One of 1994's most popular games, Earthworm Jim could take the handheld world by storm. Although this cart is graphically slick, it suffers from dismal controls.
The twisted adventure begins when Psy-Crow loses his space suit on Earth, and a lowly earthworm named Jim happens to crawl inside. With his body as a whip and a deadly blaster by his side, Earthworm Jim becomes a superhero! Starting out in New Junk City, you battle ferocious poodles, then journey on to Heck where you're surrounded by fire, brimstone, and even worse...lawyers!
EWJ's imaginative graphics carry over well in the 8-bit version; the levels are close to its 16-bit brethren but obviously less detailed. Jim himself looks the same and has most of the movements and expressions that made him a star.
Each level baits you with original music, from funky jazz to a down-home jamboree.
The 16-bit sound effects, like screams and grunts, aren't included, which diminishes the humor.
Control is this cart's biggest flaw, though the blame lies partly with the two-button Game Gear setup. When a precarious situation arises, poor controls make grabbing a ledge, whipping a hook, or aiming your pistol a difficult task.
Overall, this portable Earthworm is fine for fans who want to take their EWJ show on the road. But the controls may just send you crawling back into the dirt.
- Just after the cow launch in the first level, head down and to the left to find a 1-up.
- In Buttville, use your helicopter head to navigate the spiked walls.
- On the Asteroid level, grab these bubbles to gain a speed burst that's a must for beating Psy-Crow.
Download Earthworm Jim
Earthworm Jim doesn't translate well to the small screen. Not simply because of the blurring, but because having only two buttons hurts the control. Compound that with the amount of damage enemies do, and you have yourself a severely frustrating game. It's too hard, so even if you mastered the other versions, you'll get stuck here. The looks and sounds are surprisingly good, and closely resemble their 16-Bit counter-parts. If it was easier, it would be great.
Earthworm Jim made a nice transition to the portable scene, but there are a few shortcomings. As always, there is some blurring when Jim runs because he sprints quite quickly. Also, two buttons can put a hamper on the options, but it's something you can get used to. The music is better turned off, if you know what I mean. The levels are pretty close to the 16-Bit edition, too. Earthworm Jim is a great game for those trips and is a worthy purchase.
Earthworm Jim has finally gone portable for Sega and I'm sorry to say that it just doesn't cut it the way its 16*Bit counterparts do. I will say, of course, that the graphics are pretty good, but that's about the extent of the brownie points I'm gonna give. On the other side of the coin, the play control isn't what it should be, namely because of the limit of only two buttons on the Game Gear. Maybe if the game were simplified just a tad. The game was a bit hard.
Earthworm Jim looks pretty good on the portable platform, considering the great detail of the 16-Bit versions. A lot of the game play and signature Jim stuff have made it over. The only problem was the combination of two-button control and the difficulty, making it even harder to really get into it. For veterans of the Game Gear, it may be no problem, but I found it awkward to play and a bit too much of a hassle. Still, it does look good and may be worth it for big fans of the 16-Bit version.
You've been hearing it for months now, and it's true. Earthworm Jim is, without a doubt, one of the best games of 1994. Prepare for spectacular graphics and the most innovative game play since Sonic first raced onto the Genesis.
ProTip: In the bonus rounds, collect 50 bubbles and beat Psy-Crow to the end to earn a Continue.
The Early Bird Gets the Worm
It all starts when Psy-Crow, a renegade alien, has a close encounter of the wrong kind with another alien craft. When he nukes the alien's ship, a special cybernetic warsuit goes tumbling through the stratosphere and lands on a standard garden-variety earthworm. The suit mutates the worm into a hero like no other -- Earthworm Jim! Of course, once Psy-Crow activates his suit tracker and traces the suit to Earth, Jim has big problems.
You guide Jim through ten levels with so many new and unusual twists; it'll take you more than a few playthroughs to notice them all.
In the first level, New Junk City, Jim leaps off old tires, climbs strange crevices and cliffs, swings from chains, and creeps through a maze of garbage -- and that's the most traditional level in the game! From here on out, it gets more and more unpredictable. Get ready for a romp through a fiery place called Heck where lawyers prowl, a warped laboratory with a crazy collection of mad-scientist paraphernalia, a bungee-jumping contest with a snotty combatant, and much more. Every level is equally innovative and uses equally unpredictable styles of play.
Don't worry about grabbing power-ups -- extra guns, 1-ups, and health are plentiful. Instead, you'll spend your brain cells figuring out how to maneuver Jim through each area and beat the enemies, especially the bosses. You must figure out the tricky twist it takes to beat each one.
- Shoot up and off to the sides of the screen, then listen for ricochet sounds. They'll give you clues about the location of sites from which you can swing.
- You can swing from anything that's got a sparkle on it.
As the Worm Turns
EJ's controls are easy to master, and that's good, because the game play is tough. At Jim's disposal are his two guns, his head, which he uses as a whip and as a grappling hook to swing from things, and a helicopter!
To defeat Chuck, the second New Junk City boss, whip the crates he drops so they land on the spring and bounce into him.
You can aim your gun in only eight directions, but the CPU reads what you're aiming at and accommodates you, so your shots actually arc in nearly 64 directions. You can master the basic moves in New Junk City, but you'll have to figure out new ways to use them as you get farther into the game. Play is tough enough for advanced gamers -- beginners will feel like crawling back into a hole.
In Heck, stand on these green gems and run to make them lift you to higher areas.
You must repeat the process flawlessly to defeat this trashy beast.
David Perry and his Animotion programming and unique compression techniques make Earthworm Jim a masterpiece. The awesome graphics have a 3D look and feel, including an uncanny ability to rotate and scale that makes the game look just like a 'toon. Jim's humorous animations and creative villains bring the clever story line to life with lots of raunchy humor.
Better yet, sound effects, tunes, and even voices are far more crisp than you would think possible on the Genesis. The sound effects in particular are a big part of the game's humor -- as with the disgusting burbles that emanate from the Butt-hole boss.
It Worms the Heart
Both versions, the Genesis and Super Nintendo, are spectacular, but the Genesis version has an additional level (Intestine). Either way, if you're only planning to get one game this holiday season, make it Earthworm Jim.
Fans of the Little Worm That Could will welcome this handheld version. While it loses some humor, EWJ on the CB is still a gem of a Jim.
If you played last year's heralded 16-bit versions, you'll recognize nearly everything on the Game Boy: The imaginative stages, the nutty characters, and the wacky plot are all here. Once again you play as a lowly worm who puts on a strange suit to become a superhero.
Unfortunately, though you have lots of control options, control is better in theory than in practice because some moves aren't as effective as you'd like. The plasma gun isn't totally accurate, and whip-slinging can be difficult when you're trying to hit tiny targets.
While the gameplay remains faithful to the 16-bit games, many of the humorous graphics and sounds that put EWJ over the top are gone. The foregrounds look similar, but the backgrounds are sometimes missing, and the sprites are so small that they've lost their bizarre personalities. Jim still moves smoothly, but he's not nearly as charming. The sounds also suffer: With zero voices, the Game Boy version loses lots of comedic impact.
Despite the system's limitations, EWJ is still first-class. It's not easy, though, so be prepared for a fight. Fortunately, this is a fight worth taking on. Last year's classic 16-bit entertainment becomes this year's classic handheld fun.
- In the bungee-jumping stage, knock Major Mucus into the walls and avoid the monster at the bottom.
- In For Pete's Sake, run ahead to check out the upcoming obstacles, then go back and whip Peter Puppy forward.
- Fire the machine gun to start rolling in the opposite direction.
Mr. Floppy Head is back with all the fun of the original, complete with his trademark head whip and handy-dandy laser gun. If you did not get enough of Earthworm Jim before, now you can take him with you. This is a game of adventure and discovery. You must battle through each section by working through puzzles and surviving traps, obstacles and bad guys. You must find the right combination of jumping, climbing, and running to get through each section. You will face a boss character at the end of each section. Some seem to be a bit on the strong side; you will have to look for their weaknesses and exploit them if you want to move on. Watch out for Psy-Crow!
Gameplay, Controls, Interface
Several things make Earthworm Jim a lot harder than it should be. First of all, there is no save or password option. This means that unless you use a cheat code you must play this game from the beginning every time you power up your Game Boy Advance. Second, you only get two continues per game so even if you play for a long time and you are doing well, you can still expect to start from the beginning at some point before you get to the end of the game. Play smart and save those lives -- you are going to need them.
There are many places on screen that are hard to reach. I have been told that you can get to everything but I have not found my way to all of it yet. If you get stuck, keep in mind there is basically only one way to move on to the next section and there are lots of dead ends. You will have to backtrack several times to get back on the right path. Do not forget to look up; many times I have passed the correct path by not looking up. Use your head whip outside of battle: you can jump and then get a controlled fall by head whipping, effectively creating a pseudo-helicopter action, which slows down the rate at which you fall. This allows you to get a longer float and get past some of the obstacles. It takes a bit to get your timing down, but keep at it and you will be head-whipping with the best. One shortcoming is that you do not have any idea how much damage you are doing to the boss characters at the end of each section, so you do not know how close you are to beating them. You seem to pound on him for a long time before he goes down. There should be some sort of indication how close you are to beating the boss and going on to the next section so you can evaluate how effective your attack strategy is. An indicator would also allow you to change your strategy if you are not doing much damage with your current attack.
This game does not support ANY kind of multiplayer options, much to my disappointment. I would like to see an option available for head-to-head battle, where you could choose to play as either Jim or one of the boss characters. With the new 4-player capabilities of Game Boy Advance, I would like to see more games take full advantage of this option.
The graphics are good and have nice detail. The wide screen format makes it much easier to see where you need to go next. However, some the landscapes are too dark, which adds some trouble in playing the game. Make sure you have a good light source nearby when you play; otherwise you will not be able to see at some critical places in the game. With proper light you will be able to appreciate the quality of the graphics. The attention to detail is evident throughout the game. Something fun to try: stop and let your laser recharge and you will see some fun antics onscreen (everything from Jim jumping rope with his own head, to his pants falling down and Jim realizing it and quickly pulling them back up). It pays to stop and take a break in a safe corner to see the fun.
The music and sound effects are true to the spirit of Earthworm Jim. If you liked the original, you will like the sounds in this game. They add the flavor and flair that makes Earthworm Jim unique. Nothing beats the good crack of a whip -- even if it is your own head making the sound.
I liked playing this game. If you have played any of the Earthworm Jim games, you will enjoy this one. If you have not played any of the previous games, this might be the perfect time to start. I would recommend this game to anyone who has played or ever wanted to play an Earthworm Jim game. There are some things lacking in the way the game was set up that bring its overall score down. If you don't want to play from the beginning every time, you will need to use cheat codes to play from your last stopping point. Ordinarily I do not like to recommend this type of play but the lack of savegames or passwords, which are popular in a lot of games nowadays, leave you with little other choice. The only other option is to get through on your exceptional talent. I for one am not that talented, so the cheat codes will have to do. This is a fun game -- not much new or unique, but true to the Earthworm Jim character.
As the Game Boy Color inherited a large number of 8-bit NES ports, it looks like the Game Boy Advance will be receiving plenty of old Super Nintendo favorites, starting off with this rerelease of Dave Perry's classic platformer. Although it's based on the SNES version, Majesco is trying to tweak Earthworm Jim GBA to play more like the Genesis game, which had slightly superior controls. Everything looks great so far, right down to the udder on the flying cow. Look for it at launch. Groovy!
I've got to start out by saying that the opening animations are great. This is worth buying if you don't already own EWJ, or renting if you do. The new levels are not as good as old ones, but the changes to the original are pretty cool. The little additions, like more voices and better music, enhance this CD. You can even find a new weapon. EWJ: Special Edition is a fun game for the hardcore gamers out there.
Well, look at this. A game for the Sega CD that's actually worth buying. EWJ isn't just the same old cartridge version with new tunes added. The extra levels alone are worth the purchase and the additional weapon really packs a wallop. Of course, you still get an excellent-playing game with one of the most unique characters around. If you still have that Sega CD, scrape the layers of dust off and have a ball with EWJ:SE!
I'm not big on cartridge-to-CD translations. Most are exactly the same as the cartridge, just with enhanced music, making the game not much of an upgrade. Well, the makers of EWJ obviously feel the same way I do and took care of this game. They added new levels along with the existing ones. New weapons and funny animations have also been included. Jim is deliciously slimier than ever!
If you liked the cart version, you'll love it on CD! This new version is just that--new. There are new weapons, new levels, new types of animations, etc. The good part is that they added all the new stuff in addition to the old. The graphics, game play and sounds are as exciting as they ever were. Hats off to one of the first products to really improve and add new features to a CD translation.
When you think of CD versions of cart games, you often think the only things added are a bit of FMV and some better music. EWJ: Special Edition does have the better music, but the levels you know and love have been altered and are now even bigger!
Remember the toilet warp in Level One? See where it takes you now! The snowman in Heck has a new area, too. The intestine level that was in the Genesis, but not the Super NES is here, along with Big Bruty. Big Bruty is a new level with a worm-eating dino.
With the best intro around and lots of new voices, EWJ: Special Edition looks great.
They should call this guy Action Jim. He is very flexible and moves like a madman. You will find icons throughout the game. Collect as many as possible, including plasma guns that will power-up your plasma blast! You will need this, especially against the big, bad Bosses.
I'm already an Earthworm Jim fan, and I enjoyed playing it again.
The dynamic colors aren't in this version, but for a Game Boy, I felt they did an excellent job with the graphics and movement. He still has character and doesn't take anything from those pesky crows!
Without a doubt, the greatest feature of the game would have to be the animation. The characters are much like the originals, and their movements aren't bad either. You just can't beat a worm in a superspace suit!
Surprisingly, there isn't too much they left out of the game, except some of the cool sounds that are in the Super NES and Sega.
WILL YOU LIKE IT?
This is one game I would actually recommend for the Game Boy. It offers 90 percent of the cool characteristics that made Earthworm Jim a hit and shrinks them all down for the Game Boy. making a game that is still great to play.
This is another tine addition to the Earthworm Jim library! The story has not changed much. You are an earthworm with an extremely powerful suit of armor. Plus, you have a need to find evil and eradicate it from the planet. Boy, what a job! Someone has to do it and that someone just happens to be you. Take on levels such as New Junk City and go for a ride through the tubes. So give it all that you have and don't give up the fight!
Everybody's favorite worm will soon be on its way to the PC courtesy of Activision! All of the features that earned Earthworm Jim a Game of the Year award for the platform systems will also be intact in this cross-platform version, along with a few extras. The graphics will run slightly faster, and will be enhanced over the cartridge version. There are brand-new sound effects, along with a CD audio soundtrack. Last but not least, if you look really hard, you will find a never-before-seen extra level!
If Earthworm Jim really hooked you, these handheld translations may be just the ticket for Jim on the go. Conversions of their 16-bit counterparts, both games are reported to be almost pixel-per-pixel translations of the originals. Each cart has eight levels of action/adventure play, plus hidden areas.
Everyone's favorite earthworm is now on his way to the Game Gear. This is as exact a translation as you can get for a 16-Bit game.
As you probably already know, Earthworm Jim is an imaginative, side-scrolling action game that has had gamers across the country in an uproar.
You play as a worm in a power-suit who is trying to rescue Princess-What's-Her-Name. Along the way you'll brave Heck, pools of mucus and a sinister laboratory.
This looks to be one of the hottest action games for the Game Gear. It's most excellent.
- Manufacturer: Playmates
- Mechine: Super NES
Debug The Worm!
With this code you can open up a whole can of worms. Tricks galore, and weird floating heads add even more style to the ultra-hip EJ.
Earthworm Jim has been hyped as the best game of the year, which may be a premature assessment. But this game does walk the walk and talk the talk, so the hype works!
ProTip: Stand on the edge of the platform when this boss starts spewing fish. Then roll boxes onto the spring (using your whip) to knock him out of commission.
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The trouble begins when a character named Psy-Crow loses his shirt...literally. The super suit he wears falls into the possession of the lowest form of life around. No, not a talk-show host, but a worm named Jim who instantly becomes a superhero, complete with a rotary head and an alien-blasting gun. He needs all the help he can get because Psy-Crow finds out that Jim has the suit, and the chase is on.
The backgrounds in this game are some of the funniest around, including the hellish Heck (where accountants are the scariest enemies around and lounge music accompanies tortured screaming) and a Tube Level (where you end up trapped in the world's largest hamster cage). Legions of enemies fill the levels. Some are expected, like crows pecking at Jim's head, while others are as unpredictable as Snowmen in Hell.
The graphics in Earthworm Jim don't suffer from bottom-of-the-food-chain-itis. Shiny Entertainment (the programmers) packed as much action and animation into each character as the SNES would allow, taking advantage of the whole 256-color palette.
The sounds are a cross between Spike Jones and Spike Lee. Funky Earthworm hip hop is interlaced with screams, yells, gorilla grunts, and dear- as-crystal snaps of Jim's whip.
This Is Ground Control To Earthworm Jim
The super-sensitive controls, however, are not so heart-worming. Some stages require a light touch, like the Bubble Sphere ride in Down the Tubes. Here you have a limited amount of time to find oxygen, and you can't touch the walls! In another stage, you can lose a life if you fail to whip your head in just the right place. On top of that, you get only one continue, though you can win more in bonus rounds.
- To finish off the boss in Heck, continually shoot at him before he wraps around Jim. Then avoid the twin trails of fire that shoot from both sides of the screen.
- Shoot pesky flying critters before you advance. They're bothersome life-drainers.
- If you attach to a pulley that doesn't move, try shooting. That'll move you.
These control flaws are a minor inconvenience in an otherwise great game. Earthworm Jim is just what side-scroller fans are looking for. Parents: This game is definitely a worm present for this holiday season.
In the underwater level, look for air-refilling machinery to get extra air. Make sure you don't crack your shell too much, or you'll implode.
Earthworm Jim is a very popular run and gun platform video game, created by Doug TenNapel and designed by David Perry. The game was developed by Shiny Entertainment and released for Mega Drive/Genesis in 1994, for the first time. Since then it was ported to SNES, Game Boy, Game Gear, Sega Master System and Game Boy Advance. The game received several awards over the time, and thanks to its popularity was developed for other platforms as well, such as PC, Wii (2008), iPhone, Symbian S60, PlayStation Network and Xbox Live Arcade.
The storyline follows the main character, an earthworm called Jim, and involves lots of colorful characters, being praised for its animations and graphics. One day, somewhere above Earth, Psy-Crow, the villain, cornered a rebel pilot. Thanks to an ultra high tech suit falling on him, Jim mutated himself into an intelligent superhero. Jim hears about Psy-Crows malefic plans and sets out to defeat him. He has to fight many enemies along the way, with Evil the Cat, Chuck and Fifi, Major Mucus or Bob the Killer Goldfish among others.
The gameplay of the game has been considered a bit strange. Jim was attacking by launching cows, but other weird twists added to the insanity of the game. Jim is the only controllable character in the game. He can run, use his gun, swing on hooks and get powerups. In the game, when fighting against mini-bosses, Jim has to find their weaknesses and defeat them by using the information he has.
The game was so popular that was followed-up by sequels. Earthworm Jim 2 came in 1995 for many platforms, while Earthworm Him 3D and Earthworm Jim: Menace 2 the Galaxy, both in 1999. However, the last two games were developed without the involvement of Shiny Entertainment, and received poor to negative feedback. Atari planned Earthworm Jim for PSP for 2007, but the idea was cancelled. The rumors about Earthworm Jim 4 were unconfirmed, but something has been heard about this game being in the development process.
The game, as I stated several times before, was very popular when first released. It was awarded the Best Genesis Game in 1994 by Electronic Gaming Monthly, and is placed on 114th place in Nintendo Power's Top 200 Games.
The game was considered appealing to many demographics. With moderate difficulty level and a stylish humor, the game became a hit on the market from both critical and financial view. The fact that the game was even developed for two mobile operating systems says a lot about how wanted and enjoyed this game is.
IGN rated the 1994 version of the game with 7, but the readers and players offered a total of 8.5 out of 10. The game for PC was given a 7.1 rating by GameSpot, while 279 users rated the game with an overall feedback of 7.8 out of 10.
Meet Jim he’s no ordinary game character he is an earthworm, this earthworm has special abilities though, he can battle evil. How can an earthworm battle anything you ask, Jim is very special he was molded into a robotic suit that fell from the galaxy. This little goes from small to tall. The suit was meant for evil Queen Slug for a Butt; however, a rebel group stole it. The queen’s evil henchmen are out to help her try to take over the galaxy. It is up to Jim (you) to stop her from her quest to be ruler of the galaxy. With a variety of hilarious character names like Psy-Crow, Professor Monkey-For-A-Head, Princess What’s-Her-Name, Major Mucus, Chuck and Fifi, Evil the Cat, and last Bob the Killer Goldfish. During your many adventures, your main objective is to rescue Princess What’s-Her-Name from her evil sister Queen Slug for a Butt who is trying to eliminate her. You must battle your way thru several levels, are you going to make it to Buttville to annihilate the Queen and ruin her plans. Created by Shiny Entertainment, released in 1994 for use with Sega Mega Drive and converted to SNES, other platforms this game is compatible with are the Sega Genesis, Sega Master System, Game Boy, Game Gear, Game Boy Advanced, and a special edition released for the Sega-CD.