

The different gameplay in Forts also tackled the issue of less-limited movement in 3D landscape while Ultimate decided to embrace the more "brainless" side of Worms that doesn't require so much aiming and artillery skills. These are more defensive than the ones we saw in Armageddon, likely to help newer players more. To compensate for the loss of weapons, Mayhem introduced Armageddon-esque super weapons such as Alien Abduction, Bubble Trouble and Bovine Blitz. This is where Armageddon's huge arsenal shows: weapons such as the Handgun, the Bow, and Dragon Ball were all cut seemingly because they were so very very similar to existing weapons. Once in a blue moon, you might come across a ridiculously powerful and equally bizarre weapon, such as the Martyn Brown Bomb.ģrd Gen: Transitioning to 3D also gave us a cut in weapons that were deemed unnecessary by Team17. And even they are very simple to understand.

Utilities also mostly just let the player get from point A to point B, with only a handful of exceptions such as Girders and Freeze. No weapon is particularly tricky: Their differences come in things like damage, accuracy and knockback. Ninja Ropes and a (perhaps unnecessarily) high variety of moderately-balanced weapons dominate the battlefield. For example, a worm's turn doesn't end if he takes damage.Ģnd Gen: The "classic" Worms era. Now, to the differences and key traits of each generation:ġst Gen: Very basic Worms, with a handful of notable differences. Remakes and re-releases belong in the gen they were originally released in.

It goes like this.Ģnd Gen: Worms 2, Worms Armageddon, Worms World Partyģrd Gen: Worms 3D, Worms Forts: Under Siege, Worms 4 MayhemĤth Gen: Worms Open Warfare series, Worms XBLA series, Reloaded (+ Worms 2: Armageddon on mobile)ĥth Gen: Worms Revolution, Worms Clan Wars, Worms Battlegrounds (also Worms 3 on mobile) I for myself use rather personalized generation system when categorizing the Worms games.
