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The Making Of: Worms

Johnson, Faith. 2024. “The Making Of: Worms.” Time Extension.

Cite as
Time Extension, The Making Of: Worms (2024)
Original
https://www.timeextension.com/features/the-making-of-worms-the-bedroom-coded-classic-that-spawned-a-million-selling-series
sha256
a7f52bc335747bfe18f01e24c4967cb9ac3b6d83298bb842338b671e899e24aa
Archived
http://web.archive.org/web/20260429024057id_/https://www.timeextension.com/features/the-making-of-worms-the-bedroom-coded-classic-that-spawned-a-million-selling-series
Accessed
2026-10-22
Licence
© the publisher; quoted briefly
Credit
Faith Johnson
Notes
Feature by Faith Johnson, published 23 June 2024, built on an interview with Andy Davidson, Worms' programmer; his words are primary. Locators are sections of the article (no page numbers).

Cited on

  • Destructible terrain

Claims (1)

Andy Davidson, who programmed Worms, told Time Extension it grew from the artillery games he had loved "since the 8-bit days", two tanks trading shots by angle and power, and that what interested him most was generating random landscapes; letting the tanks move was, he says, new for a genre that was "normally very static".section opening "He began developing a new game"section opening "He began developing a new game"paragraph opening "The Amiga allowed me"Interview
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