1995 · Strategy · Amiga
Worms is a 1995 turn-based artillery strategy game in which teams of cartoon worms battle across destructible terrain using a comically vast arsenal — from bazookas and grenades to Holy Hand Grenades and exploding sheep. Created by Andy Davidson and published by Team17, it balanced precise physics-based aiming with chaotic unpredictability, and its combination of strategic depth and irreverent humour launched one of gaming's most enduring franchises.
Worms began as a personal project by Andy Davidson, who entered it into a programming competition organised by Team17. The concept was simple: teams of four worms on a randomly generated landscape, taking turns to attack with physics-governed weapons. The genius was in the weapon variety — each had different arc, power, and effect characteristics, requiring players to account for wind, terrain, and positioning in every shot. The Holy Hand Grenade, a Monty Python reference, became the game's icon. The physics engine was central to the experience. Grenades bounced off terrain, bazookas arced in the wind, and cluster bombs scattered unpredictably. The destructible terrain meant landscapes changed over the course of a match, opening new angles and eliminating cover. Each game played out differently depending on the map, weapon selection, and the decisions of up to four players taking turns on a single machine. Worms became one of the best-selling Amiga games ever and was ported to virtually every platform. Team17 has released over twenty sequels and spin-offs across three decades, making it one of gaming's most persistent franchises. The combination of accessibility, strategic depth, and humour made it equally suited to casual and competitive play — a balance few games have achieved before or since.
Worms was created by Andy Davidson, a young programmer from Bath who had been developing the concept in his spare time. He entered an early version into a competition run by Team17, who were so impressed they offered a co-development and publishing deal. Davidson joined the Wakefield studio to finish the game, with Team17's experienced staff polishing the presentation and multiplayer implementation. The result launched a franchise that Team17 continues to develop to this day and which transformed the studio from an Amiga specialist into a global multi-platform publisher.