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Earthworm Jim 2 for Game Boy Advance
Earthworm Jim 2 for Game Boy Advance is a side-scrolling action platformer in which an earthworm in a spacesuit chases Psy-Crow. He has kidnapped Princess What's-Her-Name, sending Jim back through the strangest corners of the universe. You jump across gaps, dodge projectiles and shoot opponents as odd as the scenery. From a circus to a world of meat, each environment gives the pursuit a different backdrop. The drawn characters and exaggerated reactions make slapstick part of the action.
Jim uses his own body as a whip and has several firearms at his disposal. Snot helps him swing across dangerous stretches. Ordinary jumps and gunfights alternate with unusual tasks, including rescuing puppies. Simply repeating the same attack is therefore not enough. Watch where an enemy stands, how much landing space you have and when the level suddenly expects a different action from you.
You play alone; no link cable is needed. This handheld release uses passwords to resume at a previously reached level rather than a normal saved game file on the cartridge. Write down the displayed code before you stop. The alternation between platforming routes, shooting and short, different challenges sets the pace of this GBA version.
Region and language
Our Game Boy Advance games are European editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
This copy is a North American release. The cartridge label bears the region code AGB-AJ4E-USA.
Manual
With Earthworm Jim 2 for Game Boy Advance, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.
The history of Earthworm Jim 2
Earthworm Jim 2 began in 1995 as the sequel to Shiny Entertainment's original action platformer. The series revolved around an unlikely hero, an extravagant spacesuit and jokes that often became part of the level design itself. A separate conversion by Super Empire appeared on Game Boy Advance in 2002. Majesco announced it in February and reported its American shipment in June. The Super Nintendo game provided the basis, but the handheld adaptation was not made by the original Shiny team.
The developer also changed within the GBA series. Pipe Dream Interactive had adapted the first Earthworm Jim for the handheld; Super Empire received the sequel assignment. Jim, Psy-Crow, Peter Puppy and the princess returned, along with the idea that a new area could introduce new rules of play. The result belongs to the period when publishers reissued familiar sixteen-bit games on a portable Nintendo system alongside entirely new adventures.
Its reception showed that such a conversion requires more than retaining the same characters. Reviewers criticised the altered graphics, animation and password feature of this GBA release, among other things. The cartridge therefore has its own place in Earthworm Jim's history: the same absurd pursuit, but a different technical implementation from the earlier home-console versions. The cartoon-like presentation and constantly changing tasks remain the recognisable starting points of this second adventure.
Similar games for Game Boy Advance
Earthworm Jim on Game Boy Advance shares the combination of whipping, firearms and strange alien surroundings. The first adventure introduces Jim and his spacesuit, whereas Earthworm Jim 2 pursues Psy-Crow again and more often inserts a different task between the platforming sections. You recognise the same kind of absurd humour, but the routes and distribution of challenges differ. A different team also made the GBA conversion.
Rayman Advance on Game Boy Advance likewise uses drawn fantasy worlds and a hero with unusual bodily movements. Rayman strikes with a detached fist and gathers new powers during his journey against Mr. Dark. Jim relies more heavily on firearms and sudden changes in the task. Both demand precise jumping, but Rayman emphasises reading a platforming route, while Jim mixes shooting and individual surprises into that route.
Kirby: Nightmare in Dream Land on Game Boy Advance also offers a cheerfully drawn world with peculiar enemies. Kirby inhales opponents to copy their abilities and can puff himself up to float. Jim wears his spacesuit and switches between weapons and his own movements. The source of your next solution therefore differs: with Kirby you look for a useful enemy ability, with Jim a fitting action or the right weapon.
Super Mario Advance likewise has you jumping through colourful side-scrolling levels on Game Boy Advance. In the main adventure, Mario and his friends lift vegetables and enemies to throw them. Jim mainly uses gunfire and whipping, with different tasks in between. Both reward a well-chosen landing spot, but Mario's choice of four heroes with different jumps contrasts with Jim's single main character and changing equipment.
Like Earthworm Jim 2, Lilo & Stitch on Game Boy Advance combines side-scrolling platforming with plenty of shooting. Stitch uses plasma blasters and pineapple grenades, while quieter sections with Lilo revolve around sneaking. Jim's changes of pace arise from unusual tasks within his space adventure. Both interrupt a continuous shooting route, but Lilo & Stitch explicitly changes character and approach rather than only changing Jim's task.