Wormpot

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(Up to Game logic)

The Worm Pot is one of the new features in Worms World Party, which allows the player to select up to 3 modes of play. It's supposed to be a slot machine, where each reel can have a special game mode. Akin to the Cheats in Worms Armageddon.

Rather curiously, despite the fact that WWP's development began solely to produce an online-enabled Worms game for the Dreamcast, the Dreamcast version of WWP omits the Worm Pot entirely.

Icon Name Description Reels #
Pfw.gif Points for weapons mode Each team starts with the weapons they set on their team options for the Points for Weapons mode. 1
SheepCrate.gif All crates contain sheep If you blow up a crate, a Sheep will jump out of it and blow up, under all circumstances. All
AquaSheep.gif Super sheep = aqua sheep All the Super Sheep you start with are replaced with Aqua Sheep (can move underwater). All
RedBlood.gif Enable blood effects The worms bleed (it's not as nasty as you think). All
OnlyDrown.gif God Mode All worms have infinite health, so they can only be killed by drowning. 1
Superhandtohand.gif High damage unarmed combat Doubles the damage of unarmed combat weapons (Fire Punch, Dragon Ball, Kamikaze, Prod). All
SuperFirearms.gif High damage firearms Doubles the damage and explosion of firearms (Shotgun, Uzi, Handgun, Minigun), as well as upgrading the Shotgun (4 shots/turn instead of 2) and Longbow (50 damage instead of 15 damage). All
Superanimals.gif High damage animals Doubles the damage and explosion of animal weapons (All sheep weapons, Skunk, Mole Bomb, Mad Cow, Homing Pigeon). All
SuperCluster.gif High damage clusters Doubles the damage of cluster weapons (Air Strike, clusters of Cluster Bomb, Banana Bomb, Mortar). All
SuperEngineer.gif High damage engineers Doubles the damage of engineering weapons (Blowtorch, Pneumatic Drill) and the time they last. All
Superfire.gif High damage flame weapons Doubles the damage of fire weapons (Flamethrower, Petrol Bomb, Napalm), the time they last and the fire radius. All
Super Rope.gif Super Rope mode Doubles the size of the Ninja Rope, and increases the angle to -45º. All
SuperExplosive.gif High damage explosives Doubles the damage and explosion of explosives (Dynamite, Mine). All
Specialist.gif Specialist Worm mode Each worm in a team can only use a certain group of weapons (worm 1 - F1/F2 weapons, worm 2 - F3/F4 weapons, worm 3 - F5/F6/F7/F8 weapons, worm 4 - F1/F2 weapons, etc.). 1
No Retreat No surrender.gif No retreat time There's no retreat time after using a weapon and no Surrender. All
Health Bonanza.gif Double strength health crates Doubles the amount of health a health crate would give you (set on the game options). All
Wind.gif Wind effects most weapons Mortars and all the grenades are affected by the wind. All
Eoe.gif Energy or Enemy All the worms in the game start sick, losing an increasing amount of health (1st turn - 2 , 2nd turn - 4, 3rd turn - 6, etc.). 1
Lowfriction.gif Slippy mode Decreases the terrain friction (terrain is more slippery). 2
Highfriction.gif Sticky mode Increases the terrain friction (terrain is more sticky). 2
Earthquake.gif Stay away from the edge An Earthquake occurs before every turn. All
Fort.gif Fort mode Each team starts with the fort they selected in their team options. Only the first two teams' forts are used. Perfect for Fort games. All
Falldamage.gif Falling really hurts, be careful out there Heavily increases fall damage. All
On the Moon.gif On the Moon mode[1] Low Gravity is always in effect. 2
David.gif David and Goliath mode The first worm of each team (aka captain of the team) removes half the health of each team member and adds it to its own. 2
Dropsonly.gif No weapons, crates only You start only with infinite Teleports, and Crate Shower is always in effect. 1
Onehealth.gif One shot, one kill All worms start with 1 health. 2
DoubleTrouble.gif Double damage mode Double Damage is always in effect. All
Crateshower.gif Crates, crates and even more crates Crate Shower is always in effect. All
QuickFire.gif Using a weapon doesn't end your turn mode Using a weapon doesn't end your turn. Turn time is 10 seconds. 1, 3
PowerHandtoHand.gif Extra powered[2] unarmed combat[3] Doubles the power of unarmed combat weapons (Fire Punch, Dragon Ball, Kamikaze, Prod). All
Poweranimals.gif Extra powered animals Doubles the power of animal weapons (All sheep weapons, Skunk, Mole Bomb, Mad Cow, Homing Pigeon). All
PowerCluster.gif Extra powered clusters Doubles the power of cluster weapons (Air Strike, clusters of Cluster Bomb, Banana Bomb, Mortar). All
Powerfire.gif Extra powered fire weapons Doubles the power of fire weapons (Flamethrower, Petrol Bomb, Napalm). All
Powerexplosive.gif Extra powered explosives Doubles the power of explosives (Dynamite, Mine). All
CrateSpy.gif Everything you wanted to know about the contents of that crate Crate Spy is always in effect. 3
X2 Clusters.gif Twice the clusters Doubles the amount of clusters released by cluster-based weapons (Cluster Bomb, Banana Bomb, Mortar). 3
Guess My Weapon.gif Guess my special weapon Dropped during development, although its icon is still included with the game. None
Hand to Hand.gif Hand to hand Dropped during development, although its icon is still included with the game. None
  1. Only available in the PlayStation version. In PC this was called "Low Gravity Mode", but dropped during development.
  2. The power of weapons is the "push" factor.
  3. This mode is called "Extra powerfull unarmed combat." in PC version. Note the typo in the word powerfull (powerful).
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