Title Worms: The Director's Cut (Second Review) Publisher Team 17/Ocean (1996) Game Type Miscellaneous Players 1-4 HD Installable Yes Compatability AGA Amigas only Demo magazine coverdisks or the original Worms demo Game data/utils Scores of levels, DIY landscapes and sample sets on aminet Worms:DC official patch & update direct from Team17 only. Submission Cathy Macdonald Profiled Reviewer Review The follow up to "Worms" and, sadly, Team 17's last production for the Amiga. In fact, they were simultaneously porting it to the PC in production. Up to eight people can play the game, each controlling a team of 4 worms. Or, you can go crazy and have up to 48 players if each controls a Worm! The general idea is to survive whilst having fun, i.e. compete with, and destroy, the other team(s) whilst having fun. This is the ultimate object of the game - having fun, whilst killing Worms! It's not the most graphically sophisticated game, but then, it's not meant to be. It's all about fun-and-fast game-play. The graphics, which are noticeably improved on the original, do the job well as do the excellent speech and sound effects. There are many, highly imaginative weapons/tools options from which your worms can choose to wiggle, jump, swing, bungee around the landscape destroying opponents (and the landscape). Some weapons/tools are always available, others only under certain circumstances, e.g. exploding sheep (The A.L.F. would probably hate this game. Chill guys, it's just fun. I actually like animals too). The game is mouse and keyboard driven, generally place your Worm and set your target with the mouse, all other functions (choose weapon, set angle/range, fire/jump etc.) by keys. These are mainly the space bar, and the enter, shift and cursor keys, so nothing complicated to slow the fun-time. Additionally, this game is highly configurable and customisable. All the usual in-game options and more. The game has a training mode to let you (try to) get the hang of controlling that essential bazooka and some other toys. After the opening screens - complete with Wormy voices and a bouncy grenade to play with - you have a host of options with which to twiddle for game types ('Tournament', 'Friendly' etc.) weapon options, timing options, teams and individual Worm naming and options, custom graphics sound effects... This is not as tedious as it sounds (or actually is in many other games) it can be fun and allows almost unlimited variations for styles and levels of play. In addition, you can even design your own landscapes, random level options and import your own sound effects/voices for the Worms. You can not only store different team combos, but even favourite Worms for re-use in further mayhem. Once set up, you are faced with a scrollable screen (across the landscape with the projectiles or as the 'camera' follows the Worm of choice). The teams are set within the landscape - either together and facing in the general direction of their opponents, or randomly scattered and thus separated from their team mates - according to how you set up. The Worms then take turns to take whichever tactic suits the moment or forward strategy. Different weapons naturally require different kinds, and levels, of skills, varying effectiveness and, thus, use for any particular purpose. Some things are not weapons, but tools, e.g. the rope for bungee jumping, and some tools can fiendishly be used as weapons e.g. the pneumatic drill, some 'weapons' are Worms' martial arts ability e.g. the Dragon Punch and such like. So, where do Exploding Sheep, Ming Vases and Old Ladies fit into this? Well, they're a whole new ball game and I leave you the joys of discovery! Your Worms all start with the same amount of hit points. How you play the games, your skills with the 'weapons' etc. determine how effective you are in bringing this to zero for each your opponents, and thus killing them - or rather watching them commit Hari Kari with a detonator, when they're dead any way. Hmm, intriguing? What fun! You've no idea! But, beware! If your Worms are not careful they can make life so much easier for the opponent by killing themselves - think, move and handle with care! So, how was it to play? A hilariously amusing and absorbing game - for no one/several obvious reasons. State of mind/nature not a question here - even the most ardent (well, maybe not the most ardent) pacifist would have a ball with this. Some landscapes are bit tricky e.g. caverns, but 'tricky' in this game doesn't detract from its enjoyment. OK, you may get a bit peeved at tricky 'weapons' just 'cos you haven't quite got their handle yet but you quickly get over it. Also, oddly enough, you can become attached to your favourite Worms. This can only mean (apart from the suspected psychological defects) than you are more careful/devious in your tactics and strategy - Frodo must survive to fight another day and stay at the top! Ahem, sorry - to conclude... Overall? Having played other Shoot-'em-ups (normally with my wee brother who owns those particular ones) no one (well except perhaps my brother) was more surprised than me that I so enjoyed this one. No, I doubt, it's just that they (i.e. the Worms) are cute. There's something else about this game. Well done Team 17! It was good while it lasted guys. Alas, again, so many good things start with Amiga then, go elsewhere. But, apparently, back then, the other platforms couldn't match Amy for SFX and in-game GFX. (The consoles had a fancy animated intro, but seemingly, 'that's all folks') Again, like even so much current stupendous stuff in the film/TV graphics/animation field, "Only the Amiga" made "it possible". That, if nothing else, may be her elegy.