Description of Galivan
In 1986, Imagine Software Ltd. publishes Galivan on Commodore 64. Also published on Amstrad CPC, Arcade and ZX Spectrum, this action game is abandonware and is set in a sci-fi / futuristic, shooter, platform, law enforcement and tv cartoons themes.
External links
Captures and Snapshots
Comments and reviews
Gerhalt 2019-05-11 0 point
I guess I'm 1 of those weirdos familiar with this game, but not exactly this very title. I used to play & love the Famicom replica of Galivan, and of course it was dejapped/englified rom where every piece of text was very well in clear English. I believe that the Famiversion is a port of this product but contains a tad better visuals. The rest of the game's arguably the same.
So what so special about - one might ask. First of all, it's got a non-linear stage layout, an almost RPG-like elements (upgradeable close quarters combat stick, per level-up growth of both max.health & max.energy, backup-ram feature to save player's progress and whatnot), many secret places that appear to be not that secret but they're still crucial for any particular stage completion, teleporting back & forth between the 2 realms and tons of backtracking in order to successfully beat the level. Surely the game has those "how-da-fuk-do-i-kill-it" bosses that seem to be extremely cheap at first glance. They'll totally waste your character over&over again right until you realise how to send'em to hell for good (here's my small tip: dont even bother coming to a boss unless you've raised that stick's levels at least 2 times!). At some other time you'll find yourself stuck in the middle of a stage with no f**king idea of what to do next, so evetually you'll discover a random helper person who tells you about very specific walls & ceilings as well as a special weapon capable of breaking thru those weak spots. Yeah, what a ride! Then there's a special boss who cant be hurt with any weapon at your disposal, and of course you'll have to look for a particular weapon/item to make that boss vulnerable. I wouldnt describe every specific moment, however I'll say this: be prepared to carefully seek around every corner, and dont even think of missing 1 of those helper persons since they know stuff utterly neccessary for beating the game from start to finish.
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Commodore 64 Version
Amstrad CPC Version
- Year: 1986
- Publisher: Imagine Software Ltd.
- Developer: Nichibutsu
Arcade ROM
- Year: 1985
- Publisher: Nichibutsu
- Developer: Nichibutsu
ZX Spectrum Version
- Year: 1986
- Publisher: Imagine Software Ltd.
- Developer: Nichibutsu
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