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Artillery game

An artillery game is a subgenre of video games in which players control units—such as tanks, cannons, or characters—positioned on a two-dimensional side-view , taking turns to aim and fire ballistic projectiles at opponents while compensating for physics-based elements like , resistance, and destructible . These games emphasize precision calculation and strategic positioning, often featuring a variety of weapons with unique trajectories and effects, and they typically support multiplayer modes for two or more players. The genre traces its origins to the early days of personal in the , when hobbyists shared simple text-based programs through magazines. The foundational title, , was authored by Mike Forman and first published in the January/February 1976 issue of Creative Computing, presenting a basic simulation where players inputted angles to hit targets in a without graphical terrain or environmental variables. This game laid the groundwork for the core mechanic of calculation, influencing subsequent iterations as hardware advanced. By the 1980s, artillery games evolved with the rise of home consoles and microcomputers, incorporating rudimentary graphics and sound; notable early examples include Artillery Duel (1983), published by Xonox for platforms like the and Commodore 64, which introduced competitive tank battles across hilly landscapes. The genre reached a defining milestone in 1991 with , created by Wendell Hicken as a title for , which popularized vibrant, randomly generated maps, an arsenal of over 50 weapons (including nuclear missiles and falling asteroids), adjustable AI opponents, and realistic projectile physics compiled in Borland C++. Hicken's game, initially developed during his time at Caltech and refined through community feedback until its final version 1.5 in 1995, became a cultural touchstone for multiplayer "scorch parties" in dorms and offices, solidifying artillery games as accessible yet deeply replayable strategy experiences. The 1990s and beyond saw the genre's commercial expansion through humorous and polished adaptations, most prominently the Worms series launched in 1995 by Team17, which anthropomorphized units as cartoonish worms and added elements like customizable teams, voice acting, and terrain deformation for comedic effect. With over 30 main and spin-off installments as of 2025—including Worms W.M.D. (2016)—the franchise has achieved mainstream success across platforms, blending artillery mechanics with strategy and multiplayer chaos while inspiring mobile clones like Pocket Tanks. ) While less dominant than real-time action titles, artillery games continue to receive new releases and updates as of 2025, including indie remakes, browser ports, expansions to classic titles, and ongoing support for the Worms series, valued for their low-barrier entry and nostalgic appeal in teaching basic programming and physics concepts.

Gameplay

Core Mechanics

Artillery games are characterized by a turn-based structure in which players alternate turns to control units, firing projectiles at opponents positioned on a shared or . This alternation allows each player time to strategize their shot without interference, emphasizing and foresight over rapid reflexes. The core of revolves around ballistic calculations, where players adjust the launch angle and power of their shots to propel along a curved path influenced by environmental factors such as , and , and . consistently pulls downward, forming the parabolic arc central to the , while introduces variable lateral drift that changes between turns, requiring players to recalibrate accordingly. , often destructible, can alter elevations or create barriers, further complicating aim by affecting both paths and unit positioning. Victory is typically achieved by eliminating all enemy units through direct hits or accumulated . is determined by the proximity of the projectile's impact to the target unit, with closer hits inflicting greater harm and potentially causing splash effects on nearby elements. In the foundational design, input methods involve entering numerical values for angle (often in degrees) and power (as a or force multiplier), a system that demands mental computation of physics-based outcomes. Later evolutions incorporate graphical interfaces, such as dragging to preview trajectories or analog sticks for intuitive adjustments, making the aiming more accessible while preserving the underlying ballistic simulation. Projectile types in core artillery games are limited to basic shells that follow Newtonian physics, without advanced features like homing or multi-stage propulsion, to maintain focus on the aiming challenge. These shells explode on impact, with the providing the primary means of dealing damage by proximity rather than pinpoint precision alone.

Variations and Features

Artillery games often expand the core formula through diverse weaponry that encourages varied tactical approaches. For instance, MIRV missiles deploy multiple independently targeted warheads to cover wider areas or evade defenses, while nuclear devices deliver high-yield explosions capable of reshaping large sections of the . Digging tools, such as dirt bombs or charges, allow players to excavate tunnels or erect barriers, shifting focus from direct assaults to defensive positioning and ambushes. These options promote by balancing immediate firepower with long-term environmental control. Multiplayer implementations provide flexibility across play styles, including hot-seat turns for local sessions with up to 10 participants, AI-controlled opponents for solo challenges, and online network play supporting as many as 16 players in free-for-all battles or coordinated team efforts. Such modes foster both casual social interaction and intense competition, with team formats enabling cooperative targeting and shared resources among allies. Environmental elements further enhance replayability and realism. Destructible responds dynamically to impacts, creating craters and altering sightlines over multiple turns, while weather variations like wind gusts or influence calculations beyond basic physics. Maps can be procedurally generated for or customized by players, introducing diverse landscapes from flat plains to rugged hills that affect mobility and firing angles. Advanced titles layer in power-ups like temporary shields or health restoration kits, alongside unit upgrades such as reinforced armor, to mitigate risks and extend engagements. mechanics, where victories yield currency for acquiring weapons or enhancements between rounds, add an economic dimension that rewards efficient play and adaptation. To broaden appeal, contemporary artillery games incorporate accessibility options, including scalable difficulty for progressive challenges, interactive tutorials to explain , and aiming assistance tools that simplify calculations for newcomers without compromising depth for experts. These features ensure the genre remains approachable across skill levels and platforms.

History

Early Text-Based Versions

The origins of artillery games trace back to the early , when programmers on mainframe systems like the PDP-8 developed simple text-based simulations of ballistic using languages such as FOCAL. These early implementations focused on mathematical modeling of trajectories, allowing players to input parameters like firing angle and velocity via text prompts, with results output as printed or displayed numerical descriptions of hits, misses, or distances traveled. The absence of visual displays meant relied entirely on iterative calculations and textual feedback, emphasizing strategic computation over sensory engagement. A seminal example is War 3 (also known as Artillery 3), authored by Mike Forman around 1972 for two- or three-player turns on systems. Originally coded in FOCAL Mod V and later ported to TSS/8 by M. E. Jr., the game simulated artillery duels where opponents adjusted aiming values to target each other across a flat, abstract plane, drawing directly from real-world principles to compute parabolic paths under . This design highlighted the genre's roots in early computer experiments with physics simulations, predating widespread home computing. Another early variant, Gunner (1973) by Tom Kloos, extended the concept to PDP mainframes, pitting players against AI or human opponents in numerical aiming challenges. Players specified angles to fire at distant targets, with the program resolving outcomes through trajectory equations and reporting results in text form, such as impact coordinates or explosion proximity. Like its predecessors, Gunner underscored the limitations of the era—no terrain visualization, wind factors, or dynamic environments—confining the experience to pure algorithmic prediction and adjustment based on prior shots. By the mid-1970s, these text simulations influenced ports to emerging microcomputers like the , which used built-in for accessible coding and play among hobbyists. The reliance on printed outputs or teletype terminals for feedback fostered a focus on precision mathematics, laying foundational mechanics for later graphical evolutions while capturing the experimental spirit of 1970s computing.

Graphical and Console Emergence

The emergence of graphical artillery games in the late and early marked a pivotal transition from text-based simulations to visually engaging experiences on home consoles and personal computers, introducing side-view perspectives that depicted ballistic trajectories over destructible landscapes. These early titles leveraged limited hardware capabilities to render simple environments, allowing players to aim cannons and observe arcs in , which enhanced the intuitive understanding of physics compared to prior non-visual versions. Platforms such as the and pioneered this shift, with games appearing between 1979 and 1983 that appealed to a broader audience beyond academic or programming enthusiasts. Key titles exemplified this graphical evolution. Human Cannonball, released in March 1979 for the Atari 2600 by Atari, Inc., featured a non-military theme where players adjusted angle and power to launch a human projectile toward a distant water tower target, incorporating wind effects and a static view of flat terrain. On the Apple II, Artillery Simulator debuted around 1980 as one of the first fully graphical implementations, using Applesoft BASIC to generate randomized hillsides and calculate shots, with players inputting coordinates via keyboard to simulate artillery fire. Smithereens!, published in 1982 for the Magnavox Odyssey² console by Philips, adopted a medieval setting where knights crumbled castles using catapult-like mechanics, emphasizing turn-based destruction of pixelated structures. Artillery Duel, originally developed for the Bally Astrocade in 1982 and ported by Xonox in 1983 to multiple platforms including the Atari 2600, ColecoVision, and Commodore 64, standardized the genre's core loop with opposing gun emplacements separated by mountainous terrain, requiring strategic adjustments for elevation, wind, and gravity. Technical advancements in these games focused on pixel-based rendering to simulate realistic elements within severe hardware limitations. Developers employed basic vector mathematics to trace paths, rendering them as colored lines or dots against blocky, procedurally generated that deformed upon impact, accompanied by simple animated explosions using overlays. Color palettes distinguished elements like sky, ground, and blasts, while sound effects—such as whirring shells and booming detonations—added immersion on systems like the Atari 2600's TIA chip. These innovations prioritized visual feedback to make abstract calculations tangible, though they remained turn-based to accommodate slow processing speeds. Hardware constraints shaped the design of these early graphical titles, resulting in simplified physics models and confined single-screen maps to fit within memory limits, such as the Atari 2600's 128 bytes of and 4KB cartridges. Complex simulations like variable gravity or multi-stage trajectories were omitted in favor of linear ballistic arcs influenced only by basic wind and angle, preventing computational overload during real-time rendering. Single-player modes often pitted humans against rudimentary , while multiplayer emphasized hot-seat turns due to the lack of simultaneous input support. Despite these restrictions, the visual appeal broadened the genre's reach, spreading from mainframes to arcades, home computers like the , and consoles, attracting casual gamers through accessible, competitive gameplay that required no prior programming knowledge.

PC and MS-DOS Dominance

The artillery game genre experienced a surge in popularity on personal computers running during the late and early , as falling hardware prices made systems more accessible to hobbyists and gamers, enabling developers to create titles with expanded terrains, support for multiple participants, and rudimentary color graphics beyond the monochrome displays of earlier platforms. This era's PC boom allowed for innovations that built on prior text-based foundations, shifting toward more immersive, shareware-distributed experiences suited to the growing home computing market. A pivotal early title was Tank Wars, developed by Cody Snider and released in 1986 for , which introduced graphical battles with hot-seat multiplayer for up to 10 players on procedurally generated landscapes. A later entry, Tank Wars (1990) by Kenneth Morse, enhanced the genre by adding network multiplayer capabilities via cables for . These advancements catered to the era's social gaming culture, where players gathered for turn-based sessions on shared machines. The genre reached its zenith with , released in 1991 by Wendell Hicken as shareware software compiled in Borland C++ for systems. This title became emblematic of the format, featuring over 50 weapons and defenses—from basic rockets to exotic options like MIRVs and falling asteroids—alongside fully destructible landscapes that players could crater and reshape mid-battle, adding strategic depth through environmental manipulation. Its shareware model, distributed via systems (BBSes), generated modest revenue through voluntary registrations while fostering viral spread among users who copied and shared the executable. Scorched Earth's appeal was amplified in communities and (LAN) parties, where hot-seat multiplayer for up to 10 participants emphasized social interaction in dorms, offices, and gatherings, often lasting hours as players adjusted strategies around variable conditions. Technically, it advanced the genre with refined physics simulation, including dynamic wind forces that curved projectile paths and real-time visualization of parabolic trajectories for precise aiming, all rendered in 256-color VGA mode. The game also supported through customizable weapon parameters and editing tools, enabling users to create and distribute personalized variants via the ecosystem.

Modern and Mobile Evolution

In the mid-1990s, artillery games began shifting from MS-DOS dominance to Windows platforms, enabling broader accessibility through graphical interfaces and shareware distribution. Titles like Pocket Tanks, developed by Blitwise Productions and released in 2001 for Windows and Mac OS X, exemplified this transition with enhanced visuals and multiplayer support for up to two players in hot-seat mode. By the late 1990s and into the 2000s, console adaptations emerged, such as ports of the Worms series to PlayStation and other systems, introducing artillery mechanics to home entertainment setups. Online multiplayer features gained prominence in the 2000s, allowing remote battles; for instance, Scorched 3D, an open-source title launched in 2001, supported network play across platforms including Windows and Linux. The mobile era surged after 2009, driven by touchscreen devices and app stores, transforming artillery games into portable, casual experiences. , released in December 2009 by for , popularized a physics-based variant where players launch birds via slingshot to demolish pig structures, blending aiming precision with destructible environments and achieving over 12 million downloads in its first year. Pocket Tanks followed suit with mobile ports, debuting on in 2009 and Android in 2012, retaining core turn-based tank duels while adapting to touch interfaces for angle and power adjustments. These adaptations emphasized quick sessions and intuitive controls, expanding the genre beyond traditional PC play. Recent titles have built on these foundations with cross-platform integration and ongoing updates. ShellShock Live, developed by kChamp Games and launched in 2015 for PC before expanding to Xbox One, PlayStation 4, iOS, and Android, features real-time online multiplayer for up to eight players, customizable tanks, and seasonal content updates that introduce new weapons and maps. The Worms series continued evolving into the 2020s, with Worms Rumble released in 2020 by Team17 as a real-time spin-off supporting 32-player cross-platform matches across PC, PlayStation, Xbox, and Nintendo Switch. In 2025, the genre saw a revival with the grand launch of Gunbound, a turn-based artillery MMO, and Table Troopers, a VR artillery game for Meta Quest. Key advancements include the adoption of environments for immersive terrain destruction, as seen in Scorched 3D's voxel-based worlds from 2001, which allowed for dynamic landscapes and up to 30 players in networked games. Mobile versions incorporated touch controls for precise aiming, such as swipe gestures in Pocket Tanks and ShellShock Live, enhancing accessibility on smartphones. Competitive modes have incorporated esports-like elements, including ranked leaderboards and tournaments in ShellShock Live's online lobbies, fostering skill-based rivalries without formal global circuits. Contemporary trends highlight models to attract wider audiences, with ShellShock Live offering a base version at no cost on platforms, supplemented by in-app purchases for weapon packs and cosmetics. While early experiments faced challenges like , titles like Table Troopers (2025) have expanded consumer VR artillery gaming. Integration with genres appears in hybrids like Rumble's Last Worm Standing mode, a 32-player survival format where worms compete until one remains, combining artillery aiming with arena shrinking.

Notable Games

Foundational Titles

The foundational titles of the artillery game emerged primarily in the and , establishing core mechanics such as turn-based aiming, ballistic trajectories, and environmental factors like and that would define subsequent iterations. These early works, often developed for mainframes, computers, and home consoles, prioritized of physics over graphical complexity, laying the groundwork for the genre's emphasis on strategic calculation and player skill. War 3, originally known as Artillery 3 and first ported in for mainframe systems, stands as a pioneering text-based entry in the genre. Developed by Mike Forman with later revisions by N. E. Lyon Jr. and Brian West, it simulated artillery combat through command-line inputs where players adjusted angle and power to fire projectiles at opponents across procedurally generated terrains. This title influenced early simulation accuracy by incorporating basic physics models for and , requiring players to compute trajectories manually, and it supported up to three players in turn-based matches on systems like TSS-8 and HP Time-Shared . Ports and adaptations appeared in collections such as the 1979 book More BASIC Computer Games, preserving its code and mechanics for broader accessibility, with a BASIC version published in 1976. Smithereens!, released in 1982 for the (also known as Philips Videopac in Europe), brought humorous visuals to the artillery formula, depicting players as knights launching stones at each other's castles rather than modern tanks. Developed by , the game featured cartoonish graphics with crumbling structures and sound effects emphasizing comedic destruction, bridging arcade-style simplicity with home console play. Players adjusted angles and power while accounting for , aiming to reduce the opponent's health to zero in two-player matches; its lighthearted theme and accessible controls made it a introduction to competitive aiming on limited hardware. Artillery Duel, first published in 1982 by Bally for the Astrocade console and ported to platforms including the , , Commodore 64, and by 1983, introduced artillery mechanics to home systems with a focus on competitive precision. Created by John Perkins of Perkins Engineering, it tasked two players with destroying enemy gun emplacements amid mountainous landscapes, adjusting barrel elevation and powder charge under time constraints influenced by variable wind and random terrain generation. The game's multi-platform availability and escalating skill levels—altering shot timing and difficulty—helped popularize the genre beyond mainframes, emphasizing strategic depth in short, intense duels. Tank Wars, developed by Cody Snider and released in 1986 for the Apple II with subsequent ports to MS-DOS, innovated by incorporating early network play capabilities alongside its core artillery simulation. Players commanded tanks separated by hills, inputting angle and velocity to launch missiles while factoring in wind, gravity, and destructible terrain; it supported up to 10 participants, including human and AI opponents, in turn-based battles. This title's emphasis on multiplayer scalability and weapon variety, such as MIRVs and nukes, marked an advancement in social and technical aspects of the genre, influencing later shareware distributions. Scorched Earth, a 1991 shareware release for MS-DOS by Wendell Hicken, achieved widespread popularity and is credited with standardizing many genre conventions through its extensive customization options. Programmed in Borland C++ and Turbo Assembler, it allowed up to 10 players to engage in planetary battles using over 50 weapons, including falling asteroids, doomsdays, and babbling bombs, with terrain deformation and adjustable gravity adding replayability. Its shareware model—distributing a limited version freely while selling the full edition—propelled it to millions of downloads, solidifying artillery games as a staple of PC gaming with features like editable sound effects and player profiles that encouraged community modifications.

Influential Series and Derivatives

The Worms series, developed by Team17 starting with the original release in 1995, stands as one of the most influential artillery franchises, beginning with 2D turn-based combat where players control squads of anthropomorphic worms using physics-based weapons on destructible terrain. Over its evolution, the series introduced 3D environments in titles like Worms 3D (2003) and innovative modes such as Armageddon in Worms Armageddon (1999), which features a collapsing landscape for heightened chaos, while maintaining a core emphasis on humor through cartoonish animations and strategic depth in weapon selection and terrain manipulation. By 2025, the franchise encompasses over 30 mainline and spin-off titles, sustaining longevity through cross-platform releases and updates that blend tactical artillery gameplay with comedic elements. In 2024, Team17 released Worms Armageddon: Anniversary Edition, with updates in 2025 incorporating emulated versions of earlier titles for modern platforms. Pocket Tanks, released in 2001 by Blitwise Productions, adapted the genre for mobile and PC platforms with a focus on fast-paced, single-device multiplayer sessions limited to 10 rounds per match, allowing quick play without extensive setup. The game features over 400 distinct weapons across various packs (as of 2025), including explosive, homing, and environmental-altering options like and Dirt Mover, which players select via an in-game shop system to maintain variety and accessibility. Its model of free core gameplay supplemented by optional paid weapon expansions has supported ongoing updates, making it a staple for casual enthusiasts seeking bite-sized strategic engagements. The ShellShock Live series, initiated in 2015 by kChamp Games, revitalized artillery gaming through robust online multiplayer supporting up to eight players in team or free-for-all modes, with customizable vehicles such as tanks and helicopters that modify aiming trajectories and durability. Titles in the series emphasize in weapon choice and positioning on procedurally generated maps, achieving significant popularity on with over 35,000 positive reviews (as of 2025) and peak concurrent player counts exceeding 7,000. This focus on persistent online communities and vehicle personalization has extended the genre's appeal into modern platforms. Derivatives like (1999), developed by , shifted mechanics into a perspective with mission-based comprising 25 levels, where players command squads in turn-based tactical battles involving weapon pickups and objective completion amid destructible environments. The game's narrative-driven structure, framed as a war between pig factions, integrates firing with squad management and exploration, influencing later titles by adding progression to the core genre formula. Crossovers such as (2009), developed by , represent a puzzle-oriented derivative of principles, employing touch-based aiming to launch birds with physics-driven trajectories against fortified pig structures, simplifying traditional and calculations for mobile accessibility. This adaptation popularized mechanics in casual apps, influencing subsequent touch-optimized games by prioritizing intuitive aiming and chain-reaction destruction over direct multiplayer combat.

Influence and Legacy

Impact on Other Genres

The ballistic aiming mechanics central to artillery games, involving calculations of angle, power, and environmental factors like wind to follow parabolic trajectories, have appeared in (RTS) games to simulate warfare. In (1997), units such as trebuchets and bombard cannons employ paths that require players to account for range and arc to destroy fortifications from afar. Physics-based puzzle games drew from artillery-style projectile flinging, popularizing casual mobile gaming in the late 2000s. (2009), a game featuring launches to demolish structures, shares similarities with (2009) by , which adapted the mechanic into touch-screen slingshot launches of birds against pig defenses, leading to widespread clones and a surge in accessible, physics-driven titles. This evolution transformed artillery's core aiming principles into bite-sized, addictive puzzles that emphasized chain reactions and structural collapse, influencing the casual genre's dominance on smartphones. Turn-based tactics games incorporated indirect fire and terrain destruction, enhancing environmental interactivity. Titles like XCOM: Enemy Unknown (2012) feature grenades and explosives that deliver arcing attacks ignoring line-of-sight and degrade cover, adding tactical layers where players anticipate blast fallout on evolving battlefields. Multiplayer dynamics in artillery games, with their emphasis on turn-based volleys and chaotic destruction, appear in party games and competitive shooters. In Overwatch (2016), projectile-based heroes like Pharah and Junkrat utilize arcing rockets and grenades that demand predictive aiming and environmental use, such as bouncing shots off walls, to outmaneuver opponents in group settings. By the 2000s, simulations of physics contributed to software, providing interactive models for direction and adjustment. The Virtual Sand Table system, developed for U.S. Army instruction, functions as a tutor where trainees plot firing solutions under variables like wind and elevation, evaluating decisions against real-world doctrines to build operational proficiency.

Cultural and Technical Legacy

The artillery genre, exemplified by titles like , achieved cultural icon status through its pioneering use of the model, which allowed independent developers to distribute software directly to users in the without traditional publishers. Released in 1991 by Wendell Hicken, began as a project but transitioned to after receiving unsolicited payments, enabling widespread dissemination via systems and floppy disks; this approach not only generated significant revenue for Hicken but also demonstrated the viability of indie distribution, influencing countless solo developers to adopt similar models for accessible, low-cost game releases. The Worms series further cemented the genre's humorous legacy, with its exaggerated voice acting—featuring quips like "Oh nooo!" and "Mi-issed!"—and absurd weapons such as the concrete donkey or holy hand grenade, which infused with and . These elements spawned enduring memes and cultural references, inspiring a wave of comedic strategy games that prioritize witty animations and over-the-top effects over pure realism, as seen in the series' influence on titles blending humor with tactical depth. Technically, early artillery games introduced innovations like for destructible maps, where algorithms such as summed sine waves created varied, randomized terrains that players could alter mid-game, enhancing replayability and environmental interaction. notably employed gameplay-driven procedural terrain generation, allowing AI opponents to adapt aiming calculations for ballistic trajectories influenced by wind and gravity, laying groundwork for projectile physics simulations in later strategy titles. Since the 1980s, artillery games have held educational value in physics instruction, particularly for illustrating , parabolic trajectories, and factors like angle and ; early examples like the 1982 DOS title and later iterations such as have been used in classrooms to help students intuitively grasp concepts through interactive aiming and . By 2025, the genre maintains a niche but persistent legacy, with active community mods and revivals on platforms like featuring updated takes on classic mechanics, such as Artillery Royale and Yoshi Tanks Kawaii, alongside a steady presence in mobile gaming through titles like World of Artillery: Cannon War, and VR adaptations like Table Troopers (2025), though without major AAA-scale resurgences.

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