The Secret History of Worms

What started as a distraction from studying A-levels became one of the biggest franchises in gaming. We bring you the story of how Worms came to be

Exploding sheep, holy hand grenades and bloodthirsty invertebrates hurling abuse at each other. If any of these concepts are at all familiar, chances are you’ve played a Worms game.

And you certainly aren’t alone. Since 1995, the war-of-the-worms franchise has entertained more than 70 million players with its zany gladiatorial battles, making it one of the most prolific turn-based artillery games ever made. Worms’ success was also arguably the catalyst for the rise of Team 17, a UK-based publisher and developer that has since become a champion for numerous indie developers.

While indie devs today might have their mind set on a project from the get-go, Worms began life as a distraction. Back in the early 90s, A-level student Andy Davidson was experimenting with programming as an alternative to studying. His aim at the time was simply to create something he could play with friends, rather than one of the most ported strategy games ever.

From schoolrooms to consoles

Speaking in a video interview with GotGame, Davidson spoke of how his game mesmerised his peers but often lead to his teacher’s ire: “I always loves social multiplayer games, like Bomberman and Mario Kart, so I wanted to create a game you could just play and it would never end, never repeat and get people to take the mick out of each other and have a laugh with,” he said.

The original Worms game

The original Worms game

“It ended up getting banned from the school. People were skipping lessons just to come and play it. I sort of took over a whole corner of the art room, and you’d hear things exploding and making strange noises. My form tutor said ‘Andy you are completely disrupting everything – I never want to see that game in school again’.”

His teacher’s dislike of his newfound hobby only fuelled Davidson’s desire to get his game published after he’d finished school. Nevertheless, his original homage to Artillery (1976) had ripped characters directly from popular puzzle games Lemmings (1991), and therefore needed some new branding. While working at an Amiga shop, Andy would spend his nights drawing characters and coding his creation using the Blitz BASIC programming language. He then asked customers in the shop to playtest his newly devised title, christened Total Wormage.

“I wanted to create a game that even people who hated video games would find some enjoyment in,” Davidson said. “So I’d watch how people reacted to it in the shop. A kid would be play-testing it for a couple of hours, and then his dad would sit down, and then his dad would still be there playing it two hours later!”

Around this time Amiga Format, a publication about the Amiga console, began advertising programming competitions. It was to one of these that Davidson submitted Total Wormage, but he didn’t win. Instead of cutting his loses, he took a version of his game on a floppy disk to the 1994 European Computer Trade Show and met Team 17, who liked the idea so much that they told him they would publish the game on the spot.

I wanted to create a game that even people who hated video games would find some enjoyment in

Not only had Andy’s dream of finding a willing publisher for his coding creation had paid off, but the introduction of Worms could not have come at a better time for Team 17. The company had experienced a reasonable degree of success with previous titles such as the Alien Breed series, but had hit a period of uncertainty when console manufacturer Commodore filed for bankruptcy in 1994.

As a result, the console the company had primarily developed, the Amiga, was about to be lost to the annals of history, and Team 17 needed to evolve or die. Despite looking slightly medieval when compared to some of the upcoming games at the time, Worms had the ring of potential, and it was time to capitalise on as many new platforms as possible.

Team 17 signed a distribution agreement with Ocean Software in 1995, under which Ocean would help to sell its games worldwide. With this milestone achieved, Worms was converted into numerous formats, including editions for PC, Playstation and Saturn, and released in 1995.

Standing out from the crowd

Despite looking like a more sadistic version of Lemmings, Worms had its feet firmly in the artillery genre. In the game, players control a team of the creatures tasked with destroying worms from other factions by any means necessary across a variety of 2D environments. Each worm is given a certain amount of time to move and use a weapon or tool, before play is swapped to another worm on the opposing team. The winner is the first team to reduce the health bar of all its enemies to zero, either through attacks or by knocking them off the stage into insta-killing water or lava.

Worms’ turn-based gameplay called back to numerous artillery titles, most prominently Scorched Earth (1991), in which player-controlled tanks battled each other to be the last one standing. Scorched Earth’s particular brand of tank-based combat predated some of Worms’ defining mechanics, such as randomly generated arenas that required players to figure out their lay of the land before they attacked, and customisable game elements. Similarly to Scorched Earth, Worms also challenged players to perfect the trajectory and power of their weapons in order to succeed, as anyone who has ever tried to safely use one of the game’s infamous projectiles can attest.

Worms World Party. Images courtesy of Team 17

Worms World Party. Images courtesy of Team 17

Where Worms really stood out from its predecessors was its zany humour and cartoonish appearance. Critics loved the armed-to-the teeth critters, who quipped sarcastic putdowns at their opponents, as well as the weapons, which stretched from standard issue guns to more esoteric death-dealers, such as fire gloves and exploding sheep. As well as making the game more exciting, every weapon had its own strengths and caveats, adding some depth to their use beyond pointing and shooting. Nevertheless, the game’s inherently random nature would make any match-up entertaining, regardless of skill level.

Worms’ inventive and devious combat was a massive hit with gamers, and won Team 17 numerous awards, including the then coveted BBC ‘Live & Kicking Viewers Award for Best Game’. Once a tool for procrastination, Davidson’s game was suddenly sprung into the limelight: “Even still today in my head it’s the little game that I used to play with my mates just have a laugh with,” he said. “It’s amazing how many people have played it. I like the people who say we played that game so much during college. I’ve had people come up to me and say ‘I loved your game. I failed my degree because of it, but I still loved your game!’.”

Still going strong

With such a breakout hit on their hands, it was only obvious that Team 17 would continue to ride the wave, releasing several more editions of Worms the year after it released. A sequel, Worms 2, was unveiled in 1997, and amplified the cartoon-like nature with a new graphics system. This was swiftly followed by Worms: Armageddon (1997), which offered up new single-player deathmatch and campaign modes, and still has a place on several publications’ lists of the best games of all time.

The Worms saga was born, and it was a rapidly widening one at that; between 1995 and 2010 a total of 16 Worms games were released, with each introducing new additions in a bid to keep the franchise fresh. The series changed tack several times during this period, such as a transition into 3D for the PlayStation 2 era, and a range of spinoffs, such as the mobile exclusive Worms Golf that saw the worms swapping out their killing equipment for nine-irons. The latest title, Worms: WMD, was released earlier in 2016, and added vehicles to the game, together with their own extra layer of strategy.

And yet, despite all its iteration, the series never strayed too far from its original worm-em-up formula. Davidson left the franchise after the release of Worms: Armageddon, citing creative differences, before returning triumphantly to help develop Worms: Revolution (2012), which was praised for blending a new game engine with gameplay that Davidson called ‘true to its roots’.

factor-archive-30With so many games released in such a short time, its unsurprising that Team 17 has made steps to diversify into new franchises, such as its recent hit prison simulation The Escapists (2015). However, the Worms franchise is still managing to go strong, with portable platforms such as the iPad only bolstering the series’ already immense following. As Davidson comments in his interview: “One of the good things now is that Worms suits the digital delivery of games. We haven’t got to worry about boxing things up, so we can pass those savings onto the customer, so it’s nice and affordable. It would be great to have new people discovering it.”

60% of primate species threatened with extinction

A new study has called for urgent action to protect the world’s rapidly dwindling primate populations after figures revealed that 60% of the world’s primate species are threatened with extinction. There are over 500 currently recognised primate species, with the percentage considered at risk having increased by 20% since 1996.

The study draws attention to the incredible impact that humans have placed on primate environments. Agriculture, logging, construction, resource extraction and other human activities have all placed escalating and unsustainable pressure on the animals’ habitats, and are predicted to only worsen over the next 50 years.

Unless immediate action is taken, the scientists predict numerous extinctions.

“In 1996 around 40% of the then recognised primate taxa were threatened. The increase to 60% at present is extremely worrying and indicates that more conservation efforts are needed to halt this increase,” says Serge Wich, professor by special appointment of Conservation of the Great Apes at the University of Amsterdam.

Interestingly, one of the main suggestions for helping the primates is first helping humans. Most primates live in regions characterised by high levels of poverty and inequality, a fact that the study authors believe leads to greater hunting and habitat loss.

They suggest that immediate actions should be taken to improve health and access to education, develop sustainable land-use initiatives, and preserve traditional livelihoods that can contribute to food security and environmental conservation.

While it may be tragic to some, it could be easy to see the loss of these primates as unimportant to humans. However, it is important to note that the non-human primates’ biological relation to humans offers unique insights into human evolution, biology, behaviour and the threat of emerging diseases.

Additionally, these species serve as key components of tropical biodiversity and contribute to forest regeneration and ecosystem health. If they are struck by mass extinction, it is hard to predict the impact it could have on their ecosystems.

“‘If we are unable to reduce the impact of our activities on primates, it is difficult to foresee how we will maintain this fantastic diversity of our closest relatives in the near future,” added Wich. “That will not only be a great loss from a scientific point of view, but will also have a negative influence on the ecosystems that we all rely so much upon. It is therefore important to drastically change from the business as usual scenarios to more sustainable ones.”

The threat posed to delicate ecosystems by human expansion is nothing new, but it is perhaps shocking to have such a blunt figure out there as to the damage being caused.

More than half of these species – species that are far closer to us than we may be comfortable discussing – could die unless current policy is reversed.

The study’s authors have called on authorities across the world to take action and raise awareness of the issues raised.

The article itself is published in the latest edition of the journal Science Advances.

Mark Zuckerberg: VR goal is still 5-10 years away

Mark Zuzkerberg has said that the true goal of virtual reality could still be a decade away, in a testimony during a high-profile court case against his company.

Facebook, as owner of Oculus, is currently in the middle of being sued by ZeniMax Media for allegedly stealing technology for the virtual reality device. If proved guilty, they will be pursued for the amount of $2bn by ZeniMax.  However, perhaps more pertinent to the actual future of virtual reality are comments arising from Mark Zuckerberg’s testimony.

As it currently stands, virtual reality is still a far cry from being integrated into everyday life on a wide scale. Oculus, HTC Vive and Playstation VR are still largely targeting gamers and the idea of entertainment experiences. While they have found varying levels of success, all three platforms are being held back by the youth of the technology and, in the case of Vive and Oculus, the limited by the need for a high performing computer to plug into.

Image and featured image courtesy of Oculus

“I don’t think that good virtual reality is fully there yet,” said Zuckerberg. “It’s going to take five or 10 more years of development before we get to where we all want to go.”

The revelation isn’t a particularly shocking one; even the most ardent believer in virtual reality has to admit that we’re a fair way off the goal. Indeed, we can be seen as being in the first wave of mainstream virtual reality, with the main players in the tech using gaming as a way to introduce the technology to a group that are most likely to be interested from the off.

Zuckerberg has far grander plans than simply expanding the user base however, as seen with projects such as Facebook Social VR. If games are the entry, the idea is to expand virtual reality to become a whole new computing platform used for a bevy of experiences and containing a whole load of tools. The ambition is high, the reality slightly lagging behind.

Mark Zuckerberg with Priscilla Chan in 2016

When asked about the realisation of VR as this new computing platform, Zuckerberg replied: “These things end up being more complex than you think up front. If anything, we may have to invest even more money to get to the goals we had than we had thought up front.”

He then went on to add that the probable investment for Facebook to reach that goal is likely to top the $3bn mark over the next ten years. Considering the social media giant spent $2bn just to acquire Oculus, this represents a truly colossal investment in something that seemed to be initially set to hit a lot sooner. Admittedly the goal is rather grand: providing hundreds of millions of people with a good virtual reality experience transcending gaming alone.

Oh, and in case you were wondering, it’s very important that you know that Mark Zuckerberg did in fact wear a suit to trial. Whether Palmer Luckey, making his first public appearance since his Gamergate/Trump support scandal last year, will manage to ditch the flip flops when he testifies is yet to be seen.