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. 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.Īdding a bit of character went a long way towards making Worms the global success that it is today.
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Not all of these have stuck about, but they have been crucial in ensuring that the series continues to offer fresh experiences. 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. There's no extra complexity, no controls to teach." "You walk up to one, as soon as you go inside the front of it pops off and you're hidden on the inside.
"Buildings don't really need any introduction," says Kevin of the Worms WMD feature. To retain the accessibility needed for a good multiplayer game, additions have to be carefully considered. 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." "If you compare Worms to a casual game of today, it's anything but. "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. 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. Indeed, there's plenty of room to become great at Worms. "It wasn't like where you could master something like the Ninja Rope, or eke a little bit of extra movement time out of the Parachute." "You could move around very slowly," interjects Colin Surridge, senior programmer. Up until then, I think most artillery games were fixed – I think in Scorched Tanks you could teleport, maybe," says Kevin Carthew, creative director at Team17. "I think Worms' big innovation was bringing platforming to that genre.