The character mannerisms and animation have to be seen to be believed! It's a total riot! This is one hot game!
What an unlikely hero to make such a big hit. This little worm is larger than life sort of like James Carrey Just ihe animations of the character alone are incredible enough for anyone to be drawn to it like a to a flame. But it doesn't slop there the graphics and sounds complement the cool character. Thorn are big levels with different types of scenes to keep you entertained. Simply put--this game is smokin'! Fans of the Little Worm That Could will welcome this handheld version. If you played last year's heralded 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 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 bit entertainment becomes this year's classic handheld fun. 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! 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.
Everything looks great so far, right down to the udder on the flying cow. Look for it at launch. 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.
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. Big Bruty is a new level with a worm-eating dino. 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. 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.
Wait until the end of the ISO stage, where the exit door runs all over the screen. Every two levels or so, Jim enters a bonus stage called Puppy Love, which replaces the rocket ride from the previous game. Armed with a large marshmallow, Jim must frantically scramble back and forth to safely bounce a series of little puppies to the right side of the screen.
If five puppies splat on the ground, Peter will get very angry, and we know what he does when that happens. Of course, Jim wouldn't have such a unique personality if not for the superb graphics. An improvement over the original, Jim 2 looks just like a cartoon with colorful multi- scrolling backgrounds and detailed foregrounds. Special touches include an electric chair and an iron maiden that provide a few laughs when Jim comes into contact with them and his trembling legs when he carries heavy cows, pigs, and mouse cages to safety.
Inflated Head -- Avoid dangerous enemies by hitting the light bulbs. Although this damages you some, you will become momentarily invincible and your balloon won't pop. Classical pieces like a Beethoven adagio make compellingly offbeat accompaniments to stages like Villi People. The game is also filled to the hilt with hilarious sound effects: Jim's yelps and screams, whimpering puppies, and mooing cows are just a few of the sounds that punctuate the audio track.
Controlling Jim is a snap. His move scheme is basically the same as in the first game with the addition of two new talents: Jim can briefly block attacks, and he can use his friend Snott who travels in Jim's backpack to grab onto sticky ceilings so Jim can cross dangerous gaps. With Snott in tow, Jim can reach 1-ups and goodies that would otherwise be unattainable.
While the levels are huge and challenging, not to mention loaded with hidden areas and items, the bosses, sadly, are not.
Most of the end-level baddies take only a few hits to kill the giant larva on a unicycle at the end of Lorenzo's Soil, for example. It's almost as if the programmers wiped themselves out creating the levels and added the bosses as an afterthought. The first game being what it was, the expectations for the Earthworm Jim sequel were enormous. Jim 2 meets -- if not surpasses -- all of them.
If Jim 2 has a flaw, it's that the game is so much fun in the initial play-through that the second and third times around pale horribly in comparison.
But that's an extremely minor criticism. From gameplay to graphics, Shiny has released another first-rate can of worms.
Earthworm Jim 2 is the follow-up of Earthworm Jim , a platform video game developed by Shiny Entertainment. The first game was released in , while Earthworm Jim 2 was published in in the United States. The game was created and narrated by Doug TenNapel and follows the story of Jim, an earthworm superhero, and his new mate Snott.
The game is similar with the first one, and contains a lot of surrealist and irrelevant humor. Although there are signs of similarity, the gameplay of the second version is more diverse, with each stage having a different style and mission, but also new weapons. Although Earthworm Jim 2 is based on platformer elements, it also features other genres, such as mazes, trivia contests, arcade game style and a marathon race.
The gameplay was very entertaining and unique for the 90s. Jim's movement is different from the first game as well.
He can no longer use his head to swing or to hover like a helicopter. Jim is now accompanied by Snott, his mate, who allows him to float by morphing into a parachute. Snott has to reside in Jim's backpack for the main character to be able to fly.
The game was released for lots of platforms, thanks to its popularity among young teenagers. Super Nintendo Entertainment System's version features better visual and audio, but also new backgrounds. The PC version comes with more voice clips and a CD soundtrack. The PlayStation version is similar to the one on PC, but there are several new backgrounds and new questions.
The Sega Saturn version is the same as the one on PlayStation. The GameBoy Advance version is part of the SNES release, and it has been widely criticized for its poor graphics, sound and bad gameplay.
The first versions of the game received very good feedback. Both critics and users were very happy with its humor and innovative gameplay. Most of the sources stated the game is better than the first release. The lack of two-player mode is one of this game's flaws. However, the PlayStation release was not so popular.
It received poor reviews from several sources, with scores such as 3 out of The release for GameBoy Advance was criticized as well, as stated before.
IGN reviewer Craig Harris gave the game a 4 out of 10 rating and called it "unplayable". Your favorite annelid has returned in Earthworm Jim 2, the sequel to one of the funniest side-scrollers ever. Earthworm Jim 2 features everything that made the original a classic, including fluid animation thanks to Shiny's proprietary Animotion system , tricked-out gameplay that keeps the player guessing, and more humor than should be legal.
Princess What's-Her-Name has been kidnapped by Psy-Crow, and it's up to you to save her before your arch nemesis does who-knows-what to What's-Her-Name! There are 12 brand spankin' new levels to push your platforming skills to the limit, and several characters make return engagements in the second installment of this popular series including Peter Puppy and Bob the Goldfish. While using a Snott swing may sound ridiculously childish, Earthworm Jim 2 isn't just for the kids; gamers of all skill levels will find that the game is fun, unique, and most of all challenging wth hilarious characters, level designs, and music that will keep you coming back for more.
With flying pigs, falling grannies, and levels with such profound names as "Anything but Tangerines" and "Jim is Now a Blind Cave Salamander," you know you're in for some worm-whipping, side-scrolling action from the masters of the genre!
Earthworm Jim 2 is a platform video game released in Gameplay is similar to the first game, with Jim jumping and running through the levels. It was also ported to the Game Boy Advance. There are 5 weapons more than the original game to collect.
Justin Garcia CoolDuelist said on Forum :. What makes Earthworm Jim games a lot of fun is the excellent characterization of the hero. Like The Simpsons, Earthworm Jim who was a lowly earthworm until he was one day accidentally given superhero powers deftly walks the line between slapstick humor and social commentary-you could even call it subversive. Chris McMullen's very thorough review for Games Domain describes what makes it a must-have:. For a start, there's none of this monster squishing, or spin attacking in this game.
Jim comes equipped with a big red gun, which he can fire in a number of directions, to dispatch any foe that comes his way. Then, there's his body, which can be used to whip monsters out of the way, or can be used to swing across hooks and ravines.
Or should the worst come to the worst, he can use his head like a helicopter to guide himself away from a particularly nasty fall. There are the usual power ups to grab, such as plasma, or power ups.
Jim's gun does drain energy, and recharges, given half a chance. But do you really want to be stuck in the middle of a load of baddies, waiting for your gun to work again? Earthworm Jim 2 adds a little more to the formula.
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