Classic Game Review: Toejam and Earl

By: PoisonRamune, the Apathetic Lizardman

While I was going to continue on the tradition of writing about ninja themed games with an article on Ninja Spirit for the TurboGrafx-16, I felt that the game was too limited to be considered a classic. True, that it's from the classic era of gaming and a very well produced game. However, it's limited in that it's actually a scrolling shooter (liken to Gradius, R-Type, Raiden) disguised as a platformer, making it rather forgettable as the TurboGrafx-16 was 'blessed' with countless numbers of scrolling shooters. After scrapping the idea of an article on Ninja Spirit, I began to brainstorm by playing through one of my favorite games on virtual console, Toejam & Earl. After playing for about 40 minutes I proclaimed to myself “I'd be a Neanderthal for not writing the game review on this game!”


"Toejam and Earl. You may never have played it, but you have heard the name."

Released in 1991, during the earlier days of the Sega Genesis (Mega Drive) Toejam and Earl set itself apart from games of that era. While other 2 player games at the time were based on frantic button combos and reptilian reflexes such as Street Fighter 2, U.N. Squadron, Streets of Rage; Toejam and Earl was less about action and more about relaxed pace exploration. Playing as either one of the titular characters your main objective is to explore each level hunting for parts to rebuild your spaceship and presents (you should watch the intro to the game as it's pretty intense. Let's just say there's a lot of random patterns and colors). While reconstructing your spaceship is paramount, presents play a near equally important role in the game. As the ship parts are infrequently seen (often times every 3-5 levels have a piece of the ship) and levels become quite long in the later game; presents aid the player in numerous ways from: protection, replenishing life, and accessibility to parts of the map that could not normally be seen without various items. Here's the rub, presents start off as unknown until either identified by the carrot man (yeah, you'll see why I chose this to be reviewed) or if they're used. Meaning, you start off not knowing what almost any of the items in your inventory do (I say almost any, as the sprint shoes are identified for you and you start off with 4 or so). To add to the replayability, each present is different every time you play a new game.


"Relaxed adventuring... However, it's still like a videogame, there are things that can kill you."

The game is a one that I consider easy and hard at the same time. In that it's very easy to the point where anyone can feasibly pick up, play and possibly beat this game in their second go (perhaps, even first). However, taking well over 2 hours to beat this game (and in one sitting if you're playing with the OG cartridge and not with emulators or virtual console that have save states) it makes it game of patience and focus as to not just “mentally tap out” or inadvertantly make some ridiculous snafu, especially towards the end game.

As mentioned before, the game follows a slower pace. In fact, due to the relaxed “adventure” feel, you could play the game with one hand +90% of the time (interpret that as you wish, sickos). With the chill gameplay also comes a very chill soundtrack. The music is of the greatest 16-bit renditions of modern funk you'll ever hear (and perhaps some of the only 16-bit funk you'll ever hear, but that's besides the point). There's even a fun feature that's like a sound test, but plays more like some sort of jam box. You can make some primitive, yet cool sounding licks if you use both controllers. Also, fans of funk will also like to know that Toejam and Earl's storyline is a nod to the P. Funk Mythology.

Playing this game while faded is actually half this game's charms. The scenery is surreal as each level is a floating landmass with the objective of finding an orange elevator to advance you to the next map. Enemies range from: a crazy dentist, bebopping devils, “the nerd herd” (literally a group of nerds), a fat lady pushing a stroller, etc. Even the NPC that replenishes your life is portrayed as a bum in a wizard's hat. The 2 player simultaneous feature makes this game the perfect “get loaded and bullshit game.” Playing with a friend has always led to the strangest idle conversation or someone pointing out a really bizarre anomaly within the game (as if half the stuff in the game isn't strange to begin with).


"Pass the dutchie on left hand side... This game is great faded and even greater while faded with a friend."

I must say, this is a pretty fun go no where game if you just want to kill some time with a classic game. However, playing this game while drunk or high is like tickling your brain somehow. From the surreal nature of this game to the game's slow pace that begs you to “be feeling groovy,” Toejam and Earl honestly feels like it was designed to be played with altered states.

Final verdict:
7 out of 10 presents while sober
9 out of 10 presents while drunk/high

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