(so I'm not clogging up the general topic) I don't document cheat codes very often, but when I do, almost always find the likes of GameFAQs or IGN or whatever are listing codes that don't work. They weren't tested when they were added in the 1990s, and haven't been tested in the 20 years since, despite being copy-pasted around the internet verbatim. I'm relatively confident everything mirrored on Sega Retro works, but it's good to highlight inaccuracies elsewhere. Today, Earthworm Jim 2. David Perry-derived video games have secret menus with build dates, but I noticed we only had a screenshot of the US Saturn version: The PAL and NTSC-J versions are missing. Turns out there's a good reason for this - most of the cheat codes don't work in those versions (I may have even tried these in vain on real hardware back in the day). Does this screen exist in those versions? Probably. It was disabled for the PlayStation version (which apparently derives from the Saturn port), but you can re-enable it there with Action Replay codes and the like. The screen is then apparently activated by pressing circle eight times. There is a clean pause code for the Saturn enabled by pressing C eight times, so it got me thinking - can we do things by pushing other buttons eight times? Yes! Pausing the NTSC-J or PAL versions of the game, pressing A eight times, then unpausing enables (or disables) "interlaced mode" (which you have to use the above menu in the NTSC-U version to activate). Why do you want this? Well Earthworm Jim 2 usually runs at 352x240, and on an NTSC television with 480 horizontal lines, only half of them are used to display the image - that's where the concept of the black horizontal scanlines comes from. In interlaced mode, you're still sending the full 480 lines to the television... except not at once. It's 240 lines per frame (or "field"), and you alternate between the two sets. It's been a very long time since I've seen a decent CRT running this kind of content - I forget how much of a difference it makes. But I do know it's a giant waste of time when emulating on a progressive scan computer monitor - you just get combing artefacts and it feels like the frame rate has dropped. You're certainly not tapping into higher resolution visuals.