# # ### #### # # ####
# # # # # # ## ## #
# # # # # # # # # # #
# # # # # #### # # ###
# # # # # # # # # #
# # # # # # # # # #
# # ### # # # # ####
W O R L D P A R T Y
FAQ: Worms World Party for Game Boy Advance
Version: 1.15
By: Quolnok
Last Update: 30th of May 2005
Contents:
01 - Introduction and Copyright.
02 - Version History.
03 - Game Basics.
03.1 - Landscape.
03.2 - Weapons and Utilities.
03.2.1 - Weapon/Utility Cheat.
03.3 - Controls.
03.4 - Game Display.
03.5 - Sudden Death.
04 - Menus.
05 - Single Player.
05.1 - Quick Game.
05.2 - Deathmatch.
05.3 - Missions.
05.3.1 - The Good Ship Armageddon.
05.3.2 - Doo-Wop.
05.3.3 - Jumble Sail.
05.3.4 - Shell Shock.
05.3.5 - It's raining mines.
05.3.6 - Take out the Trash.
05.3.7 - Missile Base.
05.3.8 - Woodland.
06 - Multiplayer Game Setup.
06.1 - Edit Team.
06.2 - WormPot Options.
07 - Options.
07.1 - Landscape Options.
07.2 - Gameplay Options.
07.3 - Weapon Options.
08 - Contact.
09 - Other Questions.
10 - Credits.
Use [Ctrl]+F (most browsers) with section number for quick access.
In Firefox [Ctrl]+F with section number and if necessary [Ctrl]+G to view
next.
01 - Introduction and Copyright:
Worms World Party (from this point on 'WWP') was developed by Team17 Software
and published by Ubisoft. Released in 2002 it is one of four Worms games
released on Game Boys and one of two released on Game Boy Advance. This
FAQ was, at the time it was started, the 104th most wanted FAQ for GBA on
GameFAQs and the only FAQ request for a game that I have access to.
This FAQ is for private and personal use and is to be displayed only on
GameFAQs and its affiliates. The FAQ author is "Quolnok", other contributors
are listed in section 10.
02 - Version History:
0.25 19th of June 2004
Game basics (except weapons), menus, quick game completed.
0.75 21st of June 2004
Missions 2 to 8 incomplete.
1.0 22nd of June 2004
The FAQ is complete.
1.01 14th of September 2004
Larger emphasis on lack of saving.
1.02 15th of September 2004
Noticed the cheat contributor pulled their contribution, added it to FAQ.
1.03 20th of September 2004
Fixed a few typos, added 2 more deathmatch ranks.
1.04 23rd of October 2004
Answered some other questions.
1.1 29th of October 2004
Added the rest of the deathmatch ranks, changed rank equation and a few other
minor changes to the wording of other bits of the FAQ. All the main details of
the game written, hopefully the only thing needing changes is section 09.
1.11 1st of January 2005
Generic minor update.
1.12 10th of January 2005
Minor layout adjustment.
1.13 9th of March 2005
Minor improvement to Deathmatch rank display.
1.14 17th of April 2005
Apparently I just can't leave this FAQ alone, that's not necessarily a bad
thing though, a new question was answered in section 09 reguarding Select
Worm.
1.15 30th of May 2005
A few changes throughout the FAQ.
03 - Game Basics:
The aim in any game of worms is to kill your opponent's worms before they kill
yours. You will control 1 of up to 4 teams of worms, battling on one of many
possible landscapes. Scattered across the land you may find Drums and Mines, a
drum explodes if a attack or explosion hits it and a mine explodes if a worm
comes too close. Occasionally supplies will fall from the sky, these have
three types: Health (white box with red cross), Utilities (toolbox with wrench
on the front) and Weapons (brown crate), if these are hit they too can
explode.
WWP is a turn-based game so each attack must be completed within a time limit,
bottom left of screen, also after several minutes a Sudden Death mode will
activate, this counter won't always be on the screen but is below the turn
counter. WWP has no save capabilities, this and the lack of ability to create
original worm names are the only real flaws in the game.
03.1 - Landscape:
The landscape in WWP has two general types; landmass(es) and caves. In caves
there is a maximum game height and width; these maximums are marked by red
lines, no worm/projectile can pass through this line so attacks like Air
Strike are unavailable. All landscapes have water at the bottom,
if a worm falls in it dies.
03.2 - Weapons and Utilities:
Items unavailable in "caves" marked with '*'.
Items affected by wind marked with '~'.
Items that are in this list but aren't true weapons/utilities '##', do not
appear on SELECT menu.
Approximate maximum damage is listed.
Air Strike * - 25 per impact, drops 5 missiles from the sky towards
target.
Armageddon * - 25 per impact, drops 20+ meteors at random.
Axe - 1/2 target's health, need to stand close.
Banana Bomb ~ - 50 per impact, improved cluster bomb.
Baseball Bat - 30, need to stand close, good for hitting enemy off
cliffs.
Bazooka ~ - 50, usually unlimited supply, learn to aim long
distance.
Blowtorch - 30, the blowtorch is intended to dig horizontally and
diagonally underground, it can also be a weapon.
Bungie - Drop off cliffs to place explosives and animals.
Carpet Bomb * - 50 per impact, like Air Strike except more powerful and
with bouncing explosives that explode multiple times.
Chainsaw - 45, need to stand close.
Cluster Bomb ~ - 25 per impact, grenade like object that explodes and
releases other smaller explosives that fall randomly.
Concrete Donkey * - 100+ per impact, falls from above, it bounces and
explodes eventually falling in the water, it's big.
Crate Spy - Enables you to see what's in a crate.
Dragon Ball - 30, medium range horizontal attack.
Drum ## - 30, explodes if hit, appears at start of game.
Dynamite - 75, place it and run.
Earthquake - The damage comes from falls and any moved mines.
Fast Walk - Worm moves 3 times faster.
Fire Punch - 30, vertical upwards attack, goes through land, also
good for digging
Flame-thrower ~ - 2 per flame, short range, highly effected by wind.
Freeze - All worms on team freeze until next turn.
Girder - Place a girder at 1 of 8 angles with 1 of 2 sizes.
Grenade ~ - 50, usually unlimited supply, learn to aim long
distance, can bounce on impact, explodes after time
limit, try using like dynamite.
Handgun - 5 per 6 shots, continuos fire, can aim while shooting.
Holy Hand Grenade ~ - 75, improved grenade.
Homing Cluster *~ - 25 per impact, Cluster Bomb that has a Homing Cluster.
Homing Missile - 50, like bazooka only the missile homes to the assigned
target.
Homing Strike * - 25 per impact, Air Strike that homes to specified
location.
Jet Pack - Used to move through the air.
Kamikaze - 20, worm heads in 1 of 8 directions, dieing approx
4-5cm/2inch away.
Laser Sight - For guns/arrows, a dotted line is shown indicating
targeted location.
Long Bow - 15 per 2 shots, you will have time to move and aim
between shots, if arrow hits the ground it stays there.
Low Gravity - Allows higher jumps/bounces/safe falls.
Mad Cows - 75, cows run until they hit something and explode, can
be released as a herd by tapping A multiple times.
Mine - 30, place them near enemies and leave, avoid
pre-positioned ones.
Mine Strike * - 5 mines fall towards target.
Ming Vase - 75 per impact, Dynamite/Cluster Bomb, place and run.
Minigun - 75 total, rapid continuos fire, can aim while shooting.
Mortar - 50, aimed like bazooka, impact can release cluster.
Napalm Strike *~ - 2 per flame, 5 bombs become flames, highly effected by
wind, best on windless mountain tops.
Ninja Rope - For swinging across gaps, need ledge above.
Nuke - All worms poisoned permanently, water rises slightly.
Parachute - Safely drop from any height to land below.
Petrol Bomb ~ - 2 per flame, throw like grenade, becomes flames, highly
effected by wind.
Pneumatic Drill - 30, the Pneumatic Drill is intended to dig vertically
downwards underground, it can also be a weapon.
Poison ## - 2 per each worms turn, if a worm is poisoned it is
green rather than the usual pink.
Prod - 0, use only when next to enemy who is on the edge of a
cliff and/or near a mine.
Scales of Justice - Calculates the total health in game and distributes it
evenly among worms.
Select Worm - Enables you to change worm.
Sheep - 50, a sheep runs and jumps around until it explodes.
Shotgun - 25 per 2 shots, you will have time to move and aim
between shots.
Skip Go - Skip your turn.
Skunk - 20 + Poison, a skunk wanders around poisoning worms
then explodes
Suicide Bomber - 30 + Poison, your worm dies and tries to take enemies
with it
Super Banana ~ - 75 per impact, improved Banana Bomb.
Super Sheep - 75, behaves like normal sheep until A is pressed, then
the sheep flies, controlled by Dpad, until collision.
Surrender - You lose.
Teleport - Instantly moves worm.
Uzi - 2 per 15 shots, continuos fire, can aim while shooting.
03.2.1 - Weapon/Utility Cheat:
The following cheat will give you and other human players 1 of each
weapon/utility, unless you're in a cave map where there are certain things
unavailable (see 03.2). If you had more than one or unlimited of anything,
those items will all be set to one.
1) Press SELECT, highlight Skip Go and press A once.
2) Press SELECT, hold L, Dpad d, and B.
3) Press SELECT four more times while still holding the above keys.
While this is the best way to try out all the weapons, I suggest playing
through missions in the intended way so that you will learn the controls.
03.3 - Controls:
R + direction - Scroll game screen
R + L + direction - Scroll game screen faster
A - Use current weapon/utility
B - Jump forward
BB - Jump backwards
L + B - Jump upwards
L + BB - Backflip
Dpad u/d - Aim, navigate menu
Dpad l/r - Move worm, navigate menu
START - Pause menu (Quit, Sudden Death, Draw)
SELECT - Change weapon/utility menu
L+SELECT - Change bounce/delay for grenade like weapons
03.4 - Game Display:
The game screen shows 2 to 4 teams of worms (coloured pink, blue, yellow and
green) on some terrain.
Bottom left - Turn/round time indicator, the turn time counts down to 0, at 0
the next team has a turn. Round time is in a smaller font below
turn time it shows the cumulative time that you have been
playing, this can be turned on/off.
Bottom centre - Team status, overall health bars for all teams with least
health at the bottom, when a team is defeated their bar is
removed.
- Current utility, shows an icon for a utility currently being
used (eg. Laser Sight)
Bottom right - Wind indicator, shows the strength and direction of the wind,
(wind effects certain weapons such as the Bazooka)
Above each worm - remaining health
03.5 - Sudden Death:
When your round time is up Sudden Death Mode begins, there are four
possibilities:
1 Health - Worm health drops to one. (Default)
Water Rise - Water begins to rise, continues until all dead.
Nuke - All worms poisoned permanently, water rises slightly.
None - Nothing changes.
04 - Menus:
The first menu you'll see is language select, choose between English, German,
French, Italian and Spanish.
Next is the main menu there are four items, on the left is the single player
menu (05), on the bottom is the options (07), right is multiplayer (06) and at
the top is the credits (select WWP logo).
05 - Single Player:
The single player menu gives the following options, listed clockwise from
left.
05.1 - Quick Game:
"Quick Game" starts a single round one-on-one game against the AI with 6 worms
per team each with 100 health. Each turn must be completed in 45 seconds, all
settings will be default. The two teams are pink and blue (colour is in health
indicator) you are pink.
Initial supplies, listed in on-screen order:
(U is unlimited, [X] means the item can be used after X turns)
1st row: Bazooka U, Homing Missile 1 [1], Mortar 5, Grenade U,
Cluster Bomb 3, Petrol Bomb 2
2nd row: Handgun U, Shotgun U, Uzi U, Longbow 2, Axe 2, Baseball bat 1
3rd row: Fire Punch U, Dragon Ball U, Kamikaze 1, Prod U
4th row: Skunk 1 [2], Dynamite 1, Sheep 1, Mine 2
5th row: Air Strike 4 [5], Napalm Strike 4 [5]
6th row: Blowtorch 3, Ninja Rope 5, Parachute 2, Bungie 2, Girder 3,
Pneumatic Drill 3
9th row: Skip Go, Surrender
05.2 - Deathmatch:
In Deathmatch Mode your team attempts to increase its rank, each rank has more
enemies or more skilled opponents, all of the ranks and major changes are
listed.
Ranks are based on X = number of wins - (loses * 2), if this is 0 or less you
can start your win and loss counts again.
X Rank Major change
0,1 Absolute Beginner 4v1+1+1
2,3 Beginner 4v2+1+1
4,5 Inexperienced 4v2+2+2
6,7 Rookie Harder AI
8,9 Novice Harder AI
10,11 Below Average 3v4+4+1
12,13 Average 3v4+3+2
14,15 Reasonable 3v4+2+2
16,17 Above Average 3v4+4+1
18,19 Fairly Competent 3v2+2+2
20,21 Competent 3v4+2+2
22,23 Highly Competent Harder AI
24,25 Veteran 2v4+1+1
26,27 Distinguished 2v4+3+2
28,29 Highly Distinguished 2v4+3+3
30+ General 1v4+4+3
NOTE: There is no way of saving your status/ranking when you turn off.
05.3 - Missions:
There are 8 selectable missions in WWP This section is a brief description of
how to complete them. Where supplies are listed U is unlimited.
05.3.1 - The Good Ship Armageddon:
Description: "Ahoy there, some important cargo we need you to collect has been
identified as residing on good ship Armageddon.
However, the good ship Armageddon is sinking quickly and we need
you to get to the cargo before it's too late. Oh man. Mine fuse
is instant."
Aim: Collect all weapons/utilities before you drown or die from poison.
Initial Supplies: Girder 2. Enemy unarmed.
Steps/turns: 1) Pickup Low Gravity, move to upper left of lifeboat, place long
Girder at 45 degrees leading up from the life boat to the
ship.
2) Jump to, climb, then jump off Girder onto ship, get 2nd Low
Gravity, jump to upper deck, get jetpack, place short Girder
vertically with it's top in line with that of the pipe.
3) Activate Low Gravity, backflip onto 2nd Girder, backflip onto
flag, jump to second pipe and drop down to pick up Teleporter.
4) Teleport to above the last crate to receive a Concrete Donkey
and complete the mission
05.3.2 - Doo-Wop:
Description: "Please, have a seat. An enemy Worm has appeared deep underground
at a nearby location. Using any kind of digging tools, ensure
this nasty character will not be hanging around for too long."
Aim: Kill enemy worm, don't get hit by explosion from Mine.
Initial Supplies: Pneumatic Drill 2. Enemy unarmed.
Steps/turns: 1) First of all there are some holes in the land, I'll call them
"rooms", first thing to do is walk to the right and stand on
the first room you get to's right wall, use a Drill.
2) Stand over the next room's left wall, Drill.
3) Get the Pneumatic Drill, stand over the next room's right wall
and Drill.
4) The last drill should have gotten you below the room's floor,
get the Pneumatic Drill, activate the mine, jump into your
hole, wait for explosion, go through the crater into the long
rectangular room, stand over the crate, Drill, cancel drilling
when through to crate, get Baseball bat.
5) Hit enemy worm into water with baseball bat.
05.3.3 - Jumble Sail:
Description: "Whilst on routine patrol we stumbled across an enemy vessel who
after repeatedly requesting to, still would not alter course.
This leaves us no other choice but to destroy this band of
rogues before they cause havoc in our waters."
Aim: Kill enemy worms.
Initial Supplies: Bazooka U, Grenade U, Fire Punch U, Jet Pack 1, Girder 1,
Blowtorch 1. Enemy armed, same weapons. 3 worms each.
Strategy: Plays as a standard game use your unlimited weapons and learn how
they work, Remember that you can use Grenades as Dynamite, to board
the enemy ship use a Girder.
05.3.4 - Shell Shock:
Description: "We have a new toy for you to play with! Feed the correct amount
of shells into the war Boat by collecting the health crates,
then sit in the firing seat to launch the missiles across the
water at the enemy! You only have a mere two minutes in which to
complete this mission, o be careful not to be shaken overboard
by the blast!"
Aim: Fire mines from a cannon at 3 enemy worms to kill them.
Initial Supplies: Girder 1. Enemy unarmed.
Strategy: After collecting health walk slowly to the right the explosion
should put you back near the crates. To minimise risk place a long
girder vertically behind the crates and over the boat.
Solution: The numbers of crates to collect to hit the enemy worms are six,
seven and eight.
05.3.5 - It's raining mines:
Description: "Halleluiah, its raining mines! Using your skill and agility,
dodge the falling mines and obtain the crate which contains
weapons to dispose of the enemy. Good luck, soldier."
Aim: Use a Jet Pack to cross water and kill enemies.
Initial Supplies: Jet Pack 1. 2 enemy worms unarmed.
Strategy: Wait until a mine has fallen before crossing, keep the Jet Pack on,
place mine before crossing again, must complete in one turn.
05.3.6 - Take out the Trash:
Description: "Its about time someone cleaned up this town! Advance towards the
end of the street, collect the special weapon and put it to good
use, destroy the enemy!"
Aim: Kill enemies.
Initial Supplies: None. 3 enemy worms unarmed.
Steps/turns: 1) Get Girders, climb building with backflips, get to blue roof.
2) Get parachute, stand near wall line up a short 45 degree up to
right Girder beside the mine below and place, more mines will
fall to the same spot.
3) Get onto 1st Girder, line up 2nd Girder at 45 Degrees between
next two mines.
4) Get onto 2nd Girder, line up 3rd Girder at 45 Degrees between
next two mines.
5) Cross Girder and get Low Gravity, climb over building and get
Bungee on the way.
6) Parachute down to get 2 Concrete Donkeys.
7) Aim first donkey between nearest 2 worms.
8) Aim second donkey at remaining worm.
05.3.7 - Missile Base:
Description: "At a local missile base there is rumoured to be an exceptionally
powerful weapon contained within a weapons crate located just
east of the base. Although this maybe just rumour, as we stand
it is impossible to ignore such rumours. Check it out for us and
if the rumours are true, bring it home."
Aim: Get Concrete Donkey.
Initial Supplies: Bungee 1, Blowtorch 5. 3 enemies unarmed.
Steps/turns: 1) Get Girder, place long Girder at 30 degrees to allow you to
climb the satellite dish.
2) Cross satellite dish, drop and lose 13 health.
3) Jump to missile's wing blowtorch horizontally in.
4) Continue Blowtorch.
5) Get Girder, Blowtorch up through 3rd missile.
6) Get Girder, move as far right as possible, Blowtorch into top
of tank horizontally.
7) Continue Blowtorch.
8) Get Concrete Donkey.
05.3.8 - Woodland:
Description: "We need you to recover one of our major weapons situated on the
far right of the island. This isn't just a simple pickup, when
as soon as you arrive at the island you need to create a bridge
immediately left of you to obtain a utility. An Earthquake is
also due anytime soon. Mine fuse is low."
Aim: Get Concrete Donkey.
Initial Supplies: Prod 1, Blowtorch 1, Girder 1, Parachute 2, Bungie 2.
4 enemies armed with Shotguns.
Steps/turns: 1) Place long girder to the left, run to right to avoid shotgun,
getting Girder and Bazooka at the same time.
2) Pickup Jet Pack from end of Girder, go back to cliff.
3) Jet as far right as possible.
4) If still on top of first island parachute down.
5) Climb 2nd half of island by backflipping then Parachute down
to get Concrete Donkey.
06 - Multiplayer Game Setup:
A multiplayer game of WWP consists of 2 to 4 teams of worms with 1 to 4 human
players controlling their team on 1 GBA.
Several selectable items and 2 lists are on the screen. At the top left is a
link to the main options (section 7), below that is Edit Team (section 6.1),
below that are four major options from the game options list:
Start Health (100/150/200), Round Time (0/5/10/15/20/25/30 minutes before
sudden death), Turn Time (15/20/30/45/60/90 sec) and number of rounds required
to win (1/2/3/5/7/9), at the bottom is WormPot options (section 6.2).
On the right is the Team List, teams in the multiplayer game, to add to the
Team List select a name in the Barracks and press A, to remove press a in the
Team List, changing computer control is done in the Edit Team menu
(section 6.1).
06.1 - Edit Team:
There are 8 teams, their names can not be changed, to edit a different team
press A on the team name. The teams are: Liquid Silk, Bruces Boys,
Kilburn Del, Team Chesh, The Gods, Elite, Olympians and Evil Team.
Each team has 6 worms these names can be changed to other predefined names.
Next you can set human/CPU skill level, human has no number whereas CPU has
values 1 to 5, 5 being hardest. The last setting is Special Weapon, you will
receive one of your special weapon each round, normally these weapons are only
found in crates. Your choices are: Mad Cow, Holy Hand Grenade and Super Sheep,
these weapons are equally powerful, check section 03.2 to see how they work.
06.2 - WormPot Options:
WormPot options change the way the game works, in a multiplayer game you can
use 3 WormPot options, some are unavailable in some of the 3 boxes so choose
carefully. If you want a normal multiplayer game leave the WormPot options as
they are. The following is a list of all modes, what they are and which square
they are selectable in:
Name |In | Description
--------------|---|-----------------------------------------------------------
1 Heath | 2 | Worms start at 1 health.
Animalsx2 |123| Animals twice as powerful.
Clustersx2 |123| Clusters twice as powerful.
Crate Spy | 3| See the contents of any crates.
Damagex2 |123| Damage twice as much as usual.
Drops Only |1 | Human players start with no weapons, computer unaffected.
Explosivesx2 |123| Explosives twice as powerful.
Extra Crates |123| Crates fall more often.
Extra Windy |123| Wind effects weapons more.
Falls Hurtx2 |123| Falls twice as deadly.
Fire Armsx2 |123| Guns twice as powerful.
Firex2 |123| Fire twice as powerful.
Hand Combatx2 |123| Hand combat twice as powerful.
No Retreat |123| You can't retreat/surrender.
Quick Fire |1 3| After firing you can repeatedly fire for 15 seconds.
Sheep Crates |123| All crates contain sheep.
Slippy Mode | 2 | Worms slide more.
Sticky Mode | 2 | Worms don't slide.
Super Health |123| All health crates are 100.
WormPot |123| Normal, no WormPot, default.
07 - Options:
From here you can go to (clockwise from bottom) Landscape Options, Game
Options or Weapon Options.
07.1 - Landscape Options:
If you want a specific theme and landscape highlight the bottom option to
Toggle Random Land Mode off, next move up to the right and select the shape of
the landscape, the last 4 of the 20 possibilities are caves, these prevent
some weapons from being used (see 03.2). On the left is theme select, as these
themes are hard to tell apart in this box, the following is a list of
unofficial names for the 16 themes in the order they appear:
01 - Space
02 - Art
03 - Construction
04 - Fruit
05 - Medeval
06 - War
07 - Medical
08 - Jungle
09 - Castle
10 - Music
11 - Sports
12 - Time
13 - Tools
14 - Hell
15 - Pirate
16 - Farm
07.2 - Gameplay Options:
Here you will see a lot of options, these options cannot be saved for use on
your next play, starting from the left column I will now briefly explain the
more complicated ones:
Starting Health, Round Time (time before sudden death), Worm Retreat Time
(time allowed to run from explosive seconds), Hot Seat Time (Time in hotseat
required to win a hotseat game)
Rounds (to win), Turn Time, Rope Retreat Time(time allowed to run after using
rope), Round Time Display (on/off)
Select Worm (allow change of worms), Music, Weapon Drop Frequency, Health Drop
Frequency, Utils Drop Frequency
Artillery Mode (worms can't move), Drums and Mines on Level (what you want on
the level), Health Pack Value
Stockpiling Mode(flat is off, right up stockpile, left up antistockpile), Mine
Fuse, Sudden Death Action (see section 03.5)
Falls Take Damage, Mines can be dud, Water rise rate
07.3 - Weapon Options:
This lets you change the amount of weapons you can use, its fairly self
explanatory so I'll be brief. At the top right you can choose to edit ammo for
different ranks, the top left switches between:
AMMO - The amount of each weapon you start with 0-9, unlimited.
POWER - Damage potential of the weapons 0-5 (all defaults are 3).
DELAY - Number of turns before the weapon is useable 0-9.
CRATE - Likelihood of that item being in a crate.
08 - Contact:
If you see something missing that should be added (such as hidden features) or
incorrect spelling/grammar you can e-mail Quolnok[at]hotmail[dot]com with
"WormsWP GBA FAQ" in the subject. (Spelling is checked using Australian
English with Microsoft Word)
09 - Other Questions:
Important questions not answered elsewhere in the FAQ are answered here, these
come mostly by e-mail, but may also be thought of by me or stumbled onto while
checking the usually empty WWP message board on GameFAQs/GameSpot.
Q: The cool weapons like Carpet Bomb, Homing Strike, Super Banana, etc. how do
you get those? Like if you're in a 2-player game. Do they drop from
crates? Because I know that completing the missions doesn't do it as
there's no saving.
A: Anything you don't have infinite numbers of by default will appear at
random in crates, the better the weapon the less likely they will be in the
crate. Of course in cave levels you'll never get certain weapons (Carpet
Bomb, Homing Strike, etc), however in multiplayer games there is a setting
that will get you one of a selected rare weapon from the start (Super
Sheep, Mad Cow, Holy Hand Grenade)
Q: Where's the save option?
A: The developers decided not to put one in, I'm not sure why.
Q: My GBA(SP)/GBM crashed/froze/glitched during game play what do I do?
A: Much like a PC, when a GBA crashes all unsaved data is lost, unless the
system backs it up, for WWP all progress is wiped.
I've experienced this on several occasions in WWP and no other games, it
only seems to happen when I've taken few breaks (or set all weapon options
to maximum). So taking more breaks may help, but I'm unsure. I suspect a
variable isn't being reset.
Q: I was wondering is there a way to erase your game? I got this game used so
I don't know if anyone has played this or so. Also is it normal for one
player to start with all the levels or did someone beat those?
A: Sadly, as I mentioned previously, there is no way to save your game,
because of this there is nothing to erase. Yes it's normal to start with
all the levels.
Q: I didn't receive instructions with my WWP, and I can't figure out how to
switch Worms when it is my turn, I have to play the one that is selected.
Do I have the option of selecting a different one? This really cuts down on
the whole "strategy" element for me. Thanks!
A: The Select Worm ability falls under the category of weapon/utility as such
you usually only can use it around 0 - 2 times per game when it falls in a
utility crate. Alternatively it can be set to always on (activates at start
of each turn) in the options menu (only works for multiplayer). To use
Select Worm simply press A when it is activated (two arrows will circle
above the current worm's head).
10 - Credits:
ASCII "WORMS":
IDEO ASCII TYPESETTER V1.0
http://www.ideo.com/typesetter.html
Mission Descriptions:
In game display
The cheat:
Original discoverer
Deathmatch Ranks (Below Average(without name) and Average):
Zarif Khandaker