[[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.]]
!!This game provides examples of:
* AdvertisementGame: It was part of a campaign starring the red spot from the 7-Up logo.
* 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; you start the first level with a 7-Up bottle directly behind you, and the end of the final level has another 7-Up bottle directly behind the final cage of the game. 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 (pier stages), as are the third and third-to-last levels (inner wall stages) and the fifth and fifth-to-last levels (toy shop stages).
* 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. You also have the pool in the fourth stage, which spans the entire bottom of the stage and more or less counts as a bottomless pit as well.
* {{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" and "Back to the Wall" levels, 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. They will tilt and drop you if you stand on them for more than a second, so be ready to jump.
* 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 first and final levels 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 first and final levels, with a volleyball net taking up almost all of the background in the last stage.
* MascotWithAttitude: Cool Spot just radiates TotallyRadical attitude.
* 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. Due to Fido Dido being the mascot for 7-Up in Europe, The European release had all 7-Up references removed (the 7-Up bottle had the logo 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 Spot starting on 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''.