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Forgotten Worlds

Forgotten Worlds is a horizontally scrolling developed and published by in 1988. Set in a post-apocalyptic 29th-century devastated by the alien god Lord Bios, the game follows two nameless soldiers equipped with jetpacks as they battle waves of monstrous invaders across nine stages to restore humanity. Originally titled Lost Worlds in , it was Capcom's first title for its arcade hardware and introduced innovative 360-degree aiming mechanics using a rotary control, alongside an in-game economy where players collect currency to purchase weapons and upgrades. Gameplay emphasizes fast-paced action in a science-fiction and fantasy hybrid world, with players controlling flying who can aim in sixteen directions while auto-firing weapons like the Vulcan Cannon or Thunder Laser. Enemies drop "Zenny" coins upon defeat, which are spent at shops between stages on power-ups, armor, and special items, including a screen-clearing Mega attack charged by holding a button. The game supports one- or two-player mode, though ports often vary in fidelity; for instance, the version omits two stages and alters controls, while the PC Engine Super CD-ROM² port features enhanced audio with but lacks co-op. Boss encounters draw from mythological inspirations, such as a techno-organic version of the Egyptian god , adding thematic depth to the shooter formula. Developed by a team including notable Capcom figures like Yoshiki Okamoto and , Forgotten Worlds evolved from concepts similar to into a unique entry in Capcom's "jetpack" shooter series alongside and Side Arms. It was ported to numerous home platforms starting in 1989, including the , ST, 64, Sega Master System, and Sega Mega Drive/Genesis, with modern re-releases available via on platforms like , , and PlayStation 4. These emulated versions preserve the original arcade experience with improved controls and multilingual support, ensuring accessibility for contemporary players.

Synopsis

Plot

Set in the 29th century, Forgotten Worlds takes place on a post-apocalyptic transformed into a desolate wasteland known as Dust World following the catastrophic invasion by the tyrannical god , who has unleashed eight subordinate to eradicate human civilization.) , portrayed as an and self-proclaimed Celestial Emperor, has systematically destroyed cities and defenses, leaving behind ruined freeways, toppled , and barren landscapes as remnants of humanity's former glory.) In response to this apocalypse, humanity awakens two genetically engineered supersoldiers from to serve as its ultimate defenders against the divine onslaught.) These protagonists, often depicted as muscular, flying warriors—one blonde with shades and the other mohawked—are equipped with jetpacks and jet guns as their primary weapons, enabling them to traverse the ravaged world in pursuit of vengeance.) The narrative progresses across nine stages, chronicling the supersoldiers' journey through increasingly perilous regions of Dust World as they dismantle Bios's forces, including confrontations with bosses embodying the eight evil gods, such as the War God and . The storyline builds to a climactic assault on Bios's stronghold, the , where the protagonists engage in a against the itself to reclaim from eternal subjugation.

Gameplay

Forgotten Worlds is a horizontal scrolling shooter in which players control supersoldiers equipped with jetpacks, navigating through enemy-infested environments while engaging in combat. The game supports two-player simultaneous cooperative mode, allowing both participants to progress through the stages together, with each player controlling a distinct character that influences their starting weapon capabilities. Movement is handled via an 8-way , enabling free horizontal and vertical traversal across the screen, while shooting is directed by a unique rotary "roll switch" control that allows 360-degree aiming; rotating the knob adjusts the firing direction of the character's satellite-mounted gun in real time, and pushing it down activates a rapid-fire burst or a screen-clearing mega crush when double-pressed. The core weapon system revolves around a default jet gun that can be upgraded at inter-stage shops using Zenny currency collected from defeated enemies. These shops, hosted by a character named Sylphie, offer a variety of power-ups, including precision beams for armor-piercing attacks, the rapid-fire cannon for sustained barrages, and wide spread shots for broader coverage against enemy waves. Upgrades are purchased in escalating power levels, with higher-cost options providing greater damage output and range, and players can also acquire enhancements for improved firing rates or armor to bolster defenses. The game consists of nine stages, each featuring waves of enemies, mid-boss encounters, massive end-stage bosses, and environmental hazards like collapsing structures or projectile barrages that demand precise maneuvering. Progression involves destroying foes to accumulate points for scoring, which is primarily based on the number of enemies eliminated and gathered, with bonuses for quick stage completion. Players start with a health bar that depletes gradually from enemy contact or projectiles, allowing multiple hits before death; one life is provided per credit, but continues are available to resume from the current stage, and difficulty scales progressively with more aggressive enemy patterns and tougher bosses in later levels.

Development

Production history

The development of Forgotten Worlds was undertaken by 's internal arcade division in the late 1980s, culminating in its release as the company's first title on the new Capcom Play System-1 (CPS-1) hardware in July 1988. Originally conceived as a two-player in the vein of Contra, , and Heavy Barrel, the project evolved into a unique entry incorporating elements from prior Capcom shooters like Side Arms, with asset reuse from Side Arms and due to development constraints. Key personnel included prominent designers Akira "Akiman" Yasuda and Akira Nishitani, alongside planner Noritaka Funamizu and director Yoshiki Okamoto, who contributed to the game's innovative structure and visual style. Originally titled Lost Worlds for its Japanese arcade release, the game was renamed Forgotten Worlds for international markets to better appeal to global audiences. The production process presented several challenges, including delays from an insufficient number of unique enemy designs, which prompted the team to reuse sprites and elements from prior titles like Side Arms and 1943 to maintain visual variety without extending timelines further. Additionally, the CPS-1 board's expansive design, featuring over 10 ROM chips, proved cumbersome for prototyping and debugging, complicating efforts to balance graphical ambition with reliable playability. The development of the underlying CPS-1 hardware itself incurred significant costs, estimated at $5 million, underscoring the era's investment in advanced arcade technology.

Technical innovations

Forgotten Worlds marked the debut of Capcom's (CPS-1) arcade hardware, a modular board set that powered the company's arcade titles through the early . The system featured a CPU running at 10 MHz for main processing, paired with a at 3.579 MHz for sound duties, enabling complex and multimedia effects previously challenging on earlier platforms. This hardware supported a 12-bit color palette of 4096 hues, with up to 512 colors displayable on screen via a palette system allocating 16 colors per tile or sprite across multiple layers, allowing for vibrant, detailed environments that stood out in 1988 arcades. A key input innovation was the use of dual control mechanisms: a standard 8-way for character movement and a rotary spinner—known as a "rolling switch" in —for 360-degree aiming and control, providing analog-like precision beyond typical D-pads or joysticks of the era. Pressing the rotary control fired weapons in the aimed direction, while a secondary handled deployment, creating fluid, intuitive combat in a side-scrolling . This setup, mounted on a specialized , enhanced tactical depth by movement from firing orientation. Visually, the CP System's three independent scrolling layers facilitated , simulating depth with foreground, midground, and background elements moving at varying speeds to craft immersive alien worlds. Sprite handling supported up to 256 sprites per scanline in sizes from 16x16 to 256x256 pixels, each with 16 colors (15 unique plus ), enabling large, animated bosses and dynamic enemy swarms without flicker during smooth horizontal and vertical progression. Audio advancements included the Z80-driven FM synthesis chip for melodic tracks and the OKI MSM6295 for 4-bit ADPCM voice samples, delivering digitized speech like enemy taunts and interactions—rare for shooters at the time and adding flair. The game's system introduced an in-game where players collected "Zenny" from defeated foes to purchase weapon upgrades, armor, and items between stages, blending with RPG-like progression and foreshadowing hybrid genres that integrated into fast-paced combat.

Release

Arcade version

_Forgotten Worlds was initially released in arcades in in July 1988 under the title Lost Worlds (ロストワールド), with the international launch following in 1988. Developed and published by for worldwide distribution, it debuted on the company's new Capcom Play System (CPS-1) hardware, marking an early showcase for the platform. The game was housed in standard upright cabinets, each equipped with a distinctive control layout to support its cooperative gameplay. Players used an eight-way to maneuver their character through the side-scrolling environments, while a rotary knob allowed independent control of the weapon's aiming direction, enabling 360-degree firing without restricting movement. This dual-input design, combined with a fire button on the rotary, provided precise control over the aerial combat mechanics, where the core loop involved flying soldiers battling alien forces while collecting power-ups. Commercially, the arcade version performed strongly, solidifying its place in Capcom's successful portfolio that year alongside titles like Street Fighter. Regional variations were minimal, primarily involving the title change for the Japanese market and differences in voice samples; for instance, the Japanese Lost Worlds included additional audio clips for characters like the fairy Sylphie, which were omitted or altered in international localizations due to production constraints.

Home ports

The home ports of Forgotten Worlds began appearing in 1989, adapting the 1988 arcade original to various 8-bit and 16-bit home computers and consoles, with publishers varying by platform and region. handled the European releases for the , Atari ST, Commodore 64, , , and IBM PC (DOS) versions that year, while published the /Mega Drive port in in November 1989, followed by North American and PAL releases in 1990. These early ports prioritized accessibility on limited , often simplifying the arcade's unique scheme—which featured an eight-way for movement and a rotatable button for independent aiming and firing—into approximations using standard controllers or keyboards. On home computers like the and , players used keyboard controls or input for aiming, while console versions such as the relied on movement combined with button holds to rotate the character's aim, reducing precision compared to the arcade's dual-input system. The version supported EGA but suffered from grainy visuals and choppy performance due to hardware constraints. Graphical and gameplay fidelity varied significantly across platforms, with 16-bit systems like the , ST, and offering closer approximations to the 's detailed sprites and multi-layered backgrounds, though animations were simplified and some effects were omitted on the ST. Eight-bit ports on the Commodore 64, , and featured notable downgrades, including reduced color palettes, smaller sprites, and slower frame rates to fit memory limits, while maintaining the core horizontal-scrolling structure but shortening levels or removing minor details. Co-operative multiplayer, a hallmark of the , was retained on higher-end systems like the but omitted in ports such as the and 8-bit computer versions to streamline single-player focus. Later adaptations extended to the in 1991 (published by for and Brazilian markets) and the /PC Engine Super ² in on March 27, 1992 (published by Avenue). The version, developed by Sanritsu, mirrored the 8-bit computer ports with further graphical simplifications and no co-op mode, emphasizing solo play on the console's hardware. In contrast, the PC Engine release leveraged capabilities for enhanced audio tracks, including a more expansive , while preserving all levels and improving sprite fidelity over 8-bit counterparts, though it still cut two-player functionality in favor of selectable solo characters.

Re-releases

_Forgotten Worlds was included in the , a compilation released in 2005 for and , which emulated the original arcade version and mapped the rotary aiming controls to the right for improved accessibility on home consoles. In 2021, the game received a digital re-release as for , initially launching on before expanding to , , and PC via . This version supports both and options and introduces modern features such as save states, gameplay rewind, adjustable difficulty and speed settings, and online leaderboards. The emulation adapts the original rotary controls using s for aiming or shoulder buttons for discrete rotation, enhancing playability on contemporary hardware. As of 2025, Forgotten Worlds remains available digitally through on , , , and , with no new physical releases announced since 2021.

Reception and legacy

Contemporary reception

Upon its 1988 arcade release, Forgotten Worlds received praise for its stunning and fast-paced , with reviewers highlighting the detailed and colorful foreground elements, massive end-of-level bosses like the Dust Dragon and Samurai Warlord, and overall over-the-top presentation that surpassed many contemporaries. The game's innovative control scheme, using a for aiming combined with a for movement, was noted for enabling fluid 360-degree shooting, though it came with a steep that frustrated some players. However, critics also pointed out its lack of originality as a variation on Capcom's earlier Side Arms, alongside its extreme difficulty, which made it expensive to play due to frequent deaths from relentless enemy swarms and high-speed chaos. The title achieved solid adoption in s, reflecting Capcom's growing prominence in the genre during the late 1980s. Home computer ports, released primarily in 1989 by , garnered high acclaim on 16-bit systems like the and , where they were lauded for faithfully capturing the 's visual spectacle, smooth scrolling, and co-operative multiplayer mode. The version, in particular, earned scores of 97% from for its "addictive" gameplay and "stunning" graphics, and 90% from User, which called it a rival to top arcade conversions like . These ports averaged around 94% in contemporary reviews, emphasizing the innovation in rotational aiming and two-player co-op as standout features that enhanced replayability. Common praises included the empowering weapon upgrade system using in-game currency, though the game's short length—typically completable in under an hour by skilled players—was occasionally noted as a drawback. In contrast, 8-bit conversions for platforms like the Commodore 64 received more mixed responses, with scores around 88% from Commodore User but criticisms centered on occasional slowdowns during intense sprite-heavy sequences that disrupted the pacing. Reviewers appreciated the effort to replicate the arcade's core mechanics and co-op play but highlighted how hardware limitations led to less fluid action compared to 16-bit versions. Overall, the home ports bolstered Capcom's early presence on computer markets, contributing to the company's expansion beyond arcades into console and home computing ecosystems during the early . The steep difficulty curve remained a consistent theme across platforms, often praised for challenge but criticized for alienating casual players, while the aiming innovation was widely lauded for adding depth to the formula.

Accolades

At the 2nd Gamest Grand Prize awards for , held in , Forgotten Worlds (known as Lost Worlds domestically) secured second place in the overall grand prize category and was nominated for best with a second-place finish in that subcategory. The game also won first place for Best Graphics, recognizing its innovative use of the hardware for detailed, scalable sprites and backgrounds. Additional placements included third for Best Ending. The title's debut on Capcom's new arcade board marked a significant technical milestone, earning developer recognition as the company's first production utilizing this influential hardware platform, which later powered hits like . It was featured in arcade popularity polls and year-end selections by Gamest, highlighting its innovative and visual design. In the West, Forgotten Worlds received no major formal awards beyond positive mentions in magazine top lists, such as those in , but its graphical achievements were frequently praised in contemporary coverage.

Retrospective reviews

In the 2010s and 2020s, retrospective analyses have praised Forgotten Worlds for its innovative blend of shoot 'em up mechanics and RPG-like elements, positioning it as one of Capcom's standout titles from the late 1980s arcade era. Hardcore Gaming 101 highlighted its stunning visuals, such as the ruined freeways and Incan-styled shops, along with varied boss designs, describing it as a key entry in Capcom's "jetpack" trilogy alongside Section Z and Side Arms. The game's health bar system and currency-based shop for weapon upgrades were noted for adding strategic depth uncommon in contemporary shooters, contributing to its enduring appeal among retro enthusiasts. The title's legacy includes its influence on the genre through the shop system, which allows players to purchase power-ups using collected Zenny, fostering a sense of progression and replayability that echoed in later titles with mechanics. Its free-aiming controls, originally via a rotary knob for 360-degree shooting, inspired adaptations in subsequent action games that emphasized directional flexibility over fixed patterns. Among shmup fans, Forgotten Worlds holds cult status for its unconventional human protagonists and co-op gameplay, often celebrated in retro gaming communities for blending sci-fi and fantasy elements in a mesmerizing level design. Recent coverage, including playthroughs and analyses from 2021 to 2023, has emphasized the game's timeless difficulty as a challenging yet fair test of skill, with no major remakes but frequent inclusion in anniversary collections. The 2021 re-release in received positive user feedback on platforms like , earning around 69% positive reviews from players who appreciated the emulation's fidelity and added features like rewind and adjustable speed. Modern takes on re-releases often contrast early criticisms of the arcade's specialized controls with contemporary adaptations, such as using shoulder buttons or right analog sticks for aiming, which make the rotational shooting more accessible on standard controllers without diluting the original intensity.

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