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* DiscOneFinalBoss: The two Mechapenguinators Mark 1 and the one Mark 2 in the first game are the very last obstacles in Glowenko's base. It helps that he was supposed to be the first episode's FinalBoss.

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* DownTheDrain: One level in ''2'' is literally called "Obligatory Sewer".
* DiscOneFinalBoss: The two Mechapenguinators Mark 1 and the one single Mark 2 in the first game are the very last obstacles in Glowenko's base. It helps that he was supposed to be the first episode's FinalBoss.



** Robotic penguins are called [[{{Franchise/Terminator}} Penguinators]].



* StandardFPSGuns: Many of the weapons in ''1'' and ''2'' fall into this, although the SecondaryFire function helps somewhat.
** Disintegrator (1): Chainsaw, due to its short range, high damage and self-recharging ammo.
** EMP Rifle (2): Gimmicky (disables shields and robotic enemies). The secondary fire (a gravity field) is pretty much an UtilityWeapon.
** [[FireBreathingWeapon Flamethrower]]: by consuming more fuel, it can set the ground on fire to create flaming barriers.
** [[GatlingGood Minigun]]: with a bonus SentryGun function.
** [[NailEm Nail Gun]] (2): it can also deploy explosive drones that shoot multiple nails.
** OMG-20k: a cross between a {{BFG}} (high damage) and a RailGun (penetrating shots), with an "overload" ability that clears the entire room [[CastFromHitPoints but also damages you]].
** Plasma Gun: [[JackOfAllStats Assault Rifle]] with the ability to generate shields.
** Rocket Launcher: it's both the FPS Rocket Launcher (fast straight-moving rockets) and as the FPS Missile Launcher (slow guidable missiles).
** [[ShotgunsAreJustBetter Shotgun]]: Shotgun, also packed with Grenades (1, 3) or Mines (2).
** Sub-Machine Guns: [[GunsAkimbo Dual]] Automatic Weapons that, due to the really low damage output, act as the [[EmergencyWeapon FPS Pistol]].
** ''3'' tries to avert this by putting some spin in their concept:
*** Pulsegun: Plasma pistol, manually recharged via handle (similar to the Disintegrator from the first game). Used as a fallback weapon to conserve ammo or to farm up pills.
*** Cryogun: The one that fully averts StandardFPSGuns, it shoots freezing liquid in an arc that can freeze enemies, allowing for LiterallyShatteredLives. Additionally, it also can shoot gushes of air that can push away enemies or shatter frozen ones.
*** Exterminator: Rail Gun against organic enemies, EnergyAbsorption against electronic ones.
*** MIRV: It's both the FPS Missile Launcher (three missiles with limited auto-aiming) and the FPS Rocket Launcher (one single unguided cluster, which isn't as damaging as the three separate missiles, but has a bigger explosion - which can [[ArmorPiercing pass through shields]]).
*** Nanogrinder: Another Rocket Launcher, but it is massively more effective against nanoshields, and can rebuild nano-bridges for some puzzles. Not too shabby against standard mooks either, with minimal splash damage.
*** Scrapgun: An ImprovisedWeapon functionally similar to the Shotgun from ''1'', but it doesn't use ammo; instead, it uses scraps taken from the remains of mechanical enemies, vehicles, and heavy weapons wielded by enemies.
*** Smartgun: Assault Rifle with the ability to steer the shots towards a single point on the screen or of a specific enemy.
*** Thereminiser: Energy Gun that barely stuns organic enemies, but wrecks mechanical ones.
*** Yellow Ray Of Death (YROD): Cooldown-based {{BFG}}.

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* StandardFPSGuns: Many of the weapons in ''1'' and ''2'' fall into this, this trope, although the each weapon's SecondaryFire function helps somewhat.
adds more variety.
** Automatic Weapons:
*** The [[GatlingGood Minigun]] (1, 2) has a bonus SentryGun function.
*** The [[NailEm Nail Gun]] (2) can also deploy explosive drones that shoot multiple nails.
*** The Plasma Gun (1,2) acts as an [[JackOfAllStats Assault Rifle]], with the ability to generate shields.
*** The Smartgun is a Assault Rifle with the ability to steer the shots by clicking on the screen.
** BFG:
*** As explained below, the OMG-20k's secondary fire acts as a room-clearing attack.
*** The Yellow Ray Of Death in 3 has a similar function, but doesn't use ammo nor health. Instead, it has a 30-seconds cooldown.
** Energy Gun:
*** The
Disintegrator (1): Chainsaw, due to its (1) has short range, range but very high damage and self-recharging can be recharged at will, effectively having infinite ammo.
** EMP Rifle (2): Gimmicky (disables shields and robotic enemies). *** The secondary fire (a gravity field) is pretty much an UtilityWeapon.
Thereminiser barely stuns organic enemies, but wrecks mechanical ones. It can also emit a shockwave to keep enemies away.
** [[FireBreathingWeapon Flamethrower]]: by Present in 1 and 2. By consuming more fuel, it can set the ground on fire to create flaming barriers.
** [[GatlingGood Minigun]]: Pistol: Both the Pulsegun (3) and the Uzi (1, 2) are weak weapons with a bonus SentryGun function.
limited clip size, but infinite ammo, effectively acting as the EmergencyWeapon.
** [[NailEm Nail Gun]] (2): it can also deploy explosive drones Rail Gun: Each game has a weapon which primary fire is a high-damage beam that shoot multiple nails.
** OMG-20k: a cross between a {{BFG}} (high damage)
can penetrate enemies. It's usually one of the last weapons obtained by the player, and a RailGun (penetrating shots), with has limited ammo.
*** The OMG-20k (1, 2) has
an "overload" ability that clears [[{{BFG}} hits everything in the entire room for high damage]] - [[CastFromHitPoints but also damages including you]].
** Plasma Gun: [[JackOfAllStats Assault Rifle]] with *** The primary fire of the ability to generate shields.
Exterminator (3) is ineffective against mechanical enemies, and cannot penetrate them. On the other hand, its secondary fire [[EnergyAbsorption drains energy from mechanical enemies]], heavily slowing them and giving you ammo.
** Rocket Launcher: it's both the FPS Rocket Launcher (fast straight-moving rockets) and as the FPS Missile Launcher (slow guidable missiles).
** [[ShotgunsAreJustBetter Shotgun]]: Shotgun, also packed with Grenades (1, 3) or Mines (2).
** Sub-Machine Guns: [[GunsAkimbo Dual]] Automatic Weapons that, due to the really low damage output, act as the [[EmergencyWeapon FPS Pistol]].
** ''3'' tries to avert this by putting some spin in their concept:
Launcher:
*** Pulsegun: Plasma pistol, manually recharged via handle (similar to the Disintegrator from the first game). Used as a fallback weapon to conserve ammo or to farm up pills.
*** Cryogun:
The one that fully averts StandardFPSGuns, it shoots freezing liquid in an arc that can freeze enemies, allowing for LiterallyShatteredLives. Additionally, it also MIRV (3) can shoot gushes of air that can push away enemies either three homing missiles, or shatter frozen ones.
*** Exterminator: Rail Gun against organic enemies, EnergyAbsorption against electronic ones.
*** MIRV: It's both the FPS Missile Launcher (three missiles with limited auto-aiming) and the FPS Rocket Launcher (one
one single unguided cluster, cluster-rocket, which isn't as damaging as the three separate missiles, missiles but has a bigger explosion - which can [[ArmorPiercing pass through shields]]).
explosion.
*** Nanogrinder: Another Rocket Launcher, The Nanogrinder (3) lacks any homing function and has the worst splash damage, but it it's faster and is massively more effective against nanoshields, and nanoshields. It can also rebuild nano-bridges for some puzzles. Not too shabby against standard mooks either, puzzles.
*** The [[ExactlyWhatItSaysOnTheTin Rocket Launcher]] (1,2) shoots rockets, which travel either in a straight line or follow the mouse cursor.
** [[ShotgunsAreJustBetter Shotgun]]: The one weapon present in all three games. It's packed
with minimal splash damage.
*** Scrapgun: An ImprovisedWeapon functionally similar to
grenades (1, 3) or mines (2) as its secondary fire. The [[ImprovisedWeapon Scrapgun]] in the Shotgun from ''1'', but it doesn't use ammo; instead, third game has a gimmick where it uses scraps taken from the remains of mechanical metallic scrap (obtaining by destroying enemies, vehicles, their weapons, and heavy weapons wielded by enemies.
the environment) as ammo.
** UtilityWeapon:
*** Smartgun: Assault The EMP Rifle with the ability to steer the shots towards a single point on the screen or of a specific enemy.
*** Thereminiser: Energy Gun
(2) shoots beams that barely stuns organic disable shields and robotic enemies. The secondary fire (a gravity field) is pretty much used solely to attract nearby bonuses.
*** The Cryogun (3) has a surprising amount of uses. It shoots freezing liquid in an arc, allowing it to bypass cover. It freezes
enemies, but wrecks mechanical ones.
*** Yellow Ray Of Death (YROD): Cooldown-based {{BFG}}.
turning them into cover - and inflicts surprisingly good damage against organic enemies. Finally, it can freeze liquids and floors, which causes enemies to slip and messes up their aiming.


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* WombLevel: In ''3'', Pablo ends up being miniaturized and injected into Paola's body.


*** A later update adds a new HarderThanHard difficulty: "Challenge Overdose". Enemies are faster and more damaging, and most mooks now wear armor.

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*** A later update adds a new HarderThanHard difficulty: "Challenge Overdose". Enemies are faster and more damaging, and most mooks now wear armor.armor, and you cannot carry extra lives (red pills now just give you a full health bar).



** Pedro in ''1'', when fought on foot, uses one of the same weapons as you. In the final fight, he can use almost all the weapons in the game, and he'll (almost) always use the same weapon as your current one. [[spoiler: Also, he uses One-Ups. ''Infinite'' One-Ups.]]. You have to break the rules and [[spoiler: use the Disintegrator, which makes One-Ups useless]].

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** Pedro in ''1'', when fought on foot, uses one of the same weapons as you. In the final fight, he can use almost all the weapons in the game, and he'll (almost) always use the same weapon as your current one. [[spoiler: Also, he uses One-Ups. ''Infinite'' One-Ups.]]. You have to break the rules and [[spoiler: use the Disintegrator, which makes One-Ups useless]].is one of the only weapons he doesn't have, and which completely ignores his One-Ups]].


** Collectible penguins are listed in the order they appear throughout the game. So you have some inkling of which level a certain collectible could be.
** In ''3'', if you replay a Department, you can skip certain sections and all the end-level boss battles. Additionally, you can get the "complete a Department without dying" achievements even if you skip the skippable parts.

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** Collectible penguins are listed in the order they appear throughout the game. So you have some inkling of which level a certain collectible could be.
game.
** In ''3'', if you replay a Department, you can skip certain sections and all the end-level boss battles. Additionally, you can get the "complete a Department without dying" achievements even if you skip said sections.
*** The Department of Defence is considered "completed" as soon as you pass
the skippable parts.Warlord's seat, even though the area past it is technically still part of the Department.


* AntiFrustrationFeatures:
** When you die and continue, you restart at the beginning of the section. If you have low health and ammo, the game can give you some.
** Collectible penguins are listed in the order they appear throughout the game. So you have some inkling of which level a certain collectible could be.
** In ''3'', if you replay a Department, you can skip certain sections and all the end-level boss battles. Additionally, you can get the "complete a Department without dying" achievements even if you skip the skippable parts.



* ArmorIsUseless: Subverted - enemies with armor tend to be more resistant than enemies who don't. Additionally, Pablo himself can acquire some decent armor through ''3'': each piece reduces enemy damage by 20% of its original amount.

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* ArmorIsUseless: Subverted - enemies with armor tend to be more resistant than enemies who don't. Additionally, Pablo himself can acquire some decent armor through ''3'': each piece reduces enemy damage increases his health by 20% of its original amount.at least 20%.



* CollectionSidequest: You can collect penguin dolls in ''2'' and "faries" in ''3''. The latter are translucent and hard to see unless you're overdosing, and can be collected only in that state.



* PowerUp: Killing a certain amount of enemies in each level rewards you with various power-ups.



* QuadDamage: A PowerUp that appeared in all games throughout the series. Unlike most shooter games, it doesn't quadruple the ''damage'' of your projectiles; it quadruples the ''amount'' of projectiles you shoot, without increasing ammo consumption.



*** The final level in ''2'' has an enormous circle made of four lights arranged around a central symbol. Each light turns red if you destroy the corresponding generator; you can get an achievement if you replictate [[UsefulNotes/{{Xbox}} the XBox's Red Ring Of Death]].

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*** The final level in ''2'' has an enormous circle made of four lights arranged around a central symbol. Each light turns red if you destroy the corresponding generator; you can get an achievement if you replictate replicate [[UsefulNotes/{{Xbox}} the XBox's Red Ring Of Death]].


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*** The description of the Exterminator mentions that it doesn't include a [[Characters/DoctorWhoDaleks plunger]].


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** Later games feature variable tracks that change depending on the situation - for example when being underwater, or when a powerful enemy shows up.


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* TrickBomb: Grenades normally explode when their fuse runs out, but they also have a sensor that detonates them immediately when they hit an enemy (but not an ally).


* CaffeineBulletTime: Overdosing on TAGAP causes this, as well as various hallucinations.



* HarmlessFreezing: Averted in ''3'' - organic enemies who are frozen by the Cryogun are considered dead, and fall into pieces when they thaw.
* HealingFactor: All cyber-penguins (main characters included) possess the ability to instantly regenerate any wound as long as they have some TAGAP in their bodies.



* HarmlessFreezing: Averted in ''3'' - organic enemies who are frozen by the Cryogun are considered dead, and fall into pieces when they thaw.



* HyperspaceArsenal: Pablo can carry about a dozen weapons (some of which are literally as big as he is) on him plus a thousand ammo for each, as well as a hundred grenades. And he's a naked penguin.



* HyperspaceArsenal: Pablo can carry about a dozen weapons (some of which are literally as big as he is) on him plus a thousand ammo for each, as well as a hundred grenades. And he's a naked penguin.


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* JustifiedExtraLives: "One Ups" are red pill made of super-concentrated TAGAP, and are strong enough to completely regenerate a penguin that has been [[LudicrousGibs literally reduced to paste]].


*** A later update adds a new HarderThanHard difficulty: "Challenge Overdose". Enemies are faster and more damaging, and most mooks now wear armor.



* InvincibilityPowerUp: Blue pills in the first game make you temporarily invincible, but slow you down and make everything else speed up. The sequel replaces them with blue vials, which are found in rare spots (instead of being rewards for killing enough enemies), but can be carried with you and activated at any time.

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* InvincibilityPowerUp: Blue pills in the first game make you temporarily invincible, but slow you down and make everything else except you speed up. The sequel replaces them with blue vials, which are found in rare spots (instead of being rewards for killing enough enemies), but can be carried with you and activated at any time.time.
* JumpPhysics: Starting with ''2'', Pablo has access to a short double jump and a "stomp" that inflicts no damage, but is extremely useful for quickly dodging enemy shots while airborne.


* AddedAlliterativeAppeal: Every named Penguins has a name beginning with P: [[SuperPrototype Pablo]], [[TheDragon Pedro]], [[PsychoPrototype Primo]], and [[MissionControl Paola]].


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* AlliterativeFamily: Every named Penguins has a name beginning with P: [[SuperPrototype Pablo]], [[TheDragon Pedro]], [[PsychoPrototype Primo]], and [[MissionControl Paola]].


TAGAP ('''T'''he '''A'''pocalyptic '''G'''ame '''A'''bout '''P'''enguins) is a series of side-scrolling freeware [[ActionGame Action Games]] in the style of {{Abuse}} made by Penguin DT, an indie game dev studio. As the name suggests, the series is about penguins and apocalyptic scenarios involving MoreDakka, StuffBlowingUp, and [[FantasticDrug Fantastic Drugs]].

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TAGAP ('''T'''he '''A'''pocalyptic '''G'''ame '''A'''bout '''P'''enguins) is a series of side-scrolling freeware [[ActionGame Action Games]] in the style of {{Abuse}} ''VideoGame/{{Abuse}}'' made by Penguin DT, an indie game dev studio. As the name suggests, the series is about penguins and apocalyptic scenarios involving MoreDakka, StuffBlowingUp, and [[FantasticDrug Fantastic Drugs]].


* FantasticDrug: The titular TAGAP ('''T'''issue '''A'''ugmenting '''G'''reen '''A'''ddictive '''P'''ill). Heals you instantly, augments your reflexes, may cause mind control and/or hallucinations. You pass an entire level of ''2'' [[FunnyMoments completely stoned on the stuff]].

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* FantasticDrug: The titular TAGAP ('''T'''issue '''A'''ugmenting '''G'''reen '''A'''ddictive '''P'''ill). Heals you instantly, augments your reflexes, may cause mind control and/or hallucinations. You pass an entire level of ''2'' [[FunnyMoments [[SugarWiki/FunnyMoments completely stoned on the stuff]].

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* ArmorIsUseless: Subverted - enemies with armor tend to be more resistant than enemies who don't. Additionally, Pablo himself can acquire some decent armor through ''3'': each piece reduces enemy damage by 20% of its original amount.


* CriticalExistenceFailure: Justified in-universe - pretty much all modified penguins possess a certain amount of TAGAP in their body. This allows them to [[healingFactor regenerate instantly from any injury as if it never happened in the first place]], but it's not limitless: the regeneration consumes the TAGAP in their body, and once that's depleted, any attack is enough to kill them.

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* CriticalExistenceFailure: Justified in-universe - pretty in-universe. Pretty much any attack is enough to kill a normal penguin; however, all modified penguins possess a certain amount of TAGAP in their body. This allows them body, which gets automatically consumed to [[healingFactor [[HealingFactor instantly regenerate instantly from any injury as if it never happened in the first place]], but it's not limitless: the regeneration consumes place]]. If all the TAGAP in their body, and once that's is depleted, though, any attack is enough to kill them.invariably lethal.


* DynamicDifficulty: Playing ''2'' in co-op mode not only increases the amount of enemies, but changes the placement of powerful enemies to attack players from both front and rear at the same time. However, it also reduces the amount of enemies spawned from above/below - see SplitScreen below.



* SplitScreen: ''2'' allows two players to play in co-op as Pablo and Pedro. Besides increasing the amount of enemies, co-op takes in account the fact that the players lose a lot of vertical visibility due to the split screen, and thus redistributes the enemies so that they mostly spawn from the left/right sides of the screen. This way, the game tries to avoid the cheap shots of having an enemy attack from above/below with no time to react.

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* SplitScreen: ''2'' allows two players to play in co-op as Pablo and Pedro. Besides increasing the amount of enemies, co-op takes in account the fact that the players lose a lot of vertical visibility due to the split screen, and thus redistributes the enemies so that they mostly spawn from the left/right sides of the screen. This way, the game tries to avoid the cheap shots FakeDifficulty of having an enemy attack appear from above/below and attack the players with no time to react.

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* CriticalExistenceFailure: Justified in-universe - pretty much all modified penguins possess a certain amount of TAGAP in their body. This allows them to [[healingFactor regenerate instantly from any injury as if it never happened in the first place]], but it's not limitless: the regeneration consumes the TAGAP in their body, and once that's depleted, any attack is enough to kill them.


* InvincibilityPowerUp: Blue pills in the first game make you temporarily invincible, but slow you down and make everything else speed up. The sequel replaces them with blue vials, which are found in rare spots (instead of being rewards for killing enough enemies), but can be carried with you and activated at any time.



* ReasonableAuthorityFigure: The Funky Prophet is revealed to be this. He initially feared that "the black penguin" he saw in his vision would've destroyed Pluto, and voted in favor of the war; but he ends up changing his mind when he saw what Pluto's militarization has brought, correctly guessing that the war itself was the threat.
** [[spoiler:The Warlord himself was this. He was anti-war, but decided to personally lead a recon mission anyway. If Earth was hostile, he would've gotten useful intel for the upcoming war; if it wasn't, he could've personally testified the fact in order to prevent the war]].



* ReasonableAuthorityFigure: The Funky Prophet is revealed to be this. He initially feared that "the black penguin" he saw in his vision would've destroyed Pluto, and voted in favor of the war; but he ends up changing his mind when he saw what Pluto's militarization has brought, correctly guessing that the war itself was the threat.
** [[spoiler:The Warlord himself was this. He was anti-war, but decided to personally lead a recon mission anyway. If Earth was hostile, he would've gotten useful intel for the upcoming war; if it wasn't, he could've personally testified the fact in order to prevent the war]].


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* RegeneratingHealth: If your health is under a certain limit and you haven't been hit for a few seconds, it'll be gradually restored up to said limit. Unfortunately, the limit gets lower at the higher difficulties.


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* RewardingVandalism: Blasting some cabinets might reward you with a green (health) pill.
** In ''3'', destroying something generates one or two pieces of scrap, which are used as ammo for the [[ImprovisedWeapon Scrap]] [[ShotgunsAreJustBetter Gun]]. More importantly, destroying all security cameras in a map opens up a secret room full of supplies.


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* ShotgunsAreJustBetter: The Shotgun in ''1'' Has decent power at short range, but its secondary fire is a reliable grenade launcher.

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