

So you don't have to wait for X amount of turns, before using them. Remove turn limits (weapons) - This removes the turn limits for the special weapons. So they will not appear, despite this cheat being active. The air strike weapons, aren't allowed on some of the matches. Unlock all weapons/Inf ammo - This unlocks all weapons, and makes them infinite. Just allows a longer game time than 30 minutes, without failing the mission. Stop game timer * - Doesn't seem to work, for end game time stats. Stop turn timer * - Increases turn time to 60 seconds, allowing you to take as long as you want for a turn. Unless the damage received from one hit, is 200 or above. Infinite health - Increases worm health to 200, and worms will not receive damage. I'll * the ones, that may break in other versions:. So they won't be activated in other versions, if the registers don't match the compares in the scripts. I looked about in the structs, but couldn't seem to find anything, that solved the problem. I had to compare 3 of the cheats, with registers to fix crashing, or a never ending turn. 4 of the options, should work fine, with other versions - I used version 0061. Of course, 10s are awarded by the ones who are paid to do so and imbeciles, whose opinion is ,therefore, irrelevant.This is my first table upload, the cheats are for campaign mode, and use aob scan.

To make a long story short, this is a game for those under the age of 9 and the ones who can't play proper worms (and by 'proper' I mean the 'bonus' content which is Worms: Armageddon, by all means superior version to this pathetic latest installment). However, since it's pretty clear that a real worms fan won't even dignify this game with a second look, the DLC might as well be non-existent (hee, hee, hee). There are some innovations such as troops customization (you can have a fat worm, slow but strong, a little guy, fast but weak, a brainiac.) but it doesn't matter since these come in a form of a modern gaming plague that some people refer to as DLC. This, along with a nerfed jet pack, makes traveling the distance a true mission: impossible - a feat faithfully carried over from Reloaded. Ninja rope is nowhere near as useful as it was in Armageddon/WP and, most of the time, it just deactivates for no reason.

Although some weapon physics are improved over Reloaded, there are certain essential items which appear unruly and glitchy. Once you're through with the boring (and occasionally confusing) menus and start the game, you'll get overwhelmed by unresponsive and laggy controls and a frame-rate to match. Once again, you can have only 4 worms per team and the customization is rather obscure (terrain editor, for one, is BY FAR inferior to the one in Armageddon/WP). With that said, let's get down to business. So what's wrong with Revolution? Well, once you get over the shiny new graphics, it gets down to pretty much everything! Before I start listing, let's get one thing straight: this game DOES NOT feature a brand new game engine as developers want you to believe! Instead, it's just heavily modified Reloaded. After a disastrous Reloaded, we now get Revolution which is a shy step forward but, overall, a needless entry in the long line of Worms games that don't live up to their 10 years old predecessors.
WORMS REVOLUTION MAX PLAYERS SERIES
After a disastrous Reloaded, we now get Revolution which is Ever since Armageddon/World Party worms series seem to go more and more downhill. Ever since Armageddon/World Party worms series seem to go more and more downhill.
