13.
Earthworm Jim - Shiny Entertainment (Mega Drive, 1994)
This spot is a bit of an odd one because I knew it was going to be another platform game, I just wasn't sure which one. It had to be my favourite one, and then there's a lot to choose from. Initially I listed The Lost Vikings, another all-time favourite that combines awesome gameplay, graphics and humour. There's a lot of games I love that dropped out for a variety of reasons. Sonic 2 or Sonic CD would have been good contesters. I loved Toejam & Earl 2 back in the day but when trying to play it again now I can't for the life of my figure out why I loved it so much.
You can kind of tell by the pattern of games which console ties in with my love of platformers: the Sega Mega Drive (Genesis for some of you). I played a bit of 8-Bit, but mostly my youth was spent either with DOS-game, Atari games on the 520ST, or - when that day finally dawned - glorious 16-Bit graphics. I haven't really been a console gamer since, and can't really say I miss it, but I have fond memories of the Mega Drive, one of the fondest - amongst all the platformers and beat 'em ups I loved - was Shiny's Earthworm Jim.
To me, Earthworm Jim is the pinnacle of the run and gun platform genre. The controls feel natural and responsive, with a well-designed plethora of different moves available to the player. Specifically, it has a funny way of combining Earthworm Jim's suit and body (that of an earthworm), as the suit can use the earthworm as a whip to hit opponents, rather than use the gun and precious ammo to shoot them. The worm is also used for climbing and other athletic maneuvers. But the game also puts you in sequences where your moves are limited, for instance because you lose your suit and can only jump around, or because you're falling and can only shoot or direct your fall.
The level design is amongst the best. The levels are varied not just in graphical design - and more on that later - but each one plays completely different to the last. Sure, not all were a hit, the long glass craft ride in the second part of Down the Tubes and the Use Your Head segment of the final level rate amongst the most annoying gaming segments I know, especially with no real safe-points available. Still, going from leaping piles of trash to bungy-jumping combat to losing your suit and moving just like a worm to having to escort Pete (another somewhat frustrating level), this game had it all, especially if you pile in the between-level Andy Asteroid racing segments.
But it was the graphic design that made Earthworm Jim so memorable. It used up every bit of power the Mega Drive had to offer to bring us pristinely designed levels with well-drawn incredibly animated characters. It really felt like you were playing a cartoon, and that was a big part of its draw.
Earthworm Jim just had franchise written all over it. Doug TenNapel's character design on Jim himself is flawless, as is the irreverent backstory; Jim is a normal earthworm, until a suit designed by professor
Monkey-For-A-Head*, commissioned by
Queen Slug-For-A-Butt drops on his head, transforming him itno a superworm, though he still needs the suit for real heroic deeds. The heroic deed of the game being to save
Princess What's-Her-Name from Slug-For-A-Butt, fighting types like
Evil the Cat, Bob the Killer Goldfish and
Psy-Crow along the way.
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None of this is actually explained in the game, but honestly who cares? You get funny characters, humorous situations and some of the best run-and-gun platforming any console ever offered. That's Earthworm Jim in a nutshell.
* In case you're wondering, the monkey is called Professor-For-A-Head.