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* PaletteSwap: Both games uses repetitive sprites for their enemy designs, but the sequel is a notable offender; it's a game with 15 levels, and '''5''' basic enemy designs. Naturally the mook-level enemies will repeat their sprites constantly.

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* PaletteSwap: Both games uses repetitive sprites for their enemy designs, but the sequel is a notable offender; it's a game with 15 levels, and '''5''' basic enemy designs.designs [[note]] if you include Mammon, the first boss which is a trio of palette-swapped creatures [[/note]] . Naturally the mook-level enemies will repeat their sprites constantly.



* PrimitiveClubs: The Cavemen-like Oger enemies swings heavy clubs as their weapons.

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* PrimitiveClubs: The Cavemen-like Oger enemies swings swing heavy clubs as their weapons.
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* GenreShift: Despite being a "franchise" with only two games... the first entry is a platformer, while the sequel is a sci-fi themed BeatEmUp.
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* AWinnerIsYou: When you defeat Glovuss and finish the game, you're rewarded by... a shot of a computer displaying scrolling text congratulating you on a blakc background. For five seconds. Then the game really ends.

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* AWinnerIsYou: When you defeat Glovuss and finish the game, you're rewarded by... a shot of a computer displaying scrolling text congratulating you on a blakc black background. For five seconds. Then the game really ends.

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* FrogMan: Mirage Beast is an alien frog-human twice your height, who effortlessly leap all around the place while attacking you.

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* FrogMan: FrogMen: Mirage Beast is an alien frog-human twice your height, who effortlessly leap all around the place while attacking you.


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* AWinnerIsYou: When you defeat Glovuss and finish the game, you're rewarded by... a shot of a computer displaying scrolling text congratulating you on a blakc background. For five seconds. Then the game really ends.
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You are Galivan, last member of the Cosmo Police unit, who crashed on Planet Cynep after an ambush from space criminals and losing your Cosmo Police armor in the process. You'll need to find your way out while battling enemies unarmed, until you managed to obtain power-ups that grants you the Cosmo Police Armor, changing your

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You are Galivan, last member of the Cosmo Police unit, who crashed on Planet Cynep after an ambush from space criminals and losing your Cosmo Police armor in the process. You'll need to find your way out while battling enemies unarmed, until you managed to obtain power-ups that grants you the Cosmo Police Armor, changing your character from his default, unarmored form to a powerful form capable of launching energy projectiles.
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* PalatteSwap: Both games uses repetitive sprites for their enemy designs, but the sequel is a notable offender; it's a game with 15 levels, and '''5''' basic enemy designs. Naturally the mook-level enemies will repeat their sprites constantly.

to:

* PalatteSwap: PaletteSwap: Both games uses repetitive sprites for their enemy designs, but the sequel is a notable offender; it's a game with 15 levels, and '''5''' basic enemy designs. Naturally the mook-level enemies will repeat their sprites constantly.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pa1562651.jpg]]
[[caption-width-right:350:''Arrow of Justice'']]

''Cosmo Police Galivan'' (simply known as ''Galivan'' in Japan) is a 1985 arcade platform game released by Nichibutsu, with it's titular protagonist a rather transparent CaptainErsatz of ''Series/SpaceSheriffGavan'' and ''Series/SpaceSheriffSharivan''.

You are Galivan, last member of the Cosmo Police unit, who crashed on Planet Cynep after an ambush from space criminals and losing your Cosmo Police armor in the process. You'll need to find your way out while battling enemies unarmed, until you managed to obtain power-ups that grants you the Cosmo Police Armor, changing your
A sequel, ''Cosmo Police Galivan II: Arrow of Justice'', is released in 1993, in the BeatEmUp genre instead of being a platformer. Your titular character is back, this time with his default armor available from the start and remaining on him throughout.

The second game, obscure as it was, is constantly derided by it's excessive use of PaletteSwap in enemy designs and that it's background scenery and designs is actually more interesting than the one used for the game itself, something [[http://plaingamreviews.blogspot.com/2011/11/cosmo-police-galivan-ii-arrow-of.html online]] [[https://bogleech.com/GAMESITE/snes-cosmo.html reviews]] (whatever little there is for this game) repeatedly makes fun of.
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!! ''Cosmo Police Galivan'' (both games) contain examples of:

* {{Acrofatic}}: Hezzmo may be a gigantic literal lump of cancer in a humanoid form resembling a sumo wrestler, but that doesn't mean he can't jump all over the place and easily leap vertically offscreen, moving in and out to ambush you with great speed.
* AmazingTechnicolorPopulation: The Cavemen-like Oger enemies in the sequel. They resemble normal cavemen, but comes in shades of blue, purple, green, yellow...
* AmphibianAssault: The second boss, Mirage Beast, is a giant frog-humanoid who keeps hopping around the area while trying to kick you down.
* AmusementParkOfDoom: The second stage is set in one of these, with the merry-go-round's horses replaced by horned, skinless abominations...
* BadassNormal: The first game have you beating up enemies ''without'' the Cosmo Police armor. And you can take down quite a lot of mooks unarmed, though you'll need the armor for bosses.
* BodyHorror: Hezmo, the overweight, blobby boss, have his body made of entire lumps of oversized boils, tumors and pimples fused together into a humanoid body.
* DualWield: Psycho Crown swings two curved blades, which can double as boomerangs to be thrown from a distance before [[SummonToHand returning to him]].
* ExtendableArms: The first boss from the second game, Mammon, a skeletal alien creature with bony arms (ending in claws) capable of covering half the screen every swing.
* EyesDoNotBelongThere: More than one area in the second game, including the arena where you fight the boss, Hezmo, has eyes growing out of the (flesh-covered) wall in the background.
* FrogMan: Mirage Beast is an alien frog-human twice your height, who effortlessly leap all around the place while attacking you.
* MeatMoss: For some unexplained reason, as you infiltrate Glovuss' fortress in the second game the front area is coated in entire walls of flesh-like substance, with the pillars resembling thick veins.
* MechaMooks: The "Borg" enemies are robotic. You can come across a number of them which are in deactivated, hibernation mode and seemingly harmless... until you got too near, at which point they attack.
* MonstrousScenery: One outdoor stage has [[FlyingSeafoodSpecial scary-looking giant flying piranhas]] in the back while you fight enemy robots in the foreground.
* PalatteSwap: Both games uses repetitive sprites for their enemy designs, but the sequel is a notable offender; it's a game with 15 levels, and '''5''' basic enemy designs. Naturally the mook-level enemies will repeat their sprites constantly.
--> Repetition is and always was a standard issue with beat em up games in the late 80's and early 90's. Even some CD based games in the genre didn't feel like adding in more then six enemies for the duration of anywhere up to 10 stages.\\
However, this game has a whopping 4 enemies for 15 stages. And they resort to colour swaps sometime around the first level.
---> '''[[http://plaingamreviews.blogspot.com/2011/11/cosmo-police-galivan-ii-arrow-of.html Plain Game Reviews]]'''
* PoweredArmor: How the Galivan is depicted in the first game, as a pickup the player collect from crates.
* PrimitiveClubs: The Cavemen-like Oger enemies swings heavy clubs as their weapons.
* SnakePeople: Subverted when you fight Glovuss. The boss arena contains four sinister-looking (and ''really'' realistic) snakemen armed with tridents... and they're actually statues. All of them. They serve to make the arena smaller and as scenery filler.
* SpacePolice: Your titular protagonist, Galivan. The title of both games kind of said it all...
* StarfishAliens: The Greader enemies, a pile of tentacles, fangs, and assorted alien organs on two chicken-like legs who moves by waddling around the area. In a game filled with otherwise mediocre enemy design, this is one of the very few ''actually interesting'' foes.
* StingyJack: Psycho Crown is an ''alien'' example of the trope, a pumpkin-headed alien thug serving as a boss.
* SwordBeam: Oddly enough, unlike most galactic police forces in pop culture who's given blasters, the Cosmo Police give their units swords. Which can be upgraded to shoot crescent energy blasts and serve as a ranged attack.
* TeleportSpam: Glovuss, the FinalBoss of the second game, would port all around the arena during his battle.
* ThroneRoomThrowdown: Glovuss is fought in his throne room, where he will teleport from his throne to fight you. The throne room itself have scary-looking statues of snake-humans adorning it's corners, too.
* WolverineClaws: The ninja-like Shade enemies wears clawed gauntlets, and tries roughing you up with them.
* WombLevel: One stage filled with Greader enemies is seemingly inside some monster's esophagus. With sharp ''teeth'' protruding from the ceiling and floors.
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