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The game

Cosmo clinging to the side of the panel

Cosmo's Cosmic Adventure is a side-scrolling platform game for MS-DOS, programmed by Todd J. Replogle, drawn by Stephen A. Hornback, scored by Bobby Prince and published by Apogee Software in March 1992. You play Cosmo, a small green alien with red spots, a mohawk, and suction cups for hands.

Like most Apogee games of the era, it came as a trilogy. Forbidden Planet: Adventure 1 of 3 was shareware: copy it, pass it to friends, upload it to your local BBS. Adventures 2 and 3 came in the mail once you ordered. Each adventure has ten numbered levels and two bonus stages, so thirty levels in all, plus a short cliffhanger finale at the end of Episode 1.

It runs in 16-color EGA at 320×200, with parallax backdrops behind maps built from 8×8 tiles, AdLib music, and PC speaker sound effects. It needs at least a 286. Scrolling moves in 8-pixel steps, which gives the game its slightly chunky feel. It looked and felt quite different from the smooth-scrolling Commander Keen games of the same years.

What makes it Cosmo, though, is the hands. Most platformer heroes treat walls as obstacles. Cosmo sticks to them.

Cosmo standing on top of the fact sheet

Fact sheet

Released
March 1992 (version 1.20)
Publisher
Apogee Software Productions, Garland, Texas
Programming
Todd J. Replogle
Art
Stephen A. Hornback
Music
Bobby Prince (AdLib)
Producer
Scott Miller
Level editor
Allen H. Blum III
Platform
MS-DOS, 286 or better, EGA
Format
3 episodes × 10 levels, plus 6 bonus stages
Distribution
Episode 1 shareware; all three for $35 + $4 shipping
The opening of level 1: the family ship parked at the left, Cosmo standing in the grass, and the status bar showing score, health, bombs and stars
The first screen of level 1, rebuilt from the A1 map data, actor list and STATUS.MNI. Cosmo stands where the map's start marker puts him, next to the family ship.

Story

Retold from the game's own story screens, using the cartoon frames from CARTOON.MNI.

  1. Cosmo and his parents looking out of the ship's windows

    Tomorrow is Cosmo's birthday, and his parents are taking him to the one place every kid in the Milky Way wants to go: Disney World.

  2. A blazing comet heading for the ship

    Suddenly a blazing comet zooms toward their ship, leaving no time to change course.

  3. The comet smashing into the family ship

    The comet slams into the ship and forces Cosmo's dad to make an emergency landing on an uncharted planet.

  4. The damaged ship trailing smoke as it heads down toward the planet

    Down they go, trailing smoke toward a world nobody has a map for.

  5. Cosmo's dad working on the ship while Cosmo walks off

    While his dad repairs the ship, Cosmo heads off to explore and have some fun.

  6. Cosmo staring at enormous footprints

    He comes back an hour later. Mom and Dad are gone. All he finds are strange, enormous footprints.

  7. Cosmo imagining a huge monster

    Has his family been carried off by a hungry alien to be eaten? Cosmo has to rescue his parents before it's too late.

What happens next

Episode 1 sends Cosmo across the planet's surface: sunny mountain meadows, a dense forest, a spooky stormy wood, cliffs laced with roots, an ice cavern, rock walls bristling with machinery, a level up among the clouds, and mud geysers in the mountains. It ends on a genuine cliffhanger.

Episode 2 picks up right where that cliffhanger leaves off and gets stranger: the inside of a creature, mushroom fields at night, pipe works, caves, ice and crystals. Episode 3 heads through jungle and circuitry toward a futuristic city, and the story wraps up there.

How it ends (spoilers for all three episodes)

Episode 1 ends with Cosmo plunging down a bottomless shaft toward an enormous open mouth: "Will Cosmo's parents be lightly seasoned and devoured before he can save them?" Episode 2 begins with him swallowed whole, and ends with Cosmo leaping through a hole in a cave ceiling to see the city where his parents are being held.

In Episode 3, once the creature is beaten, a big blue alien named Zonk explains that his people found Cosmo's parents and brought them somewhere safe, because the planet is dangerous. They had been searching for Cosmo all along. Zonk helped fix the ship, the family flies to Earth, parks on top of Space Mountain with their "inviso-cloak," and Cosmo has the best birthday of his life. "Look Ma! New Disney characters!"

Zonk talking to Cosmo Cosmo and his parents hugging A child at Disney World pointing at Cosmo's family

Gameplay

Walk with the arrow keys, jump with Ctrl, drop a bomb with Alt, and press Up to look, use a transporter, or reread a hint.

Suction-cup hands

The instructions put it plainly: "Cosmo has a very special ability: He can use his suction hands to climb up walls." Jump or fall into a wall while pushing toward it and Cosmo slaps on and stays put. Tap jump to let go. Push back into the wall and he sticks again. Chain those together and he climbs, hop by hop, up shafts most platformer heroes could only look at.

Apogee's hint sheet called it an ability that "has never been seen in a game before," and the levels are built around it. Several maps are 256 tiles tall, with the exit at the top or bottom of a long vertical climb. Walls become routes. Secret areas sit at the top of ledges you can only reach by clinging. While clinging, Cosmo can look up and down to scout the shaft, which is exactly what you want before letting go.

The game keeps the trick from becoming trivial. Only some wall surfaces are grippable: each wall tile carries its own "can cling" attribute. Ice is too slippery to hold, and icy slopes send Cosmo sliding. And he can't plant bombs while hanging on a wall.

Pouncing

Landing on a creature's head is Cosmo's only built-in attack, and it bounces him back up. Some creatures take several pounces. A very long fall leaves him dizzy for a moment but doesn't hurt.

Bombs

You start each episode with none and can carry nine. A bomb is set down two tiles ahead of Cosmo, not thrown. It flashes and goes off, and it hurts Cosmo too. Explosions also set off any bombs lying nearby, like a fuse.

Health

Green bars on the status bar. You start with three and survive three hits; the fourth is fatal. Power-up modules refill a bar. A rare hamburger adds a whole new bar, up to five.

Food & gems

Fruit, vegetables, gems and stranger snacks hang everywhere and score from 200 to 3,200 points. Barrels and baskets hide more, so pounce or bomb them open.

Stars

Worth 200 each, and every two levels each one cashes in for 1,000 more. Bank 25 to reach a bonus stage, or 50 for the better one.

Switches & doors

There are no keys. Bump a colored head switch from below to open the door of the same color. Floor switches need four pounces and start platforms, raise hidden walls, switch on lights, or shut off force fields.

Jump pads

Springs fling Cosmo high into the air, and the first one earns a "Whoa!" Ceiling-mounted pads push him back down, and Jump Pad Robots are springs that walk.

Getting around

Stand on a transporter and press Up. Jump into a pipe inlet and get sucked through the plumbing. Some levels add moving platforms, mud geysers to ride, rockets, and a scooter that lets Cosmo fly anywhere.

Hint globes

Glowing globes on stalks. The first one on a level reads itself to you; press Up to read one again. Bomb one for 12,800 points.

Secret areas

Several levels hide walled-off rooms full of prizes. Follow trails of floating objects, look up from high places, and get suspicious of any wall you can cling to.

Hazards

Spikes on floors, walls and ceilings, spears, arrow pistons, saw blades, crushers, flames, dripping leaks, force fields and bear traps. Bottomless pits restart the level.

Power trips

The invincibility cube wraps Cosmo in a protective bubble for about twenty seconds. The scooter turns a level into a free-flight treasure hunt.

Cosmo leaping down into the next section

The episodes

Three adventures, all titled Forbidden Planet. Only the first was shareware.

Adventure 1 of 3

The shareware episode, and the one the files on this site come from. It's a tour of the planet's surface and teaches nearly everything: clinging, pouncing, bombs, barrels, hint globes, switches and doors, transporters and pipes, scooters, satellites and force fields.

The environments change with nearly every level. A1 and A2 are bright meadows under brown mountains, and A3 is a deep forest with a scooter hidden in the treetops. A4 is a scraggly wood in the rain, with lightning that flashes the whole sky white. A5 and A10 are tall root-tangled cliffs, A6 is an ice cave so slippery Cosmo can barely stand, and A7 is a rock face wired with machinery and color-cycling lights. A8 floats in the clouds and A9 runs past mud geysers.

A10 ends with a boss that takes twelve pounces, and the short A11 finale drops Cosmo into the cliffhanger. The two bonus stages are a tall star shaft and a long star corridor.

  1. A1 Meadows and mountains. Hint globes teach the basics.
  2. A2 More meadows, with dragonflies and parachuting Blue Balls.
  3. A3 Dense forest, Blue Birds, and a scooter at the top of a tree.
  4. A4 The spooky wood: rain, lightning, ghosts, and an exit plant.
  5. A5 Root cliffs, pipes, and a satellite hiding a hamburger.
  6. A6 The ice cavern. "The ice in this cave is very, very slippery."
  7. A7 Tech-on-rock: transporters, robots, rockets, moving platforms.
  8. A8 Sky fortresses, force fields, a colored door.
  9. A9 Gray mountains and mud fountains you can ride.
  10. A10 Back to the cliffs for four colored doors and a boss.
  11. A11 The fall. No level card, just a very long way down.

Open the Episode 1 map atlas: every map, rendered at full size from the level files.

Adventure 2 of 3

Registered players picked up exactly where the cliffhanger left off, in a level that looks just like the one Episode 1 ended on, except this time the creature at the bottom wins. B2 takes place inside it, against a backdrop of internal organs, with ghosts, eggs that hatch baby ghosts, and red liquid dripping from the walls.

From there it's mushroom fields under twinkling night skies (B3, B4), a pipe works (B5), stalactite caves full of worms (B6), diagonal ice spires (B7), crystal caverns (B8), mountains (B9) and circuit panels (B10). Episode 2 introduces the towering Red Jumper, which takes seven pounces and leaves a star, plus a guest star frozen in a block of ice on B7.

There's no boss. Episode 2 ends with Cosmo jumping through a hole in the cave ceiling.

New faces

Baby ghost egg Duke, frozen in ice

Episodes 2 and 3 were never shareware, so their maps aren't in the files this site was built from. The creatures above come from the shared sprite file (ACTORS.MNI is identical in all three episodes). Map appearances are taken from Cosmodoc's actor and map tables.

Adventure 3 of 3

The finale gets mechanical. After a rainy jungle (C1), where the level ends when an Exit Monster eats Cosmo, and one more trip through creature innards (C2), Episode 3 is all printed circuit boards (C3), crystal shafts (C4), pipes (C5), dense conduit panels (C6, C7) and blue brick tech (C8), ending in a futuristic city at night (C9, C10).

New hazards come with the setting: wall launchers spitting fireballs, big circular saw blades, and a light switch that makes the Sentry Robots start shooting. ("WARNING: Robots shoot when the lights are on!") C10 ends with a boss that takes eighteen pounces and launches parachuting Blue Balls while you work on it.

Hardware

Exit monster

The machinery in this band comes from map A7. The tech tiles live in the same shared tile file as Episode 3's circuitry, and the light cycling behind it is A7's real palette animation.

Bestiary

The planet's residents, drawn from ACTORS.MNI. Names follow Cosmodoc's actor database; behavior and points come from the reconstructed game code.

Show creatures from
  • Red Chomper

    Red Chomper Creature

    The first thing on the planet that wants to bite you. Patrols back and forth, sometimes stopping to look around. It's the creature in the game's "jump on top of creatures" reminder.

    Beat it
    1 pounce or a bomb (500)
    Found
    A1A2A3A4A5A7B2B3B4B8B9B10C1C2
  • Blue Ball drifting down by parachute

    Blue Ball

    Blue Ball / Parachute Creature

    A hopping blue blob that bounds toward Cosmo. Tulip plants and the final boss launch them, and they float back down on little parachutes.

    Beat it
    2 pounces (800). 1 pounce mid-hop (3,200), or 1 while parachuting (12,800). Bomb: 1,600
    Found
    A2A5A6A9A10B4B6B7B10C6C9C10
  • Ghost

    Ghost

    It only creeps toward Cosmo while his back is turned, and freezes when he faces it. Beat one and a baby ghost hops out.

    Beat it
    4 pounces or a bomb (400)
    Found
    A4B2B9C2
  • Floating Moon

    Floating Moon

    A hovering crescent that turns to keep its face on Cosmo.

    Beat it
    4 pounces or a bomb (400)
    Found
    A2A4B2B4B9BONUS3C1C2C6
  • Red Jumper

    Red Jumper Creature

    The biggest regular creature on the planet: a long-legged red thing that leaps at Cosmo. It takes seven pounces, and the hint sheet points out it leaves a star behind when it goes. Registered episodes only.

    Beat it
    7 pounces (leaves a star), or a bomb (6,400)
    Found
    B2B9B10C1C2C3C4C5C6C9C10
  • Baby Ghost Egg

    Baby Ghost

    Jumping Baby Ghost, Baby Ghost Egg

    Hops up and down. Baby ghosts hatch from eggs that crack when Cosmo gets close or pounces on them, and one pops out of every Ghost you beat.

    Beat it
    1 pounce or a bomb (200)
    Found
    B2C2
  • Ceiling Walker

    Suction Feet Creature

    Cosmo isn't the only one with suction cups. This one walks along floors and ceilings and flips from one to the other.

    Beat it
    1 pounce or a bomb (1,000)
    Found
    A5B3C4C5
  • Blue Bird

    Blue Bird

    Perches, then swoops down at Cosmo in arcs. Watch the treetops in A3.

    Beat it
    1 pounce or a bomb (100)
    Found
    A3A4A8B7C1
  • Dragonfly

    Dragonfly

    Flies back and forth on a fixed line. Pouncing just bounces you off, which can make it a handy stepping stone. According to the code, bombing one is worth 50,000 points, if you can manage it.

    Beat it
    Bomb only (50,000)
    Found
    A2A3B7B9B10BONUS3
  • Pink worm goo

    Slug

    Pink Worm

    Harmless to touch, but pounce on it and it leaves a puddle of harmful goo behind. Hence the four-globe warning in B6: "Don't... step... on... worms..."

    Beat it
    Bomb it (200), or pounce and avoid the goo
    Found
    A2B6C3C4C7
  • Flying Slug

    Flying Roamer Slug

    A friendly wanderer that drifts in every direction. Each time Cosmo touches it, it spits out a gift: a gourd, a tomato, a diamond or an emerald. After three it vanishes.

    Beat it
    Harmless; a bomb earns 12,800
    Found
    A8A10BONUS1BONUS2B6B10C3C4
  • Octo Gunner

    Spitting Turret Creature

    A squat, spotted blob with a cannon for a nose. It swivels to aim at Cosmo and spits in five directions, from straight west through straight down to straight east.

    Beat it
    3 pounces or a bomb (1,000)
    Found
    A3A4A5A8A9A10B2B4B9B10C5C9
  • Pusher

    Translucent Pusher Robot

    A see-through robot that shoves Cosmo away ("Umph!"), usually toward something worse.

    Beat it
    4 pounces or a bomb (2,000)
    Found
    A7B7B10C4C6C10
  • Sentry Robot

    Sentry Robot

    Patrols and fires. On levels with a light switch it only shoots while the lights are on, and only a lights-off pounce stuns it.

    Beat it
    Bomb (500); pounces only stun
    Found
    A7C4C6C7C9
  • Bouncy Robot

    Jump Pad Robot

    A walking springboard. It doesn't hurt Cosmo, and bouncing on it launches him like a jump pad.

    Beat it
    No need: it's a ride
    Found
    A7A8B5C3C7C9
  • Spike Robot

    Sharp Spike Robot

    A drill-headed robot that runs back and forth along a floor, or a ceiling in later episodes. Don't try to land on it.

    Beat it
    Bomb only (400)
    Found
    A7B5C3
  • Beam Robot

    Electric Beam Robot

    Rolls along, shooting an electric beam straight up. Bomb it and the beam turns into a column of stars, one of the best tricks in A7.

    Beat it
    Bomb only
    Found
    A7C8
  • Spark

    Spark

    An electric spark that crawls along walls and edges, the kind of surfaces Cosmo wants to cling to.

    Beat it
    Bomb only (6,400)
    Found
    A10B5C3C4C9
  • Eye Stalk

    Eye Plant

    A plant that does nothing but watch you. Harmless. Bomb one and it drops a free bomb, and bombing fifteen on one level earns a secret 50,000.

    Beat it
    Bomb (100 + a bomb back)
    Found
    A1A2A4A5A9A10B3B4B6B7B9B10C1
  • Clam

    Clam Plant

    Opens and snaps shut. A hint globe in A5 spells out the timing: "The Clam Plants won't hurt you if their mouths are closed."

    Beat it
    Bomb (200)
    Found
    A5A9A10B6B10
  • Heart Plant

    Red Heart Plant

    Looks like a flower until Cosmo passes directly over it, and then it snaps open.

    Beat it
    Bomb (200)
    Found
    A9B6B10C1
  • Spitter

    Spitting Wall Plant

    Grows out of a wall and spits a projectile at regular intervals, often right where you'd like to cling.

    Beat it
    Bomb (500)
    Found
    A5A6A10B6B7B8C3C5C8C9C10
  • Tulip Launcher

    Tulip Launcher Plant

    Drop into it and it swallows Cosmo, then fires him high into the air ("Whoa!"). It also launches parachuting Blue Balls. Two bombs destroy it.

    Beat it
    2 bombs (no points)
    Found
    A3A9A10B10
  • Ivy Plant

    Ivy Plant

    A column of leaves that rises out of the ground. Bombs don't kill it; they just make it duck back down for a while.

    Beat it
    Can't. Bomb it to make it retreat
    Found
    A3A10C1
  • Hopping Cabbage

    Hopping Cabbage Creature

    A snapping green head of cabbage that hops toward Cosmo. One of a handful of creatures found only in Episode 1.

    Beat it
    1 pounce or a bomb (200)
    Found
    A9
  • Flying Wisp

    Flying Wisp Creature

    Bobs up and down in place in the ice caves. Nothing destroys it, so time your jumps.

    Beat it
    Avoid it
    Found
    A6B7
  • Jumping Bullet Creature

    Jumping Bullet

    Jumping Bullet Creature

    A tiny armored thing that springs back and forth in arcs. Only on A10.

    Beat it
    Bomb only (800)
    Found
    A10
  • Stone Head CrusherTwo Tons crusher weight

    Crushers

    Stone Head Crusher, "Two Tons" Crusher

    The stone head drops when Cosmo walks underneath. The "Two Tons" weight slams down on a spring, over and over.

    Beat it
    Stone head: bomb (1,600). Two Tons: can't
    Found
    A5A7C4
  • Exit Plant

    Exit Plant

    Not an enemy at all. The way out of A4 is to let this plant swallow you. Episode 3's C1 has an Exit Monster that does the same job.

    Beat it
    Walk in
    Found
    A4

Items & scoring

The bonus-stage starfield seemed like the right place to talk about points.

Prizes

  • Star200 now, 1,000 more at the section tally
  • Power-up module+1 health bar, 100. At full health: 12,800
  • Hamburger+1 maximum health bar (up to 5), 12,800
  • Bomb+1 bomb (carry up to 9), 100
  • Tomatoes, pears, onions200
  • Gourds, roots, pods, candy corn…400
  • Grapes, berry vines, bananas800
  • Diamonds, octahedrons, headphones800
  • Blue and red crystals1,600
  • Emerald, clear diamond, ornament3,200
  • Barrels and basketsPounce 100, bomb 1,600, plus what's inside
  • Invincibility cubeAbout 20 seconds of shield. Shows 12,800 but pays nothing (a bug)

Item names are descriptive, from Cosmodoc. The game never names its prizes on screen.

Big scores

Defeat a boss100,000
Each secret bonus (see Secrets)50,000
Destroy a Monument (3 bombs)25,600
Bomb a hint globe12,800
Pounce a parachuting Blue Ball12,800
Bomb a Flying Slug12,800

The star tally

After every two levels the game stops for a "Super Star Bonus" and counts your stars out at 1,000 apiece. As the count climbs it ranks you, one rank per eight stars: Not Bad!, Way Cool, Groovy, Insane, Gnarly, Outrageous, Awesome!, Brilliant!, Profound, and finally Rocket Scientist. (Three more ranks, Radical!, Incredible and Towering, are in the data but a bug keeps them from ever appearing.)

Bring 25 stars and you go to the lesser bonus stage. Bring 50 and you get the better one.

The 'Bonus Stage - Get Ready!' screen

The floating score sprites

Each score pops up and drifts away when you earn it. The 6,400 sprite exists in the data but is never used.

Cosmic hints

Every hint globe message in the game, word for word, typos included.

Cosmic hint!

These hint globes will help you along your journey. Press the up key to reread them.

Adventure 1, map A1

Show all hint globe messages
MessageWhere

Secrets

Cosmo clinging to the panel edge, peering down

The three 50,000-point bonuses

Pull one of these off and a speech bubble pops up: Wow! 50,000 points!

  • Pounce ten times without touching the ground. Only creature pounces count. The printed hint sheet says barrels and baskets count too, but the code says otherwise.
  • Blow up fifteen Eye Plants on one level, or all of them if a level has fewer. Each one gives its bomb back, so it costs nothing.
  • Destroy every barrel and basket on a level. A bug makes this impossible on any level with a Tulip Launcher.

Worth knowing

  • A5 has a satellite dish. Two bombs knock a hamburger out of it, and that's your first extra health bar in Episode 1. A9 has the second, inside a basket.
  • At the end of A3 there's a scooter at the top of a tree. Ride it to clear out all the prizes hidden in the canopy.
  • Bomb the Electric Beam Robots in A7 and their beams turn into stars.
  • Monuments, the black walls that throw you backward, fall to three bombs for 25,600.
  • Stars and power-up modules sometimes hide in high places. Look up from a ledge and they'll fall down to you.
  • A line of idle bombs on the ground works like a fuse: set off one end and the whole row goes.

The cheat

Press C + 0 + F10 together during play. "You are now cheating! You have been awarded full health and maximum amount of bombs!" It also raises Cosmo to the full five health bars. It works once per game, unless you abuse a save game, which Cosmodoc lists as a bug.

The hidden debug keys (not documented by Apogee)

The reconstructed source shows a debug mode toggled by Tab + F12 + Del. With it on, hold F10 and press G for god mode, W to warp to a level, M for a memory report, or E+N+D to win the episode on the spot.

The old "COSMO1 apogee" command-line trick that shows up in cheat lists isn't a cheat at all. Cosmodoc explains that any unrecognized argument is taken as the save path, and one side effect makes Cosmo's health wrap around after he dies.

Duke, frozen in a block of ice

A frozen guest star

On level 7 of Adventure 2, a familiar blond hero is frozen solid. Bomb the ice and he thanks Cosmo:

"I'm Duke Nukum, green alien dude. Until you rescued me, I was stopped cold by an alien invasion force!"

"Sorry, kid, I've got to save the galaxy… but, I can give you something that will help you out."

"Just look for me in my next exciting adventure, Duke Nukum II!" … "See ya… and have those spots checked…!"

He leaves a hamburger and jetpacks off. "Nukum" was the official spelling for a brief while.

History & credits

The in-game credits screen listing Todd J. Replogle, Stephen A. Hornback, Scott Miller, Allen H. Blum III, Bobby Prince, id Software and Softscene
CREDIT.MNI, the game's own credits screen.

Cosmo landed between Duke Nukem (1991) and Duke Nukem II (1993). Todd Replogle, about 22 at the time, wrote the code and built the maps. Stephen Hornback, Apogee's first staff artist of the decade, drew everything you see on this page; Cosmo appears to be his first credit. Hornback died in 2016. Bobby Prince wrote the AdLib soundtrack, which includes a menu theme that is a riff on ZZ Top's "Tush." He died in June 2026. The music playback code was id Software's.

The game reportedly went through the working titles "The Adventures of Zonk" and "Cosmo Kid from Space." Duke Nukem II is widely reported to run on an updated version of Cosmo's engine, and the two games share file formats. Thirty years later, Replogle was blunt about why Duke became a star and Cosmo didn't: "Cosmo was a game designed for kids. But I also think the game failed because of bad level design. I constructed all the maps. Also, we should have made Cosmo 3D, then he'd be famous too!"

That's too harsh. Computer Gaming World called it "especially playable and extremely addicting" in 1993, and three decades later it's one of the best-documented DOS games around.

Shareware, 1992

The shareware episode's ordering screen: "Order all three adventures for only $35, plus $4 shipping." Calls went to 1-800-426-3123, and the game also pointed you to the Software Creations BBS. Registering got you Adventures 2 and 3, a hints and tricks sheet, and "The Secret Cheat password." The COSMO1 zip was about 525 KB, which Cosmodoc reckons is almost five minutes at 14.4k.

Later copies came with an ORDER.FRM fax sheet listing Cosmo at $34.95, between Boppin' and Crystal Caves. Today it's sold on GOG and Steam, and as part of the 3D Realms Anthology.

Default high scores

Bart1,000,000
Lisa900,000
Marge800,000
Itchy700,000
Scratchy600,000
Mr. Burns500,000
Maggie400,000
Krusty300,000
Homer200,000

Hidden in the tiles

The sky fortresses of A8 are signposted with tiles reading APOGEE, HEY YOU and NUKUM, a year before Duke turned up in person on B7. The RED ALERT sign sits in the same tile file but isn't used anywhere in Episode 1.

APOGEE sign tile NUKUM sign tile HEY YOU sign tile RED ALERT sign tile

Found by checking every Episode 1 map for these tile numbers while building this site.

The soundtrack

Bobby Prince's track titles, from Cosmodoc's music database: "Just About Going Wacky" (A1, A2), "Drums" (A3), "Run Away" (A4), "Teck 4" (A5), "Caves" (A6, A11), "Devo" (A7, A8), "Easy 2" (A9), the ZZ Top riff (A10 and the menus), and "Da Do Da" for Episode 1's bonus stages. Later episodes add "Scarry," "Bells," "Tek World," "Rock It," "Circus," "Teck 2," "Teck 3," "Boss," and the gloriously named "Cosmo's Foggy Cosmic Breakdown."