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* ''South Park: Chef's Luv Shack'' is a terrible mix of party game and quiz game.The graphics attempted to replicate show's style, but instead ended up looking like MSpaint drawings. A lot of the questions have nothing to do with ''WesternAnimation/SouthPark'' and some of them make no sense. The minigames are just terrible versions of 70's and 80's arcade games.[[https://www.youtube.com/watch?v=sA75te1giws&t=64s Watch MrEnter play this abomination]].

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* ''South Park: Chef's Luv Shack'' is a terrible mix of party game and quiz game.The graphics attempted to replicate show's style, but instead ended up looking like MSpaint MS paint drawings. A lot of the questions have nothing to do with ''WesternAnimation/SouthPark'' and some of them make no sense. The minigames are just terrible versions of 70's and 80's arcade games.[[https://www.youtube.com/watch?v=sA75te1giws&t=64s Watch MrEnter play this abomination]].
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* ''South Park: Chef's Luv Shack'' is a terrible mix of party game and quiz game.The graphics attempted to replicate show's style, but instead ended up looking like MSpaint drawings. A lot of the questions have nothing to do with ''WesternAnimation/SouthPark'' and some of them make no sense. The minigames are just terrible versions of 70's and 80's arcade games.[[https://www.youtube.com/watch?v=sA75te1giws&t=64s Watch MrEnter
play this abomination]].

to:

* ''South Park: Chef's Luv Shack'' is a terrible mix of party game and quiz game.The graphics attempted to replicate show's style, but instead ended up looking like MSpaint drawings. A lot of the questions have nothing to do with ''WesternAnimation/SouthPark'' and some of them make no sense. The minigames are just terrible versions of 70's and 80's arcade games.[[https://www.youtube.com/watch?v=sA75te1giws&t=64s Watch MrEnter
MrEnter play this abomination]].

Added: 1574

Removed: 1574

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* The ''Spice World'' video game (not to be confused with the SoBadItsGood [[Film/SpiceWorld movie of the same name]]) is exactly what you'd imagine a game starring the Music/SpiceGirls to be like — thoughtless rushed-out-of-the-door tripe padded with archive footage from interviews with the group. The ultimate goal is to set up a Spice Girls concert (or something), and you guide your hideous SuperDeformed polygonal Spice Girl of choice (despite having left the group by the time the game came out, Geri Halliwell is playable) through mixing your own version of a Spice Girls song from a pathetically small library of samples which don't even cover the entire song, learning your dance moves through an asinine [[RhythmGame rhythm-based]] minigame with [[UnfortunateImplications a blatantly racist black stereotype for a dance instructor]] and awkward timing for the button presses, and planning your choreography -- which is exactly as exciting as copy-pasting the same moveset four times sounds. In the end, you will get to see the girls dance for you... and that's it. The whole game can be finished in ten minutes. The only gaming media outlet to have given this game [[http://www.youtube.com/watch?v=mvptv7_C-bY a positive review]] was ''Series/GamingInTheClintonYears'' — and they couldn't even pass Stage 2. Seanbaby and others show off the gameplay [[http://gamevideos.1up.com/video/id/9147 here]]. Caddicarus takes a look at the game [[https://www.youtube.com/watch?v=Vclaz3d2j5M&t=602s here]] and comments on how much memory it has to use just to save remixes.


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* The ''Spice World'' video game (not to be confused with the SoBadItsGood [[Film/SpiceWorld movie of the same name]]) is exactly what you'd imagine a game starring the Music/SpiceGirls to be like — thoughtless rushed-out-of-the-door tripe padded with archive footage from interviews with the group. The ultimate goal is to set up a Spice Girls concert (or something), and you guide your hideous SuperDeformed polygonal Spice Girl of choice (despite having left the group by the time the game came out, Geri Halliwell is playable) through mixing your own version of a Spice Girls song from a pathetically small library of samples which don't even cover the entire song, learning your dance moves through an asinine [[RhythmGame rhythm-based]] minigame with [[UnfortunateImplications a blatantly racist black stereotype for a dance instructor]] and awkward timing for the button presses, and planning your choreography -- which is exactly as exciting as copy-pasting the same moveset four times sounds. In the end, you will get to see the girls dance for you... and that's it. The whole game can be finished in ten minutes. The only gaming media outlet to have given this game [[http://www.youtube.com/watch?v=mvptv7_C-bY a positive review]] was ''Series/GamingInTheClintonYears'' — and they couldn't even pass Stage 2. Seanbaby and others show off the gameplay [[http://gamevideos.1up.com/video/id/9147 here]]. Caddicarus takes a look at the game [[https://www.youtube.com/watch?v=Vclaz3d2j5M&t=602s here]] and comments on how much memory it has to use just to save remixes.
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Added DiffLines:

* ''South Park: Chef's Luv Shack'' is a terrible mix of party game and quiz game.The graphics attempted to replicate show's style, but instead ended up looking like MSpaint drawings. A lot of the questions have nothing to do with ''WesternAnimation/SouthPark'' and some of them make no sense. The minigames are just terrible versions of 70's and 80's arcade games.[[https://www.youtube.com/watch?v=sA75te1giws&t=64s Watch MrEnter
play this abomination]].
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This example is Porting Disaster, not SBIH. It specifically says on the main video game page that bad ports go there, not here.


* Despite ''VideoGame/ShadowMan'' not being the sales success it could have been, it was a generally well-done game. However, the UsefulNotes/PlayStation 1 port of the game is a horrible disaster, primarily due to the fact the game was designed for PC with quality textures, large maps and lots of audio. The [=PS1=] was simply not powerful enough to handle the game adequately, and it showed. While it may be possible to play through and even beat this port, you can count on hideously long load times that strain your disc drive's motor and laser even during play as game data is constantly loading during the action (it's one thing for a port of a game to be terrible- but to risk physical console damage from constant loading is a different matter), and very ugly textures that jitter and flicker. The only good part was the audio which wasn't compressed thanks to the disc format, but overall, considering the UsefulNotes/Nintendo64 port was on a cartridge, that version was much better done thanks to the system's hardware - and for some time the game was best known for the Nintendo 64 version alone. WebVideo/{{Caddicarus}} tried to look into the UsefulNotes/PlayStation version of the game to the best of his abilities [[https://www.youtube.com/watch?v=TyosCGoQnQY here]], noting how downright boring this particular version feels when compared to most other versions of the game.
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It got decent reviews when it first came out [this review gave it 6.2/10: https://www.gamespot.com/reviews/who-wants-to-be-a-millionaire-review/1900-2531904/ , and the reader score on the same site is 5.9/10] and the entry itself says it sold EXTREMELY well. I honestly don't think it belongs here considering those huge points.


* ''Series/WhoWantsToBeAMillionaire'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America) got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead. But it's a testament to just how popular ''Millionaire?'' was in the states that even this broken rush job of a game became, at the time, the best-selling CD-ROM game...OF ALL TIME!
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None


* ''WhoWantsToBeAMillionaire'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America) got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead. But it's a testament to just how popular ''Millionaire?'' was in the states that even this broken rush job of a game became, at the time, the best-selling CD-ROM game...OF ALL TIME!

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* ''WhoWantsToBeAMillionaire'' ''Series/WhoWantsToBeAMillionaire'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America) got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead. But it's a testament to just how popular ''Millionaire?'' was in the states that even this broken rush job of a game became, at the time, the best-selling CD-ROM game...OF ALL TIME!
Is there an issue? Send a MessageReason:
None


* ''WhoWantsToBeAMillionaire'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America) got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead.

to:

* ''WhoWantsToBeAMillionaire'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America) got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead. But it's a testament to just how popular ''Millionaire?'' was in the states that even this broken rush job of a game became, at the time, the best-selling CD-ROM game...OF ALL TIME!
Is there an issue? Send a MessageReason:
None


* ''Who Wants to Be a Millionaire?'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead.

to:

* ''Who Wants to Be a Millionaire?'' ''WhoWantsToBeAMillionaire'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America America) got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead.
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* ''Who Wants to Be a Millionaire?'' 1st Edition PC CD-ROM game. When ''Millionaire'' debuted in the states in August of 1999, it quickly became a phenomenon, and naturally, a computer version of the game needed to be made. Now, the one good thing about this game was that Disney (which owns the rights to ''Millionaire'' in America got the developers Jellyvision to work on the game. This made sense, since Jellyvision made the wildly-successful ''You Don't Know Jack'' PC games, so they had a ton of experience with making multiple choice quiz games. However, this game managed to do almost everything wrong, and you got the sense that this was a humongous rush-job to cash in on the show's massive success. For starters, the game uses virtually no graphics from the actual TV show (everything is remade, including the main ''Millionaire'' logo, for some reason.) Secondly, EVERY question has a thirty second time limit (this was years before the syndicated American version began using a clock to time questions). You CAN pause the game at any time, but that stops the music from playing, and if done enough times can make the game freeze. Third, the randomizer for the question database was not properly set up, as questions will show up in any order (it was not uncommon to get high level questions in the opening levels, and vice-versa.) Of course, if you just played for a little while you'd eventually memorize the very small database of questions (which some claimed was a little as 200, not good for a game that at it's longest could last less than fifteen minutes.) American Game Show fans weeped with envy when seeing the British PC game (produced by Eidos Interactive) which featured 1,000 questions, used everything from the show, including the right typeface for the questions, and dispensed with the time limit, making it feel like you were actually on the show itself.) In fact, the only things the American 1st Edition did right was use the entire soundtrack from the show, and included real phone-a-friend calls for every question. Disney did improve with the Second Edition, released in 2000 (which used properly leveled questions, and an increased database of 600 questions, complete with phone-a-friend calls for all.), but still kept the off-model graphics, thirty second time-limit, and many hard-core game show fans just found ways to import the UK PC games instead.
Is there an issue? Send a MessageReason:
None


* An attempt at reinvigorating the ill-fated ''VideoGame/{{Bubsy}}'' franchise, ''[[http://www.seanbaby.com/nes/nes/egm17.htm Bubsy 3D]]'' for the Sony UsefulNotes/PlayStation is considered one of the worst games ever made. The primitive graphics, ranging from jittery models to patchwork surroundings (most of which were made of flat polygonal surfaces with a single shade), make the "[[Music/DireStraits Money For Nothing]]" music video look like a Creator/{{Pixar}} movie. The gameplay was abominable: it was difficult to move Bubsy in any direction other than straight forward, and jumping on platforms was a chore because of the bad camera angles. To add insult to injury, Bubsy was given one of the most grating voices known to man and shrieked dialogue every five seconds to [[AnnoyingVideoGameHelper explain every nook and cranny of the game]]. ''Bubsy'''s 2D games are often considered a LoveItOrHateIt affair and have their fans, but ''Bubsy 3D'' effectively [[FranchiseKiller put the bobcat out of his misery]]. Its failure was compounded by the release of ''VideoGame/SuperMario64'' and ''VideoGame/CrashBandicoot1996'' mere months before. The Angry Video Game Nerd gives his take on it, along with several other notorious games, [[http://www.youtube.com/watch?v=OwGDVMptn8k here]]. WebVideo/SomeCallMeJohnny also reviewed this [[https://www.youtube.com/watch?v=iKaPVMJ8Yck game]] along with the rest of the ''Bubsy'' franchise. WebVideo/JonTron [[https://www.youtube.com/watch?v=FTAlr5raV2U also reviewed the franchise.]]

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* An attempt at reinvigorating the ill-fated ''VideoGame/{{Bubsy}}'' franchise, ''[[http://www.seanbaby.com/nes/nes/egm17.htm Bubsy 3D]]'' for the Sony UsefulNotes/PlayStation is considered one of the worst games ever made. The primitive graphics, ranging from jittery models to patchwork surroundings (most of which were made of flat polygonal surfaces with a single shade), make the "[[Music/DireStraits Money For Nothing]]" music video look like a Creator/{{Pixar}} movie. The gameplay was abominable: it was difficult to move Bubsy in any direction other than straight forward, and jumping on platforms was a chore because of the bad camera angles. To add insult to injury, Bubsy was given one of the most grating voices known to man and shrieked dialogue every five seconds to [[AnnoyingVideoGameHelper explain every nook and cranny of the game]]. ''Bubsy'''s 2D games are often considered a LoveItOrHateIt affair and have their fans, but ''Bubsy 3D'' effectively [[FranchiseKiller put the bobcat out of his misery]].into a lengthy coma. Its failure was compounded by the release of ''VideoGame/SuperMario64'' and ''VideoGame/CrashBandicoot1996'' mere months before. The Angry Video Game Nerd gives his take on it, along with several other notorious games, [[http://www.youtube.com/watch?v=OwGDVMptn8k here]]. WebVideo/SomeCallMeJohnny also reviewed this [[https://www.youtube.com/watch?v=iKaPVMJ8Yck game]] along with the rest of the ''Bubsy'' franchise. WebVideo/JonTron [[https://www.youtube.com/watch?v=FTAlr5raV2U also reviewed the franchise.]]
Is there an issue? Send a MessageReason:
None


* ''Film/BadBoys: Miami Takedown'', a UsefulNotes/NintendoGamecube, UsefulNotes/PlayStation2, UsefulNotes/{{Xbox}} and PC game released to coincide with ''Bad Boys II'', has two untalented [[{{Expy}} expies]] of Martin Lawrence and Creator/WillSmith that constantly spout horrible dialogue. The controls on this game are broken, and when you shoot, you are expected to have humiliating aiming. [=GameTrailers=] named this #4 in its "Worst Movie Games of All Time". Watch WebVideo/TwoBestFriendsPlay make fun of of it on ''Cryme Tyme'' [[https://www.youtube.com/watch?v=ITynSLwn-ek here.]]

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* ''Film/BadBoys: ''Bad Boys: Miami Takedown'', a UsefulNotes/NintendoGamecube, UsefulNotes/PlayStation2, UsefulNotes/{{Xbox}} and PC game released to coincide with ''Bad Boys II'', ''Film/BadBoysII'', has two untalented [[{{Expy}} expies]] of Martin Lawrence and Creator/WillSmith that constantly spout horrible dialogue. The controls on this game are broken, and when you shoot, you are expected to have humiliating aiming. [=GameTrailers=] named this #4 in its "Worst Movie Games of All Time". Watch WebVideo/TwoBestFriendsPlay make fun of of it on ''Cryme Tyme'' [[https://www.youtube.com/watch?v=ITynSLwn-ek here.]]
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** In the mexican Club Nintendo magazine, they had a little section in the reviews showing the good things and bad things of a game in one sentence. A common gag reviewing Titus games was, in the good thing: "It´s from Titus, and Superman doesn´t appear"
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* Despite ''VideoGame/ShadowMan'' not being the sales success it could have been, it was a generally well-done game. However, the UsefulNotes/PlayStation 1 port of the game is a horrible disaster, primarily due to the fact the game was designed for PC with quality textures, large maps and lots of audio. The [=PS1=] was simply not powerful enough to handle the game adequately, and it showed. While it may be possible to play through and even beat this port, you can count on hideously long load times that strain your disc drive's motor and laser even during play as game data is constantly loading during the action (it's one thing for a port of a game to be terrible- but to risk physical console damage from constant loading is a different matter), and very ugly textures that jitter and flicker. The only good part was the audio which wasn't compressed thanks to the disc format, but overall, considering the UsefulNotes/Nintendo64 port was on a cartridge, that version was much better done thanks to the system's hardware - and for some time the game was best known for the Nintendo 64 version alone. {{Caddicarus}} tried to look into the PlayStation version of the game to the best of his abilities [[https://www.youtube.com/watch?v=TyosCGoQnQY here]], noting how downright boring this particular version feels when compared to most other versions of the game.

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* Despite ''VideoGame/ShadowMan'' not being the sales success it could have been, it was a generally well-done game. However, the UsefulNotes/PlayStation 1 port of the game is a horrible disaster, primarily due to the fact the game was designed for PC with quality textures, large maps and lots of audio. The [=PS1=] was simply not powerful enough to handle the game adequately, and it showed. While it may be possible to play through and even beat this port, you can count on hideously long load times that strain your disc drive's motor and laser even during play as game data is constantly loading during the action (it's one thing for a port of a game to be terrible- but to risk physical console damage from constant loading is a different matter), and very ugly textures that jitter and flicker. The only good part was the audio which wasn't compressed thanks to the disc format, but overall, considering the UsefulNotes/Nintendo64 port was on a cartridge, that version was much better done thanks to the system's hardware - and for some time the game was best known for the Nintendo 64 version alone. {{Caddicarus}} WebVideo/{{Caddicarus}} tried to look into the PlayStation UsefulNotes/PlayStation version of the game to the best of his abilities [[https://www.youtube.com/watch?v=TyosCGoQnQY here]], noting how downright boring this particular version feels when compared to most other versions of the game.
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* ''[[https://www.youtube.com/watch?v=rozlyKhm1GQ Country Justice: Revenge of the Rednecks'']] is a 2005 FPS that suffers from a number of issues- poor controls, enemies that take way too many bullets to kill, driving segments only slightly better than Big Rigs, previous generation graphics, and a game so buggy it may stutter and crash at random even on excellent modern hardware thanks to poor coding, and it will even run too fast if the graphical settings are turned down. The plot is also stupid and the voice acting is terrible. The game also suffers from extremely long loading times that may even cause the game to crash. The funniest issues are doors with no collision that can be passed through and enemy cows that glide with no walking animation.
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* ''VideoGame/ShadowMan'' was, despite not being the sales success it could have been, a generally well-done game. However, the UsefulNotes/PlayStation 1 port of the game is a horrible disaster, primarily due to the fact the game was designed for PC with quality textures, large maps and lots of audio. The [=PS1=] was simply not powerful enough to handle the game adequately, and it showed. While it may be possible to play through and even beat this port, you can count on hideously long load times that strain your disc drive's motor and laser even during play as game data is constantly loading during the action (it's one thing for a port of a game to be terrible- but to risk physical console damage from constant loading is a different matter), and very ugly textures that jitter and flicker. The only good part was the audio which wasn't compressed thanks to the disc format, but overall, considering the N64 port was on a cartridge, that version was much better done thanks to the system's hardware- and for some time the game was best known for the N64 port.

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* Despite ''VideoGame/ShadowMan'' was, despite not being the sales success it could have been, it was a generally well-done game. However, the UsefulNotes/PlayStation 1 port of the game is a horrible disaster, primarily due to the fact the game was designed for PC with quality textures, large maps and lots of audio. The [=PS1=] was simply not powerful enough to handle the game adequately, and it showed. While it may be possible to play through and even beat this port, you can count on hideously long load times that strain your disc drive's motor and laser even during play as game data is constantly loading during the action (it's one thing for a port of a game to be terrible- but to risk physical console damage from constant loading is a different matter), and very ugly textures that jitter and flicker. The only good part was the audio which wasn't compressed thanks to the disc format, but overall, considering the N64 UsefulNotes/Nintendo64 port was on a cartridge, that version was much better done thanks to the system's hardware- hardware - and for some time the game was best known for the N64 port.Nintendo 64 version alone. {{Caddicarus}} tried to look into the PlayStation version of the game to the best of his abilities [[https://www.youtube.com/watch?v=TyosCGoQnQY here]], noting how downright boring this particular version feels when compared to most other versions of the game.
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* ''VideoGame/{{Daikatana}}'' is a cautionary tale on the dangers of uncontrolled hype. How much hype did this game have? Enough that ads published in magazines promised you: "[[https://i.kinja-img.com/gawker-media/image/upload/s--hbk9941z--/c_scale,f_auto,fl_progressive,q_80,w_800/18j3h1di06j1yjpg.jpg John Romero's about to make you his]] [[ThisIsForEmphasisBitch bitch]]". Unfortunately, a horrendously TroubledProduction ensued that resulted in delays and changes to the game's engine. The end result, released in 2000 (two years after the originally slated release date) was a mess of ugly graphics on an outdated engine, craptastic weapons, [[ArtificialStupidity AI companions with no survival instinct whatsoever]] whose deaths constituted an automatic GameOver, and a restrictive save system that makes ''VideoGame/DeadRising'' look downright generous in comparison. [[PortingDisaster And the less said about the Nintendo 64 port, the better]]. This game wound up [[CreatorKiller sinking Ion Storm]], effectively making John Romero ''it's'' bitch (not to mention, [[http://kotaku.com/5541406/john-romero-is-so-sorry-about-trying-to-make-you-his-bitch Romero would later regret that infamous ad slogan]] [[OldShame and apologize to gamers for it]]).

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* ''VideoGame/{{Daikatana}}'' is a cautionary tale on the dangers of uncontrolled hype. How much hype did this game have? Enough that ads published in magazines promised you: "[[https://i.kinja-img.com/gawker-media/image/upload/s--hbk9941z--/c_scale,f_auto,fl_progressive,q_80,w_800/18j3h1di06j1yjpg.jpg John Romero's about to make you his]] [[ThisIsForEmphasisBitch bitch]]". Unfortunately, a horrendously TroubledProduction ensued that resulted in delays and changes to the game's engine. The end result, released in 2000 (two years after the originally slated release date) was a mess of ugly graphics on an outdated engine, craptastic weapons, [[ArtificialStupidity AI companions with no survival instinct whatsoever]] whose deaths constituted an automatic GameOver, and a restrictive save system that makes ''VideoGame/DeadRising'' look downright generous in comparison. [[PortingDisaster And the less said about the Nintendo 64 port, the better]]. This game wound up [[CreatorKiller sinking Ion Storm]], effectively making John Romero ''it's'' ''its'' bitch (not to mention, [[http://kotaku.com/5541406/john-romero-is-so-sorry-about-trying-to-make-you-his-bitch Romero would later regret that infamous ad slogan]] [[OldShame and apologize to gamers for it]]).
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* ''Killing Zone'' takes nearly all the flaws that a 3D FightingGame for the UsefulNotes/PlayStation could have, and, unlike its predecessor ''VideoGame/BattleMonsters'', adds no redeeming features. The "zones" are variously textured platforms from which you fling your opponents into the equally featureless surroundings. The character designs are comic book clichés, and there are no real special attacks. As for the story, you'd be hard-pressed to find evidence of an ExcusePlot.

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* ''Killing Zone'' takes nearly all the flaws that a 3D FightingGame for the UsefulNotes/PlayStation could have, and, unlike its predecessor ''VideoGame/BattleMonsters'', adds no redeeming features. The "zones" are variously textured platforms from which you fling your opponents into the equally featureless surroundings. The character designs are comic book clichés, and there are no real special attacks. As for the story, you'd be hard-pressed to find evidence of even an ExcusePlot.
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* ''VideoGame/{{Daikatana}}'' is a cautionary tale on the dangers of uncontrolled hype. How much hype did this game have? Enough that ads published in magazines promised you: "[[https://i.kinja-img.com/gawker-media/image/upload/s--hbk9941z--/c_scale,f_auto,fl_progressive,q_80,w_800/18j3h1di06j1yjpg.jpg John Romero's about to make you his]] [[ThisIsForEmphasisBitch bitch]]". Unfortunately, a horrendously TroubledProduction ensued that resulted in delays and changes to the game's engine. The end result, released in 2000 (two years after the originally slated release date) was a mess of ugly graphics on an outdated engine, craptastic weapons, [[ArtificialStupidity AI companions with no survival instinct whatsoever]] whose deaths constituted an automatic Game Over, and a restrictive save system that makes ''VideoGame/DeadRising'' look downright generous in comparison. [[PortingDisaster And the less said about the home console ports, the better]]. This game wound up [[CreatorKiller sinking Ion Storm]], effectively making John Romero ''it's'' bitch (not to mention, [[http://kotaku.com/5541406/john-romero-is-so-sorry-about-trying-to-make-you-his-bitch Romero would later regret that infamous ad slogan]] [[OldShame and apologize to gamers for it]]).

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* ''VideoGame/{{Daikatana}}'' is a cautionary tale on the dangers of uncontrolled hype. How much hype did this game have? Enough that ads published in magazines promised you: "[[https://i.kinja-img.com/gawker-media/image/upload/s--hbk9941z--/c_scale,f_auto,fl_progressive,q_80,w_800/18j3h1di06j1yjpg.jpg John Romero's about to make you his]] [[ThisIsForEmphasisBitch bitch]]". Unfortunately, a horrendously TroubledProduction ensued that resulted in delays and changes to the game's engine. The end result, released in 2000 (two years after the originally slated release date) was a mess of ugly graphics on an outdated engine, craptastic weapons, [[ArtificialStupidity AI companions with no survival instinct whatsoever]] whose deaths constituted an automatic Game Over, GameOver, and a restrictive save system that makes ''VideoGame/DeadRising'' look downright generous in comparison. [[PortingDisaster And the less said about the home console ports, Nintendo 64 port, the better]]. This game wound up [[CreatorKiller sinking Ion Storm]], effectively making John Romero ''it's'' bitch (not to mention, [[http://kotaku.com/5541406/john-romero-is-so-sorry-about-trying-to-make-you-his-bitch Romero would later regret that infamous ad slogan]] [[OldShame and apologize to gamers for it]]).
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* ''VideoGame/ShadowWarOfSuccession'' (aka ''Shadow Warriors''[[note]]Not to be confused with the FPS ''VideoGame/ShadowWarrior''[[/note]]) on the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] at first glance looks like just one of the many {{Fighting Game}}s that tried to [[FollowTheLeader piggy-back on the success]] of ''Franchise/MortalKombat''. [[CoversAlwaysLie But once you look beyond the cover]], and actually get to play the "game", everything changes. ''Shadow: War of Succession'' might be one of the most poorly programmed games ever released commercially, up to the point of making it virtually unplayable. Just to give something to compare with, the infamous ''[[PortingDisaster Mortal Kombat Advance]]'' actually plays better. Horribly drab backgrounds, horrendous DigitizedSprites with animation frames in the single digits, character designs ranging from bland to ludicrous, the screen shaking every time a fighter lands after jumping, awful opening FullMotionVideo complete with UsefulNotes/{{MIDI}} sound font, laughable voice clips, controls based on just two buttons, a fatality prompt despite the developers not having ''programmed fatalities into the game'', and nonexistent collision detection are just a sampling of the long list of ''Shadow Warriors''' flaws. Watch it in all its glory [[http://www.youtube.com/watch?v=RjUOeGz7vOo here]] as well as Retsupurae's riff on the game [[http://www.youtube.com/watch?v=8ZAWAqyjedo here]] and [[http://www.youtube.com/watch?v=zuCT7CuEIz0 here]]. River City Gamers decided to have an [[http://youtu.be/FWlEyLHVVLQ inclusive tournament in the game, as well as exploiting the game for all its worth.]]

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* ''VideoGame/ShadowWarOfSuccession'' (aka ''Shadow Warriors''[[note]]Not to be confused with the FPS ''VideoGame/ShadowWarrior''[[/note]]) ''VideoGame/{{Shadow Warrior|1997}}''[[/note]]) on the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] at first glance looks like just one of the many {{Fighting Game}}s that tried to [[FollowTheLeader piggy-back on the success]] of ''Franchise/MortalKombat''. [[CoversAlwaysLie But once you look beyond the cover]], and actually get to play the "game", everything changes. ''Shadow: War of Succession'' might be one of the most poorly programmed games ever released commercially, up to the point of making it virtually unplayable. Just to give something to compare with, the infamous ''[[PortingDisaster Mortal Kombat Advance]]'' actually plays better. Horribly drab backgrounds, horrendous DigitizedSprites with animation frames in the single digits, character designs ranging from bland to ludicrous, the screen shaking every time a fighter lands after jumping, awful opening FullMotionVideo complete with UsefulNotes/{{MIDI}} sound font, laughable voice clips, controls based on just two buttons, a fatality prompt despite the developers not having ''programmed fatalities into the game'', and nonexistent collision detection are just a sampling of the long list of ''Shadow Warriors''' flaws. Watch it in all its glory [[http://www.youtube.com/watch?v=RjUOeGz7vOo here]] as well as Retsupurae's riff on the game [[http://www.youtube.com/watch?v=8ZAWAqyjedo here]] and [[http://www.youtube.com/watch?v=zuCT7CuEIz0 here]]. River City Gamers decided to have an [[http://youtu.be/FWlEyLHVVLQ inclusive tournament in the game, as well as exploiting the game for all its worth.]]
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* ''VideoGame/{{Daikatana}}'' is a cautionary tale on the dangers of uncontrolled hype. How much hype did this game have? Enough that ads published in magazines promised you: "[[https://i.kinja-img.com/gawker-media/image/upload/s--hbk9941z--/c_scale,f_auto,fl_progressive,q_80,w_800/18j3h1di06j1yjpg.jpg John Romero's about to make you his]] [[ThisIsForEmphasisBitch bitch]]". Unfortunately, a horrendously TroubledProduction ensued that resulted in delays and changes to the game's engine. The end result, released in 2000 (two years after the originally slated release date) was a mess of ugly graphics on an outdated engine, craptastic weapons, [[ArtificialStupidity AI companions with no survival instinct whatsoever]] whose deaths constituted an automatic Game Over, and a restrictive save system that makes ''VideoGame/DeadRising'' look downright generous in comparison. [[PortingDisaster And the less said about the home console ports, the better]]. This game wound up [[CreatorKiller sinking Ion Storm]], effectively making John Romero ''it's'' bitch (not to mention, [[http://kotaku.com/5541406/john-romero-is-so-sorry-about-trying-to-make-you-his-bitch Romero would later regret that infamous ad slogan]] [[OldShame and apologize to gamers for it]]).
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Not familiar with that game, but Easer Than Easy seems to be misused in its entry. That trope isn't merely about incredibly easy games; it specifically refers to when a game with an easy mode has at least one difficulty mode below that, such as a "very easy" mode.


* ''LEGO Stunt Rally'' for the UsefulNotes/GameBoyColor is a good companion for the above. The original game wasn't that well regarded to begin with, but the GBC version took the already EasierThanEasy difficulty and toned it down even more -- ''entire courses'' can be won by doing nothing but holding the A button down the entire time. The only time this ever changes is when there are obstacles that require a lane switch, like a road block. The sound is also extremely lacking, as are the graphics.

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* ''LEGO Stunt Rally'' for the UsefulNotes/GameBoyColor is a good companion for the above. The original game wasn't that well regarded to begin with, but the GBC version took the already EasierThanEasy easy difficulty and toned it down even more -- ''entire courses'' can be won by doing nothing but holding the A button down the entire time. The only time this ever changes is when there are obstacles that require a lane switch, like a road block. The sound is also extremely lacking, as are the graphics.
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* ''Film/BadBoys: Miami Takedown'', a UsefulNotes/NintendoGamecube, UsefulNotes/PlayStation2, UsefulNotes/{{Xbox}} and PC game released to coincide with ''Bad Boys II'', has two untalented [[{{Expy}} expies]] of Martin Lawrence and WillSmith that constantly spout horrible dialogue. The controls on this game are broken, and when you shoot, you are expected to have humiliating aiming. [=GameTrailers=] named this #4 in its "Worst Movie Games of All Time". Watch WebVideo/TwoBestFriendsPlay make fun of of it on ''Cryme Tyme'' [[https://www.youtube.com/watch?v=ITynSLwn-ek here.]]

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* ''Film/BadBoys: Miami Takedown'', a UsefulNotes/NintendoGamecube, UsefulNotes/PlayStation2, UsefulNotes/{{Xbox}} and PC game released to coincide with ''Bad Boys II'', has two untalented [[{{Expy}} expies]] of Martin Lawrence and WillSmith Creator/WillSmith that constantly spout horrible dialogue. The controls on this game are broken, and when you shoot, you are expected to have humiliating aiming. [=GameTrailers=] named this #4 in its "Worst Movie Games of All Time". Watch WebVideo/TwoBestFriendsPlay make fun of of it on ''Cryme Tyme'' [[https://www.youtube.com/watch?v=ITynSLwn-ek here.]]
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* ''VideoGame/TheMastersFighter'' was a 1997 FightingGame developed for the Sony UsefulNotes/PlayStation by [=UNICO=] (Later known as Uniana, of ''Dragon Master fame''), and published by Cinema Supply. It's easily considered one of the worst fighting games of all-time, even worse than ''VideoGame/ShaqFu'' or ''VideoGame/RiseOfTheRobots'', due mostly to HitBoxDissonance, heavy controls, very limited gameplay, poor graphics and near non-existent music... but the main motive is that they actually plagiarised sprites from other games to make the characters, and some of them are even fusion of two characters. The horribly defined sprites helps very few to conceal the plagisrism.
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* ''Batman and Robin'', released in 1998 by Creator/{{Acclaim}} as a tie-in to [[Film/BatmanAndRobin the movie]], is admittedly a neat concept for its time: a [[WideOpenSandbox sandbox-style game]] where you could drive around a large recreation of Gotham City, choose between three characters and develop those characters skills independently, and be on a time limit to complete various tasks and missions. What could be bad about it? ''THE CONTROLS.'' Driving in this game is horrendous because your car is too big and the road is too narrow, meaning you'll either crash into traffic or just hit a wall because the car handles for crap. The fighting mechanics are sluggish and monotonous, consisting of repetitive combos or unintuitively deploying gadgets like batarangs (which take forever to aim). You have the ability to switch from a fighting mode to a detective mode, but unlike the later ''[[VideoGame/BatmanArkhamAsylum Arkham Asylum]]'' and ''[[VideoGame/BatmanArkhamCity Arkham City]]'', you can't fight in detective mode, meaning trying to gather clues while there are enemies around is beyond annoying. This game had potential, it followed the story of the movie closely and had pretty good graphics for the time, but the controls just utterly killed it.\\\
How bad is it? When Somecallmejohnny did a playthrough of the game (which you can view [[http://www.youtube.com/watch?v=pWdAVCArShU here]]) they not only pointed out more problems that aren't listed on this page, but they only made '''ONE''' part. Why? Because of the controls and the fact that you only get one life and zero continues. And keep in mind, they played through all of ''Batman Forever'' (seen above). That alone tells you the quality of this game.

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* ''Batman and Robin'', released in 1998 by Creator/{{Acclaim}} as a tie-in to [[Film/BatmanAndRobin the movie]], is admittedly a neat concept for its time: a [[WideOpenSandbox sandbox-style game]] where you could drive around a large recreation of Gotham City, choose between three characters and develop those characters characters' skills independently, and be on a time limit to complete various tasks and missions. What could be bad about it? ''THE CONTROLS.'' Driving in this game is horrendous because your car is too big and the road is too narrow, meaning you'll either crash into traffic or just hit a wall because the car handles for crap. The fighting mechanics are sluggish and monotonous, consisting of repetitive combos or unintuitively deploying gadgets like batarangs (which take forever to aim). You have the ability to switch from a fighting mode to a detective mode, but unlike the later ''[[VideoGame/BatmanArkhamAsylum Arkham Asylum]]'' and ''[[VideoGame/BatmanArkhamCity Arkham City]]'', you can't fight in detective mode, meaning trying to gather clues while there are enemies around is beyond annoying. This game had potential, it followed the story of the movie closely and had pretty good graphics for the time, but the controls just utterly killed it.\\\
How bad is it? When Somecallmejohnny did a playthrough of the game (which you can view [[http://www.youtube.com/watch?v=pWdAVCArShU here]]) they not only pointed out more problems that aren't listed on this page, but they only made '''ONE''' part. Why? Because of the controls and the fact that you only get one life and zero continues. And keep in mind, they played through all of ''Batman Forever'' (seen above).Forever''. That alone tells you the quality of this game.



* ''Wrestling/{{ECW}}: Hardcore Revolution'' was a blatant rush job from Creator/{{Acclaim}} to cash in on the success of the then-recent ''[[VideoGame/{{WWE Video Games}} WWF Smackdown]]'' and ''Wrestlng/{{WCW}} vs nWo'' games. First strike is that the game is almost completely recycled from ''WWF: War Zone'' and ''WWF: Attitude'' despite War Zone coming out 3 years before and being outdated back then. Add bad controls (Reversals and targeting are still overly confusing to do), poor, floaty and robotic animations. Bad, muted and often annoying sounds litter the game ("ORIGINAL GANGSTA!!"). There are a few lackluster game modes (barb wire matches are pointless) as well as mediocre graphics. giving you an already bad wrestling game. But it fails even worse as an Wrestling/{{ECW}} game as it has NONE of the core elements of Wrestling/{{ECW}} save for the roster (despite being quite large, many are in name only without trademark styles of wrestling. Example: New Jack's wrestles on par with Taz whereas in the real world, he is notoriously limitedand RVD's move set is rather basic compared to the unique kung fu and aerial style he is known for), barely any blood, no crazy stunts and not even harsh language (The game has an M rating but the language can only be set to teen with censor beeps). As Website/{{Wrestlecrap}} pointed out, you can just create Wrestling/{{ECW}} stars in WWF: Attitude and you'd get the same effect as this game but better. And about six months later, the company released an ''even worse'' ECW-licensed game called ''ECW: Anarchy Rulz!''

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* ''Wrestling/{{ECW}}: Hardcore Revolution'' was a blatant rush job from Creator/{{Acclaim}} to cash in on the success of the then-recent ''[[VideoGame/{{WWE Video Games}} WWF Smackdown]]'' and ''Wrestlng/{{WCW}} vs nWo'' games. First strike is that the game is almost completely recycled from ''WWF: War Zone'' and ''WWF: Attitude'' despite War Zone coming out 3 years before and being outdated back then. Add bad controls (Reversals and targeting are still overly confusing to do), and poor, floaty and robotic animations. Bad, muted and often annoying sounds litter the game ("ORIGINAL GANGSTA!!"). There are a few lackluster game modes (barb wire matches are pointless) as well as mediocre graphics. giving you an already bad wrestling game. But it fails even worse as an Wrestling/{{ECW}} game as it has NONE of the core elements of Wrestling/{{ECW}} save for the roster (despite being quite large, many are in name only without trademark styles of wrestling. Example: New Jack's wrestles on par with Taz whereas in the real world, he is notoriously limitedand limited and RVD's move set is rather basic compared to the unique kung fu and aerial style he is known for), barely any blood, no crazy stunts and not even harsh language (The game has an M rating but the language can only be set to teen with censor beeps). As Website/{{Wrestlecrap}} pointed out, you can just create Wrestling/{{ECW}} stars in WWF: Attitude and you'd get the same effect as this game but better. And about six months later, the company released an ''even worse'' ECW-licensed game called ''ECW: Anarchy Rulz!''



* ''VideoGame/SonicJam'' for the Sega Saturn was a delightful compilation of the Sega Genesis Sonic platformers with extra bells and whistles. ''Sonic Jam'' for the UsefulNotes/GameCom... isn't. Only three of the four games the Saturn version ported are represented, in the loosest fashion possible: each game only used stage graphics from the first zone of their respective games. Knuckles' gliding and climbing abilities are absent, making him play exactly like Sonic. The sound design is awful; music is barely present, consisting of muffled beeps and boops; and the sound effects are horribly compressed versions of what you'd hear in Sonic games. The controls are stiff make playing the game a chore, on top of the game itself being [[https://www.youtube.com/watch?v=Dp460zM_PGA as slow as molasses]], which Sonic games never should. As crappy as it is, it's no wonder it (and the other games Tiger licensed from other publishers) couldn't help the Game.com survive in the gaming market.

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* ''VideoGame/SonicJam'' for the Sega Saturn was a delightful compilation of the Sega Genesis Sonic platformers with extra bells and whistles. ''Sonic Jam'' for the UsefulNotes/GameCom... isn't. Only three of the four games the Saturn version ported are represented, in the loosest fashion possible: each game only used stage graphics from the first zone of their respective games. Knuckles' Knuckles's gliding and climbing abilities are absent, making him play exactly like Sonic. The sound design is awful; music is barely present, consisting of muffled beeps and boops; and the sound effects are horribly compressed versions of what you'd hear in Sonic games. The controls are stiff make stiff, which makes playing the game a chore, on top of the game itself being [[https://www.youtube.com/watch?v=Dp460zM_PGA as slow as molasses]], which Sonic games never should. As crappy as it is, it's no wonder it (and the other games Tiger licensed from other publishers) couldn't help the Game.com survive in the gaming market.
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* ''[[http://www.seanbaby.com/nes/nes/egm02.htm Club Drive]]'' for the UsefulNotes/AtariJaguar. For most of your missions in this game, you have to go in an RC car and pick up glowing balls of string -- something which has nothing to do with clubs and little to do with driving. The graphics are shoddy and the physics are so eccentric to the point where it borders on ArtificialStupidity. In some instances, your car can levitate into the air and fly briefly. There's even an instance of FakeDifficulty to be found. In his review, where he names it the second worst game of all time (behind only the ''E.T.'' game), {{Seanbaby}} speculates that the programmers of ''Club Drive'' "might have stole their programming code from ''Dolphin Adventures in Tuna Nets''".

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* ''[[http://www.seanbaby.com/nes/nes/egm02.htm Club Drive]]'' for the UsefulNotes/AtariJaguar. For most of your missions in this game, you have to go in an RC car and pick up glowing balls of string -- something which has nothing to do with clubs and little to do with driving. The graphics are shoddy and the physics are so eccentric to the point where it borders on ArtificialStupidity. In some instances, your car can levitate into the air and fly briefly. There's even an instance of FakeDifficulty to be found. In his review, where he names it the second worst game of all time (behind only the ''E.T.'' game), {{Seanbaby}} Creator/{{Seanbaby}} speculates that the programmers of ''Club Drive'' "might have stole their programming code from ''Dolphin Adventures in Tuna Nets''".
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* ''VideoGame/DaemonSummoner'' [also known as ''Chronicles of a Vampire Hunter''] for the [=PS2=] and PC is a dreadful FPS game that had some of worst combat ever seen in a video game, as half the time your weapons will miss the enemies at point blank range. There are also lots of other glitches (e.g. characters are prone to freezing and glitching, body parts of enemies disappear when you shoot them, you can randomly fail certain parts for no reason); the story makes no sense (the main character seems to be a vampire hunter trying to hunt down his vampire wife); the main protagonist, James Farrington Higgs, is an unbelievably incompetent and unlikeable expy of Van Helsing; the enemy AI is atrocious; the graphics are dated and look like something out of the late 90s [even though the game came out in 2006] and the levels are either boring and monotonous (with a long sewer section with a confusing maze and tons of enemies) or frustrating and unfair (there is a stealth section where you have to take the longest, most roundabout and confusing path imaginable to sneak on board a ship despite said ship being very close to your starting position and only having a single guard in place). YouTube reviewer Tennings [[https://www.youtube.com/watch?v=zz4_jHEcHxY gives the game a sound beating]] in his "Worst Games You've Never Played" series.

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* ''VideoGame/DaemonSummoner'' [also known as ''Chronicles of a Vampire Hunter''] for the [=PS2=] and PC is a dreadful FPS game that had some of the worst combat ever seen in a video game, as half the time your weapons will miss the enemies at point blank range. There are also lots of other glitches (e.g. characters are prone to freezing and glitching, body parts of enemies disappear when you shoot them, you can randomly fail certain parts for no reason); the story makes no sense (the main character seems to be a vampire hunter trying to hunt down his vampire wife); the main protagonist, James Farrington Higgs, is an unbelievably incompetent and unlikeable expy of Van Helsing; the enemy AI is atrocious; the graphics are dated and look like something out of the late 90s [even though the game came out in 2006] and the levels are either boring and monotonous (with a long sewer section with a confusing maze and tons of enemies) or frustrating and unfair (there is a stealth section where you have to take the longest, most roundabout and confusing path imaginable to sneak on board a ship despite said ship being very close to your starting position and only having a single guard in place). YouTube reviewer Tennings [[https://www.youtube.com/watch?v=zz4_jHEcHxY gives the game a sound beating]] in his "Worst Games You've Never Played" series.
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* ''Film/BadBoys: Miami Takedown'', a UsefulNotes/NintendoGamecube, UsefulNotes/PlayStation2, UsefulNotes/{{Xbox}} and PC game released to coincide with ''Bad Boys II'', has two untalented [[{{Expy}} expies]] of Martin Lawrence and WillSmith that constantly spouted horrible dialogue. The controls on this game are broken, and when you shoot, you are expected to have humiliating aiming. [=GameTrailers=] named this #4 in its "Worst Movie Games of All Time". Watch WebVideo/TwoBestFriendsPlay make fun of of it on ''Cryme Tyme'' [[https://www.youtube.com/watch?v=ITynSLwn-ek here.]]

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* ''Film/BadBoys: Miami Takedown'', a UsefulNotes/NintendoGamecube, UsefulNotes/PlayStation2, UsefulNotes/{{Xbox}} and PC game released to coincide with ''Bad Boys II'', has two untalented [[{{Expy}} expies]] of Martin Lawrence and WillSmith that constantly spouted spout horrible dialogue. The controls on this game are broken, and when you shoot, you are expected to have humiliating aiming. [=GameTrailers=] named this #4 in its "Worst Movie Games of All Time". Watch WebVideo/TwoBestFriendsPlay make fun of of it on ''Cryme Tyme'' [[https://www.youtube.com/watch?v=ITynSLwn-ek here.]]
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%% Please note that the "generation" labels are for the year that the ''console'' was released. (NES games go under 3rd generation, SNES/Genesis games go under 4th generation, etc.) If you're not sure where a game belongs, look at the first line under the folder name.
%% PC and other computer games, on the other hand, can be placed under the folder for the year the game was released.
%% Please namespace wicks to game systems to UsefulNotes!
[[foldercontrol]]

[[folder:Fifth Generation (1993-2003)]]
%% Nintendo 64, [=PlayStation=], Sega Saturn, 3DO, Atari Jaguar, Game Boy Color, etc.
* ''Animorphs: Shattered Reality'' is described by IGN as being so boring that your main challenge will be trying to stay awake through the level. The characters have only four frames of animation, with the characters having annoying one-liners and the gameplay being repetitive.
* ''Batman and Robin'', released in 1998 by Creator/{{Acclaim}} as a tie-in to [[Film/BatmanAndRobin the movie]], is admittedly a neat concept for its time: a [[WideOpenSandbox sandbox-style game]] where you could drive around a large recreation of Gotham City, choose between three characters and develop those characters skills independently, and be on a time limit to complete various tasks and missions. What could be bad about it? ''THE CONTROLS.'' Driving in this game is horrendous because your car is too big and the road is too narrow, meaning you'll either crash into traffic or just hit a wall because the car handles for crap. The fighting mechanics are sluggish and monotonous, consisting of repetitive combos or unintuitively deploying gadgets like batarangs (which take forever to aim). You have the ability to switch from a fighting mode to a detective mode, but unlike the later ''[[VideoGame/BatmanArkhamAsylum Arkham Asylum]]'' and ''[[VideoGame/BatmanArkhamCity Arkham City]]'', you can't fight in detective mode, meaning trying to gather clues while there are enemies around is beyond annoying. This game had potential, it followed the story of the movie closely and had pretty good graphics for the time, but the controls just utterly killed it.\\\
How bad is it? When Somecallmejohnny did a playthrough of the game (which you can view [[http://www.youtube.com/watch?v=pWdAVCArShU here]]) they not only pointed out more problems that aren't listed on this page, but they only made '''ONE''' part. Why? Because of the controls and the fact that you only get one life and zero continues. And keep in mind, they played through all of ''Batman Forever'' (seen above). That alone tells you the quality of this game.
* ''VideoGame/BloodwingsPumpkinheadsRevenge''. As if being based on ''Film/{{Pumpkinhead}} II: Blood Wings'', a movie so awful [[CanonDiscontinuity future movies pretended it never existed]], wasn't bad enough, developer BAP Interactive made several baffling decisions that would have turned the game into the poster child for TheProblemWithLicensedGames had the internet not forgotten it for almost a decade and a half. The metaphysical world the game takes place in has nothing to do with the movie beyond the existence of Pumpkinhead and minor interactions with it (in the form of movie clips). The graphics are heavily pixellated despite being FullMotionVideo. The steps to move forward in the game seem [[MoonLogicPuzzle completely random]], [[GuideDangIt and the game doesn't give you any clues on how to progress]]. Not even the instruction manual does anything more than explain a few basics. Then there's the ending — some outtakes from filming the monster Pumpkinhead and footage of the guy in the suit dancing around in sneakers. The game was never meant to be "won"; if it ''is'' won, then it thumbs its nose at you. If you get the ''good'' ending, that is; if you don't beat the game the way you're "supposed" to, the ending video is Pumpkinhead ''literally'' [[FlippingTheBird giving you the finger]].\\\
The game is so bad that Spoony had to do '''two''' reviews — [[http://spoonyexperiment.com/game-reviews/fmv-hell-halloween-special-bloodwings-pumpkinheads-revenge/ One explaining how he couldn't figure out how to play it]], and [[http://www.lordkat.com/spoony-lordkat-play-bloodwings-pumpkinheads-revenge-until-we-win.html one after LordKat finally showed him how.]] And [=LordKat=] himself couldn't figure out the puzzles either despite going as far as ''hacking into the game with a HEX editor''. The guys ended up just borrowing from a Let's Play [[http://www.youtube.com/user/mmntw26#p/c/A94BA51581E1C4CC created by a fan]] who somehow beat the whole thing, with him giving the okay because it would be the same whether or not they actually beat it themselves.
* An attempt at reinvigorating the ill-fated ''VideoGame/{{Bubsy}}'' franchise, ''[[http://www.seanbaby.com/nes/nes/egm17.htm Bubsy 3D]]'' for the Sony UsefulNotes/PlayStation is considered one of the worst games ever made. The primitive graphics, ranging from jittery models to patchwork surroundings (most of which were made of flat polygonal surfaces with a single shade), make the "[[Music/DireStraits Money For Nothing]]" music video look like a Creator/{{Pixar}} movie. The gameplay was abominable: it was difficult to move Bubsy in any direction other than straight forward, and jumping on platforms was a chore because of the bad camera angles. To add insult to injury, Bubsy was given one of the most grating voices known to man and shrieked dialogue every five seconds to [[AnnoyingVideoGameHelper explain every nook and cranny of the game]]. ''Bubsy'''s 2D games are often considered a LoveItOrHateIt affair and have their fans, but ''Bubsy 3D'' effectively [[FranchiseKiller put the bobcat out of his misery]]. Its failure was compounded by the release of ''VideoGame/SuperMario64'' and ''VideoGame/CrashBandicoot1996'' mere months before. The Angry Video Game Nerd gives his take on it, along with several other notorious games, [[http://www.youtube.com/watch?v=OwGDVMptn8k here]]. WebVideo/SomeCallMeJohnny also reviewed this [[https://www.youtube.com/watch?v=iKaPVMJ8Yck game]] along with the rest of the ''Bubsy'' franchise. WebVideo/JonTron [[https://www.youtube.com/watch?v=FTAlr5raV2U also reviewed the franchise.]]
* ''[[https://www.youtube.com/watch?v=v2AzlvErlF8 Catfight's]]'' sole redeeming quality was featuring an all-female cast in a FightingGame (although, contrary to what its developers claimed on the game box, it wasn't the first -- a year prior, there was a [[NoExportForYou Japan-only]] UsefulNotes/SegaSaturn game called "Pretty Fighter X" that also featured an all-female cast). Never mind that the controls didn't work, the game (for the PC only) ran at a framerate measurable in the single digits, the voice recording and acting are both garbage, and [[ArtificialStupidity the AI didn't know how to do anything but block]].
* ''Chronicles Of The Sword'' was a two-disc UsefulNotes/PlayStation game that wasn't worth the $5 you probably paid for it. It had a horrible to [[ExcusePlot non-existent plot]] about a nameless [[KingArthur Arthurian]] knight who's trying to earn his armor (or something like that). It's a standard {{Pixel Hunt}}ing AdventureGame that was mostly "[[HiddenObjectGame find a large number of useless items]] and [[FetchQuest trade them]] [[ChainOfDeals repeatedly]]", but it was impossible to know their purpose, as your inventory only showed a large 3D-rendered video of the object with no description. (A particularly bad example: the character at one point obtains a broken clay pot which has to be given to a perfume-making monk. Why? Because the pot has ambergris in it. But there's [[GuideDangIt no way to know that]] without randomly attempting to give the thing to the monk.) Then there was the battle system, which consisted of ''FullMotionVideo battles.'' Unfortunately, whoever programmed it made the timing of the battle independent of the load time on the disc. By the time you could tell you were being attacked, you were dead. (Thankfully, there was an "Easy" option which turned the videos into cutscenes, making it the game's single redeeming feature.) Oh, and inspecting certain items in your inventory would ''[[GameBreakingBug crash the PlayStation]]''.
* ''[[http://www.seanbaby.com/nes/nes/egm02.htm Club Drive]]'' for the UsefulNotes/AtariJaguar. For most of your missions in this game, you have to go in an RC car and pick up glowing balls of string -- something which has nothing to do with clubs and little to do with driving. The graphics are shoddy and the physics are so eccentric to the point where it borders on ArtificialStupidity. In some instances, your car can levitate into the air and fly briefly. There's even an instance of FakeDifficulty to be found. In his review, where he names it the second worst game of all time (behind only the ''E.T.'' game), {{Seanbaby}} speculates that the programmers of ''Club Drive'' "might have stole their programming code from ''Dolphin Adventures in Tuna Nets''".
* ''Cosmic Race'', an early UsefulNotes/PlayStation title from a Japanese company called Neorex that has been heard of neither before nor since, is an awful "racing" "[[ObviousBeta game]]" with ugly graphics (some were ripped straight from ''devkits''), stupid characters (a caveman who pilots a flying bus/pineapple hybrid?!), forgettable music, random collision detection, an unnecessarily convoluted control scheme (R1 is to accelerate, and you need to push the D-Pad and the corresponding face button just to turn), and long, boring levels. It's no wonder ''Magazine/GamePlayersMagazine'' gave it a 0% and named that rating after this game; to put this into perspective, 1-9% is known as "Shoot Me". If you really want to see just how sloppy, clunky, and poorly made this title is, enjoy [[https://www.youtube.com/watch?v=mrDxi3WEOcc this video]], where the commentator has to go as far as to pretend that a [[Franchise/{{Pokemon}} Ludicolo]] is driving the flying pineapple bus just to drum up the motivation to ''pick a character'', let alone play a course. A simple diagram of the game's absurd controls is provided at the six-minute mark. The sheer insanity of the layout is very likely to cause headaches just looking at it.
* ''The Crow: City of Angels'', a game loosely based on [[Film/TheCrowCityOfAngels the similarly named film]], has all of the hallmarks of the mountains of crappy licensed games published by Creator/{{Acclaim}} over its lifetime. The characters and pre-rendered backgrounds are washed-out and ugly even by the standards of the day, and the boneheaded decision to use ''VideoGame/{{Resident Evil|1}}''-style tank controls in a 3D beat-em-up, along with [[HitboxDissonance inaccurate collision detection]] and [[CameraScrew a jumpy camera]] made the game an utter chore to play through. The Angry Video Game Nerd [[https://www.youtube.com/watch?v=yVJcaP5lAC8 made a review for the game]] for his 10th Halloween Special and points out just how awful the game is.
* ''Cyberdillo'' is an old FPS made by Pixel Technologies, who vanished after the game was published and for good reason; The controls are incredibly shoddy, guaranteeing you'll be struggling with trying to keep yourself from running into spiked balls or other sadistic traps, and the graphics can only be explained as Problem Solverz run through the saturate filter, as they are incredibly eye-searing and will guarantee seizures for any epileptic players and headaches for others. The game itself is boring, as the only thing that can be done is shooting enemies, collecting items, walking through more similar corridors, rinse, repeat... oh, and there's no ending. All you get if you beat the game is a making of video that doesn't explain anything about how the game was made.
* ''Anime/DragonBallZ: Ultimate Battle 22'' was released as a [=PlayStation=] 1 game in '''2003'''(?!) after spending ''eight years'' [[NoExportForYou stuck in Japan]] (though for once, it should've ''stayed'' there). This "game" featured [[SpritePolygonMix an atrocious blend of sprites that look just like the anime with ugly, rudimentary 3D backgrounds]], no storyline, and [[ArtificialStupidity shoddy AI]]. Honestly, that wasn't a good way to exploit the ''DBZ'' hype that hit the American shores 15 years too late. \\
\\
To add some sour icing to this dragon-turd, the U.S. version got gimped, [[BadExportForYou badly.]] The loading screens felt longer, the music no longer looped naturally, and all of the cut-scenes between two characters, including special cut-scenes, were removed (except for the announcer during tournament mode... without being re-dubbed (or even subtitled) and with longer pauses in between his sentences, for some reason). Like ''Rise 2: Resurrection'', single player makes you fight '''every single character in the roster, including all the unlockable characters if you're really unlucky!''' Oh, and [[NoEnding there is no reward to beating single player either.]] The manual flat out tells you the cheat code to unlock all the characters, literally giving you no reason to play this beyond pure curiosity.\\\
It must be said that despite the fact that ''Ultimate Battle 22'' was simply a bad game and shamefully resurrected to maintain Western interest in the franchise with minimal effort, it ''did'' have a great (if somewhat repetitive) soundtrack.\\\
When the now-defunct Gamenow magazine did a review of the game, the only positive quality they were able to list for the game was [[DamnedByFaintPraise "It's 20 bucks."]] Not even [[WebVideo/ClassicGameRoom Mark Bussler]] [[https://www.youtube.com/watch?v=x3iftI1xTss can defend this game.]]
* ''Dual Heroes'' was a terrible UsefulNotes/{{Nintendo 64}} FightingGame which featured characters who were all Franchise/PowerRangers ripoffs. The story was bizarrely convoluted and made little sense — [[LetsYouAndHimFight why are they fighting each other when they're all after the same guy]]? The endings for all the characters contained [[AWinnerIsYou bland text exclaiming "The Battle Is Not Yet Over!"]] The entire game could be won, from start to finish, by ButtonMashing the B button. Even on the hardest difficulty, it was a joke, and you ran out of stuff to do fast, as there is little to do but fight the samey characters over and over, which gets old faster than you'd think. This was a rushed, terrible cash-in to satisfy the need for fighting games on the N64. (Read the scathing but hilarious review on IGN [[http://au.ign64.ign.com/articles/151/151964p1.html here.]]) The publisher, Hudson Soft, thankfully learned their lesson and went on to produce Beastorizer, aka the ''VideoGame/BloodyRoar'' series, which was much more well received.
* ''Wrestling/{{ECW}}: Hardcore Revolution'' was a blatant rush job from Creator/{{Acclaim}} to cash in on the success of the then-recent ''[[VideoGame/{{WWE Video Games}} WWF Smackdown]]'' and ''Wrestlng/{{WCW}} vs nWo'' games. First strike is that the game is almost completely recycled from ''WWF: War Zone'' and ''WWF: Attitude'' despite War Zone coming out 3 years before and being outdated back then. Add bad controls (Reversals and targeting are still overly confusing to do), poor, floaty and robotic animations. Bad, muted and often annoying sounds litter the game ("ORIGINAL GANGSTA!!"). There are a few lackluster game modes (barb wire matches are pointless) as well as mediocre graphics. giving you an already bad wrestling game. But it fails even worse as an Wrestling/{{ECW}} game as it has NONE of the core elements of Wrestling/{{ECW}} save for the roster (despite being quite large, many are in name only without trademark styles of wrestling. Example: New Jack's wrestles on par with Taz whereas in the real world, he is notoriously limitedand RVD's move set is rather basic compared to the unique kung fu and aerial style he is known for), barely any blood, no crazy stunts and not even harsh language (The game has an M rating but the language can only be set to teen with censor beeps). As Website/{{Wrestlecrap}} pointed out, you can just create Wrestling/{{ECW}} stars in WWF: Attitude and you'd get the same effect as this game but better. And about six months later, the company released an ''even worse'' ECW-licensed game called ''ECW: Anarchy Rulz!''
* Creator/{{Atari}} tried to [[FollowTheLeader ride the 3D Fighting wave]] by hiring a programmer who worked with Creator/{{Sega}} [=AM2=] on ''VideoGame/VirtuaFighter'' to produce ''Fight For Life'' for the [[UsefulNotes/AtariJaguar Jaguar]]. He programmed the game ''alone'' (which says a lot about the company's available budget); it took him 19 months, and the result was inferior to its inspirations in every possible way. It was the final nail in the Jaguar's coffin, literally — it's the last game released for the system, and a [[{{Irony}} fitting title]] to go out on. There is a persistent rumor that the programmer deliberately gave Atari an [[ObviousBeta inferior early version]] once finished just to personally spite them over their refusal to pay him.
* ''Fighting Force 2'' shows what happens when you hand a sequel to a focus test group, and it may be the game that marked Creator/CoreDesign's [[DarthWiki/FallenCreator decline]]. Hawk Mason, the only returning character from the original game, moves and controls like a tank. While watching Hawk punch the often [[ArtificialStupidity brain-dead enemies into submission]] and making inanimate objects [[MadeOfExplodium explode]] with just his fists can be amusing at times, it quickly becomes tedious due to [[CameraScrew camera-clipping problems]], extremely long levels, lack of save points ([[SaveGameLimits you can only save after completing a level]]), repetitive CopyAndPasteEnvironments, and a GameBreakingBug during the last boss fight that can lock him in a room with no way to open the door, rendering the game {{unwinnable|ByMistake}}. The cherry on the cake is a level in Alcatraz (which is still open in the year 203X for some reason) where you are sent to kill a prisoner, who is in an endless (until you find the guy) corridor at the end of the level. The kicker is that the guy appears randomly, meaning you ''will loop through the corridor until he pops up'', which can take up to '''half an hour''' if the RandomNumberGod decides it hates you that day.
* ''Juggernaut: The New Story For VideoGame/QuakeII'', an unofficial expansion pack for ''Quake II'', adds little more than a few monsters, most of them lazy reskins of enemies from the real ''Quake II,'' and [[http://www.mobygames.com/game/windows/juggernaut-the-new-story-for-quake-ii/screenshots/gameShotId,104454/ eye-searing]] reskins of some weapons. What little new content there was turned out to be ''terrible''. The level-design is half-assed; the challenge came mainly from there being tons of enemies thrown in each room without any thoughtful design. Despite reusing many enemies and environments from ''Quake II'', the story has nothing to do with it.
* ''Killing Zone'' takes nearly all the flaws that a 3D FightingGame for the UsefulNotes/PlayStation could have, and, unlike its predecessor ''VideoGame/BattleMonsters'', adds no redeeming features. The "zones" are variously textured platforms from which you fling your opponents into the equally featureless surroundings. The character designs are comic book clichés, and there are no real special attacks. As for the story, you'd be hard-pressed to find evidence of an ExcusePlot.
* ''VideoGame/LEGORacers'' for the UsefulNotes/GameBoyColor. The PC and console versions are very well-liked, but the GBC version suffers from extremely monotonous and repetitive gameplay. You play on an over-the-shoulder view, with you on a rather straight track being unable to see anything except for things two feet in front of you. Because you build up so much speed, this makes it impossible to tell if a power-up is coming up, and it's pretty much a chance if you're going to get one or not. The problems don't end there; the turbo boost is incredibly overpowered and will send you leaps and bounds ahead of everyone, and the cannonball is overpowered too. You never know if one is on your tail, and if it hits you, you stop dead in your tracks and have to build up speed again, which takes ''forever''. As if that weren't enough, the music is ''ear-bleeding''. It seems that whoever did the music conversions had no clue how the GBC's sound chip worked, which can make the already sometimes annoying soundtrack downright unbearable. The monotony will probably prevent you from being interested enough in playing anything beyond the first circuit.
* ''LEGO Stunt Rally'' for the UsefulNotes/GameBoyColor is a good companion for the above. The original game wasn't that well regarded to begin with, but the GBC version took the already EasierThanEasy difficulty and toned it down even more -- ''entire courses'' can be won by doing nothing but holding the A button down the entire time. The only time this ever changes is when there are obstacles that require a lane switch, like a road block. The sound is also extremely lacking, as are the graphics.
* ''Film/MenInBlack'' was by all accounts a well-received, intelligently written, and enjoyably funny movie. The PC game, titled ''[[TitleTheAdaptation Men In Black: The Game]]'', was developed by Gigawatt Studios and published by South Peak Games in 1997 and is a laundry list of [[TheProblemWithLicensedGames problems in licensed games.]] It had FakeDifficulty in the form of horrible controls, bad camera angles, very few health or ammo pickups, and aliens who moved and fought faster than the lumbering controls would allow the player to compensate for. Add in tricky jumps on FloatingPlatforms over BottomlessPits, a distinct lack of music, anemic voiceover work, boring puzzles, and slow, arduous pacing, and it's easy to see why [[http://www.gamespot.com/men-in-black-the-game/reviews/men-in-black-the-game-review-2542531/ the most charitable online review available]] simply calls it "Bad."
* ''Mike Piazza's Strike Zone'' for the UsefulNotes/{{Nintendo 64}}, despite having [[TheProblemWithLicensedGames an admittedly cool endorsement]], is widely considered to be one of the worst sports games ever made. The game had incredibly poor graphics -- the players moved like robots, repetitive sound, unbearable framerates, a very archaic pitcher/batter interface, and some downright bizarre physics (it was entirely possible to blast a 950-foot home run). It's very likely that this was meant to be the start of a new baseball franchise, but the incredibly poor critical and commercial performance of the game pretty much [[StillbornFranchise killed any chance of that happening]].
* ''VideoGame/MortalKombat4'' for the UsefulNotes/GameBoyColor was a disastrous attempt at a stripped-down port of [=MK4=]. Even with the transition to color, the graphics still manage to be worse than the UsefulNotes/GameBoy version of ''[=MK3=]'' in some ways, with some characters looking downright unrecognizable. Worse were the Fatalities, which were a laughably bad attempt to emulate the arcade game(!), and they all basically amounted to either "loser explodes into a pile of blood" or "all the loser's blood goes out of a wound at once." Also, the Fatalities are actually extremely choppy, blurry, low resolution, ''monochrome'' video clips of the original game's fatalities, lasting barely two seconds apiece. They also just play the same video clip for the winner each time: [[https://www.youtube.com/watch?v=Au5HxUHsptc check out how bad it can get]]. For instance, in the clip Sub-Zero is clearly decapitating another ninja, not the distinctively cone-hatted Raiden. Most amusingly, several of those fatality video clips feature Johnny Cage as the victim (his light skin and bared chest show up brightest in the clips), who isn't even in the port!
* ''Perfect Weapon'', a BeatEmUp title released early in the UsefulNotes/PlayStation's life. It has a terrible, unfitting control scheme -- imagine ''Franchise/ResidentEvil''-style TankControls for a BeatEmUp; camera angles that [[CameraScrew change completely if you move as much as two steps]]; a main character who [[MostAnnoyingSound constantly shouts "No way"]] every three seconds; and constant slowdown despite unimpressive graphics. It somehow managed to sneak onto the U.S. [[UsefulNotes/PlayStationNetwork Playstation Store]] where it is among the worst-rated "PS One Classics" games.
* ''[[http://www.youtube.com/watch?v=3ZZPC6eBQUc Planet Joker]]'', a ShootEmUp for the UsefulNotes/SegaSaturn, features an into-the-screen perspective like ''Silpheed'' except with polygonal graphics, which in this case are ''spectacularly'' ugly even after taking the Saturn's handicap with 3D graphics into account. The aforementioned perspective makes dodging bullets harder than it should be. The collision detection is bad. The controls are unresponsive. The game is ridiculously easy at even the harder difficulties, and is interrupted by several unskippable cutscenes involving babbling heads.
* ''VisualNovel/PlumbersDontWearTies'' on the [[UsefulNotes/ThreeDO 3DO]] was a rare early Western example of a VisualNovel, but it had nothing but still images run through bad [[PhotoshopFilterOfEvil Photoshop filters]] with annoying narration. The only way the player could affect the game's outcome was by selecting an option in a menu screen; thus, the game was no more interactive than a standard DVD menu. The game [[{{Railroading}} railroads]] the player through a single specific sequence of choices. Most of those choices in the sequence cause the narrator to scold the player, even though they're the right ones. All other branches are [[NoSidepathsNoExplorationNoFreedom cut off]] immediately with [[NonStandardGameOver Game Over clips]]; thus, it's a failure even as an interactive story. Despite this, the game had control issues — you couldn't select another menu option until the narration had stopped. More puzzling is why the game used badly edited images when its intro used FullMotionVideo. The founder of Website/GameFAQs [[http://web.archive.org/web/20080215000026/http://www.gamefaqsinfo.net/gamefaqs/media/cjaycinterview.txt called it the worst game he's ever played]], and ''WebVideo/TheAngryVideoGameNerd'' [[http://www.youtube.com/watch?v=DyaF_gCKWsI had a similar opinion.]] The whole "interaction" can be, and [[http://www.youtube.com/watch?v=rjMAG5IDnek has been]], easily replicated with video annotations on Website/YouTube, and was also [[http://www.youtube.com/watch?v=ZqO6X9FRIlc riffed]] by WebVideo/{{Retsupurae}}!
** The sad thing is that this game could've been SoBadItsGood. There are genuinely funny BreakingTheFourthWall moments, as it [[WhatTheHellPlayer gleefully tells you what a perverse and moronic gamer you are depending on your decisions]]. Had it been in a non-interactive medium, then it would've been considered this. However it was a full-priced game that didn't include any gameplay and outright insults the technical capabilities of the 3DO; thus, it's Horrible.
* ''Ronde'' for the UsefulNotes/SegaSaturn is infamous for [[FranchiseKiller killing off]] the ''Majin Tensei'' branch of the ''Franchise/ShinMegamiTensei'' franchise. Its VideoGame3DLeap resulted in some of the ugliest graphics of the 32-bit era, and its preview demo ''alone'' caused such a negative reaction that thousands of Japanese gamers cancelled their preorders for the game -- a scale of preorder cancellation that was virtually unprecedented for the Japanese game industry at the time. It would take another ''12 years'' for ''[=MegaTen=]'' fans to see a StrategyRPG in the franchise with the release of ''VideoGame/DevilSurvivor''. A video of the first mission can be seen [[http://www.youtube.com/watch?v=6yT6avnWhio here]].
* The sequel to ''Rise of the Robots'', ''Rise 2: Resurrection'' (or ''Resurrection: Rise 2'', depending on how you view the title screen), released for the UsefulNotes/PlayStation, Sega Saturn and PC, has made some subtle improvements over the gameplay, such as allowing you to control any character you want (instead of just the Cyborg vs another robot) and having a more robust fighting system that makes it more comparable to ''VideoGame/StreetFighter''. Unfortunately, it still manages to create some problems worthy of throwing it into the junk yard. The graphics look worse than the SNES version of its predecessor (unless you are playing the PC version, which had improved the graphics in that case), special moves are very difficult to pull off, the [[FinishHim execution moves]] are very lame, most of the robots have [[FlatCharacter no distinctive personality]] (not to mention [[PaletteSwap half the cast are just upgraded or better looking versions of the other half]]), and some aspects of the game are left unfinished. For example: one character has a running animation that doesn't match up to the actual speed he's running, and the AI can be either [[ArtificialStupidity really stupid to the point of breaking itself]], or [[TheComputerIsACheatingBastard really cheap to the point of resorting to projectile spamming the moment you leave melee range.]] On top of that, if you are playing single player, you have to defeat ''[[FakeLongevity every single character in the roster on three continues!]]'' Did we mention there are a total of '''[[LoadsAndLoadsOfCharacters eighteen playable characters?]]''' Your reward for beating it? A bunch of line drops of generic [[AWinnerIsYou you win]] and [[TotallyRadical you kicked butt]] messages. Once again, ''WebVideo/PlayItBogart'' [[http://youtu.be/xxLnq8BR5k8 gives the game the beating it deserves.]]\\
\\
Brian May was advertised once again to have composed for this game. The game only has part of the Chorus from Brian May's ''Cyborg'' to be heard in game, whereas the actual track is on the disc. Not the game, ''on the disc'', as in you have to ''play it in a music player!''
* ''WesternAnimation/{{Rugrats}}: Time Travelers'' for the UsefulNotes/GameBoyColor is a good demonstration of why knowing your audience is mandatory. Despite having a surprisingly good presentation (the graphics and mood stay true to the actual cartoon, while many little details ensure it stays above the level of shovelware), the NintendoHard aestheic scares away its target crowd (younger players) while frustrating even older players, [[http://gameboy.ign.com/articles/162/162092p1.html including this IGN reviewer.]] First of all, the babies can't attack, leaving them defenseless against enemies such as mice, birds, and Literature/LittleRedRidingHood. Many of these enemies are too big to jump over. The game [[GuideDangIt gives no indication of how to progress]], leaving players to go through TrialAndErrorGameplay before they get the idea (having to collect a certain number of bottles along with a golden token). Even then, the sprawling labyrinths of levels require more memorization and patience than a younger player can stand... and there's a time limit ticking away. Even fans of the cartoon aren't likely going to enjoy this experience, and it definitely isn't able to get past the NostalgiaFilter.
* ''VideoGame/ShadowMan'' was, despite not being the sales success it could have been, a generally well-done game. However, the UsefulNotes/PlayStation 1 port of the game is a horrible disaster, primarily due to the fact the game was designed for PC with quality textures, large maps and lots of audio. The [=PS1=] was simply not powerful enough to handle the game adequately, and it showed. While it may be possible to play through and even beat this port, you can count on hideously long load times that strain your disc drive's motor and laser even during play as game data is constantly loading during the action (it's one thing for a port of a game to be terrible- but to risk physical console damage from constant loading is a different matter), and very ugly textures that jitter and flicker. The only good part was the audio which wasn't compressed thanks to the disc format, but overall, considering the N64 port was on a cartridge, that version was much better done thanks to the system's hardware- and for some time the game was best known for the N64 port.
* ''VideoGame/ShadowWarOfSuccession'' (aka ''Shadow Warriors''[[note]]Not to be confused with the FPS ''VideoGame/ShadowWarrior''[[/note]]) on the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] at first glance looks like just one of the many {{Fighting Game}}s that tried to [[FollowTheLeader piggy-back on the success]] of ''Franchise/MortalKombat''. [[CoversAlwaysLie But once you look beyond the cover]], and actually get to play the "game", everything changes. ''Shadow: War of Succession'' might be one of the most poorly programmed games ever released commercially, up to the point of making it virtually unplayable. Just to give something to compare with, the infamous ''[[PortingDisaster Mortal Kombat Advance]]'' actually plays better. Horribly drab backgrounds, horrendous DigitizedSprites with animation frames in the single digits, character designs ranging from bland to ludicrous, the screen shaking every time a fighter lands after jumping, awful opening FullMotionVideo complete with UsefulNotes/{{MIDI}} sound font, laughable voice clips, controls based on just two buttons, a fatality prompt despite the developers not having ''programmed fatalities into the game'', and nonexistent collision detection are just a sampling of the long list of ''Shadow Warriors''' flaws. Watch it in all its glory [[http://www.youtube.com/watch?v=RjUOeGz7vOo here]] as well as Retsupurae's riff on the game [[http://www.youtube.com/watch?v=8ZAWAqyjedo here]] and [[http://www.youtube.com/watch?v=zuCT7CuEIz0 here]]. River City Gamers decided to have an [[http://youtu.be/FWlEyLHVVLQ inclusive tournament in the game, as well as exploiting the game for all its worth.]]
* ''VideoGame/SonicJam'' for the Sega Saturn was a delightful compilation of the Sega Genesis Sonic platformers with extra bells and whistles. ''Sonic Jam'' for the UsefulNotes/GameCom... isn't. Only three of the four games the Saturn version ported are represented, in the loosest fashion possible: each game only used stage graphics from the first zone of their respective games. Knuckles' gliding and climbing abilities are absent, making him play exactly like Sonic. The sound design is awful; music is barely present, consisting of muffled beeps and boops; and the sound effects are horribly compressed versions of what you'd hear in Sonic games. The controls are stiff make playing the game a chore, on top of the game itself being [[https://www.youtube.com/watch?v=Dp460zM_PGA as slow as molasses]], which Sonic games never should. As crappy as it is, it's no wonder it (and the other games Tiger licensed from other publishers) couldn't help the Game.com survive in the gaming market.
* The ''Spice World'' video game (not to be confused with the SoBadItsGood [[Film/SpiceWorld movie of the same name]]) is exactly what you'd imagine a game starring the Music/SpiceGirls to be like — thoughtless rushed-out-of-the-door tripe padded with archive footage from interviews with the group. The ultimate goal is to set up a Spice Girls concert (or something), and you guide your hideous SuperDeformed polygonal Spice Girl of choice (despite having left the group by the time the game came out, Geri Halliwell is playable) through mixing your own version of a Spice Girls song from a pathetically small library of samples which don't even cover the entire song, learning your dance moves through an asinine [[RhythmGame rhythm-based]] minigame with [[UnfortunateImplications a blatantly racist black stereotype for a dance instructor]] and awkward timing for the button presses, and planning your choreography -- which is exactly as exciting as copy-pasting the same moveset four times sounds. In the end, you will get to see the girls dance for you... and that's it. The whole game can be finished in ten minutes. The only gaming media outlet to have given this game [[http://www.youtube.com/watch?v=mvptv7_C-bY a positive review]] was ''Series/GamingInTheClintonYears'' — and they couldn't even pass Stage 2. Seanbaby and others show off the gameplay [[http://gamevideos.1up.com/video/id/9147 here]]. Caddicarus takes a look at the game [[https://www.youtube.com/watch?v=Vclaz3d2j5M&t=602s here]] and comments on how much memory it has to use just to save remixes.
* ''Spirit of Speed 1937'', or at least its UsefulNotes/SegaDreamcast version. Meant to simulate 30's roadsters race, the game was routinely trashed for its atrocious loading times, bad controls, lack of multiplayer mode (bad in a racing game), mediocre production values and boring, drawn out tracks. Quite fittingly, Creator/{{Acclaim}} briefly resurrected the much-reviled Creator/{{LJN|Toys}} label for this game only. Hell, even [[WebVideo/CygnusDestroyer the LJN Defender]] [[https://m.youtube.com/watch?v=pIbxPniT7ZQ hated the game]], going as far as to say it was a sad note for the rainbow to go out on, and given his mission is to [[ExactlyWhatItSaysOnTheTin defend LJN's games]], that really says something.
* ''Franchise/StarTrek: New Worlds'', an RTS game for the PC (a Dreamcast port was planned but cancelled). The game's tutorial is very unhelpful, and does little to explain how to utilize the confusing resources system. Mission objectives themselves are generic and basic, and you're not allowed to pause or save and pick them up later. This, coupled with bad AI, little differentiation between units, and battlefields so large that they take forever to traverse, makes for a very boring ''Trek'' game. The only exciting aspect was setting all your buildings to self destruct, which would [[StuffBlowingUp blow up and collapse]] in an over-the-top and drawn out manner.
* ''VideoGame/{{Superman|64}}'' for the UsefulNotes/{{Nintendo 64}}, a nominal tie-in game for ''WesternAnimation/SupermanTheAnimatedSeries'', is considered a trainwreck in every conceivable way. It had such poor graphics that the game had to [[HandWave "excuse" the huge amount of fog as "Kryptonite Fog" in a simulation]], made half the missions [[PassThroughTheRings flying through rings]] with awkward controls and a brutally unforgiving time limit, not to mention it has a crapton of glitches that make it very easy to get stuck and it generally failed to be entertaining. WebVideo/TheAngryVideoGameNerd [[http://www.youtube.com/watch?v=1dJXgJ1c4vY trashed the game by popular demand]], and Creator/{{Seanbaby}} [[http://www.seanbaby.com/nes/nes/egm07.htm named it #7 of his Top 20 Least Favorite Games]], saying:
-->"It would have been more fun if they made a game about Superman window shopping with Aquaman."
** The rings, in which Lex Luthor tasks you to "Solve My Maze" (of ''linear'' ring formations, mind you), became a RunningGag in ''[=N64=] Magazine'' and got [[AscendedMeme promoted]] to a ''regular feature'' when it became ''NGC Magazine''.
** It's probably worth mentioning, though, that the game did have initially strong sales. It was one of the top selling games of June 1999. However, as negative word of mouth spread, sales dropped considerably and numerous used copies were made available.
** The game also has multiplayer. It has two game modes that involve flying awkwardly around in first person trying to shoot down other players and flying awkwardly through hula hoops in first person trying to shoot down other players. Watch [[WebVideo/BrainscratchCommentaries Brainscratchcomms]] try to play it [[http://www.youtube.com/watch?v=lK3eagQRRZs here.]]
** And as a final insult to injury, the [[https://www.youtube.com/watch?v=3JHCn3THgGU beta]] of the game, while still fairly flawed, is said to be '''better''' than the finished product. Objectives were more varied, the accursed "fly through rings" missions were absent altogether, and the "Kryptonite fog" isn't as dense. Word from the developers was that the ExecutiveMeddling from publishers caused the game to transform from the serviceable game the beta was into the steaming turd that wound up on store shelves.
* If you thought ''Superman 64'' was bad, try playing the atrocious Game Boy Color version of ''VideoGame/TitusTheFox''. While the original for [=PC=] wasn't half bad, the [=GBC=] version was a PortingDisaster in every sense of the word. [[OffModel Inconsistent character designs]], lots of FakeDifficulty (some platforms and rising walls would actually be totally invisible and would never reveal themselves even when reached), [[ObviousBeta numerous bugs and glitches]], and terrible collision detection. Oh, and there's also an ExcusePlot which says that you're on the hunt to rescue your girlfriend (named "Foxy"), but don't expect any reference to it in-game.
* ''VideoGame/{{Virtuoso}}'' was a ''hilariously'' bad shooter... or something. It's hard to figure out what kind of game it was, mainly since the combination of shitty graphics and the terrifyingly bad camera made seeing the game something of a BraggingRightsReward. Maybe that was a good thing, since the game was ''terrible'' on its face. Apparently, you play a "famous rock and roll music star" in the future who "escapes from the rigors of stardom" by logging onto the future version of a VR {{MMORPG}}, which is one meta level too many. The enemies were also terrifyingly repetitive. You fight spiders, bats, giant spiders, more bats, and the boss (are you sitting down?) is ''another spider''. But [[GiantSpider bigger]] this time! Yay. And when it dies, it spawns ''more spiders'', which is the point where Internet funnyman Seanbaby began to wonder if the game was actively trying to get people to destroy it.
* ''Virus The Game'' is a quite apparent example of TheyWastedAPerfectlyGoodPlot. The idea, on paper, sounds interesting: it's a strategy game where you have to fight a virus within your computer, with the game even using some of your own files for the locations in the game. Unfortunately, the [[{{Pun}} .exe]]cution leaves a lot to be desired. While the visuals are fine and the music is okay, the gameplay itself is atrocious. The controls are often unresponsive and floaty, which makes it incredibly difficult to navigate around the game, and makes it even harder to aim. Even if you can aim at the viruses, [[DemonicSpiders they have a crapton of health]], and quite a few [[MostAnnoyingSound repeat the same one-liners over and over]]. Some enemies, mainly the eyeball creatures, are so poorly-programmed that they actually ''can't'' be defeated, instead causing you to sacrifice your precious attack ships in the missions where you have to navigate around them. As of 2016, there is only one walkthrough of the game, and the uploader gave up trying to finish it.
* ''Zusar Vasar'' is a racing game with a [[SoBadItsGood stupidly awesome]] premise — a racing competition where floating chariots are carried by giant AnimalMecha. Unfortunately, the game itself is terrible. The graphics are horrendously pixelated and full of clipping, looking worse than many comparable 32-bit games... even though this thing ran on the UsefulNotes/SegaDreamcast. The controls are bad because of ridiculous inertia and a complete inability to stop (your vehicle is always moving) or slow down. The single-player mode features one of the most blatant and ridiculous cases of FakeDifficulty ever devised: the racetracks have laser turrets which are expressly designed to fire on you ''[[GangUpOnTheHuman and only you]]'' for no adequately explained reason. It's not hard to see why it [[NoExportForYou didn't leave Japan]].
[[/folder]]

[[folder:Sixth Generation (1998-2013)]]
%% Sega Dreamcast, Gamecube, Playstation 2, Xbox, etc.
* ''25 to Life'' was a third-person shooter released towards the tail end of the Sixth Generation about a gangbanger saving his family from trouble, among other convoluted plot points. The camera and controls are woefully inadequate even for this game's simplistic run-and-gun, shooting gallery gameplay, the "story" is a slew of [[GangBangers gangsta]] and cop movie cliches strung together with little rhyme or reason, the dialogue sounds like it was [[TotallyRadical written by someone who'd never set foot in the ghetto]], the graphics and animations are barely passable at best and just plain ugly at worst, and the enemy AI is stupid. All told, it was a transparent attempt to cash in on the [[MurderSimulators controversy]] surrounding games like ''VideoGame/GrandTheftAuto'' (mainly with the fact that the story and the online mode have you murdering police officers), one that fell apart quickly once the critics and MoralGuardians they hoped would be outraged by it actually got around to playing it. The only saving grace is the hip-hop soundtrack... and even that occasionally glitches out in the PC version. Watch [[https://www.youtube.com/watch?v=LZI2mhSyh88 The Game Block]] tear it apart.
* ''ComicBook/{{Aquaman}}: Battle for Atlantis'', for the UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}, is generally considered to be one of the worst games of all time, inspiring the "Golden Mullet Awards", ''Series/XPlay's'' ranking of the worst games of each year. The graphics are very reminiscent to the UsefulNotes/{{Nintendo 64}} as the city of Atlantis has mostly bland grey buildings and everyone looks somewhat lifeless. Only Aquaman's hair has any graphical effort. The missions have little variation, as you either beat up enemies (easily done by ButtonMashing) or pilot an underwater ship to blow up other ships. As WebVideo/JonTron [[https://www.youtube.com/watch?v=nohsA4R_1HU puts it]], the game is basically a spiritual successor to ''VideoGame/{{Superman 64}}'', and a boring experience from beginning to end.
* ''Film/BadBoys: Miami Takedown'', a UsefulNotes/NintendoGamecube, UsefulNotes/PlayStation2, UsefulNotes/{{Xbox}} and PC game released to coincide with ''Bad Boys II'', has two untalented [[{{Expy}} expies]] of Martin Lawrence and WillSmith that constantly spouted horrible dialogue. The controls on this game are broken, and when you shoot, you are expected to have humiliating aiming. [=GameTrailers=] named this #4 in its "Worst Movie Games of All Time". Watch WebVideo/TwoBestFriendsPlay make fun of of it on ''Cryme Tyme'' [[https://www.youtube.com/watch?v=ITynSLwn-ek here.]]
* ''Bhagat Singh'', a 2002 first person shooter released on the PC by Mitashi Entertainment. The game is based on the exploits of Bhagat Singh, an important revolutionary for the Indian independence movement during the early 20th century. Some have gone so far as to call this game the worst FPS ever. Why? The game contained laughable 3D models for 2002 that would barely pass on the [=PS1=] and downright hideous texturing. There are only 2 weapons, one of which has infinite ammo but can't actually kill anything. 3 levels, the second one having the exact same layout as the first, and many, many bugs. The decent original soundtrack isn't enough to save this mess of a game. [[http://www.youtube.com/watch?v=gazsMtBnHaQ See it for yourself.]]
* ''VideoGame/BigRigsOverTheRoadRacing'', a third-person PC racing game published by Game Mill Publishing and outsourced to [=StellarStone=], is considered one of the worst games of all time. Considering its lack of collision detection, frequent bugs, poor visuals, no obstacles to negotiate, and severe lack of functionality, combined with the fact the computer-controlled opponents don't move due to lack of AI (which was patched in later, but even then, the AI will always stop just short of the finish line, making the game ''unloseable''), [[http://www.youtube.com/watch?v=mB1zWEhgrLs it's easy to see why]].\\\
When ''WebVideo/TheAngryVideoGameNerd'' finally took a look at this game, he divided the review into two loose sections: first he was driving around with a big goofy smile on his face, enjoying the SoBadItsGood nature of a game that can barely run without crashing... then he spent a good five minutes chewing out the developers for having the utter gall to actually charge money for a product so disgustingly unfinished he can't even call it a "game". [[http://www.youtube.com/watch?v=h6DtVHqyYts He even called it a less painful yet objectively worse product than his arch-nemesis: Dr. Jekyll and Mr. Hyde.]]\\\
In 2004, Game Mill released another Stellar Stone game, ''Midnight Race Club: Supercharged'', which has the same courses as ''Big Rigs'' but has cars and motorcycles in addition to trucks, as well as collision detection. There is still no loss condition.
* If you thought ''Catfight!'' was strange, there was actually ''another'' all-female sprite-based fighting game released about six years later titled ''Bikini Karate Babes''. The game suffered from dated graphics, unresponsive controls, terrible AI programming, and of course rampant sexism. The game has an 8.5% rating on [=GameRankings.com=], with IGN in particular writing a [[http://www.ign.com/articles/2002/10/08/bikini-karate-babes hilarious review]] for the game.
* ''VideoGame/CharliesAngels'', released to tie in with ''Charlie's Angels: Full Throttle'', for the [=GameCube=] and [=PS2=]. The camera angles and controls are busted on this game, and players must spend ''minutes'' moving their characters up ladders. Not to mention the graphics are terrible, with the women looking more like [[FetishRetardant living blow-up dolls]] than the characters they represent. Surprisingly, it beat ''the [[VideoGame/ETTheExtraTerrestrial E.T.]] game'' to be #1 on [=GameTrailers=]' list of the "Top 10 Worst Movie Games". [[http://www.gametrailers.com/videos/zt4nw2/gt-countdown-top-ten-worst-movie-games Really]]. They describe ''Charlie's Angels'' as being "degrading, not to women, not even to video games, but to humanity itself". It was named a "horrific display of ineptitude" by [[http://www.gamespot.com/gamecube/action/charliesangels/review.html GameSpot]] and is the lowest rated video game reviewed on [[http://www.gamerankings.com/htmlpages2/542019.asp GameRankings]] with more than 20 featured reviews, having a score of 24.57%. To make matters worse, the Gamecube version even features a GameBreakingBug, where playing the game without a memory card causes ''the second mission'' to repeat endlessly every time you complete it! [[https://www.youtube.com/watch?v=AxnQ_YJmOBg JonTron looks into the Gamecube version with the bug in full effect.]]
* ''[[http://www.somethingawful.com/d/game-reviews/dangerous-vaults.php Dangerous Vaults]]'' was a pornographic rip-off of the ''Franchise/TombRaider'' games. It somehow had worse graphics than the original ''VideoGame/TombRaider'' despite being released around the time ''[[VideoGame/TombRaiderAngelOfDarkness Angel of Darkness]]'' hit the stores. Its play mechanics were beyond broken, and the sexual content tended to be [[FetishRetardant laughable]] rather than erotic.
* ''Dark Angel Vampire Apocalypse'' ([[SimilarlyNamedWorks not to be confused with]] the TV series ''Series/DarkAngel'') was a crappy [=PS2=] dungeon crawler. The game boasted a boring combat system, laughably poorly considered stat and equipment system (the worst example possibly being armor -- all armor of the same level is exactly the same except in price, meaning that level 1 full plate armor is exactly equal to level 1 leather armor, despite costing several hundred times more), and a completely unfitting "soundtrack" that cut in and out randomly and mostly consisted of someone wailing psychotically on an electric guitar with no thought for rhythm or basic musical structure.
* ''VideoGame/DaemonSummoner'' [also known as ''Chronicles of a Vampire Hunter''] for the [=PS2=] and PC is a dreadful FPS game that had some of worst combat ever seen in a video game, as half the time your weapons will miss the enemies at point blank range. There are also lots of other glitches (e.g. characters are prone to freezing and glitching, body parts of enemies disappear when you shoot them, you can randomly fail certain parts for no reason); the story makes no sense (the main character seems to be a vampire hunter trying to hunt down his vampire wife); the main protagonist, James Farrington Higgs, is an unbelievably incompetent and unlikeable expy of Van Helsing; the enemy AI is atrocious; the graphics are dated and look like something out of the late 90s [even though the game came out in 2006] and the levels are either boring and monotonous (with a long sewer section with a confusing maze and tons of enemies) or frustrating and unfair (there is a stealth section where you have to take the longest, most roundabout and confusing path imaginable to sneak on board a ship despite said ship being very close to your starting position and only having a single guard in place). YouTube reviewer Tennings [[https://www.youtube.com/watch?v=zz4_jHEcHxY gives the game a sound beating]] in his "Worst Games You've Never Played" series.
* ''VideoGame/DrakeOfThe99Dragons'' for the Xbox. Its attempt at creating a comic book-style action shooter is undermined rather quickly by horrid collision detection, an auto-targeting system that forces Drake to flail his arms about like a drowning swimmer, and controls that showed nothing but scorn and contempt at the player's desire to move in a given direction. The game supposedly adapts a "comic book" feel complete with SFX bubbles whenever a gun is fired or a character jumps, but this has the unintended effect of making the graphics look even worse — it highlights the similarities the graphics have to a Creator/RobLiefeld comic. Jumping is useless, as are any platforming elements, unless one could will collision detection into being from thin air, assuming one gets past the enemies by way of precognition first. There's no hints of what to do at any point, and only by pure chance can one figure out how to clear the levels. To simply call the game "bad" would be a gross understatement (although Gamespot, [[http://www.g4tv.com/videos/21086/drake-of-the-99-dragons-review/ X-Play]], and [[http://www.youtube.com/watch?v=tHOhaqmrEKI Pro Jared]] have tried). Vinny of WebVideo/{{Vinesauce}} even streamed the game, and after several failed attempts, [[http://youtu.be/gXhAnqn1s2I?t=9m59s destroyed the game disc on camera for all of the Internet to see]].
* ''Falling Stars'' for the UsefulNotes/PlayStation2 is a completely pathetic excuse for a RolePlayingGame geared towards little girls. It features a ClicheStorm of a plot with insipid dialogue that is more likely to have the player question the FridgeLogic of the entire game. The battle system is insultingly simple and monotonous and is rendered even more idiotic by the highly predictable moves of the opponents and a complete GameBreaker that allows your character to virtually have infinite health.[[note]]Rotating the left analog stick during the battle increases a meter that, when filled, allows your character to heal a certain amount of health. Rotating faster fills the meter faster.[[/note]] With LoadsAndLoadsOfLoading, amateurish and cheap-looking graphics, repetitive EarWorm music, terrible minigames with even worse controls and frustrating enemy encounters, this is a game that doesn't deserve to be marketed towards anyone.
* ''FBI: Hostage Rescue'' represents everything that can go wrong with an EscortMission. The time limits to rescue the hostages are unforgiving...while it is possible to receive a time bonus by rescuing one of the hostages, the rescue mission itself is rendered virtually impossible due to shoddy AI and glitches such as the hostages getting stuck in walls, walking in the wrong direction, going through locked doors, or simply vanishing. It is also possible for the game to freeze, or for the player character to be trapped by the scenery. The visuals are ugly, and there are clipping problems abound. It received a scathing 1.9 review from Gamespot, which contributed to its Metacritic aggregate score of 25.
* ''Godai Elemental Force'', a 3D BeatEmUp made by 3DO for the UsefulNotes/PlayStation2, is a [[DarthWiki/IdiotProgramming complete technical disaster]]. Despite featuring muddy textures, small environements and few models displayed at any given time, the game [[http://www.youtube.com/watch?v=810Gj8t9JII chugs at a pathetically low framerate]] that can't even stay consistent. The game design isn't much better -- while the main character has an handful of projectile attacks and moves, his main form of offense is a short ButtonMashing combo that can't be changed or mixed up in any way, and while weapons can be collected throughout the levels, most of them simply [[BiggerStick hit harder]] and do not change his fighting style. The fixed camera angles are [[CameraScrew screwed up]], enemy variety is low and the main character's gliding ability allows one to [[SequenceBreaking skip large chunks of the game]] with impunity. The game was [[http://www.metacritic.com/game/playstation-2/godai-elemental-force eviscerated]] by players and critics alike and 3DO went bankrupt within one year of releasing it. With games like this, it's not hard to see why.
* ''WesternAnimation/InspectorGadget: Mad Robots Invasion'' for the [[UsefulNotes/PlayStation2 PS2]] is a simple side-scrolling platformer, but executed terribly. The graphics make the game look like an early UsefulNotes/{{Nintendo 64}} port -- the opening cutscene is horrible, with extremely limited animation, and capped off with a voice actor for Dr. Claw who sounds nothing like him (there is one funny thing about the graphics, though: the bizarrely disturbing faces Gadget makes whenever he dies). The music is just the same annoying loop repeating over and over again and the sound effects are weird (Gadget makes an extremely annoying "boing" sound when he jumps, they sometimes use the wrong sound effects for the scene, and Gadget says "By my gadgets!" whenever he picks up a health powerup). But what really kills it is the gameplay. The game is both extremely easy and extremely hard -- easy because extra lives and health powerups respawn when you die, the enemies are very easy to kill (despite occasionally spawning out of nowhere), and there are almost no tricky jumps. However, it's still difficult, because of the awkward jumping and slippery control. On top of all this, the plot makes no sense. Okay, so Dr. Claw makes a bomb that neutralizes all of Gadget's gadgets... but he still has two (a hammer used for attacking, and a tennis racket which reflects projectiles), and can get more for a limited time through "gadget batteries" conveniently found throughout the levels. This game was obviously intended for small children, but there's no excuse for giving them a shoddy product like this.
* The Xbox 3D fighting game ''Kabuki Warriors'' was described by [[http://www.gamespot.com/xbox/action/kabukiwarriors/review.html Gamespot]] as "... one of the worst games to be released this year or any year, on the Xbox or any other platform." Characters that are only differentiated by palette swaps of identical graphics, stages that differ only by backgrounds, terrible character animation, and a "fighting" system that is just as effective as closing one's eyes and mashing buttons make it one of the worst 3D fighters ever. It holds the dubious honor of being the first game ''Edge'' magazine — infamous for its refusal to adhere to the FourPointScale and stinginess with giving a 10/10 rating — has given a 1/10 to, and remained the only game with that rating until ''VideoGame/{{Flatout}} 3'' (see below) 10 years later. In Game Informer's review of the game the reviewer states "[[SincerityMode I literally won a match just by bashing the controller against my ass. I wish I was joking, but the score is seriously Kabuki Warriors zero, my ass one.]]" This was confirmed by other editors. ''WebVideo/TwoBestFriendsPlay'' this game [[http://www.youtube.com/watch?v=22UKHZvdmno and have fun riffing on it]].
* The UsefulNotes/GameBoyAdvance adaptation of ''Literature/TheLordOfTheRings: The Fellowship of the Ring'' came out after the movies but (to keep Creator/ElectronicArts off the developer's back) was touted as being based on the books. If a player wasn't careful, then by the midpoint of the game items essential to progress would simply vanish. There were [[UnwinnableByMistake glitches that rendered the game impossible]] unless one knew how to get around them. There's even a spot where you need to save during a transition between scenes to keep the game from becoming {{Unwinnable}}.
* ''VideoGame/MasterOfOrion 3'' is probably one of the worst strategy sequels of all time, and reviews of the game have compared it to doing one's taxes. At release, the AI would only build troop ships, yet still fails to put up any kind of a fight even when fully patched. It doesn't help that Infogrames (the current Creator/{{Atari}}) fired the developers of the previous two games and hired some neophytes on the cheap. This game fails in every way — horrible music, ugly UI, dated graphics, and incomplete gameplay. The previous game is better in every way than this one, despite being released ''five years and one console generation earlier''.
* ''Mortal Kombat Advance'' is quite possibly the worst adaptation of a ''Franchise/MortalKombat'' game on a handheld system known to man — it's a cheap bastardization of ''Ultimate VideoGame/MortalKombat3''. As the two ports of ''Deadly Alliance'' proved, ''Mortal Kombat'' can work on the UsefulNotes/GameBoyAdvance. But ''Mortal Kombat Advance'' fails — tinny music, primitive-looking sprites, AI that's either [[SchizophrenicDifficulty too easy or too diabolical depending on the opponent]] (which sometimes resulted in getting ThatOneBoss as your '''first opponent'''), collision detection that can't tell if you're next to the opponent or on the other side of the arena... you get the drill. Infamously, it was the first game that [[Magazine/ElectronicGamingMonthly EGM]] gave the dishonor of earning a 0 out of 10. Watch [=AllieRX87=]'s hilarious review of it [[http://www.youtube.com/watch?v=Xddb9zoRMfQ here.]]\\\
Here's just one example of how poor this game's programming is: if you play as Shang Tsung and do a Fatality while shapeshifted, the game not only announces "(your altered form) wins" instead of "Shang Tsung wins", but ''your shapeshifted form's portrait is shown on the ladder''. They couldn't even get something THAT simple right!\\\
Midway outsourced the ''MK'' port to a third-party with no input or communication with Ed Boon's team, and gave the team three months to turn something out; Midway was only looking to turn a quick profit off the ''MK'' name while spending very little in development. With practices like that, it's no surprise that Midway wound up bankrupt and defunct.
* ''[[http://www.youtube.com/watch?v=EoZSmDgGEQE Operation: Matriarchy]]'' may very well be one of the worst FPS ever made. Never mind the nonsensical premise (dealing with a virus that turns all women on some space colony into an hive mind of men-enslaving monsters), the game is atrocious: enemies are [[ArtificialStupidity dumb as bricks]], [[IncrediblyDurableEnemies ridiculously resistant]] and gang up on the player mercilessly -- all that made much worse by the extremely cramped level design and the puny armament given to the player early in the game. The sound effects are unfitting and annoying, and there's no music. The graphic engine is actually surprisingly good for such a small release, but its relative competence in turn highlights the horrible art direction and poor animation.
* ''Pulse Racer'', a kart racing game by Jaleco for the UsefulNotes/{{Xbox}} which takes place in a generic futuristic setting with an overabundance of nondescript tunnels, especially in the early game. The main distinctive feature that sets it apart from other racing games is making drivers {{flatline}} if they go too fast, which serves mostly to frustrate players.
* ''Franchise/RoboCop'' (2003), one of the last games produced by Creator/TitusSoftware, is a train-wreck of a FirstPersonShooter. [=RoboCop=] moves extremely slowly and only gets a few weapons, most of which aren't worth using at all. The repetitive hordes of enemies you have to mow down barely pose a threat, unless they end up causing an explosion near you which can easily bring you from full health and shields to death. The graphics are ugly, the sound effects are atrocious, and the voice acting is full of lame one-liners which don't remotely fit [=RoboCop=]'s character. You can read [[http://www.gamespot.com/robocop/reviews/robocop-review-6073169/ Alex Navarro's review on Gamespot here]].
* ''Sega Smash Pack Vol. 1'' was a compilation title for the Dreamcast that featured twelve games, only two of which were done well (a passable port of ''VideoGame/VirtuaCop 2'' and ''Sega Swirl'', a game that most Dreamcast owners already had ''for free''). The other ten are emulations of Genesis games that are quite shoddy, with problems ranging from graphical glitches to unresponsive controls. One universal complaint with the Genesis emulations is the sound, which have been rendered [[SensoryAbuse ear-bleedingly god-awful]]. [[https://youtu.be/pQIrNpXQk94 See and hear the wretchedness]], if you dare.
* ''VideoGame/SonicTheHedgehog Genesis'' for GBA is one of the most infamous {{Porting Disaster}}s in modern gaming history. The dev team, in an obvious rush to get this out [[MilestoneCelebration while it was still the 15th year anniversary of Sonic]], didn't have access to the raw data, so instead they put map data from a home console game into the Sonic Advance engine, which was only intended for handhelds... and more-or-less left it at that. This alone seriously overtaxed the engine, resulting in constant slowdown (which, enigmatically, can be kind of improved by muting the BGM) and a shitload of bugs. The graphics, audio, and pretty much everything else are cheaply made from scratch. Of note is the entire score (cheap MIDI versions of the synthesized originals) and the physics engine, which single-handedly throws the difficulty curve out of whack. The bonus features are sparse and pointless: "Anniversary Mode," gives Sonic his Spin Dash ability from ''Sonic 2'', but it can't be charged; a save function that's either necessary to win or makes the game impossible; a level select screen (pointless, as you can only win if you start from the beginning); and a sound test that only serves as incentive to clear the game. Oh, and by the way, even though the screen's cropped by over half, ''there is still a draw distance.'' If you manage to win, the ending is messed up by the physics engine to the point that Sonic runs into enemies during the ending demo. The game would eventually be outdone by a [[http://www.youtube.com/watch?v=bFwxF-7vSrQ bootleg]] with a one-man staff who would later [[PromotedFanboy help with a smartphone port of the game]]. [[WebVideo/BrainscratchCommentaries Brainscratchcomms]] [[http://www.youtube.com/watch?v=v2iaUbxtqUM&list=PLFB30749D9E999638&index=2 took several shots at it]] and much rage ensued. Even the normally optimistic WebVideo/CygnusDestroyer hated it, and in retrospect, considered it ''worse than'' ''VideoGame/SonicTheHedgehog2006'' and ''[[VideoGame/SonicBoom Sonic Boom: Rise of Lyric]]'', which is saying something. Warning: gameplay may cause headaches.
* ''[[http://www.youtube.com/watch?v=pNgkpEyoiMI The Sniper 2]]'', widely considered the worst [=PS2=] game ever developed. Originally a Japanese budget title, this game features the usual suspects: bad voice acting, worse gameplay, an idiotic storyline, and graphics that somehow [[ArtShift go from [=PS2=] quality to [=PS1=] quality after the first cutscene!]] It's so bad, that ''the official description of the game on PSN'' points out how horrible it is.
* ''Strike Fighters: Project One'' was a lesson on why releasing [[ObviousBeta unfinished games]] is a bad idea. Clicking on the briefing screen caused the game to freeze. Not that there was much to do — enemy planes would fly into the ground when they weren't shooting each other down. Adding insult to injury were the featureless barren landscapes. The magazine ''Computer Games'' (formerly known as Computer Games Strategy Plus) gave it a rare zero star out of five review; in contrast, it gave ''VideoGame/{{Daikatana}}'' 1.5 stars.\\\
Even worse, you can't play this game ''on an LCD or high-res monitor''. You're forced to play the game with a CRT monitor, and good luck trying to find one nowadays.
* ''WesternAnimation/WinxClub: Quest for the Codex'' for UsefulNotes/GameBoyAdvance is mostly a ShootEmUp which follows the Season 2 plot ''very'' loosely, with some minigames thrown in. The ShootEmUp sections are boring, repetitive (there are only a small sample of enemies and no boss battles), and hard to control. Of the five minigames, only ''one'' is worth playing at all; the other four are either too easy or too annoying. The icing on the cake? The game [[ButThouMust "forces"]] you to play all the minigames multiple times during the story mode, regardless of relevance to the plot. Yes, helping Stella to choose a skirt that matches her shirt is going to be helpful in a fight against Darkar... and we don't even know why. Fortunately, the creators did learn from this train wreck, because its sequel ''Mission Enchantix'' for UsefulNotes/NintendoDS is [[SurprisinglyImprovedSequel pretty good]].
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