‘Worms’ or bust: Britain’s most tenacious indie games company
arstechnica.com
arstechnica.com
Thankfully T17 turned over the source code to some fans who renovated it to work on modern versions of Windows, and they're still running the master server for multiplayer 17 years after release!
See e.g. the post world-party https://en.wikipedia.org/wiki/Worms_(series) with often several new, similarly named titles per year. It's impossible to know what to get, and the fact that several are usually being sold/on sale simultaneously just leads to confusion.
Heh, I never liked the Worms 2 style graphics, so for me the series peaked with Worms Director's Cut. One day I might dig up the countless WRM16 maps I made in Deluxe Paint: http://worms2d.info/Colour_map_(first_generation)
https://www.youtube.com/watch?v=KVzBItajyEo
Back when the code was a couple of mb, and the "prerendered FMVs" (shoutouts to intel indeo) only took up a couple of hundred so you had to come up with something else to fill the disc.
Trying to find the theme from the version I owned (Worms United - basically Worms + the Reinforcements expansion) led me to this: not only the theme, but the oh-so-very-old CG cutscenes from the game:
https://www.youtube.com/watch?v=4ckbNvrM83A
The theme is still brilliant, but those cutscenes... oh deary me.
...also, I see that someone has deleted his Wikipedia page. Sigh.
Worms was also notable in that it was one of a very few decent games produced in BASIC - Blitz Basic. Not sure if other 17 Bit output was also Basic.
I was a Blitz Basic programmer myself (still do a bit now and again). The other big Blitz Basic game was Skidmarks, a really cool isometric racing game from Acid Software. I used to carry my Amiga and TV set a few hundred yards to my friends house for multiplayer games over a null modem cable!
I was a huge fan of Alien Breed, Team17's first self-published release. It was a gauntlet style top-down shooter with an "Aliens" theme. Rico Holmes's pixel art was fantastic and it had great sound. I had to buy an extra 512k for my A500 for £25 in order to play it.
I think it was also one of the earliest games to have a pre-rendered animation sequence in the intro. It was made by Tobias Richter, who was well known on the Amiga scene for his 3d renders.
The main PD competition, the Fred Fish disks were so very variable by comparison.
Even the (relatively) recent remakes were quite good!
I missed you mentioning structs, though I do recall simulating structs with PROCs specifically for manipulating system data-structures, which was essential for WIMP programming on RISC OS, if you didn't want your code to be an unreadable mess. Assigning the offsets to variables helped with simulating structs too.
Especially platformers.
This changes the gameplay quite a bit, especially in multiplayer (it become a lot less "chess-like" and more action-y, despite being a turn based game).