Forgotten Worlds (1988)

Capcom

Amiga · Amstrad CPC · Arcade · Atari ST/STE · Commodore C64/128/MAX · DOS · Sega Master System/Mark III · Sega Mega Drive/Genesis · TurboGrafx-16/PC Engine · Turbografx-16/PC Engine CD · Wii · ZX Spectrum

3.32 from 28 ratings

89 members have it in their collection · 2 playing now · 25 backlogged · 11 wish listed

How long? · with extras 1h (from 2 logged playthroughs)

Forgotten Worlds can be played by up to two players simultaneously. The player controls a flying muscle-bound soldier armed with a rifle with unlimited ammo. The Player 1 character is equipped with a long-range automatic rifle, while Player 2 has a short-range wide shot. The controls in the original coin-op version consists of an eight-way joystick for moving the character … Read more
Forgotten Worlds can be played by up to two players simultaneously. The player controls a flying muscle-bound soldier armed with a rifle with unlimited ammo. The Player 1 character is equipped with a long-range automatic rifle, while Player 2 has a short-range wide shot. The controls in the original coin-op version consists of an eight-way joystick for moving the character in the air while flying and a unique rotatable button known as the "roll switch".Rotating the switch left or right allows the player to adjust their character's aim in one of sixteen directions, while pressing it causes the player character to shoot his gun. This allows for the player to move their character anywhere while keeping their aim in one direction. Pressing the switch rapidly will cause the character to perform a "megacrush" attack will destroy all on-screen enemies, but at the expense of a portion of their vitality gauge. The player character is accompanied by a satellite module orbiting near him that will provide backup firepower every time the player fires their gun. Like the main character, the satellite can also be rotated with the roll switch. Rotating the character while firing will only rotate the aim of the satellite, while rotating the character without firing will not only rotate the satellite's aim, it will also move its relative position around the player. The player can obtain blue-colored coins known as "zennies" from defeating enemies throughout the game. The zennies are used as currency to obtain new power-up items from shops located at certain points in each stage. When the player enters an item shop, they are given a choice of the items available and a limited time to make any purchase they wish. These items consists primarily of new weapons for the satellite module, but also includes a health kit to restore lost vitality, an armor that allows the player to sustain additional damage, and even tips on how to defeat the boss awaiting at the end of the current stage. Forgotten Worlds consists of five stages with a total of eight bosses. The player will lose if their vitality gauge runs out, but will be given a chance to continue. Read less
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Release dates

  • 1988 (Japan) Arcade
  • Nov 18, 1989 (Japan) Sega Mega Drive/Genesis
  • 1989 (Europe) Amiga, Amstrad CPC, Atari ST/STE, Commodore C64/128/MAX, ZX Spectrum
  • 1991 (Europe) DOS, Sega Master System/Mark III
  • Mar 27, 1992 (Japan) Turbografx-16/PC Engine CD
  • Jan 01, 2000 (Brazil) Sega Mega Drive/Genesis
  • Sep 24, 2008 (Japan) Wii
  • Nov 17, 2008 (North_America) Wii
  • Nov 28, 2008 (Europe) Wii

Related

Bundled in

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Rating distribution

5 stars
4
4 stars
6
3 stars
14
2 stars
3
1 star
1
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Community All Reviews Statuses

GigaDeathNullGolem

Review GigaDeathNullGolem 5/5 · Jun 13, 2023

Good. I like the control gimmick (I think?)

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I'm unsure if I've ever actually done a proper playthrough of this game. I do know that I played it in some form once because I remember when I played it I thought 'hey this is like S.C.A.T.: Special Cybernetic Attack Team but better!" (and that's basically a short, simple honest review right there) enter image description here
Watching a demo is highly recommended. …

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I'm unsure if I've ever actually done a proper playthrough of this game. I do know that I played it in some form once because I remember when I played it I thought 'hey this is like S.C.A.T.: Special Cybernetic Attack Team but better!" (and that's basically a short, simple honest review right there) enter image description here
Watching a demo is highly recommended. You get a short video that shows you what all the weapons do. Very nice demo indeed!

FW reminds me of some other games i've seen in arcades with similar time travelling themes or settings, which makes for more level variation (why that's a thing I guess) It seems that the arcade controls were more of twin stick shooting, but on home consoles (including the TurboGrafx-CD) this was emulated through a "rotate your gun left" and a "rotate your gun right" button. This gives you a 360 degree (well 8-cardinal directions anyway) of fire. Now, I've played a few top down shooting and run and gun games that have this but not side-scrolling multidirectional shooter! enter image description here The boss fights seems easier and differ drastically from the Genesis version. Here we actually change to a vertically scrolling boss fight to give the gameplay some zest!

I have to say I do like this gimmicky feeling mechanic. You can just do some cool things with it. (Really liked the flamethrower on the genesis version, you can just hold one of the buttons down to roll flames everywhere around your character, sweeping them of enemies!) The different weapon upgrades really do let you play the game in different ways, much more so than the vast majority of side scrolling shooting games. It also makes the boss fights more interesting at times.

The way the game works is you shoot enemies and some enemies drop money in the form of little blue gems. At least once in a level you will see a big shop appear on the screen and inside you can spend your money to buy upgrades (Aerofighters did this but it was only between levels). Some might not like this 'pay to win' type system, but i do. The help is much appreciated and needed. In addition to cool weapon upgrades you can also upgrade your option's firepower which was actually the main thing i focused on (the weapons get expensive, and to buy the best ones by the end of the game you must save up!) This might be an incentive for additional playthroughs. Either way, nice design all around! enter image description here
Playing the genesis version first was enough for me to go on to know what the items are in the Jaapnese version. I also used a walkthrough for the items in the final shop.

The game looks a bit cleaner, crisper and cooler on the TGCD over the genesis. It also features a lot of digitized speech, which you can actually have two versions of according to the options but i couldn't really tell the difference) it's all in Japanese so it doesn't matter anyway. (Don't ask me why i'm playing the Japanese version I don't know, but i probably had my reasons) There was some glitching and slowdowns in some parts of the game. TBH, its a very weak TurboCD release that really doesn't add any bang to the buck other than Japanese voicing of the 16-bit scenes. The scenes themselves look similar to the Genesis version. (But the main actual gameplay graphics is better)

I have to say that even though the game isn't amazing, this realy is a must play. I dont especially love the game, but I love how different it is from other games in the genre. The multi-directional shooting works really well the way they designed it. Weapons offer more variety. Level design and overall concept is corny but fun. It's only fault is maybe that it's a one-player game. It also uses the RUN button for turning in one of the other directions (three buttons are needed, and the controller only has two)
I tried to emulate the 6 button controller (there is even an option for it in the game, so it seems to support it) but couldnt get it to work right. enter image description here Perhaps the silliness of the two main characters is more funny in Japanese voicing, and that alone makes this the best version of the game.

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