Earthworm Jim 2

$29.99
Regular price
$34.99
Sale price
$29.99

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Item Condition

Game only: the cartridge in a protective holder, no box or manual. The label is intact and readable, with minor edge wear. Look over the photos for condition, packaging and details. Every cartridge's shell, label and board are checked for authenticity when it comes into the store, and it's tested before it's listed. It ships in a collector's bag or a hard plastic case.

Item Description

Somewhere in the middle of Earthworm Jim 2 you find yourself bouncing falling puppies off a giant marshmallow so they land safely with Peter Puppy instead of splattering, all while Psy-Crow keeps tossing more out the window. In context, it makes perfect sense. That is the measure of Shiny Entertainment's 1995 sequel: the first game proved a worm in a robotic super suit could carry a platformer, and the follow-up spends nearly every stage throwing out the rulebook and starting again.

Jim still has his plasma blaster and his whip-crack worm head, but now his buddy Snot rides along in the backpack, ready to unfurl as a parachute or latch onto overhead globs of mucus so Jim can swing across gaps. The arsenal gets sillier, with the Barn Blaster as its headliner, and the Super Nintendo version lets you switch between weapons on the fly. Then the levels start mutating. Lorenzen's Soil has Jim tunneling through dirt, Inflated Head swells his skull into a balloon that must be steered upward past anything sharp, Villi People recasts him as a blind cave salamander, and ISO 9000 turns a stifling office into an obstacle course. Very little repeats, and the game seems to delight in that.

The animation is the glue. Shiny's hand-drawn sprites stretch, squash and mug like a Saturday-morning cartoon, and Tommy Tallarico's soundtrack swings from jaunty to operatic to plain bizarre to match whatever the stage is doing. Princess What's-Her-Name is still the nominal goal and Psy-Crow is still the persistent pest, and the humor lands because the game commits to every joke completely, however strange.

Earthworm Jim 2 reached the Genesis and Super Nintendo at almost the same time, and the two are largely the same game; the SNES cut wears its own background art alongside that weapon-switching option. It arrived the same year Jim got his own animated series, at the height of the character's fame, and many players remember it as the stranger, funnier half of the pair. On a Super Nintendo it plays like a highlight reel of what 16-bit animation and design could do when a studio let its imagination run completely unsupervised.

Fast factsgame data via IGDB
Released
1995
Publisher
Playmates Interactive Entertainment
Developer
Shiny Entertainment
Players
Single player
About the game

Earthworm Jim 2 was developed for the Sega Genesis and then ported over to the Super NES. They were released virtually simultaneously and were largely the same game, the only differences being that the Super NES version had alternate background art, and the ability to switch weapons.

Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.

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