Where do I even start with this game? Earthworm Jim is possibly one of the strangest, off the wall, peculiar, and just weird games I have played. Made by Shiny Entertainment and released in 1994 for the Sega Genesis and Super Nintendo Entertainment System, Earthworm Jim is a game following the adventures of Jim, an ordinary earthworm who was mutated by a super suit falling from space and just happening to land on top of him. The suit gave him super strength, and blah blah. Basically, he is now a superhero. Now, the reason the suit fell from space is that a bounty hunter, Psycrow, was delivering it to the Evil Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt, who in turn was going to use it to conquer the galaxy, and defeat her sister Princess What’s-her-name (actual name, reason for it is because in their culture, extreme beauty is the opposite of what we perceive. So to us, Princess What’s-her-name is amazingly beautiful and attractive, but to them she is horrifically ugly and locked away in a tower away from everyone, and she was never given a proper name.). Jim saw an image of What’s-her-name, and immediately fell in love. He decided to go rescue her with his new found abilities, and thus the game begins. After putting the game into the console of your choice, the game will begin. The first level is New Junk City, which apparently is where Jim originates. This level, as you might infer, is set in some kind of city-sized junkyard. If the whole backstory didn’t make you realize just how strange and weird this game is, within 15-30 seconds of starting the level you launch an interstellar cow missile. That reappears in later levels flying through the background. Anyway, the level is all garbage-themed, and the boss is a crane operator named Chuck, who when you bounce a crate into him, will start vomiting fish at you while using his crane to try and drop Tubas and Trombones onto your head. Anyway, you finish the level and next post will cover level 2: What the Heck?
So this is gonna be a recurring series (hopefully) where I discuss old and obscure games that nobody seems to know or talk about. Today, I would like to discuss RESCUE: The Embassy Mission. Released in 1989 for the Nintendo Entertainment System, Rescue is about a team of counter-terrorists trying to rescue hostages that are being held in an embassy. You play as the counter-terrorists in three different chapters: Placing your snipers, taking out visible hostiles, and finally clearing the building. When you start up the game, you see a simple intro cinematic of terrorists entering the embassy, and a short while later a police van arrives. You select your game and difficulty, and enter the first section, placing the snipers.This is possibly one of my favorite modes, due to how well put together it is. The whole point of this section is being sneaky, as there are terrorists trying to shoot you down, so you have to be thinking and moving really fast. The music really aids in building the right atmosphere, as it is just that perfect amount of tense to allow you to really get into the game. It also changes due to whats happening. You waiting in cover for the perfect moment? It gets really quiet and basic, just to come back in full force as soon as you start moving again. The way the characters move, the way the controls are so fluid, and the music make this just perfect. When you get past that section, you see a police helicopter drop off some more people onto the roof. This is where the second phase starts. Now you utilize the snipers you just placed to clear some of the window rooms in the embassy to allow the new units to rappel down and enter. This section is really short, and not even necessary, but is still a well made one. Finally, we get on to the main action: clearing the embassy! This is put into a pseudo first-person perspective that switches to an over-the-shoulder camera when you are in a room. This phase is really difficult on the harder difficulties as the minimap you are given does not tell you where the terrorists and hostages are. I like this part as well due to the fact that it handles just as you would expect. So you clear the embassy and rescue the hostages, and you get your results in the form of a newspaper. You can either get a “good” ending or a “perfect” ending. The “good” ending is one where all the hostages are saved, but some of the team got killed, or where the team is perfectly OK, but a hostage got caught in the crossfire and was injured, or a combination of the two. A “perfect” ending is one where none of the team was injured, and the hostages are all intact. Overall, this game is rather short, but is nevertheless a great game to add to your NES library.