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In the golden era of the 16-bit console wars, Japanese developers often drew heavy inspiration from the popular "Tokusatsu" TV shows—live-action series featuring armored heroes and giant monsters. One of the most striking examples of this aesthetic is Cosmo Police Galivan II: Arrow of Justice. Released in 1993 by Nihon Bussan (better known as Nichibutsu), this title serves as a direct sequel to the 1985 arcade original and its subsequent NES port. Also known by its shortened title, Cosmo Police Galivan 2, the game pivoted from the exploration-heavy action-platforming of its predecessor toward the burgeoning side-scrolling beat 'em up genre that dominated the early 90s. It remains a fascinating relic of its time, capturing the high-energy spirit of futuristic law enforcement.
The narrative picks up after the initial victory of the Cosmo Police. The original threat, the evil syndicate known as Mado, was previously dismantled, preventing their total seizure of the universe. However, peace was short-lived. A new dark lord named Madius has emerged from the shadows, rebuilding the shattered remnants of the criminal forces into a new, more lethal organization. Once again, Earth and the surrounding galaxy find themselves under the shadow of tyranny.
Stepping back into his high-tech combat suit, the Cosmo Police officer Galivan is called into action to strike back. This time, he isn't alone. The setting spans various futuristic landscapes, from neon-soaked urban corridors to high-tech industrial complexes, all of which serve as the battleground for the ultimate showdown between the forces of justice and the disciples of Madius. The story effectively mirrors the episodic nature of space-sheriff television programs, providing a clear motivation for the players to punch and kick their way through waves of robotic and alien henchmen.
While the first game in the series leaned into "Metroidvania" style exploration, Cosmo Police Galivan II: Arrow of Justice is a dedicated side-scrolling brawler. Players can choose from three distinct characters, each offering a different playstyle to keep the combat fresh. The titular Galivan serves as the balanced all-rounder, while the character Metal provides heavy-hitting power at the cost of speed, and Anne offers high mobility and fast-striking combos.
Moving beyond simple punches and kicks, the game incorporates a special "Flash" energy meter. This allows players to unleash powerful cinematic special attacks that can clear the screen when overwhelmed by enemies. The combat is characterized by its weight and the unique mechanical designs of the bosses, which often require specific timing and positioning to defeat. While it follows the standard beat 'em up formula—walk to the right and defeat all enemies—the inclusion of diverse character archetypes and the futuristic theme gives it a distinct flavor compared to urban-based brawlers like Final Fight.
This game was primarily developed for the Japanese market and saw its release on the flagship 16-bit Nintendo hardware of the time. Because it did not receive an official Western localization during its original run, it remains a sought-after import title for collectors of Super Famicom software.
Cosmo Police Galivan 2 represents an interesting point in Nichibutsu’s history, showcasing their ability to adapt a franchise to fit changing market trends. While the series never achieved the global household recognition of Mega Man or Metroid, it occupies a respected niche among fans of 16-bit action games. The transition from the arcade-style platforming of the first game to the beat 'em up mechanics of the second illustrates the evolution of game design during the 1990s.
In recent years, the game has seen a resurgence in interest due to the growing popularity of Tokusatsu culture outside of Japan. Retro gaming enthusiasts often point to the title as a prime example of how 16-bit hardware could successfully translate the "Space Sheriff" aesthetic into an interactive format. It stands as a testament to a time when developers weren't afraid to drastically shift genres between sequels to keep a franchise relevant.