WORM - The Game
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The Storyline
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In a world invaded by monsters, the very existance of
wormkind is threatened. The worms of the future, are under threat.
There may not be a next generation of wormkind unless a hero can
be found to rescue the wormeggs from the clutches of the monsters.
Ooey Gooey the worm is such a hero. And you are Ooey Gooey.
Go forth into the land and rescue the wormeggs...
The Gameplay
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Gameplay is of the familiar tried and tested platforms
format. The only differance from the norm being that you don't
jump, you fly. If you're not standing on anything and you're not
flying, you fall as you would expect.
You must collect all the wormeggs on a screen to progress to
the next. There may be other objects on the screen as well such as
extra lives or bonus diamonds. Although it's nice to collect these
(more lives and higher scores) it is not crucial, and once all the
wormeggs are collected you progress to the next screen, any other
objects go straight down the pan.
There are several types of collectable object:
i) The wormeggs - collect all these to finish a screen.
ii) Bonus diamonds - extra points for collecting these.
iii) Extra lives - self explanitary really.
iv) Extra fuel cans - refill the heli-pack fuel tank to the
top.
v) Freezes - these freeze all the monsters on a screen for
the duration. Although they aren't moving,
you'll still die if you're stupid enough to
walk into one.
vi) Invulerability - top stuff this one, you cann't be
killed by the aliens for the rest of
the screen. You can however still run
out of fuel.
The game consists of 25 screens, some (but not many) of which are
bonus screens with no aliens and lots of diamonds.
You get 3 lives to begin with.
Control
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The game is controlled via a joystick in the joystick port
(the one with no mouse in it). The controls are :
LEFT & RIGHT - move left & right (suprising eh?)
and
UP - activate heli-pack (fly upwards but this
uses up valuable fuel)
At the bottom of the screen there is an information panel. This
shows fuel remaining for the heli-pack (when that runs out you
die) and lives remaining (in the form of a row of worms).
If any special objects are collected, these are shown here as well
(until they run out at the end of screen).
Files
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There should be the following files to allow the game to work:
\WORM\
WORM.PRG
MUSIC.SPL
MUSIC.PAF
SOUNDS.SND
\SPRITES\
BLUEBALL.SPR
BONUS.SPR
BRICK.SPR
CONBONES.SPR
CONPIPE.SPR
DRILL.SPR
EYEBALL.SPR
FREEZE.SPR
FUEL.SPR
GAMEOVER.SPR
GETEGG.SPR
GRASST.SPR
HBONES.SPR
HPIPE.SPR
INVUN.SPR
LONGSTAL.SPR
PILLAR.SPR
PLATFORM.SPR
SHORSTAL.SPR
SCREEN1.SCR
TITLES.SCR
TREE.SPR
VBONES.SPR
VPIPE.SPR
WELLDONE.SPR
WORMD.SPR
WORMDIE.SPR
WORMEGG.SPR
WORML.SPR
WORMLOGO.SPR
WORMR.SPR
WORMU.SPR
XTRAFUEL.SPR
XTRALIFE.SPR
Animation and Graphics
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All graphics were produced using a custom written sprite
designer (written in HISOFT 'Power Basic', a real stonker of a
language if anyone out there hasn't already got it) and animated
using custom assembly language code. The worm alone consists of 21
frames of animation.
Sound
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Music sampled via the sampler design shown in STAMIGA format
many moons ago, using a custom written sampler program.
Spot effects produced using EIDERSOFTS 'Pro Sound Designer'.
Coding
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All game code produced using HISOFT 'DEVPAC2'.
All developement utilities produced using HISOFT 'Power
Basic'.
Contact:
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Any advise, criticism, money or job offers to :
CRAIG GRAHAM
46 SCHOOL ROAD
LANGOLD
WORKSOP
NOTTS
S81 9PY.
EMAIL : Craig.Graham@newcastle.ac.uk