What Happens When You Play Worms with Extreme Restrictions
By: Christian Behler
Tags: Features, Gaming, Culture, Digital Life, Videogames

One weapon, no moving

Playing Worms W.M.D with the default weapon sets, many games ended up being one-sided and were over quickly. To introduce higher difficulty and more competitiveness, we came up with our own game mode:

An extremely limited weapon set and no movement.

Without movement, you cannot reposition a worm to get a better angle making many shots harder to hit. You are also forced to leave your worms exposed to enemy attacks or you need to hurt your own worm to knock it to a safer location.

The only unlimited weapon is the bazooka. Grenades were unlimited at first, but they are not affected by the wind, so with the correct angle on a maximum strength shot you would hit every time. Now every player has 5 normal grenades and 5 cluster grenades, which adds tactical choice about when to use them. Besides that, every player gets one shotgun, one uzi, one girder, and one teleport.

Random worm placement is enabled. While placing them manually would have more strategic choices, it gets a little bit tedious and over a larger sample size, the random placement benefits both players equally.

As a tribute to the most iconic weapons in the game, every player has a holy hand grenade and a sheep, but these are only used to blow up your last worm when you want to resign from the game. The holy hand grenade has one of the most iconic and memorable sound effects in all of video game history, so at least you are resigning with style.

Oh, and let’s not forget the ever-popular prod weapon. It always has to be enabled for the memes, and though it doesn’t come up often without movement allowed, there is nothing better than prodding a worm a few centimeters off a cliff into the water.

Hail Marys and fails

Playing without movement and with very limited weapons makes the game more difficult and generally results in closer matches until the end. Some strategic choices are removed, while others become more important. You need to weigh your options very carefully when you only have a few tools from which to choose. The teleport becomes especially important because it is the only major movement tool available. Originally introduced to free stuck worms, it’s often kept until the late game to get the high ground advantage in sudden death scenarios.

Speaking of sudden death, a lot more matches end this way because it’s a lot more difficult to close out a game. When the leading player faces a tough challenge to convert the win, it opens up more ways for the trailing player to launch a comeback, making the end game more exciting.

And exciting and suspenseful games are what players ultimately wan, or at least we do. Using a jetpack to fly to a worm, then knocking it into the water, is very effective, but not very exciting. When you manage to curve a bazooka shot with the wind through a small hole to hit a worm half a map away, now that’s exciting. It’s similar to big plays like a hail-mary in football or buzzer-beaters in basketball.

The only thing more exciting than the hail mary is the fail, which tends to happen quite frequently in our game mode. To curve bazooka shots you often have to take the risk of miscalculating the wind and the bazooka shot may come back to yourself or hit another one of your own worms.

Stats

Because we are both nerds for stats, I created a small website to keep track of our games and see who is winning overall. Nothing is riding on it, except for bragging rights among friends, although that may be the most valuable reward of them all. And embarrassingly, I have to admit that I am trailing by 8 games at the moment…