Worms: Ultimate Mayhem cover art

Worms: Ultimate Mayhem

Tests trajectory aim and turn planning against human targets amid crate luck.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION6 /10READS5 /10VARIANCE4 /10OPTIMIZATION5 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    6/10

    3D grenade arcs and ninja-rope control reward practiced aim

  2. Reads

    cheat: Out-predict an adaptive opponent

    5/10

    Predicting a human's target priorities shapes each turn

  3. Variance

    cheat: See what's hidden / map the RNG

    4/10

    Crate drops, wind and terrain chaos swing rounds

  4. Optimization

    cheat: A perfect solver / coach

    5/10

    Weapon economy and positioning are plannable each turn

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2011
Developer
Team17
Platforms
PS3, PC, X360
Modes
Single player, Multiplayer, Co-operative
IGDB critics
55/100
IGDB users
75/100
StrategyTurn-based strategy (TBS)ActionComedy