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Proto:Worms 2/Demo Release 1.0
This is a sub-page of Proto:Worms 2.
| To do: Is there a way to hack into this demo to access the other weapons so we can document possible differences? |
The first public demo of Worms 2 was distributed on September 5th, 1997, and is the earliest available build of the game. Although Team17 replaced this demo with an improved build one month later, it remained hidden away on their FTP server for over 20 years.
| Download Worms 2 Demo Release 1.0
File: Worms2Demo05Sep.zip (6.33 MB) (info)
|
| Download Worms 2 Demo Release 1.0 (with FMV)
File: Worms2Demo05SepA.zip (13.61 MB) (info)
|
Contents
Gameplay Differences
- Some of the weapons are listed in a different order on the weapons panel than in later demos and the final:
- The Pneumatic Drill is listed before the Blow Torch.
- Surrender is listed before Skip Go.
- The Blow Torch does not give any retreat time.
- The Ninja Rope cannot be fired in mid-jump. It can still be fired when falling from walking off ledges, though.
- The Parachute is not affected by the wind.
- The Petrol Bomb does not create a small crater when it explodes; it only releases flames.
- The Old Woman's default fuse time is 10 seconds instead of 5.
- Weapons that tunnel through the terrain, such as the Kamikaze and Blow Torch, will not create an outline in the terrain.
- A number of sound effects are missing.
- Centering the camera on the active worm is done by pressing C instead of Home.
- Pressing Pause/Break at any point will take a screenshot and save it in TGA format in the game's directory. Later demos and the final remove this feature.
- The pause menu cannot be accessed, as pressing Escape ends the game, therefore there is no way to pause the game.
- Worms do not celebrate victory at the end of the round, and the player is required to press Escape to quit as the game will not automatically end.
Graphical Differences
Many of the idle animations for the worms haven't been implemented yet.
| Demo 1.0 | Final |
|---|---|
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The loading screen is more primitive, being text-based rather than a fancy CD graphic in later builds. Erroneously, the loading percentage can go as high as 105%.
| Demo 1.0 | Final |
|---|---|
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The HUD in the demo is the the earlier, more cartoonish style seen in early screenshots. It is also animated.
| Demo 1.0 | Final |
|---|---|
The background gradient for the Pirate theme is different.
| Demo 1.0 | Final |
|---|---|
Instant replays happen without a fade transition and have no televisor brackets or commentary messages.
| Demo 1.0 | Final |
|---|---|
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The animation for using the Teleport is different.
| Demo 1.0 | Final |
|---|---|
Although the Mortar is not present in the demo, sprites found in Gfx.dir show that the Mortar bomb was once a different colour. It is a darker blue than in the final, and the middle stabiliser is red.
| Demo 1.0 | Final |
|---|---|
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While the Homing Pigeon is not used in the demo either, looking in Gfx.dir shows that worms would hold the Homing Pigeon in their hands rather than fire it from a bazooka, as shown in early screenshots from the Worms 2 website.
Removed Graphics
Some kind of wormhole? This strange object only exists in this demo's files and was deleted in later demos and the final.
Audio Differences
Soundbank
The soundbank in this demo is an early version of the default English soundbank with older recordings, as well as some bitcrushed voice clips pulled right from the first Worms game. Some of the filenames are even different from later demos and the final.
It should be interesting to note that the "Come on then" and "Oh dear" samples from this demo still see use in the final game, as test sounds for the options menu.
| Old filename | New filename | Demo 1.0 | Final |
|---|---|---|---|
| Boring.wav | Boring.wav | ||
| Bungee.wav | Bungee.wav | ||
| ByeBye.wav | Byebye.wav | ||
| ComeOnThen.wav | Comeonthen.wav | ||
| Coward.wav | Coward.wav | ||
| DragonBall.wav | Fireball.wav | ||
| Excelent.wav | Excellent.wav | ||
| Fatality.wav | Fatality.wav | ||
| Fire.wav | Fire.wav | ||
| FirePunch.wav | Dragonpunch.wav | ||
| FirstBlood.wav | Firstblood.wav | ||
| FlawlessVictory.wav | Flawless.wav | ||
| Grenade.wav | Grenade.wav | ||
| Hello.wav | Hello.wav | ||
| Hurry.wav | Hurry.wav | ||
| I'llGetYou.wav | Illgetyou.wav | ||
| JumpBackward.wav | Jump2.wav | ||
| JumpForward.wav | Jump1.wav | ||
| JustYouWait.wav | Justyouwait.wav | ||
| Kamikaze.wav | Kamikaze.wav | ||
| Laugh.wav | Laugh.wav | ||
| LeaveMeAlone.wav | Leavemealone.wav | ||
| Missed.wav | Missed.wav | ||
| Nooooo.wav | Nooo.wav | ||
| OhDear.wav | Ohdear.wav | ||
| OiNutter.wav | Oinutter.wav | ||
| Ooff1.wav | Ooff1.wav | ||
| Ooff2.wav | Ooff2.wav | ||
| Ooff3.wav | Ooff3.wav | ||
| Ow1.wav | Ow1.wav | ||
| Ow2.wav | Ow2.wav | ||
| Ow3.wav | Ow3.wav | ||
| Perfect.wav | Perfect.wav | ||
| Revenge.wav | Revenge.wav | ||
| Stupid.wav | Stupid.wav | ||
| TakeCover.wav | Takecover.wav | ||
| Traitor.wav | Traitor.wav | ||
| WatchThis.wav | Watchthis.wav | ||
| WhatThe.wav | Whatthe.wav | ||
| Whoops.wav | Oops.wav | ||
| Wobble.wav | Wobble.wav | ||
| YesSir.wav | Yessir.wav | ||
| You'llRegretThat.wav | Youllregretthat.wav |
An additional thing to note is that this demo's soundbank has six "Ooff" sounds and four "Ow" sounds, whereas later demos and the final use only three "Ooff"s and "Ow"s.
Unused Sounds
These sounds, labelled Wheee.wav and Whooo.wav, were used when swinging with the Ninja Rope in Worms. However, they aren't used here, and were removed in the next demo onwards.
Sound Effects
A number of sound effects are different from the final, some being direct rips from Worms and some of them having their sample rates reduced from 22050Hz to 16000Hz. Some sound effects, such as OldWoman.wav, don't even exist yet.
| Filename | Demo 1.0 | Final | Notes |
|---|---|---|---|
| AirStrike.wav | Pitch reduced in the final. | ||
| BananaImpact.wav | |||
| BaseballBatImpact.wav | |||
| BlowTorch.wav | Originally from Worms. | ||
| CrossImpact.wav | |||
| Drill.wav | Originally from Worms. | ||
| DrillImpact.wav | |||
| Explosion1.wav | Sample rate reduced from 22050Hz to 16000Hz in the final. | ||
| Explosion2.wav | |||
| Explosion3.wav | |||
| FirePunchImpact.wav | Same as BaseballBatImpact.wav. | ||
| Fuse.wav | |||
| GirderImpact.wav | |||
| GrenadeImpact.wav | |||
| KamikazeRelease.wav | |||
| KeyClick.wav | |||
| KeyErase.wav | |||
| MineArm.wav | Originally a duplicate of WeaponHoming.wav in the demo. | ||
| MineTick.wav | |||
| NukePart1.wav | |||
| NukePart2.wav | |||
| Petrol.wav | Sample rate reduced from 22050Hz to 16000Hz in the final. | ||
| Ricochet.wav | Sample rate reduced from 22050Hz to 16000Hz in the final. | ||
| RocketPowerup.wav | Sound is faster and higher pitched in the demo. | ||
| RocketRelease.wav | Sound plays faster and has a reduced sample rate in the final. | ||
| SheepBaa.wav | Originally from Worms. | ||
| ShotgunFire.wav | Sample rate reduced from 22050Hz to 16000Hz in the final. | ||
| ShotgunReload.wav | Sample rate reduced from 22050Hz to 16000Hz in the final. | ||
| Sizzle.wav | |||
| SnotPlop.wav | |||
| Splash.wav | Originally from Worms. | ||
| Splish.wav | |||
| SuddenDeath.wav | |||
| ThrowPowerup.wav | Sound is faster in the demo. | ||
| UziFire.wav | |||
| WormBurned.wav | |||
| WormPop.wav |
Miscellaneous
- Sprites for the Cloned Sheep, Mike's Carpet Bomb and Patsy's Magic Bullet do not exist within the demo's files, suggesting that these weapons haven't been added to the game at this stage of development yet.






