Left unconscious by a massive cow-induced blow to the head and clad in his indestructible, high-tech super suit, Earthworm Jim continues the battle for truth, justice and well aerated soil. He sure is going to need your help to guide him through his 3D fun-house of a brain. Around the same time that God created Earth, work began on a Nintendo 64 title called Earthworm Jim 3D.The Vis Interactive developed 3D platformer, based on Shiny's popular 16-bit worm mascot, has.
![](/uploads/1/2/6/3/126347040/913192266.png)
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Earthworm Jim 3D |
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Developer: VIS Interactive
Publishers: Rockstar Games (US), Interplay (EU) Platform: Nintendo 64 Released in US: October 31, 1999 Released in EU: December 17, 1999
This game has unused code. This game has a bugs pageThis game has debugging material. This game has regional differences. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Earthworm Jim 3D is the 3rd (get it?) entry in the series and is notorious for being lackluster. Help Earthworm Jim as he tries to save his mind!
- 1Debug Menu
- 3Regional Differences
Debug Menu
The below GameShark code will replace the in-game pause menu with a debug menu that allows for various debugging features and cheats to be toggled.
Version | GameShark code |
---|---|
USA | 81084DC0 1440 |
Europe | 81084E5C 1440 |
The same pointer to replace the menu is located at 859C0 in the ROM.
You may need to reset the emulator/console in order to make it work. It is similar to debug menus found in Tom and Jerry in Fists of Furry and The Powerpuff Girls: Chemical X-Traction.
(Source: xdaniel)
Alternately, you can apply the below code then when at the Press Start Button screen, press C-Up, C-Right, C-Down, C-Left, C-Up to enable debug mode which replaces the pause menu with the debug menu.
Version | GameShark code |
---|---|
USA | 800AF141 0000 |
Europe | 800AF201 00FF |
Level Menus
A standard level select. This one appears to be broken, however, as there's only one option, for the hub world.
Game Progress
View the progress of the currently active file.
Tools Menu
- Audio Tools - Contains on/off toggles for the game's music, SFX, and digital signal processors.
- Music Volumes - Presumably would adjust the volumes of all of the game's music tracks, but doesn't appear to do anything at first sight. Try adjusting any of them after changing to one of the DSP options in-game.
- Video Tools - A simple menu for adjusting gamma, aliasing and dithering.
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Debug Tools:
- Realcam - Enables a different (unused?) camera mode controlled by the C-buttons.
- Timer - Displays some colourful bars on-screen.
- FPS - Triggers a simple frames per second display.
- Heap Monitor - Shows several statistics for the game's resources.
- Compensate - Unlocks the frames (game still shows 60FPS but everything is faster).
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QA Tools:
- Freezeframe - Freezes the game on the current frame.
- Coords - Shows the player's coordinates.
Cheats
- Health/Lives/Ammo/Guns - Switches infinite health, lives, ammo, and guns, duh.
- 20 Extra Marbles - Self-explanatory.
- Collect an Udder - Ditto.
- Brain Cut-scene - View said cutscene.
- Kill Boss - Kills the boss, if there's one on-screen. Freezes the game otherwise.
The text for the debug menu, as well as some status and error messages, can be found at C4090 in the ROM.
Unused Code
Normally at run-time, a call is made to function 0x80026858 which disables all debug cheats. However, at 0x80026820 is a routine that enables all of the debug cheats at run-time. This enables the debug cheats: Health, Lives, Ammo and Guns. It also activates two other things, however it's not clear what they are or if the game even uses them anymore. Apply the below code to re-enable this call at run-time to activate the cheats.
Version | GameShark code |
---|---|
USA | 8108727A 9A08 |
Europe | - |
Regional Differences
Jibber-Jabber
In addition to the European version containing options to display the text in French, German, Spanish, and Italian, it also contains an option for a 'language' called 'Jibber-Jabber', which seems to be either an intentionally bad English translation or simply the localisation team having some fun.
Language select screen showing Jibber-Jabber
English | Jibber-Jabber |
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The Earthworm Jim series | |
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Genesis | Earthworm Jim • Earthworm Jim 2 |
SNES | Earthworm Jim • Earthworm Jim 2 (Prototypes) |
Sega CD | Earthworm Jim: Special Edition |
Sega Master System | Earthworm Jim |
Game Gear | Earthworm Jim |
Sega Saturn | Earthworm Jim 2 |
Nintendo 64 | Earthworm Jim 3D |
Game Boy (Color) | Earthworm Jim: Menace 2 the Galaxy |
Game Boy Advance | Earthworm Jim • Earthworm Jim 2 |
Retrieved from 'https://tcrf.net/index.php?title=Earthworm_Jim_3D_(Nintendo_64)&oldid=736698'
Earthworm Jim has always been one of those characters who is surprisingly a lot more popular than you'd expect. Although not in the ranks of the Marios and Sonics of this world, he's certainly a number of steps above the Jersey Devil, Spyros, Bubsys and Aero the Acro-Bat (remember him?).
After selling some serious numbers on the 16-Bit systems, it was long thought that due to the lengthy hiatus, Jim was gone forever. Thanks to Scottish developer Vis Interactive though, a 'final' episode is set for release before the end of the year. We say 'final' (because Interplay is asserting the fact), but chances are that if this one is successful we'll probably see at least a few more.
So what's in store? Well, immediate assumptions can be made from the title; this one's in 3D...thanks to a fortunate arrival at the third installment in the series coninciding with the necessity for all N64 games to be in 3D.
As ever, the underlying concept is a bit on the wacky side. Apparently, a severe blow to Jim's head has sent him completely barking mad, and he now finds himself trapped within the confines of his own psyche. Completely unconscious, but trapped within a world of his own weird fantasies, Jim will have to explore the 3D platform-like recesses of his mind in order to try to fix his brain.
To do this he must wander through 'themed' bits of his dreaminess, and each of the themes deals with certain psychological, um...thingies. There's stuff he loves, stuff he hates and stuff he's always wanted to do mixed up with lots of things from his memory. Hence we find characters and situations from the previous 2D games, such as Psycrow, Evil the Cat, Professor Monkey-For-A-Head and Number 4. All this stuff is mixed with The Bovine Special Elite, which are psychotic, gun-toting cows (obviously), Disco Zombies--which kind of speak for themselves and weirdness like baked-bean lava flows, supermarket shelves full of corn flakes and toxic fairgrounds.
The gameplay mechanics are obviously the kind of thing you'd expect from a game of this nature. Jim runs, jumps and does the usual kind of stuff that goes with the platform-game-hero gig. Like a number of other (notably European) recent N64 titles of this nature though, the subject matter and humor is what will set this apart from the Marios and Banjo-Kazooies. It's all a bit surreal, but it's nice to see that the whole design of the game, right down to the puzzles, echoes the weirdness. This isn't just a game with trippy visuals, it's weird all the way to the core.
A mix of polygons and voxels
Unlike many other games in the 3D genre, EWJ3D manages to look pretty unique thanks to the originality of its subject matter and the inherent cleverness of the technology used.
![Earthworm jim 3d rom Earthworm jim 3d rom](/uploads/1/2/6/3/126347040/879974324.jpg)
By mixing the usual textured polygons with voxel technology (volumetric pixels, a way of rendering graphics that is better for smooth lines), the overall result is a much smoother and more 'natural'-looking environment. As you can see from the screenshots, the game doesn't suffer quite so badly from that blurry, fuzzy look that so many N64 games do.
Overall rating: 9
![](/uploads/1/2/6/3/126347040/913192266.png)