Cool Spot is one of the more notable aversions to The Problem with Licensed Games. The game was released on several systems during the 16-bit era, is a Platform Game 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, 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 you to take your time and explore rather than immediately free your buddy and end the level.Might need a better description.
This game provides examples of:
Bonus Stage: 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".
Book Ends: 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.
Bottomless Pits: 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.
Life Meter: Cool Spot's life is referred as "his cool" (obviously) and is interestingly indicated by an icon showing a Cool Spot sticker that gradually peels off as the life percentage goes down.
Logo Joke: For the Genesis version, we have Spot jumping up and down inside the logo.
Luck-Based Mission: 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.
Macro Zone: 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.
1-Up: 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
Video Game Settings: 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.
White Gloves: 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.