Part of the charm of the single-player campaign was unlocking hidden soundbanks. Completing specific missions or reaching high ranks in Deathmatch mode unlocked exclusive voices like the bank (which referenced older Worms games) or the Grandpa bank, characterized by wheezy, elderly complaints. These rewards gave players a tangible goal beyond just winning matches.
If you open a .BANK file in a hex editor (or use the community tools), you will find roughly 70-100 individual audio samples. They are typically encoded in or PCM WAV format, sampled at 11025 Hz (mono). Yes, the audio quality is deliberately potato-tier. It has to be—the game loads these entirely into RAM, and in 1999, we didn't have gigabytes to spare.
For new players looking to spice up their game, installing is a relatively straightforward process, though it requires navigating your computer’s file system.
Team17 brilliantly included banks that catered to specific archetypes:
Part of the charm of the single-player campaign was unlocking hidden soundbanks. Completing specific missions or reaching high ranks in Deathmatch mode unlocked exclusive voices like the bank (which referenced older Worms games) or the Grandpa bank, characterized by wheezy, elderly complaints. These rewards gave players a tangible goal beyond just winning matches.
If you open a .BANK file in a hex editor (or use the community tools), you will find roughly 70-100 individual audio samples. They are typically encoded in or PCM WAV format, sampled at 11025 Hz (mono). Yes, the audio quality is deliberately potato-tier. It has to be—the game loads these entirely into RAM, and in 1999, we didn't have gigabytes to spare.
For new players looking to spice up their game, installing is a relatively straightforward process, though it requires navigating your computer’s file system.
Team17 brilliantly included banks that catered to specific archetypes: