

The player can see through their interface the current wind speed and direction, as well as other information such as the team's overall health the enemy worms' health and their current position in a map. Wind mechanics continue to affect many weapons which makes them more devastating but harder to control. Wind mechanics affect tactical items like parachutes. As well as a large overworld view of the map similar to RTS games to command air strikes or teleport through the map. This game also uses both first and third person viewing modes to allow the player to either target more accurately or be able to move through distances in a much easier way. The vast repertoire of weapons that were quite common before was replaced by a far smaller menu of weapons, but it still retained quite a few classics like the flying sheep, the holy hand grenade, and the concrete donkey. Other simpler weapons translated quite well, like the homing pigeon, the air strike, and the jet pack. The ninja rope became very difficult to use, as well as well placed bazooka shootings were difficult to manage with a 3 dimensional wind to consider. It was also the first worms game to be released over a large number of consoles which produced very different playing experiences in between them. The worms gameplay was translated directly into 3D without major hiccups however it did suffer a bit from its differences to its predecessors.

Gameplay A worm flying around in his jet pack. After the player finishes their turn either the computer or another player gets his next turn until all teams except one are dead or the fame time runs out. Worm about using whatever utilities they have until either their time runs out or they execute an attack with a weapon (some weapons allow for 2 uses per turn). Players still control a team composed of at least 1 worm in a turn based action strategy game. The classic worms gameplay remains untouched in this game.
