Thing-Thing: The PC Game

Thing-Thing: The PC Game is a side-scrolling run-n'-gun PC game based on the Thing-Thing series of Flash games created by Diseased Productions.

Menu Screens
Simply move the mouse to select the options, and click the left mouse button to confirm your selection.

In-Game

 * Movement, Crouching, and Jumping: To move your character, press and hold down the A or D keys. To run, hold down the Shift key and then press and hold down A or D. To crouch, hold down the S key. To jump, press the W key. You can perform a double-jump by pressing the W key twice.
 * Weapon Selection and Use: To select weapons you may have on hand, press the E key or roll your mouse wheel. If you want to use a melee weapon, press the Q key. To use a weapon, move the mouse to aim at an enemy, and left-click to fire the weapon. If you're using a multi-caliber or dual-mode weapon, press the F key to switch to a different mode or caliber.
 * Pausing/Unpausing: To pause or unpause a game, press the P key.

Plotline
Thing-Thing: The PC Game uses the plotline of the four main games in the series, along with an exclusive scenario, where a new bio-weapon follows in Project 154's footsteps of resisting Systems Corp.'s control.

Gameplay
TT:TPCG uses the same basic gameplay engine as Thing-Thing Arena 3, but with the added mechanic of changing calibers/modes on certain weapons acquired in the game. In addition, you have a series of Weapon Slots for the weapons on hand for use during gameplay. There are five firearm Weapon Slots (one for Handguns, Submachine guns, Rifles, Shotguns, and Other), and one Weapon Slot for the melee weapon of your choice. As you progress, you unlock new weapons, either by finding them (the whole weapon, or pieces of it), getting a certain number of kills, or acquiring certain in-game achievements. Of course, what would Thing-Thing be without Survival Modes?

Survival Modes

 * Standard: In Standard Survival Mode, you face off against an endless army of Systems Corp. soldiers out for blood. As the game progresses, the difficulty gets higher, as the enemies start coming with stronger weapons and in larger numbers.
 * Sentry Bomber: The Sentry Bombers have returned from Thing-Thing Arena 2, and their suicide attacks are as explosive as ever! Watch out for the new Sentry Grenadiers firing airburst rounds at you! Plus, they've gotten a little smarter, as well, smart enough to be able to dodge gun fire, that is.
 * Stinky Bean: Oh, those silly Stinky Beans! They're back yet again, and this time, they've got some firepower of their own, in the form of the weapons featured in The Chronicles of Stinky Bean.
 * Zombie Survival: Those Systems Corp. boffins don't know when to stop with those blasted zombie experiments! They may be slow moving, but their scratching and acid vomiting attacks can still hurt!
 * Super Survival: Basically, a tougher version of Standard Survival Mode where you start off with less health and enemies with stronger weapons. Don't worry, much like in the Super Survival Mode in Thing-Thing Arena 1, your starting loadout will come with 20 rockets and 30 grenades!
 * Ultimate Survival: This is the toughest of all Survival Modes, where you'll be facing Systems Corp. soldiers, Stinky Beans, Sentry Bombers, and Zombies! Getting a high number of kills in this one isn't just an achievement beyond words, it's also a miracle. It'll take everything you got to pull that kind of thing off!

Weapon Listings
What would Thing-Thing also be without one of its core elements, which happens to be weaponry!

Handguns (covers both semi-automatics and revolvers)

 * M1911: Ah, yes, the M1911 designed by legendary gun designer John Moses Browning. Chambered for .45 caliber ACP (Automatic Colt Pistol) rounds. Good stopping power, but recoil leads to a fairly low rate of fire.
 * H&K Mk.23 SOCOM: The German-American handgun developed by Heckler & Koch for use by USSOCOM operatives. Features a threaded barrel for adding a silencer. Also comes equipped with a tactical light mounted beneath the barrel. Also chambered for .45 ACP, and has less recoil than the M1911, making for a better rate of fire.
 * CZ-85B: The ambidextrous variant of the renowned Czechoslovakian handgun. Chambered for 9mm Parabellum. While not as powerful as the .45 ACP- or 10mm Auto-chambered handguns, but its near-lack of recoil allows you to fire it as quickly as you would like.
 * FN Herstal Five-seveN: A Belgian handgun chambered in FN Herstal's proprietary 5.7x28mm cartridge. Accurate, low-recoil, and has similar performance to most 9mm Parabellum handguns. Also has a higher load capacity. Ammo can be used in both this weapon and the P90 PDW.
 * Bren Ten: A 1980s handgun chambered for the powerful 10mm Auto cartridge, which has more powder in the casings than .45 ACP, making it stronger. Useful for getting headshots in only 2-3 shots.
 * IMI Desert Eagle: A semi-automatic handgun of Israeli origin that uses magnum rounds, particularly .50 Action Express. Can kill in a single shot. High recoil gives it a lower rate of fire than even the M1911.
 * AMT AutoMag V: Another .50 AE handgun, this time an American weapon. With its heavier barrel, the AutoMag V has less recoil than the Desert Eagle, but don't get too cocky; magnum rounds can still be a pain to get at times.
 * Taurus 605: A Brazilian snubnosed revolver chambered for .357 Magnum. Holds five shots before needing to reload. Easy to aim, and can kill in two shots. A little bit stronger than the Bren Ten, but is beaten out capacity-wise.
 * Ruger Super Redhawk Alaskan: Another snubnosed revolver, this time chambered for .454 Casull. Stronger than the Taurus 605, but just as easy to aim. Has more recoil, though.
 * '''Smith & Wesson Model 500": The world's strongest production revolver, chambered in the super-powerful .500 S&W Magnum. Has a longer barrel for accurate shots. Extremely powerful cartridge leads to massive recoil. Shots can also punch through two enemies at a time.

Submachine Guns (also covers machine pistols and PDW's)

 * Steyr TMP: An Austrian SMG chambered for 9mm Parabellum rounds, and fires at a rate of 900. What it lacks in power, it makes up for in rate of fire. It is also easy to aim.
 * H&K MP5K: A shortened variant of the venerable MP5 for use by clandestine operations and  special services. While it uses the same kind of ammo and has the same rate of fire, the MP5K is more balanced.
 * Thompson SMG: A .45 ACP blowback-operated submachine gun made (in)famous by the bootlegging crime syndicates of the United States' Prohibition era. High rate of fire and stronger stopping power, but the recoil causes muzzle climb, making for missed shots. Fire in short bursts to get the best out of it.
 * KRISS Vector SMG: Another .45 ACP-chambered submachine gun. Features KRISS' proprietary Super V recoil operation system, which lowers recoil and muzzle climb. Has a higher rate of fire than the Thompson.
 * FN Herstal P90: