This game provides examples of the following tropes:
Action Girl: Both Detective Carrie and Jill; the latter punched out the final boss with her own fist! Oh, there is others besides those two, The Magnet Sisters count and perhaps the most overlooked of them all, Jill's Mother.
And Your Reward Is Clothes: Costumes that change Jill's look at the main menu can be unlocked at a hidden room. Among them are Pokémon, Pulseman and Mario costumes.
Arson, Murder, and Jaywalking: When Jill gets taken away by a police trap, as the police chief reads her crimes, they were of breaking in the Skullker HQ, robbing of the Art Museum, defiling the ruins where the Blue Diamond is, causing havoc at Metal City, and 17 counts of skipping restaurant bills.
Continuing Is Painful: Pay 50 chips, and you're put back at the entrance of the room with full health. There are plenty of chips around, but a poor performance will hurt your progress at buying upgrades.
Cutscene Incompetence: Jill leaves Area 4 on a truck that is clearly not the right one and is knocked out and captured by a couple of mooks that in regular gameplay are unable to even hit her on their own because they always attack out of range!
Double Unlock: An awkward example is the Soundstone treasure in Area 1-2. To actually listen to the soundtrack you must collect it and then unlock the Soundstone at the password room. Furthermore, to use passwords you need to insert a master code first.
Guide Dang It: A minor case. How many times did you have to go through the first part of the Drill Missile before you realized you had to spin the red drill shaft backwards? Blue objects are the ones supposed to be spun backwards.
Tank Goodness: Missile-shooting Skullker tanks are recurring minibosses.
Tennis Boss: The upgraded Policebot in Area 4-1. Combat revolves around catching the explosive projectile with your drill and sending it back — but this is complicated by having to identify whether to catch it clockwise or counterclockwise (otherwise it explodes and damages you), and the ten-second countdown attached to it as you deflect the projectile back and forth between player and boss.
Timed Mission: Occurs during mission 6-1, when you have to stop the gigantic Drill Missile from destroying your home base (where Dad is recovering).
Also the fifth boss.
Tube Travel: The many threaded tunnels that require drilling one way or the other to enter and navigate. Defeating the boss of Area 5 involved being able to navigate tunnels within a time limit to destroy the boss's weak points.