When hit with a weapon, the Worm will lose health depending on the power of the weapon and the directness of the hit. The objective of a traditional match is to defeat all opposing teams by killing their Worms, although in the campaign some missions have other objectives (such as collecting a specific Crate).Įach Worm begins the round with a specific amount of health (which is predefined by the chosen game options or by scripting in campaign levels). Worms can crawl and jump, as well as (when the appropriate items are available) swing by Ninja Rope, Parachute, Teleport, and Bungee. During a single turn, a team can only move one of its Worms. Game-play is turn-based, with each team moving in sequence (which is determined randomly) across two-dimensional terrain. Note the different colors, the green border around the timer, and the mines having a different appearance. It is also the first Worms game to feature cartoonish graphics, which remained in every game since.Ī screenshot from an early version of the game. It features a completely new graphics system. These are among the basic weapons used to eliminate the opposing team(s) of Worms. Worms 2 features the same premise as the original game, and involves controlling an army of up to 8 Worms per team and using a collection of eclectic weaponry such as Bazookas, Dynamite, Grenades, Cluster Bombs, Homing Missiles, Banana Bombs, and the infamous Holy Hand Grenade. Worms 2 is the first true sequel to the original Worms, with all other installments before then being mere expansion packs or re-releases. It also marked the first game not part of the First Generation of the series, starting off the Second Generation of Worms games in which the main entries look the same on a surface level. It was re-released for PC on GOG.com in 2012. It first released in late 1997 for PC and PlayStation, and it was included in the Worms Triple Pack in 2002. Worms 2 is an turn-based strategy artillery game developed by Team17 as part of the Worms series. For the 2009 game, see Worms 2: Armageddon. GOG website This page is about the 1997 game. It's also not really used by anything else. Finally, I don't see the problem with a permanent port forwarding rule (assuming you don't use DHCP) - the default port used by W:A (17011) is within the registered port range, and thus will not be assigned by the operating system to programs requiring a random port to listen on. I'm also not sure how port triggering would work in conjunction with W:A's ability to use an arbitrary port number for incoming connections, as supporting both would require a server and an IPv4 address that accepts connections on any port. I'm not sure what you mean by "simple NAT (1:1)" - I have not encountered that terminology before. I have researched the problem here, a while ago. Although it would be possible to implement the desired features of TCP on top of UDP, so far I haven't encountered a solution that would work for W:A. Latency is not an issue for a turn-based game, and reliability is mandatory for synchronization based on input, and for this reason W:A needs to use TCP (as opposed to raw UDP). Other games (mainly realtime multiplayer games) commonly use the UDP protocol, which sacrifices reliability for improved performance. This model has made W:A resilient to common forms of cheating, such as memory hacking. In comparison with many realtime multiplayer games, or even newer Worms games, Worms Armageddon relies on a synchronized state that is updated with each player's input for each instance.
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