Earthworm Jim 3D is a platformvideo game developed by VIS Interactive and published by Interplay Entertainment for the Nintendo 64. It is the third in the Earthworm Jim series and a sequel to Earthworm Jim 2. It was the first game in the series to not be developed by Shiny Entertainment, which had recently instituted a strict "no sequels" policy. Interplay Entertainment, having recently purchased the Earthworm Jim rights, handed the franchise off to VIS Interactive. The game suffered a difficult, prolonged development cycle and was repeatedly delayed until it was released in 1999 for the Nintendo 64, with Rockstar Games publishing the N64 version in North America. It was ported to Microsoft Windows. The game was not received well, with critics claiming that the charm of the originals was lost, and that despite the long development period, the game still felt sloppy and lacked previously promoted features.
Earthworm Jim 3D borrows much of its gameplay from other platformers of the era, competing with Banjo-Kazooie and Donkey Kong 64.[2] New locations in Jim's brain are opened up by collecting Golden Udders, and new levels in each location are opened by collecting Jim's marbles. Like previous Earthworm Jim games, Jim's primary method of combat comes from shooting his blaster.
Plot
Earthworm Jim is hit by a flying cow that sends him into a coma. Jim awakens within his own subconscious and discovers he has gone insane. His past villains have entered his subconscious and if something doesn't happen soon, Jim will be in the coma forever. His super ego has been unleashed within his subconscious to stop the madness. To restore his sanity he must find the Golden Udders of lucidity.[3] When Jim enters his subconscious, he finds out that his four mind chambers have been taken over by his worst fears. He must collect Golden Udders to unlock the other three chambers and Green Marbles to unlock the levels within the chamber. Jim defeats four villains who took over his mind chambers, and finally faces the personification of his trauma: Earthworm Kim.
Development
Shortly after the release of Earthworm Jim 2, its original developer, Shiny Entertainment was bought by Interplay Entertainment, and then put onto other projects.[2] Because Shiny had recently introduced a strict "no sequels" policy, the franchise was given to VIS Entertainment.[4] It was decided that, much like many platform game series at the time, such as Super Mario or Sonic the Hedgehog, that gameplay would transition from 2D to 3D.[2] Development started shortly after Earthworm Jim 2 in 1996. The game had a drawn-out development cycle, so much so that it was at times believed it would become vaporware.[3] The game was initially being developed for the PlayStation, but this version was scrapped early in 1997 in favor of the Nintendo 64 platform.[5]
Problems arose from the extended development cycle. Much content from previews and promotional material was no longer in the final game; most notably that the game's final packaging showed Evil the Cat as the boss of the "Fear" level, whereas Professor Monkey-for-a-Head was actually the boss of the level.[2] Many locations displayed in early versions of the game are nowhere to be found in the released copy (such as a level set in a house, where Jim is ant-sized).[citation needed] Additionally, Evil Jim, Earthworm Jim's evil twin from the cartoon series, was reportedly a part of the game.[citation needed] Early screenshots and footage also display Jim riding his Pocket Rocket, with a fuel meter, in races and other missions, as well as snowboarding.[citation needed] Additionally, the game was loosely based on the Earthworm Jim animated series which by the time of release, had been off the air for more than three years, thus hurting the game's promotional tie-ins.
At the time, original series designer David Perry had sold the rights to the franchise. The characters had to be redesigned for the shift from side-scrolling 2D to free-roaming 3D.[6] Perry and original series creator Doug TenNapel met with VIS to discuss the game early in its development.[4] Both expressed that they hated what was done with Earthworm Jim 3D, but legally could not prevent anything from happening.[7] TenNapel said he felt the series was "ruined" by the game.[8][9]
Problems with the frame rate and animation were still arising in the game as development was over 70% complete.[10]
Earthworm Jim 3D received mixed reviews on both platforms according to the review aggregation website GameRankings.[11][12]
The game was not considered either a critical or commercial success.[6] Many reviews called the game uninspired, mediocre, and unable to compete with many other similar, higher reviewed platform games at the time, such as Super Mario 64, Rayman 2, or Banjo-Kazooie.[2][3][22] A major complaint was the game's camera, with GameSpot's Nintendo 64 version review stating that they felt the camera was on a "kamikaze mission to destroy the game".[21]GameSpot's review of the Windows version was even more negative, concluding with "Earthworm Jim 3D has something to discourage all types of people from playing it. Fans of the series will be disappointed by the lackluster translation of the characters into three dimensions. Everyone else will be frustrated by the horrible camera."[22]IGN was slightly more forgiving for the Nintendo 64 version, praising sound, graphics, and presentation, but still criticizing the camera and lasting appeal.[3] Jeff Lundrigan of NextGen said that the music of the same console version was "annoying".[27]
In one review, Boba Fatt of GamePro called the Nintendo 64 version "a disappointing experience that's more enraging than fun. Avoid this washout at all costs."[30][lower-alpha 3] In another review, iBot said, "Earthworm Jim's crazy antics have made it to N64, but it appears that the system wasn't ready for him. As 3D platformers go, Earthworm Jim 3D is middle of the road, which is frustrating because he's a character that's a lot of fun."[31][lower-alpha 4]
The PC version was nominated for the "Worst Game of the Year" award at GameSpot's Best and Worst of 2000 Awards, which went to Blaze and Blade.[32]
Notes
↑In Electronic Gaming Monthly's review of the Nintendo 64 version, one critic gave it 3/10, two others gave it each a score of 5.5/10, and another gave it 6/10.
↑In GameFan's viewpoint of the Nintendo 64 version, three critics gave it each a score of 64, 66, and 54.
↑GamePro gave the Nintendo 64 version 3/5 for graphics, 3.5/5 for sound, 1/5 for control, and 2.5/5 for fun factor in one review.
↑GamePro gave the Nintendo 64 version two 3.5/5 scores for graphics and sound, 2/5 for control, and 3/5 for fun factor in another review.
MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History
Logo used until March 2014
MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025}
On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
IGDB – game database used by Twitch for its search and discovery functions