Worms 2

Real-Time Control
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The primary mechanics of Worms include:

– Walking
– Jumping (forward/back)
– Switching Weapons
– Aiming
– Firing/Using Weapon

Certain weapons in Worms provide additional mechanics such as:
– Ninja Rope
: swinging, climbing, releasing
– Super Sheep
: turning, exploding

Most of the game mechanics provide continuity of control. For instance, the walking animation responds seemingly instantly. Certain weapons allow you to build up power behind their shot as you hold the fire button. An animation grows until you release the button or max power is reached. Also, the super sheep is real-time controllable. It will always move forward, and the response of turning happens instantly.

There are, however, areas of the game which do not provide continuous control. The jumping animation takes some time to show a crouch and then jump. The player cannot control its worm (other than firing a weapon) during a jump until it has safely landed (lockout period).

Overall I would say that the game does have real-time control, though there are a few areas of the game where this does not hold.

Spatial Simulation
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Worms takes place in a dynamically destroyable level surrounded by water and air. The worms interact with the environment through collisions and friction. The worms also drown when far enough underwater.

Polish
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Almost all weapons and areas of the game have polish effects. Gun weapons, for instance, show muzzle flare when firing. The super sheep emits sparkly particle effects as it travels through the air. Other animations include explosions and various burning or bubbling particle effects.
The game allows you to customize your worm’s hat, sound effects, and the object that appears when you die.

All in all, I believe Worms has game feel.

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