If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Earthworm Jim 3D

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Earthworm Jim 3D

Developer: VIS Interactive
Publishers: Rockstar Games (US N64), Interplay (US Windows/EU)
Platforms: Nintendo 64, Windows
Released in US: October 31, 1999 (N64), June 29, 2000 (Windows)
Released in EU: December 17, 1999 (N64)

CodeIcon.png This game has unused code.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page

So very stubbly.
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 third (get it?) entry in the series and is notorious for being lackluster. Help Jim as he tries to save his mind!


Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.


In the Windows version, Track_13 is duplicated as Track_14 in the game files.

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
US 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
US 800AF141 0000
Europe 800AF201 00FF
(Source: Punk7890)

Level Menus

A standard level select. This one appears to be broken, however, as there's only one option: 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.
  • 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).
  • QA Tools:
    • Freezeframe - Freezes the game on the current frame.
    • Coords - Shows the player's coordinates.


  • 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.

Invisible Triggers

Found in the Hub World, are a few triggers that allow the player to skip parts of the game. These are out-of-bounds and the player will require to use the superjump move in order to access these triggers.

Ending Cutscene Trigger

A debug trigger, meant for the ending cutscene after you beat Earthworm Kim, can be found on top of the hub world.

Unused Text

Unused Level Names

Each map has a short and long variant of its name, for example "Boogie Nights" is the short version for "Boogie Nights of the Living Dead". There is an unused copy of the Poultrygeist Too names (the real names referenced by the game are stored elsewhere) which states that the long version of "Poultrygeist Too" is "Poultrygeist II: They're Back", which is stored at 0x800C1B9C in RAM.

Address Name Notes
0x800C1BC8 Mansion Exterior Real name in the menu is "Mansion Lobby".
0x800C1ADC Final Boogie May be alternative name for Boogie Nights.
0x800C1ACC Disco Inferno May be alternative name for Boogie Nights.
0x800C1ABC Aggression Hub Unused name in menus for Memory Hub.
0x800C1AB0 Agg Boss Most likely placeholder for Psycrow fight.
0x800C1AA0 Hamburger Hill Placement indicates that it's the long name for "Agg Boss", name indicates old name for Fatty Roswell fight.
0x800C1A70 Final Boss Like Aggression Hub, hidden name for Earthworm Kim Fight for the menu.
0x800C1A50 BSE Combat B Placement indicates old name for Barn to be Wild.
0x800C1A44 Agg Level 2 Placeholder name for Barn to be Wild.
(Source: theballaam96)

Unused Intelligence Text

There is some unused text relating to the intelligence system used to unlock levels.

Address String Used Version Notes
0x800BFDEC Goat's Spleen A Spleen Likely changed to tone down the vulgarity.
0x800BFD04 You have reached IQ Level: You're as smart as Likely a placeholder with numeric values.
(Source: theballaam96)

Indication of a Fifth Hub

In the game's memory, there's some text relating to Objects in certain categories.

Address String Notes
0x800C0080 Aggression Objects "Aggression" was the old name for the Memory Hub.
0x800C0094 Brain Objects -
0x800C00A4 Childhood Objects Likely a planned fifth hub.
0x800C00B8 Fantasy Objects -
0x800C00CC Fear Objects -
0x800C00DC Happiness Objects -
0x800C00F0 Physical Objects No clear definition of what "Physical" means.
(Source: theballaam96)

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
US 8108727A 9A08
Europe -
(Source: Punk7890)

Localization Placeholder

EJ3D-placeholder1.png EJ3D-placeholder2.png EJ3D-placeholder3.png

The US version only runs in English, but using GameShark code 800D2795 000? (where "?" is one of the below) to force the game to use a different language reveals that the game has placeholder text for the other languages.

0 - English
1 - French
2 - German
3 - Spanish
4 - Italian
5 - Jîbber-Jabber

Notably, the Jîbber-Jabber "language" only accessible in the European version is present and fully functional in the US game as well.

(Source: Original TCRF research)

Regional Differences



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 Jîbber-Jabber, which seems to be an intentionally-bad English translation.

English Jîbber-Jabber
Earthworm-Jim-3D-N64-FileSelect.png Earthworm-Jim-3D-N64-JibberJabber1.png
Earthworm-Jim-3D-N64-Opening1.png Earthworm-Jim-3D-N64-JibberJabberOpening1.png
Earthworm-Jim-3D-N64-Opening2.png Earthworm-Jim-3D-N64-JibberJabberOpening2.png

Platform Differences

To do:
Save selection icons are different as well

The game was released on PC seven months after its N64 release, with some minor tweaks here and there.

Resolution Changes

The PC version runs in 640×480, while the N64 version runs in its native resolution 320×237.

Title Screen

The game's title screen is different on PC, removing the in-game demos and adding some options to the menu.

PC N64
Earthworm-Jim-3D-PC-title.png Earthworm-Jim-3D-N64-title.png


The PC version's sprites are pretty much cleaned up and some are changed, the textures are also in a higher resolution and are more detailed.

PC N64
EarthwormJim3D-PC-Ingame.png EarthwormJim3D-N64-Ingame.png

Music Differences

The PC version's music is in a much higher quality than the N64 version. The soundtrack, while similar in the PC version, adds more tracks. Some songs were also trimmed down.


The PC version has a different intro, and is much shorter than the N64 Version.

PC N64

Jumping Height

The PC version adds more height to Jim's jump. As a side effect, this breaks the level design in various places.