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Earthworm Jim 2
Earthworm Jim 2
from Wikipedia
Earthworm Jim 2
DeveloperShiny Entertainment[a]
Publishers PlayStation
Virgin Interactive Entertainment
Game Boy Advance
Majesco Entertainment
ProducersDavid A. Luehmann
Scott Herrington
DesignersDavid Perry
Doug TenNapel
ProgrammersAndy Astor
Nicholas Jones
ArtistsNick Bruty
Stephen Crow
Mark Lorenzen
Mike Dietz
ComposersTommy Tallarico
Tony Bernetich
Christopher Beck[8]
SeriesEarthworm Jim
EngineAnimotion
PlatformsGenesis/Mega Drive, Super NES, MS-DOS, Sega Saturn, PlayStation, Game Boy Advance
Release
November 15, 1995
GenresRun and gun, Platform
ModeSingle-player

Earthworm Jim 2 is a 1995 run and gun platform game. It is the sequel to Earthworm Jim, and the second and final game in the Earthworm Jim series developed by original creators Doug TenNapel, David Perry, and Shiny Entertainment. It was released in late 1995 and early 1996 depending on the region and video game console, initially for the Sega Genesis and Super Nintendo Entertainment System, before being ported to other platforms.[9][10]

Gameplay

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Snott slowing Jim's descent

The purpose of the game is largely the same as it was in the original Earthworm Jim; traverse through the levels in order to save Princess What's-Her-Name from Psy-Crow.[11] However, gameplay is much more diverse than the original.

While the majority of levels are still based on run and gun and platformer elements, separate levels incorporate different gameplay mechanics as well.[12] Some levels, like the opening level, "Anything but Tangerines", and the eighth level, "Level Ate", play mostly the same as the original Earthworm Jim, with the exception of there being a larger variety of moves at the player's disposal.[13] For instance, there are more types of guns to use once found in a level, like an auto-aiming gun, or the "Barn Blaster" gun which takes out every enemy visible on the screen.[13] New power-ups include the chip butty, which increases Jim's suit power to 200%.[14] Additionally, Jim's friend, Snott, travels with him and can be used to stick to and swing from other slimy green surfaces or as a parachute upon jumping.[13]

Other levels stray much further from this formula. In the third level, "Villi People", the player must guide Jim, in the disguise of a blind cave salamander, through intestinal passages, while avoiding exploding sheep and hazards embedded in the floors and walls.[12] The latter part of the level suddenly switches to a game show/trivia format, where the player has to answer nonsensical multiple choice questions that commonly have no logically correct answer.[13] Another level, aptly titled "Inflated Head", has Jim's head inflated like a balloon, and the player must control Jim as he floats upward, avoiding sharp objects which cause him to fall back down to the start, all the while dodging Evil the Cat's attacks.[15]

Another level, "The Flyin' King", plays as an isometric shooter, which includes Jim on his "pocket rocket", where a balloon with a bomb must be directed to the end of the level, and defended from enemies, in order to defeat Major Mucus.[12] The last level, "See Jim Run Run Jim Run", is not a typical boss fight, but a race against Psy-Crow through an obstacle course to get to Princess What's-Her-Name.[13] The game ends with Jim saving the Princess, but all three characters eventually turn out to be cows in disguise.[13]

Release

[edit]

The game, much like the first, was developed for the Sega Genesis and then ported to the Super NES.[13] They were released virtually simultaneously and were largely the same game, the only differences being that the Super NES version had alternate background art,[13] and the ability to switch weapons. The Genesis version was released in Japan exclusively via the Sega Channel service.[16] Rainbow Arts ported the game to MS-DOS along with the first game, in a package titled "Earthworm Jim 1 & 2: The Whole Can 'O Worms". This port featured an upgraded CD-DA music soundtrack, more voice clips and redrawn graphics, but lacked the "Lorenzen's Soil" level.[13] Versions for the Sega Saturn and PlayStation (both developed by a separate studio, Screaming Pink, Inc.) were also released, which contained the upgraded audio and all of the levels from the original.[13] Both of these versions were identical and contained background art and graphical differences separate from any other versions.[13] In a 1994 conference held on CompuServe with Shiny Entertainment prior to its release, David Perry stated that they were considering making a version for the Atari Jaguar, which never came to fruition.[17]

Many years later, it was ported to a newer generation of systems. A Game Boy Advance port, developed by Russian studio SuperEmpire Inc, based on the Super NES release, was released in 2002.[13] It has been widely criticized for poor graphics, bad sound and music, and very glitchy gameplay.[13] The Genesis version was later released for download on the Wii via the Virtual Console in 2009.[12] The MS-DOS version was re-released through DOSbox emulation on GOG.com and Steam. The Super NES version was re-released on the Nintendo Classics service in March 2022.

Reception

[edit]

Reception for the game was very positive. Sources such as IGN and GameZone declared it as better overall than the original,[42][43] which was also very well received. Destructoid praised the humor, innovative gameplay, and "minigame" style levels spread throughout the game were also held in high regard as a welcome change from the linear gameplay common at the time.[44] Reviewing the Genesis version, one reviewer for Electronic Gaming Monthly disapproved of the game, remarking "where the first had technique, this one just gets cheap", but the remaining three declared it a worthy sequel. They commented that it retains the same great gameplay of the original while adding excellent new weapons and levels "which are even crazier than before".[23] Reviewers for GamePro gave positive reviews for both the Genesis and Super NES versions. They noted that the basic gameplay and premise are unchanged from the first game, but highly praised the new level designs, diverse soundtrack, and improved animations for the title character, with one of the reviewers concluding "Earthworm Jim 2 manages to exceed the lofty standards of the first game."[24][25] A reviewer for Next Generation felt that the inventive new level designs were more than enough to make the game feel fresh despite it using the same gameplay. He summarized that "For the most part, this long-awaited sequel has answered the success of the first installment using more of the same humor, action, and skill, adding a few surprises this time around."[31] Sega Saturn Magazine (previously Sega Magazine) gave the Genesis version a 94%, citing the variety of gameplay styles with "every one, in every way, sickeningly well implemented."[40]

While the Genesis and Super NES versions were generally held in high regard, some of the other versions were more poorly received. The PlayStation port, which contained the same content as the original releases, received a 3/10 score from Computer and Video Games, due to there being no significant improvements, despite the more powerful hardware of the PlayStation.[21] The Sega Saturn version, though generally well received, also encountered similar criticism, with Sega Saturn Magazine describing Earthworm Jim 2 as an excellent game, but derided the lack of advancements in the Saturn version, and summarized it as "a great game – a year ago. On a different console."[41] A Next Generation critic was more forgiving of the lack of major enhancements, contending that "the title is amazingly fun even on a machine designed for 3D gaming", though he acknowledged those who had already played the Genesis or Super NES version would have no reason to play the game again on the Saturn.[30] GamePro's Major Mike disagreed, contending that changes such as the new backgrounds, remixed music, and loading screens make the game feel fresh and new.[45]

The 2002 Game Boy Advance release was panned by critics as well, but this time due to the game having an "unfinished" engine, glitched graphics, and an unpredictable save system. IGN stated "the action tends to slow down in the most unlikely locations ...and the gameplay's inconsistent...load a game where you instantly die for no apparent reason".[28] GameSpot felt similarly, calling it "unplayable".[26] GameSpot nominated Earthworm Jim 2 for its 2002 "Most Disappointing Game on Game Boy Advance" and "Worst Game on Game Boy Advance" awards.[46] Reviewing the Virtual Console release of the Genesis version, Marcel van Duyn of Nintendo Life had mixed reactions on various different gameplay mechanics.[12]

Accolades

[edit]

Earthworm Jim 2 was nominated for the Video Software Dealers Association's "Video Game of the Year" in 1995,[47] losing to Donkey Kong Country 2.[48] In 1996, GamesMaster ranked the Mega Drive version second in their "The GamesMaster Mega Drive Top 10."[49] In 1998, Saturn Power listed the Saturn version 90th in their Top 100 Sega Saturn Games.[50] IGN rated the game 40th on its "Top 100 SNES Games of All Time." They praised the Snott dynamic that it added a lot to the gameplay experience.[51]

Sequels

[edit]

The Earthworm Jim series had future sequels, including Earthworm Jim 3D and Earthworm Jim: Menace 2 the Galaxy. They were made by different developers, with vastly dissimilar gameplay and styles, and received generally negative reception.[52]

Notes

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Earthworm Jim 2 is a run-and-gun platform developed by and published by Playmates Interactive Entertainment. Released for the and , with ports to Windows, PlayStation, and the following year, it is the sequel to the 1994 game . The game features the anthropomorphic earthworm Jim in a robotic , who teams up with sidekick Snot to rescue Princess What's-Her-Name from the Psy-Crow. Known for its surreal humor and creative level designs, such as "Level Ate" (the Planet of the Meat) and "The Flyin' King," it combines side-scrolling platforming, shooting, and puzzles, with Jim using weapons like the Homing Missiles and Three-Finger . Shiny Entertainment, founded in 1993 by David Perry, expanded on the original's success with enhanced visuals, quirky characters including returning villain Evil the Cat, branching level paths, and mini-games, drawing from cartoon influences for its slapstick action while ensuring cross-console compatibility. Earthworm Jim 2 received positive reviews for its originality and humor, averaging 81% on aggregate sites, distinguishing it in the 1990s platformer market. Later ports, including Game Boy Advance (2002), Steam, Nintendo Switch Online (2022), and a DOS version update on GOG.com (June 2025), have kept it accessible, though some like the GBA adaptation drew criticism for technical shortcomings. It endures as a cult classic, showcasing Shiny's 2D innovation before shifting to 3D.

Development

Background

Following the critical and commercial success of the original in 1994, which garnered widespread acclaim from the gaming press and contributed significantly to the series' sales exceeding 1 million units by late 1995, initiated development on a sequel shortly after the first game's release. The sequel's creative direction was heavily influenced by surreal and absurd humor from sources like , , and Ren & Stimpy, with the team seeking to amplify the original's whimsical style while experimenting with more diverse gameplay elements beyond traditional platforming. Doug TenNapel and the Shiny Entertainment team conceived the initial concept around Earthworm Jim's mission to rescue Princess What's-Her-Name, directly building on the plot resolution and twist from the first game where Jim had previously saved her from Psy-Crow. Development commenced in early 1995, allowing the team to leverage the custom engine developed for the original game to accelerate production and maintain the series' distinctive fluid animation and mechanics.

Production

The development of Earthworm Jim 2 was led by , a small studio founded in 1993 by David Perry, with a team of approximately 20 members working on the project. Key contributors included , the series creator and lead artist/animator, responsible for the game's distinctive visual style and character designs; David Perry as a primary programmer, overseeing technical implementation; Nick Bruty, who guided the sprite-based graphics; and additional programmers like Andy Astor and Nicholas A. Jones. Shiny's custom , an evolution of the technology used in the original , enabled fluid 2D through hand-drawn sprites and high frame rates, allowing for expressive sprite movements that pushed the limits of 16-bit hardware. The supported features like multi-layered and dynamic sprite manipulation to enhance visual depth and fluidity. This facilitated innovations such as an expanded weapon system—including homing missiles, grenades, and a three-way —and multi-genre level designs blending platforming, , racing, and puzzle elements to enhance variety. The project was completed in about nine months under full creative autonomy from publisher Playmates Interactive Entertainment, which provided funding without interference, though the scope was constrained by the era's technological limitations, featuring 10 main levels with branching paths and mini-games, optimized for and SNES consoles. Voice acting was handled primarily by , who provided the vocals for and several other characters, contributing to the game's cartoonish tone. The , composed by through Tommy Tallarico Studios, incorporated a mix of orchestral pieces—such as adaptations of Beethoven's "Moonlight Sonata"—rock tracks, and whimsical sound effects to complement the surreal humor. The production faced challenges from a tight deadline to meet the holiday release window, with prototypes dated as early as requiring extensive testing to balance the game's humorous elements with diverse while adhering to the hardware constraints of 16-bit systems like limited and color palettes. No specific figures were disclosed, but the expanded scope from the original—doubling the level count while maintaining high-fidelity —reflected the modest resources of a studio in the mid-1990s.

Story and characters

Plot

Earthworm Jim 2 picks up after the events of the original game, where the titular earthworm hero, encased in a powerful robotic suit, has removed the cow from inside it and is enjoying a romantic dinner with Princess What's-Her-Name. Their moment is interrupted when the villainous Psy-Crow, the primary from the first game, bursts in and kidnaps the princess to force her into marriage. Determined to rescue her, Jim teams up with a new sidekick named Snott, a stretchy, booger-like creature that aids in traversal and combat. Together, they embark on an absurd journey across bizarre worlds, including the intestinal "Villi People" level filled with grotesque, parodying medical themes, and the multi-part "" stages where Jim flies through the sky on a giant, controllable puppy while protecting it from harm. Along the way, Jim encounters other villains like Evil the Cat, who hosts a twisted circus, and navigates satirical scenarios that poke fun at heroism, pop culture, and everyday absurdities, such as a chaotic schoolhouse or a meat-themed . The story builds to a climactic chase and battle against Psy-Crow, only to end with a shocking twist: all the major characters, including Jim, the , and Psy-Crow, are revealed to be cows. The non-linear storytelling incorporates secret paths and multiple endings, adding replayability to the satirical tale, which unfolds over approximately 3-4 hours across around 20 level segments blending platforming with the overarching quest.

Characters

serves as the protagonist, depicted as an ordinary earthworm transformed into an anthropomorphic after donning an ultra-high-tech, indestructible super space cyber suit that crash-lands on his home planet. The suit enhances his abilities, allowing him to wield his segmented body as a whip-like weapon, and he is voiced by the game's creator, , whose performance infuses the character with a flamboyant, naive personality. Jim's design emphasizes his worm-like origins with exaggerated human-like expressions and poses, highlighting the humorous contrast between his spineless nature and heroic role in the rescue mission. Princess What's-Her-Name functions as Jim's romantic interest and a satirical take on the damsel-in-distress , her intentionally forgettable name underscoring the game's comedic tone. As the exiled twin sister of the villainous Queen Slug-for-a-Butt from the planet Insectica, she appears mainly in cutscenes, where her beauty and vulnerability drive the narrative without active participation in action sequences. Her design features classic princess attire with insectoid elements, amplifying the absurdity of her plight in a universe filled with bizarre threats. Psy-Crow acts as the primary , a robotic crow and intergalactic employed by the Queen, who kidnaps the princess to force a marriage and seize power. Recurring from the first game, he relentlessly pursues Jim across levels, showcasing his cunning and aggressive traits through aerial attacks and bounty-hunting gadgets. His sleek, mechanical bird design, complete with a space helmet and weaponry, embodies a psychotic villainy that contrasts with the game's whimsical style. Snott is introduced as Jim's loyal , a green, blob-like creature discovered on the planet Mucus, who emerges from the suit's backpack to aid in traversal by sticking to surfaces for swinging or parachuting. This cooperative dynamic adds playful interaction, with Snott's amorphous form enabling unique environmental uses that complement Jim's abilities. His simple, gooey design reinforces the theme of unlikely alliances in a chaotic world. Among supporting characters, Evil the Cat emerges as a scheming boss and ruler of the volcanic Heck, portrayed as the personification of evil with no heart, armed with acid-lined fur balls and razor-sharp claws. His aristocratic feline appearance, often accompanied by henchmen, underscores a malevolent yet comically pompous personality in boss encounters. Monkey-For-A-Head appears as a antagonist, featuring a literal atop a , conducting bizarre experiments that challenge Jim in inventive ways. Creator has cited this character as a personal favorite for its quirky embodiment of absurd scientific folly. Major serves as another boss, a slimy overlord commanding an army on his mucus-covered , from which Snott originates, blending humor with authoritative menace. The characters' overall design style, crafted by , employs exaggerated, fluid cartoonish animations to convey humor and distinct personalities, drawing from animation influences to make even villains memorably eccentric. This approach prioritizes visual comedy through over-the-top proportions and expressive movements, ensuring each figure stands out in the game's vibrant, hand-drawn aesthetic.

Gameplay

Core mechanics

Earthworm Jim 2 is a run-and-gun hybrid that combines side-scrolling exploration with combat and puzzle-solving elements. Players control Jim, an suited in advanced cybernetic armor, as he navigates linear levels filled with enemies, obstacles, and environmental hazards. Core movement involves directional input for running left or right, with jumping to reach higher platforms or avoid pitfalls, and precise aiming for ranged attacks. Jim's suit enables unique actions, such as extending his worm head as a to strike nearby foes or latch onto grapple points for swinging across gaps, emphasizing fluid platforming and close-quarters combat. The health system revolves around the suit's power meter, displayed on-screen, which decreases when Jim sustains damage from enemy contact, projectiles, or environmental dangers like spikes or falls. Depletion to zero results in loss of a life, with full restoration possible through collectible power-ups such as atomic chickens or suit repair icons scattered throughout levels. Players start with a set number of lives, and upon exhausting them, continues allow resumption from checkpoints or level starts, promoting iterative progression without excessive punishment. Combat centers on a arsenal of weapons, starting with the unlimited-ammo Plasma Blaster for standard firing in eight directions while standing or aiming. Collectible upgrades expand options, including the Homing Missile launcher that auto-targets enemies, the Three Multi-Bazooka for firing three simultaneous projectiles, the Barn Blaster for a screen-clearing burst, and the Bubble Gun that encases foes in temporary bubbles. Ammo pickups, often dropped by defeated enemies or hidden in levels, are required for special weapons, encouraging strategic switching to conserve resources during intense sequences. Snott, Jim's symbiotic integrated into the suit, provides essential traversal utilities beyond basic whipping. Players can extend Snott to swing from ceiling-mounted mucus anchors, enabling access to distant platforms or shortcuts. In mid-air, activating Snott deploys a for controlled descent, reducing fall damage and allowing precise landings—triggered by the jump or fire button while airborne. Temporary power-ups, such as bottles of , further enhance capabilities by boosting running speed for short bursts, aiding in evasion or rapid traversal. The game supports three difficulty levels—Easy, Normal, and Hard—accessed through a password system entered at the start screen, which alters enemy aggression, hazard frequency, and segment lengths (e.g., fewer challenge rounds on Easy). This structure, combined with unlimited continues in some versions, balances accessibility with replayability for mastering mechanics. Controls are tailored to the or SNES controller: the handles movement and aiming, A/B buttons manage jumping and whipping, Y/X fire weapons or deploy Snott functions, and shoulder buttons or combinations cycle through the weapon inventory for on-the-fly adaptation.

Levels and bosses

Earthworm Jim 2 consists of 12 levels across its structure, often grouped into thematic sequences rather than strictly defined worlds, emphasizing diverse mechanics to maintain engagement. The game's world is presented as a series of bizarre locales tied to the antagonists' "summer homes," allowing for a mix of traditional side-scrolling platforming, shooting segments, puzzles, and mini-games, with each level typically lasting 5-10 minutes to support brisk pacing. Non-linear progression is enabled through hidden warp devices and secret paths that unlock bonus areas, encouraging exploration without derailing the core path. Level variety is a hallmark of the game, blending run-and-gun action with unconventional challenges to avoid repetition. For instance, "Anything But Tangerines" is a standard side-scroller where players navigate alien landscapes, swinging from mucus strands and avoiding hazards like falling grannies, while collecting power-ups. In contrast, "The Villi People" transforms Jim into a blind cave salamander for an underwater swimming sequence culminating in a trivia-based mini-game, testing player knowledge of pop culture references to progress. "Puppy Love," appearing in multiple parts, shifts to flying segments where Jim bounces on puppies using a marshmallow whip to reach goals, incorporating light puzzle elements. Other examples include "ISO 9000," an isometric shooter set in a bureaucratic office environment requiring navigation through filing cabinets and machinery, and "The Flyin' King," a top-down racing level piloting a rocket ship while dodging obstacles. Secrets abound, such as the hidden co-op level "Snot a Problem," accessible via specific warps, and racing mini-games like "Flyin' King" variants, which add replayability through two-player modes and alternative paths. Boss encounters punctuate the levels with around 7-10 major fights, each designed as multi-phase battles that leverage the game's humor and mechanics for memorable showdowns. Notable examples include Major Mucus, who commands a army in an aerial duel during "The Flyin' King," requiring players to detonate boom balloons strategically. Evil the Cat features in "Inflated Head" as a multi-phase confrontation involving floating navigation and direct , escalating with the cat's acrobatic attacks. The final boss, Psy-Crow, culminates in an intense aerial chase in "See Jim Run, Run Jim Run!," where Jim pursues the villain on foot and in vehicles, destroying obstacles in a high-speed race. These fights often integrate weapons like the plasma blaster briefly for resolution, emphasizing over brute force. The overall pacing balances intense platforming and shooting sequences with slower puzzle and trivia interludes, ensuring a dynamic flow that keeps levels concise yet varied, typically blending 2-3 gameplay styles per stage to sustain momentum throughout the campaign.

Release

Initial platforms

Earthworm Jim 2 was first released for the in on November 15, 1995, and in on December 22, 1995, followed by the version in on November 15, 1995, and in January 1996, with the port arriving in 1996. Developed by , the game was published by Playmates Interactive Entertainment for the Genesis and SNES versions, and by Interplay Productions for the PC version. The Genesis version offered superior and due to the hardware's capabilities. The version, ported by Rainbow Arts, included enhanced CD audio with upgraded music tracks and additional voice clips. Marketing efforts capitalized on a launch strategy, aligning the November and December 1995 releases with the season to boost sales, and included tie-ins with action figures based on the game's characters.

Ports and re-releases

Following its initial release, Earthworm Jim 2 saw ports to additional consoles in 1996. The version, developed by Screaming Pink, featured enhanced graphics and an upgraded CD-DA music with additional compared to the original release. Similarly, the PlayStation port, also handled by Screaming Pink, retained these audio improvements but introduced noticeable load times between levels, making it mechanically comparable to the Saturn edition despite the platform differences. In 2002, a for the Game Boy Advance was released, developed by Super Empire Software and based on the version. This adaptation featured downgraded graphics to fit the handheld's hardware but included a new link cable multiplayer mode for two-player cooperative play. Digital re-releases began in the late 2000s, bringing the game to modern platforms. The version launched on the Wii Virtual Console in on December 14, 2009, with features like save states for easier progression. The PC version followed on on November 4, 2009, emulated via and including widescreen support options. In 2022, the Super NES edition became available on + Expansion Pack on March 31, as part of the service's and Super NES library, again with added save states. Later that year, on September 27, released the PC version with emulation, emphasizing compatibility for contemporary systems. As of 2025, no official remakes of Earthworm Jim 2 have been produced, though unofficial fan projects have emerged to modernize aspects of the game.

Reception

Contemporary reviews

Upon its release in late 1995, Earthworm Jim 2 received highly positive reviews for its Sega Genesis and Super Nintendo Entertainment System versions, with critics lauding the game's inventive humor, diverse level designs, and overall creativity. GamePro awarded the Genesis version 4.5 out of 5, highlighting its "hilarious" dialogue, varied gameplay mechanics like flying and racing segments, and vibrant animation that built effectively on the original. Electronic Gaming Monthly scored the Genesis port 7.9 out of 10 across its panel, praising the "non-stop action and comedy" while noting some uneven difficulty in boss fights. Similarly, Computer and Video Games gave the Genesis edition 93 out of 100, commending the "sickeningly well-implemented" variety of platforming styles and witty voice acting. The SNES version fared comparably well, earning 93% from Consoles +, which emphasized the "original and funny" scenarios despite minor graphical downgrades from the Genesis original. The PC version, released in 1995 with enhanced CD-ROM audio, also garnered strong acclaim for its technical improvements and immersive . Critics appreciated the cutscenes and orchestral soundtrack, which amplified the game's absurd humor; for instance, VideoGames rated it 90 out of 100, calling it a "masterpiece of and action" with smoother controls than console counterparts. However, some reviewers pointed to occasional difficulty spikes, such as precise jumping sections in levels like "Swarm" or "Lorenzo's ," which could frustrate players despite the generous continue system. Ports to 32-bit consoles in 1996 elicited mixed responses, with the version generally praised for its upgraded visuals and audio but criticized for control inconsistencies. Mega Fun scored the Saturn edition 91 out of 100, applauding the "stunning" enhanced backgrounds and remixed soundtrack that heightened the satirical tone, though it noted minor input lag in whip-based mechanics. In contrast, the PlayStation port drew mixed critiques for technical flaws; scores ranged from 50% to 85% across reviews, with criticisms focusing on frequent loading times between levels and imprecise analog controls that made platforming feel "sluggish and unresponsive." The 2002 Game Boy Advance port received overwhelmingly negative contemporary feedback, primarily due to severe performance issues that undermined the core experience. GameSpot assigned it 2 out of 10, describing it as "unplayable" from slowdown during action sequences and graphical glitches that clashed with the game's fast-paced humor. IGN echoed this with a 4 out of 10, criticizing the "inconsistent frame rates" and poor adaptation of multi-layered levels to the handheld's hardware, which exacerbated difficulty in precision-based segments. Across platforms, reviewers consistently acclaimed Earthworm Jim 2 for its bold creativity and irreverent humor—elements like talking cows and enemies were frequently cited as highlights—while common criticisms focused on abrupt difficulty increases in later levels and variable port quality that sometimes diluted the original's polish.

Accolades

Earthworm Jim 2 garnered recognition for its humor and audio design in several industry awards shortly after its 1995 release. In the 1995 Nintendo Power Awards, the game won the "Funniest" category and earned nominations across eight others, including Best Story, Most Innovative Game, Best Hero/Heroine, and Coolest Weapon/Item. The title's soundtrack received acclaim, winning Best Soundtrack for Sega Genesis in 1995 from Die Hard Gamefan Magazine. It also secured Best Music & Sound FX of 1995 in the Sega third-party category. The game achieved strong genre recognition through retrospective rankings, placing 40th on IGN's Top 100 SNES Games of All Time list. While it did not receive major awards from organizations like BAFTA or the Game Developers Choice Awards, these honors underscored its impact within and humor-driven titles.

Legacy

Sequels and spin-offs

Earthworm Jim 2, building on the original's blend of humor and platforming, inspired direct sequels that attempted to evolve the series into new dimensions and formats. The primary sequel, , was developed by for the and PC, released in October 1999 for the N64 and June 2000 for PC by . This 3D shifted from the 2D side-scrolling of its predecessors to open-world exploration and third-person shooting, featuring levels like a surreal and a twisted mansion, but received mixed reviews primarily criticizing its clunky camera and controls that hindered navigation. A handheld spin-off, : Menace 2 the Galaxy, was developed by David A. Palmer Productions and published by for the Game Boy Color in November 1999. This side-scrolling shooter followed Jim across 12 levels battling galactic threats with weapons like a laser gun and , incorporating the series' signature absurdity such as flying through asteroid fields. However, it garnered negative reviews for repetitive , washed-out graphics, and lackluster sound design that failed to capture the original's charm. Several projects extending the franchise were announced but ultimately canceled. In 2006, revealed a PSP remake of the original , intended as a 2D platformer reimagining the classic , but development halted in mid-2007 due to unpaid fees to the developer. Interplay announced in 2008 as a return to 2D platforming, with creator involved in early concepts, though it was quietly shelved amid financial issues; a later iteration for the console in the 2020s was also canceled in 2023 following the system's delays. Beyond games, the franchise expanded into animation and print media. An animated TV series aired on from September 1995 to December 1996, spanning two seasons and 23 episodes that depicted Jim's battles against villains like Psy-Crow in a style faithful to the games' humor. Marvel Comics published a three-issue mini-series from December 1995 to February 1996 under its Marvel Absurd imprint, written by and illustrated by Barry Crain, exploring Jim's origins and conflicts in a satirical narrative. The intellectual property originated with and was acquired by upon the studio's purchase in 1996, remaining under Interplay's control through subsequent ownership changes and financial restructurings. No new video games have been released since 1999, though Interplay announced a revival animated TV series titled Earthworm Jim: Beyond the Groovy in November 2021, focusing on Jim and his crew's interstellar adventures, with development ongoing as of 2025 but no release date confirmed.

Modern reappraisals

In the and beyond, Earthworm Jim 2 has been retrospectively praised for its innovative level design and humor, often ranked among the standout 16-bit platformers. Publications like Sega-16 highlighted it as holding its own as one of the better titles even years later, commending its cartoony appeal and expanded gameplay mechanics. Similarly, Digital Press noted its exceptional level variety as some of the best in the genre, emphasizing how it balanced whimsy with challenging platforming. These reappraisals underscore the game's enduring appeal as a creative high point in the 16-bit era, with sites like Epic Gaming Fun describing it as widely regarded for its technical excellence and offbeat style. The game's cultural impact persists through its influence on indie developers seeking bold humor and surreal visuals, echoing in titles that prioritize eccentric narratives and animation-driven action. Levels like "," featuring bouncy canine mechanics set to , have become iconic for their , inspiring fan discussions and lighthearted tributes in gaming communities. Active fan forums continue to celebrate the series, fostering preservation efforts and creative homages that keep its quirky legacy alive. The addition of Earthworm Jim 2 to via the SNES app garnered positive reception, particularly for evoking nostalgia among retro enthusiasts. Scores on platforms like reflect this, averaging 81% for critics across versions, with many praising the faithful port for reintroducing its chaotic charm to new audiences despite some dated controls. As of 2025, no official remake of 2 has materialized, leaving a gap in modern accessibility beyond re-releases. However, fan-driven projects, such as remakes documented in developer logs from 2023, demonstrate ongoing community interest in revitalizing the game with updated graphics and controls. In a related development, Interplay announced a revival of the franchise through a new animated TV series titled Earthworm Jim: Beyond the Groovy in 2021, with production partnerships forming by 2022, though it remains unreleased as of late 2025. Preservation efforts face hurdles due to the game's proprietary "" system, a hand-scanned technique that integrates complex frame-by-frame artwork, complicating accurate emulation on modern hardware. This has led to issues like inconsistent animation speeds and visual glitches in fan emulators, highlighting the need for specialized tools to maintain fidelity.

References

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