Notes: | [1] Original concept & game design by Andy Davidson. Coding by Andy Davidson; additional coding by Mark Fitt. Background graphics by Rico Holmes; additional background gfx by Tony Senghore; additional gfx by Kenny Magnusson, Per-Anders Gustafsson, Chris Blyth and Wiggz; worm artwork by Rory Little and Pete Lyon; Team 17 logo by John Allardice; and animation by Andy Davidson and Chris Blyth (grenade anim only). Music/sound FX by Bjørn Lynne (Dr. Awesome/Crusaders).
[2] Min. Requirements: AGA chipset, 2MB chipram. Requirements (recommended): AGA chipset, 2MB chipram, accelerator (68020/16.67MHz or better), fastram (extra memory rewards players with more in-game features).
[3] Game manufactured/published by Ocean on behalf of Team 17.
[4] Distributed by Ocean in the UK, Bomico in Germany and Mirage in Poland.
[5] Game features mouse-keyboard/joypad control, a built-in construction kit (players can use Graffiti Mode to draw what they want and turn it into a level), speech synthesis, loading/saving teams & stats, loading/saving of customised levels (floppy/HD) created using a 3rd party graphics package and the WormPrefs utility on disk 3 (see pp15-16 of manual for further details) and a quit back to WB option.
TRIVIA: Announced in advance that WORMS: THE DIRECTOR'S CUT would be their last Amiga game, Team 17 made a point of releasing it exclusively for the Amiga 1200/4000 and foregoing the release of lucrative conversions to more commercially viable and popular platforms of the day in 1996/97 (e.g. PC, PSX). |
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