Worms - Manual-ENG.pdf

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INTRODUCTION
Worms combines the best elements from the very best games ever created. It requires great thought,
strategy and elements of sheer outrageous fortune. It provides the players with an almost infinite range
of playing possibilities and we guarantee that no two games will ever be the same!
It does take a little while to get into the swing of things however and despite ever yone’s insistence that
you should not need to read a game manual to be able to play it, we would recommend that you at
least skip over the worm control methods and how to work (and get the best out of) the weapons that
are available.
Worms can be played by 1-16 players at the same time - it’s a turn based game so you`ll only need one
machine - but prepare to be at odds with your loved ones, get ready to shout abuse at your best friend
and be willing to exact unadulterated terror on those who plot to hurt your worms...
Worms is the ideal way for a few friends to enjoy a few hours. Players can configure the game through
it’s myriad of options and tailor the whole fashion of play. It’s a game you can pick up with a few spare
minutes or play an entire weekend! It’s Worms - you’ll love it.
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THE CONCEPTS OF PLAY
Think of a landscape, any landscape. Grab some platoons of little pink Worms and liberally scatter.
Give them weaponry, tools and an eye for their enemy. The aim is to ensure that you are the last team
standing. Take no prisoners!
Teams take it in turns to bombard the enemy with whatever weapon they feel is likely to reap the best
reward. Some weapons are limited in terms of supplies and therefore strategy is required for the best
results.
Tools are available to move around the landscape and to hide away, but this strategy is frowned upon in
action-circles and likely to cause great offence!
Each Worm has an initial energy level which is depleted through the battle, once this is at zero the
Worm is removed from play. Worms are also out of the game should they drown in the water, die in
the lava pits of Hades, sink to the murky depths of the martian gloop or are thrown off the left and
right edges of the play area. The last team remaining wins the game.
Each battle has a time period and once this is over a period of Sudden Death Extra Time may be played
where all remaining Worms are reduced to 1 unit of energy and the slightest hit will render them out of
the game - a time when heavy strategy is called for!
Often weapon supplies will drop in the shape of weapon-crates. These can be collected and used
accordingly, if you’re really lucky, you’ll find the ultimate weapon - an exploding killer sheep! Each
Worm has a limited time in which to make its move (adjustable of course!) and can walk, jump and
even teleport to pastures ne w. There are approximately 20 weapons and tools to use - each one can be
switched on or off and even limited to the number given during the game via the weapon options
screen.
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INSTALLATION
PC Version
DISK EDITION
Insert DISK ONE into a disk drive and change the current directory to it.
Type INSTALL and press enter.
Follow the instructions that appear on-screen and insert the other disk only when requested by the
system. Upon successful installation, type WORMS and the game will run. Up to date installation
notes are available from within the install program itself.
(See notes on System Configuration).
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PC Version
CD ROM EDITION
Insert the CD into your CDROM drive, change the current directory to your CD ROM drive.
Type INSTALL and press enter.
This will install the game. See the configuration notes below.
Note that the CDROM version will use as little hard-disk space as possible, but will use it to store
game data such as Worm-lists, records etc. The main program is kept on hard-drive so that any new
patches and additions to the game, which will be available in the public domain, can easily be
applied. Up to date news and information on the game and the installation process are available from
within the game itself.
After installation, the game can be run by typing WORMS.
Amiga Version
AMIGA- Disk Version
Reset your Amiga and insert disk 1. Follow the prompts on screen, changing disks only when
required. You may backup your disks for safe keeping as they contain no on-disk copy protection.
Leave the right protect tab off on disk 1 to save your data.
AMIGA- Installation to Hard drive
Insert disk 1 while on the Workbench and select the HD install icon. The files will be copied to
your hard drive. An icon will be produced to run the game. Once installed, you may store your
disks for safekeeping. Any last minute notes regarding the Amiga version will be contained in a
read.me document.
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SYSTEM CONFIGURATION
PC Version
PC VERSION
You will need to define the configuration of your system although WORMS will attempt
to auto-detect the available hardware within the PC. Follow the installation instructions regarding
hardware and the program will do the rest.
The game will use any Soundblaster compatible soundcard or the Gravis Ultrasound
Series and you must set this up during the configuration program. If you run without configuration,
WORMS will attempt to auto-configure your machine. (See the notes in
the installation program).
Amiga Version
The game will make use of the AGA chipset to add extra features and enhance the presentation of
the game. If you have more than 1Mb of chip ram, the game will load
an additional bank of samples. The program will auto-configure depending on what machine it
detects.
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LOADING
PC CD-ROM Version
After the Team17/Ocean logo’s, CD ROM users will be treated to a small animated intro - the game
will then load. The intro may be bypassed by the use of the ESC key. The disk version doesn`t
contain cartoon sequences or CD-Audio.
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Amiga CD32 Version
The CD32 auto-runs and uses the CD for superb ambience tracks during the game - enjoy ! The game
also uses NV-RAM to save game data.
PLEASE ENSURE THAT YOU INSERT THE WORMS CD AFTER THE CD32 ANIMATION
Language
During loading, you will be asked to select between FRENCH, GERMAN and ENGLISH
for in-game speech.
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MENU OPTIONS
After the game has finished loading, the main menu will appear.
PC Version only
If the system is left for 30 seconds on the main menu then a demonstration game will commence.
Pressing any key will exit the demo and bring up the main menu.
PC Main Menu
A
Amiga Main Menu
A
PLAY GAME
PLAY GAME
B
TEAM ENTRY
B
TEAM ENTRY
C
OPTIONS
C
OPTIONS
E
CREDITS
D
RECORDS
F
WORM RANKINGS
E
CREDITS
H
EXIT
G
SLEEP
H
EXIT
A
PLAY GAME
Begin the game with the current settings. From this menu, you will go to the Team select options
and then onto the game itself. You must select at least 2 teams with which to play (to a maximum
of 4, each having 4 worms) and when these are highlighted, the following options are available...
PC Version
More teams can be listed by clicking on DOWN and the list can go back again by clicking UP
Once the teams are selected, click on one of the following to begin the game...
LEAGUE
(Updates WORM STATS after the match)
FRIENDLY
(Doesn’t update your WORM STATS)
TRAINING
TOURNAMENT
(4/8 Player mode)
The game will then go to the landscape generation screen where a random landscape will be
created for play. You can accept or reject this landscape, if rejected a new one will be generated.
You can also alternatively type in a name for the landscape, this can be your birthday, your cat’s
name, anything - a landscape based on that data will be created. Everyone can have their own
landscape!
After that, the play order will be decided and the battle will commence!
Further details of actual Gameplay specifics can be found in section 9: Gameplay Details.
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B
TEAM-ENTRY
When you first load WORMS up, a selection of default teams is already present and these can be
selected. You can edit and customise your teams by entering your own team names and Worm-
names via the TEAM-ENTRY menu.
Entering a new team will delete the old Worm data for that team slot.
PC Version
The details and records of your teams will be stored and the data will produce a
top-8 ranking worm list.
You can enter up to 16 teams of Worms (any of which can be computer (CPU) controlled and
64 Worms (4 for each team)).
You can select if the team will be controlled by a human player (HUMAN) or by the computer
(CPU) at three distinct skill levels. You can also edit how much energy the worms have (75-
500). The more energy they have, the longer the game and the more damage they can sustain.
You can click on the team name to change the 8 character team details and the four worms
below (the first Worm is automatically made your captain). Pressing SHIFT and DELETE will
clear the current Worm name.
Options to clear the current team and move between the next and previous team are also
available. Exit when you are finished. Name changes are automatically saved and updated.
Amiga Version
The details and records of your teams will be stored in the WORMLIST.
You can enter teams to be controlled by Human players (HUMAN) or alternatively you can
select from any of the ten Computer (CPU) opponents of varying skill.
You can also edit how much energy the worms have (75-150). The more energy they have, the
longer the game and the more damage they can sustain.
You can click on the team name to change the 8 character team details and the four worms
below (the first Worm is automatically made your captain).
Options to clear the current team and move between the next and previous team are also
available. Exit when you are finished. Name changes are automatically saved and updated into
the Worm List. You can access Worms already on the list.
C
OPTIONS
This allows you to tailor the specific set-up of the game to your own requirements. Whenever you
change the options, they are automatically saved and used the next time you play.
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GAME OPTIONS
2
WEAPON OPTIONS
3
LOAD/SAVE OPTIONS
4
AUDIO OPTIONS
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VIDEO OPTIONS
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GAME OPTIONS
MOVE TIME
(10seconds - Unlimited time, Default = 60secs, 30secs is the norm)
The shorter the move time, the tougher the game, the quicker you must think.
When first playing the game and exploring the weapons, unlimited time is
recommended. As soon as you become experienced, switch back to a timed game as it’s
much more fun and the pressure really piles on. The default is 60 seconds to allow
players to get comfortable with the mo vement and weapon selection. Most people play
with 30 seconds per mo ve as this reduces the wait inbetween turns and is a tried and
tested time period.
ROUNDS REQUIRED TO WIN
(1 or 2, Default = 2)
Basically this is how many rounds you must win in order to win the match.
If there are a lot of you, or you do not have much time to spare, setting the level to 1 is
perhaps a good option. It also means serious business and the realisation that one
mistake could cost you the whole shooting match! Playing over 2 rounds, with 4 players
could take upwards of an hour, depending on
the strategy employed by the competitors... please bear this in mind if you only have 20
minutes to spare! Also remember that this game is seriously addictive and there is a
distinct possibility that 3 or 4 hours later you will find yourselves uttering the immortal
“just one more match, eh?”. Take heed of this warning!
ROUND TIME
(5 Mins - Infinite, 15 Mins is the default)
The round time. Infinite round time means that it’s an all out fight to the death! If a
round time is called the game is drawn unless you wish to the game to go into Sudden-
Death Extra Time. (See later)
WORM PLACING
(Entirely Random or in groups of teams, default = random)
This governs whether your worms are placed at random across the landscape, or in
groups of teams. The default is random placing.
NUMBER OF LAND MINES
(1-8 or OFF. Default = 8)
Limits the number of land mines on the landscape. Mines are small and potentially
fatal. If you don’t like them then you can turn them off! Personally, we love them and
think that they add a lot to the gameplay. You can also shoot mines onto other worms
(they only detonate if they are near a worm!). Some spectacular moves can be created
with clever use of mines! They are hard to see and rookies may prefer to play the game
without mines until they know the ropes. For the Amiga this option can be found
under the Weapons Options.
AUTOMATED ACTION REPLAY
(On/Off. Default = ON)
Toggles automatic action replay of interesting (ie 2 kills or more) and winning shots on
and off. Action replays can be manually triggered by pressing R on the keyboard a short
period after the shot has taken place.
STOCKPILING
(On/Off. Default = OFF)
Allows Worm-Teams to carry over unused weaponry to next round.
AIRSTRIKE DELAY
(On/Off. Default = ON)
If set to ON, doesn’t allow teams to use the AIRSTRIKE weapon until all their Worms
have had a shot.
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