Not having ever played an Earthworm Jim game, I was looking forward to diving into the latest GBA incarnation. I remember they were quite popular during the SNES days, and they even had their own cartoon starring Dan Castellaneta (just call him Homer, it's easier).
Unfortunately, David Perry's worm fetish did NOT make a good first impression on me. This review is being written based on the first two levels- the ONLY two levels one can apparently access in this buggy game.
Aesthetics:
The animation is smooth, the backgrounds are highly detailed- no wonder they made a cartoon series out of this. The first level takes place in a a dark jungle with tree branches in the foreground and background. Jim runs and jumps and even climbs up waterfalls. The many paths may seem confusing at first but it doesn't take long to see that there is only one correct way to go.
The second level is where this game falls apart in every category. Although Jim still looks as good, many of the enemies rarely move more than their legs to approach you. The backgrounds are also fairly boring since it's a big cave of dirt. That just didn't hold up for me, since when do worms live in dirt? This needs a tequila level, get it?
Sound:
Here's another positive category. Majesco was wise to use Factor 5's Musyx program to help the GBA live up to its sound potential. Not only do the weapons sound like they were rejected from an episode of Super Friends because they were so over-the-top, but the voice-acting in the game helps add to its quirky humor. I really like the cow at the end of the first level who tells me "good job" in monotone.
The only gun you get in the second level lets you cut the dirt to progress through the maze, and it is louder than the music. You have to keep firing the weapon to get rid of dirt which completely drowns out the music. There are sound level adjustment controls, but the default mode should have been balanced before being released.
Gameplay:
Speaking of things that should have been balanced, I don't think anyone made sure this game worked on the GBA before shipping it. I like that the longer you hold the jump button the farther Jim jumps, but there are many high ledges that Jim can reach but he just doesn't grab on! Is the point of the game to coerce Jim into wanting to win? After several tries he'll climb the ledge when he gets close to it, but then sometimes he'll help you by climbing up through dirt that hasn't been cleared yet! If he can walk through walls why doesn't he just go save Princess Worm or whatever it is he's trying to do?
That's another thing, I shouldn't have to read the little story in the instruction booklet to learn the story of the game. There should be an opening movie or some explanation between levels. I'll give some credit that the instruction booklet had the most personality since the one for Donkey Kong Country. A lot of care went into making it clever, I'm glad we all have our priorities straight.
Anyway, back to my rant, one time I jumped at a ledge in the dirt level and Jim started to pass through it like usual but he got stuck because some dirt was clinging to the bottom of the ledge. There was no way out, I had to quit.
Clearing away dirt above you so it falls and makes the dirt below you rise was an ambitious level design. The level itself keeps changing shape, and you have to sculpt it to reach new areas. Unfortunately, it becomes too unpredictable for Jim to keep up with the ever-changing environment.
You know what's not ambitious? Fighting a boss that can't be beaten. That's just cruel. There's a little guy at the end of the second level who can't be killed. If you reach him on your first life, minions fly off when you shoot him. When you die and fight him again, nothing happens when you shoot him. It's a very subjective boss to care about how many lives Jim has left. I wasn't aware the villains could see the life count in the corner of the screen.
I looked up a walkthrough for the Genesis version which said that you had to use your head-whip to kill the guy. I tried it and still nothing happened. If he was being hurt he gave no indication, and Jim's head went right through him. I whipped his front, his back, his feet, where his head should be, nothing worked. I even tried attacking him from the inside after he grabbed me with his mouth (which, by the way, he is able to do even when you are no where near his reach. Try jumping over him without using the parachute and he will catch you, no matter how far away you land).
Multiplayer:
No multiplayer modes, but I doubt two people own this game and want to keep playing it.
Control:
You want another annoying feature, don't you? B is jump and A is fire, the opposite of every platform game ever made. It's not too bad, you get used to it, but I don't know who thought of that idea.
- R headwhips (through enemies without hurting them)
- L shields (but that guy can still grab you and eat you)
- Select cycles through weapons
OVERALL:
Guess what? I "saved" the best for last. The game uses a password system to continue, except it throws out bad passwords. You'd better write down every one they give you, because of the five I wrote down, only one worked.
Perhaps I should rephrase a part of what I just said. They don't "give you" passwords, you take them. YOU have to pause the game while playing to get the password. They don't even give you one at the end of your last life.
My friends, DON'T buy this game. You will just be frustrated by all the problems. There are many other good games out there right now, go find one.
The Lowdown on Earthworm Jim 2
| Aesthetics: Very Good |
Control: Below Average |
| Gameplay: Terrible |
Multiplayer: |
| Sound: Very Good |
Innovation: 3/6 |
| Lasting Appeal: 1/6 |
Rating Explanation |
Overall: Below Average!
"Has Some Detrimental Problems"
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