Difference between revisions of "Dynamite"
From Worms Knowledge Base
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== Tricks and glitches == | == Tricks and glitches == | ||
− | * [[Worms]] and [[WormsDC]] both have a glitch relating to [[ | + | * [[Worms]] and [[WormsDC]] both have a glitch relating to [[Dynamite_retreat_can_be_altered_in_Action_Replay|Dynamite deployment and Action Replays]]. It is possible to "erase" the action of a worm following a Dynamite deployment with a single jump by pressing Enter just before the Replay starts. |
* In the original Amiga version of [[Worms]], the Dynamite cannot detonate while the worm that deployed it is in mid-air. If the Dynamite reaches the end of its fuse it will wait for the active worm to settle on the terrain before detonating. | * In the original Amiga version of [[Worms]], the Dynamite cannot detonate while the worm that deployed it is in mid-air. If the Dynamite reaches the end of its fuse it will wait for the active worm to settle on the terrain before detonating. | ||
Revision as of 08:15, 4 April 2011
(Up to Weapons)
Dynamite | |
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Type: | Droppable explosive |
Keyboard selection: | F5 (x1) |
Standard effects: | 75hp injury (max.), Large circular crater |
Present in: | Worms, Worms DC, Worms 2, W:A, WWP |
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The Dynamite is a drop-and-run weapon capable of about 75 points of damage. The powerful blast can send worms flying far and wide. The dynamite comes with a fixed 5-second fuse, and you will always get a minimum 5-second retreat even if the scheme retreat time is set to zero.
Tricks and glitches
- Worms and WormsDC both have a glitch relating to Dynamite deployment and Action Replays. It is possible to "erase" the action of a worm following a Dynamite deployment with a single jump by pressing Enter just before the Replay starts.
- In the original Amiga version of Worms, the Dynamite cannot detonate while the worm that deployed it is in mid-air. If the Dynamite reaches the end of its fuse it will wait for the active worm to settle on the terrain before detonating.