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Using a weapon doesn't end your turn mode You start only with infinite Teleports, and Crate Shower is always in effect. The first Worm of each team (aka captain of the team) removes half the health of each team member and adds it to its own. Perfect for fort games.įalling really hurts, be careful out there Only the first two teams' forts are used. Increases the terrain friction (terrain is more sticky).Įach team starts with the fort they selected in their team options. Cured worms get reinfected with this poison after a turn restarting from the beginning of the cycle.ĭecreases the terrain friction (terrain is more slippery). Mortars and all the Grenades are affected by the wind.Īll the Worms in the game start sick, losing an increasing amount of health (1st turn - 2, 2nd turn - 4, 3rd turn - 6, etc.). There's no Retreat Time after using a weapon and no Surrender.ĭoubles the amount of health a Health Crate would give you (set on the game options). The Worms bleed (it's not as nasty as you think, the pink liquid that the Worms emit when they are attacked is simply recolored red).Īll Worms have infinite health, so they can only be killed by drowning.ĭoubles the damage of unarmed combat weapons ( Fire Punch, Dragon Ball, Kamikaze, Prod).ĭoubles the damage and explosion of firearms ( Shotgun, Uzi, Handgun, Minigun), as well as upgrading the Shotgun (4 shots/turn instead of 2) and Longbow (50 damage instead of 15 damage).ĭoubles the damage and explosion of animal weapons (all Sheep weapons, Skunk, Mole Bomb, Mad Cows, Homing Pigeon).ĭoubles the damage of cluster weapons ( Air Strike, clusters of Cluster Bomb, Banana Bomb, Mortar).ĭoubles the damage of engineering weapons ( Blowtorch, Pneumatic Drill) and the time they last.ĭoubles the damage of fire weapons ( Flame Thrower, Petrol Bomb, Napalm Strike), the time they last and the fire radius.ĭoubles the size of the Ninja Rope, and increases the angle to -45º.ĭoubles the damage and explosion of explosives ( Dynamite, Mine).Įach Worm in a team can only use a certain group of weapons (Worm 1 - F1/F2 weapons, Worm 2 - F3/F4 weapons, Worm 3 - F5/F6/F7/F8 weapons, Worm 4 - F1/F2 weapons, etc.). If you blow up a Crate, a Sheep will jump out of it and blow up.Īll the Super Sheep you start with are replaced with Aqua Sheep (can move underwater). The ones you collect from Crates will be unaffected. In Worms 3D, Worms Forts: Under Siege, Worms 4: Mayhem, and Worms: Ultimate Mayhem, the Wormpot legitimately looks like an actual slot machine.Įach team starts with the weapons they set on their team options for the "Points for weapons mode". While the boxes show slot machines when no options are selected, the Wormpot itself hardly looks like one, since it is simply three boxes comprised of pictures. In Worms World Party, there are three boxes shown at the bottom left of the screen while creating a game, which is the Wormpot. The Wormpot may have been added to the game's other versions to further justify the game releasing on other platforms.
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Every game including Wormpot (except Worms World Party) also includes a way to randomise the options (similarly to a real-life gambling machine).ĭespite appearing in the PlayStation version on inferior hardware, the Dreamcast version of Worms World Party omits the Wormpot entirely. It has three reels individually adjusted by a player, and each reel can have a special game mode, akin to the Cheats in Worms 2 and Worms Armageddon. The Wormpot allows the player to select up to 3 modes of game-play. The Wormpot is a sort of slot machine that allows you to change the game-play further than the scheme settings will allow.
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Wormpot is a feature that first appeared in Worms World Party, and last appeared in Worms: Ultimate Mayhem. The Wormpot in Worms World Party, highlighted on the bottom left.
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