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Worms: The Director's Cut
AGA
Worms: The Director's Cut - Double Barrel Screenshot
Information 5 reviews 1 manual Cheatcode 5 weblinks
100 screenshots 2 boxscans 2 diskscans 2 miscshots Conversion Gamemap
Information
Year of the first release1997LicenseCommercial
Number of disks (or CD)3PublisherOcean - Worldwide
Number max of players8Budget publisherGuildhall - Worldwide
Simultaneous max players1DeveloperTeam 17
LanguageEnglish
ArtistsCoder : Andy Davidson
Coder : Mark Fitt
Graphician : Andy Davidson
Graphician : Chris Blyth
Graphician : John Allardice
Graphician : Kenny Magnusson
Graphician : Per-Anders Gustafsson
Graphician : Pete Lyon
Graphician : Rico Holmes
Graphician : Rory Little
Graphician : Sean Wiggz
Graphician : Tony Senghore-Turunen
Musician : Bjørn Lynne (Bjorn Lynne, Dr. Awesome/Crusaders)
Language in manualEnglish
German
Polish
HardwareAGA
Amiga original gameyes
Have cheatcodeno
Have SPS releaseyes
WHD installyesWHD information
AuthorPsygore
Updated  2018-07-20 16:58:47
HD installyesHD notes

- HD installer is contained on disk 1.

- According to the manual, players may not be able to launch the game off HD via WB due to a lack of memory. Instead, players on 2MB machines should attempt to execute the HD installed game from CLI/shell by booting with no startup-sequence (boot while holding down both mouse buttons to access this option from the early startup menu) and typing:

CD DHx: WormsDC (replace DHx with HD volume - e.g. CD DH0:WormsDC or CD Work:Games/WormsDC)
RunDC

Genre
CategoryPuzzler
SubcategoryPuzzler - Artillery
Dimension2D
QuickmatchArtillery
QuickmatchCoding - 68000 Assembly Language (68K ASM)
QuickmatchCoding - Blitz Basic / AmiBlitz
QuickmatchEnhanced Features - Game Editor/Construction Kit
QuickmatchEnhanced Features - Savegames (Saved Games) [Floppy]
QuickmatchEnhanced Features - Savegames (Saved Games) [Hard Drive]
QuickmatchEnhanced Features - Utilises Accelerators
QuickmatchEnhanced Features - Utilises Extra Memory
QuickmatchEnhanced Sound - Digitised/Synthesised Speech
QuickmatchGame Controller - Joypad (not CD32-specific)
QuickmatchGame Controller - Mouse+Keyboard Combo Control
ScrolltypeScrolling - Multi-directional
ThemeAnimal World - Invertebrates - Worms
ViewpointSideways
Conversion hardware
Conversion notes
Classic compilation
Relationshipis an updated version of Total Wormage
is an updated version of Worms
is an updated version of Worms
Page views: 6211 - Last update: 31st July 2022
Rarity: One version is common, at least one other version is rare One version is common, at least one other version is rareOne version is common, at least one other version is rare
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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