[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Cool_Spot_guide.gif]]
[[caption-width-right:256:Everything you need to know.]]

''Cool Spot'' is one of the more notable aversions to TheProblemWithLicensedGames. The game was released on several systems during the 16-bit era. It is a PlatformGame starring the red spot in the 7-Up logo. As this spot, your goal is to explore what appears to be a tourist town or seaport of some kind and rescue others of your number from cages that, [[ExcusePlot for some reason]], they are imprisoned in. Although this concept sounds lame, the game itself is surprisingly well-made and fun, with catchy music, large levels, intuitive controls, a decent level of challenge, and plenty of secret areas. With its generous time limits, the game encourages--and sometimes requires--you to take your time to explore rather than immediately free your buddy and end the level.

[[Administrivia/NeedsABetterDescription Might need a better description.]]
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!!This game provides examples of:
* BonusStage: Collect 75 of the little red spot tokens in a level and you can enter a bonus stage where you bounce around on bubbles in a (comparatively) giant 7-Up bottle and attempt to get as many points and 1-ups as possible before the timer, which is much shorter than it is for a normal level, reaches zero. The only way to get continues, which take the form of the letters of the word "UNCOLA" ("VIRGIN" in the PC version).
** These continues, in turn, had to be accumulated on Hard difficulty (which required 99% of the spot tokens, as opposed to 85% on Normal and 75% on Easy) in order to win a contest that has long since expired. [[ContinuingIsPainful If you used any of the continues, you would be unable to win this contest, as the continues could only be obtained once.]]
*** The reward for beating this challenge was [[UndesirablePrize a plastic Spot toy that was probably worth about 50 cents]].
* BonusStageCollectables: The [=UNCOLA=] letters mentioned under Bonus Stage.
* BookEnds: The game begins and ends on the beach. In fact, most of the game's level types are distributed symmetrically around the middle level: The second and second-to-last levels are the same type, as are the third and third-to-last levels and the fifth and fifth-to-last levels.
* BottomlessPits: Present in the each of the two pier levels. Some versions of the game also have one at the end of the train in the Loco Motive level.
* {{Cap}}: You can have no more than nine spare lives.
* CheckPoint: Takes the form of flagpoles; walking past one raises a flag with your face on it.
* CoolShades: Present on every Spot. Also seen on some of the toys in the background of the toy-themed levels.
* EdibleAmmunition: In the "Off the Wall" level, there are pajama-clad mice enemies that throw pieces of cheese.
* EveryTenThousandPoints: Extra lives are awarded at every 50,000 points on Easy, every 75,000 on Normal, and every 100,000 on Hard.
* EverythingTryingToKillYou: Enemies include things like cheese-throwing mice in pajamas and toy chatter-teeth. Inverted in the sixth level, where ''nothing'' is trying to kill you.
* ExcusePlot: You're a red spot. You free other red spots from cages that they're in for no obvious reason. What more is there to say?
** [[AllThereInTheManual The actual story is described in the manual]].
* FetchQuest: Each level requires a specific number of Cool Points to not only complete them, but to also access the bonus levels.
* FlyingSaucer: Are present not as enemies, as you might expect in this sort of game, but as platforms.
* GoofyPrintUnderwear: If you shoot off a hermit crab's shell, it will be left in polka-dot boxers.
* HollywoodScience: Leaving aside for the moment the fact that this is a game starring a piece of a logo, it features bubbles popping underwater. (Or rather, undersoda.)
* HyperactiveMetabolism: You regain health by drinking (appropriately sized) bottles of the beverage whose (regularly sized) bottle you adorn.
* IncendiaryExponent: The GoddamnedBats of the final level are sand fleas that inexplicably shoot fireballs.
* LetsMeetTheMeat: Possibly. See the example for HyperactiveMetabolism.
* LifeMeter: Cool Spot's life is referred as "his cool" ([[TotallyRadical obviously]]) and is interestingly indicated by an icon showing a Cool Spot sticker that gradually peels off as the life percentage goes down.
* LocomotiveLevel: The eighth level is entitled "Loco Motive", and given Spot's diminutive size, takes place on an electric train set.
* LogoJoke: For the Genesis version, we have Spot jumping up and down ''inside'' the logo.
* LuckBasedMission: If you're really good at not getting hit this trope doesn't necessarily apply, but for the most part you can only earn life-energy power-ups by defeating enemies. But they don't appear in any kind of regular pattern. Sometimes you might find two in a row; sometimes you might defeat 20 with no power-up.
** Unless you're playing on the hardest difficulty setting, in which downed enemies will NEVER belch out these items.
* MacroZone: Since you're the spot off the logo on a regular-sized soda bottle, all areas in the game are like this. A folding chair, for instance, takes up a large segment of the final level.
* MerchandiseDriven: Um...duh.
* ObstructiveForeground: Some spot tokens can be hard to find when they are hidden behind the foreground.
* OneUp: 1-Up tokens (which add lives) look very similar to the collectible 7-Up tokens (which each add seven Cool Points out of 100). These can also be earned at the end of every levels -- including the Bonus Levels -- as a result of having enough Cool Points and time remaining on each level's clock
* PalmtreePanic: The first and last levels are set on a beach.
* PixelHunt: Sort of. It can sometimes not be obvious that certain hazards will actually hurt you and are not part of the background.
* ProductPlacement: It stars the spot from the 7-up commercials that were made at the time. The European release, however, had all 7-Up references removed (the 7-Up tokens replaced by red disks with checkmarks on them; the word ''Uncola'' is replaced by ''Virgin'').
* RespawningEnemies: Present in the [=SNES=] version, but not the [=Genesis=] version.
* RingRingCRUNCH: Spot smashes an alarm clock with a hammer when you run out of time.
* RuleOfSeven: Spot starts each life with exactly seven hit points. As such, Spot will fall over after taking exactly seven hits (without the aid of health restoratives).
* SpinToDeflectStuff: An enemy in Stage 7 can deflect Spot's attacks from the side when it spins.
* SuperDrowningSkills: In the kiddie pool level, falling in the water kills you.
* SuperNotDrowningSkills: In the bonus stage, you suffer no ill effects whatsoever from being submerged in 7-Up.
* TimedMission: Every level -- even the bonus levels -- have time limits.
* TotallyRadical: Omnipresent, especially in the manual.
* ToyTime: There are two levels that are strictly toy-themed, and toys form an important part of several other levels.
* VideoGameLives: Referred to in the manual, [[InsistentTerminology repeatedly]], as "Cool Spot characters".
* VideoGameSettings: Played with. The first level is a sunny, pleasant beach, but so is the final level. In fact, in general the game's levels form a very nearly symmetrical pattern: The first and last levels are on the beach, the second and second-to-last are on a pier, the third and third-to-last are inside the walls of a house, and the fifth and fifth-to-last levels are both on a shelf with toys on it. The only levels that break the symmetry are the fourth and fourth-to-last levels, which are a kiddie pool and a model train set respectively.
** Each setting is also related to the one before it and the one after it, forming a continuous journey. In other words, the themes are chosen to make it look like Cool Shot starting a beach, making his way into a toy store, and back onto a beach.
* WhiteGloves: Found on all the Spots, and also present as pointers directing toward the end of the level and holding a timer as the item that gives you more time.
!!And notably [[AvertedTrope averts]]:
* BigBad and BossFight: Conspicuous by their absence, in that they're practically a given in traditional [[PlatformGame platformers]]. You never even get a hint of who put your fellow spots in cages, let alone why.
** AllThereInTheManual: The cages are set up by one "Wild Wicked Wily Will", who has been trying to prove for years that Spots actually exist.
** Bosses are, however, present in the less famous ''Spot Goes to Hollywood''.
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