[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/power_pete.png]]
A game developed by Creator/PangeaSoftware, published in 1995 by [=MacPlay=], and bundled with Platform/AppleMacintosh Performa computers.

Every night after the last employees leave, the merchandise in Toy Mart comes to life, forming miniature cities. One night though, there is a commotion in the Doll Department: one of the cages in the Stuffed Animal Zoo has broken open, releasing one hundred Fuzzy Bunnies, who scatter throughout the newly formed Toy Mart Metropolis. With their limited intellect, the Fuzzy Bunnies are unaware of just how dangerous their new surroundings are and stand little chance of surviving until morning on their own. Fortunately, Power Pete, the store's best-selling action figure, is more than willing to emerge from his packaging to rescue the Bunnies from the store's hazards, including almost every other toy in the store, most of which envy Pete due to his out-selling them and would love to see him "recalled".

All of the game action is viewed from above.

Pete's default weapon is a gun that shoots suction cup darts, but he can get more powerful weapons in the game (for a final total of fifteen), as well as power-up accessories such as super speed and temporary invulnerability. He can also collect the jawbreakers that appear when enemy toys are destroyed.

The game consists of 15 levels spread over five departments (three per department):
* Prehistoric Plaza -- dinosaurs and cavemen in a prehistoric jungle. Available on all difficulty levels.
* Candy Cane Lane -- various candy and sugar-based enemies. Available on all difficulty levels.
* Fairy Tale Trail -- fairy tale creatures (wolves, nutcrackers, witches, giants and dragons) and books. Available on all difficulty levels.
* Magic Fun House[[note]]Spelled ''Magic Funhouse'' in the guide that accompanied the game.[[/note]] -- three different varieties of clowns, jack-in-the-boxes and evil rabbits, along with some very tricky flooring that drags Pete along when he steps on it. Available on the Medium and Hard difficulty levels.
* Bargain Bin -- robots, cars, tops, slinkies, batteries, pool tables, cards and other mechanical baddies, all built around racetracks occupied by toy cars. Available only on the Hard difficulty level.

Pangea Software reacquired the rights to the game in 2001, and re-released ''Power Pete'' as shareware under the new title ''Mighty Mike''. Later they released the product key on their site, making the game freeware. More recently, the game received a [[https://github.com/jorio/MightyMike modern multiplatform port.]]
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!!All levels of this game provide examples of:
* AbnormalAmmo: Suction cups, gumballs (in double and triple varieties), rubber bands (two different guns), toothpaste, exploding birthday cakes, pies, magic dirt... and that's just a few examples. Pete has fifteen weapons altogether.
* BloodlessCarnage: Enemies shatter into confetti, jawbreakers, ammo and power-up accessories. The original manual even lampshades it with "Hey, they're only toys! What did you expect, blood?"
* BottomlessMagazines: The basic suction cup gun will never run out of ammo, even when the ammo counter is down to zero.
* BunniesForCuteness: The Fuzzy Bunnies.
* CoversAlwaysLie: The game cover (as seen on the page image) includes a kangaroo as one of the bad toys. No such animal appears in the game.
* CreditsGag: It includes lists of "Things That Are Cool" (dat backup drives, free upgrades, beef, anything made of granite, winning the lottery, big movie theaters, Moorea[[note]]These last three items may have been added to a later edition of the game.[[/note]]), "Things That Are Not Cool" (plastic mouse pads, boring credits, [[TakeThat PC compatibles]]), "Things That Explode" (eggs in a microwave, bottle rockets, pens, game budgets) and "Things You Should Do" (call your mother, do laundry, feed the dog, find the cheat keys, give to the poor).
* DeathCryEcho: Sometimes happens with Pete.
* DeflectorShields: One of Pete's power-ups. They can be picked up via a green-dotted accessory that can be found lying around or dropped by enemies, or are activated automatically when Pete is teleported. However, they don't last very long.
* DishingOutDirt: Throwable rocks are one of the fifteen weapons Pete has.
* EarlyBirdCameo: The exploding birthday cakes can be found in a secret area of Prehistoric Plaza's third level. They show up in full force in Candy Cane Lane.
* EdibleAmmunition: For a certain definition of edible when it comes to the exploding birthday cakes. The pies, on the other hand, are much safer.
* EnemyDetectingRadar: Played with -- enemies are numerous, so finding them isn't a problem. Instead, Pete has a ''Rabbit Radar'' to help him find the Fuzzy Bunnies.
* EssenceDrop: Generally averted. Health can only be regenerated when Pete finds food, which is just lying around. However, killing enemies ''does'' get him jawbreakers (collect 201 to get an extra health point, up to a total of eight, though it still has to be filled manually), weapons, ammo and power-up accessories, including the rare "Free Dude" which gives Pete an extra life.
* Every10000Points: Collecting 201 jawbreakers (gained via killing bad toys) in a level will earn the player an extra health point, up to a total of eight, though they still have to be refilled manually. Collecting a certain amount will also earn the player an extra life.
* EverythingTryingToKillYou: Well, ALMOST everything.
* GatlingGood: The last of Pete's weapons to be introduced appears to be one of these. It can't beat everything though.
* GottaCatchThemAll: To complete a level, Pete must rescue all of the Fuzzy Bunnies, with varying numbers throughout the game (and one hundred in total).[[note]]Prehistoric Plaza -- 16 (5, 5 and 6); Candy Cane Lane -- 18 (5, 6 and 7); Fairy Tale Trail -- 23 (9, 7 and 7); Magic Fun House -- 20 (6, 6 and 8); Bargain Bin -- 23 (7, 6 and 10).[[/note]]
* HeartsAreHealth: Pete's health points are represented by hearts on the top part of the screen.
* HitPoints: Pete starts with five (four on higher difficulty levels) health points, and can get more, up to a total of eight, if he gets enough jawbreakers at a time.
* HomingProjectile: One of the weapon options shoots homing bullets. It's pretty weak overall though.
* HyperactiveMetabolism: Pete recovers health just by running over food. Prehistoric Plaza has candy and grapes; Candy Cane Lane has pizza and sandwiches; Fairy Tale Trail has apples (in both normal and decoy poisoned varieties -- the only way to tell the difference is to run over them while shielded) and jars of jam; Magic Funhouse has popcorn and cotton candy; and Bargain Bin has hot dogs and hamburgers.
* HyperspaceArsenal: Pete carries around up to 15 different varieties of weapons with no problem (Suction-cup gun, Rocks, Musket, Double-Barreled Gumball Blaster, Triple Bubblegum Blaster, Summer Fun™ Backyard Flamethrower, Toothpaste Gun, Exploding Cakes, Pies, Rubber-Band Shooters in two varieties -- one wooden and one other, foam missile launcher, lock-on gun, fairy dust and Gatling gun), though he can only have up to 500 of each kind of ammo. Fortunately, with all the enemies around to drop more, restocking isn't a problem.
* InterchangeableAntimatterKeys: The "Interchangeable" part, not so much -- doors will only open with a specific key. However, both key and door disappear entirely when used. 58 are spread across the game in six colors.[[note]]Breakdown: Prehistoric Plaza -- 15 total (Level 1 -- Purple, Green, Red, Orange; level 2 -- Purple, Green, Orange, 2nd Green, Blue; level 3 -- Purple, Blue, Green, Yellow, Orange, Red). Candy Cane Lane -- 17 total (Level 1 -- Purple, Blue, Green, Yellow, Orange, Red, 2nd Purple, 2nd Green, 2nd Yellow; Level 2 -- Purple, Blue, Yellow, 2nd Purple; Level 3 -- Purple, Blue, Green, 2nd Purple). Fairy Tale Trail -- 3 total (Level 1 -- Orange; Level 2 -- Red, Blue; Level 3 -- None). Magic Funhouse -- 13 total (Level 1 -- Orange, Purple, Blue, Green; Level 2 -- Purple, Green, Yellow, Blue; Level 3 -- Purple, Blue, Green, Yellow, Orange). Bargain Bin -- 10 total (Level 1 -- Purple, Blue, Green; Level 2 -- Purple, Green, Blue; Level 3 -- Purple, Blue, Green, Yellow).[[/note]]
* ItemDropMechanic: Dead enemies drop jawbreakers (which increase the player's score and, up to a certain point, the size of their health meter), ammo and power-up accessories.
* KillItWithFire: Pete can do this with his flamethrower and an accessory that releases a spreading circle of fireballs.
* LanternJawOfJustice: The heroic Power Pete sports one.
* LockedDoor: These appear on the higher difficulty levels (which also let players access the top two departments). Keys for the respective departments are hammers, actual keys, bombs, tickets and radio controls. The doors themselves are stone blocks, walls of cake, wooden doors, giant clowns and remote-control monster trucks.
* MooksButNoBosses: Bad toys are everywhere. Some are more dangerous than others, but none are unique -- even the ones who only debut in the final level of each department are present in force.
* MyLittlePanzer: Several of Pete's weapons and accessories would be considered VERY dangerous in real life, including the Summer Fun™ Backyard Flamethrower (which was actually recalled in-universe for precisely this reason, but a few boxes were missed), exploding birthday cakes, and two power-up accessories that activate a spreading ring of fireballs and geyser-like explosions (respectively), with lethal results for enemy toys that get caught in their path.
* NoSell: Some evil toys are immune to the weaker guns, especially on the higher difficulty levels. For instance, [[TRexpy Radical Rex]] is immune to Pete's basic suction cup gun on the "Medium" and "Hard" settings. The toothpaste gun and rubber band guns are also prone to this.
* OneUp: "Free Dude", an extra life which can be either found, dropped or earned between levels through collecting enough jawbreakers.
* PlayingWithFire: The flamethrower, and the spreading ring of fireballs that's activated when Pete runs over a certain accessory.
* PowerUps: Scattered throughout the game; also dropped by deceased enemies. Aside from guns and ammo, players get a circle of fire, temporary invulnerability via a Deflector Shield, a field of explosions, SprintShoes, temporarily paralysis for all enemies (which also stops enemy spawning while it's active), and extra lives.
* RandomDrops: Deceased enemies could drop ''anything'' from the list of power-ups and weapons.
* SlidingScaleOfLivingToys: Level 4 on the scale, presumably.
* SoundOfNoDamage: A clank noise, like Pete's ammo is bouncing off metal.
* SplashDamage: Exploding birthday cakes take out anything within range, including the potential offspring of [[AsteroidsMonster Asteroid Monsters]].
* StuffBlowingUp: Exploding birthday cakes as weapons. Also, bombs are used as keys for the {{locked door}}s in the Fairy Tale Trail.
* ThirdPersonShooter
* ThreeQuartersView: All the game action is viewed from this perspective.
* ToyTime: The entire game, but most evident in the "Bargain Bin" levels.
* VideoGameLives: Pete starts with three (his original and two spares) and can collect more.

!!Prehistoric Plaza provides examples of:

* AllCavemenWereNeanderthals: Nongo the Neanderthal. Comes in two varieties, one of which is BadWithTheBone and the other which rolls stone wheels at Pete.
* ArtisticLicensePaleontology: Prehistoric Plaza includes both dinosaurs and cavemen. Justified in that it's actually a department of a toy store, rather than being based on real life.
* BouncingBattler: Hopping Henry in the last level of Prehistoric Plaza, who leaps and can land anywhere.
* CoolClearWater: There are cool rivers and lakes that Pete can safely swim in in the later two levels.
* HarmlessEnemy: Wind-up turtles in the last level of Prehistoric Plaza. They just shove Pete out of the way without hurting him. Killing them, however, earns a lot of jawbreakers.
* HornAttack: Triceratops Tom, which bursts out of the walls and charges at Pete with its sharp horns.
* LawyerFriendlyCameo: Hopping Henry, a pudgy purple dinosaur enemy in Prehistoric Plaza, suspiciously resembles [[Series/BarneyTheDinosaur a certain popular children's TV character]]. WordOfGod says the resemblance is coincidental.
* LethalLavaLand: More like tar pits, which cause instant death, in the Prehistoric Plaza.
* ManEatingPlant: Or rather, Action-Figure-Eating Plant, as it's named. Touching them causes pain; they also shoot seed pods at Pete.
* MookMaker: Dinosaur eggs hatch and spawn a whole swarm of little lizards, and replenish themselves when Pete leaves the area long enough.
* {{Prehistoria}}: Prehistoric Plaza, based on a prehistoric jungle complete with lakes and rivers, clay mesas and bubbling tar pits.
* SturdyAndSteadyTurtles: Wind-up turtles, introduced in the last level of the department. They take a ''lot'' of hits to go down, and will just keep moving until destroyed.
* TRexpy: Radical Rex, a tyrannosaurus-themed toy, and one of the more powerful ones in the department (on higher difficulty levels, it's the first one that's immune to Pete's basic suction-cup gun).

!!Candy Cane Lane provides examples of:

* AnthropomorphicFood: There are living cinnamon bears, [[Literature/TheGingerbreadMan gingerbread men]] (which appear in the last level and shoot their gumdrop buttons at Pete) and chocolate bunnies.
* AsteroidsMonster: The cinnamon bears in Candy Cane Lane produce at least two or three offspring when killed with certain weapons.
* BearsAreBadNews: Cinnamon bears, which are one of the more common threats.
* BlobMonster: Caramel blobs, which spawn from pools of caramel and come in two varieties, one of which can chase after Pete, the other being stationary and shooting a glob of caramel at him before melting back into the ground.
* BouncingBattler: Chocolate Bunnies, introduced near the end of the second level.
* HairRaisingHare: Chocolate bunnies are among the enemy toys here.
* LevelAte: Candy Cane Lane is a sweets-themed department, full of living sweets -- besides the others mentioned, there's lemon drops, spiral mints, giant jawbreakers that act as doorway blockers, and rivers of hot chocolate on the last level.
* FrictionlessIce: It's cake icing rather than ice, but the principle is about the same, with Pete having a hard time changing direction. Introduced in the second level of the department. Inverted with caramel, which slows Pete down.
* RoaringRapids: There's a chocolate milk river in level 2, in which Pete has to figure out the currents in order to get to the ''one'' spot where he can get back out... right by the last Fuzzy Bunny of the level.
* TakingYouWithMe: Lemon drops release little spreading globs of lemon juice (if killed by certain weapons) in eight directions in an attempt to do this.

!!Fairy Tale Trail provides examples of:

* TheBigBadWolf: Appears in the Fairy Tale Trail, naturally -- it's the very first enemy that appears.
* BigFancyCastle: In all three levels of Fairy Tale Trail.
* BouncingBattler: Giants, who (unlike previous Bouncing Battlers) debut on the first level and include a ShockwaveStomp. Also unlike previous Bouncing Battlers, they jump up and come straight down rather than leaping towards Pete.
* FlyingBroomstick: The witches in this department ride them.
* MookMaker: Little Miss Muffet will release spiders from under her dress.
* OurDragonsAreDifferent: Essentially western dragons, but without wings and fire.
* OurGiantsAreBigger: They jump on Pete in Fairy Tale Trail.
* ShockwaveStomp: Unlike previous Bouncing Battlers, Giants send out a spreading ring of dust clouds (which can also hurt Pete) on impact.
* SpiderSwarm: Released from under Little Miss Muffet's dress in the Fairy Tale Trail.
* StatusEffects: Weird Transformation variety, only present in this department -- witches can, by flying into Pete, turn him into a frog, leaving him slower and unable to attack other toys. A second hit by anything reverts him to normal, but costs him a health point. Fortunately, even if he's not hit, the change wears off after a short time.
* TemptingApple: One of the food items in this department, but some are [[PoisonMushroom poisonous decoys]]. The only way to tell which is which is to run over them (while down a point) with a shield -- if it doesn't pick up, it's a poison one.
* WitchClassic: They fly around on brooms, starting in the second level.

!!Magic Funhouse provides examples of:

* ClownCar: A recurring threat in the Magic Funhouse, which drive in and dispense a load of clowns. They can also be destroyed before or after releasing their load.
* HairRaisingHare: Enemy toys in this department include the Fluffy Bunnies, spawned from magician's hats.
* ImprobableWeaponUser: The Fluffy Bunnies carry ''carrots'', which they bash Pete with.
* KillItWithWater: The hobo-like Even Eviler Clowns, who have squirting flowers, try to dispose of Pete this way.
* MonsterClown: The most common enemy in the Magic Funhouse. Three varieties exist: the Evil Clowns who [[PieInTheFace toss cream pies]] at Pete, the hobo-esque Even Eviler Clowns who try to drench Pete with their [[KillItWithWater squirting flowers]], and a third kind that emerge in large packs from clown cars.
* MookMaker: Magician's hats release Fluffy Bunnies. Subverted with the Clown Cars, which only release enemies once and then can be either destroyed or simply vanish.
* PieInTheFace: The Evil Clowns in the Magic Funhouse are fond of doing this. Luckily, Pete can get them right back with the exact same weapon.
* PortalNetwork: There are a number of teleportation points in this department, but they only take Pete to specific arrival points around the level he's on. They also automatically equip him with the shield power-up.

!!Bargain Bin provides examples of:

* FlyingSaucer: These pop up in the Bargain Bin. Pete can fly them for a short while (and kill pretty much anything he runs into), but only once per saucer.
* KillItWithWater: Fire hydrants try to do this to Pete.
* NoSell:
** Rolling batteries can shrug off any weapon hit while in motion (luckily, the enemy freezer makes them vulnerable).
** The little race cars that speed around on the tracks can't be destroyed; they're also immune to the enemy freezer power-up.
* PortalNetwork: The teleportation points make a return in this department, but as before, they only take Pete to specific arrival points around the level he's on.
* TinCanRobot: These are the ''only'' humanoid enemies in this department.
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