Evolution Worlds is a Nintendo GameCubeRPG created by Sting Entertainment. It was a compilation of Evolution: World of Sacred Device and Evolution 2: Far Off Promise, two previous Sega Dreamcast games, and merged the two together for the Gamecube release.Mag Launcher is the current head of the family thanks to his father going missing three years ago. However, he learned about the news with the mysterious girl named Linear Cannon who carried the letter to him. In the letter, his father told him to take care of Linear no matter what happens to her. Following his father's words, Mag makes Linear part of his family and, together with Gre, they work hard day and day to pay off a huge debt to the Society while looking for the legendary Evolutia. Tagging with them in the long run are the Launchers' rival ChainGun, and thrill-seeker, bounty hunter Pepper Box.For the first part of the game, the Launcher duo do explorations with the other party members while Eugene from the 8th Empire becomes interested in some strange energy patterns coming from Pannam Town, speculating that Evolutia is hiding somewhere. And he's Obviously Evil with that face of his, so he's technically the Big Bad of the first part.For the second part of the game, Mag's achievements are recognized by the head of the Society, prompting him to take more quests around the main HQ. On the way there, the train he's taking is robbed by Carcano, who becomes known to the Launcher trio. During their visit in Museville, the mysterious character Yurka, who seems to know Linear very well, speaks with her whenever she's alone by herself. To add more variety, they get assisted by Carcano later in the game.The game is unique in that it's a combination of a regular RPG and a roguelike, with randomly-generated dungeons, stairs, and traps, but with a standard RPG battle system; you can level up skills in midbattle by spending TP on a wide range of movepools.
This game contains examples of:
Action Initiative: Run into an enemy from behind, the music sounds happy and you get free turns to happily punch your enemies. Have an enemy run into YOU from behind, the music gets daunting and you stand still while the enemy beats your head off your shoulders.
All in a Row: The party's leading member can be rotated with the three characters moving around, doing so gives some kind of bonus for exploration (Mag can destroy boxes and stone pillars, Chain can make the party run faster, etc). It gets a bit silly when you can make all of them jump on the very same spot.
Ambition Is Evil: Prof. Whitehead tends to be really nice towards Mag and the rest of the characters, but he's secretly trying to obtain ultimate wisdom all for himself.
Whitehead ends up feeling guilty for using Mag and for trying to finish his plan. He feels so guilty for helping Yurka achieve his goals that he offers to help Mag and co. as much as he can.
Badass Grandpa/Badass Normal/Battle Butler: Gre is entirely capable of serving Mag at home and on the battlefield despite his age. He also fights without the use of a Cyframe and, unlike Linear, has no hidden powers.
Bad Export for You: Considering how nearly finished the entire second half of the game is, it makes you wonder why they would consider doing both games on one disc considering what they DID with the first half of the game (See Porting Disaster).
But Thou Must: There's no way to take Linear off the party to ask another member to join during ruins exploration unless she's kidnapped. Justified in that Mag promised his father to not leave Linear alone.
Can't Drop The Hero: Mag is the title character, therefore he must always be in the party and controllable, so you cannot get rid of him whatsoever... Not like you would want to.
Chaste Hero: Mag can't really understand the theme of love, not even when Nina seems infatuated about Gre.
Chick Magnet: A rumor in the Society explicity says that Carcano is popular among girls.
Combining Mecha: The Ulticannon needs both Yurka and Linear to work properly.
But then before you get the chance to fight it, Linear breaks out from the machine. However, Yurka, driven insane with jealousy, descends into madness, and the robot's loosely angelic-look turns into a gruesome devil-look, complete with a beating heart-like organ hanging to the right side.
Cool Helmet: Mag is always wearing his headgear wherever he goes...and whenever he goes to sleep. It doesn't really bother him at all.
Cool Loser: The Launcher Family is popular among other hunters in that they have an horrendous debt to pay to the Society, so Mag has to Work Off The Debt to keep his Big Fancy House. Luckily, the Gun Family averted going through this by doing the opposite, but it's still kind of pathetic they now live in a bus.
Crazy Jealous Guy: After Linear is persuaded back into returning to Mag's side, Yurka, while still in the Ulticannon, starts to wonder why he's feeling jealous all of a sudden.
A very young kid behind Chain's bus home has the hots for Linear, but he doesn't like the idea that Mag scorts her everywhere she goes.
Critical Hit: Shown by the enemies having a different hurt animation.
Curb-Stomp Battle: Upon fighting Carcano the first time, he'll go down without much trouble. However, he was letting his guard down to make time while his men were stealing appraisal items on the train. The next time Mag meets him face-to-face, he's tougher to beat.
Cute Mute: Linear starts out as this, somehow inverting the Heroic Mime status for Mag. By the second game or the second half of Evolution Worlds, she becomes the Shrinking Violet.
Disc One Nuke: Averted. Mag's Hand Cyframe isn't as much of a disc nuke here due to the fact many enemies and bosses were cut out for the first portion of the game.
Dishing Out Dirt: Linear's Ocarina offensive spells practically has boulders fall on the enemies.
Disc One Final Dungeon: Eugene's Ship, arguably, since there are no enemies but a Boss Rush with three bosses one after another (with breaks in-between all of them). It's entirely jarring if you didn't store many healing items and didn't do some Level Grinding beforehand. And yes, to add insult to the injury, it's a temporary Point of No Return till you save Linear.
Distaff Counterpart: Even though it's not a bit too obvious at first glance, Linear is this to Yurka. And to add it up, they are the complete opposite of each other. Linear is a pretty shy girl who likes flowers and some people besides Mag while Yurka is really merciless and hates humans with a passion.
Oh, and For the Evulz, Yurka takes a flower's life away right in front of Linear, who then gives life back to it and more flowers. This clearly cements how Linear is related to regeneration while Yurka is related to destruction.
Distressed Damsel: This was obviously bound to happen to Linear judging Mag's father told him to keep her safe from everyone at all times. The second time this happens is subverted since she's convinced to leave Mag to keep him safe instead.
Drop the Hammer: One of Mag's weapons for his Cyframe. No matter how big the enemy is, his trusty hammer squashes them with no problem.
Drunk on Milk: On a little note, Pepper comments how she and Nina of all people went to drink milk one night and the latter got so drunk that she started dancing the Macarena.
Dude, Where's My Respect?: The Launcher family (Mag included) is respected among other adventurers...but for the wrong reasons. The only people who respect them are Nina, who starts respecting Mag after he completes story missions without problems; Gre by default, and Prof. Whitehead. Carcano really warms up to Mag, giving him some well-deserved respect even before he's fought. Prof. Whitehead thinks very highly of Mag and appreciates the work he's done so far till the point they meet except he's really using him for his own selfish goals.
Easily Forgiven: Mag (somehow) convinces Whitehead from arresting Carcano despite all the trouble he's been causing to the Society for a long time ago with the idea that he'll repent for his actions soon.
Grappling-Hook Pistol: This is one of Carcano's skills that he can use with his Cyframe. Outside of battles, he uses this to sneak into the Society Museum to steal artifacts.
Moreover, he uses this to enter the building after Linear is persuaded to leave Mag behind. Since Carcano revealed his secret, he won't be able to use it to plan surprise thefts anymore. But then again, he did say he was going to turn into a better person.
Humans Are Flawed: Yurka doesn't really like humans because of this reasoning since he and Linear are Evolutia. He comments on this when getting rid of Whitehead for his fascination with the ancient civilization.
I Have No Son: A kid selling fruits in Museville will go through this if Mag and the party don't buy anything from him.
Improbable Weapon User: Mag's Cyframe is essentially a Power Fist that can be upgraded to wield hammers, bowling balls, and bug spray. Chain's Cyframe is a jet pack with a giant blade sticking out at the back. Linear uses a Frying Pan of Doom. Unequip Gre's and Linear's weapons, and they punch their enemies with their bare hands.
Inexplicable Treasure Chests: There's a large number of chests containing healing items, the same artifacts over and over, and an inexplicably large number of Cyframe parts that your friends can easily use.
That's because in World of Sacred Device, the game from which the cut scenes came from, he never wore the adventurer jacket. The jacket was added in Far Off Promise, from which most of the character models came from.
Older than They Look: Mag, Linear, and Chain are 16, 17, and 15 respectively. None of them look even close to their age.
One Man Party: Mag is easily the strongest character. The other characters levels will appropriate to what level you are, but Mag always seems to have the edge in strength.
This gets subverted once Carcano joins the group, making him the second strongest character in physical attacks.
Only in It for the Money: If you do a mission with just Mag and Linear, your entire win bonus goes straight into your pocket. Unlike the last game, taking Gre along won't charge you here since he knows you're putting the money to good use. Chain, on the other hand, takes 30% of your bonus for herself, and Pepper takes 60%! The worst part, you never get this money back to you, so it's basically losing massive chunks of change for having people in your party! When you net 100,000 in the game (which is sizeable money) and then Pepper takes 60,000, that's a massive loss! The even worst part: bonuses are a one time thing, going back and beating the dungeon again means nothing, the money is gone.
Outlaw Town: Pine Village, Carcano's hideout, is just a big town over the water fully inhabited by thieves.
Power Gives You Wings: Linear suddenly creates a phoenix-like form to fly away with Mag to save him from being killed.
Yurka pulls his long blue wings out when he's fought. And true to the trope, he really is a deadly boss.
Porting Disaster: The second half of the game is a near perfect port of Evolution 2: Far off Promise, with only a few minor flaws here or there, the most notable being the lack of the basement in the random dungeon, and the lottery being removed. The first half of the game (if one can even CALL it half) is pitiful and completely butchered. Not only are 3 of the dungeons removed, but only two bosses show up for fights (far easier than their original counterparts), you can't revisit these stages, and 80% of the town is totally cordoned off from access like they didn't port the entire city (and considering how small it is, that's pretty bad). To make matters worse, they put every cutscene from the first game in, which can make anyone realize quickly they obviously tore large chunks of the original Evolution out and just flood 5 to 10 minutes at a time with cutscenes and dialogue.
Surfer Dude: The Cyframe mechanist in Museville looks like this.
Suspiciously Specific Denial: No, Carcano isn't going to help Mag and the others get into the Society Museum to rescue Linear. It just happened.
Tank Goodness: Mag and Linear run away from an army made entirely of this.
And then Mag and his rescue party face one as a boss while trying to get to Linear.
Weirdly enough, both Forest Depths and Crypt Maze have tank-like bosses that're not related to the dungeon element-wise, the latter does employ an ice attack, though, but that's it.
Tech Points: The characters all have a wide movepool to which they can unlock by gathering TP in battles. Since Linear and Gre don't have the same benefits to upgrade/change their weapons like the other Cyframe users of the party, they instead have more areas they can choose from the beginning.
In the second part, there's a dungeon specifically made so that the party gains more TP than EXP from the enemies in there.
The Reveal: Linear? Yeah, she's the Evolutia. Nobody could find the legendary Cyframe since everyone thought it was a relic or a machine, but not a sentient human(?) being. Eugene manages to find this out by using a hi-tech radar.
And then there's the fact Yurka is also an Evolutia.
The Rival: Chain the first five minutes of the game. After that, it doesn't really sound like she's being a rival at all if she demands Mag to take her to dungeons all the time.
This is her reason for following him all the way to Museville.
The Unfavorite: Chain's dad really doesn't like her. He even implores Mag to take her to his missions just so that she's not around the house.
Thriving Ghost Town: There's only about 10 NPC's in both Pannam Town and Museville, and the majority are useless. Except for the shop owner, upgrade shop, missions, and appraisal, everyone else does nothing whatsoever except talk about totally irrelevant things or mention stuff you already know.
Time Skip: Six months after the events of the first game, to be specific.
Tsundere: Chain, Type A. This is even mocked at the beginning of the game when she begins making fun of Mag until Mag embarrasses her with the word cute, at which point she tries to defend herself but just takes off flustered.