Earthworm Jim 2 (SNES)

Developer: Shiny Entertainment    Publisher: Playmates    Release: 11/15/95   Genre: Action

Earthworm Jim was one of the freshest new faces of the 16-bit era. Where most mascot platformers were cynical creations quickly scribbled on a napkin to cash in on a fad Earthworm Jim had thought put in to his character and world. The game was a success and Playmates and Shiny were quick to create a follow-up. Earthworm Jim 2 is a bigger, better game in every way with more diverse content than two games combined. It is not a complete success with a few small flaws but this made me a legit fan of the series.

Possibly due to its late 16-bit release Earthworm Jim 2 was released on a large number of platforms in addition to the SNES and Genesis. The Saturn and PlayStation versions are an improvement over the 16-bit games but not the massive leap you would expect. The PC version has redbook audio, more voice clips and redrawn graphics but is missing a level. Unfortunately this version is the most accessible as it is on Steam and other PC storefronts. The Gameboy and Game Gear versions…..bless their hearts they tried at least. If you are expecting the Gameboy Advance version to be better you are mistaken. ThAT sad cash grab should not have been released in that state.

The controls and mechanics have been expanded and are a little different from the first game. Jim has a few new tools to play. In his backpack is his companion Snot rather than using his head as a whip to swing Snot performs that function this time. In addition he doubles as a parachute which is easier than the old helicopter spin. The whip attack is still here but is redundant and sees almost no use. There is also the secret Manta Shield technique which grants a few seconds of invincibility. Thanks to the SNES controller’s extra buttons you can also cycle through your available weapons to conserve ammo.

The Earthworm Jim games excel at offering players variety and part 2 is no different. Every level is different from the last with unique play styles and objectives. Anything but Tangerines is the most traditional but from there it goes off the rails. Lorenzo’s Soil takes place underground and you must create your own path out of dirt all while trying to beat the clock. In the Villi People Jim dresses up as a cave salamander and must swim through intestines, take part in a fun quiz, and play a game of Simon’s says. Udderly Abducted puts the focus on the series’ strange obsession with cows as you must carry them to barns to produce milk in order to open gates to continue. I seriously typed that out. Even the last level is not a traditional boss battle; instead you race Psycrow in a hard course to reach Princess-Whats-Her-Name first.

A common criticism of Earthworm Jim 2 is that it strays further and further from its side scrolling action roots. There are very few straightforward action stages with most levels based around a gimmick of some kind. When it works it is incredibly fun. But when it does not the complaints are valid. The Flyin’ King challenges you to guide a balloon bomb to destroy Major Havoc. But the perspective and controls make it frustrating. Puppy Love is a fun diversion the first time. But you play this level three times and it gets harder and more tedious every time. I like the game overall of course but I would be lying if I did not want a little more focus in its design.

I was surprised to see how hard this game is even considering the difficulty of the first game. This is in spite of quality of life features like a password system. A lot of it comes down to the mechanics. Jim’s gun continues to be finicky when it comes to targeting and some weapons make it worse. The game relies heavily on snot swinging at times and it can be very imprecise. The floaty controls make levels like Udderly Abducted frustrating. In fact that kind of describes the game in a way. It has a lot of great content and some of the most creative levels of that year. But its issues keep it from being the phenomenal game it almost is.

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Even though the first Earthworm Jim released on both SNES and Genesis simultaneously it was clear the Sega game was the priority as it had an extra level and more special effects. That is not the case this time as SNES version has the advantage across the board. A number of levels take advantage of SNES hardware for cool special effects, namely transparency. Iso 9000 features an extra layer of transparent papers floating in the background. The water in Flyin’ High is fully translucent rather than dithered. Lorenzo’s Soil features a cool spotlight effect missing in the Genesis version and is not as pronounced even in the later Saturn and PlayStation games. Some levels feature different backgrounds and in most cases there is an extra layer of parallax scrolling on the SNES. It is almost like an apology for the first game and if I say bravo.

In Closing

Earthworm Jim 2 is an excellent action game and a marked improvement over its predecessor. It possesses a level of creativity most games lack that makes it incredibly fun and varied. Even though some of its levels fall flat I do not fault the designers for the attempt. 1995 was the last strong year for 16-bit consoles and Earthworm Jim 2 is one of its best. Sadly it is all downhill from here for this series….

8 out of 10

 

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