Earthworm Jim Walkthrought
Beating Earthworm Jim on Sega isn’t a straight sprint. Every stage is a little puzzle. I’ve got your back: step by step, no fluff, no hedging. Our earthworm in a supersuit is quick, but he hates sloppy play. Ground rules first: save plasma for bosses, test every web, tire stack, and swing hook, and don’t skip secrets—the iconic “launch the cow” isn’t just for laughs. Earthworm Jim rewards players who pay attention.
New Junk City
From the start, hop onto the tire stacks on the right—there’s an upper tier with an extra life and ammo. At the first catapult, yank the fridge with your whip: knock it down so the lever flings the cow. She’ll fly off, and that gag also opens a route above and triggers a secret near the end of the level.
Watch the hooks—learn the swing timing here. Crack the whip to build momentum and jump at the far edge of the arc to catch higher ledges. On the trash “terraces,” don’t idle on the piles: crows burst out, so clip them with short bursts and keep moving. Spot a row of tires against a wall? Use it as a springboard; ammo and 1‑UPs often hide there.
On the boss arena, hold mid-range. When it comes straight at you, its lunge is your cue to go vertical onto the tires and rain shots from above. Don’t drip-feed plasma—two well-placed super blasts during its vulnerability window speed the win dramatically.
Andy Asteroids?
Racing Psy-Crow isn’t “full throttle or bust.” Grab boost orbs on the straights, and in bottlenecks hold center and stay smooth—one scrape drops your speed to zero. Hit turbo on corner exit. If Psy-Crow pulls ahead, don’t panic: chain a tight line of orbs and cut the inside radius. Lose the race and you’ll get a fistfight—better not let it come to that.
What the Heck?
Hell platforms reward patience. Floor flames come in waves—count the beat and go on the “second tick.” Demons spawn out of thin air—finger on the trigger, but don’t burn plasma wastefully. The elevator marked “Lounge” isn’t for lounging: once it moves, expect fire bursts from the landings. The snowman brute is safer to melt from a secure height right after his animation—walking in close is asking for pain.
Down the Tubes and Tube Race
Underwater, the timer is your oxygen. Sprint through the lab, drop into the drink, grab the capsule, and follow the pipes. Don’t be shy about backtracking for tanks if you see an oxygen branch. Before you enter the race, make sure you’ve scooped up everything nearby—the next stretch is a tight time trial.
In Tube Race, the capsule’s integrity is everything. Bleed speed in narrow corridors: bounce off the walls a few times and the sub will crack. On forks, set your line early: the outside is slower, so clip the apex close to the inner wall. Save boost for long straights, and in “tooth” tunnels ride dead center and keep a steady hand.
Snot a Problem (bungee with Major Mucus)
No shooting here—this is a bungee brawl. Build a big swing, release at max speed, and slam your rival into the wall. Solid tactic: hit at an angle so you don’t ricochet into the spikes. Keep the fight near mid-screen—the edges are nasty. When Major’s cord “wrinkles,” finish with a flurry of quick wall taps. Each round speeds up—forget the perfect hit and win on consistency.
Level 5
A maze full of reaction traps. Don’t push ahead blind: turrets and lasers love to sit behind doors. Treadmill sections go down with diagonal hops—line up first, then jump, or you’ll get carried into spikes. The switch-and-hamster minigames are timing-based—watch one full cycle, then attempt. Conserve plasma: the final corridors love ambushes, and a single super blast wipes “problem rooms.”
For Pete’s Sake!
Escorting Peter Puppy is the most stressful gig. Stay half a screen ahead, shoot meteors, and immediately swat anything headed for the dog. If Peter goes berserk, snap him back with the whip—calmly, one or two cracks, then guide him toward the ramps. At pits, prep the path first: trigger the platform or clear hazards, then let Peter approach. The classic mistake is running too far ahead, missing a flying rock, and getting chomped for it.
Andy Asteroids again?
The race returns—harder this time. Remember: you win with the racing line, not raw speed. Always look two turns ahead, and only boost when the tunnel fully straightens. If you do end up scrapping with Psy-Crow, hop his dash and punish on the landing.
Intestinal Distress
These gut walls are slick and “breathe”—jump to the rhythm of peristalsis. Acid drips are telegraphed by sound—use it to time safe runs. On slimy slopes, don’t hold forward or you’ll slide into spikes; feather the D-pad with short taps for control. Whip hooks are your MVP here—chain from hook to hook to cross big gaps safely. Near the end, protect your health—Bob the Killer Goldfish awaits, and while he’s more attitude than threat, it’s best to arrive confident.
Buttville (final)
Vertical web shafts—check every wall with the whip: extra lives and ammo often hide behind webs. Wasps shred you fast, so prefire and keep moving—web to web with short hops. In updraft sections, stabilize with quick taps; a long jump catches a gust and dumps you into spikes. Before the Queen Slug-for-a-Butt arena, stash a couple plasma charges. Plan is simple: wait for her to “open” after an attack, slam a super shot, and back off without changing altitude. Don’t try to outgun her head-on—patience beats spray-and-pray.
This Earthworm Jim walkthrough is built for a careful player: you’ll know where to snag an extra life, when to boost in Andy Asteroids, how to clear Down the Tubes clean, and how to keep Peter Puppy in check. Want to dig deeper into the mechanics? Check the overview at /gameplay/, and for context—and why there’s a cow here—peek into /history/. Now go: a worm in a power suit won’t excuse panic, but it pays big to those who keep their eyes open.