Every night after the last employees leave, the merchandise in Toy Mart comes to life, forming miniature cities. One night though, there is a commotion in the Doll Department: one of the cages in the Stuffed Animal Zoo has broken open, releasing one hundred Fuzzy Bunnies, who scatter throughout the newly formed Toy Mart Metropolis. With their limited intellect, the Fuzzy Bunnies are unaware of just how dangerous their new surroundings are and stand little chance of surviving until morning on their own. Fortunately, Power Pete, the store's best-selling action figure, is more than willing to emerge from his packaging to rescue the Bunnies from the store's hazards, including almost every other toy in the store, most of which envy Pete due to his out-selling them and would love to see him "recalled".
All of the game action is viewed from above.
Pete's default weapon is a gun that shoots suction cup darts, but he can get more powerful weapons in the game (for a final total of fifteen), as well as power-up accessories such as super speed and temporary invulnerability. He can also collect the jawbreakers that appear when enemy toys are destroyed.
The game consists of 15 levels spread over five departments (three per department):
- Prehistoric Plaza - dinosaurs and cavemen in a prehistoric jungle. Available on all difficulty levels.
- Candy Cane Lane - various candy and sugar-based enemies. Available on all difficulty levels.
- Fairy Tale Trail - fairy tale creatures (wolves, nutcrackers, witches, giants and dragons) and books. Available on all difficulty levels.
- Magic Fun Housenote - three different varieties of clowns, jack-in-the-boxes and evil rabbits, along with some very tricky flooring that drags Pete along when he steps on it. Available on the Medium and Hard difficulty levels.
- Bargain Bin - robots, cars, tops, slinkies, batteries, pool tables, cards and other mechanical baddies, all built around racetracks occupied by toy cars. Available only on the Hard difficulty level.
Since Pangea Software reacquired the rights to the game in 2001, Power Pete has been ported to Mac OS 9 and the Classic mode of macOS X as the shareware Mighty Mike. If you have an emulator such as SheepShaver, you can play Mighty Mike on an Intel-based Mac.
All levels of this game provide examples of:
- Abnormal Ammo: Suction cups, gumballs (in double and triple varieties), rubber bands (two different guns), toothpaste, exploding birthday cakes, pies, magic dirt... and that's just a few examples. Pete has fifteen weapons altogether.
- Bloodless Carnage: Enemies shatter into confetti, jawbreakers, ammo and power-up accessories. The original manual even lampshades it with "Hey, they're only toys! What did you expect, blood?"
- Bottomless Magazines: The basic suction cup gun will never run out of ammo. Even when the ammo counter is down to zero.
- Bunnies for Cuteness: The Fuzzy Bunnies.
- Covers Always Lie: The game cover (as seen on the page image) includes a kangaroo as one of the bad toys. No such animal appears in the game.
- Credits Gag: It includes lists of "Things That Are Cool", "Things That Are Not Cool", "Things You Should Do", and "Things That Explode".
- Death Cry Echo: Sometimes happens with Pete.
- Deflector Shields: One of Pete's power-ups. They can be picked up via a green-dotted accessory that can be found lying around or dropped by enemies, or are activated automatically when Pete is teleported. However, they don't last very long.
- Dishing Out Dirt: Throwable rocks are one of the fifteen weapons Pete has.
- Early-Bird Cameo: The exploding birthday cakes can be found in a secret area of Prehistoric Plaza's third level. They show up in full force in Candy Cane Lane.
- Edible Ammunition: For a certain definition of edible when it comes to the exploding birthday cakes. The pies, on the other hand, are much safer.
- Enemy-Detecting Radar: Played with - enemies are numerous, so finding them isn't a problem. Instead, Pete has a Rabbit Radar to help him find the Fuzzy Bunnies.
- Essence Drop: Generally averted. Health can only be regenerated when Pete finds food, which is just lying around. However, killing enemies does get him jawbreakers (collect 201 to get an extra health point, up to a total of eight, though it still has to be filled manually), weapons, ammo and power-up accessories, including the rare "Free Dude" which gives Pete an extra life.
- Everything Trying to Kill You: Well, ALMOST everything.
- Gatling Good: One of Pete's weapons.
- Gotta Catch Them All: To complete a level, Pete must rescue all of the Fuzzy Bunnies, with varying numbers throughout the game.note
- Hearts Are Health: Pete's health points are represented by hearts on the top part of the screen.
- Hit Points: Pete starts with five (four on higher difficulty levels) health points, and can get more, up to a total of eight, if he gets enough jawbreakers at a time.
- Homing Projectile: One of the weapon options shoots homing bullets. It's pretty weak overall though.
- Hyperactive Metabolism: Pete recovers health just by running over food. Prehistoric Plaza has candy and grapes; Candy Cane Lane has pizza and sandwiches; Fairy Tale Trail has apples (in both normal and decoy poisoned varieties - the only way to tell the difference is to run over them while shielded) and jars of jam; Magic Funhouse has popcorn and cotton candy; and Bargain Bin has hot dogs and hamburgers.
- Hyperspace Arsenal: Pete carries around up to 15 different varieties of weapons with no problem (Suction-cup gun, Rocks, Musket, Double-Barreled Gumball Blaster, Triple Bubblegum Blaster, Summer Fun Backyard Flamethrower, Toothpaste Gun, Exploding Cakes, Pies, Rubber-Band Shooters in two varieties - one wooden and one other, foam missile launcher, lock-on gun, fairy dust and gatling gun), though he can only have up to 500 of each kind of ammo. Fortunately, with all the enemies around to drop more, restocking isn't a problem.
- Interchangeable Antimatter Keys: The "Interchangeable" part, not so much - doors will only open with a specific key. However, both key and door disappear entirely when used. 58 are spread across the game in six colors.note
- Item-Drop Mechanic: Dead enemies drop jawbreakers (which increase the player's score and, up to a certain point, the size of their health meter), ammo and power-up accessories.
- Kill It with Fire: Pete can do this with his flamethrower and an accessory that releases a spreading circle of fireballs.
- Lantern Jaw of Justice: The heroic Power Pete sports one.
- Locked Door: These appear on the higher difficulty levels (which also let players access the top two departments). Keys for the respective departments are hammers, actual keys, bombs, tickets and radio controls.
- Mooks but No Bosses: Bad toys are everywhere. Some are more dangerous than others, but none are unique - even the ones who only debut in the final level of each department are present in force.
- My Little Panzer: Several of Pete's weapons and accessories would be considered VERY dangerous in real life, including the Summer Fun Backyard Flamethrower (which was actually recalled in-universe for precisely this reason, but a few boxes were missed), exploding birthday cakes, and two power-up accessories that activate a spreading ring of fireballs and geyser-like explosions (respectively), with lethal results for enemy toys that get caught in their path.
- No-Sell: Some evil toys are immune to the weaker guns, especially on the higher difficulty levels. For instance, Radical Rex is immune to Pete's basic suction cup gun on the "Medium" and "Hard" settings. The toothpaste gun and rubber band guns are also prone to this.
- 1-Up: "Free Dude", an extra life which can be either found, dropped or earned between levels through collecting enough jawbreakers.
- Playing with Fire: The flamethrower, and the spreading ring of fireballs that's activated when Pete runs over a certain accessory.
- Power Ups: Scattered throughout the game; also dropped by deceased enemies. Aside from guns and ammo, players get a circle of fire, temporary invulnerability, a field of explosions, Sprint Shoes, temporarily paralysis for all enemies (which also stops enemy spawning while it's active), and extra lives.
- Random Drops: Deceased enemies could drop anything from the list of power-ups and weapons.
- Sliding Scale of Living Toys: Level 4 on the scale, presumably.
- Sound of No Damage: A clank noise, like Pete's ammo is bouncing off metal.
- Splash Damage: Exploding birthday cakes take out anything within range, including the potential offspring of Asteroid Monsters.
- Stuff Blowing Up: Exploding birthday cakes as weapons. Also, bombs are used as keys for the locked doors in the Fairy Tale Trail.
- Third-Person Shooter
- Three Quarters View: All the game action is viewed from this perspective.
- Toy Time: The entire game, but most evident in the "Bargain Bin" levels.
- Video-Game Lives: Pete starts with three (his original and two spares) and can collect more.
Prehistoric Plaza provides examples of:
- All Cavemen Were Neanderthals: Nongo the Neanderthal. Comes in two varieties, one of which is Bad with the Bone and the other which rolls stone wheels at Pete.
- Artistic License Paleontology: Prehistoric Plaza includes both dinosaurs and cavemen. Justified in that it's actually a department of a toy store, rather than being based on real life.
- Bouncing Battler: Hopping Henry in the last level of Prehistoric Plaza.
- Cool, Clear Water: There are cool rivers and lakes that Pete can safely swim in in the later two levels.
- Lawyer-Friendly Cameo: Hopping Henry, a pudgy purple dinosaur enemy in Prehistoric Plaza, suspiciously resembles a popular children's TV character. Word of God says the resemblance is coincidental.
- Lethal Lava Land: More like tar pits, which cause instant death, in the Prehistoric Plaza.
- Man-Eating Plant: Or rather, Action-Figure-Eating Plant, as it's named. Touching them causes pain; they also shoot seed pods at Pete.
- Mook Maker: Dinosaur eggs hatch and spawn a whole swarm of little lizards, and replenish themselves when Pete leaves the area long enough.
- Prehistoria: Prehistoric Plaza, based on a prehistoric jungle complete with lakes and rivers, clay mesas and bubbling tar pits.
- Stock Dinosaurs: Radical Rex and Triceratops Tom.
- Turtle Power: Wind-up turtles in the last level of Prehistoric Plaza. They just shove Pete out of the way without hurting him. Killing them, however, earns a lot of jawbreakers.
Candy Cane Lane provides examples of:
- Asteroids Monster: The cinnamon bears in Candy Cane Lane produce at least two or three offspring when killed with certain weapons.
- Bears Are Bad News: Cinnamon bears, which are one of the more common threats.
- Blob Monster: Caramel blobs, which spawn from pools of caramel and come in two varieties, one of which can chase after Pete, the other being stationary and shooting a glob of caramel at him before melting back into the ground.
- Bouncing Battler: Chocolate Bunnies, introduced near the end of the second level.
- The Gingerbread Man: Appears in the last level of Candy Cane Lane and shoots its gumdrop buttons at Pete.
- Hair-Raising Hare: Chocolate bunnies are among the enemy toys here.
- Level Ate: Candy Cane Lane is a sweets-themed department, full of living sweets - besides the others mentioned, there's lemon drops, spiral mints, giant jawbreakers that act as doorway blockers, and rivers of hot chocolate on the last level.
- Frictionless Ice: It's cake icing rather than ice, but the principle is about the same, with Pete having a hard time changing direction. Introduced in the second level of the department. Inverted with caramel, which slows Pete down.
- Roaring Rapids: There's a chocolate milk river in level 2, in which Pete has to figure out the currents in order to get to the one spot where he can get back out... right by the last Fuzzy Bunny of the level.
- Taking You with Me: Lemon drops release little spreading globs of themselves (if killed by certain weapons) in an attempt to do this.
Fairy Tale Trail provides examples of:
- The Big Bad Wolf: Appears in the Fairy Tale Trail, naturally - it's the very first enemy that appears.
- Big Fancy Castle: In all three levels of Fairy Tale Trail.
- Bouncing Battler: Giants, who (unlike previous Bouncing Battlers) debut on the first level and include a Shockwave Stomp.
- Flying Broomstick: The witches in this department ride them.
- Mook Maker: Little Miss Muffet will release spiders from under her dress.
- Our Dragons Are Different: Essentially western dragons, but without wings and fire.
- Our Giants Are Bigger: They jump on Pete in Fairy Tale Trail.
- Shockwave Stomp: Unlike previous Bouncing Battlers, Giants send out a spreading ring of dust clouds (which can also hurt Pete) on impact.
- Spider Swarm: Released from under Little Miss Muffet's dress in the Fairy Tale Trail.
- Standard Status Effects: Weird Transformation variety, only present in this department - witches can, by flying into Pete, turn him into a frog. A second hit by anything reverts him to normal, but costs him a health point. Fortunately, even if he's not hit, the change wears off after a short time.
- Tempting Apple: One of the food items in this department, but some are poisonous decoys. The only way to tell which is which is to run over them (while down a point) with a shield - if it doesn't pick up, it's a poison one.
- Witch Classic: They fly around on brooms, starting in the second level.
Magic Funhouse provides examples of:
- Clown Car: A recurring threat in the Magic Funhouse, which drive in and dispense a load of clowns. They can also be destroyed before or after releasing their load.
- Hair-Raising Hare: Fluffy Bunnies, spawned from magician's hats.
- Kill It with Water: The Hobo clowns, who have squirting flowers, try to do this to Pete.
- Monster Clown: The most common enemy in the Magic Funhouse. Three varieties exist: the kind that throw pies, the kind that resemble hobos and have squirting flowers, and the kind that emerge from clown cars.
- Mook Maker: Magician's hats release Fluffy Bunnies. Subverted with the Clown Cars, which only release enemies once and then can be either destroyed or simply vanish.
- Pie in the Face: The clowns in the Magic Funhouse are fond of doing this. Luckily, Pete can get them right back with the exact same weapon.
- Portal Network: There are a number of teleportation points in this department, but they only take Pete to specific arrival points around the level he's on.
Bargain Bin provides examples of:
- Flying Saucer: These pop up in the Bargain Bin. Pete can fly them for a short while (and kill pretty much anything he runs into), but only once per saucer.
- Kill It with Water: Fire hydrants try to do this to Pete.
- Portal Network: The teleportation points make a return in this department, but as before, they only take Pete to specific arrival points around the level he's on.
- Tin-Can Robot: The only humanoid enemies in this department.