ToeJam & Earl
Review by MSTie2K
"Still every bit as fun as when it was released over a decade ago"
I remember spotting TJ&E in a store one day long about 13 years ago, and, being the warped child that I was (and am), I was immediately drawn in by it's bizarre style and characters. (Actually, I was torn between this and DeCap Attack. Wound up getting both games, eventually, but y'know.) Well, being too young to be generating much of an income, I had to rely on the ol' birthday list, and thankfully the parental units came through. For this I am eternally grateful, because TJ&E has proven to be one of my all-time favorite games.
Now, one might expect this review to be very nostalgic for me, having first played the game when my age still consisted of a single digit. In reality, it's not, as I've been playing this game consistently by myself and with friends for most of the past decade. Whether showing off a kickass Genesis game to blasphemous SNES owners during the Sega/Nintendo rivalry, or even today just scrounging through random world mode with fellow TJ&E veterans online with Gens, Toejam and Earl is probably the most replayable game ever made.
The premise is pretty simple: Two extremely hip and funky aliens, Toejam, and his larger, slovenly friend Earl, are out joy-riding in their "Rapmaster" Rocketship. But, when TJ stupidly lets Earl have the wheel, they promptly hit an asteroid and crash-land of a strange, un-charted planet, Earth. Now, the pair must hunt around the planet for the 10 vital ship pieces that will allow them to get home to their home world, Funkotron.
Though the story is a little silly, it's a perfect excuse to wander through huge worlds, looking for your missing parts, either solo or with another player. (One taking the roll of Toejam and the other, of course, playing as Earl.)
In each level, (all of which are presented in a sort of isometric view point, allowing you to move freely in 8 directions) your objective is the same: if a ship piece is nearby, you'll be informed of this when the level begins. In that case, you must first search the area for a large pedestal with blinking neon signs pointing to it, which is conveniently enshrining the piece you are currently seeking. After that, you must look for an elevator which will take you to the next level. Since the elevator brings you up each level, there exists the hazard of falling off ledges. Each "level" is really a floating layer of earth, with cliffs and gaps in the ground providing some precarious situations to navigate through. (Or around, if it can be managed.) If you fall, you'll find yourself in a random part of the previous stage, and unless you have an "un-fall" handy, you'll be forced to make your way back to the elevator. (The elevator, thankfully, stays in the same place no matter what.)
As you explore the level, you can bring up a map at any time. The whole map starts out covered, though, and only the areas you've explored will appear on it. The landscape is also peppered with roughly 20 different types of presents, which you can pick up and use at any time. Like the map, the contents of the present are hidden until you use them. From then on, if you pick up the same type of present, you'll be able to see what it is before you use it. Using unidentified presents is a bit of a risk, especially in later levels. While most contain useful objects like Icarus Wings, Slingshots, and Super High-Tops, others will contain less desirable items like Rain Clouds (which gradually wear down your health bar) and Randomizers, which scramble all the types of presents and their contents, including the ones you've already unmasked.
All the presents require some amount of strategy when you use them. For example, using rocket skates in an area filled with gaps could prove disastrous for you, but they can prove extremely useful when trying to cross a shark-infested body of water or escape several enemies quickly.
The beauty of the game is that it's never the same twice. (Unless you choose to play in "fixed world" mode, wherein all the levels and ship piece and elevator locations will stay the same. Also, while the presents change in appearance, the same types are always found in the same places.)
However, if you choose the far more replayable "random world" mode, the levels (with the exception of the first level) will randomly generate; their shape and layout will never be the same twice in a row, and ship pieces and elevators also show up in totally different locations every time. Also, the presents are different in appearance each time you play. Not only does this make exploring the levels much more fun, but it's also strange to have to grow to trust a present you remember bringing death and destruction the last time you played.
Also, there is an RPG-like leveling up system in TJ&E. The better your performance in the game, the more points you are rewarded. (Avoiding enemies or using presents at opportune moments, for example.) As certain scores are achieved, you will get "promoted." (Accompanied by fireworks and an extra life for the first time you level up.) Every time you get a promotion, your health bar gets bigger, and you achieve a higher ranking. (Early in the game you'll carry the less than grandiose title of "dufus", but eventually you can bring your character up to "Rapmaster" status.)
In addition to presents, you'll find Earth has no shortage of foodstuffs to snack on. Some, like ice cream sundaes and cereal, will restore your health, whereas fouler stuff like rotten cabbage and moldy bread will have harmful effects. (Soda can also cause your character to belch randomly, which can be bad if you're trying to sneak past a sleeping enemy.)
The enemies in the game are also worth mentioning. I don't think any other game has had quite such a bizarre array of characters as this one. The bad guys all seem like they were inspired by childhood nightmares. (There are boogiemen, insane dentists, and phantom ice cream trucks... can't tell me ice cream truck drivers don't strike fear into your heart.) Not all Earth creatures are out to get you, though. Opera singers will pop and onscreen enemies with their voice, the Wise-Man-in-a-Carrot will identify unidentified presents, and fairies will restore your health to 100%. (They usually want to be paid for their services, though, which is why you'll want to hang on to the dollar bills you'll find scattered on each level along with the numerous other objects.)
If you feel you need a break from the main modes of the gameplay, there is also a "jam-out" mode which allows you and another player to have fun triggering random sound effects from the game, or try to make the characters dance and clap in tune with some of the game's BGM. It may be a bit primitive, but in reality this is the world's first true party-game. Concepts like this helped to inspire more current dancing/rhythm games like UmJammer Lammy and Space Channel 5.
In the end, TJ&E remains one of the best games ever to grace the Sega Genesis, and one of the best games ever made in my opinion. You'll be hard-pressed to find something that has as much replay value, style and overall enjoyability as Toejam and Earl.
Reviewer's Score: 10/10, Originally Posted: 12/03/04
Recommend This Review
Liked this review? Thought it was well-written and other users need to know about it? Click here to recommend this item to other users.
Got Your Own Opinion?
You can submit your own review for this game using our Review Submission Form.
Game Detail

Genesis
- ToeJam & Earl Productions / Sega
- Release: Mar 12, 1992 »
- Also Known As: ToeJam & Earl (EU)
- Also on: PC




