Jets'n'Guns (also called Jets N Guns or JnG) is a Horizontal Scrolling Shooter created by RakeinGrass, released in 2004.It's Twenty Minutes into the Future, and it's quite used. You are an ex-military space pilot taking mercenary contracts to make a living, when all of a sudden your former commanding officer, Colonel Troubleman, calls you up for immediate re-enlistment with the United Space Hero Force (U.S.H.F.) to hunt down and kill the evil dictator, Xoxx. Xoxx has captured Professor von Hamburger, the man behind the construction of a massive quantum cannon out in space. The professor's original intent was to use the cannon for peaceful purposes, but Xoxx obviously had other ideas and captured him, forcing von Hamburger to finish the cannon so that Xoxx can fire it and destroy the universe as we know it.You and the crew of the space cruiser USS Impotence travel across the galaxy in search of clues that can hopefully lead you to the cannon and, ultimately, Xoxx.You start off with a few credits and a small ship with only a basic gun equipped. In every level, you gain points and credits from killing enemies. Certain levels also contain checkpoints that, once reached, allows you to resume from that part of the level, with your ship in the state it was in when you reach that checkpoint, until you abort the mission completely. At the end of every level, you can spend whatever credits you have on purchasing and/or upgrading equipment, guns, and additional weaponry such as missiles and bombs.RiG originally made JnG as a sort of memoir to the scrolling shooters of old. Word of God as per The Other Wiki is that they were also inspired by other scrolling shooters like Tyrian, ProjectX and Walker. It is considered by many who have played it to be one of the best modern indie scrolling shooters in the market. In the few years following the game's release, it won several awards from organisations that nobody knows about, but are still awards.The game is also notable for its incredible original soundtrack by Machinae Supremacy.In December 2006, RiG released an expansion, called Jets'n'Guns Gold, which has since replaced the original Jets'n'Guns in every regard. Gold featured additional ships, levels, weapons and even a reworked ending.A sequel was in the early works, but now languishes in Development Hell due to complications with the game engine.The official web page for the game is located here, and the soundtrack for both the original game and Gold Edition can be located and downloaded for free here and here. The Gold Edition also has a Steam page following a successful application on Greenlight.
Ascended Glitch: Two in-universe examples. The history of the Hexagun and Demijohn reek of Epic Fail, with the former originally meant to facilitate chess games by shrinking people down to the size of the chess tokens (it vaporised them instead), and the latter originally meant to be a forward-firing plasma gun (that, due to a design flaw, not only fired forwards, but backwards through itself and the ship that was mounting it). In both cases, instead of fixing the faults, the guns were remade around them (the Hexagun was marketed as a weapon, and the Demijohn was retooled into a disposable missile with an additional hole at the back), and these flaws were what ended up setting these two weapons apart from most of the others. It is also worth noting that these two weapons are two of the most powerful and useful in the game.
Apocalypse How: Xoxx wants to achieve Physical Annihilation on a Universal scale. He succeeds.
A Taste of Power: The Gold Edition features a few weapons labelled as "Trial Versions" of more powerful weapons. These special weapons are located at the start of certain levels where they, upon your first visit, are far stronger than any weapon you can possibly afford, despite their description claiming that they are only a basic version of the real thing. The catch? These guns will expire after a limited number of shots, and you cannot sell them for any extra credits.
Attack Drone: These come in both airborne varieties that float near your ship, and spider-legged ground ones.
Awesome, but Impractical: There are a number of extremely powerful guns that you can buy that can easily overwhelm enemies as easily as they can overheat your ship's cooling system.
Back from the Dead: The Jet-Pack Rescue System turns your character into this. When your hull integrity reaches 0, your ship will blow up, but lo and behold as you watch your hull integrity suddenly shoot back up to 100, and you emerge from the explosion flying on an ejector seat with an Emergency Weapon in the form of a small gun. Not as useful as it sounds, given that anything strong enough to destroy your ship is likely to destroy the enhanced Jet-Pack too, but it can speed things up by saving you a trip back to the previous checkpoint or the start of the level, especially if your ship was destroyed near the end.
"The gun was developed for disinfestation of space stations and parts overrun by cosmic glow-worms. The bugs became immune after a few weeks of the cleaning campaign, but humanoids are still quite sensitive. Just try and see."
The Bad Guy Wins: In the original JnG, Xoxx fires the cannon and destroys the universe. You blow up his vessel, but he escapes in his backup time washing machine to the past where he will enslave the world. You somehow survive the destruction of the universe and are left wandering the remains of it until you accidentally get sucked into a time warp and end up at ... the start of the game, this time with everything you bought.
In the Gold Edition, you find yourself flying past a restaurant. You enter and meet an old man who tells you about not thinking four-dimensionally. That inspires you to upgrade your ship and enable it to travel time, giving you another chance to chase after Xoxx and ultimately destroy him.
Bottomless Magazines: All missiles, bombs and cartridge-based weapons exhibit this. Especially missiles.
Brick Joke: In the early-game, when the U.S.H.F. breaks into the FeX Labs to steal the TMiG-226, it is mentioned that, a few days earlier, an incredibly powerful vessel had broken into the compound and turned the place inside-out before vanishing without a trace, significantly weakening the defences of the FeX Labs and giving the U.S.H.F. the window of opportunity they needed to steal the TMiG-226. Mid-game, the player finds out who was responsible for the initial intrusion: themselves. Through an unstable time warp, the player was sent to that point in the past and had no choice but to blast their way through the FeX Labs in order to return to their present time.
Diesel Punk: Much of the technology that isn't futuristic enough for lasers and rayguns appears to take heavy influence from World War II era tech. Many of the lower-class enemies share heavy design cues with WWII fighter and interceptor planes, just with enough tubes and rivets retrofitted to make them 'fit' for space travel, including the TMiG-226 and -310 player ships that show up in all the game's promotional art.
The Dragon: There is a certain vessel in the game called the Dragon by Word of God. While it doubles up as an Elite Mook as you see several of these vessels throughout the game, it also shows up just before you confront Xoxx at the Lord Chaos Mk. I quantum cannon.
The End... Or Is It?: In the Gold Edition, the credits roll as your ship wanders the remains of the universe after you confront Xoxx at the Lord Chaos Mk. I quantum cannon. As the credits finish, you fly past a restaurant, and discover a way back in time.
Escort Mission: There is one such mission in the original, and three in the Gold edition. Rest assured that you will not forget them in a hurry because of what you're escorting.
Fragile Speedster: The Crocker Cr-2 in the Gold Edition. Its deficiencies in terms of its small heat sink and fairly subtle hull are noted on its purchase screen, and its description even provides advice on how to avoid overheating. It is, however, one of the more agile and faster ships in the game.
Giant Space Flea from Nowhere: Most of the bosses are like this. The player only knows about them when they see the boss-class warning appear on their screen.
Harder Than Hard: The highest difficulty setting that the player can set a campaign to at the very beginning is "Hard". However, upon completion of the game on "Hard" difficulty, the New Game+ starts on the next difficulty level, "Nightmare". This cycle goes on, from "Total Mayhem", then "Inhuman" ... right up to "Mission Impossible".
Healing Factor: The Nanomachines repair your ship's hull integrity, but only if your heat sink stays at 0 for a few seconds. In addition, they only heal you up to 50% of max health unless they are upgraded to Level 2 or beyond.
Heroic BSOD: After the universe is destroyed, the player character does this by attempting to get drunk in a restaurant that he flies past.
Joke Item: The Punisher, which is a baseball bat that you can get by shooting down a flying toilet somewhere near the end of the game. It is one of the most powerful weapons in the game, but it's hardly worth using because of its ridiculously short range.
Lethal Joke Item: The Tomator Deluxe, yet another secret weapon. Mounting it on your ship will make you an Improbable Weapon User, but if you upgrade it, you may be surprised at how its relatively high fire rate offsets its sub-par damage rate per shot.
Mad Scientist's Beautiful Daughter: Professor Von Hamburger's daughter, Erecta, accompanies you, growing increasingly frustrated with the slow progress of the team's investigation.
Mighty Glacier: The L.E.D. Zeppelin in the Gold Edition. It is one of the most durable ships in the game, and has the same heat sink as the TMiG-310 Atomic Emu, allowing it to comfortably mount and fire several BFGs at once. However, it is as slow as the speed of the living dead.
Mind-Control Device: The RemCon can be used on hostile RoboTrucks and rockets, causing them to work for you rather than being obstacles to avoid.
The Gold Edition also adds the radio tower on Planet Plop and a videotape with the latter as a plot device. The radio tower is further described in the The Paralyzer entry. As for the videotape, the Gold Edition's plot has it that this tape causes anyone watching it to go mental. Xoxx has his eyes on this tape because he intends to use the mental energy expelled from countless inhabitants across the planet, as a direct result of watching this tape, to power the Lord Chaos Mk. I quantum cannon.
More Dakka: In spades. Many of the guns that you can mount on your craft have ridiculously high fire rates.
New Game+: Once you kill Xoxx or get sent back in time, you start over on the next difficulty level with everything you have accumulated so far. While this is relatively pointless in the original unless you're pursuing bragging rights, replaying the Gold Edition on the same pilot up to five times is necessary in order to unlock all the extra super-weapons and ships.
No Fair Cheating: Typing in a cheat code just once during the game will earn you a nice red! CHEATER ! in your Federal Hero License below the current difficulty setting, and it will remain there forever for that particular game.
Oh Crap: Your character says this after getting through the whole of the Abacus-I Artificial Asteroid.
Overclocking Attack: The RemCon can be used to overheat (ie. violently explode) some enemy missile launchers.
Overheating: Fire your weapons continuously for too long and they shut down to cool off.
The Paralyzer: The RemCon is used to "Jesterize" the Dragon, causing it to drop a huge credit bonus and stop firing on you, turning it into a sitting duck for you to destroy. The RemCon is also used in the Gold Edition to turn on a radio tower, causing all Mooks within range to drop their weapons and dance on the spot, allowing you to kill them.
Power Levels: Each weapon in the game has a bar of skulls that represent the amount of damage it does per shot. A weapon with no skulls does almost no damage, whereas a weapon with seven skulls (the maximum) does the most amount of damage. Keep in mind, however, that the overall usefulness of a weapon is subjective, and may also be influenced by its other "power levels" for heat generation and refire rate.
Quad Damage: Comes in the form of a silver fist-shaped powerup that grants a Battle Aura and four times damage per shot for twenty seconds. Combine with More Dakka for maximum satisfaction.
Ramming Always Works: The Banzai Rammer. Also, as a rule of thumb, if something is extremely small, not meant to do damage on impact and can be shot down, you can ram it to smithereens with your own ship. There are absolutely no exceptions to this, not even when killing Xoxx.
Ray Gun: Starting with the Pulse Gun available at the start of the game, and then adding quite a few more over the course of it, such as the Tectonic Laser and Skywalker Hypergun.
Recurring Boss: The first variant. Crtex flees when you deal sufficient damage to him the first time. Near the end of the game, he returns with upgraded weapons.
Recursive Ammo: The Banjo missile plays this trope straight and true, but the projectiles generated by the CHAOS Particle Generator takes this Up to Eleven, with an individual particle cloning itself upon hitting something, and the clones cloning themselves upon impact, and the cycle repeating itself again, and again, and again...
Shock and Awe: The Charge Generator, ElectroBall, and TESLA Devastator come into mind.
Took a Level in Badass:The La Fontaine is the cheapest and weakest gun you can buy in the game, and even with full upgrades, it's only half-decent. Even the first three words in its promotional description says it: Cheap toy gun. Come the Gold Edition, and the La Fontaine Mk. II, which costs 4 100 000 credits for the base model and is one of the strongest and most expensive guns in the game.
In the original game, the Daisycutter was in its Mk. II variant and, with full upgrades, became a decent early-game machine gun with an equally decent area of fire but cannot match up to any of the late-game guns. The Gold Edition upgrades the Daisycutter to its Mk. III variant, which can be further upgraded to do damage equal to some of the more powerful guns in the game, albeit with a reduced area of fire compared to its maxed out Mk. II counterpart.
Video Game Cruelty Potential: There are so many ways to maim enemies in this game. Ships that you shoot out from the sky will fall towards the ground and destroy everything below it, and radioactive waste and fire will instantly disintegrate any unprotected person foolish enough to wander near the source. Shockwaves generated by the Cauldron bomb, beer tankers, or even the ground collision protection device that you can install on your ship, will rip through everything within their effective radius. If you leave blood and gore enabled in this game, expect every living organism you destroy to spew blood or green ooze, in the case of zombies in the Gold Edition, from every orifice, or otherwise be blown to bits, regardless of whether you pulverise them with a Wave Motion Gun, or fly into them. There's even a secret level in the Gold Edition where you get to mow down an entire army of poorly-armed spammers. And then we have some weapons that were made for this trope...
"This terrible gadget was designed especially for use against living beings." — Description of the Acid Gun
With the Carnage TV Transmission Set, you get instant cash for killing enemy troops in large numbers at once, among other unarmored humanoids; the more killed at once, the more money you get.
Wake-Up Call Boss: The first boss in the game, the Coffinator, isn't very difficult, but only if you've been keeping the hull integrity of your ship in check.
Wave Motion Gun: The Chroniton Riffle in the original. The Gold Edition of JnG adds the Armageddonator.
With This Herring: We want you to save the universe from destruction! Here's an entry-level ship and a bit of pocket money.
Vulgar Humor: The original had the subtitle "CADDISH UNFAIR ATTACK OF XOXX'S STELLAR BASTARDS" printed right below the title on the front cover, and the game featured a teddy bear item that bleated "Blast those bloody bastards!" when pressed. Countries that do take offence to the vulgarities censor them by replacing all instances of the first with "MANIACS" and all instances of the second with "gangsters". The Gold Edition removes the subtitle completely, but leaves the teddy bear intact.
Zerg Rush: The Swarm gun is essentially based on this trope.