The fact is that if there is no surface left under your tank, then it falls, being damaged in the process. Another interesting example is the "ground disappearing" effect. The piquancy is added by the fact that after "death" the tanks can also explode in various ways, so if there are a lot of opponents, then it's in the order of things that they exterminate each other in a chain, and the move doesn't even reach you. And weapons from Worms will seem childish here: there are ways in which you can easily kill everyone around, including yourself (for example, by hitting the enemy with a 5-megaton atomic bomb). For killing opponents, points are awarded, which can be used to buy weapons between levels. Shots, depending on the level, can either bounce off the walls or fly off the screen. The controls in the game are very simple: turn the cannon with the left-right arrows, adjust the shot strength (from 0 to 1000) with the up-down arrows, select a weapon (TAB) and shoot (spacebar). Pretty brutal on the player, but there's something about it (for me personally, this has become one of the main memorable things about the game since I played it in the early 1990s). For the sake of a little variety, a background is added, either rather conventional (blue sky, stars), or vice versa - creepy psychedelic circles made using palette cycling over the entire VGA palette. Everything looks quite simple and schematic, but pleasant: the standard MCGA mode (256 colors, 320 by 200) barely allows you to fit 10 tanks on the screen, which hosts a randomly generated monochromatic green landscape without any frills (that is, it is clearly projected onto horizontal axis, unlike Worms). You can choose rivals (with various algorithms: from the "stupid" who most often just kills himself, to the "super killer" who always hits), adjust the controls, add human players (yes, playing with someone else is even more interesting!), set the number of rounds, add wind corrections, and so on.
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