Death by Wyrm. The Mayans could have never predicted. The year is 2012 and deep beneath the earth an egg is ready to hatch. Press A for Armageddon. The goal—eliminate all human life as a giant worm. Like a bloodthirsty DigDug, an onscreen slider and turbo button navigates the worm underground. Bursting from the soil to consume human or wildlife flesh refills gradually depleting health, scores points and advances levels. The mutant worm grows and gains abilities as it advances through stages, but human resistance becomes more fortified as well. Policemen become rocket wielding soldiers, helicopters upgrade to tanks. Think Grand Theft Auto without the stars.
Super Mega Worm is about consumption. The pregame intro shows our decaying globe from space. The precursor to the Wyrm’s rampage is two littering rednecks—complete with pixilated Confederate flag. The underlying message is that the planet is fighting back against its pollutants. Gas-guzzling trucks and cars are destroyed and the airplanes contaminating the skies are worth bonus points. Tanks, helicopters and soldiers—symbols of the seemingly limitless consumption of the military-industrial complex—cannot stand in the way of the supreme might of the Wrym. But as the Wrym eats its enemies, it grows increasingly larger. Eventually, it becomes too long to nourish with the food it must continually gobble to survive. Like the enemies it was created to vanquish, the Wrym is defeated by its own unsustainable consumption.
Looking Good: The pixilated humans keep the disturbing level of violence at an enjoyable cartoon intensity. The scrolling backgrounds and vehicle sprites are clean and attractive.
Mindless Fun: Once the challenging controls are mastered, maneuvering the Wrym becomes quick and intuitive. Even in the later stages, the humans are so unfairly overmatched that the result is always exploding pixels and bloodshed. It can be easy to lose oneself in the destruction.
Power Up: As a reward for completing stages, the Wyrm is granted new powers, including projectile acidic spit and an electromagnetic pulse. In addition to providing additional ways to play the game, these powers can be used from the first stage on each new game.
Déjà vu: There are no checkpoints for mutant worms. After every death, the game resets to stage one. After spending twenty minutes to get to the fun and challenging stages, being forced to restart from the beginning after game over quickly becomes a discouragement from playing again. Luckily, power ups earned from earlier games carry over to the new game to help speed up level advancement but fail to alleviate the boredom of repeated trips through the beginning stages.
No high score tracking: “You got a new high score!” Great! Can I share that information with other people? “Nope!” There are no online high score leaderboards or even any way to compare your achievements with contacts. What is the point of having a high score if you can’t be better than other people?
Slippery Slider: The slider control is not ideal. Remember how in Resident Evil, left was always left no matter which direction the character was facing and sometimes that meant you hit left on the joystick when Jill was staring at the camera and instead she would run to the right side of the screen and get eaten by a pack of slow moving zombies? The same rule applies here. It can be overcome, but good control should not have to be risen above like a challenge.
Mute It: The music is repetitive and boring and the shrieking voice samples from the humans get old quickly. Hearing a mother scream “my baby!” as a giant worm devours her stroller is entertaining the first time, but less so the next ten.
Ultimately, Super Mega Worm is an enjoyable experience after the initial accommodation-period for the controls. While the upgrades provide incentive for replayability, the rather one-dimensional nature of the game keeps it at a “worth a look” recommendation. And remember to recycle kids. The Wyrm is watching you.