I shouldn't be too harsh on the Sega Genesis port on Forgotten Worlds. Two players having unlimited continues as long as they don't die at the same time is a really cool feature. Also, it was one of the first Capcom titles to be programmed by Sega in an initiative to get third-party games on the console. Considering the state of the Mega Drive's library in the console's early days, a quarter-decent port of an arcade classic was still world's better than Osomatsu-kun Hachamecha Gekijou. However, if I'm using nonsense like "quarter-decent" to describe this, then you can safely skip the rest of the review, because there's no way it'll end on an especially positive note.
What sets this shmup apart from the competition is not something I can easily summarize. Instead of a rickety ship that's one bullet away from annihilation, you're piloting a beefy dude who eats bullets like twinkies... because they're bad for him if he eats too many(?). Using a rotary joystick - or analog controller - you can spin him around to take down enemy forces that attack from every direction. Within each of the game's nine stages is a shop that heroes can spend their hard-earned zenny on new weapons, increased firepower, or medkits & armor. Basically, Forgotten Worlds pulled elements from Capcom's other titles, then rearranged them to create something quite special. It's easy to get into, has a lot of replayability, and features striking art-direction. Great game.
A three-button Genesis pad is naturally ill-suited for a twin-stick shmup, but Sega still did a fine job of adapting it. Buttons A & C rotate the heroes while holding down the B button fires. In the option menu, you can adjust rotation speed as well as whether or not to enable autofire. This saves you to the trouble of pressing B, with the catch being that it also automates the satellite's movement. Veteran players might prefer having full control over the bullet-catching device, but it's mostly just personal preference. The nameless heroes move well, and the default rotation speed is enough to handle practically everything that's thrown their way.
What follows is a version of the game that's noticeably scaled back. On average, you're going to be dealing with 1/3rd to 1/4th of the enemy forces that populated the arcade game. A few types of enemies were omitted entirely, no doubt a casualty of trying to fit a monstrous game on a tiny cart. Also, knowing Sega at the time, the poor developers only had a couple months to get this port out the door. The cuts aren't going to bother anyone who isn't too familiar with the original. In fact, they might even appreciate the relative lenient usage of dangerous projectiles. I'm pretty sure that the hero's hurtbox has been shrunk as well. This is one change that I wish was retroactively added to the arcade game. Getting shot in the foot happens a little often there.
In an effort to shift the difficulty balance, zenny isn't nearly as common. It still drops from some defeated enemies or is hidden in suspicious places, but not as often as you'd expect. It's a sound idea, as less zenny means being more careful with purchases. A good weapon is pretty essential to survival. If buying one means skipping the life-saving resurrection potion, then that's just how it is. However, this port's many cuts include two entire stages. Since there are less zenny-earning opportunities in the stages themselves, the bonuses for defeating bosses are necessary to make up the difference. That's a little hard to do with two less bosses. I will say though that the rebound shot, which can be bought midway through the game, is sufficient to finishing the game. It seems the final boss can be wiped out pretty quickly if you just point-blank him for 20 seconds. Dodging his lasers isn't happening anyway, so might as well try for a quick kill.
Since currency is much harder to come by, several weapons were downgraded from "not optimal" to "outright useless". I won't say it'll be comfortable, but you'll have better luck surviving if you stick to a weapon path that consists of homing missile -> bombs -> laser -> rebound shot. If you somehow luck into enough cash for the homing laser, then go for it, but the game's already close to over by then. Whatever the case, don't make the mistake of purchasing other weapons. The "super laser", which costs 80,000 zenny, might as well be a prank. It's totally useless against the 6th boss.
| The biggest waste of 80,000 zenny since 'obscure Breath of Fire or Megaman Legends reference'. |
Also, while the port is generally easier than the arcade game, it still has a nasty habit of dishing out tons of seemingly unavoidable damage. During certain routes in the "Egyptian" stages, high-speed projectiles will hammer the heroes, shredding their health less than a minute after they just recovered at the shop. While they are undoubtedly worse to deal with in the arcade version, here they're a difficulty spike that just comes off as mean-spirited.
Forgotten Worlds on the Sega Genesis is playable but has aged the worst of the Capcom ports. I can't even fathom how hellacious it must've been such a massive game into a tiny cartridge. For what it's worth, I believe the programmers did everything they could. However, it's hard to look past the two missing stages and the effect they have on the zenny economy. This port could've waited another year, or at least until 8-megabit carts were more affordable to produce. Hindsight isn't benefitting a console that's suffering a dearth of third-party games though. Besides, it's like I said a minute ago, this is still world's better than Osomatsu-kun Hachamecha Gekijou.
Oh, but don't get any funny ideas about that being my next review. I am never touching that piece of fucking shit ever again.
