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Earthworm Jim #35 Worm in a Spacesuit
Review, tips & tricks, and cheats
Earthworm Jim #35
![SNES - Super Nintendo® Entertainment System® Earthworm Jim SNES - Super Nintendo® Entertainment System® Earthworm Jim game box front.](/nintendo/snes/_snes_i/Earthworm-Jim/Earthworm-Jim-snes-game-box-front.jpg)
- Developer: Shiny Entertainment
- Publisher: Nintendo
- Game Rating: E (Everyone)
- Release Date:June 22, 1994
- Downtown Video · GV
- Players: 1 - 2
Intro
Earthworm Jim is the first installment of the Earthworm Jim video game series. The game was developed by Shiny Entertainment in association with Playmates Toys. The main designer was Douglas TenNapel, who also voiced the eponymous character in the game.
Earthworm Jim was first released for the Sega Mega Drive/Genesis on August 2, 1994. The game was subsequently ported to Windows 95, the Sega Master System, Sega Game Gear, and the Nintendo SNES, Game Boy, and years later, the Game Boy Advance.
Earthworm Jim is a "run and gun" platform video game, with some exceptions, starring an earthworm named Jim in a robotic suit who battles evil using his mutated worm head as a whip, his Plasma Blaster and Pocket Rocket. It became known for its Hitchhiker's-like bizarre absurdity, and its horror comedy.
The game was critically acclaimed upon its original release. To tie in with the game there was an introductory comic from Shiny, a comic book mini-series from Marvel, an artwork book, and the Playmates Toys toy-line. The most significant legacy of the game was perhaps the animated television series which lasted for two seasons.
Plot
A crow is chasing a worm named Jim while in outer space Psy-Crow is chasing a renegade ship. The ship's captain has stolen an ultra-high-tech-indestructible-super-space-cyber-suit and Queen Slug-for-a-Butt has ordered Psy-Crow to get it, since it can make her more beautiful than Princess-What's-Her-Name. Psy-Crow blasts the captain and the suit falls to Planet Earth.
Back on earth Jim wonders if he is finally safe when an ultra-high-tech-indestructible-super-space-cyber-suit lands on him. Luckily Jim rests in the neck ring of the suit. Then the space particles begin interacting with Jim, causing a light-speed evolution. Jim soon realizes he is in control of the suit.
Jim overhears the Queen's plans for the suit and decides to meet this Princess.
Jim used to be a garden-variety earthworm, but after discovering a high-tech space cybersuit, he became a super mean fighting machine known as EARTHWORM JIM. In this wacky platformer, you play as Jim as he tries to rid the world of evil including a diabolical character known as Psy-Crow, who wants Jim's suit for his own needs. You will lead Jim through 12 nutty levels including New Junk City, What the Heck?, Down the Tubes, Snot a Problem, Level 5, For Pete's Sake, Buttville, and Andy Asteroids as you run, jump, and fight your way to victory. Along the way, you'll find all kinds of power-ups that make you stronger and let you pull off moves you wouldn't otherwise be able to do. If the addictive gameplay and awesome graphics do not pull you in, then the fact that you play as an earthworm superhero definitely will!
Earthworm Jim was just an ordinary Earthworm engaging in normal worm activities, such as eating dirt, crawling, and fleeing from hungry birds, until one day wherein fate should happen to smile upon him and his life was changed forever. A fearsome bounty hunter named Psy-Crow was en route to deliver the "ultra-high-tech-indestructible-super-space-cyber-suit" to Queen Slug-for-a-Butt, but got in a confrontation with another spaceship and lost the suit out of an airlock. The suit fell to earth, landing on a farm somewhere in the southern United States. While fleeing from a flock of hungry crows Jim took refuge in the mysterious suit. The suit is powerful atomic particles affected Jim's wormy flesh and caused him to grow and evolve at a fantastic rate. Upon discovering his new-found powers granted by the suit, he overhears Psy-Crow talking to Queen Slug-For-A-Butt, and becomes interested in meeting the queen's twin sister, Princess What's-Her-Name.
Gameplay
The gameplay of Earthworm Jim could be considered bizarre. Launching cows, using Jim's head as a whip, and other bizarre twists add to the insanity. The player controls Jim at all times of the game. In the level sections, Jim can run, use his gun, swing on hooks, and get powerups for the blaster. The in-between levels, called Andy Asteroids?, place Jim in a semi-3D race against the evil Psy-Crow. If Psy-Crow wins, then Jim must fight him in one-on-one combat in order to progress. Throughout the game were many added features, such as mini-bosses whose weaknesses Jim would need to find through trial and error. Crystal treadmills, underwater pod races, and other related things also appear.
Earthworm Jim Strategy
Preface
Max Worms: 9
Try pausing the game and putting in these letters Y, A, B, B, A, Y, A, B. You can see the Programming Director. I was told this halfway though the game and tried it out, and what happened? Just try it!
The Debug code
You must start level 1 New Junk City. Then you want to pause the game. Then hold down Left on the D-pad, and press the A. Release and press B, X, A, A, B, X, A. This should put you in a screen with all the Shiny players. Press return and return again. You should now be in the Debug screen. You can have a cheat mode, and level select. There is also a way to pick where you want to start in the level. When I tried starting at the last level, I did not see the ending. So you might want to start at the use your head level. I think it was called Helicopter in the cheater. Kind of cool, it gives you unlimited health and lives. Now you ALL should have no problem finishing this game.
Levels
New Junk City
New Junk City is a city or planet filled with with junk and trash, as its name implies. It is a parody of both pollution and New York City. It is where Billy the Bin, flocks of crows, and Chuck and Fifi reside. In the very beginning, you launch a cow, possibly the same one that lands on Princess What's-Her-Name at the end of the game.
Chuck is the owner and final boss of this world-wide junkyard. It is especially plentiful in worm-hungry crows, mountains of tires, Moose Heads, toilets, conveyor belts, tubas, trombones, televisions, gears, scrap metal, broken glass shards, wooden spikes, stones, chains, refrigerators, goldfish bowls, shrapnel, zip lines, faucets, cow bells, wooden crates and anvils.
Game Manual description
“Menacing crows, giant mutant garbage cans, the junkyard's owner Chuck and Fifi want to welcome Jim to the junkyard in their own special way - by trying to kill him. Bounce from tire to tire, or slide across zip lines to grab extra power ups. Watch out, compared to Fifi's bark, those bites are even worse!”
1. New Junk City, New Junk City
If you look down when you first enter the level, you will see an extra 1-up right under you. Right after you launch that cow you will be standing on the edge of the rock ground. Further is the tires that you have to jump on. Kill the pesky crow. Then jump high into the air. Then start to helicopter down. Try to get as close to the rock level as you can without touching it. There is a space between the rock and the tires that you can fly through diagonally down to the left. With a little practice you can make it very quickly. If you hit a tire, try it again. You will end up on a rock level. Just walk across the chain. You will see the extra worm.
The primary foes in this level are crows and rabid junkyard dogs, and spikes littering the floor can cause major damage. The crows can be killed be a single whip, so save your ammo. When on the tires, you can jump higher by holding down the jump button. There are plenty of secret areas in this level.
The first obstacle you will need to overcome is a large bovine mass blocking your path. Whip the fridge, and it will catapult the cow into orbit.
Secret Area #1
Secret Area #1 can now be accessed below by carefully helicoptering between the rocks and tires. Collect the mega plasma and free life. There are many different short cuts in the first level. If you jump up from the beginning you will see a white toilet. That is a warp zone. To get there, all you need to do is ride the first rail device. This is just above the cow that was launched. You will see two wires. Ride the first rail device. Just before it falls, jump to the left, then right at the top of you jump, whip. Continuing on, you should see a sparkling hook like the one shown above. You can swing on them by whipping them. If you swing to the left, you should reach a zip line. Jump on it, and just before you reach the end of the line, quickly jump and whip the moose head's antlers. You will see a moose head. You should be able to swing on the moose antler. This will put you on a chain wire you can cross. Just fallow the rail devices up and to the left. You will end up in Secret Area #2.
Secret Area #2
Follow the path and you will reach the warp toilet. Jump on it. You will find about 7 mega plasma blasters, and an extra worm. After you warp, it might seem you are trapped in that room. Just walk through the wall to the left. Then clime up to get out. There you find the sub-boss. You can either walk behind the wall to your left, or you can swing on the hook to your right. If you choose to go right, you should see another warp toilet and an extra life above you. Stand right under the extra life and jump. You should be propelled up into Secret Area #2a, where there is yet another warp toilet. If you are playing the Special Edition, this will take you directly to the new addition to the level. If you choose to go left, you will end up in Secret Area #5.
Bypass Secret Area #2
If you do not go to Secret #2, you should see a cow crossing sign like the one shown above. Climb up the wall to your right, and you will gain access to a hidden chain. Travel left across the chain to get to Secret Area #3, and collect the two mega plasma blasters.
Hold down B. You will be able to jump higher on the tires.
You will soon come across a large conveyor belt. Climb up it, maneuvering around the hazards. Jumping while climbing will speed up your ascent. When you reach the top, head right, walk through the continue sign to activate it, and climb up the ledge. Above the doghouse is a hook; swing on it, jump and swing on yet another hook, and you will end up in Secret Area #4. Use the chain to get the mega blaster, then drop and get the ammo next to the conveyor.
Above the second continue will be another moose head, which you can use to swing onto the ledge to the left. Drop down into Secret Area #5. Swing across the series of hooks and chains to gain an extra life. If you do not go this route, you will encounter a completely horizontal zip line. To move across the line, simply shoot your blaster to the right.
This may be confusing but here is a way to get an extra guy. Right after you launch a cow, try riding the two rail devices down. When you are on the second wire, jump off in the circle of tires that have that plasma gun. The circle dips in two places. try jumping in the dip to the right. You will see a spinning star. This means the extra guy is now visible. Now, go to the wide moving belt that you must climb. There are objects that come down that try to stop you. When you get to the top look up. You should see a wire up to the left. This is how you get to that wire. Run to the right. You will see a level that you have to jump up to. Once up there jump back to the left and whip your body. There is a hook that is barely on the screen. You will be able to hook and swing across. There is another hook that you must swing on. Then you will be on the chain. Just get the extra worm.
2. Mini-Boss: Billy The Bin, New Junk City
Mini-Boss Billy the Bin is a hostile, anthropomorphic type of robot which consists of a trashcan for a body, tires for limbs, and a lamp for a head. Billy the Bin is the mini-boss of New Junk City, the first level of the original Earthworm Jim video game. Billy is the first mini-boss encountered in the game, guarding the path against Jim's advance to the ruler of New Junk City.
Billy the Bin has three different modes of attack. It can transform into a car-like form, driving around the screen attempting to run Jim over. Remotely, it can attack by stomping the ground, causing a mini-earthquake and raining tons of garbage down on where Jim is standing, potentially crushing him. It can also spew out junk items, such as anvils, with some speed, although they are easily deflected with the Plasma Blaster and quick reactions.
Billy the Bin can normally only be harmed with the Mega Plasma, although it can be harmed by the ordinary Plasma Blaster when its "mouth" is open and exposed to fire out projectiles, or when it is dancing.
The trick to this guy is to shoot him and not let him hit you, or else his hit counter will reset and you will have to start over. When in his upright form, dodge the tubas that will fall whenever he stomps. When he is in his "tank" form, avoid the anvils he shoots at you, and jump over him carefully making sure you do not get too close, or else he will attack you instantly in mid-air. You can avoid him altogether (which is not a bad idea) by accessing Secret Area #2. Try killing Billy The Bin in the Difficult setting!
Trivia
- In some materials for older versions of the game, Billy the Bin had some additional names or monikers. These included "The Trashcan Monster" and "Bugle Boy" as well as Billy the Bin. In both the special edition and HD remake versions of the game, the boss is identified as Billy the Bin.
- In the HD remake of the original game, killing Billy the Bin in single player mode will unlock the achievement / trophy "Bin Collector." There is also an online multiplayer-exclusive level named after him.
- Before the game was cancelled in 2006, Billy the Bin was due to make a reappearance in Earthworm Jim PSP, as revealed in promotional footage to the cancelled game. Earthworm Jim would have revisited New Junk City, only to sucked underwater down a giant toilet, and would face a rebuilt, bigger, "spikier" and much more heavily armored Billy.
Right after Billy The Bin you must jump to a higher level. Kill the pesky crow then walk to the right a little. There a sparkly whirly thing will spin around you. It just means that some items have appeared behind you. Go back to find them if you need them. This will happen throughout the game. So make sure you investigate what has appeared. Look up and to your left, and you should see a hook. Swing on it, and you should reach Secret Area #6 and get full health.
This next area is a new addition to the Special Edition. You have lost your suit, and need to navigate over a series of slippery ramps to get it back. About half way down it splits into two parts, easy and hard (aka Stud and Wimp). Remember not to jump from ramp to ramp too late, or else your forward momentum will cause you to overshoot the next ramp entirely and end up in the spikes.
If you choose the easy route, remember that just before you reach your suit, there are two ramps: the upper one has the suit, and the lower, much trickier one leads to Secret Area #7a. Follow the path to reach full health and more ammo to use on Chuck.
If you choose the hard route, you can access Secret Area #7b by holding left when you are shot out of the first duct. This will propell you onto a hidden ledge that contains missiles and an extra life. If you miss this secret, another life can be found further down the route between two ramps, which is tricky to get.
1. Boss: Chuck, New Junk City
Your gun has no effect on Chuck, so attack him with the crates he drops by whipping them onto the spring when he is right above it, causing them to bounce into him. Dodge the fish he regurgitates and the tubas that are dropped from the crane. You can destroy the horns by shooting them. Keep attacking him with the crates until Chuck is defeated. Do not forget that before you defeat him, helicopter onto the spring, you will be propelled into the final Secret Area #8, which contains some health and more ammo.
If you are low on ammo or energy when Fighting the Boss Chuck. While he is NOT above the spring. Try holding B and jumping on the spring. See where that takes you. What is this?
With the Andy Asteroid levels. Just remember to get 50 fuel pods to get an extra can-o-worms (continue). When you do pick up those atomic accelerators, you will NOT get touched by those asteroids. So for a few seconds you are protected from getting hurt. And all this time I thought it was my quick reflexes!
If you do end up losing to Psycrow in the warp race you will have to fight him on level ground. Just remember you must shoot him first, then whip him. Repeat this tell he flies away.
New Junk City: Trivia
- Tommy Tallarico's music for this level is also used for the music on the main game screen. The sequel had it is own music for its title screen.
- The name of the level could be a pun on New York City, or the film New Jack City.
- New Junk City is said to be Earthworm Jim's hometown according the manuals of the game. It is also implied that New Junk City is Jim's hometown in the comic book mini-series. It is also directly stated in the cartoon-like opening prologue of Earthworm Jim HD, which makes it clear that New Junk City is also where the super suit first fell from space, and Jim first got into it. (In the animated television series, Jim's hometown is said to be Terlawk.)
- Before it was cancelled in 2006, Earthworm Jim PSP was going to feature New Junk City again, as seen in the promotional material. It would also have have included a rebuilt and much more intimidating Billy the Bin.
Andy Asteroids
Andy Asteroids? is a recurring bonus stage in the original Earthworm Jim video game. It has also been referred to as the Asteroid Race, Banjo Race, or Psy-Crow Race.
Andy Asteroids? takes place between levels, so it played several times through the game, with different iterations in each race.
Game Manual description
“Ready for a wild ride through space? Well hold onto your seat, because between each level, Psy-Crow is right on your tail. Dodge the asteroids and try knocking Psy-Crow off his rocket backpack to help you get to the finish line alive. Grab the Atomic Accelerators along the way to leave Psy-Crow in the wake of your heavy ions. Of course, if you are traveling that fast, you will want to stock up on Asteroid Shields... unless you are an expert pilot.”
Asteroid race
Andy Asteroids? takes place at the end of every main level, as Earthworm Jim flies down a warp tunnel through outer space on his Pocket Rocket to the next planet and/or level. Each variation of Andy Asteroids? gets more difficult and more filled with obstructions in each iteration.
In Andy Asteroids?, Jim races to the destination against Psy-Crow, who is flying through the warp tunnel on his rocket backpack. A gauge on the left shows the positions of Jim and Psy-Crow in the race. The warp tunnel is filled with obstructions, namely the asteroids of the title. Between nearly each level you must compete against Psycrow in the Great Space Race. There are many asteroids littering your path that must be avoided if you want to make it out alive. If you win, you get to go to the next level. If you lose, you must battle him again mano-y-mano.
To activate your rocket, press the fire button. If you are right next to Psycrow, you can throw him off by pushing him into an asteroid, or by bashing into him while you have a shield activated. The chart on your left shows both you and Psycrow's position in the race, and counters show the amount of fuel pods and shields you have collected.
There are several power-ups that you can collect during the race. Rocket boosters (left) will give you a short speed burst, during which you will become invincible. Shields (center) will also cause invincibility for about five seconds each. Press the whip button to activate them. If you collect 50 fuel pods (right), you will earn an extra continue.
Crashing into an asteroid will not harm Jim or damage his Pocket Rocket, at least initially, although it will slow him down considerably, and likely give Psy-Crow the lead in the race. However, repeated asteroid collisions, around a dozen or so, will cause the Pocket Rocket to explode and cost Jim a life, and the race will start again. Psy-Crow may deliberately try to knock Jim into the asteroids, although Jim can do the same to Psy-Crow, slowing him down instead.
Power-ups and collectibles
Jim catching up to Psy-Crow (Earthworm Jim HD) Collecting the blue balls, Fuel Pods, in the warp tunnel will earn Jim a bonus at the end of the race. Collecting a large number will gain Jim an extra life, and collecting them all — 50 in total — will gain Jim a continue.
There are also a couple of power-ups for the Pocket Rocket. The Asteroid Shield will enable more efficient ramming of Psy-Crow, and allow the Pocket Rocket to smash through asteroids safely without losing any ground in the race. The Atomic Accelerator will give the Pocket Rocket a sudden burst of speed. Whilst this can help Jim win the race, the increased speed also makes it more likely that Jim will crash into the asteroids. Be aware that Psy-Crow can also make use of the Atomic Accelerators, also becoming insanely fast.
Outcome
Jim's victory dance upon winning the race If Jim wins the race, he does a little victory dance on his Pocket Rocket, flying across the screen and lassoing his worm head around above his Super Suit, and will then begin the next level.
If Jim loses the race, Psy-Crow beats Jim to the destination and Jim will be forced to fight Psy-Crow in the level of the same name before proceeding in the game.
Psy-Crow
Psy-Crow is a small, potentially recurring level in the original Earthworm Jim video game.
Earthworm Jim only has to play this level if he loses the race with Psy-Crow in one of the recurring Andy Asteroids? in-between levels. Psy-Crow flies around Jim on a barren planetoid, attempting to remove Jim from his Super Suit with his hook gun. On higher difficulties, this level can be quite challenging.
It is not possible to defeat Psy-Crow entirely. However, once the enemy has taken enough punishment, either from Jim using his worm head as a whip or by shooting at Psy-Crow with the Plasma Blaster, Psy-Crow will flee, leaving Jim to proceed to the next level.
Since the Plasma Blaster's only real effect on Psy-Crow is to stun him, whipping Psy-Crow with Jim's worm head is the most effective option, causing the most damage. However, shoot at Psy-Crow first, when he is not too high, to stun him. This will stop him from flying around for a time, enabling easier worm-whippings, and also preventing Psy-Crow's counter-attacks when he is stunned and flapping his feathers. Defeating Psycrow is just a matter of whipping him and shooting him when he is temporarily stunned, while dodging the deadly hooks he shoots at you from his gun. Repeat this technique until he gives up and jetpacks off.
Psy-Crow
Referred to as Psy-Crow, Scourge of the Space Lanes in the animated television series, is a recurring villain in the Earthworm Jim franchise, often said in most iterations to be the arch-nemesis of Earthworm Jim, since crows are the arch-nemesis of earthworms everywhere.
Psy-Crow is also the reason for Jim's existence, since Psy-Crow accidentally dropped the Super Suit on Jim in the first place when transporting the Super Suit to Queen Slug-for-a-Butt. They then became rivals as they try to retrieve the suit back time and time again, whether it is a ransom or simply throwing him out of it like many others do.
Psy-Crow has made it his goal in life to destroy Jim and recover the Super Suit, or at least thwart him in any way he can, such as frequently kidnapping Jim's love interest Princess What's-Her-Name.
Description
Psy-Crow is a mutated, talking, human-sized carrion scavenger with a pot belly, a taste for worm flesh, and maniacal tendencies. Psy-Crow has four fingers, opposable thumbs, and large, three-toed feet. Psy-Crow's wings have become modified into arms, and his stubby beak houses numerous jagged teeth. He has 3 tail feathers that are individually covered by the suit, though in the cartoon they are exposed, and he caw-caws like a crow - and flaps his arms like a crow's wings - when he is emotional or feeling pain. This suggests he was once capable of flight.
Psy-Crow wears a yellow jumpsuit with a utility belt, topped by the clear glass bubble of a space suit helmet. Psy-Crow attains flight by means of a very advanced jet-pack, that can enable even travel between planets in outer space. When facing Earthworm Jim, his signature weapon is his worm-hook grappling gun, with which he tries to pull Jim out of the Super Suit with.
In most materials, Psy-Crow is described as an intergalactic bounty hunter and mercenary-for-hire, most often offering his services to other nefarious villains such as Queen Slug-for-a-Butt, ruler of Insectika. Psy-Crow also often aligns with the most evil genius in the universe, Professor Monkey-For-A-Head, who may have created Psy-Crow, although this implied but not explicitly stated.
Personality
As his name implies, Psy-Crow is psychotic. He is cunning, cruel and looks out for no one but himself. If the price is high enough, he is more than happy to do his job regardless of the moral implications. Plus gets his kicks from having access to such a massive array of arsenal and being feared throughout all the galaxies he roams.
Appearances
Video games
Psy-Crow has featured as an enemy in every game of the video game series except Earthworm Jim: Menace 2 the Galaxy.
Psy-Crow can communicate with his crow brethren, ordering them to attack Jim in New Junk City, the first level of the original video game. Jim races against Psy-Crow on his Pocket Rocket in the asteroid chase levels, and Jim would have to fight him if Jim loses the race. However, Psy-Crow is only a minor character in the first game, and Queen Slug-for-a-Butt is the overall villain of the first game.
Psy-Crow became the main antagonist in Earthworm Jim 2, kidnapping and attempting to marry Jim's love interest Princess What's-Her-Name in a coup d'état of the universe. In the final level of the game, See Jim Run, Run Jim Run, Jim has to race Psy-Crow on foot to a marriage altar in a fast-track wedding chapel of the Lost Vegas System. Whoever gets there first marries the Princess.
Psy-Crow also showed up in Earthworm Jim 3D in a tank-like war machine, as Jim rode around on a pig, as the boss in the Memory area.
Television series
In the cartoon series, Psy-Crow was voiced by Jim Cummings, and his personality was fleshed out a bit more. He occasionally allies himself with Professor Monkey-For-A-Head, generally in service to the Queen but in at least one case in a successful attempt to take control of Insectika. The Queen eventually returned to dethrone the two of them, however. On at least one occasion, Psy-Crow grew tired of his bounty hunter profession and tried out other occupations, including a job that Jim said put him in the most horrible peril in all the universe: he became a gym teacher, and was fired for being too nice despite the fact that he chased children while shooting lasers at them. He soon decided that being a bounty hunter was indeed his chosen profession. In the episode "Hyper Psycrow", when the Great Worm Spirit (voiced by Doug TenNapel, the creator of Earthworm Jim) shows up after Psy-Crow and Jim destroy the universe, Psy-Crow claims to have been a veteran of the Vietnam War, explaining how he ended up meeting the spirit (who pulled him into a foxhole, thereby saving his life).
Being a crow persona to Jim's worm persona, Psy-Crow is generally regarded as Jim's primary nemesis. However, he has not yet managed to successfully beat Jim, for a long period of time, anyway. This could be attributed to his general lack of intelligence and yet common sense, or the fact that he has poor hand-to-hand combat skills that make him less of a threat than adversaries such as Queen Slug-for-a-Butt or Evil the Cat.
Additional appearances
- Psy-Crow made an appearance in the comic book mini-series.
- There also an action figure of Psy-Crow made for the toy line, which came with his worm-hook gun. He came in a pack along with Major Mucus/
Trivia
- Psy-Crow's name is a combination on the words "psycho" and "crow".
- Although he is almost always seen with a clothes hanger/fishing hook grappling gun, he is occasionally armed with a crowbar, humorously.
- Psy-Crow wore a full yellow space suit in the first video game. In every appearance he has made since then however, his arms have always been exposed.
What The Heck
Game manual description
“Welcome to the planet Heck. As Evil the Cat dances, Jim wanders through a devilishly tricky maze. Step quickly it can get a little for Jim, even in his indestructible suit. For an uplifting experience, take a jog on a gem, but do not let Jim get a hot foot! There'll be a hot time in the old town tonight, for sure!“
Description
In "What the Heck?," Jim must navigate his way through the strange planet of Heck, and find his way to Evil the Cat. This level is a hell-type place, with various fire traps, pulley-activated gates, green teleportation crystals, lawyers, searing flames, ultra-sharp spikes, Shadow Demons, Rusty the Snowman, and elevator music. There are lots of twists & turns in this level, so it is easy to get lost.
When crossing chains, watch out for the flames that will travel across them, and do not tread on the small volcano-like holes, as they will send a string of flames that will come after you.
When Jim makes it to Evil the Cat, Evil actually manages to take away the Super Suit. Jim must reclaim the Super Suit to fight Evil head-on, and then take Evil's nine lives.
When you reach the top of the hill with the full heath power-up, you can take a short-cut by jumping and helicoptering to the left. You should eventually land on a small ledge which will take you further in the level.
The Green Rolling Gem: If its rolling that you must run on top the opposite direction. This should make the gem rise or either warp you. If it is rotating back and forth. That means jump on it and let it take you up. You might have to jump back and forth because of the flames.
The first extra worm comes up as you are walking the first emerald gem up. You might of seen it as you where walking by it earlier. Just jump toward the extra guy. There will be a fake wall for you, so just jump to get the 1-up. Then quickly jump down on the gem and proceed on with the level.
To kill a Lawyer, whip him then quickly shoot him. He should blowup and a mega plasma shot and energy should remain.
Just after defeating the snowman and warping on the emerald, walk to the right to the wall. Do not worry about the spikes. Jump up and look to the left. There you will see a hook. Before the next lawyer and Snowman Boss, you will see a hook that does not seem to have a destination at first. Swing on it and you will see yet another hook, so quickly jump and swing onto that one. Open the gate and jump on the ledge above it. Another swirl of light will occur, so collect the Mega Plasma Blaster ammo that has appeared. When approaching the next gate and lawyer, there will be yet another swirl of light, so backtrack and collect the extra life that has appeared.
Oh, there is a way to avoid fighting the Snowman sub-boss. After fighting the first Lawyer, you will have to open the gate to get to the warp gem to the snowman. Do not open the gate. Stand in front of the wheel that opens the gate. Turn to the right, and duck. Then whip and hold down the Whip button. You will be in the same place you would of if you had defeated the Snowman. On that same hook that you where one. Swing on it again to the right. You will find the above extra worm.
If you do not want to have the falling Stalactites, then do not pick up that 100% energy refiller. That triggers the stalactites to fall.
Next extra worm is easy to get. You might of seen it as you are riding those two emeralds up. The extra guy is to the left. All you have to do is to jump from the ledge over the spikes and toward the extra worm. Then ride the gems up again. When you get to the first black apparitions with fierce incisors. Kill them and jump down to the left. There is a continue marker right under you. If you do die, just go back and get that extra worm again.
There are two stages to defeating Evil. In the first, your suit has been captured and you must find a way to get it back. Jump over the fireballs and rocks he shoots at you, until the support post holding him up collapses. He will run away, so use this opportunity to jump back into your suit.
This next part is a test of reflexes- Evil will jump out at you from the dark and will viciously attack you if you do not shoot him in time. Watch for his eyes (see inset) and shoot at them the instant you see them. Beware of the fireballs that shoot across the floor after each life. You have to defeat each of Evil's nine lives in order to beat the level.
Quick tip about the boss: When you are just Jimmy the worm. Stand as close to the wall to the right as you can. There just jump straight up when flames come. Wait for the wall to melt away. Then jump into the super powered suit. When finishing off that evil cat look at the center of the screen. You will see Evil the Cat faster, faster to react and shoot him and his nine lives. Jump toward the first flame. If they come at the same time, jump straight up. NOTE: If you do not want to jump over the flames when Heck the Cat is shooting the flames. Just walk as far as you can to the left and duck. You will not get hit until the end. You will get hit once, but it beats having to jump, right?
Down the Tubes
Down the Tubes (also referred to as The Sea Tunnels) is the fifth level of the original Earthworm Jim video game.
Down the Tubes takes place in and around an underwater base on the aquatic planet of La Planeta de Agua (Arriba!), the lair of Bob the Killer Goldfish.
Game Manual description
“Bob the Killer Goldfish knows that EWJ's Super Suit could make him ruler of the world. Maybe even the Universe! Controlling the drone cat minions in his underwater lair, Bob uses his servants to find Jim wherever he hides, high or low. Do not let the size of Bob's kitten guards fool you - they're just as powerful as the cats! Hamsters galore!“
Description
Inside the base, Jim runs through the tubes, avoiding the kitten guards and the large, muscular mutant cats (including the most notable Number Four). The only way to defeat the cats is with the Hamster. There is also hostile floating puffer-fish in the service of Bob.
Outside the base, Jim climbs into one of the submarines and navigates it through very narrow rock passages, attempting to avoid cracking the dome too much, and all the while trying to find a few extra breaths of oxygen at various air-pumps. However, the submarine treks in Down the Tubes are relatively short, with this section taking place mostly inside the base. The second section which takes you to Bob himself is Tube Race.
Versions
In the Special Edition of the game, Down the Tubes has a hidden spot that when touched has a secret alternate Andy Asteroids? level with no asteroids in and no Psy-Crow - just Atomic Accelerators, Asteroid Shields, and Fuel Pods, that takes you straight to Snot a Problem without having to go through Tube Race, the second half of the Down the Tubes. If this route is taken, the player will not have to go through the more difficult section, but will not face off against Bob the Killer Goldfish.
There is a nice little bug/glitch at the beginning of the level. You MUST start pressing B before the level starts (at the title screen for the level), you also need to be pushing to the right before the level actually starts. If it works then you should be moving to the right, not down the tube. Keep Helicoptering until you either enter the pod or a tube. It will cut you game time by a couple minutes (wow!:) NOTE: You must die in that level without continuing for this bug to work.
1. Down the Tubes, Down the Tubes
In this underwater level, you must navagate your way through various heinous obstacles in order to get to the lair of Bob, a goldfish with plans to take over the world using the suit. Watch out for Bob's evil cat henchmen, who can pack a mean punch. fortunately, there are a few hamsters who will gladly lend you a hand. Be careful not to run out of air or to smash your fragile glass submersible — worms do not swim. Try to avoid #4 as much as possible. If he gets a hold of you, his punch can cause major damage. You can normally just jump over him, but when you are confronted in a tube, jump to grab onto the handle and press up to get your butt out of the way. Jump down after he passes.
You will soon get to a room with three rings. Swing on the first to get to the platform on the right, and then swing on the second to get to the upper left platform. Finally, carefully swing on the final ring to get through the tube on the roof. You will soon reach a large switch. Whipping the switch will release the hamster from his cage. Jump on his back to make him run, and press the fire button right before you run into a kitten guard to eat him, or else they will beat you up and throw you off your hamster. The hamster will run back to its cage if this happens. At the far left of the submersible room, a swirl of light will appear. Backtrack to collect the extra plasma blaster ammuntion.
In this next part, you must navagate through the twisty underwater paths in your fragile glass sub, while at the same time making sure not to run out of air (note the timer in the corner), or to damage your sub too badly.
Jump under the sub to enter it. Once you do so, it will leave its docking station and the air timer will start. Steering is done with the arrow keys and the throttle with the jump/whip/fire keys. Air stations, like the one below, will replenish your air supply. Connect with them as shown. It is best to use the throttle in short bursts, as this will give your sub a good steady speed, perfect for making your way through the jagged pathways.
There IS a hidden airpump in the 99 second pod race. The hidden airpump is about 60 seconds into your run (30 seconds left). You pass guard rails. Those criss-crossing bars that are really part of the background. They will not touch you. You will pass through 5 sets of these. If you reach the 5th one, you have gone too far. It is halfway between the 4th and 5th set. There is a section that goes straight down. Right at the bottom there will be two circular lights right next to each other on the left side. That is where the secret air pump is.
There is a sharp turn to the right. You see you have hit the bottom of the level. You can go no further down. Just fly through the two lights. Then you time will be reset to 80.
After the second race of the time pod run. You will end up in a room where the only way out is through one of the little orange tough guys. You can kill the Orange tough guys with a Mega blaster. BUT! Let him pound you into the ground a couple times. Where he throws you is where the hidden secret is. Jump straight up. There you will be sucked up a hidden tube. To the left is an extra guy. Then fallow the tube up the end of that round.
There are no real places to get lost, but there will be a dead end after the first air station if you choose the path to the right, which will cost you time. There is mega plasma ammuntion hidden behind a false wall halfway thru.
Once you have made it to the other side, you may come across a tube which has been sealed off, and a vertical pipe above it which you cannot enter. Backtrack, and jump up the other vertical pipe, and you will come across another switch. Whip it, and the plug will open.
There will be a kitten guard blocking your path to the exit - you have no choice other than to let him beat you up. Make sure you have at least some health left before you reach him. Instead of going up the vertical tube, go as far right as you can go and jump. You will get an extra life.
Finally, position yourself under the platform before the finish line and jump. You will be instantly propelled into the full health power-up.
2. Tube Race, Down the Tubes
Tube Race the second section of Down the Tubes, both levels taking place in and around the underwater base of Bob the Killer Goldfish on La Planeta de Agua, except that the sub ride is about four times longer than the original. Jim is getting closer to his mark, but the second section is notably more difficult than the first section. You can get a mega plasma by jumping into the hidden alcove as shown in the image.
Description
Fortunately, Shiny decided to have mercy on us and added an alternative to the second, much more difficult sub ride. After you whip the switch to release the second hamster, you can either ride the hamster and continue the level, or you can jump into his cage, position yourself right at the back and jump like crazy. You will eventually make your way to a hidden alcove containing plasma ammo, and you will now have access to a tube that contains an extra life, and a portal to a bonus round of Andy Asteroids.
Tube Race appears much the same as Down the Tubes, with the main difference being the significantly long trek in one of the submarines outside the base and through the water. Although there are similar submersible journeys in Down the Tubes, these are relatively short, with numerous air-pumps to keep Jim's oxygen topped up. However, the submarine trek in Tube Race is very much longer, and taking up most the section. Therefore, the "Tube Race" of the title is in fact a race against time.
There is an air refueler at the beginning of the trek which will give Jim's submarine 100 seconds of air, but these may be not enough for the long trek to get to the other side of the base. Luckily, there is an air-pump about halfway through, making this level significantly easier. However the second air-pump is hidden through a rock wall to the left, which can be passed through, but may be hard to see. Two spotlights on the rock face give away its location.
Finally, Jim re-enters the base after slaying a few puffer-fish, fights Bob the Killer Goldfish, the ruler of the planet. However, the "fight" is merely Jim knocking Bob's goldfish bowl off its plinth, and leaving Bob flopping helplessly around on the floor, before Jim takes off on his Pocket Rocket off the planet.Tube Race: When you are running along the tube race level and you are low on energy. There is a secret room JUST above the Hamster. It will refresh you 100%.
If you are having trouble with the 99-second pod race. Try turning on the slow-mo switch on your controller. It might make things a bit easier. If you want to finish it the right way. Keep your cool, do not hold down the Thrust button. Have it on-off-on-off. Once you get to the part with the lights your almost there.
After the 99second pod race. There is a last part of this level with three rooms. The second room is larger than the 1st and the 3rd. Jump in the middle of the second room. There you will find some hidden specials. Mostly more ammo. Now its time to fight a very tough looking goldfish (Bob). He might be hard to kill at first, but he is actually very easy to kill. Try doing a spiral twisting double ninja whoop upside the gill kick to the bowl. Works every time!
There are two extra worms that you may find along the third pod run (99sec). If you pass a place where there is a small crack in the wall. Its not even big enough for EWJ, but there is a section where there is a fake wall. It is on the left side, just after the inlet that has a mega blaster. There is a crack in the wall, not big enough for EWJ. The fake wall is above the crack. You might see a bit of the tube if you are close to the wall. Quickly go through the fake wall to get the 1-up.
The other extra worm is VERY close to the beginning of the level. They are on the other side of the first guard rails (bars that criss-cross between the two walls that). They are on the start of a curve around a turn. On the other side of the curve you might see a room. Go straight left to enter that room.
Snot a Problem
Snot a Problem is the sixth level in the original Earthworm Jim video game (or another number in the levels, given the port or version).
Snot a Problem pits Jim against Major Mucus in a bungee jumping battle in a canyon with a river of snot at the bottom.
Major Mucus is a phlegm-based alien who is the military dictator of "a distant phlegm planet."
In the first video game, Major Mucus desired Earthworm Jim's super suit, which led to the two having a bungee-jumping duel over a pit of snot in Snot a Problem. The Major's pet "Mucus Phlegm Brain" would eat Jim if he fell too close. If the level is completed, the Major's snot wire will split, causing him to fall.
It was during this mission that Jim would acquire a new ally from the Phlegm Planet - Snott, apparently a defector from Major Mucus' ranks. Snott would later help Jim defeat Queen Slug-for-a-Butt in the last level, letting Jim stand on him as he hovered around the Queen.
In Earthworm Jim 2, Jim returned to the Phlegm Planet on his Pocket Rocket to destroy the Major once and for all. Major Mucus used his massive army of things such as exploding sumo-wrestler launching catapults to try and destroy Jim on his Pocket Rocket in the level The Flyin' King.
Although apparently destroyed in Earthworm Jim 2, Major Mucus would reappear as a major villain in the comic book mini-series, after he answers the call of Evil the Cat in Heck during the opening panels of the comic.
Major Mucus is the only villain from both of the original Earthworm Jim games to not appear in the television cartoon series, though a miniature version of him was included with the Psy-Crow action figure in the Playmates Toys toyline largely based on the series. An animated scene featuring Major Mucus was, however, seen in a 1995 promo for the series.
Game Manual description
“Bungee jumping is scary enough without Major Mucus trying to bash you into the walls, but that's exactly his plan. As Jim's bungee cord gets thinner and thinner, his life hangs on by few measly rope threads! But that's not all. Mucus Phlegm Brain is counting on you to get too close to the pool of snot, or fall in; he's waiting for lunch!”
The bungee battle lasts for three rounds. You must bash Major Mucus into the jagged walls until his cord breaks, before he does the same to you. Round one starts off easy, but in each subsequent round it gets tougher.
Be sure not to get anywhere near him when he spins around or your cord will take some damage
If Jim's rope breaks, he will fall and die. Jim must avoid the attacks of Major Mucus and bash him into the canyon wall instead, until the Major's snot bungee cord breaks first and he falls, to win each round. However, the Major's snot rope will get tougher and harder to break with each round. To bash him into the wall, get right up beside him and hit the fire button. Jim will then body-check him into the wall, as shown below. The indicator on the right shows the damage to his rope, and the one on the left shows yours. Be sure not to get anywhere near him when he spins around or your cord will take some damage.
During the second and third rounds, the Mucus Phlegm Brain monster that appears in the river at the bottom will try to bite Jim in half if he gets too close, Super Suit, rope and all, giving him another hazard to avoid. Lurking in the snot pool below is the Mucus Phlegm Brain creature. In Round One he only floats there, but if you get too close in Rounds Two and Three, he will be ready to chomp you in half. Try to avoid him at all costs.
ONLY HIT MAJOR MUCUS ON THE RIGHT HAND WALL! That is the easy way to make him fall. Here is the rhythm. Go down on the left hand side. THEN halfway down or before you stop at the bottom. Move over to the right hand side. When you have stopped for a second at the bottom. You can tap EWJ as close to the wall as you can. This means EWJ is behind the protruding rocks. It might not matter, but you want to be close to the wall. Then when you are slung upward. Major Mucus will fallow RIGHT behind you. As close to the wall is, he will be the same. Perfect for bashing. Just as he is about to catch up to you. Move to the left 1/2 body length. This will make him hit the wall. Then on your way down, bash Mucus into the wall as many times as you can. Remember you must be at the left hand side by halfway down. So you can repeat the process.
Level 5
It was named so since in the original Sega Genesis release of the game, the level was numbered the fifth level. However, in some later ports of the game, it is not the fifth but the sixth, seventh or even eighth level (given extended levels, additional levels, bonus levels etc.), but was still titled "Level 5" nonetheless. To avoid confusion, in some versions the level known as simply Professor Monkey-For-A-Head or Professor Monkey-For-A-Head's Lab.
Professor Monkey-For-A-Head
Professor Monkey-For-A-Head is a recurring villain in the Earthworm Jim franchise and frequent enemy of Earthworm Jim. The Professor and his simian upper half have appeared in the video game series, the comic books, the toy line, and frequently on the animated television series.
Professor Monkey-For-A-Head is the mad scientist who invented the ultra-high-tech-indestructible-super-space-cyber-suit for Queen Slug-for-a-Butt. The Professor built it aboard his space laboratory, but then Psy-Crow lost the Suit in transit to the Queen, and it was recovered by Earthworm Jim.
As his name suggests, the Professor has a monkey grafted to his forehead. His simian skullmate, named Monkey Professor-For-A-Head, seems to have a mind of his own, as he often pesters the Professor with his jabbering, which the Professor can somehow understand (likely because they are grafted together at the head, and thus share a common brain just as they share a single set of eyes).
Personality
Professor Monkey-for-a-Head is very short tempered and intends to be in a bad mood. His monkey enjoys teasing him and annoying him. He is very defensive of his monkey, despite their tendency to fight and argue.
Appearance
According to the first game's instruction manual, it is because of the Monkey that Professor Monkey-For-A-Head cannot build another suit - the Monkey ate the plans. In the animated series, however, the Professor is unable to make a new suit - at least, not at the same strength levels as the original - due to not having a spare "Battery of the Gods" to power it with. For some reason, the Gods turned him into a bread maker when he tried to get a new one, which he comments as being "kind of handy" when he's hungry. (He can even make Pumpernickel by twisting the Monkey's tail.)
The Professor and his primate companion live in a lavish space station laboratory (Level 5), where they enjoy their many hobbies, including recreation, grooming, and gourmet cooking. The Professor's other inventions include pay-toll toilets and atomic bananas.
It seems that grafting animals into one's head runs in the Professor's family, as in Earthworm Jim 3D, Jim met the Professor's late great aunt, Baroness Beaver-for-a-Head, who lost her beaver head, and Jim must bring it back to get a Golden Udder. Also, in the comic book mini-series, when the Professor attempts to take control of the suit, it runs amok and annoys him in various ways, including "marrying [his] gram-gram." His grandmother, seen in the background of that particular panel, also appears to have a monkey grafted to her head.
As with most of the other villains in the game, Professor Monkey-For-A-Head was a regular antagonist on the animated series, where he occasionally teamed up with Psy-Crow. His voice was provided by Charles Adler.
Abilities
Professor Monkey-for-a-Head is a scientific genius with the amazing intellect to invent the most dangerous inventions(including Jim's super suit) as well as performing experiments on creatures.
With the monkey attached to his head, the mad scientist can easily make an escape with the use of the monkey's athletic agility and climbing.
Trivia
- Before Professor Monkey-for-a-Head had the monkey grafted to his head (and apparently before he was a professor), he was a simple dairy farmer.
- He was inspired by Doug Tennapel's teacher, who taught evolution. Doug, being a new earth creationist, found the idea of humans being related to monkeys silly, and thus, Professor Monkey-For-a-Head was born.
- The monkey is probably a rhesus macaque, since they are the favoured species to use in research by both scientists and professors due to their easy upkeep, unfussy feeding habits and trainability.
Game Manual description
“The Professor would love to have Earthworm Jim on the dissection table, but that darn Super Suit keeps him safe. The Professor wants that Suit back - after all, he designed it for the Queen. Of course, he could make another one - if that darn monkey hadn't eaten the blueprints. That's another can of worms entirely. You'd better keep an eye out for the Professor's creepy science experiments - they're everywhere. Careful when the lights go out! Remember when you were afraid of the dark? Relive the horror (if you can find it) and find your way out!”
Description
Level 5 is the gigantic space laboratory run by the evil genius Professor Monkey-For-A-Head. In the background a prominent and gigantic observation telescope, or perhaps a giant ray gun, is pointed into outer space.
The Professor is the creator of Earthworm Jim's Super Suit and this is where the Suit was built, and the Professor wants it back to give it to Queen Slug-for-a-Butt, but not before getting Jim onto the dissection table. The Professor turns up a few times in the level, although he is invincible, and only appears to cause a nuisance to Jim, such as releasing his failed experiment things from their containment units and then fleeing. The Professor is also seen hanging from zip-wires by his simian upper-half, using his human body to throw bottles of acid down at Jim from afar, before again fleeing.
1. Level 5, Level 5
At the start of the level, you can jump on the sphere above you to get more ammunition. You will soon come across an escalator, but it is inactive. To start it, carefully jump across the electrodes as shown above (dodging the sparks as you do so), use the hook and cross the chain. You will see a target as shown below- shoot it to start the escalator. Whenever you come across a sphere that is releasing eye creatures, whipping the door will cause it to stop.
Level 5 includes a segments where Jim is separated from his Super Suit, and his wormy body needs to reclaim it, following it on conveyor belts and making some interesting uses of the fans for extra bursts of speed. The level features many hazards such as mutants, live Tesla coils, and cages which can trap Jim and bombard him with the hostile mutants. Both the mini-boss and the final boss of this level is the Robotic Chicken.
Go up the escalator and use the spheres to work your way up. Do not stand on the spheres too long, or they will release an electric shock.
When you get to the continue, you will pass behind a pillar. When behind it, jump to get some hidden ammo. When you become trapped in the cage and bombarded with the amoeba creatures, they seem to come in randomly. But there is actually a pattern they follow that is hard to see at first. In Special Edition, for example, the pattern is:
First Wave:
N NE E SE S SW W NW
S SE W NW N NE E SW
S SE W NW N NE E SW
Second Wave:
SE W NW N E SW NE
SE W NW N E SW NE
SE W NW N E SW NE
SE W NW N E SW NE
Between the two waves is some much needed health and ammunition. There is a small third wave of creatures that come as you exit the cage. The professor will soon show up and release more eye creatures using the blue wheels. Shoot him to get him to stop. Repeat this two more times.
If you are having trouble getting up the section that should have stairs. You try to walk up it and you just slip and slide right down. Try jumping onto those energy charger thing-a-ma-jiggy (Objects that shoot energy from one metal ball to another vertically). If you keep going right, you should find a target. Whip that bullseye (ping). Now you will find that stairs have popped up. Because of all that work you did. You do not even need to walk up them. They will do all the work.
There is a secret level within Level 5. It is a level that is totally dark. The way to get there is through a warp that is located right after the sequence when Professor Monkey-for-a-head tries to turn those blue wheels. If he opens up those spheres, he lets the eye creatures out. So shoot him before he has a chance to. You will have to hit him on 3 different occasions. Once you get to the top, you will be standing under two sets of 5 red dots lined vertically. In the center is one BIG red dot. Jump in and warp to the hidden level.
2. Who Turned Out The Lights?, Level 5
Who Turned Out The Lights? (also referred to simply as Darkness) is a secret level in the original Earthworm Jim video game. The secret level can be accessed via a hidden teleporter by a red light in Level 5, the giant laboratory of Professor Monkey-For-A-Head (which strangely enough is actually Level 6 in the game).
Description
Who Turned Out The Lights? appears to be the very poorly-lit basement of the Professor's laboratory. The secret level contains a number of pitch-black corridors, stairs to climb, drops, ledges for Jim to pull himself up on, high and low walkways, and doors. There are five multi-layered sections in total, which are entered through doorways.
Certain parts of the level are illuminated under dusty spotlights, but all else is inky blackness. For the most part, only Jim's eyes can be seen. There are a large number of power-ups, which may be easily noticeable, but still very difficult to reach due to having to perform maneuvers in the dark.
All the while, Jim will be hunted by the Professor's failed experiments, who like Jim are only visible as a pair of eyes. Although they are easily dispatched with the Plasma Blaster, they can inflict a lot of damage on Jim, and are very fast. However, it seems impossible for them to step into the light.
At the end of the level, in the fifth section, the spotlights run out, and a giant pair of the orange-red eyes will pursue Jim relentlessly. These giant belong to some unknown creature that is several times bigger than him. It will kill Jim upon contact, rapidly devouring him, Super Suit and all. This giant enemy cannot be defeated, and all you can do is flee from it. At the end, a triangle of spotlights acts as a teleporter back to Level 5.
Room 1
Try to make it up to the top of this room. From the door Jump to the light above you. From there jump to the left and make your way to the top of the screen. You should be able to walk straight across the screen. Fall down on the extra worm. Then walk through the exit.
Room 2: Jump from light to light. You might say each light is a platform. So you might want to jump for the edge of the light if you want to climb up.
Room three: To get to the extra worm. Jump over the exit. Walk to the right and see how far you can go. Jump high and to the right. You should fall down two levels. If not move to the left a little and repeat. If you do it right, just walk to the left and pick up the 1-up.
Room Four: Remember what sparkles? Hooks right?
Room five: Remember to kill all the little roaming eyes. You may come to some eyes that you cant kill. Run! Right when you see them big eyes run to the left as fast as you can. There will be a point where you cant run any further. In that case turn around and start running to the right. This will have given you enough room to JUMP over those big eyes. Then continue running to the right. You just *might* make it.
3. Level 5 Continued, Level 5
After you pass through the red teleporter, you will be in a room with conveyor belts and ceiling fans, which unfortunately will part you from your suit. Follow your suit down the conveyors, dodging all the hazards.
When you get back your suit, backtrack along the top (watching out for the fans) and work your way up the series of hooks, as shown below. It is a tricky maneuver, but if you succeed, you will get a free life. Keep trying at those hooks- it is good useful practice for Buttville. At the continue marker. use the hook above it to access health & ammo. You will lose your suit for a second time- when you get it back, be sure not to fall off the edge of the conveyor, or you will have to start again.
You will encounter Professor Monkey-for-a-head three more times. He will be running along a wire. QUICKLY jump onto the horizontal wire that you can use your arms to walk across. Then just fire. The way to make him go away is by hitting him in the back.
After you are safely back in your suit, you can drop off the first conveyor for health and ammo. The tube will bring you back up. Work your way up to the top and use the second red teleporter. You will pass behind another pillar- jump and you will get a hidded mega plasma blaster. Soon you will meet up with the Professor again, hanging from a chain and throwing chemical beakers at you. Shooting him in the front has no effect- shoot him in the back (yet another tricky move) to get rid of him.
You will come across a RED wheel. Try whipping it and see what you get. Random power ups, energy, and ammo come out. Little green blobs also come out when you whip it more than 5 times. Shooting it any more times will only release enemies.
After the final continue, carefully cross the chain, dodging the sparks along the way. You will then encounter the end boss: a giant Robotic Chicken. To Kill the Robot Chicken. Defeating him is a two-part procedure. In the first part, wait for it to pass under the chute and whip the target- it will drop an amoeba creature and cause damage. Do this several more times, all the while dodging its egg missiles and watching out as it flies by on its jetpack.
In the second part, you must shoot the Robot Chicken as you both fall down a large corridor, dodging both the chicken and its bombs it drops when you attack. If you start to run out of ammo, more will be provided for you. When the robo-chicken starts to release broken eggs, then he is almost done for.
For Pete's Sake
In this level you must help Peter Puppy reach his home, all the while trying to protect him (as well as yourself) from hazardous meteors and aliens. It is not as tough as it seems. This fairly straightforward level can be completed in a breeze if one remembers a few handy tips. There is not a lot you can look for secret wise. There is an extra guy, but you probably have someone to look after that is more important. That Pete can get pretty angry if he falls. You can stop him by shooting him. This will give you needed time. Shoot all UFO's. When you come across those asteroids. I suggest standing there and just blasting them until they go away. When you come across those tentacle creatures that grab Pete. It might be better if you let them grab Pete. Saves you some time, and it also might save a life. You do not loose that much when Pete gets angry.
Land on the top end and the smaller end will go up. This might launch Pete into the abyss. You want to make sure that if you whip Pete onto one of those contraptions. You want to jump in the CENTER. this will not launch Pete. Then quickly whip Pete again to level ground.
Trying to keep Peter safe while destroying meteors can be difficult, so here's how to do both at the same time. When the meteor shower starts, get in front of Peter and shoot diagonally up. As soon as he passes you he will duck, and will stay there until the shower ends. Also remember that the smaller meteors will not harm you, so conserve your ammunition.
At around the halfway mark and near the end there will be giant hooks, which will lift Peter and set him down further down in the level, giving you time to battle the cement-mixer monsters. Do not get too distracted, for the second hook will set him down right next to a cliff, so you must be ready to save him.
To get to the Advanced level of For Pete's Sake, just whip him over his home. Is it really that Advanced? Difficult? Hard? Impossible? YES!
Buttville
Buttville is the final level of the original Earthworm Jim video game, its various ports, the Special Edition, and the single player mode of the 2010 HD remake. Given the version, it may be the tenth, eleventh or twelfth level.
Game manual description
“it is dark, but there is lightening in the distance, and Jim has to keep his head in order to stay alive. you are now facing the Queen and her minions head-to-head, so use yours. The Queen is using her control over all the Insectoids in order to try to stop you. Everywhere you turn, one of her followers is going to be there. Try to control your every move here. Any mistakes you make will probably be your last.”
Buttville is divided up into two main sections. The first section is called "Use Your Head" or "The Descent," and involves Jim landing on Insectika through a maze of giant and razor-sharp thorns. Jim must use his worm head as a kind of propeller to slow his long fall, as he navigates the narrow vertical passageways of spikes. These thorns take away a lot of life, and so even one scrape during this fall can result in Jim bouncing off the narrow passageways in rapid succession, and a very quick death.
There are two ways to effectively complete the final level: you can either take it slow, making sure to destroy all enemies and collect all power-ups, or to just blaze through it, before the enemies have a chance to get you. Either way, the Queen is not going to make it easy for you.
In the first part of the level, you have to literally use your head and helicopter your way through the twisty, thorny caverns en route to the Queen's lair. At the first fork, go right and whip the hook to collect a free life, as shown below. There will be a full health power-up when you reach the open area. At the second fork, the left route is easier, but contains less ammo/health. Once you reach the bottom, get the free life to enter the next part of the level.
The second section is much larger and longer than the first section, taking place in Buttville proper, in a section called simply Buttville, "Buttville Part II," or "The Queen's Lair." This involves fighting many of the natives of Insectika, which include simultaneously the Queen's offspring, servants and guardians; and some of which can kill Jim (Super Suit and all) in a single bite. Many of these battles are fought on precarious ledges with no permanent footing, and the falls here can be fatal. This section will also force Jim to make extensive use of his worm head as a bullwhip, to hook onto certain thorns as anchor points, swinging to higher places in rapid succession.
Be sure not to miss the cache of blaster ammo as shown above. At the continue point, above the two basketball-like spheres is a full health power-up next to a nest. Get the former and destroy the latter before whipping the hook and continuing on your way. Another wall o' hooks will be waiting for you to climb. At the end of this section Jim must fight the mini-boss of the level, J. Alfred Maggot, who is actually the rear section of the Queen's ovipositor.
You will soon need to helicopter across a long thorny slope when you reach the end, do not forget to whip the hook on your left to access another full health power-up. On one of the platforms, a swirl of light will appear. You will need to go down the slope again, but this time it will contain plasma ammunition. When climbing up the spheres, remember that lurking above many of them are the eye creatures waiting to chop you in half. Once you make your way to the top, climb across the vines, whip the hook and you will find yourself on top of possibly the biggest butt of the universe.
Collect the plasma blaster ammo and climb across the next set of spheres, still watching out for the eye creatures. There is an extremely tricky-to-get 1-up above you; whip the hidden hook (you will need a good run-up) and swing onto the platform to get it.
Before jumping down to attack the giant butt, there will be a swirl of light, indicating that a supply of mega plasma has appeared above you. This will come in very handy, as the butt can be destroyed with one hit. Once you jump down, you will find yourself on a moving conveyor, that gets more and more thorny as time goes on. You will lose all health if you you are forced into the leftmost wall. If you do not have any mega plasma blasters, whipping the butt is also very effective.
In the final section, with a little help from Snott, Jim faces off against Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt in her own thorny chamber room. Before jumping down to attack the giant butt, there will be a swirl of light, indicating that a supply of mega plasma has appeared above you. This will come in very handy, as the butt can be destroyed with one hit. Once you jump down, you will find yourself on a moving conveyor, that gets more and more thorny as time goes on. You will lose all health if you you are forced into the leftmost wall. If you do not have any mega plasma blasters, whipping the butt is also very effective. Jim stands on Snott as Snott floats around the Queen. Attacking her with the Plasma Blaster from a distance may be the safer option, but a single whip of Jim's head will finish her. The Queen must be defeated in order to finally rescue Jim's love interest, the Queen's captive sister Princess What's-Her-Name.
After the butt is defeated, collect the 100% health and plasma ammo and walk to the ledge, watching for the snot platforms to come by. Jump on the first, and then the second, and you will now be circling around the Queen, ready to attack. The best stategy is to shoot her in short bursts every time you are directly above, below, left, and to the right of her. If you hesitate, then the Queen will summon more flying bugs- shooting her prevents this. It will take a while (unless you have many mega blasters), but she will soon meet a very grisly death.
Boss: Bob the Killer Goldfish
Bob the Killer Goldfish is featured as a boss in all three of the console games. Bob, being just a goldfish, rides around in a small glass bowl and gets his feline minions, particularly Number Four, to do all the work for him. In the cartoon series, his home planet is La Planeta de Agua (Arriba!) and he wants Earthworm Jim's Super Suit so that he can have legs, as well as "a nice, big, juicy worm soup to eat.
Bob himself does not put up much of a fight. In Earthworm Jim, Jim simply knocks his bowl off a table and leaves him to flop around on the floor as Jim exits the level. In Earthworm Jim 2, in a parody of video game boss encounters, Bob is introduced with much drama in what appears to be a pre-boss-battle cutscene (including a Mortal Kombat-style "Fight!" message), only to have Jim suddenly pluck him from his bowl and eat him. In Earthworm Jim 3D, Bob and Number Four appear in a boss fight at the end of the fourth world, which has a cowboy theme. This boss fight involves retrieving Jim's marbles and stealing them from Bob. It is often agreed amongst fans that this is the easiest boss battle in the game, just like the Bob the Goldfish fights in previous games (although in Earthworm Jim: Menace 2 the Galaxy he's more serious).
In the first game, Number Four and several other cat guards wander Bob's stage, and will clobber Jim senseless if they get a hold of him.
In the television series, Bob has a deep southern drawl. Bob also focuses his attention on universal conquest and spends much of his time attempting to convince the fish of La Planeta de Agua (Arriba!) to embark on a destructive rampage, usually to no avail. On several occasions, Bob has attempted to take over the universe without help, and at one point did succeed in conquering Earth by hyper-evolving himself into another life-form. However, his evolutionary accelerator soon returned him to his original fish form (as fish turned out to be, in Bob's words, "the highest form of life"), and he was forced to attempt a retreat. Bob's dialogue, especially when attempting to inspire his fellow fish to "[Go forth and] Destroy! Destroy! DESTROY!", is often backed by slow instrumental gospel music, and his bombastic voice and Southern accent make him sound much like a televangelist.
Trivia
- In the cartoon, Bob is voiced by Jim Cummings, who also voices Psy-Crow.
- The voice Cummings uses for Bob is similar to the one he uses for Fuzzy Lumpkins from The Powerpuff Girls.
Cow
In the universe of Earthworm Jim, cows are found on many different planets, and some breeds of cows are semi-sentient. Earthworm Jim has saved them many times, and the cows revere him as a god, "Brahman Brahma", since Jim can never say no to a bovine in need. Sadly, nobody else in the Earthworm Jim universe seems to treat cows with the same respect as Jim.
Recurring characters in the Earthworm Jim franchise, cows appear in every video game, and predominantly in the artwork to the games. Cows also appear in the comic book mini-series, and in the animated television series. In the latter two, they feature less prominently than in the games. One cow does land on Princess What's-Her-Name at the end of the pilot episode, just like in the end of the first game. In the animated television series, a cow always lands on a character right at the end of every episode, usually Jim.
In the original Earthworm Jim video game and the HD remake, there are many signposts warning of cattle traffic found throughout the game.
In the early part of the first level, New Junk City, Earthworm Jim is forced to launch a cow into the stratosphere in order to progress forward. The trap, set up by Chuck, involves a lever system and a precariously hanging refrigerator. This brings up a screen saying "cow launched", and in the Xbox 360 version, unlocks the "Snot a Problem" achievement. This same unfortunate cow is subsequently seen flying by the screen, or flying by in the background, in various later stages. After defeating Queen Slug-for-a-Butt on Insectika in the final level, Jim rescues Princess What's-Her-Name which starts the end sequence. However, the cow from the beginning of the game lands on the princess. Although the cow is unharmed, and it continues to moo through the credits, the princess is squished. After the credits have rolled, Jim sheepishly takes her crown before slinking off/
Cows also feature predominately in Earthworm Jim 2. Two cows appear at the end of every level; the one on the left smiles a beaming grin, whilst the one on the right speaks, saying "well done." In some ports of the game, different inter-level screens could be seen, such as these two cows surfing.
One Earthworm Jim 2 level, Udderly Abducted, features dozens of cows. Jim has to save them from alien abduction, and take them to various milking shacks where their milk will raise a pulley system, allowing level progression. A large number of massive, insane-looking mutated cows with name tags are seen in the background of the abattoir of Totally Forked, a secret level later in the game.
Earthworm Jim gains some cow allies including Sergeant Moo-silinni, leader of a cow army, and The Sacred Cow of Contemplation, in Earthworm Jim 3D.
Crows
Crows are the first enemy encountered Earthworm Jim encounters in the original Earthworm Jim video game.
Crows are the most common type of enemy in New Junk City, the first level of the game, the other being Fifis.
These crows are the enlarged, ravenous carrion scavengers of the planet-wide junkyard. Crows can happily smell Jim's tasty worm flesh, and will often hunt him in packs.
They will dive-bomb at Jim, and if they get hold of him, will get hold onto his worm head with their sharp beaks and begin shaking him. Although they are not actually able to pull Jim out of his Super Suit, these attacks can still do some serious harm to Jim, and are especially annoying when he is bouncing on tires or climbing a conveyor belt.
Jim once spent his early years hiding from hungry crows, but now he can fight back. They take around nine direct hits from the Plasma Blaster to kill, but only one direct whip from Jim's worm head will also do the job. When killed, they will screech and their beak goes flying as well as black feathers.
Trivia
- Crows are the primary enemies in this level because the criminal Psy-Crow ordered them to find and attack Jim.
- Crows can often be seen feeding off of trash in harsh times.
Evil the Cat
Evil the Cat is the manifestation of evil. He rules over the volcanic Planet Heck (residing elsewhere only for the hottest months). Molding Heck to his own vision of evil perfection, the planet is covered with spiked walls and precariously placed cliffs and ridges. The planet is also full of fiery pits and drops, which Evil has filled with all things evil he's found across the universe, ranging from Shadow Demons and rabid Lawyers to elevator music. Evil wants to claim Jim's Super Suit as his own, to further conquer the galaxy and paint it more infernal.
Over the course of the cartoon series, which makes up its own particular canon, Evil concentrates more on destroying the universe rather than obtaining Jim's suit (even though one episode began with Evil stealing Jim's suit in an attempt to destroy him). He has been continuously thwarted by such forces as origami, the Department of Apocalyptic Affairs, and even the cartoon's budget running out. "A minor setback" is Evil's usual response to his misfortunes. He is frequently assisted, but more often annoyed, by his aide Henchrat.
In spite of his status as a purely evil villain, Evil occasionally shows the behavior of a real cat, such as licking himself or playing with a ball of yarn when he's bored. In Earthworm Jim, he will actually stop to groom himself a bit in between shots of his huge fireball gun.
As befitting of his status as a ruler of a hellish world, Evil is affiliated with fire. In the first game, he attacks Jim by shooting fireballs at him from an enormous flamethrower, which cause fiery shockwaves. After said shockwaves erode the base of the platform he is standing on, causing it to collapse, he resorts to pouncing on Jim while wreathed in darkness. Those attacks are also accompanied by fiery shockwaves from the left and right. He "dies" in one shot, but must be "killed" nine times to be defeated for good - a reference to the popular saying that "cats have nine lives."
According to the instruction manual for Earthworm Jim 2, Evil has a cousin named Flagitious, who runs "The Circus of the Scars." During Heck's summer off-season, Evil switches jobs with Flagitious and runs the circus himself.
In the animated series, Evil will try to disguise himself to try to get close to Earthworm Jim, and will often interject "Did I mention, I'm not a cat?" He is voiced by Edward Hibbert.
In "Evil in Love," an episode of the animated series, Evil the Cat fell in love with a fellow villain named Malice The Dog. However, she abandoned him at the end of the episode to star in her own television series.
Fifi
Fifi is a hostile character encountered by Earthworm Jim in New Junk City, the first level of the original video game. The game manuals describe Fifi as the rabid female pet poodle-bulldog of the owner of the giant junkyard, Chuck, who is also the boss at the end of the level. Fifi is described as a "psychotic, four-legged chainsaw with a rusty chain."
However, a dozen different Fifis are actually encountered and fought by Earthworm Jim throughout the level, so it is possible that they are all part of the same rabid litter. Fifis are actually the second most common type of enemy in the level, the most common being Crows.
Fifi will attack by running straight at Jim, pulling him down off wires and ledges, or jumping up and biting and mauling his super suit. Helpfully, Fifi will hemorrhage atom balls when taking damage. When killed, Fifi will whimper and explode, causing eyeballs and bones to fly everywhere.
Trivia
- Chuck and Fifi were apparently defeated for good in the game, since neither one appears in the sequels unlike other villains in the game, nor do they appear in the animated television series or the toy line.
Moose Head
The Moose Head is a world object featured in New Junk City, the first level of the original Earthworm Jim video game.
Unlike the most of the dangerous junk in the level, the Moose Heads do not hurt Earthworm Jim, and in fact are quite helpful. Jim can use his wormy head as a bullwhip on the antlers, swinging himself and his super suit out or danger, or up to higher levels containing power ups.
In the HD remake of the game, swinging on the Moose Head will gain an achievement / trophy, "Canadian Stunt."
Trivia
- Jim evidently took one, since a Moose Head ornament can be seen on the wall in Jim's hideout in Terlawk in the animated television series.
Lawyers
Lawyers (also called Bankers in Earthworm Jim HD) appear as hostile enemies in "What the Heck?," the third level of the original Earthworm Jim video game.
The lawyers, or bankers, are one of the few beings encountered by Earthworm Jim on the planet Heck. Alongside Shadow Demons, the lawyers are among the minions of the ruler of Heck, Evil the Cat. The lawyers have black hair, slightly elongated noses, and and wear grey / yellow suits. Their primary weapon is their briefcases, which appear to be filled with papers.
There are only a couple of lawyers, but the few that appear will be seen pacing back and forth in between areas with two gates, forcing Jim to kill them quickly. If Jim tries to jump over them, they will parry him with their briefcases and papers, somehow damaging his Super Suit, and if Jim tries to shoot them with his Plasma Blaster, they will block his shots with their briefcases as well. If they manage to corner Jim, they will whack at him with their briefcases until he finds a way around him.
In order to successfully defeat the lawyers, Jim must quickly whip them to knock their briefcases out of their hands and then shoot them, causing them to die in an explosion of plasma with papers flying everywhere.
Trivia
- They are one of few human characters in the video game series.
- You are required to kill them in order to pass some gates, whereas some just have a lever.
- They shout "I'll sue!" when you kill them.
Princess What's-Her-Name
Princess What's-Her-Name is a supporting character and romantic interest of Earthworm Jim.
In the original Earthworm Jim video game, Princess What's-Her-Name (which is her actual name) appeared only briefly. In the ending scene, after defeating Queen Slug-for-a-Butt, Jim meets the Princess and instantly falls in love with her. She puckers up to kiss him, but as he approaches her, the cow that was launched in New Junk City lands on her (à la Monty Python and the Holy Grail), effectively crushing her. Jim leaves the scene, notably disappointed. A little while later, the ground under the Princess and the cow cracks, making them both fall into the red slime beneath. Jim then makes a final appearance and greedily snatches the Princess' crown, which fell off when the cow landed on her.
Originally, little was known about the Princess other than the fact that she enjoyed frivolous things such as "space cars", but she played a more important role in the game's sequel, Earthworm Jim 2. After being rescued from the slime pool and re-inflated by Jim, she finds herself impressed by his attempts to woo her (and, more importantly, his hefty bank account) and decides to fall in love with him. However, she is kidnapped by Psy-Crow, who desires to marry the Princess and use her royal status to become Ruler of the Universe. In the final stage of the game, Jim and Psy-Crow race each other to the altar to wed the Princess, with Psy-Crow ultimately losing.
Within the animated series, Princess What's-Her-Name was born the twin sister of Queen Slug-for-a-Butt. But unlike her beautiful sister, the Princess was born hideously malformed, having pink skin, large eyes and long red hair (Insectikan standards of beauty being different from those of humans). Because of this, she was kept locked away for many years by the royal family and never given a name, being referred to only as "the ugly one" or "What's-Her-Name". She eventually escaped the castle and became the leader of the rebellion against the Insectikan monarchy and her tyrannical sister. This Princess was a far less vacuous character, having more in common with Xena and similarly amazonian figures.
Throughout the cartoon series, her relationship with Jim was more or less a professional one. Jim appeared to be harboring the delusion that they were boyfriend and girlfriend, although the Princess appeared to be oblivious to his advances. A running gag throughout most of the cartoon series was that whenever any character asked what Jim meant by "relationship", Jim would give a hearty, if condescending laugh. She was also rather dismissive of Earth in general, noting in one episode that it contained no intelligent life. However, during the second season the Princess did appear to soften to Jim; she was apparently not above being wooed in one episode by Evil Jim, who is a more pragmatic version of his good counterpart.
Robotic Chicken
The Robotic Chicken is the mini-boss of Level 5 in the original Earthworm Jim video game. It later appears in an alternate, airborne form, the Chicken Wing, as the final boss of Level 5.
A creation of Professor Monkey-For-A-Head, this giant, ferocious mutated chicken in a mech suit guards the laboratory against trespassers. It also attempts to destroy Earthworm Jim to reclaim the Super Suit for it is master, who originally created the Super Suit.
As his name suggests, the Professor has a monkey grafted to his forehead. His simian skullmate, named Monkey Professor-For-A-Head, seems to have a mind of his own, as he often pesters the Professor with his jabbering, which the Professor can somehow understand (likely because they are grafted together at the head, and thus share a common brain just as they share a single set of eyes). Professor Monkey-for-a-Head is very short tempered and intends to be in a bad mood. His monkey enjoys teasing him and annoying him. He is very defensive of his monkey, despite their tendency to fight and argue.
Appearance
First Form
First encounter (original Sega Genesis version of the game) The Robotic Chicken is first encountered around half-way through Level 5, when Jim gets stuck in a chamber with it. The Robot Chicken will cluck around the chamber on metal legs, attempting to prod Jim with the electrified prod at the front of it is suit.
It also has ranged attacks in the form of tiny eggs that it will lay. These eggs will roll toward Jim, and explode with some force. It also occasionally takes flight for a short time, flying over Jim's head and attempting to drop eggs on him from above.
The Robotic Chicken is fairly resistant to both Jim's worm head whip and Plasma Blaster, and it is only weakness is another one of the Professor's experiments - the mutant amoebas. Whipping the target at the top will cause one to fall on the Robotic Chicken when it is below the drop chute. The Robotic Chicken will be disabled when enough exploding amoebas have fallen on it.
Second Form (Chicken Wing)
At the end of the level, Jim finds himself in an extremely long, seemingly endless vertical tunnel, where he in free fall with the Robotic Chicken's new form, the Chicken Wing. It still retains it prod as a primary weapon.
This form of the enemy can be harmed by Jim's Plasma Blaster with some significant effect, but every time it is damaged, it will release exploding feathers and a bomb. However, the bombs can be deflected back onto the Chicken Wing, damaging it further. When it finally explodes and is defeated for good, Jim leaves on his Pocket Rocket, ending the level.
Rusty the Snowman
Rusty the Snowman or Frosty the Snowman is the mini-boss of "What the Heck?," the third level in the original video game.
Created by the black magic of Evil the Cat, Rusty is a living snowman who acts as a guard on the fiery planet Heck. He attacks trespasser Earthworm Jim in an attempt to bring Jim's Super Suit to his master, Evil the Cat.
Rusty can melt and grow again at will, reappearing in different places, perhaps due to the green teleportation crystal hidden within his snow. Interestingly, despite being a snowman, Rusty can exist in the extreme heat of Heck, and even breathe fireballs.
As Rusty takes more damage, he will get hotter, belching out more and more fireballs at the same time. Upon being defeated he will explode in a series of squelching, flatulent noises, and Jim can recover the teleportation crystal from Rusty's remains to progress in the level.
Trivia
- The encounter with Rusty has its own unique music.
- In the original game he went unnamed, but various instruction manuals and other materials labelled him simply as "Snowman", and others as "Frosty the Snowman". The character was clearly named as "Rusty the Snowman" in Earthworm Jim HD. It is possible that "Frosty" was his name as an ordinary snowman, and "Rusty" is the name Evil the Cat gave him.
Shadow Demons
Shadow Demons, also known as Heck Hounds, are one of the few creatures that reside on the planet Heck, as well as one of the more "hellish" aspects of it. They are seen throughout the level What the Heck? in the game Earthworm Jim. The only other ground enemies that can be found in the level are Lawyers, appearing much less often than Shadow Demons, and only in specific places.
Shadow Demons are black, ghost-like shapes that have two red-yellow eyes and a large, fully toothed mouth with fangs. They will only show their mouths when they try to attack you. They will only try to attack you when you get near them, which will cause them to appear from nowhere or to come out from behind rocks. They will first appear to just hover in place until you make a move, which will entice them to swoop around, chomping at you, similarly to the Crows from New Junk City.
Shadow Demons aren't very hard to kill, but you should continue moving during combat, especially when taking on multiple Demons at once, to avoid being bitten. If they are directly above you, then you should whip at them, dealing out about half of their life, then you should either jump up and finish them off with another whiplash, or simply aim diagonally, or wherever they flew off to, and just continue to blast them until they die. If you are dealing with multiple Shadow Demons, one on the left of you, the other on the right, you should probably quick move under the one that you whipped first, to avoid taking damage from the second one, and you should jump up and whip the other one again, killing it, and then finish the other one off by shooting it to death. The alternative, assuming the first one does not make a move on you as you do it, is to wait for the second one to swoop down at you and diagonally whip at it, and then jump over it and whip down on it, or back away and jump and whip sideways, or you could jump up and finish it off with a super-blast. If you are going to try and take on two in the same spot you should go near or under them and fire a super-blast, killing one and taking half of the life off the other. The one that did not die will swoop down at you, so you should jump up quickly and do a midair diagonal-whip at it, killing it. If you are going to take on three of more, a good way to dispose of them quickly would be to slowly walk towards them if they are all in the same spot, and just fire strait at them all, and if you can only kill one or two, just back away and keep unloading on to them and they will go down fast.
Trivia
- They will let out a sinister cackle or a murderous scream when they explode.
- They are ghosts, not demonic entities, as their name suggests.
- They growl before they chomp at you.
Super Suit
The ultra-high-tech-indestructible-super-space-cyber-suit (more commonly called just the Super Suit, and the Super Space Suit in Earthworm Jim HD) is a humanoid, artificially-intelligent robotic suit, and is what gives Earthworm Jim limbs, an effective human body, superhuman strength and speed. Jim and his four brains were hyper-evolved by the Suit, and entered into a symbiotic relationship with the Suit is artificial intelligence. Normally, Jim sits in the top neck-hole of the Suit, controlling it telekinetically.
The Super Suit is the most advanced technology in the Galaxy, invented by Professor Monkey-For-A-Head and built aboard his space station. The bounty hunter Psy-Crow was to deliver the suit to Queen Slug-for-a-Butt, but it was stolen by a rebel space pilot. He cornered the pilot and they fought, but the suit fell into Terlawk's orbit, landing upon an ordinary earthworm on the ground. The suit mutated the earthworm, giving him four hyper-intelligent brains (at least by earthworm standards), and the earthworm named himself "Jim" and dedicated his life to fighting cosmic crime, declaring himself protector of Earth.
The suit has several high technological functions and gadgets, including a red Plasma Blaster for offense, and a Pocket Rocket for interplanetary travel. When Jim is in the suit, he curls up, forming both a head and a body. The wearer does not need real arms and legs to operate the suit, since it comes equipped with mechanical ones, and thus the worm has a body when in the suit. In the animated series, the hands of the suit could detach from the suit and float off to punch enemies from a distance.
Trivia
- Although it is not capable of speech, the artificially-intelligent Super Suit appears to ally with Jim of it is own free will.
- Jim's possession of the mighty suit is one of the reasons why all the Galaxy's villains are after Jim.
- In the video game series, the Super Suit was powered by fairly common atom balls, but in the animated television series, it was said to be powered by an ultra-rare Battery of the Gods.
- Despite being "indestructible" there are a few enemies in the video games which can destroy Jim's Super Suit. Examples include Big Bruty, Mucus Phlegm Brain, and the Insectoid Mandibles, which can bite it clean in half.
- The Super Suit can become a weapon in itself with the use of the Three-Finger Gun in Earthworm Jim 2.
Earthworm Jim Cheat Codes
Level Warp Codes
Press pause and then press:
- A+Left, X,X,X+B,X,A,XA+Left
Princess - A,B,Up+Y,Up+Y,Left,Right,Left,Right
Who Turned out the Light? - Y,X,Y,X,A,B,A,X
What the Heck - A,B,X,B,A,B,B,B+L
Snot A Problem - A+B, B+X, X+Y, Left, Left, Right, Left, Right
Level 5 - Up, Down, Left+Down, Left, Down, Down, Up+Left, Down
Down The Tubes - A,X,Left,Left,X+Y,Up,Down,Left
Buttville - A,B,X,A,B,X,A,B+R
For Pete's Sake - L+A,A,R+A,A,B,B,X,B
Andy Asteroids
Cheat Codes
Press pause and then press:
- Y + X, B, Y, B, X, B, X, X
Extra continue - A, X, A, X, A, A, A, A
Map View Mode - B+X, B, B, B, A, A, X, A
Extra life (infinite use) - A, B, X, Y, Y, X, B, A
One-time (per stage) energy refill - +X, B, A, B, X, X, X, X
Infinite energy refills - A+Left, B, X, A, A, B, X, A
Debug menu - B, B, A, X+Y, B, A, A, A
Extra life (once per stage) - A,B,X,A,A+X,B+X,B+X,X+A
Level Skip (Alt.) - Y,A,B,B,A,Y,A,B
Nick Jones Code - A+X,B,B,A,A,X,B,L+R
Plasma Power Up (Infinite Times) - A,A, B+L,A,A,X,B+L,X
Plasma Power Up (Once per stage) - A, B, A, B, X, Y, X, Y
One time only extra continue - A+X, B, A, B, X, X, X, X
Ammo refill - Select, B, X, A, A, X, B and Select
Level Skip/li>
Earthworm Jim Glitches
Strange Death
This is a very simple code, but it is kind of funny. When you are at the Buttville stage where you must use the helicopter head to fly downwards: There are two different paths to take in order to complete the stage. Take the left one, but do not leave yet, just stand on the ground near the exit. Now, run into the thorns until Jims health reaches from 20% to 30%. Now when you get hit this time- the second you get hit, run to the exit where you get warped to the next stage and Jim will not be dead yet. you will appear in the next stage,now quickly run as soon as the stage begins, and it looks like Jim has a heart attack or something because he dies for no reason- this is most likely because the game couldn't calculate the damage taken by the thorns fast enough to make Jim die in the previous stage.
![Earthworm Jim SNES - Eat Dirt.](/nintendo/snes/_snes_i/Earthworm-Jim/Earthworm-Jim-snes-game-box-back.jpg)