
Play Earthworm Jim 2 Online
Game Info
- Platform
- Sega Genesis
- Genres
- Action
- Player Perspective
- Third person · Side view
- Developers
- Shiny Entertainment
- Publishers
- Tec Toy · Playmates Interactive Entertainment · Virgin Interactive Entertainment (Europe) Ltd. · Takara · Interplay Entertainment
- Release date
- November 15, 1995
Summary
Earthworm Jim 2 takes the wacky worm‑hero on a galaxy‑spanning romp that feels both familiar and wildly fresh. While the core run‑and‑gun platforming returns, the sequel sprinkles in a smorgasbord of oddball stages – from guiding a blind salamander through intestinal tunnels to a balloon‑head ascent that pits you against Evil the Cat’s relentless attacks. New weapons like the auto‑aiming gun and the screen‑clearing Barn Blaster sit alongside quirky power‑ups such as the chip‑butty, which boosts Jim’s suit to 200 % power, and Snott, the trusty sidekick who doubles as a grapple and parachute.
The Genesis version first slipped onto Japanese screens via the Sega Channel, then resurfaced on the Wii Virtual Console in 2009. Critics were split: Electronic Gaming Monthly’s quartet of reviewers couldn’t agree, yet Sega Saturn Magazine crowned the game a 94 % marvel, praising its eclectic gameplay styles executed "sickeningly well."
Storyline
Earthworm Jim 2 follows the annelid hero Jim and his new sidekick Snott as they race across the universe to rescue Princess What’s‑Her‑Name from a forced marriage to the nefarious Psy‑Crow. Along the way they crash into the summer homes of several first‑game villains—including Major Mucus, Evil the Cat and Bob the Killer Goldfish—adding the series’ trademark irreverent, surreal humor.
Each stage in Earthworm Jim 2 plays out as a distinct mini‑adventure, from the blind‑cave salamander disguise in “Villi People” (where Jim navigates intestinal passages, dodges exploding sheep and endures a bizarre trivia showdown) to the balloon‑head flight of “Inflated Head,” where Jim must avoid sharp obstacles while fending off Evil the Cat’s attacks. The final level, “See Jim Run Run Jim Run,” turns the climax into a frantic race against Psy‑Crow through an obstacle course, ending with the princess’s rescue and a tongue‑in‑cheek reveal that all three characters are actually cows in disguise.
The game expands its arsenal beyond the original Plasma Blaster, adding a Three‑Finger Gun, Electro‑Gun, Homing Missiles, the powerful Barn Blaster and the comically ineffective Bubble Gun. Snott, now a permanent backpack companion, can be used to cling to slime‑covered surfaces, swing across gaps, or act as a parachute for safe landings.
Overall, Earthworm Jim 2 blends varied gameplay styles, quirky level designs and a colorful cast of foes while staying true to the off‑beat charm that defined the first title.
Edited by Maya Carter
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