Fun fact: While we blow into the cartridge and fiddle with the reset button, remember that Earthworm Jim was hatched at Shiny Entertainment. David Perry founded the studio after a string of successful Amiga and Genesis projects. Doug TenNapel, who drew the original worm with a sharp comic sensibility, gave the character his bizarre personality. Composer Tommy Tallarico matched that oddness with a surprisingly punchy soundtrack. For a 1994 game, the team treated platforming like a Saturday morning cartoon. It shows—every frame feels hand-crafted.

RetroGamer84 Alright, I am literally whipping Jim’s head at this floating robot, and the animation is smooth as butter. The way he flails his body to grapple across that chasm is ridiculous and perfect. The gun is basic but effective—tap for short bursts, hold to spam when cornered.

GamerFan I love how the suit’s spin-hover mechanic lets you correct mistakes mid-air. I just used it to drift over a pit of spikes. Also, the level transitions stand out. One minute it’s a straightforward platforming stretch. The next minute you’re strapped into a racing segment with a gleeful synth track that makes me grin. The variety feels refreshing.

RetroGamer84 Candidly though, those vehicle and escort segments are a mixed bag. The racing levels are fun and fast, but sometimes the hit detection feels too generous against obstacles. The escort bits make me worry for the poor NPC’s life more than is comfortable. They are charming, but they frustrate progress more than the regular platforming sections.

GamerFan Agreed. This game earns its charm, but the rough edges still show. Enemy placement can feel cheap, especially when a new type appears with a fresh pattern and no room to learn. One hit sends you back to a checkpoint that sits too far away. Still, those blindingly funny moments—like the tea-party sequence and the surreal bosses—outweigh a lot of the annoyance.

RetroGamer84 Hot tips while we’re on this run:

  • Use the head whip liberally: It is not only an attack; it is your grappling hook and timing tool. Hit the whip early to latch onto ropes and swing to safety.
  • Conserve lives on strange levels: The racing and puzzle-like rooms punish mistakes harshly—play them cautiously at first.
  • Hover to correct jumps: The spin hover is short; practice a small tap to glide, not a full burn, or you overshoot platforms.
  • Learn boss patterns: Bosses are theatrical but pattern-based; watch their animation cues. Psy-Crow telegraphs his dive, and Queen Slug-for-a-Butt opens up only after a certain taunt.
  • Explore for health: Some areas hide extra health or weapon power-ups. Don’t rush every section—there are rewards for curiosity.

GamerFan We’re approaching a boss now—this music change always makes me smile. The final boss fight sequence with Queen Slug-for-a-Butt is exactly the kind of absurd climax you want from this game: dramatic, theatrical, and a little bit gross in the best way. She fills the screen with projectiles and odd moves while being surrounded by ridiculous henchmen. Timing and patience win here; it is not about twitching as much as reading animation cues.

RetroGamer84 I’m getting hit, but the encounter is memorable because it feels like you’re in a cartoon climactic scene—with the worst possible royalty imaginable. You dance around her patterns, strike when she exposes a soft spot, and the sense of relief when she finally collapses is almost comedic—exactly the tone the designers were after. It’s clever how the final boss ties the whole absurd narrative together; we chased a space suit and ended up rescuing a princess whose name is a punchline.

GamerFan Speaking of narrative, the game does a lot with very little—Psy-Crow, the ship captain, the Queen—all of them are set pieces for visual gags. Sometimes it feels like the plot exists purely to string the levels together, but that’s fine when each level delivers a fresh idea: one moment you’re running and gunning, the next you’re bungee-jumping with physics that make you hold your breath.

RetroGamer84 Final take: this is a game that walks the line between inspired and imperfect. The high points—fluid animation, comedic staging, inventive level design—are genuinely excellent. The low points—sporadic difficulty spikes, a few frustrating escort and racing sections, and the occasional control quirk—keep it from being flawless. For players who want a platformer with attitude and variety, it’s a rewarding, occasionally maddening ride.

GamerFan Yes. If you appreciate offbeat humor, hand-drawn animation, and a soundtrack that pumps you along, you’ll forgive the rough patches quickly. It feels less like another side-scroller and more like a short cartoon series you can play through. Keep the tips in mind, be ready to retry a few segments, and you will have a memorable time—especially when the Queen finally meets her match.

more info and data about Earthworm Jim provided by mobyGames.com