top of page
< Back

Cosmo Police Galivan (NES, 1988)

Cosmo Police Galivan (NES, 1988)

Subgenre: Platform Adventure-lite/ARPG (exp point leveling for the player char and main weapons, some NPCs, basic trading with some NPCs)


Movement Mechanics: Temporary flight via the jet boots (costs energy/CP)


Other: Level-based without backtracking to previous levels to progress

  • Linear overarching structure (sometimes partially non-linear levels however you'll generally have to get all items in a specific order - destroy the defense computers to open levels up completely+get the "path revealer" item(s) to be able to get the new weapon in each level (needed to be able to damage the level's boss), have to do level 2 in a specific order besides getting optional info from some NPCs, etc.; can skip the eye in level 3 though it is harder, can probably skip getting the password letters in level 6 if you know them though you'll be underleveled)

  • Some teleporters such as the NE one in level 4 can be used as minor shortcuts once you know where they take you - generally they take you to an alternate dimensions which is just a separate sub area with different enemies, backgrounds and music

  • No in-game map

  • Auto-save feature (loading a save makes your exp go down to the minimum for your current level however)

  • No checkpoints - start back at the entrance to an level and current level exp is reset+you lose your CP (ammo/money)

  • Large maze levels, Some backtracking to ability gates with new abilities

  • Temporary flight via the jet boots (costs energy/CP)

  • Some abilities/tools gained that are used to progress (jump boots/cosmo boots are needed in level 2 at one point, torch/eye to see in the dark in some rooms of one level, cosmo suit to move underwater without taking damage, late game jet boots let you fly temporarily with each use, some special weapons and crystals open new paths/destroy walls (these all cost energy/CP to use), some other gating via mini-bosses - the large computers in certain rooms)

  • Alternate dimension theme (new backgrounds, music and enemies)

  • Can destroy most enemy projectiles after getting the cosmo power upgrade in level 1

  • Temporary robot suit upgrade (fill up your GP bar (you keep it on until the bar is completely emptied), after you get the auto-protect "spell" you can summon it instead though it's fairly expensive, similar to Robocop however the first Cosmo Police game also had this and it's from 1985) - increases defense

  • Shows bosses' health bars

  • 2+ mini-bosses per level

  • Ammo-based alternate weapons (ammo capacity is increased as you level up)

  • Get hints from NPCs - they tend to act like pieces of a manual or guide rather than actual people though

  • Enemies respawn when re-entering a room, Constantly respawning enemies in certain rooms of some levels (annoyingly they tend to stop dropping items when backtracking)

  • Levels become a lot easier as you level up your main weapon and you will do this as you're forced to grind for ammo anyway. Alternate weapons don't level up - makes a few parts kinda tedious

  • No new enemies appearing when backtracking through a level

  • No melee blocking (Zelda II), dodging or attack combos (Double Dragon)

  • Can hit enemies through platforms

Some notables cons:

  • Sometimes you won't know where a new path opened up after using a crystal and sometimes it's hard to tell where you're supposed to use a sub weapon to open a new path (the game can also be a bit anal about hitting exactly the right spot)

  • Some floor traps that make you backtrack

  • Spongy bosses and some spongy enemies until you've grinded a lot, Grinding to power up your weapons plus for ammo and HP

  • Difficulty spikes at most main bosses

  • Some unavoidable hits

Playthrough - Mini Review



Influenced by: Probably Metroid, possibly Bio Senshi Dan, Ys III, Faxanadu, Zelda II


Influenced: 

bottom of page