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Galivan

Commodore 64 - 1986

Also available on: Amstrad CPC

Alt names Cosmo Police: Galivan, Arcade Archives: Cosmo Police - Galivan, アーケードアーカイブス コスモポリス ギャリバン, コスモポリス ギャリバン
Year 1986
Platform Commodore 64
Released in United Kingdom
Genre Action
Theme Law enforcement, Platform, Sci-Fi / Futuristic, Shooter
Publisher Imagine Software Ltd.
Developer Nichibutsu
Perspectives 2D scrolling, Side view
5 / 5 - 1 vote

Description of Galivan

In 1986, Imagine Software Ltd. publishes Galivan on Commodore 64. Also published on Amstrad CPC, this action game is abandonware and is set in a sci-fi / futuristic, shooter, platform and law enforcement.

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

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