@database WormWars.guide @author James R. Jacobs @(c) © Amigan Software 2001. Freely distributable. @node Main "Worm Wars" @{b}#*=======================*# #| W O R M W A R S |# #| for the Amiga |# #| Version 7.0 |# #| Mon 8 Apr 2002 |# #| |# #| by James R. Jacobs |# #*=======================*#@{ub} @{" Overview " link Over} @{" New Features " link Feat} @{" Usage " link Usag} @{" Other Information " link Info} @{" Title Screen " link Titl} @{" Field Editor " link Edit} @{" How to Play " link Play} @endnode @node Over "Overview" Worm Wars is an arcade game for up to 4 players, who travel around a series of rectangular maze leaving a deadly trail behind them, fighting 14 types of creature and collecting 32 varied object types. The integral field editor allows you to load, edit and save user fieldsets, for greater lasting attraction. There is support for playing MED and IFF 8SVX files as music and sound effects respectively. It is enjoyable either for one player, or for competitive multiplayer games, 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 and style compliant. @endnode @node Feat "New Features" . Completely new graphics. . Rule changes. . Miscellaneous bugfixes. @endnode @node Usag "Usage" @{" System Requirements " link Requ} @{" Startup " link Star} @endnode @node Requ "System Requirements" @{b}Hardware@{ub} Required PAL interlace capability about 512K free RAM Recommended Colour monitor Flixer fixer 68020+ Mouse Joystick(s) CD32 controller(s) about 1Mb free RAM Keyboard with numeric keypad Battery-backed clock Parallel port joystick adapter @{b}Firmware@{ub} Required Kickstart R2.04+ Recommended Kickstart R3.1+ @{b}Software@{ub} Required OS2.04+ Recommended OS3.5+ MEDPlayer.library (included) Worm Wars uses a 16-colour 640x512 interlaced PAL screen. Therefore AGA is not required, but your Amiga will need some sort of flicker fixing hardware or mode promotion if you experience display flicker in this mode. You need at least Installer 42.9 to run the installation script. @endnode @node Star "Startup" @{" Workbench ToolTypes " link Work} @{" CLI arguments " link Argu} @{b}Startup@{ub} 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 @{b}WormWars.font@{ub} cannot be loaded at startup, Topaz 8 is used. If the specified default fieldset cannot be loaded at startup, a blank, five-level fieldset is used instead, with a treasury floored with silver. @endnode @node Work "Workbench ToolTypes" The following can be specified in the game's .info file. All are optional. TOOLPRI= eg. TOOLPRI=5 FILE=
eg. FILE=foo.fset GREEN=JOY|GAMEPAD|AMIGA|NONE|KYBD eg. GREEN=GAMEPAD RED=JOY|GAMEPAD|AMIGA|NONE|KYBD BLUE=JOY|GAMEPAD|AMIGA|NONE YELLOW=JOY|GAMEPAD|AMIGA|NONE NOPRELOAD eg. NOPRELOAD NOANIMS NOMUSIC NOICONS THICKTAILS SHUFFLE QUIET These are equivalent to the relevant @{"CLI arguments" link Argu}. If you double-click on a fieldset file, the game will load with that fieldset. In that case, ToolTypes are of course, taken from the fieldset's .info file. @endnode @node Argu "CLI Arguments" @{b}Command Information@{ub} @{b}WormWars@{ub} @{b}Format: WormWars@{ub} [-p=<@{i}priority@{ui}>] [-n|nopreload] [-a|noanims] [-i|noicons] [-s|shuffle] [green=JOY|GAMEPAD|AMIGA|NONE|KYBD] [red=JOY|GAMEPAD|AMIGA|NONE|KYBD] [blue=JOY|GAMEPAD|AMIGA|NONE] [yellow=JOY|GAMEPAD|AMIGA|NONE] [-t|thicktails] [[file=]<@{i}fieldset@{ui}>]] @{b}Template: WORMWARS@{ub} -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,-T=THICK,FILE @{b}Purpose:@{ub} To run the Worm Wars game. @{b}Specification:@{ub} -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. -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. -s: shuffle levels. -q: don't report errors during startup. colour=KYBD|JOY|GAMEPAD|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. -t: draw thick worm tails instead of thin ones. <@{i}fieldset@{ui}>: the pathname of your default fieldset. This is taken exactly as entered; an '@{b}.fset@{ub}' extension is not automatically appended. This is loaded relevant from the current directory. If no argument is given, the default is @{b}PROGDIR:WormWars.fset@{ub}. ?: displays the command line argument format. The order of the arguments are interchangeable. @{b}Examples:@{ub} @{b}WormWars /foo.fset@{ub} load @{b}foo.fset@{ub} from parent directory, and run at priority level 0 @{b}WormWars@{ub} -f -p-3 @{b}bar.fset@{ub} load @{b}bar.fset@{ub} from current directory, and run at priority level -3, without loading sound effects @{b}WormWars HD1:foo.fset@{ub} -m -f -p4 -o load @{b}foo.fset@{ub} from root directory of @{b}HD1:@{ub}, and run at priority level +4, without loading music or sound effects, and set overhead viewpoint @{b}WormWars@{ub} -p+5 @{b}/fsets/bar.fset@{ub} load @{b}bar.fset@{ub} from @{b}fsets/@{ub} sibling directory, and run at priority level +5 @{b}WormWars@{ub} ? display command format @endnode @node Titl "Title Screen" @{b}Keys@{ub} 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 @{b}1@{ub}-@{b}4@{ub} or @{b}F1@{ub}-@{b}F4@{ub} cycles the relevant worm @{"controls" link Ctrl} through the various control options. If @{b}Shift@{ub} is held as a qualifier, it cycles backwards. @{b}Return@{ub} or @{b}Enter@{ub} begins the game. @{b}M@{ub} toggles the music on or off. @{b}F@{ub} toggles the sound effects on or off. @{b}S@{ub} toggles level shuffling on or off. @{b}Menu@{ub} Project|New @{b}Amiga-N@{ub} Creates a blank, 5-level fieldset titled @{b}WormWars.fset@{ub}. Project|Open... @{b}Amiga-O@{ub} Loads a fieldset. Project|Revert @{b}Amiga-R@{ub} Reloads the current fieldset. Project|Save @{b}Amiga-S@{ub} Project|Save As... @{b}Amiga-A@{ub} Project|Delete... @{b}Amiga-D@{ub} Deletes a fieldset. Project|Quit @{b}Amiga-Q@{ub}, @{b}Esc@{ub} Exits to CLI/Workbench. Settings|Animations? @{b}Amiga-T@{ub} Animations on/off. Settings|Create Icons? @{b}Amiga-I@{ub} Create icons when saving? Help|Creatures... List of creatures. Help|Objects... List of objects. Help|Manual... Opens this document. Help|About... @{b}Amiga-?@{ub}, @{b}Help@{ub} Credits window. @{b}Gadgets@{ub} @{u}Key Colour Human Controls Letters@{uu} @{" 1 Green Joystick 3/Gamepad 3/Left Keyboard " link Ctrl} @{" C and L " link Lett} @{" 2 Red Joystick 4/Gamepad 4/Right Keyboard " link Ctrl} @{" O and E " link Lett} @{" 3 Blue Joystick 2/Gamepad 2 " link Ctrl} @{" M and T " link Lett} @{" 4 Yellow Joystick 1/Gamepad 1 " link Ctrl} @{" P and E " link Lett} Any combination of controls is acceptable, but at least one worm must exist. @endnode @node Edit "Field Editor" The field editor allows you to load, edit and/or save the playfields which the worms compete on. You are allowed to have up to 50 levels, plus the bonus level, in each fieldset. The high score table for each fieldset is saved with the fieldset. Making any modification to the fieldset will clear all the fieldset's high scores. @{"Hints" link Hint} @{b}Keys@{ub} Esc F1 F2 F3 F4 F5 F6 F7 .. .. .. .... 1 2 3 4 5 6 7 8 9 0 . . . .. Del Hel ( ) . . ..... Q . E R T . . I O . . . Ret 7 8 9 . Ctr .. A S . F . . . . . . . . ur U 4 5 6 . Shift . . C . . . N M . . ? Shift L D R 1 2 3 E Al .. -----Spacebar---- Am Al -0- . n @{b}F1@{ub} empty @{b}F2@{ub} silver @{b}F3@{ub} gold @{b}F4@{ub} dynamite @{b}F5@{ub} wood @{b}F6@{ub} stone @{b}F7@{ub} metal @{b}M@{ub} toggles the music on or off. @{b}F@{ub} toggles the sound effect on or off. @{b}Delete@{ub} and @{b}Help@{ub} change the current level (lower and higher, respectively). When @{b}shifted@{ub}, they change to level 1 or the final level, respectively. @{b}C@{ub} centres the cursor in the centre of the field. @{b}X@{ub} and @{b}Y@{ub} are symmetry functions. The cursor will move to the other side of the field, at the same distance from the other edge as it was originally from the original edge. This is useful for making symmetrical fields. @{b}Numeric .@{ub} stamps the current brush at the current cursor location. @{b}Numeric 0@{ub} 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. @{b}F1@{ub}-@{b}F7@{ub}, when un@{b}shift@{ub}ed, change your brush type to the appropriate type, as if the gadget had been clicked. When @{b}shifted@{ub}, the level will be filled with the requested square type, without change to the current brush. @{b}Alphanumeric 1@{ub}-@{b}7@{ub} change the square under the cursor to the relevant type, without affecting the current brush. The @{b}cursor keys@{ub} or @{b}numeric keypad@{ub} move the cursor around the field. The default movement is one square. (If sticky mode is on, copies of the brush are left behind). Holding @{b}Alt@{ub} moves the cursor in increments of five squares. Holding @{b}Shift@{ub} or @{b}Ctrl@{ub} moves the cursor to the relevant edge of the field. (The cursor is shown as a white dot, or in sticky mode as a red dot.) @{b}Numeric (@{ub} and @{b})@{ub} cycle the brush and square under the cursor through the available @{"objects" link Obje}, lower and higher, respectively. @{b}Menu@{ub} Project|New @{b}Amiga-N@{ub} Clears the fieldset. Project|Open... @{b}Amiga-O@{ub} Loads a fieldset. Project|Revert @{b}Amiga-B@{ub} Reloads the current fieldset. Project|Save @{b}Amiga-S@{ub} Saves current fieldset. Project|Save As... @{b}Amiga-A@{ub} Saves with new filename. Project|Delete... @{b}Amiga-D@{ub} Deletes a fieldset. Project|Quit @{b}Amiga-Q@{ub}, @{b}Shift-Esc@{ub} Exits to CLI/Workbench. Edit|Cut @{b}Amiga-X@{ub} Edit|Copy @{b}Amiga-C@{ub} Edit|Paste @{b}Amiga-V@{ub} Edit|Erase @{b}Amiga-E@{ub} Clears this level. Edit|Delete Deletes this level. Edit|Insert Inserts blank level here. Edit|Append Adds blank level to end. Settings|Animations? @{b}Amiga-T@{ub} Animations on/off. Settings|Create Icons? @{b}Amiga-I@{ub} Create icons when saving? Settings|Thick Tails? @{b}Amiga-H@{ub} Draw thick worm tails? Help|Creatures... List of creatures. Help|Objects... List of objects. Help|Manual... Opens this document. Help|About... @{b}Amiga-?@{ub}, @{b}Help@{ub} Credits window. @{b}Mouse control@{ub} The gadgets to the left of the field 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 field 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). You can click on any object in the Help|Objects... requester, and that object will become your current brush. @{i}Teleports:@{ui} Two teleports may be defined in the field editor. These @{"teleports" link Tele} will teleport to each other during gameplay. They are independent of any teleports that may be created randomly as the game progresses. You use the @{b}T@{ub} key for teleports. @{i}Start:@{ui} The starting location for all worms. This is invisible during gameplay. Usually it is best left where it is, in the centre of the field. You use the @{b}S@{ub} key to set the starting location. _ / \\ | | Blue <--- Green START Red ---> Yellow | | \\_/ @{i}Octopi:@{ui} Each level may have up to 12 user-defined octopi. You use the @{b}O@{ub} key for octopi. @endnode @node Hint "Hints for Creating Fieldsets" All worms start from the same square. Worms may emerge from it in any orthagonal direction. Leave enough space. Fields should not give an unfair advantage to any particular worm(s). The easiest way to ensure this is through the use of symmetry. Mazes one square wide are difficult. 3-5 squares width is usually more appropriate for less skilled players. Point-squares (ie. silver and gold) should be used with restraint, and generally only as a reward for difficult maneouvering. The average field should give have only about 5% point-square density. Richer fields can be made for experienced players, but they should be as a reward for skill. Goats only fire when they are on the edge of the stone/wood/metal/tail/ slime, but they move quasi-randomly. Therefore, some configurations will be more deadly than others. For example, thin lines provide maximum contact between worms and goats, and thick square areas will quickly generate new goats. Lightly sprinkle your treasury with objects. Use objects very sparingly or not at all in other levels. Metal squares which are aligned with each other can be deadly, as fragments can bounce between one and the other endlessly until a collision occurs. Remember also that metal is unjumpable. @endnode @node Info "Other Information" @{" Contact Details " link Cont} @{" Development System " link Deve} @{" Source Code " link Code} @{" History " link Hist} @{" Other Software " link Prod} @endnode @node Cont "Contact Details" @{b}Licence@{ub} Worm Wars for Amiga is freeware. It is available as a service to the Amiga community. There are no limits on usage, distribution or modification, except that you are not allowed to modify and/or distribute it for commercial purposes or port it away from the Amiga without consent. Permission is hereby granted to the Amiga community in general to use and distribute this program as they deem appropriate. @{b}Bugs@{ub} Amiga development and style guidelines have been adhered to, using the official Amiga Developer CD 2.1 as authoritive reference. 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. @{b}Submissions@{ub} Fieldsets, 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). Users are invited to contribute suggestions for the future of the game. Special thanks to Jilles Tjoelker. @{b}Future@{ub} Amigan Software have demonstrated their commitment to the Amiga for many years. We intend to continue further AmigaOS programming. @{b}Contact details@{ub} @{b}EMail@{ub} amigansoftware@abime.net @{b}Website@{ub} http://www.users.bigpond.com/james.jacobs/amigan.html @{b}Mail@{ub} James Jacobs Amigan Software 11 Yate Gdns RIVETT ACT 2611 Australia @{b}Voice@{ub} Australia (02) 6287 4917 @endnode @node Deve "Amiga Development System" @{b}Hardware@{ub} Virtual A1200 (MC68020+FPU on 233MHz Pentium) 1.2Gb 3.5" IDE hard disk (2Gb compressed) 2Mb chip RAM 8Mb fast RAM 56Kbps Dynalink (Rockwell) modem ESS MF-1868 (SoundBlaster Pro-compatible) sound card AcerView 56L monitor running as 15Hz PAL (640*512) Battery-backed clock @{b}Firmware@{ub} Kickstart 3.1 @{b}Software@{ub} WinUAE 0.8.8 R9 and 0.8.17 R3 Fellow 0.3.5 AmigaOS 3.9 with Boing Bag 1 SAS/C 6.58 with SLink and SAS/C Editor and CodeProbe Amiga Developer CD 2.1 and 3.9 NDK AmigaGuide Writer 1.02 Amiga Lint 2.0b Autodoc 1.0 BlowUp CheckGuide CodeWatcher 1.4 CXXC 1.4 CygnusEd Professional 4.2 Deluxe Paint 5 Gguide2txt IFF 2 Source 1.0 IO_Torture KingCon 1.3 LhA 1.51 MungWall OctaMED 5 and MEDPlayer Programmer's Sources PatchWork Picasso96 2.0 PrintA Report 40.2 Report+ 5.31 Sashimi SmartCrash SoundBox 2.9 beta StackSnoop VirusChecker ][ 2.2 (BF 2.18) Thanks to all those whose software was used to create Worm Wars. @endnode @node Code "Source Code" The Amiga version is written in hybrid C/assembler (SAS/C 6.58), whilst the IBM-PC version is written in hybrid C/C++ (Microfilth Visual C++ 5.0), using Microfilth Foundation Classes. Both platforms use the same game engine, written in C, with API calls for the relevant OS in other modules. SAS/C 6.58 source code is provided, with which you may do as you wish for non-commercial purposes. The Amiga source files are: system.c,o Most Amiga-specific code. fe.c,o Field editor. engine.c,o Code common to the Amiga and IBM-PC versions. tails.c,o Graphics for the thin worm tails. amiga.h Amiga-only header used by all modules. diff.h Platform-specific header used by system, engine modules. same.h Header file common to all modules and both platforms. ww.link AmigaDOS script to link modules into executable. SCOPTIONS SAS/C options we prefer to compile with. libproto.h MEDPlayer.library C header. stdafx.h Required for IBM-PC compatibility. :-( bkgrnd.ilbm Backdrop graphics in IFF ILBM format. wormwars.ilbm Other graphics in IFF ILBM format. @endnode @node Hist "History" 7.0 [Amiga 2.04+]. Mon 8 Apr 2002. 6.9 [Amiga 2.04+]. Thu 7 Feb 2002. 6.81 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Tue 25 Sep 2001. 6.8 [Amiga 2.04+]. Mon 10 Sep 2001. 6.7b [Amiga 2.04+]. Sun 12 Aug 2001. 6.7a [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Mon 25 Jun 2001. 6.7 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Tue 22 May 2001. 6.6 [Amiga 2.04+]. Sat 21 Apr 2001. 6.5 [Amiga 2.04+]. Sun 31 Dec 2000. 6.4 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Sat 7 Oct 2000. 6.3a [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Fri 18 Aug 2000. 6.3 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Tue 8 Aug 2000. 6.2 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Thu 22 Jun 2000. 6.1 [Amiga 2.04+]. Thu 15 Jun 2000. 6.0a [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Thu 8 Jun 2000. 6.0 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Thu 1 Jun 2000. 5.60 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Wed 26 Apr 2000. 5.6 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Wed 19 Apr 2000. 5.51a [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Wed 29 Mar 2000. 5.51 [Amiga 2.04+]. Tue 28 Mar 2000. 5.5 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Tue 14 Mar 2000. 5.4 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Sun 5 Mar 2000. 5.3 [Amiga 2.04+]. Sun 13 Feb 2000. 5.21 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Wed 5 Jan 2000. 5.2 [Amiga 2.04+]. Wed 29 Dec 1999. 5.1a [Windows 95/98/NT/2000/XP]. Tue 28 Dec 1999. 5.1 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Tue 23 Nov 1999. 5.0a [Windows 95/98/NT/2000]. Tue 2 Nov 1999. 5.0 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Mon 1 Nov 1999. 4.4 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Wed 22 Sep 1999. 4.3a [Windows 95/98/NT/2000]. Wed 8 Sep 1999. 4.3 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Sun 5 Sep 1999. 4.2 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Sat 7 Aug 1999. 4.1 [Amiga 2.04+][Windows 95/98/NT/2000/ME/XP]. Sun 6 Jun 1999. 4.0 [Amiga 2.04+]. Sun 1 Nov 1998. 3.3 [Amiga 2.04+]. Wed 29 Jul 1998. 3.2 [Amiga 2.04+]. Tue 3 Dec 1996. 3.1 [Amiga 2.04+]. Tue 16 Apr 1996. 3.0 [Amiga 2.04+]. Thu 18 Jan 1996. 2.2 [Amiga 1.2+]. Sun 5 Feb 1995. 2.1 [Amiga 1.2+]. Tue 27 Dec 1994. 2.0 [Amiga 1.2+]. Sat 3 Dec 1994. 1.7 [Amiga 1.2+]. Wed 26 Oct 1994. 1.6 [Amiga 1.2+]. Sun 9 Oct 1994. 1.5a [Amiga 1.2+]. Thu 25 Aug 1994. 1.5 [Amiga 1.2+]. 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]. 1993. 1.0 [MS-DOS]. 1993. @endnode @node Prod "Other Software" @{b}Report+ 5.31@{ub} Report+ is a freeware ReAction/GadTools-based utility with twelve functions: 1. It is an enhanced, reverse-engineered, 100% byte-compatible replacement for the official Commodore bug reporting tool (40.2). 2. It can generate/edit Aminet-style readmes. 3. It can administer the Amiga Certified Software Engineer test. 4. It can generate C-style autodocs. 5. It can access the official manufacturer and product ID registries. 6. It can view IFF FORMs and their component chunks. 7. It can convert between various end-of-line (EOL) formats, optionally also detabulating and/or unwrapping. 8. It can show directory byte usage for any path. 9. It can edit A3000/A4000-type battery-backed memory. 10. It can check your OS3.1/3.5/3.9 installation for missing or surplus files. 11. It can generate/edit Amiga Games Database (AGDB) reviews. 12. It can perform batch processing on icons. @{b}Worm Wars for Windows 95/98/NT/2000/ME/XP@{ub} The Amiga version of Worm Wars has long been popular in the Amiga community, acknowledged as the premier snake game for many years. It is also available to the masses of benighted Windows users. That version includes dockable toolbars, a status bar and automatic saving/reloading of configuration information. @endnode @node Play "How to Play" Worm Wars is an arcade game for 0-4 human players. Each player @{"controls" link Ctrl} a @{"worm" link Worm}. They move around a semi-toroidal rectangular (45x40) playfield, leaving their tails behind them. Each @{"worm" link Worm} aims to amass the most @{"points" link Scor}, to @{"complete" link Lett} the levels and to survive as long as possible. The rightmost column is not actually part of the fieldset but rather indicates the vertical position of the current letter and all worms. @{" Controls " link Ctrl} @{" Creatures " link Crea} @{" Letters " link Lett} @{" Objects " link Obje} @{" Scoring " link Scor} @{" Strategy " link Stra} @{" Fragments " link Frag} @{" Teleports " link Tele} @{" Timebombs " link Time} @endnode @node Crea "Creatures" @{u}Type Points Damage@{uu} @{" Bird " link Bird} 40 3 @{" Cloud " link Clou} 20 3 @{" Dogs " link Dogs} 20 5 @{" Drips " link Drip} 100 5 @{" Fish " link Fish} 20 2 @{" Goats " link Goat} 50 2 @{" Octopi " link Octo} 50 5 @{" Orbs " link Orbs} 40 5 @{" Otters " link Otte} 150 5 @{" Penguins " link Peng} 20 3 @{" Protectors " link Prot} 0 5 @{" Slime " link Slim} 0 2 @{" Whirlwinds " link Whir} 100 5 @{" Worms " link Worm} 0 5 @endnode @node Ctrl "Controls" @{b}In-game keyboard controls@{ub} Esc .. .. .. .. .. .. .. .. .. .. .... . . . . . . . . . . . . . .. ... ... . . . . ..... Q W E . T . . . . P . . ... 7 8 9 . ... .. A S D F . . . . . . . . .. U 4 5 6 . Shift . Z X C . . . M . . . Shift L D R 1 2 3 E .. .. -----Spacebar---- .. .. -0- . n Green worm Either Red worm @{b}Esc@{ub} exits to the @{"title screen" link Titl}. @{b}Shift-Esc@{ub} exits to CLI/Workbench. @{b}P@{ub} pauses until @{b}P@{ub} is pressed again. @{b}M@{ub} toggles the music on and off. @{b}F@{ub} toggles the sound effects on and off. @{b}T@{ub} (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 whilst in this mode. @{b}Worm control principles@{ub} Worm control is an acquired skill and is the single most important factor in playing successfully and enjoyably. A worm has direction and speed. It is unable to ever stop completely, but its speed is adjustable between three or four settings. Normally, it can turn 90° in any direction and moves orthagonally (north, south, east, west), but a @{"nitro" link Nitr} will enable 45° and 135° turns and diagonal movement. The worm can pass through most types of square, though some cause damage. Some squares slow the worm down, halving its speed for every square traversed (to a minimum of `slow'). Stone, metal, goats, octopi, fish, and blocked @{"teleports" link Tele} will block the worm's motion as well as slow it. 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); . change direction; . change speed (one speed in either direction); . jump; or . nothing. The worm will move one square regardless. 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 2-4 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. @{b}Keyboard [green and red]@{ub} 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 whilst 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. If there are two humans selected for the keyboard, the @{b}cursor keypad@{ub} cannot be used, due to keyboard hardware limitations. The green worm must use the leftmost controls (@{b}QWEASDZXC@{ub}, @{b}spacebar@{ub}) and the red worm must use the rightmost controls (the @{b}numeric keypad@{ub}). 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. @{b}X@{ub} and @{b}C@{ub} are both down-right for the green worm. @{b}Spacebar@{ub} is the firebutton for the green worm. @{b}5@{ub} and @{b}2@{ub} are both down for the red worm. @{b}0@{ub} and @{b}Enter@{ub} on the @{b}numeric keypad@{ub} are both firebuttons for the red worm. @{b}Joystick [all]@{ub} 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. This uses direct hardware access, rather than using the parallel.device. The blue and yellow worms can use joysticks plugged into port `2' and `1', respectively. This uses direct hardware access, rather than using the gameport.device. @{b}CD32 gamepad [all]@{ub} You can use a CD32 controller to control any worm. The relevant ports are the same as for joystick play (see above). @endnode @node Lett "Letters" There will always be one, neither more nor less, letter onscreen at any given time. When a worm collects it, another needed letter will appear. The main objective of the game is to complete all the levels. The level will be completed when all eight letters have been collected, which together spell the word COMPLETE. The level is considered to have been won by the worm with the most tail/remnants onscreen at the time of completion. That worm receives: 100 x old level 10 x seconds remaining 1 x tail squares of your colour onscreen Only worms and their @{"protectors" link Prot} go on to the next level; other creatures perish. Each level is faster than the last, and creatures are faster and more frequent. @endnode @node Obje "Objects" @{u}Type Points Frequency@{uu} @{" Affixer " link Affi} 60 Very rare @{" Ammo " link Ammo} 20 Common @{" Armour " link Armo} 20 Common @{" Bias " link Bias} 50 Common @{" Bomb " link Bomb} 30 Common @{" Bonus " link Bonu} 10 Common @{" Clock " link Cloc} 60 Rare @{" Converter " link Conv} 50 Uncommon @{" Cutter " link Cutt} 80 Uncommon @{" Cyclone " link Cycl} 90 Uncommon @{" Enclosure " link Encl} 20 Uncommon @{" Glow " link Glow} 30 Rare @{" Grower " link Grow} 50 Uncommon @{" Healer " link Heal} 90 Very rare @{" Ice " link Ices} 60 Rare @{" Life " link Life} 50 Uncommon @{" Lightning " link Ligh} 40 Uncommon @{" Magnet " link Magn} 80 Rare @{" Missile " link Miss} 40 Uncommon @{" Multiplier " link Mult} 50 Rare @{" Nitro " link Nitr} 10 Uncommon @{" Powerup " link Powe} 30 Uncommon @{" Protector " link Prot} 50 Rare @{" Pulse " link Puls} 40 Uncommon @{" Pusher " link Push} 50 Uncommon @{" Remnants " link Remn} 40 Uncommon @{" Sideshot " link Side} 30 Rare @{" Slayer " link Slay} 40 Rare @{" Slower " link Slow} 40 Rare @{" Switcher " link Swit} 70 Rare @{" Treasure " link Trea} 100 Very rare @{" Umbrella " link Umbr} 100 Very rare @endnode @node Affi "Affixer" @{b}Affixer@{ub} This causes your @{"protectors" link Prot} 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. @endnode @node Ammo "Ammo" @{b}Ammo@{ub} Ammo provides 2-6 bullets. Bullets are fired by pressing your appropriate fire @{"control" link Ctrl}. If a bullet is available, you will fire. This bullet is instantaneous. If you have no bullets, you may @{"jump" link Worm}. The width of your bullet depends on @{"powerups" link Powe}. Normally, it is 1 square wide, but it can be up to 7 squares wide. In reality, up to 7 @{i}independent@{ui} bullets are fired. A bullet which hits a @{"teleport" link Tele} will be teleported and continue on its way. You will get the teleport @{"skill bonus" link Scor}, too. That segment of the bullet will thereafter leave a trail of gold behind it. A bullet which goes through the same teleport twice, or is reflected off metal twice, will be destroyed. In the absence of obstructions, a bullet continues going until it reaches the edge of the field. @endnode @node Armo "Armour" @{b}Armour@{ub} Armour will protect worms from being hurt by many different causes. For a list of them, @{"click" link Worm}. Whenever a worm with armour 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. Armour is only temporary. Its power counts down at a constant rate, and can be extended by the acquisition of more armour. While you are have armour your head-image will be different. @endnode @node Bias "Bias" @{b}Bias@{ub} Provides these benefits: @{"birds" link Bird} will not chase you. vampirism: whenever you cause a @{"worm" link Worm} to take damage, you gain as many lives as they lost. Whenever you kill a creature, you gain a life. otters will leave dynamite instead of stone. when you get (trigger) a bomb, what you destroy will turn to dynamite. Bias counts down at a constant rate. It can be extended by the acquisition of more bias. @endnode @node Bomb "Bomb" @{b}Bomb@{ub} 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 field edges. @endnode @node Bonu "Bonus" @{b}Bonus@{ub} A random needed @{"letter" link Lett} will be considered completed. @endnode @node Cloc "Clock" @{b}Clock@{ub} If there is still any time remaining, the amount of time remaining is increased. @endnode @node Conv "Converter" @{b}Converter@{ub} This will instantly convert all currently active @{"fragments" link Frag} into friendly @{"missiles" link Miss}. @endnode @node Cutt "Cutter" @{b}Cutter@{ub} This allows you to `cut' or `tunnel' your way through such things as 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 @{"bombblast" link Bomb}, except that objects are not destroyed. ... .#. | | One thing to keep in mind is that whilst you have cutter you cannot make enclosures. Cutter counts down at a constant rate. @endnode @node Cycl "Cyclone" @{b}Cyclone@{ub} When you get this, a @{"whirlwind" link Whir} will be created somewhere on the playfield. It is just as dangerous to you as to everything else. @endnode @node Encl "Encloser" @{b}Encloser@{ub} This allows you to form valid enclosures even if the an axis is one square longer than allowable, ie. slightly rectangular enclosures. For example, you can do a 9x10 enclosure, or a 4x5 enclosure, or a 7x6 enclosure. This ability remains until the end of the level. @endnode @node Glow "Glow" @{b}Glow@{ub} Whilst this object is operating, the tail that you leave will glow, causing extra harm to enemy worms and no harm to yourself. @endnode @node Grow "Grower" @{b}Grower@{ub} Grower will cause all gold, silver and dynamite onscreen to `grow', expanding into their neighbouring squares if those neighbouring squares are empty. @endnode @node Heal "Healer" @{b}Healer@{ub} If you have less than your starting lives (100), boosts you back to 100. If you have 100 or more, boosts you to 200. @endnode @node Ices "Ice" @{b}Ice@{ub} 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. @endnode @node Life "Life" @{b}Life@{ub} Life provides 2-6 lives. @endnode @node Ligh "Lightning" @{b}Lightning@{ub} When you get lightning, most squares adjacent to your tail flash momentarily. This will harm: unarmoured enemy worm heads unarmoured orbs replaced by bonus goats replaced by bonus slime replaced by empty fragments replaced by empty drips replaced by empty objects replaced by empty penguin replaced by empty enemy missiles reaplced by empty The things that are not flashed are: stone metal wood letters skulls @endnode @node Magn "Magnet" @{b}Magnet@{ub} This causes some or all objects to travel towards you in a guided fashion. Apart from the fact that these objects are now `magnetized' (ie. moving) they remain normal objects in every other respect. Objects which are magnetized may not be remagnetized by other worms. @endnode @node Miss "Missile" @{b}Missile@{ub} Missiles are automatically guided. They hunt the following things: worms enemy missiles orbs goats The missile hunts whatever is nearest, and recalculates its target every move. Missiles will not cross field edges. If you collect a missile whilst there is nothing for it to chase, you will receive only points; no missile will be generated. @endnode @node Mult "Multiplier" @{b}Multiplier@{ub} 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 @{i}are@{ui} affected by the new multiplier itself. @{u}Multipliers Scoring@{uu} 0 *1 1 *2 2 *4 3 *8 At the end of each level, your multiplier will be reduced by one (ie. half). @endnode @node Nitr "Nitro" @{b}Nitro@{ub} You will be able to move diagonally, and will be able to use the `very slow' speed. Nitro cannot be lost. @endnode @node Powe "Powerup" @{b}Powerup@{ub} This is power for your @{"bullets" link Ammo}. Each bullet you fire becomes wider, requiring less aiming accuracy and causing more general devastation. @{u}Symbol Meaning@{uu} bullet number : worm head, facing up (north) @{i}:@{ui} 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 @{i}: :@{ui}2 @{i}:@{ui}24 @{i}:@{ui}246 # # # # 6 # # # # @endnode @node Prot "Protector" @{b}Protector@{ub} Acquisition of this item will give you a companion who stays near you, collecting @{"objects" link Obje} for you exactly as if you had moved over them yourself, and defending you from some forms of damage. You can have up to three protectors. The first two orbit around your head. The third 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. Protectors are invisible over friendly tail, friendly remnants and teleports. An @{"affixer" link Affi} will stop the protectors from rotating and zigzagging. @endnode @node Puls "Pulse" @{b}Pulse@{ub} Up to 7 fragments are fired outwards when a pulse is collected. @endnode @node Push "Pusher" @{b}Pusher@{ub} This enables you to push stone, goats, metal and tail. You will push the square in whatever direction you are facing. Pushing is similar to the pushing of @{"timebombs" link Time}. You can push things off the field 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. Pusher is kept only until the end of the level. @endnode @node Remn "Remnants" @{b}Remnants@{ub} This enables your bullets to leave their remnants behind them as they travel. These images of the bullet do no harm to the worm that fired it, nor to any other creature except enemy unarmoured worms. Remnants are kept only until the end of the level. @endnode @node Side "Sideshot" @{b}Sideshot@{ub} This means that whenever you fire, in addition to any forward bullets you will also fire a bullet to each side. @endnode @node Slay "Slayer" @{b}Slayer@{ub} Slayers are used instantly. They will destroy all @{"goats" link Goat}, @{"slime" link Slim}, @{"drips" link Drip}, @{"orbs" link Orbs}, @{"penguins" link Peng}, @{"octopi" link Octo} and enemy @{"missiles" link Miss}, and cause damage to all @{"unarmoured" link Armo} enemy worms. @endnode @node Slow "Slower" @{b}Slower@{ub} Slower will slow all fragments, orbs, goats, drips and penguins to half their previous speed. The speed of these is reset at the start of each level. @endnode @node Swit "Switcher" @{b}Switcher@{ub} All tail onscreen is instantly changed to your own colour. The main benefit of this is that you take much less damage over your tail than over an enemy tail, and also that you will receive more points at the end of the level. @endnode @node Trea "Treasure" @{b}Treasure@{ub} 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 (2:00, which is 1200 points) is given at the end of the treasury. There are three types of bonus level: treasury, drips and penguins. @endnode @node Umbr "Umbrella" @{b}Umbrella@{ub} This skips 2-3 levels. @endnode @node Stra "Strategy" Goats prefer to be near free space (empty, gold or silver), so that they can shoot. Faster speeds are useful for: racing another creature for a letter or object; hunting another creature when you have armour; evading missiles and fragments; laying tails to trap other creatures; creating gold/silver with armour; amassing more square-points by moving; amassing more square-points at level completion; making large jumps; causing protectors to rotate faster. Slower speeds are useful for: making small jumps; waiting in a certain region of the screen; not filling the playfield; enclosure; easier control. Remember that bullets, bombs, missiles, fragments and drips will @{i}not@{ui} wrap around playfield edges. If you do, they cannot follow. Certain objects work well together. Eg.: bullets, powerups and bias; multipliers and armour; armour and grower; treasure and ice; protectors and affixer. To avoid a missile or bird, get a creature, or a solid barrier such as stone or metal, between you and it. A good way to handle slime is to encapsulate it with your tail, so it cannot spread. When you have armour, it is good to go over wood and slime as that is an easy way to destroy it. @endnode @node Worm "Worms" Worms can be controlled by humans or the Amiga. For information on how to control them, @{"click" link Ctrl}. 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 the four cardinal orthagonal directions and at three speeds; getting a @{"nitro" link Nitr} allows diagonal movement and another speed (very slow). Worms begin with 100 lives. Whenever you are taking damage your head will flash as a skull. When 0 lives is reached, the worm is dead and the skull is permanent. Every 1,000 points you will be awarded an extra life. @{b}Skulls@{ub} If a worm or @{"protector" link Prot} collects the skull of a dead worm, the collecting worm will get everything the dead worm had, in addition of course to what it already had itself: . multiplier . bias . powerups . ammo . armour . nitro . affixer . remnant . sideshot . pusher . encloser Skulls absorb any @{"bullets" link Ammo}, @{"missiles" link Miss}, @{"drips" link Drip} or @{"fragments" link Frag}, and are immune to @{"bombblasts" link Bomb}. @{b}Jumping@{ub} A worm with no @{"ammo" link Ammo} can jump instead. If the destination is stone, metal, a @{"goat" link Goat} or a blocked @{"teleport" link Tele} you will not jump, and metal cannot even be jumped over. The distance varies according to your speed, and is shown below. @{u}Name Speed Jump distance@{uu} * Very slow quarter speed 1 . Slow half speed 2 . Normal normal 3 . Fast double speed 4 * Very slow speed is only available if you have @{"nitro" link Nitr}. @{b}Pain@{ub} @{u}Method Damage Notes@{uu} enemy drip 5 lives unless biased whirlwind 5 blocked teleport 5 worm motion is stopped metal 3 worm motion is stopped goat 2 worm motion is stopped stone 1 worm motion is stopped `Worm motion is stopped': Every move in which the worm takes damage from that cause, its speed is halved (to a minimum of `slow'). The worm is unable to actually enter the square. @{"Unarmoured" link Armo} worms can also die by the following methods: remnant 5 worm is slowed worm bullet 5 enemy missile 5 enemy protector 5 orb 5 dog 5 worm head 5 bird 3 fragment 3 if armoured, fragment is reflected bombblast 3 lightning 3 enemy slayer 2 slime 2 wood 1 worm is slowed worm tail 1 worm is slowed @{b}Enclosure@{ub} If your tail forms an exact square which measures 4x4-9x9 including the tail (2x2-7x7 of interior area, respectively), this is known as enclosure. Any squares within the closed area which are empty, silver, gold or enemy tail are converted to your tail. You receive 10 points for each enclosed square which is thus converted. 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. And remember also that the enclosure @{b}must@{ub} be square: the same size in both x and y dimensions. This is the skill of enclosure. If you have an @{"encloser" link Encl} you can make enclosures that are not quite square. @{u}Symbol Meaning@{uu} : worm head # worm tail . enclosed area @{u}5x5 6x6 interior 7x7 interior@{uu} ##### ###### ####### #...# #....# #.....# #...# #....# #.....# #...# #....# #.....# ####: #....# #.....# #####: #.....# ######: @endnode @node Orbs "Orbs" Orbs move diagonally and bounce whenever they hit a tail, metal, stone, wood, goat, octopus, or fish, so their motion is predictable. @{b}Objects@{ub} Objects can be used by orbs, as follows: Affixer This will remove any affixer from any worms. Ammo Doubles the orb's speed. Armour The orb will split. Bias This will remove all bias from all worms. Bomb Same as worm. Bonus The orb will split. Clock The time remaining is reduced. Cyclone Doubles the orb's speed. Encloser Doubles the orb's speed. Freedom All remnants onscreen will change to empty. Grower All wood onscreen will `grow', expanding into their squares if those neighbouring squares are empty. Healer The orb will split. Ice The orb will split. Life The orb will split. Lightning Doubles the orb's speed. Magnet Any magnetized objects become demagnetized. Missiles All missiles will be destroyed. Multiplier Same as worm. Nitro Doubles the orb's speed. Powerup Doubles the orb's speed. Protector This will slay all protectors. Pulse Doubles the orb's speed. Pusher This will remove any pusher from all worms. Remnants This will remove any remnants from all worms. Sideshot This will remove any sideshot from all worms. Slayer Doubles the orb's speed. Slower Doubles the orb's speed. Switcher All tail onscreen is instantly changed to wood. Treasure The orb will split. Umbrella The orb will split. @{b}Splitting@{ub} The orb will split into up to four orbs, depending on the number of orbs already in play. Each orb wilil be an exact clone of the original in all attributes, except (obviously) starting direction. Once born, they are completely independent. @endnode @node Otte "Otters" Otters are created when the allowed time for the level has expired. They appear at the extreme horizontal edges of the field and gradually bounce up and down towards the centre, filling the area behind them with stone. If any worm has bias, they will leave dynamite behind rather than stone. They are almost indestructable, although a slayer will kill them and they can be frozen by a clock or ice. @endnode @node Goat "Goats" Goats walk along the top of stone, metal, wood, tails and slime, firing @{"fragments" link Frag} randomly when they are at an edge (next to somewhere they can't go). Goats prefer to be at an edge and tend to move towards and stay at one. When not at an edge, they cannot fire. @endnode @node Slim "Slime" Slime may be randomly created at during play. This slime can `grow' into some adjacent squares over time. It never moves, only grows. @endnode @node Drip "Drips" Drips appear near the top of the field, and fall downwards. They can be any of the four colours (green, red, blue and yellow). Drips of your own colour are worth points. Drips of the wrong colour hurt you, unless you are @{"armoured" link Armo}. In either case, the drip is destroyed. @endnode @node Frag "Fragments" Fragments are generated by: @{"pulse" link Puls} explosions. @{"goats" link Goat} firing. @{"octopi" link Octo} firing. @{"clouds" link Clou} firing. Fragments travel until they are absorbed or reach the field edges. @endnode @node Peng "Penguin" Penguins are randomly created, independent creatures which move randomly. They are not aggressive but will harm things that collide with them. They only ever move onto empty (or silver/gold) squares. @endnode @node Whir "Whirlwind" These are created when a worm collects the @{"cyclone" link Cycl} object. They move very quickly in a random fashion, though they tend to drift slightly upwards over time. They are one of the more dangerous types of creature. @endnode @node Dogs "Dog" These appear randomly. They wait patiently until a worm passes over them. Then they begin to awaken and soon they chase the worm along its tail. They cannot cross field edges. @endnode @node Bird "Bird" Birds hover in one square. When an unbiased worm gets too close, they swoop on that worm, chasing it in a kamikaze-style attack. @endnode @node Clou "Cloud" These appear randomly. They only ever move horizontally, left and right, changing direction at each end of the playfield. Occasionally they will shoot out a pair of fragments: one up and one down. @endnode @node Tele "Teleport" These always come in pairs. Going through one will teleport you to the other, and bestow points also. If a teleport is blocked (there is stone, metal or a @{"goat" link Goat} next to its partner on the side where you would emerge) then the teleport cannot be used and is dangerous. You will slow down from hitting it and not be able to use it. It is obviously possible for a teleport to be blocked to some approaches and unblocked to others. @{"Protectors" link Prot} are invisible over teleports. Two teleports may be defined in the @{"field editor" link Edit}; another two may appear randomly during play. These two sets are completely independent of one another. @endnode @node Time "Timebomb" This ticks from 9 down to 0 before detonating. During ticking, it can be pushed around by worm heads. If pushed off the field edges, 100 points are given and the timebomb is destroyed without detonation. If pushed against anything, or shot, or hit by most things, it will detonate immediately, with harmful consequences to anything within its radius. Points are never awarded for timebomb blasts. The explosion is the same as a normal @{"bomb" link Bomb}. @endnode @node Octo "Octopus" These are created with the @{"field editor" link Edit}. Up to 12 can be created for each level. They can also appear randomly during play. They do not move. Occasionally they will decide to spin around, firing fragments as they do so. @endnode @node Fish "Fish" These live in the same types of squares that goats and octopi do (slime, metal, stone, wood, tail). They move randomly. Any tail which they swim over is turned into its corresponding colour of remnant. @endnode @node Scor "Scoring" @{b}Square points@{ub} 1 Empty 5 Dynamite 10 Silver 20 Gold 100 Skull 100 Letter @{b}Skill points@{ub} 5 For each square you turn to silver with armour. 10 For each square you turn to gold with armour. 10 For each enclosed square. There are also @{"level" link Lett} completion bonuses. @{"Objects" link Obje} and @{"creatures" link Crea} are worth various amounts of points. All points are multiplied by the number of worms selected for human and Amiga control, and of course by any @{"multipliers" link Mult}. @endnode