Tag Archives: Multiplayer Games

New 4-Player Puzzle Action: Block Panic DX Arrives on Neo Geo

Neo Geo fans have a new multiplayer experience to dive into with Block Panic DX, a fast-paced puzzle game that now supports up to four players. Designed for the AES, MVS, and Neo Geo CD, this title brings fresh energy to the classic competitive puzzle genre, offering intense battles with friends and family.

Developed by blastar, Block Panic DX blends quick reflexes with strategic thinking. Players must clear blocks efficiently while managing on-screen chaos, using power-ups and chains to outmanoeuvre their opponents. The addition of four-player support makes it a standout in the Neo Geo library, where multiplayer puzzle games are relatively rare.

Graphically, Block Panic DX embraces the bold and colourful aesthetic synonymous with the Neo Geo, featuring vibrant sprites and smooth animations. The soundtrack delivers an energetic mix of tunes that enhance the game’s frantic pace. Combined with tight controls and accessible mechanics, it’s an inviting experience for both casual and competitive players.

The game is available across all Neo Geo formats, ensuring that whether you own an AES, MVS, or a Neo Geo CD, you can enjoy the action. Physical copies are planned for release, making it a great addition for collectors looking to expand their library with new homebrew titles.

For those who love retro puzzle games and competitive couch co-op, Block Panic DX is shaping up to be a must-have. With its unique four-player mode and classic arcade charm, it offers a compelling reason to dust off your Neo Geo. Whether or not you are able to able to try it in 4 player mode will depend on whether you are lucky enough to have an adaptor for your original hardware, or a MiSTer which supports 4 players natively.

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The Untold Story of Worms: How a Simple Idea Revolutionised Gaming 🪱

In the pantheon of iconic retro games, Worms by Team17 holds a special place. Born in the Amiga’s heyday and crafted by a passionate creator, this artillery-based masterpiece fused humour, strategy, and charm into one unforgettable experience. Worms wasn’t just a game; it was a cultural phenomenon that continues to entertain nearly three decades later. This is the story of how a simple idea became one of the UK’s greatest gaming exports.

The Genesis of Team17:

The seeds of Worms were sown in the fertile soil of the British gaming scene of the 1990s. Back then, small studios like 17-Bit Software operated out of modest offices, publishing games for niche platforms. Founded by Michael Robinson in Wakefield, West Yorkshire, 17-Bit Software aimed to discover young talent and distribute their games through Robinson’s Microbyte shops.

Among the first recruits was Swedish programmer Andreas Tadic, who, along with Rico Holmes and Peter Tuleby, formed Team7. Their debut game, Miami Chase (1990), was a modest success, paving the way for the studio’s transformation into Team17. With the Amiga as their platform of choice, Team17 became known for visually and aurally impressive titles like Alien Breed, which showcased the team’s technical prowess.

The Birth of Worms:

In parallel to Team17’s rise, Andy Davidson, a 17-year-old student with a VIC-20, was experimenting with programming. Inspired by artillery games like Scorched Earth, Davidson created a calculator-based prototype called Artillery. The game’s evolution began when Davidson introduced worms as the protagonists, a decision that added personality and humour to the experience.

By 1993, Davidson had rewritten the game, now titled Total Wormage, on the Amiga. With the help of Amiga Format’s Blitz Basic 2competition, Davidson refined the game further, culminating in its debut at the European Computer Trade Show (ECTS) in 1994. There, Team17’s Martyn Brown saw its potential and immediately offered to publish it.

The Secret to Success

What made Worms stand out was its combination of simple mechanics and strategic depth. Randomly generated landscapes ensured every match felt fresh, while weapons like the Holy Hand Grenade and Exploding Sheep added an element of chaos. The visual style, inspired by Lemmings and parallax effects, was both cartoonish and captivating.

The humour, an essential ingredient, kept the tone lighthearted. Davidson’s approach to game design prioritised fun and creativity, a philosophy that resonated with Team17’s collaborative culture. Contributions from the team—such as Rico Holmes’ revamped graphics, Cris Blyth’s 3D animations, and Bjørn Lynne’s memorable music—elevated Worms from a hobbyist project to a commercial success.

Expanding Horizons

Team17 ported Worms to over 10 platforms, including the PlayStation, Sega Saturn, and Game Boy. Despite the industry’s shift towards 3D gaming, Worms thrived as a 2D game, proving that gameplay triumphs over visuals. The Amiga remained its spiritual home, with the Director’s Cut (1997) adding enhanced graphics, new weapons, and extensive customisation.

A Legacy of Fun

From weekly tournaments to fan-made mods, Worms has endured as a testament to the power of accessible, multiplayer-focused gaming. The series has spawned numerous sequels, each building upon Davidson’s original vision while staying true to the core formula.

Conclusion: A Game for the Ages

The story of Worms is one of creativity, perseverance, and teamwork. What began as a student’s experiment became a global phenomenon, delighting players across generations. Nearly 30 years later, Worms remains a beacon of retro gaming ingenuity. So, grab a controller, call your friends, and remember: Keep on worming!


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