Uploaded July 2026 | Updated September 2026, 2 weeks ago
longplays.org
Played by: Reinc
00:02:45 - 00:22:20 Missions
00:22:30 - 04:12:06 Deathmatch
04:12:28 - 06:25:34 Custom games
Worms World Party is an artillery strategy game. It was developed by Team17 as the seventh game in the Worms series, and was released in 2001. It was the last 2D Worms game before the series' three-year stint in 3D. The GBA port was developed by Fluid Studios and published by Ubi Soft Entertainment (now known as Ubisoft). The player uses a team of Worms against another team of Worms, which controlled by a computer or human opponent. The goal is to kill the Worms on the other team using various weapons and be the last surviving Worm(s).
Gameplay is turn-based, with each team moving in sequence across two-dimensional terrain. During a single turn, a team can only move one of its Worms. Worms can walk and jump, as well as (when the proper items are available) teleport, use Ninja Rope, jump with a Bunjee, Parachute down or fly with a Jetpack. Each worm begins the round with a specific amount of health, which is predefined by the chosen game options. When hit with a weapon, the Worm will lose health depending on the power of the weapon and the directness of the hit. A Worm can be killed either by having its health reduced to zero or being knocked into the water around and below the level.
The GBA port lacks the head-stuck-in-ground animation, the shotgun shot animation is broken, and the game has many mechanical differences compared to the PC original. Uzi doesn't cause slide and has almost no knockback, it also requires greater distance to be used safely, similar to 16 bit ports; Shotgun, on the other hand, has knockback similar to the PC version's Uzi; Mines have weak knockback; Grenades and Bazooka can easily deal over 50 damage; Grenades tend to get stuck within Oil Drums and may roll uphill, if they lose momentum; Cluster Bombs and Mortar cause bigger explosion which helps to make them a little less than completely useless; it is much easier to jump onto a high piece of terrain; fall damage doesn't apply until greater heights; Sheep and Super Sheep have insane knockback but Sheep has lower damage; Ninja Rope is ridiculously unwieldy and is almost useless; Oil Drums do not produce fire, do less damage and tend to overwrite a weapon's damage rather than add to it, unless an explosion is far enough from the Oil Drum but still close enough to blow it up; fire doesn't burn into the ground, unless the Firex2 Wormpot setting is on, and even then it burns throughout several turns in real time rather than within one turn; lingering fire from Petrol Bomb is affected by changes of wind; Prod causes almost no knockback and thus is completely useless; Banana Bomb here works like a Cluster Bomb with more damage, and Super Banana Bomb just does even more damage, so it doesn't split multiple times; Kamikaze and Fire Punch have less fly range; Worms' death explosion is weird because it deals between 8 to 55 damage and I don't know why, it also has damage range that is much smaller than its explosion range.
The AI is braindead and is even more of a cheater than in other console ports. It always targets the human player even when enemy Worms from another AI team are nearby. It never acknowledges weapon crates' existence and doesn't use special weapons even after crates with them fall right on their head.
I didn't show that Homing Missile can swim underwater. I play through Mission mode, then get the highest rank in Deathmatch mode, then play custom games until all Wormpot settings, all landscapes, all terrain presets and all weapons are shown. At the end of the video I use a cheat to get special weapons which would otherwise only be dropped with a very low chance. The cheat is:
1) Press Select, highlight Skip Go and press A once;
2) Press Select, hold L, Down, and B;
3) Press Select four more times while still holding the above buttons.
Disclaimer: Most videos by World of Longplays use SaveStates!
longplays.org
Played by: Reinc
00:02:45 - 00:22:20 Missions
00:22:30 - 04:12:06 Deathmatch
04:12:28 - 06:25:34 Custom games
Worms World Party is an artillery strategy game. It was developed by Team17 as the seventh game in the Worms series, and was released in 2001. It was the last 2D Worms game before the series' three-year stint in 3D. The GBA port was developed by Fluid Studios and published by Ubi Soft Entertainment (now known as Ubisoft). The player uses a team of Worms against another team of Worms, which controlled by a computer or human opponent. The goal is to kill the Worms on the other team using various weapons and be the last surviving Worm(s).
Gameplay is turn-based, with each team moving in sequence across two-dimensional terrain. During a single turn, a team can only move one of its Worms. Worms can walk and jump, as well as (when the proper items are available) teleport, use Ninja Rope, jump with a Bunjee, Parachute down or fly with a Jetpack. Each worm begins the round with a specific amount of health, which is predefined by the chosen game options. When hit with a weapon, the Worm will lose health depending on the power of the weapon and the directness of the hit. A Worm can be killed either by having its health reduced to zero or being knocked into the water around and below the level.
The GBA port lacks the head-stuck-in-ground animation, the shotgun shot animation is broken, and the game has many mechanical differences compared to the PC original. Uzi doesn't cause slide and has almost no knockback, it also requires greater distance to be used safely, similar to 16 bit ports; Shotgun, on the other hand, has knockback similar to the PC version's Uzi; Mines have weak knockback; Grenades and Bazooka can easily deal over 50 damage; Grenades tend to get stuck within Oil Drums and may roll uphill, if they lose momentum; Cluster Bombs and Mortar cause bigger explosion which helps to make them a little less than completely useless; it is much easier to jump onto a high piece of terrain; fall damage doesn't apply until greater heights; Sheep and Super Sheep have insane knockback but Sheep has lower damage; Ninja Rope is ridiculously unwieldy and is almost useless; Oil Drums do not produce fire, do less damage and tend to overwrite a weapon's damage rather than add to it, unless an explosion is far enough from the Oil Drum but still close enough to blow it up; fire doesn't burn into the ground, unless the Firex2 Wormpot setting is on, and even then it burns throughout several turns in real time rather than within one turn; lingering fire from Petrol Bomb is affected by changes of wind; Prod causes almost no knockback and thus is completely useless; Banana Bomb here works like a Cluster Bomb with more damage, and Super Banana Bomb just does even more damage, so it doesn't split multiple times; Kamikaze and Fire Punch have less fly range; Worms' death explosion is weird because it deals between 8 to 55 damage and I don't know why, it also has damage range that is much smaller than its explosion range.
The AI is braindead and is even more of a cheater than in other console ports. It always targets the human player even when enemy Worms from another AI team are nearby. It never acknowledges weapon crates' existence and doesn't use special weapons even after crates with them fall right on their head.
I didn't show that Homing Missile can swim underwater. I play through Mission mode, then get the highest rank in Deathmatch mode, then play custom games until all Wormpot settings, all landscapes, all terrain presets and all weapons are shown. At the end of the video I use a cheat to get special weapons which would otherwise only be dropped with a very low chance. The cheat is:
1) Press Select, highlight Skip Go and press A once;
2) Press Select, hold L, Down, and B;
3) Press Select four more times while still holding the above buttons.
Disclaimer: Most videos by World of Longplays use SaveStates!
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![Saturn Longplay [041] Scud: The Disposable Assassin (US)
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Played by: MadMatty
Scud: The Disposable Assassin, developed by Syrox Developments and published by Segasoft in 1997.
From wiki:
Scud: The Disposable Assassin is a Sega Saturn video game based on the comic book series of the same name. It was released on February 28, 1997 in North America only, though it is region-free. It is unusual in that it can be played as a run and gun game, or with a light gun. The main characters and plotline are mostly the same from the comic series.
The storyline revolves around Scud, a Heart Breaker Series 1373 model assassin, a fictional type of robotic assassin, his partner, Drywall, a bizarre character whose body can hold an unlimited amount of storage space, Sussudio, a bounty hunter that at first tries to kill Scud, and several other characters from the series.
The game plays like an Arcade game in that it can be quite difficult due to the high speed of the game and the enemies just suddenly appearing on screen requiring some quick reactions. Graphically the game is really good with some nicely detailed sprite work all helped by the game moving along at a steady 60fps. While the game is short, it is not a whole lot of fun as you have to play quite defensively if you want to get through the game. if you try running and jumping, run and gunning you are likely to land in a pack of enemies and lose plenty of energy. The bosses are quite easy and just require shooting in the chest. I drag them out in the video to show their abilities. Only the vending machine puts up a fight as all the ninjas shooting at you distract you from the boss and they hurt when a few are on screen at once.
To complete the game, you are required to play through the levels twice. After completing the game with scud, a secondary character opens up and allows you to play as drywall. Drywall shoots slower, but hits harder but also with less energy. I had to use some credits at the vending machine bosses. Before starting the game I let the soundtrack play out. I close the video with the answering machine.
00:00:00 Titles
00:03:33 Playthrough with Scud
00:41:30 Playthrough with Drywall
01:14:10 Answering Machine Messages
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