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Video Game / Cosmo's Cosmic Adventure

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Cosmo's Cosmic Adventure is an EGA platformer game for MS-DOS written by Apogee Software.

The eponymous alien's family is forced into an emergency landing on a planet and when Cosmo is away from the ship, his parents are kidnapped. When the player is given control, it's up to him to find Cosmo's parents over the course of three episodes.

An interesting technical note about the game is that while it supports Adlib-compatible sound cards for music, it provides sound effects only through the PC speaker.


Tropes used in the game:

  • Bottomless Pits: Usually played straight. Subverted in episode 2, level 1, which eventually leads to a giant monster thing
  • Continuing is Painful: The game has infinite lives, but the levels have no checkpoints, and dying makes you lose all the bonus stars and collectables you have gathered in the current level.
  • Eternal Engine: Levels 7 and 8 in the first episode, level 5 in the second, and all levels after the second in the third. The latter one's case is justified, as Cosmo manages to reach the industrial city where he can supposedly find his parents.
  • Exposed Extraterrestrials: Cosmo, his parents, and presumably the rest of his race are normally naked.
  • Expy: This game was built with Mario in mind. Not only are enemies defeated by Goomba Stomping, but many enemies are obvious expies of ones from Mario as well, including Goombas, Boos, Thwomps, and even Thwimps.
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  • Fission Mailed: In the second episode, Cosmo has to climb to the highest part of the last level to reach an open cavity in the ceiling and thus finish the quest. If the player dies near that high point, the character's death animation will begin as his soul rises to the heavens. Since reaching the top happens to be the goal of the level, the game will successfully end as if he had reached there alive.
  • The Goomba: The Red Chompers, the small red enemies, which just walk around and are defeated by a single stomp. The "blue meanie" looking ones with the parachutes are called Blue Balls and require two pounces.
  • Goomba Stomp: The player's primary attack.
  • Heart Container: The hamburgers, which increase your hit point capacity by one.
  • Invisible Monsters: A type of robot which will shove you around. Pouncing on them makes them visible before they're defeated.
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  • The Lost Woods: There are a few levels set in forests, but the fourth level of episode 1 best exemplifies this trope, with its creepy-looking trees (with eyes looking out of them), ghosts, and a thunderstorm.
  • Mooks but No Bosses: None of the levels have in the second episode have bosses, and the first and third only have a Final Boss (and it's the same in both cases).
  • Parents in Distress: The reason for the adventure.
  • Pipe Maze: The fifth level of the third episode, as it has numerous green pipes that can take Cosmo to different parts.
  • Ridiculously Cute Critter: The flying slugs. They are not only adorable, but should be observed carefully as they show you the right way to go. Try not to blow them up.
  • Satiating Sandwich: Two per game, each one giving you an additional hit point.
  • Shareware: The first episode can be freely distributed, unlike the second and third.
  • Shout-Out: The default high scores listing is names of characters from The Simpsons.
  • Spikes of Doom: Some are stationary, while others continually retract into the walls and then come out again. They can usually be removed with bombs.
  • Stalactite Spite: Applies to some of the short yellow spikes.
  • Stuff Blowing Up: The player's other attack.
  • Stupidity Is the Only Option: The first level of episode 2 is just a giant gradually narrowing pit which leads to a giant monster. The first level of episode 3 takes it farther, which requires you to walk straight into a monster's mouth to continue to the next level
  • Tube Travel: Via the green pipes, which, oddly, look too thin for Cosmo to fit. Cosmo will grab any items along the way as well, somehow.
  • Unexpected Art Upgrade Moment: The endings of each episode, especially episodes 1 and 2, use this. Episode 1's is used for cliffhanger shock value (as this was a Shareware title, so you needed to buy the rest of the series to see the conclusion). Episode 2's, however, is more on the "call-to-adventure" side, as it shows a detailed image of Cosmo looking out over a nighttime vista. Subverted in Episode 2 & 3, though, in that the title screen is the image that uses high-resolution versions of Cosmo and some of the enemy characters.
  • Unintentionally Unwinnable: Some levels contain a Mook Maker plant that will swallow the player and spit him out again. If you bomb it while you're inside, you're stuck and will have to load a saved game.
  • Video Game Cruelty Potential: The ubiquitous eye plants do nothing but watch your progress; they're completely harmless. Naturally, you can get large scoring bonuses by blowing up every one you find. They even reward you by replacing the bomb you used. (Blowing up multiple eye plants at once will let you gain on the exchange.)
  • Wall Crawl: Using Cosmo's suction hands, you can repeatedly jump and stick to walls to scale them. (This was the first time this was seen in a video game.) You slide down ice walls, but it's still possible to get up them.
  • Winged Soul Flies Off at Death: If Cosmo dies from anything other than falling off the screen, he too wears a toga, wings, halo and carries a harp, and flies off.
  • Womb Level: The inside of the orange monster in the second level of the second episode, and the second of the third.


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