From my Video Game builds:
EARTHWORM JIM:
Game Type: Side-Scrolling Run & Gun/Platformer
Release Date: 1994
Developer: Shiny Entertainment
-In the annals of history, the number of Animals With Attitude attempting to out-Sonic Sonic the Hedgehog is long and crappy. Of them, I think Earthworm Jim is the most distinct, and the best. In fact, the Jim games were both very good, to the point where they set off a storm of Merch for the character- he became one of only a handful of video game characters with his own TV series (voiced by Dan Castellanetta, too!), a toyline, and more! I think the secret of his success is probably a lack of smart-assed attitude like most of the characters possessed, and more of a goofy, Southern "aw shucks!" charm that contrasted an angry, violent demeanor (he's among the few Animals with a large gun, but gleefully recites "Groovy!" on one screen). So he really stands out.
-Jim was actually licensed by Playmates Toys, who wanted to create a new franchise after the Ninja Turtles had run their course. But wisely, they took a step back and allowed the creators to do their thing, rather than form a "Poochie" or a second Sonic.
-The games also succeeded in creating a fun little world, and have a great sense of humor- Evil the Cat's level is a Hades-like underworld that plays Night of Bald Mountain in the tune of ELEVATOR MUSIC. You have to rescue your buddy the talking puppy... who transforms into a giant monster that will attempt to kill you. Part of the game features you bouncing puppies off of a trampoline you have to carry around with him. The token Princess you need to rescue is literally named Princess What's-Her-Name, like they were cognizant of the cliche and were making fun of it (also, she spurns your affections and is then flattened by a flying cow, in a huge Brick Joke referencing the beginning of the game). Hell, even the CARTOON was good. The only issue I had with these games was that they were punishingly-tough. I never met anybody who could finish them. It wasn't Battletoads bad, but in the SNES era, we had gotten soft and weren't used to Nintendo Hard games anymore- this one just beat the hell out of you.
-The first game was obviously a huge success (reviews were good- EGM called it the best Genesis game of 1994), driving a small Multimedia Franchise, but Earthworm Jim 3D was the end of the franchise, pretty much- it reviewed poorly, and took forever to complete. Another game came out in 1999, but was made by a different company- this was the killer, as it was ten years before we'd see another one, and THAT was just a remake. Part of the issue was the rise of the Next Generation of consoles- these games were made for 2-D Run & Gun-style battles, and had a quirky, cartoony style. I can't imagine Earthworm Jim working as a 3-D Treasure Hunt-style game, or as a 3-D Shooter. As it stands, the Jim games were some of the last great games for the 16-bit consoles.
EARTHWORM JIM
Role: Gun Guy, Super-Powered Worm
PL 7 (101)
STRENGTH -3/5
STAMINA -2/5
AGILITY 0/4
FIGHTING 0/9
DEXTERITY 4
INTELLIGENCE 0
AWARENESS 2
PRESENCE 2
Skills:
Deception 4 (+6)
Insight 2 (+4)
Perception 4 (+6)
Stealth 4 (+4, +8 Suit)
Technology 4 (+4)
Vehicles 4 (+8)
Advantages:
Equipment 4 (Blaster +5- Reduced Defeneses -2, "Pocket Rocket" Flying Cycle with Space Travel), Improved Aim, Improved Critical (Guns)
Powers:
"Super Suit" (Feats: Indestructible) (Flaws: Removable) [68]
Enhanced Strength 8 (16)
Enhanced Stamina 7 (14)
Enhanced Agility 4 (8)
Enhanced Fighting 9 (18)
Movement 1 (Swinging) (2)
"Whiplash" Reach 1 (1)
Enhanced Skills 6: Athletics 4 (+9), Intimidation 2 (+4) (3)
Enhanced Advantages 5: Ranged Attack 5 (5)
Enhanced Dodge 5 (5)
"ClayFighter Fighting Style" Accurate Attack (Quick), Defensive Attack (Block), Fast Grab, Improved Critical (Unarmed), Improved Trip (Throw), Power Attack (Brutal), Withstand Damage (Trade Defenses For Toughness) (7)
"Special Moves"
"Tumbling Worm- Leaping Kick" Strength-Damage +2 (Feats: Improved Critical) (3) -- (4)
"Dirty Upper" Strength-Damage +2 (Feats: +2 to Hit Leaping Opponents) (3)
-- (83 points)
"Earthworm Physiology"
Movement 1 (Slithering) [2]
"Helicopter Spin" Flight 1 (4 mph) (Flaws: Gliding) [1]
Offense:
Unarmed +0 (-3 Damage, DC 12)
Powersuit +9 (+5 Damage, DC 20)
Gun +9 (+5 Ranged Damage, DC 20)
Initiative +0 (+4 Powersuit)
Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness -2, Fortitude +0, Will +8
"Powersuit" Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +5, Fortitude +6, Will +8
Complications:
Enemy (Queen Slug-For-A-Butt)
Relationship (Peter Puppy, Princess What's-Her-Name)
Total: Abilities: 6 / Skills: 22--11 / Advantages: 6 / Powers: 71 / Defenses: 7 (101)
-Earthworm Jim was just an ordinary earthworm until a Powersuit fell from space- crawling inside, he became supercharged, with a super-physique. Unfortunately, Psy-Crow, the original owner of the suit, came knocking and soon Jim was in the fight of his life, and roped into an intergalactic adventure that brought him into contact with an evil Queen, a Satanic feline, and a Professor with a Monkey for a head. Jim saves some points from having most of his Stats wrapped up in a Removable Device (and believe me, it gets removed. A lot. This ain't no
Iron Man thing where it barely ever happens). A key element of Jim's combat style is to hold down the "shoot" button, spraying the area with round after round of space ammunition, as his cartoonish laser blaster fires off invisible rounds. He can also use his earthworm body as a "whip" to snare things and Swing around, and has a worm's natural ability to crawl.
-The Earthworm Jim of
ClayFighter is reduced to PL 7, and has a more "Fighting Game" standard build, with a worse Blast (Reduced Defenses like those of the other fighters), but better unarmed offense (including an Anti-Air).