A series of platform Flash games created by Diseased Productions without a lot of the usual platformer
tropes. You play as Experiment #154 fighting against the corporation who created him to control and use as a weapon. The hero uses a variety of high-powered guns and (in Thing Thing 4
) a lead pipe.
The line of games can be found here
- Artificial Stupidity: Particularly jarring in Thing Thing Arena 3, when mooks will rather try to shoot you through the wall/floor than walk around it to get a clear shot.
- Also, everytime you see a mook with proxy mine launcher, expect him to blow up himself and/or his companions.
- Same with gas grenade launcher. Often its wielder first creates a large cloud of Hollywood Acid and then happily walks into it.
- Awesome but Impractical: The arrow gun in Thing Thing Arena 3. Sure, it shoots arrows. But they're about as weak as a standard pistol bullet, and you can't dual wield them.
- Bad Ass: YOU.
- BFG: As a result of the characters having wierd proportions, the weapons they use are often larger that they are.
- If this game from the same producer is any indication, Thing-Things are about three feet tall, and the hands are the same size as ours.
- Boring but Practical: Many of the best weapons in the games, mainly the pistols, shotguns and assault rifles, are not flashy or Systems Corp prototypes. Instead, they fire bullets, but they are solid, dependable and do reliable damage.
- Boom, Headshot: From Thing Thing 2 onward, killing an enemy exclusively with headshots causes their head to explode (In Thing Thing 2 itself, body parts explode when destroyed, so their head will eventually pop regardless).
- Corrupt Corporate Executive: Systems Corp.
- To make things worse, they seem to run the place.
- Determinator: Everyone.
- Critical Existence Failure: When the enemies in Thing-Thing 2 die, their entire body turns into Pink Mist. Even if they were punched to death.
- In addition, the enemies survive until either their head or their three midsection parts are destroyed, leading to situations where you be chased by a dude consisting of a head, an arm and a pair of feet.
- Dangerously Genre Savvy: The CEO. When you reach where he's supposed to be, you find that he's already gone, and delivers a Hannibal Lecture through a screen. Then he gasses the place to remove your Healing Factor, and sends endless waves of mooks to kill you.
- Downer Ending: Your Healing Factor is removed by a special gas, and your character puts up a futile Last Stand against endless waves of elite Systems Corp mercenaries. And if the Thing Thing Arena series and Thing Thing Classic/Pro is any indication, you've been resurrected to be a slave to the corporation and fight endless waves of various mooks as part of several tests.
- Elite Mooks
- Game-Breaking Bug: Good lord, the falling through the floor and teleportation glitch in the fourth one. It happens without warning and makes you have to reload the page.
- Gotta Catch 'Em All: You really don't have to, but in Thing-Thing 4, collecting every new gun you find makes it available in the armory for future playthroughs.
- Hand Cannon: ALL the guns are huge, but the Magnum is this compared to the rest of the pistols.
- Healing Factor: Only in the second and fourth games; the first and third operates on Heal Thyself instead.)
- Insurmountable Waist High Fence: In 2 and 4 especially. At certain points, a large amount of enemies must be killed in order to open doors. Thing-Thing 2 has a kills tracker by the door, 4 does not.
- Karma Houdini: The Big Bad.
- Karmic Death: You. Granted, the Big Bad had a hand in making it possible, but still...
- Ludicrous Gibs
- Made of Iron: Explained in Thing Thing 3 where the stranger who contacts you reveals that you're the perfect infantryman, able to take lots and lots of bullets without detriment to your fighting ability.
- Mook Maker: Pretty much every area in Thing Thing 4 has one. It's never really described WHAT they are, but they nevertheless send wave after wave of Mooks at you.
- More Dakka: The Jackhammer is an automatic shotgun which fires 5 pellets for every press of the trigger, and has the second highest fire rate of all the guns of Thing-Thing Arena 3, only second to duel wielding the the Glock 18c.
- Unfortunately, damage per shot is rather dismal compared to the other shotguns in TTA3. It won't stop you from hosing down everyone you meet however. The achievement for 100 kills with the Jackhammer is appropriately called "Buckshot Firestorm".
- Offscreen Teleportation: Particularly jarring in Thing-Thing Arena 3. Enemies have to keep coming from somewhere to attack you, otherwise the game doesn't work. But it gets ridiculous sometimes, when enemies spawn behind you when you move the camera ahead a bit.
- One-Man Army
- Phlebotinum Rebel (#154)
- Punch-Packing Pistol: The starting pistol, the M1911, is pretty damn powerful on its own.
- Rated M for Manly: Yes.
- Raymanian Limbs
- Self-Imposed Challenge
- Short-Range Shotgun: Played straight in Thing-Thing 4. Unless the enemy is very close to you, most of the shot will miss.
- Smoldering Shoes: In Arena 3 gibbing enemies tends to leave only shoes behind.
- Spinoff: A Stinky Bean got its own game with art that looks like it's straight out of Johnny the Homicidal Maniac.
- Stripped to the Bone: Effect of the gas grenade launcher in Thing Thing Arena 3. Surprisingly, the dead mook's weapon is unscathed.
- There Can Only Be One: 153 strongly believes this, and repeatedly tries to kill you over it.
- Throw Away Guns
- Too Awesome to Use: Some weapons fall under this trope due to ammunition scarcity.
- Unusable Enemy Equipment: Thing-Thing 3 has your enemies using a wide assortment of guns, but you only get guns at the end of levels.
- You ALL Look Familiar: Averted in 1, 2, and 3, as the mooks have randomly generated appearances. In 4, they have templates.
- Weapons Kitchen Sink