a landscape, including manually placed girders, is fully destructible and unaffected by gravity. Worms 2 includes both weapon and option editors, each offering a very high level of control over many game-play and weapon settings. Option settings include worm retreat time, wind strength, and fall damage. Weapon settings include the initial stock each team begins with in a match, the explosion bias, the amount of damage the weapons deal, their interaction with the wind, the time within which the worm can retreat after use, the delayed availability of certain items in a number of turns, the quantity of refills for each individual item, and the relative frequency of their appearing in crates. Development and release Worms 2 was confirmed to have been in development since at least April 1996. It was at first meant to be a sequel to the original game, where the only substantial improvements were a new engine and supported online play. However, Worms creator Andy Davidson felt that the aforementioned improvements would not be enough to justify a sequel, and he also wanted to bid a farewell to users of the Amiga, which saw waning support and popularity. To do this, Team17 allowed him to spend his time working on Worms: The Director's Cut, an expansion pack to the original designed for late Amiga computers. The two simultaneous Worms projects each had their own separate team. Whilst The Director's Cut would become the last Amiga software by Team17, aside from graphical and memory improvements, it introduced a new level editor and additional weapons such as the Concrete Donkey. Those new features formed the basis for Worms 2, and would appear in later titles of the franchise. Worms 2s graphics and style were Team17's priority. The company believed that the original Worms dated graphics deterred the game's potential players. They opted for the technically better SVGA graphics, and because of memory boundaries limited the game's release to only Windows. Danny Cartwright and Rico Holmes were the game's artists. Cartwright was responsible for its animation. To do this, he used Photoshop, but later in development he used Cambridge Animation Systems' ANIMO, a spline-based animation software. It took as many as 14,000 frames to draw the worms, and it was estimated that continuing to use Photoshop for the sprites would have required three to four years. In comparison, it took merely months to master ANIMO, and after that the