From Worms Knowledge Base
This article currently only has information for Worms Armageddon. It is likely that this information also applies to Worms World Party, but this has not been confirmed.
Precise information about the wind and the code behind it is not publically available, but tests reveal a few interesting things about how the wind is generated at the start of each turn, and how it is displayed in the wind indicator.
The wind indicator
The length of the red or blue wind bar in the wind indicator represents the strength of the wind. The longer the bar, the stronger the wind. Although it may appear as though the wind indicator can display a continuous spectrum of lengths, there are in fact only 21 distinct values that it will take (10 for each direction and 1 for no wind at all).
In pixels, the complete range of possible lengths for the blue and red wind bars and their corresponding wind strengths are as follows:
|* The force applied to a bazooka shell as a percentage of the force of gravity. Figures are exact, rounded to the nearest 0.1%.|
Tests reveal two things about how the wind is generated:
- The wind will never be the same for two consecutive turns. This is unfalsifiable, but statistically probable - for 50 consecutive turns, there is a 91% chance that the wind will be the same for two consecutive turns on at least one occasion. Since this did not happen in the one test for it, it can be said with at least 91% certainty that the game's code prevents it from happening. This is the only piece of evidence to suggest that the wind for any given turn is in any way influenced by the wind generated for the previous turn.
- The direction and strength of the wind generated for a given turn is influenced by the position of the active worm at the start of that turn (this has been confirmed by Deadcode and CyberShadow but details remain secret). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa.