|1-I've got Worms. Review of Worms on the A1200 by WiZzard/Carnage. Well, Team17 have done it again. That's right, they buggered up the hard-drive install script. When will they learn? Ah well, I saw sense and used Opus to copy all the files from disks one and two (not disk three, as I don't speak any other language fluently apart from English). Got it running from Workbench. I hit the sleep option by accident and find that a Workbench reappears and a little gadget box appears with Worms written in it. I find eventually that the only way to get back to the game is by closing the gadget window. The options seem fairly comprehensive and there's plenty to choose from. There's also the uncannily fabulous feature of naming the teams. So you can name your team as your heros and your opponents as your worst enemies. I know I enjoyed blowing the crap out of them even more when I did this! The gameplay is superb. With a worthy opponent, games could go on for a good few hours. The computer opponent, though is a little too perfect for my liking. Control is via the mouse and keys (or a CD32 joypad, but I don't have one). The mouse controls the screen, so you can look over to where you want to aim and the cursor keys move your worm left and right. The up and down cursor keys moves your worms aim. Enter makes your worm jump or rebound off something that is too high to jump on or over. Space fires the selected weapon and if space is held down before being let go, determines the power of the weapon. Oh, and the right mouse button chooses through your available weapons and the left mouse buton sel\ects the weapon that the mouse pointer is on. The main thing to take into consideration (if you have it switched on) is the wind. A scale on the screen tells you which way the wind is blowing and at what speed. This means that you have to compensate the power and aim for the wind factor. This can be used to good effect, as if you aim into the wind, it can be blown back and can often reach those previously hard to reach places. Also there are mines. These are very deadly and I often mistake them for parts of the landscape. If there is a group of mines, avoid them as you would avoid the plague, as they are extremely dangerous. The only good thing about mines is that if you aim right, you can blow a mine into or onto your enemy, causing mass damage. Another point to make is the excellent speech samples. They are excellent and often cause me to laugh. If they tend to get on your nerves, though, you can easily change them via a bit of work in Opus or Cli. There's also instructions on how to build your own levels. The thing that is distinctly lacking in Worms is music. There just isn't any at all. I would have appreciated something playing on the title screen, maybe something like Sensible Software's recent "songs". Another thing is that you pay out £20 for the game, but every time you load it in, you have to look through a booklet (!) of codes. Oh, and these codes are black printed on black, so you have to hold it at a wierd angle to the light in order to read the blasted thing. I think that this is unfair, as it is only going to be hacked out anyway when it is released by the crackers. It's also a pity that the Amiga version doesn't have the zoomy in-and-outy bits like on almost all the other versions. Anyway, apart from the minor discrepencies, this game has a lot going for it. It might not be "the game" of 1995, but it's pretty good nonetheless. I'll be playing it for a while to come, anyway. TITLE: WORMS. PRICE: £19.99. WHERE: GAME. MANUAL: FUNNY, WELL WRITTEN. PROTECTION: OH DEAR.. GRAPHICS: Could've been A LOT better, functional though. > 76% < SOUND: You really get a feeling for those poor worms. > 87% < PLAYABILITY: This is what keeps the game going strong. > 90% < VERDICT: Very playable. Could've been much better with more attention to it. FINAL MARK: > 89% < WiZzard/Carnage. End