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Video Game / Mr. Shifty

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Mr. Punchy wasn't as cool of a name

A top-down action game where you make your way through the heavily guarded Olympus Tower. Teleporting and punching his way past security, Mr. Shifty's goal is to find and steal the mega-plutonium before Chairman Stone uses it as a weapon against the world.

In Mr. Shifty, you teleport around guards and deadly traps, making your way across 23 levels. It is available on PlayStation 4, Nintendo Switch, Xbox ONE, and Steam.


Related Tropes:

  • Applied Phlebotinum (Type Power Source): The mega-plutonium, which doubles as the MacGuffin
  • A Winner Is You: The game simply rolls credits as soon as you land the final blow on the final boss.
  • Badass Longcoat: Shifty's blue longcoat flowing gives him a even cooler aura while teleporting and kicking ass.
  • Bad Boss: Chairman Stone is only upset that you'll killing his employees because "Only I get to do that!"
  • Beard of Evil: Chairman Stone has a rather snazzy one.
  • Boxing Battler: Shifty seems to largely clobber his opponents with haymakers and uppercuts rather than kicks while fighting bare-handed.
  • Bullet Time: Attacking multiple enemies in a short period of time will fill up a meter that slows down time around you the next time a bullet gets dangerously close to Mr. Shifty.
  • But for Me, It Was Tuesday: In his introduction, Chairman Stone wonders why Mr. Shifty is fighting through his building, theorizing that he must have killed his parents because "it's always dead parents".
  • Colour-Coded for Your Convenience: The color outfit on an enemy tells you what kind of weapon they're trying to kill you with.
  • Corrupt Corporate Executive: The antagonist, Chairman Stone.
  • Destination Defenestration: There's a good number of windows across the game that you can punch enemies out of.
  • Diabolical Mastermind: Chairman Stone qualifies with his absurdly elaborate tower, legion of mooks and plans to cause destruction with a dangerous sci-fi material.
  • Doesn't Like Guns: Mr. Shifty picks up a number of weapons in the game, but never any of the enemy firearms.
  • Excuse Plot: We never learn anything about Mr. Shifty or the organization he works for. Or Stone Corp. and what they do.
  • The Faceless: Mr. Shifty's face is always in a shadow from his cap.
  • Flash Step: Mr. Shifty's main mechanic. There's a set number of shifts you can make in succession.
  • Friendly Fire Proof: Averted. Enemies can and will hit their comrades with their shots if set up for it. Doing so is encouraged early on and is necessary to get through some of the later fights.
  • Good Old Fisticuffs: How Mr. Shifty fights most of the time. The majority of enemies go down in one hit.
  • Guns Akimbo: Chairman stone meets you with two automatic shotguns in your final battle.
  • Heroic Mime: Mr. Shifty only talks in ellipses. It doesn't stop anybody from understanding him.
  • Impaled with Extreme Prejudice: The trident and lighting bolt are thrown in a straight line, taking down all enemies in its path.
  • Improvised Weapon: Table legs, pieces of statues, and even the classic Broomstick Quarterstaff are all used against guards.
  • Knockout Gas: Stone ambushes Shifty with this early on in the game.
  • Laser Hallway: A common obstacle in Olympus Tower.
  • Mission Control: Nyx, who helps you navigate the building and gives you tips.
  • Omniscient Council of Vagueness: Shifty and Nyx are apparently employed by one.
  • One-Hit-Point Wonder: Mr. Shifty can't survive a gunshot, or a punch. But he can dodge especially well.
  • Percussive Shutdown: Stone's shifting machine and shift limiters are stopped by punching them.
  • Pinned to the Wall: Enemies impaled by a weapon will stay on the wall with that weapon until you pull it out.
  • Power Copying: After stealing Mr. Shifty's DNA, Stone uses it and the mega-plutonium to create a machine that can teleport guards and traps into different parts of the building at will.
  • Power Nullifier: Stone has devices that can negate the ability to shift in an area.
  • Red Right Hand: Chairman Stone's one damaged eye tells us he's a villain even before Nyx reads his rap sheet.
  • Rush Boss: One way or the other, the final boss fight goes very quickly.
  • Spy Fiction: A very Martini-flavoured sort of corporate espionage forms the plot, with the smooth and silent teleporting badass Mr. Shifty facing the Diabolical Mastermind Chairman Stone, with sci-fi gadgets and colorful mook galore in the midst.
  • Sticky Bomb: The mines won't stick to you just by walking over them. But if you throw one at an enemy...
  • The Stoic: Mr. Shifty seems to have the emotional spectrum of a saucer plate.
  • Super-Strength: Besides being able to knock out guards in a single punch, Mr. Shifty can break through walls given enough time. Stone even comments on it.
  • Supervillain Lair: Olympus Tower is Chairman Stone's absurdly spacious and elaborate tower filled to the brim with greek-ish statues, secret rooms, henchmen armed to the teeth and colorful death traps.
  • Tactical Door Use: If Mr. Shifty punches a door, it'll fly off its hinges and take down anybody standing in front of it.
  • Teleport Spam: Shifty's fighting style.
  • Troperiffic: It's very unababashed in its use of spy fiction/superhero tropes, with characters even pointing some out (like Stone speculating Shifty has dead parents, because "they always have dead parents".
  • We Can Rule Together: Stone offers Shifty a partnership at one point, but Shifty responds in characteristic silence.

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