Earthworm Jim 2

Reviewed by Console Codex Editorial Team ·

The anarchic sequel that matched and occasionally surpassed the original. Earthworm Jim 2 introduces a firing range level, invertebrate racing, and the rocket ship segments while maintaining the bizarre humour and fluid animation that made the first game a classic. More varied, more absurd, and equally entertaining.

Earthworm Jim 2 box art

💡 Earthworm Jim 2 — Key Facts

  • Earthworm Jim 2 was developed by Shiny Entertainment and published by Playmates Interactive
  • Released in 1995 on SNES
  • Genre: Platformer, Action
  • We rate it 8.5/10 — highly recommended
  • Part of the Earthworm Jim franchise
  • The anarchic sequel that matched and occasionally surpassed the original. Earthworm Jim 2 introduces a firing range level, invertebrate racing, and the rocket ship segments while maintaining the bizarre humour and fluid animation that made the first game a classic. More varied, more absurd, and equally entertaining.

Overview

Earthworm Jim 2 arrived in 1995 as one of the most anticipated sequels of the 16-bit era, developed by Shiny Entertainment under director David Perry and published by Playmates Interactive. Where the original Earthworm Jim (1994) had announced itself as a new kind of platformer — one willing to be genuinely strange — its sequel doubled down on every eccentric impulse, producing a game that felt less like a follow-up and more like a fever dream with a controller port. The SNES version, alongside simultaneous releases on the Sega Genesis, PC, PlayStation, and Saturn, demonstrated that Shiny had no intention of playing it safe with a proven formula.

What made Earthworm Jim 2 stand apart from the crowded 16-bit platformer landscape was its absolute refusal to be consistent. Level design philosophy changed not just between worlds but within them. One stage demanded precision jumping across crumbling terrain; the next placed Jim inside a rocket navigating asteroid fields; another turned the entire game into an isometric firing range populated by surreal enemy types. This structural anarchy was not sloppiness — it was a deliberate design statement, a rejection of the homogeneous world-theme-level structure that defined competitors like Donkey Kong Country or even Shiny’s own first Jim game in its more conventional stretches.

Critically, the game landed well. Reviewers praised its animation quality, which remained among the best on the SNES, its irreverent writing, and the sheer variety of its content. Nintendo Power and Electronic Gaming Monthly both awarded it strong scores, with particular praise for Tommy Tallarico’s soundtrack, which delivered everything from jazz-inflected basslines to orchestral swells across its nine distinct stages. The audio work on the SNES version was considered especially accomplished given the hardware’s notorious sound chip limitations.

Today Earthworm Jim 2 occupies a respected but slightly subordinate place to its predecessor in the retro gaming canon — a game that tried more things, succeeded at most of them, and offered a more generous running time, but that occasionally felt like its ambition outpaced its execution. It remains a benchmark of the mid-1990s animation-led platformer movement and a compelling argument that comedy and mechanical craft are not mutually exclusive.

Gameplay

The core of Earthworm Jim 2 is built on the same foundation as the original: Jim runs, jumps, whips enemies with his worm body, and shoots with an ever-changing arsenal. The jump arc feels slightly more forgiving than the 1994 original, and the whip attack — used by swinging Jim’s head like a flail — connects more reliably in the sequel, giving melee combat a satisfying weight. The Super Suit’s health meter returns, depleted by enemy contact and projectiles, with the game parcelling out energy through strategically placed pickups rather than mid-level checkpoints in most stages.

The weapon system received a notable overhaul. Jim’s Bubble Gun fires large soap bubbles that trap enemies, effectively neutralising threats without destroying them — useful for enemies whose death animations cause splash damage. The Barn Blaster functions as the game’s heavy artillery, capable of clearing entire rooms but limited in ammo. The homing missile launcher tracked airborne enemies that earlier platformers would have demanded pixel-precise shooting to handle. Each weapon suited specific enemy types: the Blind Cave Salamanders that populate underground sections are best dispatched with burst fire, while the flying Lawyers in later stages reward patience and the bubble trap approach. Switching weapons mid-combat via the shoulder buttons was responsive enough that the game genuinely rewarded players who learned the arsenal rather than defaulting to the standard blaster.

Level variety is the defining mechanical feature. The Anything But Tansy stage opens the game with conventional platforming across a surreal alien landscape before depositing Jim into the invertebrate racing sequence — a top-down race segment piloting a giant snail against computer-controlled competitors, entirely removed from the main run-and-gun template. ISO 9000 tasks the player with protecting a series of falling puppies belonging to Peter Puppy, Jim’s neurotic ally who transforms into a rampaging monster if any of his charges hit the ground. These puppy-catching segments require spatial reasoning and quick reflexes, functioning almost as a timing puzzle dressed in platformer clothing. The Udderly Abducted stage places Jim aboard a spacecraft dodging obstacles in side-scrolling shooter sections, while Level Ate sends him through a food-themed world populated by sentient condiment enemies. Inflated Head introduces an aerial segment where Jim floats via a comically oversized cranium, demanding precise pressure management rather than conventional movement.

Difficulty scales unevenly but intentionally. Early stages are accessible, the puppy sections on ISO 9000 representing the first genuine skill wall. The game’s final third, including the See Jim Run Run stage and the culminating Flyin’ King level, escalates to demanding platforming that requires both pattern recognition and manual dexterity. There are no mid-stage save points on the SNES version, making the longer levels a test of endurance as well as skill. Extra lives are dispensed generously in the early game, tightening as the challenge increases — a curve that respects player investment without becoming punitive.

Why It’s a Classic

Earthworm Jim 2 earns its classic status not through any single transcendent moment but through sustained creative courage. Shiny Entertainment, at peak form in 1995, understood something that many developers of the era did not: that variety is itself a design value. Players who arrived expecting a competent sequel to a well-regarded platformer found instead a game that treated each stage as a separate design problem to be solved in a different genre idiom. This philosophy — the anthology approach to level design — would later be identified as a significant influence on games like Rayman Origins and WarioWare, both of which built entire identities around tonal and mechanical shifts between segments. The puppy-protection mechanic in ISO 9000 is a direct ancestor of the escort-and-protect minigame format that became ubiquitous in the late 1990s and 2000s.

The animation work by Shiny’s art team, much of it hand-drawn and then digitised, holds up visually in a way that tile-based sprite work from the same era often does not. Jim’s run cycle, his whip attack, the enemy death animations — all retain a fluid expressiveness that looks deliberate rather than merely competent. Tommy Tallarico’s score, meanwhile, is one of the genuinely underappreciated soundtracks of the 16-bit era, deploying a tonal range unusual for the format: the opening Anything But Tansy theme is funky and propulsive; the atmospheric cave sections are genuinely unsettling; the racing segment gets a percussive, frantic cue that communicates urgency without leaning on familiar platformer conventions.

What keeps Earthworm Jim 2 in active circulation among retro gaming communities rather than merely in reference lists is that it remains playable — not just historically significant. The controls aged well, the joke density holds up, and the sheer unpredictability of what the next stage will demand retains genuine surprise value even for players who know the game’s structure. It is a product of a moment when the 16-bit format’s technical constraints forced creativity rather than fidelity, and Shiny exploited every pixel of that creative space.

Our Review

8.5
Excellent / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Earthworm Jim 2 FAQ

Is Earthworm Jim 2 harder than the original Earthworm Jim?
Earthworm Jim 2 is widely considered more difficult than its predecessor, particularly due to its unconventional level design and trickier enemy patterns. Levels like
What are the most unusual levels in Earthworm Jim 2?
Earthworm Jim 2 is famous for its bizarre level variety, including
Does Earthworm Jim 2 on SNES have any notable differences from other versions?
The SNES version of Earthworm Jim 2 features slightly reduced audio quality and some graphical downgrades compared to the Sega Genesis version, which was the lead platform for the game. The SNES port also runs at a lower frame rate in certain levels and has minor palette differences. However, the SNES version retains all levels and core content, making it a complete experience despite the technical compromises.
Is Earthworm Jim 2 worth playing today for retro gaming fans?
Earthworm Jim 2 remains worth playing for fans of 16-bit platformers who appreciate creative level design and irreverent humor, though its uneven difficulty and experimental stages may frustrate some players. The hand-drawn animation by Doug TenNapel

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