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Cobra Mission: Panic in Cobra City was a PC-98 computer game by INOS, originally released in 1991 and then ported to MS-DOS and published the following year in North America by the now defunct company Megatech Software. This was the first hentai game released in English and proved to be very popular.

On a small island off the coast of Florida, a private detective named (by default) J.R. arrives at the request of his friend, Faythe Watson. After a run-in with some local punks that exhausts his ammo, J.R. learns why he was called in: local girls have started to disappear, among them Faythe's friend Donna. J.R. and Faythe set out to investigate, and ultimately learn that it's the work of the crimelord known only as Kaiser. (The player can rename J.R., Faythe, and - surprisingly - Kaiser.)


This Video Game contains examples of:

  • Archaic Weapon for an Advanced Age: In the game set in the beginning of 90's, the hero still fights with a sword. One of the weapons is even called "Ancient Sword". Justified in two ways: firstly, guns and munitions are extremely hard to get on this island, and swords do hurt more than bare hands; secondly, the swords themselves (at least, Gaia's Sword) are made with cutting-edge technology and from modern alloys.
  • Armies Are Evil: General Fist turned the police force of Cobra City into a drugged, Always Chaotic Evil army. With Putting on the Reich, no less.
  • Arrogant Kung-Fu Guy: Tacker, the first boss. Also runs a white slave ring.
  • Artistic License – Geography: What does the Antarctic travel organization have to do with North pole?
  • A Taste of Power: J.R.'s .44 Magnum during the first battle. And you surely need it, because your last opponent is the strongest Elite Mook in the entire game who can easily gun you down.
  • Attack Its Weak Point: Most enemies have one.
  • Authorities Who Actually Do Something: Mayor Brook tried to rescue his daughter on his own. It didn't end well.
  • Awesome, but Temporary: J.R.'s .44 Magnum again. He apparently brought the exact number of bullets needed to make it through the first battle, after which he runs out, requiring him to find a new weapon for later battles. It's possible to get more bullets, but not until halfway through the game, and even then only in a rather limited supply. Still, both guns are listed as more powerful than the Infinity +1 Sword.
  • Backtracking: Faythe has to return to West Cobra from South Cobra to improve her dowsing abilities.
  • Badass Longcoat: J.R.'s clothes of choice are trench coats.
  • Bad Job, Worse Uniform: How the Rocket Delivery looks like initially. The boss yells at you immediately after hiring and says that you have to wear a ridiculous red cap (which, incidentally, has higher Defense stat than J.R.'s first Fedora of Asskicking).
  • Bag of Sharing
  • Bandit Mook: Aerobee steals money with her attacks.
    • Karoshic is an interesting variation: he pays you money before stealing your gear. If you're particularly unlucky, he can steal your .44 Magnum, which is then Permanently Missable.
  • Batter Up!: The choice of weapons for J.R. includes regular and metallic baseball bats.
  • Battle Theme Music: Two themes - for mooks and Boss Battles.
  • Beauty Is Never Tarnished: Yvonne looks completely unharmed, both physically and mentally, despite undergoing whippings in the Leather & Chains Club.
  • Big Damn Heroes: Faythe saving J.R. from the sleeping pill thief with Grievous Bottley Harm.
  • Big Fancy Castle: Kaiser's. Labyrinthine, with Spikes of Doom and laser security system. And, of course, a throne room.
  • Bigger Is Better in Bed: J.R.'s "pistol" is described by one of the girls he shags as "bigger than that rubber joystick".
  • Big Good: J.R.
  • Black-and-White Morality
  • Black Knight: Dark Knights, Elite Mooks from South Cobra, qualify.
  • Blackout Basement: Several, with the largest one in Cobra Pharmacy research facility. Some items of interest can be found in the darkness.
  • Blatant Lies: J.R. telling some old man he's the part-time gardener. This yields him a Metallic Bat, basically a very early Disc-One Nuke.
    • Kaiser telling Donna that he developed a new superdrug that cures drug addicts.
    • J.R. telling Donna "he's not the type of person to make moves".
  • Blood from the Mouth: Kaiser, before J.R. delivers the final killing blow.
  • Bondage Is Bad: The House of Leather and Chains is portrayed as a villainous organization that forces girls (and seemingly guys too) to undergo whippings.
  • Bookcase Passage: The salesman of House of Leather & Chains keeps his stock of high-quality alcohol behind one.
  • Bottomless Magazines: J.R. in the very first fight of the game. All gun-wielding Mooks afterwards.
  • Boxing Battler: Bugie, one of Central Cobra mooks.
  • Braggart Boss: Both Geppel and Fist from South Cobra.
  • Brainwashed and Crazy: All Mooks are either this or And I Must Scream, if J.R.s Non-Standard Game Over scene is any indication. Becomes a Tear Jerker of sorts when you learn that the Big Bad kidnapped and brainwashed most of young men in Cobra City and, basically, you've been killing the entire young male population of the island during the game.
  • Bridge Logic: The ladder in Kaiser's castle that J.R. fetches to rescue Faythe is exactly as long as the gap in the floor.
  • Brawn Hilda: The Muscle Crow enemy.
  • Broken Bridge: Half the game is a series of quests to repair an actual broken bridge. There are also other minor 'broken bridges' - locked gate to West Cobra and trains not running to South Cobra.
  • Bullet-Proof Fashion Plate: Even after a gruelling battle with ten machine gun-wielding Elite Mooks and the Final Boss, J.R. and Faythe's clothes look impeccable in the following cutscene.
    • Perhaps the POLYTHIX clothes are just that awesome?
  • But I Read a Book About It: O. Pow's son in Central Cobra reads a book about Kung Fu in hope to learn self-defence.
  • But Thou Must!: Don't want to work as a lowly courier with meager pay, hazardous conditions and a Bad Boss (though he gradually warms up to you and genuinely regrets you quitting the job)? The plot won't advance further until you do the errands.
    • Don't want to let Faythe go to some suspicious-looking dowsing courses? The plot won't advance, again.
    • Don't want an Optional Sexual Encounter with a prostitute in West Cobra? Well... it isn't optional. You can't take Faythe from the dowsing courses until you bang Dominique. And then again, when Faythe's away in South Cobra, you must have sex with another prostitute to be able to get Faythe back. Deus Sex Machina, anyone?
  • Casual Kink: Averted. If you try to use a candle on any girl during OptionalSexualEncounters, they flee immediately.
  • Chekhov's Boomerang: Diamond pendant. The "working order" is unusual, though: first you exchange it for winter clothing necessary to enter the East Cobra research facility, and then use it more obviously: to prove to the Major that his daughter is safe.
  • Childhood Friend Romance: J.R. and Faythe
  • Chivalrous Pervert: J.R. sleeps around a lot, but seems to genuinely care for the women he beds, both as persons and as sex partners.
  • City of Adventure: All the action is confined to Cobra City.
  • Colonel Badass: McArther, away at The Gulf War. His insignia come in handy though.
  • Combatant Cooldown System
  • Combat Pragmatist: JR and Faythe can use many impromptu weapons such as fire crackers, various sprays and actual thrown weapons like darts, Molotov cocktails and grenades.
  • Combat Sadomasochist: One miniboss in the House of Leather and Chains won't attack you at all - she's a masochist and will just let you beat her down. Moaning and groaning all the time.
    • Derek, the boss of the same building, also qualifies. He even asks J.R. if J.R. could kiss him each time he lands a hit. It seems that he thought that the fight was some kind of S&M game.
  • Contractual Boss Immunity: Averted. Bosses take as much damage from throwable items as mooks, so, if you stockpile, you can squash any boss in seconds.
  • Contrived Coincidence: A young, brilliant woman scientist happened to be classmates with a Private Detective who had enough free time to leave his thriving practice in Florida (J.R. describes himself as the "best PI in Florida", though he could exaggerate) and come to investigate.
  • Convenient Questing: You can get to West Cobra by foot, to get to South Cobra, you need a train, to get to East Cobra, you have to pass a very tall Broken Bridge, and finally you'll need a train once again to get to Cemetery.
  • Copy Protection: The game asks for codes, taken from a grid, just before each boss battle. Someone on Scribd has published the full list for those using emulators.
  • Courier: J.R. takes up a part-time job to get some money and an excuse to enter any house and businesses he wants.
  • Cult: A relatively harmless one in South Cobra.
  • Curbstomp Battle: Geppel. Laughably easy to dispatch, but still uses the Boss Battle music.
  • Cut and Paste Environments: Thankfully averted. Each and every indoor location has a unique (if sometimes simple) layout.
  • Cut Lex Luthor a Check: Kaiser and/or some of his subordinates are clearly brilliant scientists (they even created an Artificial Intelligence!), but instead of making something useful, they create a mind-controlling Fantastic Drug and take over the world.
  • Daddy's Girl: Yvonne. She really loves her father and still acts like one despite being a grown-up.
  • Damsel in Distress: At the end of each story arc (Central, West, South and East Cobra). Stephie has no bearing on the plot at all (but you rescue Faythe at the same time), while other three girls do move the plot forward. Also, at the Cemetery, you get to rescue In Distress - the Mayor.
  • Decapitated Army: After the district boss is defeated, all Mooks simply disappear without trace.
  • Defend Command
  • Degraded Miniboss: "King Kong Jr." that you fight at the train station before going to cemetery. There, similar enemies are regular Mooks called "Guardians".
  • Delinquent: J.R. is implied to be one in the school ("that kid that was always dismissed from classes for fights").
  • Delivery Guy Infiltration: How J.R. infiltrates Club 10 in Central Cobra. The boss is smart enough to see through Faythe's ruse, but he's away, and J.R. manages to fool the secretary.
  • Demoted to Extra: Midori, who was J.R.'s female co-protagonist in the Japanese version, appears as an unnamed Atlas Construction secretary in the English.
  • Despotism Justifies the Means: Kaiser's plan.
  • Developer's Foresight: When you come to Faythe's flat alone, there's a different picture.
    • Try to confront Derek without getting the engineer's whistle first.
    • Try to rob an old man's box in the Underground, then talk to him. He'll blast you for your rudeness because you took the item (which he wanted to give you anyway) without asking him.
    • Any possible cases of Unintentionally Unwinnable were prevented. There is no Point of No Return, and you always can get enough money from Random Encounters.
  • Dirty Harriet: Faythe tries to do this in Central Cobra. Unsuccessfully.
  • Dirty Kid: Colonel McArther's son watches porn when no-one's looking.
  • Dirty Old Man: Someone from the Underground Resistance keeps a Girly Magazine in a box.
  • Disc-One Nuke: You can buy a M10 pistol in Central Cobra if you Level Grind really hard.
  • Discount Card: J.R. can get one in Central Cobra when he delivers goods to a certain person.
  • Distracted by the Sexy: J.R. during the confrontation with General Fist.
  • Distress Ball: Faythe in Central Cobra. J.R. and Faythe know that the "modeling agency" is really a human trafficking ring, and yet Faythe goes there alone and easily believes the boss' Blatant Lies about Donna and allows herself to be locked in a room. Stupidity Is the Only Option indeed...
  • Distressed Damsel: Several of them, but the one driving the impetus of the game is Faythe's friend Donna.
  • Doomed Hometown: Cobra City. Even though J.R. and Faythe defeated Kaiser, most of the young population is either dead or suffering from after-effects of Brainwashed and Crazy.
    • Though Donna mentions in passing that she's working on an antidote for Accocin that presumably completely cures the victims.
  • Dowsing Device: Played straight. Faythe learns dowsing and actually uses it to find secret passages on two separate occasions.
  • Dressing as the Enemy: In South Cobra. This only fools precisely one guard, though: regular enemies will still attack you, Geppel immediately sees who you are, and the soldier guarding General Fist's base will not let you in anyway.
  • Dub Name Change: In the original Japanese version, you couldn't name the protagonists: they were called Satoru (male) and Midori (female).
  • Dumb Muscle: Donna's guards. She's been drugging them with Accocin and using them as test subjects for an antidote.
  • Dungeon Shop: In the cemetery underground.
  • Dungeon Town: Cobra City's districts, until you beat their bosses.
  • An Economy Is You
  • Elemental Crafting
  • Embarrassing Tattoo: Melissa has one on her left "cheek".
  • Emperor Scientist: What Kaiser aspires to become. As the inventor of Accocin, he certainly fits the Scientist part.
  • Eroge: There's a sex simulator mini-game where you seduce girls you rescued after BossBattles.
  • Ethical Slut: Yvonne fits the description. She has nothing against good sex with someone she barely knows, and doesn't seem to be too shaken by BDSM experience.
  • Even Evil Robots Love Their Mamas: Mechachrome.
  • Even Evil Has Standards: Kaiser abducted all young adults, but left small children alone. Likewise, his minions only looted a small boy's home at gunpoint, but didn't kill or capture him.
  • Event-Driven Clock: Faythe does need quite a bit of time to learn dowsing. Three hours, to be exact, but it's triggered by a Mandatory Sexual Encounter.
  • Everybody Lives: All "good" characters you meet during the game survive.
  • Everyone Went to School Together: Both protagonists and the main Damsel in Distress, Donna. Justified, since Cobra City is a small and remote town.
  • Evil Is Cold: It's very cold in the East Cobra research centre when it's controlled by Mechachrome and his robots.
  • Evil Is Hammy: All bosses, except for Tacker.
  • Evil Is Petty: Subverted. A boy in South Cobra complains that a gang broke into the house where he lives and stole his toys. When you check his "toy room", you find pistol ammo. Seems that those were toys of another sort...
  • Evil Laugh: Kaiser, who else.
  • Evil Overlord: Kaiser.
  • Exact Words: J.R. is lured to spend a night in some hotel by a promise of "pictures of pretty girls". That's exactly what he gets there: nobody said that the girls would be naked.
  • Exclusive Enemy Equipment: Hand Grenades. You can't buy them anywhere in the game, the only source of them is Random Drop from the enemies.
  • Expecting Someone Taller: One of the old men from La Résistance says that he expected J.R. to look more like an action hero.
  • Exposed to the Elements: Faythe dons a Winter Jacket... and a skirt to the extreme sub-zero temperatures of East Cobra Research Centre.
    • Some Mooks, obviosly ill-equipped for such temperatures, appear there too.
  • Eye Beam: One of Mechachrome's attacks.
  • Falling Damage: J.R. and Faythe lose half their current health after falling down one storey (which is mandatory twice in the game).
  • Fanservice: The game more or less runs on it.
  • Fantastic Drug: Accocin, both hallucinogenic and allowing some kind of And I Must Scream mind control.
  • Fedora of Asskicking: J.R.'s first headgear, named "P.I. Hat". Later, he can wear other types of hats and helmets.
  • First-Name Basis: Most people in the game, except for J.R. and Faythe (if you give them last names at the start of the game, of course) and the Rocket Delivery clients.
    • Also Yvonne Cook and her father, the train engineer.
    • And Carissa Brook, the mayor's daughter. The Mayor himself, though, is still called the Mayor everywhere in the game.
  • First-Person Perspective: J.R. sometimes narrates the story. This gets very creepy during the aforementioned And I Must Scream scene as he calmly tells us that he cannot control what his body does.
  • First Town: Central Cobra, progressing from Dungeon Town to Hub Level. Remains plot-relevant for the entire story: J.R. must visit some locations (usually the train station, City Hall or both) there to get to the previously unaccessible areas.
  • For Science!: Cobra Pharmacy. They don't exactly care about their test subjects dying after drinking their potions.
  • Fortune Teller: An old man in East Cobra accurately predicts the game's ending, including J.R. and Faythe's wedding. Faythe isn't exactly amused.
  • Game-Breaker: Stun Gun. Only moderately damaging but with a very high chance of paralyzing any mook. Basically, you don't let anything short of a boss hit you.
  • Gameplay and Story Segregation: Faythe tells J.R. that he's bleeding even if he escapes the very first battle without taking any damage.
    • After an Optional Sexual Encounter with a prostitute, J.R. remembers that he 'has no spare cash left on him', even though he may have thousands of dollars in his inventory.
    • J.R. wears an Army Jacket "on top of his clothes". Despite this, gameplay-wise, its armor class bonus replaces that of his previous clothes, not adds up to it.
    • You have to pay for train fare to South Cobra. But when Faythe leaves South Cobra on her own (happens twice), the ticket price doesn't subtract from party's money.
    • The four girls from OptionalSexualEncounters freak out and flee if you try to use candle or put your hand on their neck. Nevertheless, you can date them again as normal, and they never remember that you've tried to hurt (or outright kill) them.
    • In the Underground, there are old men standing in the open in the enemy-infested halls. Despite that, and being "too old to fight", no-one of them says anything about being attacked.
    • J.R. and Faythe can fall one storey and survive with half the HP in the gameplay. In the final cutscene, however, they don't even consider such a possibility when a section of the floor falls down.
  • Gender-Restricted Gear: Only J.R. can use most bladed weapons (except Dagger and Ancient Sword). Only Faythe can use Esper Rod. Also, strangely, Faythe doesn't use any kind of headgear.
  • Girlish Pigtails: A very disturbing example - they are on crucified corpses at the Cemetery.
  • Good-Looking Privates: Guards from South Cobra that get their own cutscenes. Armie, obviously. J.R. presumably looks the part when he's Dressing as the Enemy.
  • Going Commando: Faythe mentions to J.R. in South Cobra that "she forgot to wear underwear today".
  • Good Bad Girl: All four Optional Sexual Encounter girls. And Faythe.
  • Good is Not Nice: J.R. He's unambiguously good and always strives to do the right thing... even when "right thing" is to thoroughly kick somebody's ass.
  • Good Parents: Yvonne Cook's dad (the engineer) and offscreen mom. She says that her family is very close.
  • Go Through Me: Geppel says that when J.R. demands to see General Fist.
  • Guns Are Worthless: M10 Pistol, in particular, doesn't do that much more damage than bladed and blunt weapons. Averted with gun-wielding Mooks, though: their attacks do generally hurt more than the melee attacks of other enemies.
  • Guys Smash, Girls Shoot: Can be played that way. Or the other way around. Though the game can be won without firing a single bullet.
  • Healing Potion: Vitamax.
  • Hello, [Insert Name Here]: The game allows you to customize both protagonists' and Big Bad's names.
  • Heroes Prefer Swords: Two strongest melee weapons for J.R. are swords.
  • Hidden Buxom: Until the final scene, Faythe doesn't look particularly endowed in the chest region in cutscenes.
  • Hide Your Children: Quite a few children make an appearance. They're unharmed - even the pre-teenage guy whose house was robbed at gunpoint.
  • Home Base: Faythe's flat. Completely heals the heroes if you come wounded.
  • Horny Scientist: Arnie from East Cobra wanted to work at Cobra Pharmacy to get closer to Donna.
  • HP to One: Lasers in Kaiser's castle do that.
  • Hyperspace Arsenal: It's not necessary because weapons from each part of town obviously upgrade the previous ones, but, technically, J.R. and Faythe can have a lot of blunt and bladed weapons on themselves.
  • I Did What I Had to Do: J.R. and Faythe say this to Wendell when stealing his House of Leather & Chains membership card.
  • Immodest Orgasm: during the OptionalSexualEncounters.
  • Imperial Stormtrooper Marksmanship Academy: The Combats tend to miss a lot with machine guns at point blank range. Justified: they are mostly drugged young guys who had no military experience and never handled a gun before.
  • Improbable Antidote: A number of things temporally cancel out the Accocin's effects, including loud high-pitched sounds and a dose of tranquilizer. Donna is working on a real antidote.
  • Improbable Weapon User: Some mooks' means of attack are left unexplained, such as metal version of Muscle Crow sticking out her tongue and somehow doing damage.
  • In a Single Bound: J.R. considers this method to cross the 10-meter gap in a Broken Bridge. He even runs up, but reconsiders.
  • I Need to Go Iron My Dog: the various excuses J.R. makes to Faythe when he heads off to his OptionalSexualEncounters.
  • Inexplicable Treasure Chests: And boxes.
  • Informed Equipment: You don't see the weapons wielded by J.R. and Faythe in exploration mode.
  • Insane Admiral: General Fist (though it's unclear whether he holds any military rank outside of Kaiser's organization).
  • Instant Expert: Both J.R. and Faythe are instantly proficient with any weapon they equip, even two-handed axes, bull whips and something named "Esper Rod". Especially egregious in Faythe's case: J.R.'s abilities can be at least partly explained with his line of work.
  • Insurmountable Waist-High Fence: Parodied. In one house in South Cobra, there's a screen dividing two parts of the house. When J.R. comes there with Faythe, she says she couldn't climb, especially because she's Going Commando today. When J.R. comes alone, he easily climbs over.
    • For bonus points, the very same house also features NPC Roadblock.
  • Interface Spoiler: A shadowed-out "Phone" menu item. Later, you'll get to set up dates with it.
  • Interrupted Intimacy: During the Optional Sexual Encounter with Steffie, a motel room phone rings insistently. It doesn't ruin the moment totally, though.
  • It May Help You on Your Quest: Lighter. You randomly pick it up in a bar in South Cobra. It comes to use much, much later, when you light dynamite in Kaiser's castle with it.
    • Commonplace Rare: there are only two lighters you can get on the entire Cobra Island!
  • It's Personal: Faythe only called upon J.R.'s help when her school friend Donna went missing. And what if Donna didn't have such a caring friend?
  • It's Up to You: J.R. and Faythe take on an entire criminal empire by themselves. Nobody else helps them in actual fighting (though the city dwellers do some helpful stuff, like restoring the train line and reparing the Broken Bridge).
    • Nobody tries to contact the U.S. (or at least the Florida State) government even after the order is restored in the main part of town and the mayor is free.
  • Just Friends: J.R. and Faythe until the very end. J.R. even says that when trying to seduce Melissa.
  • Just Whistle: A non-magical case. Yvonne's father gives a whistle to J.R. in West Cobra to call him when he finds and rescues his daughter.
    • The whistle itself comes to the rescue when its shrill sound awakens J.R. from the Accocin-induced trance.
  • Karl Marx Hates Your Guts: Averted, most likely unintentionally. Some stores sell certain items that they then buy back for a higher price.
  • Karma Houdini: J.R., in a sense. Used almost every instance of Faythe's absence to sleep around, even said explicitly that "there's nothing between me and Faythe" to Melissa, and then still married Faythe in the ending.
  • Kleptomaniac Hero: You can steal anything you can from the homes, bars and other indoor places. Even women's underwear from beds, wardrobes and bathtubs (thankfully, it's only for Fetch Quest).
  • Knight of Cerebus: General Fist. Yes, he's Laughably Evil and all that, but still: the lighthearted enough plot about some weirdos abducting girls turns much more sinister, with Nazi-like military organization that brainwashes its members into service with a Fantastic Drug.
    • Bosses after West Cobra are unambiguously killed, unlike Tacker and Derek.
  • Ladykiller in Love: J.R. ends up becoming one.
  • La Résistance: The aptly-named Resistance Against Kaiser in the Cemetery Underground, consisting of old men and led by a former police chief.
  • Large and in Charge: Kaiser's model is bigger than any of the mooks and other bosses.
  • Leaked Experience: Averted in Central Cobra. When J.R. goes alone, only he gains experience.
    • Played straight when Faythe learns dowsing: she gets enough experience to immediately gain two levels after rejoining J.R.
  • Level Grinding: Until you beat a zone's final boss, there are Monsters Everywhere, so it's pretty easy.
  • Life Drain: Some types of enemies (including Kaiser) use this attack.
  • Like Reality, Unless Noted: There are functional cyborgs, an Artificial Intelligence in a Mecha body and a Magic Staff. In a game supposedly taking place during The Gulf War.
  • Load-Bearing Boss: Kaiser activates a self-destruction device in his castle before dying. Thankfully, J.R. and Faythe escape the Collapsing Lair automatically.
  • Lohengrin and Mendelssohn: Mendelsson's March is played at J.R. and Faythe's wedding.
  • Love Hotel: Motel Rose. Three of four OptionalSexualEncounters happen there.
  • Magical Girl: Faythe, sort of. Only she can learn dowsing and equip an "Esper Rod" that does extra damage to "ghosts" and "witches".
  • Making Love in All the Wrong Places: J.R.'s encounters with prostitutes happen outside under a tree (Dominique) and in a public bathroom (Chrissy). With Steffie, he does it in a bathtub.
  • The Man Behind the Man: Kaiser is first brought up when J.R. defeats the very first boss, Tacker. Though it's allued by the bar patrons that Tacker until recently was just a local thug who could never suddenly command such power and resources on his own.
  • A Man Is Always Eager: J.R.
  • Maybe Magic, Maybe Mundane: In an otherwise contemporary setting, there's a Magic Staff and some "ghost" and "witch" enemies who use Life Drain attack in the final part of the game. Their origins are never explained in-game.
  • Mecha: The aptly-named East Cobra boss, Mechachrome.
  • Minion with an F in Evil: Derek, arguably the least evil of Kaiser's minions. Surely, he's an Accocin junkie, Depraved Bisexual and Combat Sadomasochist, but the most evil act we see him commit is forcing women into BDSM. Sure, Rape Is a Special Kind of Evil, but compare this with human trafficking (Tacker), brainwashing young men (and the entire police force) into a mindless Mook army (General Fist), developing a Fantastic Drug (Mechachrome) and forcing slaves to build a castle and then killing everyone involved and ordering all other atrocities in the first place (Kaiser).
    • That said, he does kill J.R. and Faythe if they come unprepared.
  • Minor Crime Reveals Major Plot: From one girl's disappearance to white slavery and prostitution rings to a world conquest plot using a Fantastic Drug.
  • Modesty Towel: Steffie uses one.
  • Money Spider: Mostly averted because the overwhelming majority of enemies are human, but cyborgized and "ghost" enemies also drop money.
  • Mood Whiplash: Entering Blacksmith Gaia's home and hearing the tranquil "inside the house" theme after the Cemetery theme you've been hearing for quite a lot of time at that point.
    • At the same cemetery, you can watch the entire nude beach you got to see through a telescope in the very beginning.
  • Mook Chivalry: Mooks in Cobra City are extremely chivalrous and always attack in groups of one. Very rarely you have to face several Mooks one after another, usually before a Boss Battle. They never attack together.
  • Morality Chain: Faythe to J.R., of sorts. While J.R. wouldn't become a full-blown villain, he's too easily Distracted by the Sexy.
  • Naked First Impression: Steffie, deliberately or not, loses her Modesty Towel in front of J.R. after he beats Tacker.
  • Never Bring a Gun to a Knife Fight: Gun-wielding mooks easily fall to J.R.'s bladed weapons. However...
  • Never Bring a Knife to a Fist Fight is averted. Bare hands are weaker than any weapon. Does not stop several varieties of mooks from fighting barehanded.
  • Never Mess with Granny: B. Thompson from Central Cobra. Keeps a steel pipe under carpet and said to have fought some gangsters on his own.
  • Never Say "Die": Mooks "disperse" rather than die.
    • Averted for dialogues though: for instance, Faythe begs J.R. to "please not die" when he becomes a guinea pig for Cobra Pharmacy.
  • NGOSuperpower: What Kaiser is aiming to create.
  • Nice Job Breaking It, Hero: Donna naively allowed Kaiser and his scientists use her science facility to produce what she thought was a medicine to cure the drug addicts.
    • In a strange literal example of the trope name, the heroes have to break a bottle of expensive cognac to advance the plot in West Cobra.
  • No Delays for the Wicked: Kaiser manages to produce copious amounts of Accocin, drug out the majority of city's population and build himself a large three-storey maze-like castle in just two months.
  • No Hero Discount: Despite the Underground old men knowing that you're their best and only hope to defeat Kaiser, they still charge you a fortune for the best clothes and HealingPotions.
  • Nominal Importance: Only the people directly involved with quests (and bosses) are named. The mayor, though, is known simply as The Mayor.
  • Non-Standard Game Over: At least two, both are brought about by falling for Schmuck Bait.
    • In West Cobra, you can confront the boss without a necessary item. You die without a fight.
    • Another one happens if you walk too far on the rails after restoring the train system. A train arrives and runs you over.
  • Noodle Incident: A rather creepy one. J.R. can watch some video with a pretty girl in it in the Rose Motel in Central Cobra. Then, in East Cobra, an old woman called Mrs Chrissy shows you a picture of her dead daughter. It's exactly the same picture.
  • No Product Safety Standards: Kaiser apparently withheld the information about brainwashing capabilities of Accocin from FDA.
  • No Smoking: Strangely, despite all the alcohol and drug consuming in the game, nobody mentions smoking.
  • Not Completely Useless: Bottle of Gin. Makes Derek's whip wet and easy to cut down with any bladed weapon... and unusable anywhere else. Nevertheless, you can acquire another bottle in East Cobra, long after you defeat Derek.
  • Not So Stoic: Mechachrome says that he was trained to control his emotion. One Your Mom insult from J.R. sends him into full Attack! Attack! Attack! mode. After the fight, he turns out to be a robot, prompting J.R. to come up with some Handwave explanation. Or is it Grew Beyond Their Programming?
  • Now, Where Was I Going Again?: Can happen, because there are no quest logs.
  • Official Kiss: Happens in the ending. Followed by Official Sex.
  • Offscreen Villain Dark Matter: Kaiser may use Cobra Pharmacy to mass-produce Accocin, but the means of creating an Artificial Intelligence and very advanced robots are left unexplained.
  • Off with His Head!: Mechachrome is decapitated after the Boss Battle.
  • One-Man Army: Sometimes J.R. has to go on his own when Faythe is away. He still kicks as much ass as they do as a team.
  • Only the Leads Get a Happy Ending: The fate of Cobra City is left ambiguous, even though the remaining people do rejoice when J.R. and Faythe defeat Kaiser.
  • Optional Sexual Encounter: The reason this is a hentai game. One of them ends in a Non-Standard Game Over. Two more are required to do once.
  • Orcus on His Throne: Kaiser. He's only encountered directly before the final showdown. Sitting on a throne in his castle, no less.
  • Otaku: A Panty Thief in Central Cobra who trades you nude photos (of women, not himself, thank God!) in exchange for women's underwear.
  • Outliving One's Offspring: The fate of many, many older Cobra City dwellers.
  • Parental Neglect: A boy in West Cobra has a poisonous dart under the carpet in his room.
  • Percussive Maintenance: J.R. kicks a computer that refuses to cooperate. Surprisingly, it works.
  • Permanently Missable Content:
    • You can't buy any vibrators in West Cobra after you defeat Derek.
    • As mentioned above, Karoshic can steal your Magnum pistol.
    • You can't buy back anything you sell in any shop.
  • Pistol Whip: If a pistol has no ammo, the heroes use it as a melee weapon if equipped.
  • Playing with Syringes: Several varieties of Mooks are seemingly the case of this.
  • Plot Lock:
    • The railroad gate to West Cobra. J.R. does try to break it, but he doesn't even try to find a way around. And Faythe flat-out refuses to try to squeeze through because her... um... bazookas are too big.
    • Also, all locked doors in Kaiser's castle. Instead of just cutting through the locks with Gaia's sword (or at least trying), you have to get keys or, in one case, dynamite.
  • Private Detective: J.R.'s occupation.
  • Promoted to Love Interest: Faythe and J.R. hook up in the ending. Midori, Satoru's co-protagonist in the Japanese version, has no romantic relationship with him.
  • Purely Aesthetic Gender: Faythe can't use heavier weapons, but her stats can easily equal or even surpass J.R.'s.
  • Putting on the Reich: Geppel's outfit is studded with swastikas.
  • Pyramid Power: Pyramids are powering up laser barriers in Kaiser's castle.

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