The PC Engine version is amazing, better than the arcade in many ways too. Actually, while the Mega Drive version is better than he others it's still pretty poor. There's so much missing from it that it's painful to see how much better the PC Engine is.
@@teddym2808 Both versions are good and have pros and cons: The MD port has parallax scrolling and 2 players co-op that's missing on the PC Engine CD port, however the Mega Drive port doesn't have all arcade levels included on the PC Engine CD.
Also, it's worth pointing out that when attempting to play Forgotten Worlds on the Mega Drive/Genesis with a 6 button controller, it is important to hold down the Mode button while booting the game up, otherwise the game glitches and appears defective. I actually traded in the first one I bought because I thought it was defective!
This is a great compilation video, thank you for creating it. I am planning on doing one on Forgotten Worlds myself, perhaps in a bit more detail. I may even *gasp* play through every version of the game.... o_O
A 2 page preview of the Amiga version in same issue as a 2 page Review of the C64 version, rated at 90% in same issue of CCI magazine and it was clear to see the extent the influence US Gold had over the UK games press.
I have to say that the Master System version looks better than expected. To think that the SMS was contemporary to the Famicom is amazing. I only own the Genesis version. It's 3 button controller would be the logical choice, but it's easy to see why the PC Engine version is so great. I imagine it must use the RUN button to rotate counterclockwise, like Barumba does? I love those shops in the old Capcom games: Forgotten Worlds, Dungeons and Dragons, Area 88/UN Squadron...
Love the show, but have yet to comment. The quality you guys put into Battle of the Ports is why I always look forward to new comparisons. That being said, the text is my favorite part of the show because it puts the comparisons between the system into perspective. Also, I really enjoy you all's opinion. Do you think it's possible that you could make a follow up to this episode with the text? Keep up the good work :)
Looking at the Home Micro Versions.. ARC Developments had the Arcade Machine, but said being given the source code wouldn't of been any use, nor did they pull graphics straight from the coin-op, instead they tailored the graphics for each host machine, starting with the Amiga first. The Coin-Op was used for inspiration and artwork design. Code for moving sprites was the same on ZX SPECTRUM and the Amstrad CPC,you just paid a price in speed if you wanted to use the higher colour modes on the CPC
Es cierto que la versión de PCE es mucho muy superior, en todo sentido. Por otro lado, es más accesible la versión de Sega, y en todos sus apartados es muy cercana a la versión arcade. Si, tiene sus recortes (voces y cinemáticas, entre otros). Pero se juega igual, las melodías están, y los gráficos presentes son casi 100% fieles. Además, para ser un juego de Sega de 1989 está muy bien logrado. Hay que tener en cuenta que en los primeros meses de vida de la consola, las desarrolladoras no contaban con amplios recursos técnicos ni humanos, y las políticas de trabajo muchas veces no eran muy favorecedoras (Capcom por ejemplo, tenía contratos con Nintendo que le impedían portear todos sus juegos a todas las consolas). Pero sí se tenía conocimiento de programación con los fantásticos procesadores Motorola, y con la novedosa combinación de sonido FM y PSG; ventajas que yo creo que favorecieron a la realización de este magnifico port.
Great video Yakumo1975! Didn't the PC Engine CD port come with a rotating dial controller; like the one on the original Arcade cabinet? That would make it the best, at least in my book.
Just so you know, the Sega 16-bit port of Forgotten Worlds left out stages 6 and 8, reducing to seven stages. And the PC Engine CD port is only one player.
Also it's hard to replicate the controls of this game in MAME, since the arcade unit has a joystick with a dial on it to rotate the direction of fire. You have to map the left and right rotation to separate buttons or else it controls all herky-jerky like in the video.
I'm glad you added voice-over commentary to your later episodes. Maybe you could go back someday and add voice-over to these earlier ones. I would love to have heard your thoughts on some of those crappy home computer ports!
That's so true. Took my ages to remember that you need to press the mode button for that game. There are a few others too. I remember Golden Axe II being one game that needed you to hold the mode button. Funny thing that I was playing Golden Axe 1 yesterday on the MD which worked fine with the 6 button controller.
ARC Developments made up of Ex-Elite Systems staff, ST F. World's was Tim Rounds first ever project, he said it was physically impossible to fit all 9 levels from the coin - op into the conversion.
I'm working on the next Retro Core right now :) I hope to have it ready by next Monday. The SFC section is also being updated soon. I'm just waiting for a new scanner to arrive. I need a CCD scanner to scan bulky items in focus. My current scanner can't focus on items such as game cartridges.
The PCE CD version was something else, it was very faithful to the arcade version, plus you had the option to play it in English or Japanese (also like the nice touch of the shopkeeper bowing, something not seen in the US version in arcades, but was present in the Japanese arcade version), a rare thing at the time indeed before it became more common on some PS1 and Saturn games later on.
Not that I know of. It's just a normal CD release or at least every version I've seen has been. The PC Engine version plays just like the Master System and Mega Drive versions.
Retro Core Actually, the PCE version was released in a special pack with a 3 button controller (the Avenue Pad) where the third button was dedicated only for the rotating: www.play-asia.com/forgotten-worlds-special-edition-w-avenue-pad-3/13/702syk
The PC Engine actually has a 3 and 6 button pad which are great for this game. I've never actually played it with the standard 2 button pad though as I don't have one. I really should get a nice grey one.
Thanks for the comment, megamanfan1500. Actually, there are no "guys" but just me, one guy :) It seems a lot of people want the text so from the next show the text will be back.
Home Computer versions were a real fraud! On the box was written that all the 8 enemies were present, and instead there were only four... and the girl in the shop was badly drawn too... and the music on ST was oddly better than the one on Amiga!
Do you mean the PC Engine one? Unfortunately I don't do. I've never actually seen it either but I have seen a magazine ad for it way back in the early 90's.
In the computer versions, not only are the controls awful, you don't have a subweapon to begin with! Also the stage order is wrong in the ST version. The programmers should have played the PCB more.
It's one of those points that I don't think the developers cared about. I can imagine Ocean or which ever pathetic distributer released theirs (US Gold, perhaps?) giving the devs next to no time to develop the game and not a lot of money. There's also the high possibility that the devs were also not very good.
Everything looks like crap except the Mega Drive & the PcEngine which looks nice. This is my first time seeing FW on pcengine. Looks sounds n plys awesome
You request has been noted. I've added Side Arms: Hyper Dyne to the list of future video. I'm not sure when it will be done but it will be at some point.
The computer ports (well, at least the C64 and Amiga versions) were completely unplayable due to the horrible controls. Why is it that they will take shortcuts on every other aspect of a game (graphics, sound, number of levels, etc), but the controls are the one thing that they insist on faithfully replicating, even if it makes the game unplayable? They should have offered the option to just lock the gun horizontally so that it would be like any other shooter. Yes, then the game would no longer be unique, but at least it would be playable. They could have also offered the option to use a couple keys on the keyboard to rotate the gun. While this wouldn't have been a great control method, it would have been workable for people who had joysticks that they place on a desk and use one-handed. Or they could just ignore the keys and leave the gun in one position. Anything would have been better than what they chose. Honestly, did these companies do any playtesting at all?
I think for home computer systems, single button joysticks were the accepted, and, most readily available controller. It wasn't until '91 that I'd played an Amiga game, Leander, that actually accomodated for a second action button. Having some Sega gamepads available, It was compatible enough to work. For the first hurdle, I think the computer game publishers were more interested in selling copies than pushing the consumer base for newer peripherals. Figuring out an easy to use control scheme for single button controllers was complicated enough. (Playing Budokon on Amiga 500 was an experience. Multiple martial art moves for each of the directionals and more when in another stance. It worked amazingly well, though a bit stiff.) Even today, you'd think controls and user experience should be refined from generations of game development... But, they still get it wrong, from time to time. Using a keyboard, it depended on the system. Key blocking and ghosting limited use depending on scenario. Modern keys have quite a bit more freedom. Mosly, I'm applying this to early 8-bit self-contained computers. This was my experience transitioning from c64 to Amiga. Still, there was also this expected norm. If you were playing a game, you needed a joystick. If you used the keyboard, there was little or no key remapping. You used the arrow keys and you liked it. Lol. Eye of the Beholder hurt my hands. On Amiga 500, you had a mouse for point and click actions, but had to shift to the right constantly to use arrow keys for movement in combat situations. Would have been nice to be ambidextrous for that game and just wrap the mouse to the left side of the computer. And, when ports got made by these smaller system specific teams, all the skills or hardware architecture needed to pull the game off weren't well rounded. You can tell that they'd often go with what they knew and run with it. Some advanced control concepts sadly don't show up where they're needed.
Se você comparar a versão do mega drive com a versão Arcade , você percebe que a parte sonora foi sim muito bem feita, mesmo sendo mais estridente um pouco, as notas estão lá. mas a melhor versão, ganhando da versão arcade, é a versão de PC ENGINE CD, é fabuloso, só digo isso.
The PC Engine version is amazing, better than the arcade in many ways too. Actually, while the Mega Drive version is better than he others it's still pretty poor. There's so much missing from it that it's painful to see how much better the PC Engine is.
@@teddym2808 Both versions are good and have pros and cons: The MD port has parallax scrolling and 2 players co-op that's missing on the PC Engine CD port, however the Mega Drive port doesn't have all arcade levels included on the PC Engine CD.
Also, it's worth pointing out that when attempting to play Forgotten Worlds on the Mega Drive/Genesis with a 6 button controller, it is important to hold down the Mode button while booting the game up, otherwise the game glitches and appears defective. I actually traded in the first one I bought because I thought it was defective!
Surprisingly good showing from the C64. Until it crashed...
This is a great compilation video, thank you for creating it. I am planning on doing one on Forgotten Worlds myself, perhaps in a bit more detail. I may even *gasp* play through every version of the game.... o_O
I’m pretty sure I had the Amstrad version. The PC Engine one looks brilliant!
A 2 page preview of the Amiga version in same issue as a 2 page Review of the C64 version, rated at 90% in same issue of CCI magazine and it was clear to see the extent the influence US Gold had over the UK games press.
One of my favorite Capcom games. Grew up playing the Genesis version. PC Engine looks arcade perfect. I play the arcade version now
It's a shame the Mega Drive version was not given a 8Mbit cartridge. It cold have been much closer to the Arcade original.
Whoa ! The soundtrack for the NEC is fantastic !
"I'll finish you today for sure." - what I always said to my homework.
I have to say that the Master System version looks better than expected. To think that the SMS was contemporary to the Famicom is amazing. I only own the Genesis version. It's 3 button controller would be the logical choice, but it's easy to see why the PC Engine version is so great. I imagine it must use the RUN button to rotate counterclockwise, like Barumba does? I love those shops in the old Capcom games: Forgotten Worlds, Dungeons and Dragons, Area 88/UN Squadron...
Love the show, but have yet to comment. The quality you guys put into Battle of the Ports is why I always look forward to new comparisons. That being said, the text is my favorite part of the show because it puts the comparisons between the system into perspective. Also, I really enjoy you all's opinion. Do you think it's possible that you could make a follow up to this episode with the text? Keep up the good work :)
Cool. Great vid as always. Top quality
Looking at the Home Micro Versions..
ARC Developments had the Arcade Machine, but said being given the source code wouldn't of been any use, nor did they pull graphics straight from the coin-op, instead they tailored the graphics for each host machine, starting with the Amiga first.
The Coin-Op was used for inspiration and artwork design.
Code for moving sprites was the same on ZX SPECTRUM and the Amstrad CPC,you just paid a price in speed if you wanted to use the higher colour modes on the CPC
Es cierto que la versión de PCE es mucho muy superior, en todo sentido. Por otro lado, es más accesible la versión de Sega, y en todos sus apartados es muy cercana a la versión arcade. Si, tiene sus recortes (voces y cinemáticas, entre otros). Pero se juega igual, las melodías están, y los gráficos presentes son casi 100% fieles.
Además, para ser un juego de Sega de 1989 está muy bien logrado. Hay que tener en cuenta que en los primeros meses de vida de la consola, las desarrolladoras no contaban con amplios recursos técnicos ni humanos, y las políticas de trabajo muchas veces no eran muy favorecedoras (Capcom por ejemplo, tenía contratos con Nintendo que le impedían portear todos sus juegos a todas las consolas). Pero sí se tenía conocimiento de programación con los fantásticos procesadores Motorola, y con la novedosa combinación de sonido FM y PSG; ventajas que yo creo que favorecieron a la realización de este magnifico port.
Amazing Comment 👍
@@بهزادسالمی-ب9غ thanks!
Of course but you can tell they made some effort to keep it faithful to the original.
I had a heck of a time playing the Genesis version of Forgotten Worlds, being it kept you busy avoiding enemies & their shots.
Great video Yakumo1975! Didn't the PC Engine CD port come with a rotating dial controller; like the one on the original Arcade cabinet? That would make it the best, at least in my book.
Just so you know, the Sega 16-bit port of Forgotten Worlds left out stages 6 and 8, reducing to seven stages.
And the PC Engine CD port is only one player.
that arcade footage is comedy gold, were you playing for the first time ever?
no, but I was playing at 3am in the morning.
Also it's hard to replicate the controls of this game in MAME, since the arcade unit has a joystick with a dial on it to rotate the direction of fire. You have to map the left and right rotation to separate buttons or else it controls all herky-jerky like in the video.
I'm glad you added voice-over commentary to your later episodes. Maybe you could go back someday and add voice-over to these earlier ones. I would love to have heard your thoughts on some of those crappy home computer ports!
It's something I'd like to do but I don't have the original copies of many of the earlier shows.
That's so true. Took my ages to remember that you need to press the mode button for that game. There are a few others too. I remember Golden Axe II being one game that needed you to hold the mode button. Funny thing that I was playing Golden Axe 1 yesterday on the MD which worked fine with the 6 button controller.
ARC Developments made up of Ex-Elite Systems staff, ST F. World's was Tim Rounds first ever project, he said it was physically impossible to fit all 9 levels from the coin - op into the conversion.
I'm working on the next Retro Core right now :) I hope to have it ready by next Monday.
The SFC section is also being updated soon. I'm just waiting for a new scanner to arrive. I need a CCD scanner to scan bulky items in focus. My current scanner can't focus on items such as game cartridges.
2:30 makes me think of the result that to much Mexican food and whisky has on my sphincter
Ah, shattered glass. I know just what you are saying there.
Who ever programed the Atari ST version got lazy & left the buildings out & the graphics on the C64 was amazing
I had the C64 version. Really holds up looking at the other ports.
Not wishing to be sarcastic or anything but I'd expect that from a CD.
good show i miss the text though as would be great to know how they play
DID YOU FIND THE GUY?
Yep.
I'll finesh u tuday fur sur
I've finally found him!
This time he's mine...
The videos are better with text. Its not retrocore without yakumo opinions.
Have you ever thought of doing a remake of this episode? I notice you don't have voiceovers/ text. I feel this would be a great episode if upated.
Sometime I will but I really want yo do the Final Fight and Ghost'n Goblin videos first.
Funny you should say that. While there wasn't an Alterd Beast next to Forgotten Worlds when I played it there was one in the arcade at the same time.
When will you make the next Retro Core show and update the Sfc selection on your website? Cheers. Greetings from Belgium. Greg
The PCE CD version was something else, it was very faithful to the arcade version, plus you had the option to play it in English or Japanese (also like the nice touch of the shopkeeper bowing, something not seen in the US version in arcades, but was present in the Japanese arcade version), a rare thing at the time indeed before it became more common on some PS1 and Saturn games later on.
Yes, I agree. THe PC Engine version looks really nice. Sure makes the MD port look lacking in detail.
The Japanese version gave the shopkeeper, Sylphie a cute voice whenever you buy an item.
Not that I know of. It's just a normal CD release or at least every version I've seen has been. The PC Engine version plays just like the Master System and Mega Drive versions.
Retro Core Actually, the PCE version was released in a special pack with a 3 button controller (the Avenue Pad) where the third button was dedicated only for the rotating:
www.play-asia.com/forgotten-worlds-special-edition-w-avenue-pad-3/13/702syk
The text will be back in the next video (^ v ^)
The PC Engine actually has a 3 and 6 button pad which are great for this game. I've never actually played it with the standard 2 button pad though as I don't have one. I really should get a nice grey one.
if you could set up mouse controls for the guns on mame this game would be cake
Thanks for the comment, megamanfan1500. Actually, there are no "guys" but just me, one guy :)
It seems a lot of people want the text so from the next show the text will be back.
This needs a remaster to be honest.
Someday it will happen 👍
Home Computer versions were a real fraud! On the box was written that all the 8 enemies were present, and instead there were only four... and the girl in the shop was badly drawn too... and the music on ST was oddly better than the one on Amiga!
MCMXC5 Welcome to the world of Euro home computer ports. They'd sometimes also use arcade screen shots.
Yes:( As I said for the Ghouls And Ghosts port, a friend of mine was scammed by this:(
Do you mean the PC Engine one? Unfortunately I don't do. I've never actually seen it either but I have seen a magazine ad for it way back in the early 90's.
zenny. the same currency used in black tiger. why did capcom use this name?
No idea. I'm sure there's a reason for it but a we know is that it became the name of currency in many of Capcom's games.
In the arcades of old, my friends and I dubbed the term "Zenny Pennies"
Everything at10:59 is all wrong. I was cracking up
In the computer versions, not only are the controls awful, you don't have a subweapon to begin with! Also the stage order is wrong in the ST version. The programmers should have played the PCB more.
It's one of those points that I don't think the developers cared about. I can imagine Ocean or which ever pathetic distributer released theirs (US Gold, perhaps?) giving the devs next to no time to develop the game and not a lot of money. There's also the high possibility that the devs were also not very good.
@@RetroCore It was US Gold and they gave ARC Developments the coin op, ARC themselves just decided to use the coin op as an inspiration
Everything looks like crap except the Mega Drive & the PcEngine which looks nice. This is my first time seeing FW on pcengine. Looks sounds n plys awesome
Requesting: Side Arms: Hyper Dyne
You request has been noted. I've added Side Arms: Hyper Dyne to the list of future video. I'm not sure when it will be done but it will be at some point.
The computer ports (well, at least the C64 and Amiga versions) were completely unplayable due to the horrible controls. Why is it that they will take shortcuts on every other aspect of a game (graphics, sound, number of levels, etc), but the controls are the one thing that they insist on faithfully replicating, even if it makes the game unplayable?
They should have offered the option to just lock the gun horizontally so that it would be like any other shooter. Yes, then the game would no longer be unique, but at least it would be playable. They could have also offered the option to use a couple keys on the keyboard to rotate the gun. While this wouldn't have been a great control method, it would have been workable for people who had joysticks that they place on a desk and use one-handed. Or they could just ignore the keys and leave the gun in one position. Anything would have been better than what they chose.
Honestly, did these companies do any playtesting at all?
I agree 100% with your views.
I think for home computer systems, single button joysticks were the accepted, and, most readily available controller. It wasn't until '91 that I'd played an Amiga game, Leander, that actually accomodated for a second action button. Having some Sega gamepads available, It was compatible enough to work.
For the first hurdle, I think the computer game publishers were more interested in selling copies than pushing the consumer base for newer peripherals. Figuring out an easy to use control scheme for single button controllers was complicated enough. (Playing Budokon on Amiga 500 was an experience. Multiple martial art moves for each of the directionals and more when in another stance. It worked amazingly well, though a bit stiff.) Even today, you'd think controls and user experience should be refined from generations of game development... But, they still get it wrong, from time to time.
Using a keyboard, it depended on the system. Key blocking and ghosting limited use depending on scenario. Modern keys have quite a bit more freedom. Mosly, I'm applying this to early 8-bit self-contained computers. This was my experience transitioning from c64 to Amiga.
Still, there was also this expected norm. If you were playing a game, you needed a joystick. If you used the keyboard, there was little or no key remapping. You used the arrow keys and you liked it. Lol. Eye of the Beholder hurt my hands. On Amiga 500, you had a mouse for point and click actions, but had to shift to the right constantly to use arrow keys for movement in combat situations. Would have been nice to be ambidextrous for that game and just wrap the mouse to the left side of the computer.
And, when ports got made by these smaller system specific teams, all the skills or hardware architecture needed to pull the game off weren't well rounded. You can tell that they'd often go with what they knew and run with it. Some advanced control concepts sadly don't show up where they're needed.
Se você comparar a versão do mega drive com a versão Arcade , você percebe que a parte sonora foi sim muito bem feita, mesmo sendo mais estridente um pouco, as notas estão lá. mas a melhor versão, ganhando da versão arcade, é a versão de PC ENGINE CD, é fabuloso, só digo isso.
Looks like much upgraded version of "Final Mission" for NES
needs a narration remaster.
Some day. I plan to remake all the none narrated shows.
Text back:-)... or even better voice-over...
Actually the graphics look good on all of them
No time for text this week. I also thought I'd give it a miss anyway and see how people like the show without text.