- Contested Sequel: Being the first attempt at translating the series' gameplay into 3D, whether or not the game succeeded is the point of debate. Many fans of 2D games (particularly the earlier ones) would tell you that it only overcomplicates things to the point of not being fun to play, but it also has plenty of fans who argue otherwise and wish Team17 gave the 3D formula another shot.
- That One Level: Worms 3D has introduced quite a lot of levels that are difficult to beat:
- A Quick Fix. The basic idea of having to place mines in a way that doesn't make them explode and triggers the win condition is bad enough (the tricky scheme pictured in the manual nearby does not really help), but on top of that you have to deal with enemy worms that are way too efficient at killing off your worms. The worst part? If you want to get the golden trophy on this level, you have to do all this as fast as possible and you aren't even aware how much time you have left. Thankfully, Ultimate Mayhem halved the number of mines required and spread them out so that you aren't likely to activate them by accident.
- Beautiful Balloon. You have to shoot down 5 planes away from the balloon you're standing on, and your only means of offense is a bazooka. Needless to say, unless you're an absolute god at this game, teleporting (or parachuting down) onto one of those planes and then shooting them down from there is a must. And once again you have to deal with a hidden time limit if you want a golden trophy...
- Apple Core Island can be skipped with a certain strategy, but it is still widely agreed to be one of the hardest levels in the entire game. You have to jump around the map and collect enough jetpacks to go up the center of the map and get the weapon crate (which is surrounded by mines, leaving little room for error). The main problem is, there are enemy pirates around the map, and they are very good at taking your worms out, while you have a barebones arsenal, which will require a good amount of luck to be used effectively. The rocky and tricky landscape will also make it easy for you to accidentally drown at least one worm while trying to reach the goal, and each jetpack collected lasts only three seconds.
- Costa Del Danger lacks enemies but instead has you defuse landmines, which are strewn across the whole map. By defusing we mean making them explode without killing your worm, which can be achieved by either stepping within their countdown range and then getting out or knocking them away with a baseball bat. The main problem here is that you need to know precisely where to knock these pesky mines, else you might end up stuck without any way to get up the rooftops and defuse the rest of the explosives once you are done with the ground level.
- Nobody Rides For Free. Due to the strict time limit for the gold trophy, you only have about four turns to spare. You also have to use up three of them to place mines in the ticket booths. This leaves you with only one free turn to traverse the rollercoaster. While enemies that have already been paid (or if you're standing on one of the booths) won't shoot you, the ones that haven't will hit you with deadly accuracy. Combine that with an extremely short turn timer and the fact that most of the time you'll be standing on thin platforms over water or at very high elevation, and you get a recipe for disaster.
http://tvtropes.org/pmwiki/pmwiki.php/Ymmv/Worms3D
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