Worms World Party

From Sega Retro

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Wormsworldparty title.png

Worms World Party
System(s): Sega Dreamcast
Publisher: Titus
Developer:
Distributor: Interplay (North America)
Virgin Interactive (Europe)
Peripherals supported: Jump Pack, Dreamcast Keyboard, Dreamcast Modem, Visual Memory Unit
Genre: Simulation

















Number of players: 1-4
Official in-game languages:
  • English
  • Français
  • Deutsch
  • Español
  • Italiano
  • Nederlands
  • Svenska
  • Dansk
  • Release Date RRP Code
    Sega Dreamcast
    US
    $44.9944.99[2] T-22904N
    ESRB: Everyone
    Sega Dreamcast
    EU
    T-7016D-50
    ELSPA: 3+ OK
    Sega Dreamcast
    DE
    T-7016D-50
    USK: 6
    Sega Dreamcast
    ES
    T-7016D-50
    ELSPA: 3+ OK
    Sega Dreamcast
    FR
    T-7016D-50
    SELL: Tous Publics
    Sega Dreamcast
    UK
    £29.9929.99[6][7] T-7016D-50
    ELSPA: 3+ OK
    Non-Sega versions

    Worms World Party is an entry in Team 17's Worms series of games, and was released among other platforms for the Sega Dreamcast in 2001. It can be seen as an "update" to Worms Armageddon (which itself builds on the formula seen in Worms 2), however this game has a much stronger focus on multiplayer and makes use of the Dreamcast's online features. This would be the last 2D game before the series' three-year stint in 3D, starting with Worms 3D.

    Gameplay

    Like its predecessors, Worms World Party has the player control a team of worms and use a collection of weaponry to exterminate the other team(s). The worms can walk and jump around and use tools such as the ninja rope and parachute to move to otherwise unreachable locations.

    All kinds of weapons are available for the player to use, from basic weapons like the Bazooka, Grenade, Shotgun and Fire Punch to rarer, more powerful "Super Weapons" like the Armageddon and the infamous Concrete Donkey. Weapons can not only injure and kill worms, but can also deform the landscape, creating less land for worms to travel on as well as creating more movement obstacles. More weapons and additional health can be collected from crates dropped on the battlefield, but worms must be mindful of landmines that will detonate upon close proximity, and oil drums that will explode when exposed to other explosions.

    The D-Pad is used for walking and aiming while the Analog Stick is used to move the camera. Pressing R will display the weapons panel, allowing the player to select a weapon using A. By default, the B and X buttons are used for jumping, A fires the current weapon, and Y centers the camera on the active worm. Holding L will allow the player to perform other actions with the face buttons, including adjusting fuse time with X, bounce and strike direction settings with A, toggling name details with B and using Select Worm with Y. These button controls can be changed to three different types in the options menu.

    In addition to using a Dreamcast Controller, Worms World Party also supports the Dreamcast Keyboard to simulate the PC version's control scheme. With a Dreamcast Keyboard, the arrow keys are used to move and aim while holding  Shift  in conjunction will move the camera.  Return  and  Backspace  are used for jumping,  Space  fires weapons, F adjusts fuse time, B adjusts bounce, I toggles name details, and  Tab  uses Select Worm.

    Compared to Worms Armageddon, this game also offers more single player content. In addition to the returning Deathmatch mode, there are now more training disciplines to try out and a total of 45 single-player missions, as well as 16 "Time Attack" missions where the player must clear specific objectives as quickly as possible.

    Weapons

    All of the weapons are the same as those previously featured in Worms Armageddon. The weapons in this list are listed by type. "Special Weapons" refer to weapons that are set as signature weapons for teams to have with certain weapon schemes but are otherwise treated as regular weapons. "Super Weapons" refer to rarer, more powerful weapons that are typically only available via crates but are sometimes part of a team's arsenal on some game schemes. "Utilities" refer to weapons found in blue utility crates.

    WormsArmageddon DC Sprite Weapons.png
    Bazooka
    Type:
    Weapon
    A basic projectile weapon that fires an explosive shell with variable firing power at any angle, dealing up to 50 points of damage. The shell is affected by wind, so players will need to take the wind into account when using this weapon. The shell is also capable of skimming across water if it is fired at full force while being aimed just above being level with the surface.
    WormsArmageddon DC Sprite Weapons.png
    Homing Missile
    Type:
    Weapon
    A projectile weapon fired like the Bazooka, however it can lock on to a designated target and will fly directly towards it in an arching path even if there are obstructions in the way. If it doesn't collide with something, it will orbit its target then lose its lock-on and fly off in a direction. It is also capable of travelling underwater in some situations.
    WormsArmageddon DC Sprite Weapons.png
    Mortar
    Type:
    Weapon
    A projectile weapon fired like the Bazooka, however it is always fired at maximum force. When the shell hits something, it will have a weak explosion, but will release multiple cluster bomblets. The shell and its clusters do 15 damage each, and the best way to maximise damage is to have all the clusters hit the same target.
    WormsArmageddon DC Sprite Weapons.png
    Homing Pigeon
    Type:
    Special Weapon
    The Homing Pigeon is similar to the Homing Missile, however it is always fired at a fixed force, and will make some attempt at navigating obstructions to reach its target. It has a stronger blast than the Homing Missile, dealing up to 75 damage. Unlike the Homing Missile, the Homing Pigeon cannot travel underwater.
    WormsArmageddon DC Sprite Weapons.png
    Sheep Launcher
    Type:
    Special Weapon
    A Bazooka-like weapon that fires a Sheep at half-maximum power. Once the Sheep lands, it will behave like any other Sheep and will explode after a while or upon pressing the fire button again, dealing up to 75 damage.
    WormsArmageddon DC Sprite Weapons.png
    Grenade
    Type:
    Weapon
    A basic throwing weapon that can be thrown with variable power at any angle, dealing up to 50 damage. Before throwing, the user can set the fuse time between 1 and 5 seconds, and how strong the Grenade's bounces should be. Unlike the Bazooka, it is not affected by wind.
    WormsArmageddon DC Sprite Weapons.png
    Cluster Bomb
    Type:
    Weapon
    A Grenade-like weapon that is used in the same way, including setting the fuse time and bounce setting. The Cluster Bomb differs from the Grenade in that the explosion is weaker, however releases several clusters that explode upon contact. The amount of damage depends on how many clusters hit the target.
    WormsArmageddon DC Sprite Weapons.png
    Banana Bomb
    Type:
    Weapon
    A throwing weapon similar to the Cluster Bomb, however the initial explosion and the banana clusters are much more powerful, having the same power as Dynamite and dealing 75 damage per explosion. The user can set the fuse time, however the bounce setting will always be at maximum bounce.
    WormsArmageddon DC Sprite Weapons.png
    Battle Axe
    Type:
    Weapon
    A close-combat weapon that will strike any worm that is directly in front of the user, cutting their health in half, so is typically more effective on worms with a lot of health. It cannot kill unless the target only has 1 point of health left.
    WormsArmageddon DC Sprite Weapons.png
    Earth Quake
    Type:
    Super Weapon
    Triggers an earthquake that makes all worms, mines, oil drums and crates shuffle about for several seconds. This is best used if the user's worms are in relatively safe locations, and enemy worms are near mines or water.
    WormsArmageddon DC Sprite Weapons.png
    Shotgun
    Type:
    Weapon
    A firearm that shoots in a straight line and has two shots. After firing the first shot, the user can use their remaining turn time to move around and take the second shot. Each shot does up to 25 damage.
    WormsArmageddon DC Sprite Weapons.png
    Handgun
    Type:
    Weapon
    A firearm that fires six weak bullets that deal 5 damage each, up to a maximum of 30 damage. Shooting the same worm with multiple bullets will also push them.
    WormsArmageddon DC Sprite Weapons.png
    Uzi
    Type:
    Weapon
    A firearm that fires 10 bullets at a faster rate than the Handgun, each bullet dealing 5 damage up to a maximum of 50.
    WormsArmageddon DC Sprite Weapons.png
    Minigun
    Type:
    Weapon
    A firearm that fires 20 bullets at a faster rate than the Uzi, and can deal up to 100 damage if all of the bullets hit the same target.
    WormsArmageddon DC Sprite Weapons.png
    Fire Punch
    Type:
    Weapon
    A close-combat weapon that makes the user leap into the air with a punch, cutting through terrain and hitting any worm or mine, dealing 30 points of fixed damage. The user can also use this at the apex of their jump for greater punching height.
    WormsArmageddon DC Sprite Weapons.png
    Dragon Ball
    Type:
    Weapon
    A close-combat weapon that makes the user launch a fireball directly in front that will send any worm or mine flying in the fireball's direction, dealing 30 points of fixed damage. It can also be used in the middle of a jump.
    WormsArmageddon DC Sprite Weapons.png
    Kamikaze
    Type:
    Weapon
    Makes the user fly in a straight line in one of 8 directions, knocking any worm or mine out of the way for 30 damage. For the first few seconds of flight, the user can even cut through the terrain, however they will eventually explode, instantly killing the user. As worms will die from using this weapon, it is best used with worms who are at low health.
    WormsArmageddon DC Sprite Weapons.png
    Suicide Bomber
    Type:
    Super Weapon
    Makes the user detonate on the spot, instantly killing them. The explosion deals up to 30 damage while also releasing a poisonous gas cloud that is affected by wind. The gas will poison any worm it touches, reducing their health by 5 each turn.
    WormsArmageddon DC Sprite Weapons.png
    Prod
    Type:
    Weapon
    A close-combat weapon that makes the user poke any worm or mine standing in front. This weapon does no damage by itself and is merely for humiliation, however can be used to push an enemy into water or a mine.
    WormsArmageddon DC Sprite Weapons.png
    Sheep
    Type:
    Weapon
    An animal weapon that will run and jump around the landscape once deployed. The user can manually detonate the sheep after deploying it, but will detonate by itself after 20 seconds. It is as powerful as the Dynamite, dealing up to 75 damage.
    WormsArmageddon DC Sprite Weapons.png
    Mole Bomb
    Type:
    Special Weapon
    An animal weapon that will run and jump when deployed, and after 10 seconds or by pressing the fire button again will jump high in an arc and dig through any terrain it collides with. It will explode after either manual detonation, 20 seconds of digging, colliding with a worm or object, or colliding with anything after it has dug through some ground. The explosion deals up to 30 damage.
    WormsArmageddon DC Sprite Weapons.png
    Dynamite
    Type:
    Weapon
    A stick of Dynamite that is simply dropped in front of the user and has a fuse time of 5 seconds. It has a powerful explosion that sends worms flying, dealing up to 75 damage.
    WormsArmageddon DC Sprite Weapons.png
    Mine
    Type:
    Weapon
    An explosive that is dropped in front of the user. It can be placed as a hazard to protect tunnels, or placed directly on top of a worm as a less powerful substitute for the Dynamite. It can deal up to 50 damage.
    WormsArmageddon DC Sprite Weapons.png
    Super Sheep
    Type:
    Special Weapon
    A Sheep-type weapon that will jump around at first, but will put on a cape and start flying once the fire button has been pressed again. The user can then fly the Super Sheep around the sky for as long as the fuse time lasts, and will immediately detonate upon colliding with anything, dealing up to 75 damage. The Super Sheep's flight can also be stopped by pressing the fire button mid-flight, causing the Sheep to fall and explode upon collision or after pressing the fire button again.
    WormsArmageddon DC Sprite Weapons.png
    Aqua Sheep
    Type:
    Special Weapon
    A variant of the Super Sheep which functions the same, but wears a blue cape and has the ability to travel underwater. Some schemes (such as Striker) will change the Super Sheep into the Aqua Sheep.
    WormsArmageddon DC Sprite Weapons.png
    Air Strike
    Type:
    Weapon
    A remote weapon that drops a group of missiles from the sky on a designated target, each missile dealing up to 30 damage. The user can choose which direction the strike will come from before deploying. This weapon, as well as other similar weapons, is not available in cavern maps.
    WormsArmageddon DC Sprite Weapons.png
    Mine Strike
    Type:
    Super Weapon
    An Air Strike-type weapon that drops five mines that bounce around the landscape, activating when they come close to any worms. Each mine does up to 50 damage.
    WormsArmageddon DC Sprite Weapons.png
    Mole Squadron
    Type:
    Super Weapon
    An Air Strike-type weapon that drops five Mole Bombs that will immediately begin digging through the terrain, making it useful for reaching players who focus on Darkside play. Each Mole Bomb does up to 30 damage.
    WormsArmageddon DC Sprite Weapons.png
    Mail Strike
    Type:
    Super Weapon
    An Air Strike-type weapon that drops five letters that float gently downward and are affected by wind. Each letter does up to 50 damage.
    WormsArmageddon DC Sprite Weapons.png
    Blow Torch
    Type:
    Weapon
    A digging weapon that can be used to make tunnels through the landscape, making it a useful tool for Darkside play. It can also burn any worms that are in the way, with diminishing returns for each hit.
    WormsArmageddon DC Sprite Weapons.png
    Pneumatic Drill
    Type:
    Weapon
    A digging weapon that can be used to dig directly downwards, drilling a hole into the landscape. It can also hurt any worms that are in the way, with diminishing returns for each hit, and can be used in mid-jump.
    WormsArmageddon DC Sprite Weapons.png
    Girder
    Type:
    Weapon
    Allows the user to build a Girder nearby, which can be used either as a defensive barrier, a makeshift bridge or an aid in Grenade bouncing. The Girder's size and angle can be adjusted.
    WormsArmageddon DC Sprite Weapons.png
    Baseball Bat
    Type:
    Weapon
    A close-combat weapon that will knock worms flying over a long distance in a specified direction, with the initial swing dealing 30 points of fixed damage. When combined with Low Gravity, the launching distance will be even greater.
    WormsArmageddon DC Sprite Weapons.png
    Girder Starter-Pack
    Type:
    Super Weapon
    Allows the user to build up to five Girders in one turn. After placing the first Girder, the user can select the "No" symbol to cancel placing more Girders.
    WormsArmageddon DC Sprite Weapons.png
    Teleport
    Type:
    Weapon
    The Teleport allows the user to teleport to any empty space they can fit into, however ends their turn. It is best used if a worm is in serious trouble and isn't worth using any other utility (or doesn't have one) to escape with.
    WormsArmageddon DC Sprite Weapons.png
    Ninja Rope
    Type:
    Weapon
    This weapon can be fired into the terrain, after which the user can then swing around. The user can also fire another rope in the middle of a swing, with the number of swings either being limited or unlimited depending on the weapon scheme. Some weapons like the Bazooka, Grenade and Dynamite can even be deployed while swinging from a Ninja Rope.
    WormsArmageddon DC Sprite Weapons.png
    Bungee
    Type:
    Weapon
    When selected, the Bungee will be used when the user walks off a ledge and the falling distance is high enough. The user can then swing around and can cut the rope at any time by pressing the fire button to make a safe landing or to fly in a direction. Like the Ninja Rope, some weapons can be deployed while using the Bungee.
    WormsArmageddon DC Sprite Weapons.png
    Parachute
    Type:
    Weapon
    When selected, the Parachute will be used when the user jumps from a high place or presses the fire button in the middle of a jump. The user will then slowly drift down, with their direction being heavily influenced by the wind. Like the Ninja Rope, some weapons can be deployed while using the Parachute.
    WormsArmageddon DC Sprite Weapons.png
    Scales of Justice
    Type:
    Super Weapon
    Once activated, this weapon will balance the remaining health of all teams. For example, if used when one team has four worms at 100 health each and another team has only two worms with 100 health each, the four-worm team will be reduced to 75 health each while the two-worm team will have 150 health each.
    WormsArmageddon DC Sprite Weapons.png
    Holy Hand-Grenade
    Type:
    Special Weapon
    A Grenade-type weapon that is fixed to a fuse time of 3 seconds with minimum bounce. Once it has stopped moving and run out its timer, it will play a "Hallelujah!" and explode. The blast is much more powerful, capable of doing up to 100 damage.
    WormsArmageddon DC Sprite Weapons.png
    Sally Army
    Type:
    Super Weapon
    A tambourine player who is deployed like a Sheep and will walk foward and explode after 10 seconds or manual detonation, dealing up to 75 damage as well as scattering tambourines. The tambourines will explode upon contact with anything, dealing up to 60 damage each.
    WormsArmageddon DC Sprite Weapons.png
    MB Bomb
    Type:
    Super Weapon
    A large bomb in the likeness of then-head of development and production at Team17, Martyn Brown. It is deployed like an Air Strike, and will slowly floats down from the sky and detonate upon impact, dealing up to 100 damage. It is also affected by wind.
    WormsArmageddon DC Sprite Weapons.png
    Super Banana Bomb
    Type:
    Super Weapon
    A weapon similar to the Banana Bomb and is thrown in the same way, however the user can manually detonate both the initial bomb and the clusters with the fire button.
    WormsArmageddon DC Sprite Weapons.png
    Skunk
    Type:
    Weapon
    An animal weapon that will run and jump forward, releasing a cloud of toxic gas after 5 seconds that will poison worms and gradually make them lose health. It will automatically explode after a while but can be manually detonated, with the explosion dealing up to 30 damage.
    WormsArmageddon DC Sprite Weapons.png
    Priceless Ming Vase
    Type:
    Super Weapon
    A weapon that is dropped in front of the user in the same way as Dynamite. When it explodes, it will scatter shards that will cause more destruction similar to a Banana Bomb. The initial explosion those caused by the shards deal up to 75 damage each.
    WormsArmageddon DC Sprite Weapons.png
    Sheep Strike
    Type:
    Super Weapon
    An Air Strike-type weapon that drops five flaming Sheep. Each Sheep will explode and bounce off the terrain once, and disappear after the second explosion, with each explosion dealing up to 50 damage.
    WormsArmageddon DC Sprite Weapons.png
    Carpet Bomb
    Type:
    Super Weapon
    An Air Strike-type weapon that drops five rolls of carpet that will bounce around wildly, causing explosions with each bounce that each deal up to 30 damage. The carpets will disappear after five bounces each.
    WormsArmageddon DC Sprite Weapons.png
    Concrete Donkey
    Type:
    Super Weapon
    An Air Strike-type weapon that will drop the Concrete Donkey from the sky. The Donkey will continuously plough downwards through the land until it sinks into the water, dealing severe damage to any worms caught underneath it.
    WormsArmageddon DC Sprite Weapons.png
    Nuclear Test
    Type:
    Super Weapon
    This weapon sets off a nuclear bomb that will cause the water level to rise, sinking any worm or object that is too close. The radiation caused by the nuke will poison all worms on the landscape. This weapon is best used if the user's worms are safe from the rising tide, and a health crate is nearby to immediately cure the poisoning, especially if deployed from a Ninja Rope or Jet Pack.
    WormsArmageddon DC Sprite Weapons.png
    Mad Cow
    Type:
    Special Weapon
    An animal weapon that will deploy up to five cows in the direction the user is facing, and the user is able to change directions during deployment to have cows travel both ways. The cows will rush forward and explode on anything they come in contact with, with each cow dealing up to 75 damage.
    WormsArmageddon DC Sprite Weapons.png
    Old Woman
    Type:
    Special Weapon
    An old woman who is deployed similar to a Sheep, but will slowly walk forward and grumble for 5 seconds, after which she will explode, dealing up to 75 damage.
    WormsArmageddon DC Sprite Weapons.png
    Armageddon
    Type:
    Super Weapon
    The most destructive weapon in the game. Activating this weapon causes a meteor shower to rain down on the landscape, destroying massive chunks of land and potentially killing many worms. It is strongly recommended to dig in deep to protect the user's worms before using this. This cannot be used in caverns, much like other Air Strike-based weapons.
    WormsArmageddon DC Sprite Weapons.png
    Skip Go
    Type:
    Weapon
    Simply ends the user's turn without attacking.
    WormsArmageddon DC Sprite Weapons.png
    Surrender
    Type:
    Weapon
    Using this makes the user's team forfeit the current round. Surrendering worms will wave a white flag around and lose their name tags.
    WormsArmageddon DC Sprite Weapons.png
    Freeze
    Type:
    Super Weapon
    This weapon not only ends the user's turn, but will encase all worms on the team in impenetrable blocks of ice. This makes them unable to be damaged or poisoned, however they can still be affected by Scales of Justice, Earthquake and the 1-HP Sudden Death, and can still drown in water if the terrain beneath them is destroyed. On schemes that trigger a nuke upon Sudden Death, this can be used to avoid radiation poisoning.
    WormsArmageddon DC Sprite Weapons.png
    Patsy's Magic Bullet
    Type:
    Super Weapon
    This weapon is similar to the Homing Missile, except it locks on to its target immediately after firing and is much smarter at finding its way around obstructions than the Homing Pigeon. Its explosion is much more powerful, dealing up to 100 damage. It will not travel underwater to reach its target, however it can still be fired into the water for it to do so.
    WormsArmageddon DC Sprite Weapons.png
    Select Worm
    Type:
    Weapon
    When activated, the user can select which worm to control before moving at the press of a button (L+Y or L+X depending on the control settings).
    WormsArmageddon DC Sprite Weapons.png
    Jet Pack
    Type:
    Utility
    This utility allows the user to fly around, pressing Up for an upward thrust or Left or Right to thrust in those directions. The Jet Pack only has a limited amount of fuel to fly with, after which the worm will begin to fall. Like the Ninja Rope, some weapons can be deployed while flying with the Jet Pack, and using weapons this wall will give the Jet Pack unlimited fuel for the duration of the player's retreat time.
    WormsArmageddon DC Sprite Weapons.png
    Low Gravity
    Type:
    Utility
    Selecting and activating this utility reduces the gravity for the rest of the user's turn, which allows the user to jump higher and farther, and causes worms and weapons to fly farther than usual. This can be combined with a variety of weapons to make it easier to send worms flying into the water.
    WormsArmageddon DC Sprite Weapons.png
    Fast Walk
    Type:
    Utility
    Selecting and activating this utility will increase the user's walking speed for the remainder of their turn, allowing them to cover ground more quickly or to escape from danger more easily.
    WormsArmageddon DC Sprite Weapons.png
    Laser Sight
    Type:
    Utility
    Selecting and activating this utility will add a laser sight to the Shotgun, Handgun, Uzi, Minigun and Kamikaze, making it easier to aim with those weapons from long distances. The effect wears off at the end of the user's turn.
    WormsArmageddon DC Sprite Weapons.png
    Crate Spy
    Type:
    Utility
    Collecting this from a utility crate will reveal the contents of all crates to the team. This utility's effects lasts for the entire round.
    Crate Shower
    Type:
    Utility
    This utility is instantly triggered as soon as it is picked up. When activated, five weapon and utility crates will be teleported onto the map during the user's turn. The contents of these crates will be completely random regardless of crate probabilities, even including weapons normally unobtainable via crates such as Skip Go and Surrender.
    WormsArmageddon DC Sprite Weapons.png
    Damage x2
    Type:
    Utility
    This utility will double the power of the user's weapons for the current turn only, and is instantly activated the moment the user collects it.
    Double Turn Time
    Type:
    Utility
    This utility will double the player's remaining turn time as soon as it's collected. It is a good idea to collect this utility as early as possible to get the biggest time increase.

    Training

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    The following list has been marked as incomplete. If you can, please complete it.

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    Missions

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    The following list has been marked as incomplete. If you can, please complete it.

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    Good Ship Armageddon

    Time Attack

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    The following list has been marked as incomplete. If you can, please complete it.

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    Time Attack 1

    Versions

    Though designed to take advantage of the Dreamcast's online features, other versions exist for the Windows PC, PlayStation, Game Boy Advance, N-Gage and Gizmondo.

    The Dreamcast port is lacking in some areas, however. There are fewer multiplayer options in the Dreamcast version, with notable exclusions being the competitive and co-operative multiplayer missions and the Wormpot; a feature that adds up to three additional rules to multiplayer games. It also shares the distinction with the PlayStation version that less teams and worms are allowed on the battlefield at one time (four teams with four worms each), as well as the removal of the Longbow, Petrol Bomb, Napalm Strike, Flame Thrower and Invisibility. It can also take longer for computer players to make a decision.

    However, the Dreamcast port still retains a higher resolution and some of the graphical effects from the PC version, such as the debris in the background, as well as background soil shown in destroyed terrain, which the PlayStation version lacks. Some objects, such as crates, are still animated, though other objects like oil drums are not animated.

    Magazine articles

    Main article: Worms World Party/Magazine articles.

    Physical scans

    Sega Retro Average 
    Publication Score Source
    {{{{{icon}}}|L}} Division by zero.
    Based on
    0 review
    Sega Retro Average 
    Publication Version Score
    (FR) PAL
    92
    [11]
    (HU)
    80
    [12]
    (YU) PAL/NTSC
    79
    [13]
    (PL)
    60
    [14]
    (FR) PAL
    80
    [15]
    (UK)
    75
    [6]
    (UK) PAL
    80
    [16]
    (UK) PAL
    80
    [7]
    (FR)
    80
    [17]
    (UK)
    85
    [18]
    (ES)
    70
    [19]
    (FR) PAL
    90
    [20]
    (UK)
    60
    [21]
    (US) NTSC-U
    82
    [22]
    (RU)
    81
    [23]
    (US) NTSC-U
    68
    [2]
    (UK)
    70
    [24]
    (US) NTSC-U
    78
    [25]
    (US) NTSC-U
    80
    [26]
    (DE) PAL
    79
    [27]
    (PL)
    70
    [28]
    (US) NTSC-U
    75
    [29]
    (UK) PAL
    80
    [30]
    (PL)
    77
    [31]
    (NL)
    80
    [32]
    (ES)
    86
    [33]
    (ES) PAL
    80
    [34]
    (RU)
    70
    [35]
    Sega Dreamcast
    77
    Based on
    28 reviews

    Worms World Party

    Dreamcast, US
    WormsWorldPartyDCUSBack.jpgWWP DC US Box Front.jpg
    Cover
    WormsWorldParty DC US Manual.pdf
    Manual
    WormsWorldPartyDCUSInlay.jpg
    Inlay
    Dreamcast, EU
    WWP DC EU Box Back.jpgWWP DC EU Box Front.jpg
    Cover

    Technical information

    Main article: Worms World Party/Technical information.

    References

    1. https://groups.google.com/g/rec.games.video.sega/c/x4kNE-6Pb_U/m/ZqzdvaOlVFMJ
    2. 2.0 2.1 GamePro, "May 2001" (US; 2001-0x-xx), page 80
    3. http://www.sega-europe.com/english/news/000102/000102.php (Wayback Machine: 2001-05-11 09:06)
    4. http://www.chipsworld.co.uk:80/detProd.asp?ProductCode=3210 (Wayback Machine: 2001-06-27 23:58)
    5. http://www.amazon.co.uk/exec/obidos/tg/browse/-/300728/ (Wayback Machine: 2002-11-14 20:19)
    6. 6.0 6.1 Computer & Video Games, "January 2001" (UK; 2000-12-13), page 95
    7. 7.0 7.1 DC-UK, "January 2001" (UK; 2000-12-14), page 63
    8. http://www.micromania.fr/zooms/?ref=18282 (Wayback Machine: 2002-12-18 16:00)
    9. http://www.amazon.fr:80/exec/obidos/tg/browse/-/557790/ref=vg_brbx_c_1_0/ (Wayback Machine: 2001-07-28 01:53)
    10. http://www.centromail.es:80/top/ficha.asp?codmail=16908&codprov= (Wayback Machine: 2002-07-06 20:36)
    11. 100% Consoles, "Juin/Juillet 2001" (FR; 2001-0x-xx), page 57
    12. 576 Konzol, "Június 2001" (HU; 2001-xx-xx), page 40
    13. Bonus, "5/2001" (YU; 2001-06-25), page 34
    14. Click!, "6/2001" (PL; 2001-03-15), page 24
    15. Consoles +, "Juin 2001" (FR; 2001-0x-xx), page 91
    16. Dreamcast Monthly, "Christmas 2000" (UK; 2000-11-23), page 60
    17. Dreamcast: Le Magazine Officiel, "Juillet/Août 2001" (FR; 2001-0x-xx), page 72
    18. Dreamcast Magazine, "No. 16" (UK; 2000-11-30), page 58
    19. Dreamplanet, "Abril 2001" (ES; 2001-03-15), page 50
    20. Dreamzone, "Mai 2001" (FR; 2001-0x-xx), page 54
    21. Edge, "January 2001" (UK; 2000-12-28), page 110
    22. Electronic Gaming Monthly, "May 2001" (US; 2001-04-03), page 104
    23. Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 299
    24. (UK) (+0:00)
    25. Game Informer, "May 2001" (US; 2001-0x-xx), page 86
    26. Gamers' Republic, "August 2001" (US; 2001-xx-xx), page 53
    27. MAN!AC, "05/2001" (DE; 2001-04-04), page 73
    28. Neo Plus, "Czerwiec 2001" (PL; 2001-xx-xx), page 47
    29. Next Generation, "June 2001" (US; 2001-05-22), page 88
    30. Official Dreamcast Magazine, "January 2001" (UK; 2000-11-30), page 76
    31. PSX Extreme, "06/2001" (PL; 2001-0x-xx), page 55
    32. Power Unlimited, "Jaargang 09, Nummer 8, Augustus 2001" (NL; 2001-0x-xx), page 45
    33. Ready!, "08-01" (ES; 2001-0x-xx), page 34
    34. Revista Oficial Dreamcast, "Julio 2001" (ES; 2001-xx-xx), page 52
    35. Strana Igr, "May 2001 1/2" (RU; 2001-xx-xx), page 52


    Worms World Party

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    Sega Dreamcast
    Prototypes: 2000-10-31



    Worms games for Sega systems or published by Sega
    Worms (1996) | Worms Armageddon (1999) | Worms World Party (2001) | Worms 3D (2003) | Worms Forts: Under Siege (2004)
    Worms Pinball (unreleased)