Forgotten Worlds

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Forgotten Worlds
Forgotten Worlds (flier).png
Promotional poster for Forgotten Worlds
Sega (Genesis, SMS)
U.S. Gold (home computers)
NEC Avenue (TG-16)
Designer(s)Akira Yasuda
Akira Nishitani
Noritaka Funamizu
Yoshiki Okamoto
Artist(s)Akira Yasuda
Composer(s)Tamayo Kawamoto
Platform(s)Arcade, Sega Genesis, Amiga, Commodore 64, Atari ST, ZX Spectrum, Amstrad CPC, Master System, TurboGrafx-16, Wii
  • WW: July 1988[1]
  • JP: November 18, 1989
  • NA: 1990
  • PAL: 1990
ZX Spectrum
Amstrad CPC
Atari ST
  • JP: March 27, 1992
  • US: November 1992[4]
Genre(s)Horizontal scrolling shooter
Mode(s)Up to two players, simultaneously
Arcade systemCP System

Forgotten Worlds, titled Lost Worlds (Japanese: ロストワールド, Hepburn: Rosuto Wārudo) in Japan, is a side-scrolling shoot-'em-up game by Capcom originally released as a coin-operated video game in 1988. It is notable for being the first title released by Capcom for their CP System arcade game hardware.[8]


Set in the 29th century, an evil god known as Bios has destroyed most of the Earth, turning it into a desolate wasteland known as the Dust World. Two nameless supersoldiers are created by the people to defeat Bios and the eight evil gods who serve him.[9]


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 consist of an eight-way joystick for moving the character in the air while flying and a unique rotatable button known as the "roll switch".[9] 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 which 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 Zenny from defeating enemies throughout the game. Zenny is 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 consist primarily of new weapons for the satellite module, but also include a health kit to restore lost vitality, 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 nine stages each with its own boss. The player will lose if their vitality gauge runs out, but will be given a chance to continue.


The game took two years to develop, with a production budget of US$5 million.[10] The game started off as a regular side-scrolling shooter, but Yoshiki Okamoto wanted a more imaginative game.[11] During development, Capcom tried to make the game easier to play, having received criticism about how hard it was to dodge enemy projectiles in previous games. As this was the first game to use the CPS-1, Capcom tried to fully maximize its software capabilities.[12] The game did not generate enough income upon its release due to large numbers of shooter games in the market and there were increased expenses due to a shortage of chips needed for the CPS-1 boards.[11]

Home versions[edit]

Forgotten Worlds was first ported to various home computers in Europe by U.S. Gold in 1989. Versions were produced for the Amiga, Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC, TurboGrafx-16 and IBM-compatible PC. These versions of the game were developed by Arc Developments.[2] The development team had four months to make the conversions. Every graphical frame was digitised directly from the arcade version's screen using a DigiView Gold device and stored the data on an Amiga 500 computer. The God of War was hand sketched, redrawn on the computer and colored with Deluxe Paint, although the mirroring function saved time. Even the shop scene was hand sketched from scratch.[13]

All the computer versions required a joystick controller in order to be played and could not be played with the keyboard only (with the exception of the IBM PC version, ZX Spectrum, and Amstrad CPC versions). The player rotated the character in these versions by holding the fire button while pushing the joystick left or right.[14] In the Spectrum sales charts, it was number two, behind Robocop, which was number one every month for most of the year.[15]

A Sega Mega Drive/Genesis version, produced by Sega, was released in Japan on November 18, 1989, with subsequent releases in North America and the PAL region in 1990. The Mega Drive version simulated the controls of the arcade version by using A and C buttons to rotate the character in either direction and the B button for shooting. Unlike in the arcade version, both players are equipped with long-ranged automatic rifles. This version has only seven of the arcade's nine stages and provides an auto-fire feature that can be toggled on or off on the game's settings. In 2008, the Mega Drive version was released on the Wii Virtual Console in North America on November 17 and in Europe on November 28.[16]

A Master System version was also released by Sega in Europe and Brazil. This version is 1-player only and due to the presence of only two buttons on the Master System's standard controller, the buttons are used solely to rotate the character, who shoots automatically. The Megacrush attack is performed in this version by pressing both buttons simultaneously.

The Turbografx-16 version, produced by NEC Avenue was released in Japan on March 27, 1992. It was released as a Super CD-ROM² title which supported a specialized 3-button controller that NEC released only in Japan. An American version for the TurboGrafx 16 was released by Turbo Technologies Inc. as well. With the 3-button controller, the player can control their character as they would in the Mega Drive version, with two buttons to rotate the character and one to shoot. With the standard TurboGrafx-16 controller, the Run button is used in the place of the third button to rotate the character to the left. The TurboGrafx-16 is one-player only, but allows the player to select between either of the two Unknown Soldiers at the start of the game (with their respective abilities from the arcade version retained).

A version for the Capcom Power System Changer was planned and previewed but never released.[17]

An emulation of the original arcade version is included in the 2005 compilation Capcom Classics Collection Vol.1 for the PlayStation 2 and Xbox, as well as in 2006's Capcom Classics Collection: Remixed for the PlayStation Portable. Both, the PS2 and Xbox version, allows the player to use their respective controllers' right analog sticks to control the player character's aim. In 2008 the Sega Mega Drive/Genesis version was ported to the Wii console.[18]


In Japan, Game Machine listed Forgotten Worlds on their September 1, 1988 issue as being the second most-successful table arcade unit of the year, outperforming titles like Sky Soldiers and Ninja Spirit.[27] The game was met with highly positive reviews from critics. The Games Machine gave the Amiga version a score of 94%, praising the title's graphics and faithfulness to the arcade version.


  1. ^ "Forgotten Worlds" Credits
  2. ^ a b c "Never make a destructive God angry". The Games Machine. No. 19. Newsfield Publications. June 1989. pp. 30–31.
  3. ^ a b "Forgotten Worlds Sega Review". Mean Machines. No. 9. EMAP. June 1991. p. 58.
  4. ^ "Turbo Force - Coming Attractions". Turbo Force. No. 2. Sendai Publications. September 1992. p. 28.
  5. ^ "Forgotten Worlds - Virtual console (US)". Archived from the original on 2019-01-20.
  6. ^ "Forgotten Worlds - Virtual console (JP)". Archived from the original on 2018-03-06.
  7. ^ "Forgotten Worlds - Virtual console (EU)". Archived from the original on 2010-11-22.
  8. ^ "The Arcade Flyer Archive - Video Game: CP System, Capcom".
  9. ^ a b Capcom. Forgotten Worlds (Arcade). Level/area: Operator's manual, page 1 & 8.
  10. ^ Sinclair User, September 1988
  11. ^ a b Nakayama. "Akira Yasuda Interview". Retrieved February 6, 2019.
  12. ^ Okamoto, Yoshiki. "Capcom and the CPS-1". Capcom. Retrieved November 7, 2018.
  13. ^ South, Phil (April 1989). "Forgotten Worlds (Amiga) - Work in Progress". The One. No. 7. EMAP. pp. 23–26.
  14. ^ Arc Developments. Forgotten Worlds (Amiga). U.S. Gold. Level/area: Manual.
  15. ^ "The YS Rock'n'Roll Years - Issue 45". Retrieved 2015-09-05.
  16. ^ "Two WiiWare Games and Two Virtual Console Games Added to Wii Shop Channel". 2008-11-17. Retrieved 2008-11-20.
  17. ^ "カプコン アーケードオリジナルボード CPSシリーズ+CPSチェンジャー 限定販売決定!!". Club Capcom (in Japanese). No. 2. Capcom. Spring 1994.
  18. ^ a b "Forgotten Worlds Review (MD)". Nintendo Life. Retrieved 2019-02-05.
  19. ^ "Image: CVG09200025.jpg, (969 × 1331 px)". Retrieved 2015-09-05.
  20. ^
  21. ^
  22. ^ "Forgotten Worlds". Archived from the original on 2015-11-17. Retrieved 2015-09-05.
  23. ^ MegaTech rating, EMAP, issue 6, page 78, June 1992
  24. ^ "Forgotten Worlds Megadrive Review" (PDF). Mean Machines. No. 2. EMAP. November 1990.
  25. ^
  26. ^ "Forgotten Worlds Sega Genesis Review Score". Archived from the original on 2019-05-03.
  27. ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (in Japanese). No. 339. Amusement Press, Inc. 1 September 1988. p. 21.

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