Earthworm Jim 3D - Development

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. With them busy, the franchise was given to VIS Entertainment, and it was decided that, much like many platform game series at the time, like Super Mario or Sonic the Hedgehog, that gameplay would transition from 2D to 3D. Development started shortly after Earthworm Jim 2 in 1996, and had a drawn-out three year development cycle, so much so that it was at times believed it would become vaporware.

Problems arose from this extended development cycle. Much content from previews and promotional material was no longer in the final game; most notably being that the game's final packaging showed Evil the Cat as the boss of the "Fear" level, where as Professor Monkey-For-A-Head was actually the boss of the level. 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). Additionally, Evil Jim, Earthworm Jim's evil twin from the cartoon series, was reportedly a part of the game. Early screenshots and footage also display Jim riding his Pocket Rocket, with a fuel meter, in races and other missions, as well as snowboarding. Additionally, the game was loosely was based on the Earthworm Jim TV 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. Perry and original series creator Doug TenNapel were at first involved in the game as minor consultants, but were dismissed for unexplained reasons. Both expressed that they hated what was done with Earthworm Jim 3D, but legally could not prevent anything from happening. TenNapel said he felt the series was "ruined" by the game.

Problems with the frame rate and animation were still arising in the game as development was over 70% complete. A PlayStation version of the game was originally planned, but ultimately cancelled.

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