you get this, a cyclone creature will be created somewhere on the playfield. It is just as dangerous to you as it is to everything else. Encloser At easy and normal difficulties, this allows you to form valid "square" enclosures even if the an axis is one square longer than allowable, ie. slightly rectangular enclosures. For example, you can do a 9×10 enclosure, or a 4×5 enclosure, or a 7×6 enclosure. (Diamond enclosures are unaffected; ie. they still need to be perfect.) Additionally, at any difficulty, you can form triangular enclosures. These must be right-angled triangles. The enclosure is only checked for when the worm's head is at the 90° corner of the triangle, not at the 45° corners (the other two corners). Also note that only triangles with one diagonal and two orthogonal sides can be formed. Triangles with one orthagonal and two diagonal sides are not allowed. Examples: Symbol Meaning : worm head # worm tail . enclosed area Legal: Rectangle Triangle ######## # #......# ## #......# #.# #......# #..# #......# #...# #......# #....# #######: ######: Illegal: Rectangle Triangle ######### : #.......# #.# #.......# #...# #.......# #.....# #.......# ######### #.......# ########: Forwards This means that whenever you fire, in addition to any other bullets you will also fire two extra bullets: a bullet at a 45° forwards angle on each side. Grabber This object will automatically "grab" every power-up for you, with these exceptions: (other) grabbers, treasures and umbrellas. Glow While this object is operating, you will have glowing tail rather than the usual dim tail. Grenade This means that whenever you fire, you will also launch a grenade (equivalent to a super bomb) of 5*5 radius (11*11 diameter including its centre) immediately in front of you. This is done before the bullet is fired. If the grenade would "land" (ie. is centred) off-screen, there will be no effect. Grower If a worm gets this, all gold, silver, dynamite and friendly glow onscreen will `grow', expanding into empty neighbouring squares. If a creature gets it, all wood and frost onscreen will grow. Ice Ice will freeze all creatures, except missiles and worms, for a short period of time. Additional ice collected will be added onto the amount remaining. It does not matter which worm collects the ice. Lightning When you get lightning, most squares adjacent to your tail flash momentarily. This will harm most creatures (but not worms). Mini Bomb As soon as you go over one of these the bomb will go off, clearing the area around you. The blast radius is random, but is always constrained by the level edges. Mini Healer Mini healer provides 5 lives. Mini Pulse Up to 7 fragments are fired outwards when a pulse is collected. Missile Missiles are automatically guided. They hunt creatures and destroy them. The missile hunts whatever is nearest, and recalculates its target every move. Missiles will not cross level edges. If you collect a missile while there is nothing for it to chase, you will receive only points; no missile will be generated. Multiplier Each time you get a multiplier, your scoring will be doubled. If you get more than one, it is doubled again each time. You can collect up to three (3) multipliers. Your object points for actually getting the multiplier are affected by the new multiplier itself. Multipliers Scoring 0 ×1 1 ×2 2 ×4 3 ×8 At the end of each level, your multiplier level will be reduced by one (eg. if at ×8, you will go back to ×4). Powerup This is power for your bullets. Each bullet you fire becomes wider, requiring less aiming accuracy and causing more general devastation. Symbol Meaning <number> bullet number : worm head, facing up (north) : worm head, facing up-right (northeast) # worm tail 1 213 42135 6421357 1 213 42135 6421357 1 213 42135 6421357 1 213 42135 6421357 : : : : # # # # # # # # Single Triple Quintuple Septuple (no powerups) (one powerup) (two powerups) (three or more) 1 312 53124 7531246 1 312 53124 7531246 1 312 53124 7531246 1 312 3124 31246 : :2 :24 :246 # # # # 6 # # # # Protector Acquisition of this item will give you a companion who stays near you, collecting objects for you exactly as if you had moved over them yourself, and defending you from some forms of damage. You can have up to four protectors. The first three orbit around your head. The fourth will be a `nose', suspended three squares in front of your head, which zigzags. The rate of orbiting/zigzagging is the same as the worm's speed; that is, they move when the head moves. However, if you stop, they will continue to move (slowly). Protectors are invisible over friendly tail (dim or glowing) and teleports. An affixer will stop the protectors from rotating and zigzagging. Protectors can kick orbs. The first player to kick a given orb gains 50 points. The kicked orb will change to the colour of the kicking player. The orb will be extremely fast, will no longer bounce, and will die when it reaches the edge of the field. Pusher This enables you to push wood, stone, metal, tail (dim or glowing) and wall-creatures (bear, fish, octopus or otter). You will push the square in whatever direction you are facing. You can push things off the level if you so desire. You are not allowed to push more than one square at a time. You can push over objects and empty/silver/gold. Remnants This enables your bullets to leave glow behind them as they travel. Sideshot This means that whenever you fire, in addition to any other bullets you will also fire a bullet to each side. Slayer Slayers are used instantly. They will destroy all creatures, and cause damage to unarmoured enemy worms. Slower Slower will slow all existing creatures to half their previous speed. Super Bomb The same as a mini bomb except that the blast area is larger, glow is not immune to the blast, and areas affected are changed to dynamite rather than empty. Super Healer Super healer provides 10 lives. Super Pulse The same as a mini pulse except that each fragment will eventually subdivide into up to 6 fragments. Switcher All enemy tail onscreen is instantly changed to dim friendly tail. If it was already dim friendly tail, it glows. Tamer This changes evil creatures into good ones. Good creatures are: ants butterflies camels fishes geese monkeys pandas Any evil creatures currently in existence will be permanently changed into good ones (chosen at random). Treasure The worms will enter a bonus level for a limited amount of time. At the conclusion, the next level is reached. The full time bonus (1:30, which is 900 points) is given at the end of the treasury. There are 13 types of bonus level, chosen at random: 1. Grab the objects Objects are five times common during this bonus level, except that treasure is only as common as usual and umbrella will never occur. 2. Capture the orbs Orbs are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. Any orb that your head goes next to (or which goes next to your head) will be magically changed into a protector. (Note that this is not the case during normal play!) If you already have four protectors, the orb will change into a cherry instead. Of course, any orb- protector collision will still kill the orb, so careful positioning and timing is required to capture an orb if you already have one or more protectors. 3. Drink the rain Clouds are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. 4. Eat the bananas Monkeys are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. 5. Touch the butterflies Butterflies are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. 6. Hunt the rabbits Rabbits are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. Each player is given ammo at the start of this bonus level. 7. Make enclosures Any enclosures you make during this bonus level give 5 points per square enclosed. Creatures will never occur. Objects will never occur, except that treasure is as common as normal. 8. Eat the cherries Cherries are very common during this bonus level. Creatures will never occur. Objects will never occur, except that treasure is as common as normal. 9. Follow the path Random paths made of gold will emanate from the start point. Creatures will never occur. Objects will never occur, except that treasure is as common as normal. 10. Flee the dogs Dogs are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. During this bonus level, being chased by a dog is worth 1 point for each square the dog moves. 11. Survive the snakes Snakes are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. (Although perhaps you don't want to extend the time you are in this bonus level.) This level will never occur in easy mode. 12. Enrage the bulls Bulls are very common during this bonus level. Other creatures will never occur. Objects will never occur, except that treasure is as common as normal. For each enraged bull that leaves the screen, the worm that enraged it will receive 25 points. 13. Jump the walls Random walls made of stone will be at the sides of the screen. Jumping over stone will cause it to disappear, and you will receive 25, 50 or 100 points per square cleared in this manner, according to your speed (slow, normal or fast respectively). Creatures will never occur. Objects will never occur, except that treasure is as common as normal. Umbrella This skips 2-3 levels.
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Worms Worms can be controlled by humans or the Amiga. For information on how to control them, click. A worm consists of a head, one square in size, and a tail, which is formed in the wake of the head's passing. As the worm moves, the tail stretches out behind its head. Collision with any part of a worm by the head normally results in damage (to the head). Worms can move in eight directions and at three speeds; getting brakes allows the worm to stop completely. Worms begin with 25 lives. Whenever you are taking damage your head will flash as an `X'. When 0 lives is reached, the worm is dead and there will be a grave where you died. Every 1,000 (easy), 2,000 (normal) or 5,000 (hard) points you will be awarded an extra life. You can have a maximum of 50 lives. Graves If a worm or protector robs the grave of a dead worm, the robbing worm will steal all the objects that the dead worm had. Jumping A worm with no ammo can jump instead. If the destination is blocked you cannot jump. The distance varies according to your speed, as shown below: Name Speed Jump distance . Slow half speed 1 . Normal normal 2 . Fast double speed 3 Enclosure If your tail forms an exact square (except in hard mode) or diamond which measures 4*4-17*17 including the tail (2*2-15*15 of interior area), this is known as enclosure. Any squares within the enclosed area which are empty, silver, gold or enemy tail are converted to your glow. Any creatures within the enclosure turn into random objects. Enclosure is a basic ability of any worm. Note that enclosure is only checked for when the worm's head is at a corner of the square/diamond. And remember also that the enclosure must be perfect: the same size in both x and y dimensions. If you have an encloser object, you can make enclosures that are slightly rectangular (except in hard mode), and you can make triangular enclosures. Examples: Symbol Meaning : worm head # worm tail . enclosed area Square Diamond ####### # #.....# #.# #.....# #...# #.....# #.....: #.....# #...# #.....# #.# ######: #
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Scoring Square points 1 Empty 5 Per square enclosed (only during appropriate bonus level) 5 Silver 10 Gold 20 Enemy banana 30 Object 40 Friendly banana 50-200 Creature 50 Enemy cherry 100 Friendly cherry 100 Enemy flower 100 Grave 100 Number 200 Friendly flower 1000-25000 Fruits The 'number' points are multiplied by the number, eg. getting number `5' is worth 500 points, getting number `6' is worth 600 points, etc. There are also level completion bonuses. All points are multiplied by the number of worms selected for human and Amiga control, and of course by any multipliers you have at the time.
Fruits There are 25 kinds of magic "fruit". Only one piece of magic fruit will appear on any given level. The better fruits can appear only on the later levels, as shown below. Points Kind Level 1000 Apple 1 2000 Orange 2 3000 Carrot 3 4000 Lemon 4 5000 Radish 5 6000 Pineapple 6 7000 Lime 7 8000 Passionfruit 8 9000 Watermelon 9 10000 Coconut 10 11000 Pear 11 12000 Corn 12 13000 Blackberry 13 14000 Blueberry 14 15000 Strawberry 15 16000 Celery 16 17000 Turnip 17 18000 Kiwifruit 18 19000 Mango 19 20000 Lettuce 20 ----- ------------------ 21000 Soft drink 21 22000 Pizza 22 23000 Fries 23 24000 Ice cream 24 25000 Hamburger 25 Note that bananas and cherries are not magic fruits. Also, the best "fruits" are actually junk food rather than fruits, like in eg. Bubble Bobble and Wonderboy. ;-)