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The Untold Story of Worms: How a Simple Idea Revolutionised Gaming 🪱

In the pantheon of iconic retro games, Worms by Team17 holds a special place. Born in the Amiga’s heyday and crafted by a passionate creator, this artillery-based masterpiece fused humour, strategy, and charm into one unforgettable experience. Worms wasn’t just a game; it was a cultural phenomenon that continues to entertain nearly three decades later. This is the story of how a simple idea became one of the UK’s greatest gaming exports.

The Genesis of Team17:

The seeds of Worms were sown in the fertile soil of the British gaming scene of the 1990s. Back then, small studios like 17-Bit Software operated out of modest offices, publishing games for niche platforms. Founded by Michael Robinson in Wakefield, West Yorkshire, 17-Bit Software aimed to discover young talent and distribute their games through Robinson’s Microbyte shops.

Among the first recruits was Swedish programmer Andreas Tadic, who, along with Rico Holmes and Peter Tuleby, formed Team7. Their debut game, Miami Chase (1990), was a modest success, paving the way for the studio’s transformation into Team17. With the Amiga as their platform of choice, Team17 became known for visually and aurally impressive titles like Alien Breed, which showcased the team’s technical prowess.

The Birth of Worms:

In parallel to Team17’s rise, Andy Davidson, a 17-year-old student with a VIC-20, was experimenting with programming. Inspired by artillery games like Scorched Earth, Davidson created a calculator-based prototype called Artillery. The game’s evolution began when Davidson introduced worms as the protagonists, a decision that added personality and humour to the experience.

By 1993, Davidson had rewritten the game, now titled Total Wormage, on the Amiga. With the help of Amiga Format’s Blitz Basic 2competition, Davidson refined the game further, culminating in its debut at the European Computer Trade Show (ECTS) in 1994. There, Team17’s Martyn Brown saw its potential and immediately offered to publish it.

The Secret to Success

What made Worms stand out was its combination of simple mechanics and strategic depth. Randomly generated landscapes ensured every match felt fresh, while weapons like the Holy Hand Grenade and Exploding Sheep added an element of chaos. The visual style, inspired by Lemmings and parallax effects, was both cartoonish and captivating.

The humour, an essential ingredient, kept the tone lighthearted. Davidson’s approach to game design prioritised fun and creativity, a philosophy that resonated with Team17’s collaborative culture. Contributions from the team—such as Rico Holmes’ revamped graphics, Cris Blyth’s 3D animations, and Bjørn Lynne’s memorable music—elevated Worms from a hobbyist project to a commercial success.

Expanding Horizons

Team17 ported Worms to over 10 platforms, including the PlayStation, Sega Saturn, and Game Boy. Despite the industry’s shift towards 3D gaming, Worms thrived as a 2D game, proving that gameplay triumphs over visuals. The Amiga remained its spiritual home, with the Director’s Cut (1997) adding enhanced graphics, new weapons, and extensive customisation.

A Legacy of Fun

From weekly tournaments to fan-made mods, Worms has endured as a testament to the power of accessible, multiplayer-focused gaming. The series has spawned numerous sequels, each building upon Davidson’s original vision while staying true to the core formula.

Conclusion: A Game for the Ages

The story of Worms is one of creativity, perseverance, and teamwork. What began as a student’s experiment became a global phenomenon, delighting players across generations. Nearly 30 years later, Worms remains a beacon of retro gaming ingenuity. So, grab a controller, call your friends, and remember: Keep on worming!


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