@database WormWars.guide @author James R. Jacobs @(c) © Amigan Software 2000. Freely distributable. @node Main "Worm Wars" @{b}#*=======================*# #| W O R M W A R S |# #| for the Amiga |# #| Version 5.61 |# #| Wed 26 April 2000 |# #| |# #| 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 0-4 players. It combines the playability of its basic concepts with 28 interesting object types, 10 species of creature, and other enhancements. 1-4 worms travel around a rectangular maze leaving a deadly trail behind them, competing and sometimes cooperating with other creatures, collecting letters to advance to the next level. 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. Custom fonts and backgrounds are used. 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 and two joystick players are supported. It is system-friendly, style compliant and it multitasks. @endnode @node Feat "New Features" . Adjusted icons to look good on pre-OS3.5 systems. . Miscellaneous bugfixes and rule changes. @endnode @node Usag "Usage" @{" System Requirements " link Requ} @{" Startup " link Star} @endnode @node Requ "System Requirements" @{b}Hardware@{ub} Required PAL/DBLPAL capability about 384K free RAM Recommended Colour monitor 68030+ Joystick Mouse about 1Mb free RAM Keyboard with numeric keypad Battery-backed clock Graphics board @{b}Firmware@{ub} Required Kickstart R2.04+ exec.library V36+ dos.library V37+ gadtools.library V37+ intuition.library V37+ icon.library Recommended Kickstart R3.1+ @{b}Software@{ub} Required Workbench/CLI R2.04+ asl.library V37+ Recommended OS3.5+ MEDPlayer.library (included) MultiView SetPatch Installer 44+ Worm Wars can run in a 15Hz PAL screen, or, if you have an AGA machine with VGA/multisync monitor, you can promote it to a DBLPAL screen. Apparently in DBLPAL mode the sound effects are slightly distorted. 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} If the joyport cannot be allocated on startup, the blue worm cannot be selected for human control. The default behaviour is to load the music and sound effects automatically at startup. The -f and -m CLI arguments prevent loading of the sound effects and/or music respectively, until needed for use. 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=HUMAN|AMIGA|NONE eg. GREEN=HUMAN RED=HUMAN|AMIGA|NONE BLUE=HUMAN|AMIGA|NONE YELLOW=HUMAN|AMIGA|NONE NOFX eg. NOFX NOMUSIC NOICONS OVERHEAD 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. ToolTypes are then, 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}>] [-f|nofx] [-m|nomusic] [-i|noicons] [green=HUMAN|AMIGA|NONE] [red=HUMAN|AMIGA|NONE] [blue=HUMAN|AMIGA|NONE] [yellow=HUMAN|AMIGA|NONE] [[file=]<@{i}fieldset@{ui}>]] @{b}Template: WORMWARS@{ub} -F=NOFX/S,-M=NOMUSIC/S,-I=NOICONS/S, -P=PRI/K/N,-O=OVERHEAD/S,GREEN/K,RED/K,BLUE/K,YELLOW/K,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. -f: don't bother loading sound effects until asked. -m: don't bother loading music until asked. -o: select overhead viewpoint at startup. -i: don't create icons when saving. colour=HUMAN|AMIGA|NONE: the initial controls for the worms. For example, GREEN=HUMAN will select human control for the green worm. Unless otherwise specified, RED=HUMAN, YELLOW=AMIGA, GREEN=NONE and BLUE=NONE. <@{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, instead of running the game. 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 . . . . . . I O . . . Ret . . . . ... .. A S . F . . . . . . . . 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 `None', `Amiga' and `Human'. 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}I@{ub} toggles the viewpoint between overhead and isometric 3D. @{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} FSET 4.4-5.6 are supported. Project|Revert @{b}Amiga-R@{ub} Reloads the current fieldset. Project|Save @{b}Amiga-S@{ub} Project|Save As... @{b}Amiga-A@{ub} Project|Quit @{b}Amiga-Q@{ub}, @{b}Esc@{ub} Exits to CLI/Workbench. 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 Left Keyboard " link Ctrl} @{" C and L " link Lett} @{" 2 Red Right Keyboard " link Ctrl} @{" O and E " link Lett} @{" 3 Blue Joystick 2 " link Ctrl} @{" M and T " link Lett} @{" 4 Yellow Joystick 1 " link Ctrl} @{" P and E " link Lett} Any combinations of human and Amiga control are 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 40 levels in each fieldset. The bonus level, that is, level 0, is not considered in the count of levels. The high score table is loaded and saved as part of the fieldset file: there is a separate high score table for each fieldset. Making any modification to the fieldset will clear all the fieldset's high scores. If you are have modified your field since you saved it and want to do something which will lose the changes you will be asked to confirm your intent. @{"Hints" link Hint} @{b}Keys@{ub} Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 .. .... 1 2 3 4 5 6 7 8 9 . . . . .. Del Hel ( ) . . ..... Q . E R . . . 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} gold @{b}F2@{ub} silver @{b}F3@{ub} empty @{b}F4@{ub} wood @{b}F5@{ub} stone @{b}F6@{ub} metal @{b}F7@{ub} teleport `1' @{b}F8@{ub} teleport `2' @{b}F9@{ub} start @{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}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}F9@{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 (except for start and teleports) with the requested square type, without change to the current brush. @{b}Alphanumeric 1@{ub}-@{b}9@{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 square, or in sticky mode as a red square.) @{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|About... @{b}Amiga-?@{ub} Credits window. 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|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. Remember that the menus, and their @{b}Amiga@{ub}-key shortcuts, are unavailable whilst the pointer is over the playfield. @{b}Joystick control@{ub} A joystick plugged into port `2' can be used in the field editor. Directional controls move the cursor in single square increments. Holding the directional controls continue to move the cursor. The firebutton stamps the current brush at the current location. Holding down the firebutton whilst moving the stick, to produce lines of squares, is not yet supported, though autofire can emulate this behaviour. You will need to use the keyboard and/or mouse to control other functions of the field editor, such as file operations, changing the brush, etc. @{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). @{i}Teleports:@{ui} Two teleports, `1' and `2', may be defined in the field editor. These @{"teleports" link Tele} will teleport to each other during gameplay. They are completely independent of any teleports that may be created randomly as the game progresses. It is illegal to have only one teleport as it would lead to nowhere. Therefore, whenever the field is saved or you return to the title screen, any lonely teleport is removed. @{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. _ / \\ | | Blue <--- Green START Red ---> Yellow | | \\_/ @endnode @node Hint "Hints" 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 worms. 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 and enjoyable, 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} @{" Platforms " link Plat} @{" Development System " link Deve} @{" Source Code " link Code} @{" History " link Hist} @{" Future " link Futu} @{" Other Products " link Prod} @endnode @node Cont "Contact Details" @{b}Registration@{ub} You are strongly encouraged to register your copy of Worm Wars. The price for Amiga users is now only $AUS5, $US5 or ŁUK5! This will enable continuing development of the software, and provide you with free online technical support, additional developer support documentation, regular previews and updates, extra fieldsets and sound effects, fieldset conversion utilities, limited-edition enhanced versions and special offers on other Amigan/Enable Software products. Cheques and money orders should be made payable to James Jacobs. Registration by credit card is possible via our website. This software is shareware. There are no limits on usage, distribution or modification, except that you are not allowed to modify and/or distribute it for commercial purposes without consent. @{b}Bugs@{ub} Amiga development and style guidelines have been adhered to, using the official Amiga Developer CD-ROM 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, music (ST/MED format), samples (IFF 8SVX/WAV), backgrounds (2-colour IFF ILBM 640*256) or even modified versions of the game can be submitted and may be distributed with a future release, with acknowledgements to the contributor(s). Users are invited to contribute suggestions for the future of the game. Thanks to Jilles Tjoelker, among others, for his suggestions and bug reports. @{b}Sound effects@{ub} The game uses IFF 8SVX files for its sound effects. Full IFF 8SVX support is not required for the purposes of the game, and therefore the following rules are imposed on the samples: Must be an IFF 8SVX FORM (ie. not CAT or LIST). No compression schemes are allowed. Maximum sample size is 128K. Must be `one shot' style rather than `musical note' style sample. Only the first (highest, longest) octave is used. Must be a single channel (ie. monaural) sample. 8SVX.VHDR and 8SVX.BODY chunks are, of course, required. All other chunks (eg. generic IFF chunk PROP; standard IFF chunks NAME, (C), ANNO, AUTH; proposed IFF chunk END; standard IFF.8SVX chunks ATAK, RLSE; extended IFF.8SVX chunks CHAN, PAN, SEQN, FADE) are ignored. Sample rate is taken from the 8SVX.VHDR chunk. The volumes of the samples are set from within the program. IFF 8SVX or WAV files submitted to Amigan Software as contributions can, if necessary, be converted by us to fit these restrictions. @{b}Contact details@{ub} @{b}EMail@{ub} james_jacobs@altavista.net @{b}Website@{ub} http://users.interact.net.au/ ~cjaj/amigan.html @{b}Mail@{ub} James Jacobs Amigan Software 11 Yate Gdns RIVETT ACT 2611 Australia @{b}Voice@{ub} (H) Australia (02) 6287 4917 @endnode @node Deve "Amiga Development System" @{b}Real Amiga@{ub} @{b}Hardware@{ub} Commodore Amiga 1200HD/40 without DF0: 40Mb 2.5" IDE hard disk 2Mb chip RAM 33,600 bps Redback 336E modem Akai colour television Quickshot QS-131 joystick Amiga International mouse and mat Roctec 880K external floppy drive @{b}Firmware@{ub} Kickstart 3.0 @{b}Software@{ub} Workbench/CLI AmigaOS 3.0 IFF 2 Source 1.0 OctaMED 5 and MEDPlayer Programmer's Sources MultiView 40.8 CodeWatcher 1.4 LhA 1.51 SoundBox 2.2 AmigaGuide Writer 1.02 Installer 43.3 @{b}Emulated Amiga@{ub} @{b}Hardware@{ub} IBM-PC compatible Pentium 133 minitower 14MHz MC68EC020 (emulated) 1.2Gb (0.8Gb FAT) 3.5" SCSI hard disk 2Mb chip RAM 4-8Mb fast RAM 33,600 bps Redback 336E modem Teco 14" Super VGA colour monitor Quickshot QS-209F Skyhawk joystick Microfilth mouse and Telstra mat ESS MF-1868 Soundblaster Pro-compatible soundcard Battery-backed clock @{b}Firmware@{ub} Kickstart 3.1 @{b}Software@{ub} WinUAE 0.8.8 R8 Fellow 0.3.3 OS3.5 with Boing Bag 1 SAS/C 6.3 and SLink and SAS/C Editor and CodeProbe Installer 44.7 Amiga Developer CD-ROM 2.1 BlowUp PatchWork MungWall IO_Torture Sashimi CheckGuide Deluxe Paint 4.5 AGA Amiga Lint 2.0b CygnusEd Professional 4.2 Gguide2txt Other software as above Thanks to all those whose software was used to create Worm Wars. @endnode @node Code "Source Code" The Amiga version is written in C (SAS/C 6.3), whilst the IBM-PC version is written in hybrid C/C++ (Microfilth Visual C++ 5.0), using Microfilth Foundation Classes. Both platforms use the identical game engine, written in C, with API calls for the relevant OS in other modules. SAS/C 6.3 source code is provided, with which you may do as you wish for non-commercial purposes. Developer documentation, graphics files, and source code for either or both platforms is available free to @{"registered users" link Cont}. The Amiga source files are as follows: system.c Amiga-specific code, including all AmigaOS calls. engine.c Code common to the Amiga and IBM-PC versions. diff.h Header file used by both modules. Amiga-specific. same.h Header file common to both modules and both platforms. ww.s 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. wormwars.ilbm Graphics in IFF ILBM format. @endnode @node Hist "History" 5.61 [Amiga 2.04+][Windows 95/98/NT/2000]. Wed 26 Apr 2000. 5.6 [Amiga 2.04+][Windows 95/98/NT/2000]. Wed 19 Apr 2000. 5.51a [Amiga 2.04+][Windows 95/98/NT/2000]. Wed 29 Mar 2000. 5.51 [Amiga 2.04+]. Tue 28 Mar 2000. 5.5 [Amiga 2.04+][Windows 95/98/NT/2000]. Tue 14 Mar 2000. 5.4 [Amiga 2.04+][Windows 95/98/NT/2000]. Sun 5 Mar 2000. 5.3 [Amiga 2.04+]. Sun 13 Feb 2000. 5.21 [Amiga 2.04+][Windows 95/98/NT/2000]. Wed 5 Jan 2000. 5.2 [Amiga 2.04+]. Wed 29 Dec 1999. 5.1a [Windows 95/98/NT/2000]. Tue 28 Dec 1999. 5.1 [Amiga 2.04+][Windows 95/98/NT/2000]. 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]. Mon 1 Nov 1999. 4.4 [Amiga 2.04+][Windows 95/98/NT/2000]. 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]. Sun 5 Sep 1999. 4.2 [Amiga 2.04+][Windows 95/98/NT/2000]. Sat 7 Aug 1999. 4.1 [Amiga 2.04+][Windows 95/98/NT/2000]. 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 Futu "Future" Amigan Software have demonstrated their commitment to the Amiga for many years. We have been Amiga users since 1988 and Commodore users prior to that. We intend to continue development regardless of the market situation of the Amiga. This version (5.61) of Worm Wars is the 35th release of the software, which we have developed for 7 years. It is the best game of its type on any platform, and we intend to continue development of Worm Wars, and of Report+, our freeware multi-function utility. Your support is appreciated and does encourage us to pursue further Amiga software development and enhancement indefinitely. @endnode @node Prod "Other Products" @{b}Worm Wars for Windows 95/98/NT/2000@{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. This version includes dockable toolbars, a status bar and automatic saving/reloading of configuration information. @{b}Report+ 3.0@{ub} Report+ is a freeware GadTools-based forms utility with six distinct 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 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 access the official IFF FORM registry. @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 (53x39) 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. @{" Controls " link Ctrl} @{" Worms " link Worm} @{" Letters " link Lett} @{" Orbs " link Orbs} @{" Objects " link Obje} @{" Goats " link Goat} @{" Scoring " link Scor} @{" Protectors " link Prot} @{" Strategy " link Stra} @{" Slime " link Slim} @{" High Scores " link High} @{" Drips " link Drip} @{" Penguins " link Peng} @{" Fragments " link Frag} @{" Whirlwinds " link Whir} @{" Teleports " link Tele} @{" Dogs " link Dogs} @{" Timebombs " link Time} @{" Clouds " link Clou} @endnode @node Ctrl "Controls" @{b}In-game keyboard controls@{ub} Esc .. .. .. .. .. .. .. .. .. .. .... . . . . . . . . . . . . . .. ... ... . . . . ..... Q W E . . . . . . 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}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, unless frozen by @{"ice" link Ices}, but its speed is adjustable between three 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 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 [blue and yellow]@{ub} The blue worm can use a joystick plugged into port `2'. If the joystick could not be allocated during initialization then human control will be unavailable. The yellow worm can use a joystick plugged into port `1'. This uses direct hardware access, rather than using the gameport.device. Therefore allocation can never fail. @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, which that worm needs, will appear. The main objective of the game is to complete all the levels. The level will be completed and the next loaded as soon as a worm has all eight letters, which together spell the word COMPLETE. All worms will then lose all their letters. The worm which completed the level receives these points: 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. Only 2:00 (two minutes) are allocated for each level. After that time has elapsed, the speed of all current creatures will be doubled, and the frequency of all future creatures will be doubled. @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 Very rare @{" Cyclone " link Cycl} 90 Uncommon @{" Grower " link Grow} 50 Uncommon @{" Healer " link Heal} 90 Very rare @{" Ice " link Ices} 60 Very 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 @{" 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 @{" Tongue " link Tong} 20 Uncommon @{" Treasure " link Trea} 100 Very rare @{" Umbrella " link Umbr} 100 Very rare @endnode @node Affi "Affixer" 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" 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" Armour will protect worms from being hurt by many different causes. For a list of them, @{"click" link Worm}. Armour is only temporary. Its power counts down at a constant rate, and can be extended by the acquisition of more armour. It is a @{"mode" link Worm}. While you are in armour @{"mode" link Worm} your head-image will be different. When your armour is nearly gone your head will flash. @endnode @node Bias "Bias" Provides these benefits: @{"missiles" link Miss} will not chase you. you can @{"shoot" link Ammo} through wood. whenever you @{"shoot" link Ammo} you will also launch a @{"missile" link Miss}, if possible. vampirism: whenever you cause a @{"worm" link Worm} to take damage, you gain as many lives as they lost. Whenever you kill an @{"orb" link Orbs}, @{"goat" link Goat}, or @{"penguin" link Peng}, you gain a life. any bombblast by you will turn squares to silver, not empty. when you get a switcher, enemy remnants are also switched to your own colour. Bias counts down at a constant rate. It can be extended by the acquisition of more bias. You can use bias in conjunction with one of the @{"modes" link Worm}. @endnode @node Bomb "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 field edges. @endnode @node Bonu "Bonus" You will be given a random @{"letter" link Lett}. It may be one you already have. You do not receive @{"skill points" link Scor} for @{"letter" link Lett} collection, only your points for collecting this @{"object" link Obje}. @endnode @node Cloc "Clock" If there is still any time remaining, the amount of time remaining is increased. @endnode @node Cycl "Cyclone" 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 Grow "Grower" Grower will cause all gold and silver onscreen to `grow', expanding into their neighbouring squares if those neighbouring squares are empty. @endnode @node Heal "Healer" 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" Ice will freeze all @{"orbs" link Orbs}, @{"goats" link Goat}, @{"drips" link Drip}, @{"fragments" link Frag}, @{"missiles" link Miss}, @{"penguins" link Peng}, timebombs, @{"whirlwinds" link Whir} and enemy @{"worms" link Worm} for a short period of time. There is no defence against ice. Additional ice will be added onto your amount remaining. @endnode @node Life "Life" Life provides 2-6 lives. @endnode @node Ligh "Lightning" 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" 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" 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" 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" You will be able to move diagonally. Nitro cannot be lost. @endnode @node Powe "Powerup" 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" 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. An @{"affixer" link Affi} will stop the protectors from rotating and zigzagging. is bounded by field edges is invisible over friendly tail is invisible over enemy tail if protector-worm is tongued destroys enemy tail if protector-worm is untongued destroys and earns points for empty, silver and gold destroys, earns points for skulls and earns attributes for is invisible over wood, stone and metal is invisible over teleports harms unarmoured worm heads is invisible over armoured worm heads destroys orbs destroys and is absorbed by enemy protectors passes freely through friendly missiles destroys enemy missiles bonusizes goats reflects fragments is invisible over timebombs destroys drips @endnode @node Puls "Pulse" 7 fragments are fired outwards when this object is collected, similar to an orb exploding. If another worm's pulse fragments are still onscreen, less than 7 fragments will be generated. @endnode @node Remn "Remnants" 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. @endnode @node Side "Sideshot" 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" Slayers are used instantly. They will destroy all @{"goats" link Goat}, @{"slime" link Slim}, @{"drips" link Drip}, @{"orbs" link Orbs} (by explosion), @{"penguins" link Peng} and enemy @{"missiles" link Miss}, and cause damage to all @{"unarmoured" link Armo} enemy worms. @endnode @node Slow "Slower" 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" 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 Tong "Tongue" Tongue allows you to go through wood and @{"worms" link Worm} (heads or tails) without taking damage. Whenever a worm with tongue 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. Your @{"protectors" link Prot} will not eat any tails while you are in tongue mode, to help you maximise your score. Tongue is only temporary. Its power counts down at a constant rate, but can be extended by the acquisition of more tongue. It is a @{"mode" link Worm}. While you are in tongue @{"mode" link Worm} your head-image will be different. When your tongue is nearly gone your head will flash. @endnode @node Trea "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 (2:00, which is 1200 points) is given at the end of the treasury. There are three types of bonus level: treasury, drips and clouds. @endnode @node Umbr "Umbrella" 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 tongue or armour; evading missiles and fragments; laying tails to trap other creatures; creating gold/silver with tongue; 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; easier control. You will get more points by shooting something than killing it by other methods, and more from collecting real letters than getting bonuses. 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; tongue and grower; treasure and ice; protectors and affixer. To avoid a missile, get a worm, orb, enemy missile or goat, or a solid barrier such as stone or metal, between you and it. Going quickly between teleports yields many points. It is easier when done using tongue. When you shoot an orb, it will explode, so it is better to be some distance away when doing so. Shooting an orb (which will explode) or timebomb (which will detonate) can be a useful way of harming, or putting pressure on, an enemy creature which is at the opposite end of the field. However, note that you can be harmed by this. If you have at least triple shot, you can safely shoot an orb if you are not directly lined up with it (and you do not move into the path of the fragments). For shooting timebombs, it is best to be as far away from it as possible. The best way to handle slime is to encapsulate it with your tail, so it cannot spread. @endnode @node High "High Scores" High scores are part of the @{b}.fset@{ub} file. To save them, save the fieldset. Any changes to the fieldset will automatically clear the high scores. The Amiga worms have names which honour the four original Amiga designers. Even on the IBM-PC version. :-D @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. 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}Modes@{ub} @{"Armour" link Armo} and @{"tongue" link Tong} are mutually exclusive `modes'. You can only have one in use (and therefore counting down in strength) at a time, and it will be whatever was most recently collected. The head's appearance indicates whether it is in a `mode', and also the direction it is currently travelling. It will flash when the current mode is at low strength. When the strength reaches zero, the other mode is automatically engaged, if above zero. @{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 . tongue . nitro . affixer . remnant . sideshot 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} . Slow half speed 2 . Normal normal 3 . Fast double speed 4 @{b}Pain@{ub} @{u}Method Damage Notes@{uu} enemy drip 5 lives unless biased whirlwind 5 blocked teleport 5 worm motion is stopped goat 2 worm motion is stopped metal 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 fragment 3 if armoured, fragment is reflected bombblast 3 lightning 3 enemy slayer 2 slime 2 wood 1 worm is slowed @{"Untongued" link Tong} worms can also die by the following methods: worm head 5 worm tail 1 worm is slowed @{b}Enclosure@{ub} If your tail forms a square which measures 6x6 inclusive of the tail (4x4 exclusive of it), 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. Note that enclosure is only checked for when the worm's head is at a corner of the square. @{u}Symbol Meaning@{uu} : worm head # worm tail . enclosed area ###### #....# #....# #....# #....# #####: @endnode @node Orbs "Orbs" Orbs are controlled by the Amiga. They move diagonally and bounce whenever they hit a tail, metal, stone, wood or @{"goat" link Goat}, so their motion is be predictable. Orbs have their own scores, which are added to the scores of those that kill them. @{b}Objects@{ub} Objects can be used by orbs, as follows: Affixer This will remove any affixer from any worms. Ammo The orb will explode, unless it is armoured. Armour Same as worm. Bias This will remove all bias from all worms. Bomb Same as worm. Bonus Points only. Clock The time remaining is reduced. Cyclone Doubles the orb's speed. 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 The orb will explode, if unarmoured. 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 The orb will explode, if unarmoured. Remnants This will remove any remnants from all worms. Sideshot This will remove any sideshot from all worms. Slayer The orb will explode, if unarmoured. Slower Double's the orb's speed. Switcher All tail onscreen is instantly changed to wood. Tongue This will allow the orb to pass through wood and tails instead of bouncing off them. 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 starting direction but including score. Once born, they are completely independent, of course. @{b}Modes@{ub} @{"Armour" link Armo} and @{"tongue" link Tong} are mutually exclusive `modes'. An orb can only have one in use (and therefore counting down in strength) at a time, and it will be whatever was most recently collected. When the strength of it reaches zero, the other mode is automatically engaged, if above zero. The orb's colour indicates the `mode' the orb is in: @{u}Colour Mode@{uu} Yellow None Blue Tongue Red Armour @{b}Collisions@{ub} An orb with tongue passes through and destroys @{"slime" link Slim}. An orb with armour bounces off slime. An orb with neither dies. All orbs can be slain in these ways: @{u}Notes Cause@{uu} * Any worm gets a @{"slayer" link Slay}. @{i}All@{ui} orbs @{"explode" link Frag}. # Becoming trapped (unable to move). # Collision with another orb. # Collision with @{"worm tail" link Worm}. . Collision with an @{"armoured" link Armo} worm. . Collision with a @{"protector" link Prot}. . Collision with a @{"whirlwind" link Whir}. @{"Unarmoured" link Armo} orbs can also be slain in these ways: * @{"Worm bullets" link Ammo}. * @{"Fragments" link Frag}. * The orb collects @{"ammo" link Ammo} or @{"slayer" link Slay}. * @{"Drips" link Drip}. # @{"Bombblasts" link Bomb}. # @{"Missiles" link Miss}. # @{"Lightning" link Ligh}. . Collision with an @{"unarmoured" link Armo} worm. . Collision with @{"slime" link Slim}. @{u}Symbol Explanation@{uu} *: The orb @{"explodes" link Frag}. #: A @{"bonus" link Bonu} is left at the site of death. @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. Goats can be slain in these ways: @{"Worm bullet" link Ammo} @{"Fragment" link Frag} @{"Slayer" link Slay} @{"Orb" link Orbs} bouncing off it @{"Bombblast" link Bomb} @{"Missile" link Miss} @{"Drip" link Drip} @{"Lightning" link Ligh} @{"Whirlwind" link Whir} @{"Dog" link Dogs} Dead goats turn into @{"bonuses" link Bonu}. @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. In either case, the drip is destroyed. @endnode @node Frag "Fragments" Fragments are generated by: @{"orb" link Orbs} explosions. @{"pulse" link Puls} explosions. @{"goats" link Goat} 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. They destroy protectors, orbs, goats, penguins, missiles, slime, drips, fragments, metal, stone, wood and tail. They destroy timebombs without detonating them. They are immune to lightning, bullets, bombblasts, fragments. They are affected by slayer and teleports. They harm worms, whether armoured or not, without being themselves destroyed. If they leave the playfield they are destroyed. @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 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 into a teleport or 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 Scor "Scoring" @{b}Square points@{ub} @{b}All@{ub} 1 Empty 10 Silver 20 Gold 100 Skull 100 Letter @{"Objects" link Obje} are worth various amounts of points. @{b}Worms and orbs@{ub} 20 Teleport @{b}Worms and protectors@{ub} 100 Drip of your colour @{b}Skill points@{ub} @{b}All@{ub} 50 Kill a penguin. 50 Kill a goat. 100 Hurt an enemy worm, without hurting yourself. Orbs are worth their scores to anything that kills them. @{b}Worms@{ub} 5 For each square you turn to silver with tongue. 10 For each square you turn to gold with tongue. 10 For each enclosed square which is converted. 50 You hurt something (worm, orb, goat or penguin) by shooting. 100 You push a timebomb off the field edges or into a teleport. There are also @{"level" link Lett} completion bonuses. All points are multiplied by the number of worms selected for human and Amiga control, and of course by any @{"multipliers" link Mult}. @endnode