Game

Annelid antics: How Worms made an art of refining a timeless genre

Shh! The unmistakable sound of a bazooka starting from the TV speakers. “no!” The player who fired his gun according to the force of the wind says that he twisted his body behind him towards his worm. eight! The missile barely missed the bug, but scraped the ground beneath it and dropped it into the saline depth below.

“stupid!” A sharp voice is heard on the TV, and now you are immersed in the laughter of the players in the room. Since Andy Davidson designed the Amiga original 25 years ago, the Worms have made chaotic scenes like this possible in living rooms and bedrooms around the world, joining the long-lasting list of elites.

Since their inception, worms have evolved in many different ways. For Team17, it went from an incredible hit to the company’s top franchise and the overall focus of their development efforts for a while. As a game it has evolved from 3D to 2D and new weapons and features keep popping up. For the community, it has evolved from a casual multiplayer experience to an engaging and nuanced game through perceived strategies and player-created gameplay mechanics.

Perhaps most impressively, it has evolved from a brilliant transformation of the artillery strategy genre into one of the most recognizable games of its kind. With this feature, we’ll analyze the traits that have made Worms a long success, and see how they have evolved over time.

artillery development

worms

retro gamer

In fact, worms have a lot of room to grow. A good player can consistently throw grenades at a target, but a good worms player can cut the path with a ninja rope across the map and push them back, resulting in a humiliating death. Of course it’s stressful.

“When it first came out, Worms was considered a post-pub casual game before there were labels for games like ‘casual games,'” says Kevin. “If you compare Worms to today’s casual games, that’s far from it. You have very complex characters, and you have a vast array of weapons that can do a lot of different things.”

worms

What changed more often was the way the formula was applied. We’ve seen 3D items in the series that require extra dimensional calculations, movement control in Worms: A Space Oddity, and the introduction of a class system in Worms Revolution. Not all of them stayed, but they played an important role in ensuring that the series continues to provide a fresh experience. This is especially important as there are few competitors in the artillery strategy genre, and it’s fair to say that it’s all overshadowed by Team17’s restless war-maniacs.

Adding some characters has helped the Worms to the global success it is today. Like other Amiga hits, Lemmings and Worms, it was an exercise in squeezing out as much personality as possible from a character that was only eight pixels tall. This is manifested when flying into the air or turning towards the player before detonating. . Crates may sometimes contain sheep or banana bombs, and the CD version accidentally misses teleports or punctuates rotations with FMV sketches of bugs that encounter flamethrower-wielding enemies.

After successful comedy, Team17 went all-in for the second game. The Foolish Weapons index has been increased and the worm character has been reworked with a new cartoon style. Later, higher resolutions and 3D models helped to gain extra expressive power. But just like anywhere else in life, Worms’ best humor comes from unscripted moments that no one can reasonably plan for.

Worms: The Ultimate Mayhem

This is aided by specific design choices. B. By not over-explaining the weapon. “There’s an element of ‘try and see what happens,'” Colin said. “The comedy is there when you carefully move through the landscape for 30 seconds and then explode in your face,” Andy agrees. “We You’ve got a weapon that can do as much damage to you as your enemies, and with a bit of luck like Mail Strike. [the letters] I wanted to land,” continues Colin.

However, the comedy certainly has a purpose, as evidenced by the thematic references scattered throughout the series. “We launched a nuclear attack on India almost at the same time as the news that India had nuclear weapons,” recalls Colin. “We did the Flaming French Sheep Strike while France was burning sheep.” “There are a lot of puns and a lot of things today that you probably couldn’t do.” But it’s often a simple folly that goes a long way. “I don’t know where it came from, I don’t know what the joke is, but it’s an inflatable loofah in a 3D game,” says Kevin. “For example, why? Why did we do that?” We may never know, but it’s home to the Worms universe.

extensive arsenal

Worm WMD

“Once you get over it, the fun stuff explodes. That’s right. You have a concrete donkey, an exploding sheep, an exploding banana, you have a holy grenade.” This means each game’s weapon. A set should serve two purposes. “Sometimes the lifespan of a gun is ‘What’s funny? What fits the theme of the game? What fits the world of Worms?’ And sometimes the question arises as to how it complements or actively counters known strategies.”

These strategies include Lightside and Darkside alignments, the former favoring maximum aggression and high mobility, while the latter preferring to burrow into terrain and shields before launching long-range raids. “It wasn’t ours, it was the public,” explains Colin. “Darksider strategy, that’s the origin of the bunker buster, and that’s the origin of the Mall,” adds Kevin.

Since the core strategy has long been well defined, hardcore crowd acceptance can be mixed with the addition of important new elements. The introduction of a new physics engine in the game Worms Revolution enables new mechanics such as dynamic water that can clear fire through narrow corridors and wash out bugs. Those were cool elements, but they came at a price because the new physics engine couldn’t replicate things like the classic unrealistic ninja rope physics. Even the Worms WMD, which took the Worms Armageddon template as a starting point, was not immune as it includes Mech Walkers, Helicopters and Tanks.

Worms Armageddon

One of the great things about Worms is that the characters never feel awkward in certain places. That is, the warrior visited the forest, the frozen wastes, and hell, and then blew them all away. Initially, random terrain generation was sufficient, but with the introduction of more structured single-player challenges in Gen 2 Worms games, a fixed level design became necessary.

“If you go back to Worms 2 and Worms Armageddon, you’ll have beautiful full-width, hand-written images,” recalls Kevin. “Sometimes I would take an image and say, ‘Okay, let’s make a level out of this,’ and from that beautiful image I would create single-player content, or sometimes a designer would create an invisible black and white mask. But I played it in a very specific way. It’s an artist. It’s going to be hell for everyone, because we have to say, ‘Let this abstract thing I paint represent something.'”

warm rumble

“We created custom individual land components that worked well together,” says Nick Gomersall, Art Director for Team17. “The goal was to ensure that every single representation of the landscape always looked like a beautiful image, almost custom-made.” Of course, this increases the workload of the art team. “There were a lot of works of art. We changed it as we reviewed and edited several themes. The first theme was about 40 different parts. In the end we made them very quickly. A tribute to the artists involved in the project.” Not only did this create a striking new look, but it also allowed set designers to use random generation more.

eager recruitment

worm 3

kevin kathu

The player is ultimately the lifeblood of any game, but in multiplayer games it’s always much more obvious. Worms has an incredible reach, with millions of players experiencing the series in one form or another. In addition to being a mainstream player in traditional computer and console formats, Team17 has been able to quickly enter emerging digital markets and expand its Worms audience, and the series has been successful with success on Xbox Live Arcade, iOS and Facebook.

“During the last World Cup, we were number one on the Brazilian iPhone charts, not just in games, but in all apps, Worm was holding a big Jules Rimet trophy and we had the Brazilian flag and so on,” says Kevin. “It’s always surprising that we export the really stupid and stupid things that we make in Yorkshire all over the world in this way.”

If you haven’t invested that much in Worms, you might be surprised to find out that the series has some particularly popular items. “Worms Armageddon, a very long lasting game, is based on the Worms 2 engine. Worms World Party is almost the same game with a few extra features,” Kevin said. “But it’s a game that hardcore gamers are still playing today, and they have a deeply ingrained, fixed idea of ​​what a game should be like.

worms world party

“I’ve found that players who haven’t been there since Words Armageddon have less solid ideas on how to implement their strategy,” says Kevin. “New players or players starting a game in a later generation that felt more like a more casual experience, like the iPhone or Xbox Live Arcade, for example, tend to like new features that come with new features.”

As a result, Team17 can continue to develop for players who want new features, Worms Armageddon is permanently available on the latest PC game stores, and got official updates and Worms World Party Remastered in 2020, so fans of the old-fashioned way will appreciate the modern tech. can enjoy the benefits of Offered too.


This feature first appeared in . retro gamer Magazine, Issue 209. For more great articles like the one you just read, don’t forget to subscribe to the print or digital edition. my favorite magazine.


More information

Annelid antics: How Worms made an art of refining a timeless genre

Fwoosh! The unmistakable sound of a bazooka launch rings out from the TV’s speakers. “Oh no!” says the player who fired the shot, as the force of wind turns it back towards their own Worm. Boom! The missile narrowly misses the Worm but takes out the ground beneath it, sending it plunging into the briny depths below.
“Stupid!” rings out of the TV in a high-pitched voice, but one now drowned out by the laughter of the players in the room. Ever since Andy Davidson designed the Amiga original 25 years ago, Worms has enabled chaotic scenes like this in living rooms and bedrooms across the world, joining an elite list that have endured over such a long time. 
Since its inception, Worms has evolved in all sorts of ways. For Team17, it morphed from a surprise hit into the company’s key franchise – and for a time, the entire focus of its development output. As a game, it has developed through 3D and back to 2D, with new weapons and features constantly rotating in and out. For its community, it has gone from a casual, knockabout multiplayer experience to a tense and nuanced game with recognised strategies and player-created game schemes.
Perhaps most impressively of all, it has gone from being an excellent spin on the artillery strategy genre to being the most recognised game of its kind. Over the course of this feature, we’ll break down the characteristics that have made Worms such a long-running success, and see how they’ve evolved over time.
Artillery evolved

Indeed, there’s plenty of room to become great at Worms. A good player might consistently throw Grenades accurately, but a great Worms player can Ninja Rope their way across the whole map to deliver a humiliating death by poke. Of course, that creates some tension. 
“Worms, when it first launched, was seen as this post-pub casual game, before we had labels for games like ‘casual games’ and things like that,” says Kevin. “If you compare Worms to a casual game of today, it’s anything but. You’ve got quite a complex character with a complex moveset, with a big weapon arsenal, that can do lots and lots of different things.” 

What has changed more often has been the way the formula has been applied – we’ve seen the 3D entries in the series that require additional dimensional calculations, the motion controls of Worms: A Space Oddity, and the introduction of a class system in Worms Revolution. Not all of these have stuck about, but they have been crucial in ensuring that the series continues to offer fresh experiences. That’s especially important as there are few competitors in the artillery strategy genre, and it’s fair to say that all of them exist in the shadow of Team17’s wriggly warmongers.
Adding a bit of character went a long way towards making Worms the global success that it is today. Much like another Amiga hit, Lemmings, Worms was an exercise in squeezing as much personality as possible out of characters that were just eight pixels tall, expressed as they flip through the air in explosions or turn to face the player before detonating themselves. Crates could occasionally contain Sheep or Banana Bombs, and in the CD versions, rounds were punctuated with FMV skits of Worms accidentally missing teleports or unexpectedly meeting a flamethrower-wielding enemy. 
Having seen success with comedy, Team17 went all-in for the second game. The silly weapon quotient was increased, and the Worm character was overhauled with a new cartoon style. Later on, higher resolutions and 3D models helped draw out additional expressiveness. But just as it does elsewhere in life, much of the best humour in Worms comes from those unscripted moments that nobody could reasonably plan for. 

This is supported by certain design choices, such as not overexplaining the weapons. “There’s an element of ‘try it and see what happens’,” says Colin. “The comedy is there, when it explodes in your face after 30 seconds of moving carefully around the landscape,” agrees Andy. “We had weapons that could do as much harm to you as they could your opponents, there was a bit of luck, like Mail Strike – you never quite knew where [the letters] were going to land,” Colin continues. 
There’s definitely some intent to the comedy though, as evidenced by the topical references sprinkled throughout the series. “We had an Indian Nuclear Strike around the same time that it was in the news that India was becoming a nuclear power, we had Flaming French Sheep Strike at the time when the French were burning our sheep, and stuff like that,” remembers Colin. “There’s a lot of puns, and a lot of stuff we did that we probably couldn’t do today.” Often though, it’s simple silliness that goes a long way. “I don’t know where it came from, I don’t even know what the joke is, but the Inflatable Scouser from the 3D games,” says Kevin. “Like, why? Why did we do that?” We may never know, but it’s right at home in the Worms universe.
Expansive arsenal

“Once you get beyond that, it’s funny things that blow up, right – you’ve got the Concrete Donkey, you have exploding Sheep, you have exploding Bananas, you have Holy Hand Grenades.” This means that each game’s weapon set must serve two purposes. “Sometimes weapons begin life as, ‘What’s going to be funny? What fits the theme of the game? What fits within the Worms universe?’ And sometimes the consideration is how does it complement, or work actively against, a known strategy.” 
These strategies include the ‘lightside’ and ‘darkside’ alignments, with the former favouring maximum aggression and high mobility, and the latter preferring to dig into terrain and shield themselves before launching an air strike from afar. “It wasn’t something we named, it kind of got named by the public,” explains Colin. “The darksiding strategy, that’s entirely where the Bunker Buster came from, it’s where the Mole came from,” adds Kevin.
Because the core strategies have remained well-defi ned for so long, when signifi cant new elements do come along, reception from the hardcore crowd can be mixed. In the Worms Revolution games, the introduction of a new physics engine allowed for new mechanics like dynamic water, which could eliminate fires and flush Worms through tight corridors. These were cool elements, but they came at a cost, as the new physics engine couldn’t replicate things like the classic unrealistic Ninja Rope physics. Even Worms WMD, which took the Worms Armageddon template as its starting point, wasn’t immune due to the inclusion of mech walkers, helicopters and tanks. 

One of the brilliant things about Worms is that the characters never really feel out of place in a particular location, meaning that the series has had a great scope for interesting stage design right from the start, when combatants visited forests, frozen wastes and even Hell – and then blew all of them to smithereens. In those early days, random terrain generation was sufficient, but as more structured single-player challenges were introduced in the second generation of Worms games, fixed level designs became necessary.
“If you go back to Worms 2 and Worms Armageddon, we would have full landscape size, hand-authored, beautiful images,” remembers Kevin. “Sometimes we would get the image and say, ‘Right, we’ll make a level out of this,’ and build some single-player content out of this beautiful image, or sometimes the designers would make black-and-white masks that looked like nothing, but would play in a very specific way. That would be hell for the artists, because we’d have to say, ‘Make this abstract shit that I’ve drawn represent something.’” 

“We ended up creating bespoke, individual little land components that could fit together nicely,” says Nick Gomersall, art director at Team17. “The aim was always to make it look like a beautiful picture, like every single rendition of the landscape was bespoke almost.” Of course, this increases the burden on the art team. “It was a lot of artwork. We changed it as we went through and did the different themes – the very first theme was something like 40 different pieces. By the end of it, we got really quick at making them, all credit to the artists that worked on the project.” Not only did this create a striking new look, but allowed the stage designers to make more use of random generation.
Eager recruits

Kevin Carthew

While the players are ultimately the lifeblood of any game, it’s always much more evident with multiplayer games – and Worms does have an incredible reach, with millions of players having experienced the series in one form or another. As well as being a mainstay of traditional computer and console formats, Team17 has been able to expand the Worms audience by being quick to embrace emerging digital markets, with the series experiencing success when it hit Xbox Live Arcade, iOS and even Facebook.
“We were number one in the Brazil iPhone charts – not just games, but all apps – at the time of the last World Cup, and the Worm was holding a big Jules Rimet trophy and we had Brazilian flags flying and things like that,” says Kevin. “It always blows my mind a little bit that this thing we make in Yorkshire, which is really silly and daft, exports all around the world in the way that it does.”
If you’re not so invested in Worms, you may be surprised to find that the series has a particular singularly popular entry. “Worms Armageddon, hugely enduring game, built off the Worms 2 engine. Worms World Party, pretty much the same game with a few extra features,” says Kevin. “But that’s the game that the hardcore still play today, and they’ve got such an entrenched, fixed idea of what the game should be – anything that moves away from that causes ripples.” 

“You tend to find that players who haven’t been around since the days of Worms Armageddon have a less fixed idea of how they want the strategy to play out,” says Kevin. “New players, or players that have come to the game at a later generation, for example on iPhone or Xbox Live Arcade, where it felt like a more casual experience, they tend to love the new features and get on board with the new features.” 
As a result, Team17 can keep creating for those players that want new features, while fans of the old ways benefit from modern technology, as Worms Armageddon remains perpetually available on modern PC game storefronts and even received an official update in 2020, and Worms World Party Remastered is also on sale.
This feature first appeared in Retro Gamer magazine issue 209. For more excellent features, like the one you’ve just read, don’t forget to subscribe to the print or digital edition at MyFavouriteMagazines.  

#Annelid #antics #Worms #art #refining #timeless #genre

Annelid antics: How Worms made an art of refining a timeless genre

Fwoosh! The unmistakable sound of a bazooka launch rings out from the TV’s speakers. “Oh no!” says the player who fired the shot, as the force of wind turns it back towards their own Worm. Boom! The missile narrowly misses the Worm but takes out the ground beneath it, sending it plunging into the briny depths below.
“Stupid!” rings out of the TV in a high-pitched voice, but one now drowned out by the laughter of the players in the room. Ever since Andy Davidson designed the Amiga original 25 years ago, Worms has enabled chaotic scenes like this in living rooms and bedrooms across the world, joining an elite list that have endured over such a long time. 
Since its inception, Worms has evolved in all sorts of ways. For Team17, it morphed from a surprise hit into the company’s key franchise – and for a time, the entire focus of its development output. As a game, it has developed through 3D and back to 2D, with new weapons and features constantly rotating in and out. For its community, it has gone from a casual, knockabout multiplayer experience to a tense and nuanced game with recognised strategies and player-created game schemes.
Perhaps most impressively of all, it has gone from being an excellent spin on the artillery strategy genre to being the most recognised game of its kind. Over the course of this feature, we’ll break down the characteristics that have made Worms such a long-running success, and see how they’ve evolved over time.
Artillery evolved

Indeed, there’s plenty of room to become great at Worms. A good player might consistently throw Grenades accurately, but a great Worms player can Ninja Rope their way across the whole map to deliver a humiliating death by poke. Of course, that creates some tension. 
“Worms, when it first launched, was seen as this post-pub casual game, before we had labels for games like ‘casual games’ and things like that,” says Kevin. “If you compare Worms to a casual game of today, it’s anything but. You’ve got quite a complex character with a complex moveset, with a big weapon arsenal, that can do lots and lots of different things.” 

What has changed more often has been the way the formula has been applied – we’ve seen the 3D entries in the series that require additional dimensional calculations, the motion controls of Worms: A Space Oddity, and the introduction of a class system in Worms Revolution. Not all of these have stuck about, but they have been crucial in ensuring that the series continues to offer fresh experiences. That’s especially important as there are few competitors in the artillery strategy genre, and it’s fair to say that all of them exist in the shadow of Team17’s wriggly warmongers.
Adding a bit of character went a long way towards making Worms the global success that it is today. Much like another Amiga hit, Lemmings, Worms was an exercise in squeezing as much personality as possible out of characters that were just eight pixels tall, expressed as they flip through the air in explosions or turn to face the player before detonating themselves. Crates could occasionally contain Sheep or Banana Bombs, and in the CD versions, rounds were punctuated with FMV skits of Worms accidentally missing teleports or unexpectedly meeting a flamethrower-wielding enemy. 
Having seen success with comedy, Team17 went all-in for the second game. The silly weapon quotient was increased, and the Worm character was overhauled with a new cartoon style. Later on, higher resolutions and 3D models helped draw out additional expressiveness. But just as it does elsewhere in life, much of the best humour in Worms comes from those unscripted moments that nobody could reasonably plan for. 

This is supported by certain design choices, such as not overexplaining the weapons. “There’s an element of ‘try it and see what happens’,” says Colin. “The comedy is there, when it explodes in your face after 30 seconds of moving carefully around the landscape,” agrees Andy. “We had weapons that could do as much harm to you as they could your opponents, there was a bit of luck, like Mail Strike – you never quite knew where [the letters] were going to land,” Colin continues. 
There’s definitely some intent to the comedy though, as evidenced by the topical references sprinkled throughout the series. “We had an Indian Nuclear Strike around the same time that it was in the news that India was becoming a nuclear power, we had Flaming French Sheep Strike at the time when the French were burning our sheep, and stuff like that,” remembers Colin. “There’s a lot of puns, and a lot of stuff we did that we probably couldn’t do today.” Often though, it’s simple silliness that goes a long way. “I don’t know where it came from, I don’t even know what the joke is, but the Inflatable Scouser from the 3D games,” says Kevin. “Like, why? Why did we do that?” We may never know, but it’s right at home in the Worms universe.
Expansive arsenal

“Once you get beyond that, it’s funny things that blow up, right – you’ve got the Concrete Donkey, you have exploding Sheep, you have exploding Bananas, you have Holy Hand Grenades.” This means that each game’s weapon set must serve two purposes. “Sometimes weapons begin life as, ‘What’s going to be funny? What fits the theme of the game? What fits within the Worms universe?’ And sometimes the consideration is how does it complement, or work actively against, a known strategy.” 
These strategies include the ‘lightside’ and ‘darkside’ alignments, with the former favouring maximum aggression and high mobility, and the latter preferring to dig into terrain and shield themselves before launching an air strike from afar. “It wasn’t something we named, it kind of got named by the public,” explains Colin. “The darksiding strategy, that’s entirely where the Bunker Buster came from, it’s where the Mole came from,” adds Kevin.
Because the core strategies have remained well-defi ned for so long, when signifi cant new elements do come along, reception from the hardcore crowd can be mixed. In the Worms Revolution games, the introduction of a new physics engine allowed for new mechanics like dynamic water, which could eliminate fires and flush Worms through tight corridors. These were cool elements, but they came at a cost, as the new physics engine couldn’t replicate things like the classic unrealistic Ninja Rope physics. Even Worms WMD, which took the Worms Armageddon template as its starting point, wasn’t immune due to the inclusion of mech walkers, helicopters and tanks. 

One of the brilliant things about Worms is that the characters never really feel out of place in a particular location, meaning that the series has had a great scope for interesting stage design right from the start, when combatants visited forests, frozen wastes and even Hell – and then blew all of them to smithereens. In those early days, random terrain generation was sufficient, but as more structured single-player challenges were introduced in the second generation of Worms games, fixed level designs became necessary.
“If you go back to Worms 2 and Worms Armageddon, we would have full landscape size, hand-authored, beautiful images,” remembers Kevin. “Sometimes we would get the image and say, ‘Right, we’ll make a level out of this,’ and build some single-player content out of this beautiful image, or sometimes the designers would make black-and-white masks that looked like nothing, but would play in a very specific way. That would be hell for the artists, because we’d have to say, ‘Make this abstract shit that I’ve drawn represent something.’” 

“We ended up creating bespoke, individual little land components that could fit together nicely,” says Nick Gomersall, art director at Team17. “The aim was always to make it look like a beautiful picture, like every single rendition of the landscape was bespoke almost.” Of course, this increases the burden on the art team. “It was a lot of artwork. We changed it as we went through and did the different themes – the very first theme was something like 40 different pieces. By the end of it, we got really quick at making them, all credit to the artists that worked on the project.” Not only did this create a striking new look, but allowed the stage designers to make more use of random generation.
Eager recruits

Kevin Carthew

While the players are ultimately the lifeblood of any game, it’s always much more evident with multiplayer games – and Worms does have an incredible reach, with millions of players having experienced the series in one form or another. As well as being a mainstay of traditional computer and console formats, Team17 has been able to expand the Worms audience by being quick to embrace emerging digital markets, with the series experiencing success when it hit Xbox Live Arcade, iOS and even Facebook.
“We were number one in the Brazil iPhone charts – not just games, but all apps – at the time of the last World Cup, and the Worm was holding a big Jules Rimet trophy and we had Brazilian flags flying and things like that,” says Kevin. “It always blows my mind a little bit that this thing we make in Yorkshire, which is really silly and daft, exports all around the world in the way that it does.”
If you’re not so invested in Worms, you may be surprised to find that the series has a particular singularly popular entry. “Worms Armageddon, hugely enduring game, built off the Worms 2 engine. Worms World Party, pretty much the same game with a few extra features,” says Kevin. “But that’s the game that the hardcore still play today, and they’ve got such an entrenched, fixed idea of what the game should be – anything that moves away from that causes ripples.” 

“You tend to find that players who haven’t been around since the days of Worms Armageddon have a less fixed idea of how they want the strategy to play out,” says Kevin. “New players, or players that have come to the game at a later generation, for example on iPhone or Xbox Live Arcade, where it felt like a more casual experience, they tend to love the new features and get on board with the new features.” 
As a result, Team17 can keep creating for those players that want new features, while fans of the old ways benefit from modern technology, as Worms Armageddon remains perpetually available on modern PC game storefronts and even received an official update in 2020, and Worms World Party Remastered is also on sale.
This feature first appeared in Retro Gamer magazine issue 209. For more excellent features, like the one you’ve just read, don’t forget to subscribe to the print or digital edition at MyFavouriteMagazines.  

#Annelid #antics #Worms #art #refining #timeless #genre


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