Earthworm Jim 2 (1995) – Game Page

Earthworm Jim 2 (1995)

Earthworm Jim 2 is the 1995 sequel that doubled down on the series’ cartoon chaos. Instead of repeating the first game’s formula, it constantly switches genres—platforming, puzzles, escorts, and set-piece gimmicks—while keeping Jim’s blaster-and-lasso core.

Game Data

Release Year1995
DeveloperShiny Entertainment
PublisherPlaymates Interactive (NA) / Virgin Interactive (EU)
PlatformSNES, Mega Drive / Genesis (later: PlayStation, Sega Saturn, PC)
GenrePlatformer / Action
Players1
Original MediaCartridge (later: CD-ROM)

Gameplay:
Run-and-gun platforming with Jim’s blaster, whip/rope, and weird level-specific mechanics. Many stages are built around one big “idea” (escort, puzzles, riding segments, parody mini-games), keeping the pacing unpredictable.

Story:
Jim’s heroic (and extremely silly) mission continues as he tries to rescue Princess What’s-Her-Name again—this time through even stranger worlds and slapstick set pieces.

Trivia:
Earthworm Jim 2 is often remembered for deliberately avoiding “more of the same.” It’s a sequel that feels like a comedy variety show—each level tries to surprise you with a new ruleset.

The sequel’s biggest strength is variety: levels rarely play the same way twice. That meant it stood out among 16-bit platformers that were typically built around repeating a stable moveset. The result is a game that’s messy in a fun way—pure personality, constant curveballs, and a soundtrack/animation style that leans hard into Saturday-morning-cartoon energy.

Earthworm Jim 2 gameplay screenshot Earthworm Jim 2 title screen

Screenshots

Timeline / Versions

1995
Original release on SNES and Mega Drive / Genesis
1996
Ports for PlayStation and Sega Saturn (and later PC releases)

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Why Earthworm Jim 2 Was Historically Important

Earthworm Jim 2 is a great example of a “sequel as escalation”—not just more levels, but more ideas. In the mid-90s, many platformers competed on polish and character branding; Jim 2 competed on surprise. Its rapid genre-switching and comedic pacing helped show how a platformer could be structured around novelty and set pieces, not only tight mechanical repetition.

Gameplay Video

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