The first Thing-Thing: a lab experiment breaks out and shoots its way through the facility -- run, jump, and unload an absurd arsenal in the series' opening chapter.
Thing-Thing's sequel: more weapons, more enemies and a custom character -- the run-and-gun series at its most gleefully violent.
The biggest Thing-Thing: a longer campaign, more guns and more gore, and the chapter the series is best remembered for.
The Thing-Thing saga's final chapter: more guns than any arena shooter of the flash era, a story to close it, and the same fast, gory gunplay.
The Thing-Thing spin-off: instead of a story mode, a drop-in arena where the series' gunplay becomes a straight fight for survival.
Think you've mastered Thing-Thing Arena? Think again -- more weapons, more arenas, and the same run-and-gun survival.
The seventh and last Thing-Thing: the arena is bigger, the weapons are stranger, and the score is only worth having if the kills look good.
Four arenas instead of one, the same character editor and weapon unlocks, and a cheat menu for when the waves win.
The Arena from the top -- back on a bigger stage, with the character editor and the weapon unlocks intact and a leaderboard to climb.