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A handful of game developers, both professional and independent, [[Horrible/VideoGameGenerations often have a hard time making games that are fun]], or even playable. Game mods and homebrew creations exist that can put the worst fanfic in perspective. Your internet and cell phone aren't even safe. And, in some cases, even the ''consoles'' are better off sacrificed to your trash compactor.

'''''Important Notes:'''''

# Merely being offensive in its subject matter is not sufficient. Hard as it is to imagine at times, [[RuleOfCautiousEditingJudgement there is a market for all types of deviancy]], no matter how small a niche it is. It has to ''fail to appeal even to that niche'' to qualify as this.
# A game isn't horrible just because WebVideo/TheAngryVideoGameNerd, [[WebVideo/TheSpoonyExperiment Spoony]], [[WebAnimation/ZeroPunctuation Yahtzee]], WebVideo/JonTron, or any other CausticCritic [[ReviewsAreTheGospel reviewed it]]. Nor is it horrible just because it has a flood of negative reviews on Amazon.com and Metacritic. [[note]]''VideoGame/DiabloIII'' is a prime example of a perfectly functional game with a ridiculous number of negative Amazon.com reviews - at least 90% of which are nothing more than complaints about the game's DRM system.[[/note]] There needs to be independent evidence, such as professional reviews, to list it. (Though once it is listed, they can provide the detailed review(s).)

!!Examples (more-or-less in alphabetical order)

* '''Active Enterprises''' is mostly infamous for creating ''VideoGame/{{Action 52}}'', a compilation of 52 different "games" — but only by the loosest definition of the word. These games have ''a lot'' of [[GameBreakingBug bugs]], sloppy controls, bad level designs, etc. You couldn't tell that to the guys at Active; not only did they expect to make $200 a pop off of this garbage, but they also had plans to make one of the games (''Cheetahmen'', perhaps the most mind-wrenchingly terrible side-scrolling BeatEmUp ever burned to an EEPROM) into a [[CashCowFranchise merchandising empire]] rivaling the likes of ''Franchise/TeenageMutantNinjaTurtles'', including a line of action figures and a Saturday-morning cartoon. Well, they weren't "plans" so much as "pie-in-the-sky dreaming with absolutely no grounding in reality" but, much like the legless boy who dreams of running in the Olympics, it's somewhat endearing in a way to see somebody hoping to make so much out of such a crappy game. (Note that [[http://en.wikipedia.org/wiki/Oscar_Pistorius the former]] has actually been accomplished.) If you want to know why this was such a trainwreck, [[https://www.youtube.com/watch?v=rLpEn0wmMrk miiyouandmii2's video]] shines a light on the project's dubious history.
** The nadir of the already loathed package is generally considered to be ''Micro Mike'', which is almost unplayable. It is nearly impossible to beat its three sparse stages without tool assistance, due to its insanely claustrophobic level design and merciless enemy placement, combined with Micro Mike's uncontrollably fast speed and OneHitPointWonder status.
** In the game's defense, it '''did''' have [[NinjaPirateZombieRobot hillbilly ninjas]] in ''Ninja Assault'', and the [[MindScrew so-weird-it's-hilarious]] ''Non Human''. The ''Cheetahmen'' background music has been well received, achieving a cult status amongst gamers and the Japanese. [[http://www.youtube.com/watch?v=nRGWdqLUlME It is played in clubs.]] Seriously. Unfortunately, ''Action 52'' is the worst possible place to try to listen to that background music because the game can't play the music and the sound effects at the same time.
** [[http://www.youtube.com/watch?v=xZ3fVEA8lNE Can you believe they actually made an advert for the package?]] WebVideo/{{Guru Larry|AndWez}} uploaded it to his Website/YouTube channel. It has poor voice acting with stereotypical English and Hispanic accents, hints that the "games" might not be that good, but the animation was decent, and the sad thing is, they still clearly put more effort into the advert than the actual "games".
** ''Cheetahmen 2'', the planned-but-unreleased sequel, was programmed into cartridges while [[ObviousBeta still unfinished]] (presumably they were prototypes). It had the same clunky ''Action 52'' jumping, waves of nigh-undodgeable GoddamnedBats and DemonicSpiders, the inability to crouch or shoot while jumping, and a [[GameBreakingBug game-breaking glitch]] which makes Level 4 unbeatable. Even if you use a ''VideoGame/GameGenie'' or hacked ROM (or you do what the AVGN did and slightly tilt the ''Cheetahmen 2'' cartridge a little bit) to skip to the last two levels, there's NoEnding programmed.
** People like [[{{WebVideo/Vinesauce}} Vinny]] also noted that in the NES Cheetahman game for ''Action 52'', if you go down a certain hole that takes you to a "Level 9" (which is just a room that holds a 1-Up and an exit in either direction) and then go to the right door, it takes you to a "Level 10" that's [[GameBreakingBug essentially unplayable]]. It's likely a thing that was originally cut due to strict deadlines, but to Vinny, it was essentially the first time he ever saw a game basically [[KillScreen corrupt itself]].
** The Genesis version of ''Action 52'' was only ''published'' by Active, as actual development was done by Farsight Technologies (developers of the ''Game Party'' [[MinigameGame mini-game compilation]] series and [[VideoGame/ThePinballArcade various pinball collections]]). Their version of ''Action 52'' is still an overall failure, [[PolishedPort but still not as bad as the trainwreck the NES version turned out to be]].
* '''Arcane Raise''' is a "company" that downright ''abuses'' the ease-of-use of various GameMaker programs to churn out games with as little effort as possible:
** The '''''Arcane Raise''''' series, made using VideoGame/RPGMaker, is a shining example of how to not use the engine. All the graphics are stock assets, most of the sound effects and music are stock too, the plot and characters are weak, and the RandomEncounters are overly frequent. The games also feature zero-effort achievements (completing the tutorial grants you access to a long hallway that grants one achievement for each tile) to appeal to lazy achievement hunters who only care about having as many achievements as possible or spelling funny messages in their achievement showcases. The games' worst sin, however, is that it sells ''characters and items'' as separate DLC, just to squeeze some more money out of people unfortunate enough to buy these games. Given that many far superior titles are available for free elsewhere, there is no reason to buy these. Watch a video of it [[https://www.youtube.com/watch?v=EB0dkRU7cQc here]].
** '''''Glitch Simulator 2018''''' is probably the first time where a game is horrible for its ''lack'' of glitches. The concept of a game deliberately filled with [[GoodBadBugs glitches that must be exploited]] is interesting, but [[TheyWastedAPerfectlyGoodPlot this game does not deliver on its promises of "bugs & glitches" at all]]. Instead, what you get is an extremely generic FirstPersonShooter made using the "Game Guru" engine, and using only the default assets said engine comes with. The game contains a single map filled with a few zombies and assassins that you can kill with a small selection of bland weapons, and a handful of buildings that cannot be entered. See gameplay and criticism [[https://www.youtube.com/watch?v=mVnF0PSOa2g here]]. The game had so little effort put into it that the person who made the linked video recreated the entire game in only 12 minutes and [[https://iampattyjack.itch.io/smorsh-simulator-2018 distributed it for free]]. Also in the series are ''Suicide Simulator'' and ''ISIS Simulator'', which are the same generic FPS games with an offensive premise shoehorned in for no reason.
* '''Blast! Entertainment''' was a low-budget company who mainly used licences that were on sale for absurdly low prices and made game adaptations based on them. While not all of the contract developers they hired were awful, all of the games those companies did for that team were, which is why people should thank Sony for making sure those titles were Europe-exclusive. Some of their most infamous works include:
** Their ''Film/BeverlyHillsCop'' game, which is a completely failed attempt at an FPS with generic and dull environments, stiff animations, sloppy shooting mechanics, lack of voice acting, countless glitches and an ugly [=PS1=]-grade player model of Axel Foley that does not even vaguely resemble Creator/EddieMurphy. Everything is covered in [[https://www.youtube.com/watch?v=HGsDnGqs2HA this two-part video]], though Giant Bomb takes a [[https://www.youtube.com/watch?v=QeYZI-24Fc8 few swings at it]] as well.
** ''Series/LittleBritain: The Video Game'', which was hailed by many UK critics as the worst game on the [=PS2=], is basically a compilation of a few awful mini-games which were blatant rip-offs at best and totally pointless at worst. Anything you need to know about it is summed up nicely [[https://www.youtube.com/watch?v=JkCaT19JJCc by Tennings]].
** Their version of ''Film/HomeAlone'' (for those not familiar, the [=PS2=] version) also applies, due to its very unintuitive gameplay, horribly outdated graphics that make the game look like it came out on the Nintendo 64, very repetitive level design and [[InNameOnly extremely loose connection]] with the film. WebVideo/JonTron took a look at it in his ''Home Alone'' video game journey [[http://www.youtube.com/watch?v=PrUrQi3po8k#t=875 here.]]
* '''Code Monkeys''' was a company known for collaborating with Creator/DingoPictures to release games centered around Dingo Pictures films (exclusively for UsefulNotes/PlayStation of all things). These games were nothing more than a mediocre activity center with puzzles and paint programs involved[[note]]the company constantly recycles the base for their games[[/note]], as well as watching the film they were based on. Normally, companies who make these type of games would not be here because most of them aren't horrible, but what made them so notorious is the fact that Dingo Pictures makes [[TheMockbuster shoddy knock-offs of more successful movies]], and they have their own spot on the [[Horrible/AnimatedFilms other page]]. Go look them up on Website/YouTube and witness the... well, [[http://www.youtube.com/watch?v=uukwhK9hcWA "horror" is far too light a term to describe it.]] You gotta love the three frame-per-second walking cycle, the reused voice actors and that they aren't even ''pretending'' they aren't copying the Creator/{{Disney}} character designs... and since when is Thumper the size of a horse?
** [[http://image.gamespotcdn.net/gamespot/images/box/5/8/8/918588_26108_front.jpg Case in point]]: ''The '''[[Disney/TheLionKing Lion]]''' [-[[AC:and the]]-] '''[[Disney/TheLionKing King]]''' 2''.
** Their most infamous "games" are ''English dubs'' of Creator/{{Disney}} ripoffs from Creator/DingoPictures (who are also covered on {{Horrible.Animated Films}})... but many of their ''actual'' games are worse.
** [[http://www.youtube.com/watch?v=WKZQb-jH-7A Caddicarus took a look at]] ''Dalmatians 3'', and he considers it the worst game he's ever played, even worse than ''Coronation Street: The Mystery of the Missing Hotpot Recipe''. It's not hard to see why, either. The game takes every notorious aspect of shovelware and somehow ratchets it up to new levels of horrible. The box art is meant to look like a sequel to Disney's ''101 Dalmatians'' series, but features characters who [[LadyNotAppearingInThisGame never show up in the game at all]]. Instead, the main feature of the game is a 45-minute video that is so badly written, animated, and voiced that it makes the [[VideoGame/TheLegendOfZeldaCDiGames Zelda CDi trilogy]] look good in comparison. The rest of the game consists of mind-numbingly easy minigames without an ounce of creativity in them. To top it all off, the game is so poorly coded that it takes quite a while to load even ''the language-selection screen'', and it spins so fast inside a [=PS2=] that the game can never play again if left on for too long. If you're wondering, "too long" in this case refers to (more-or-less) watching the entire movie.
** It seriously says a lot about the quality of their games when there have been reported cases of [=PS2=] consoles that have '''simply stopped working''' upon attempting to play one of their games. To quote a [=YouTube=] comment:
-->''"I actually own Animal Soccer World and let me tell you it's a piece of shit. We actually had to get a new [=PS2=] because of it - our first one stopped working after I played it for the first time."''
** Aside from the Creator/DingoPictures collaborations, they were also responsible for ''The Simpsons Skateboarding'', a third-rate knockoff of the ''VideoGame/TonyHawksProSkater'' games with terrible controls and poor level design among other problems. This game also got a bashing by Caddicarus seen [[https://www.youtube.com/watch?v=6ak2ssG56q0 here]].
* '''Color Dreams''' was an infamous and prolific developer of unlicensed NES games. Many of their beat-em-up games share the same gameplay, with unresponsive controls, near-zero attack range, etc. They eventually changed their name to Bunch Games ''because'' of the poor reputation of their video games, and later on became a Christian company known as Wisdom Tree. However, it should be noted that while they had some of their best-selling games as Wisdom Tree (mostly because they took advantage of the loophole involving Nintendo refusing to supply officially licensed games to stores that sold pirated or unlicensed versions of their games by mainly selling their games in bookstores where most other forms of Christian media were sold at the time) and was the ''only'' company to have an working unlicensed SNES game (but in a weird manner involving plugging a secondary, official cartridge into it), they no longer sell video games in their current market and are no longer associated with Color Dreams.
** Wisdom Tree put some of their NES games up on the site as playable Java games. If you want to take a dive in their infamy, [[http://www.wisdomtreegames.com/arcade.html help yourself]]. (The Zelda-clone ''VideoGame/SpiritualWarfare'' is actually not half bad, if you don't want to waste time clicking - it has a mention on the SoBadItsGood SoBadItsGood/VideoGames page.)
* '''Data Design Interactive''' used to be a fairly decent, if polarizing, company and unlike many companies they have their own engine, the first model of which dating as far back as 1990. While they did even back in the 90's make some truly horrible games (like the Genesis and Super NES versions of ''VideoGame/RiseOfTheRobots'') it also had a few decent games to make up for it (such as ''LEGO Rock Raiders''). However, from 2005 onwards they got a reputation as an infamous shovelware developer whose games were released on the Wii in North America, with very few differences between them. Most of the games that they published during that time frame started as [=PS2=] games from low-budget European companies that Creator/SonyComputerEntertainment America [[NoExportForYou prevented from crossing overseas]]. Nintendo decided to be more lax with third-parties to attract casual gamers to the Wii... which backfired, as the gate was now open for shovelers to dump their crap upon America, much like the pirated NES multi-game cartridges and the flood of cloned Atari games that sparked [[UsefulNotes/TheGreatVideoGameCrashOf1983 the video game crash]] in the U.S. Some examples of DDI's "handiwork" during that time frame include:
** ''Action [[XtremeKoolLetterz Girlz]] Racing'', one of DDI's countless made-in-five-seconds racing games. No sense of speed, floaty controls and physics that wouldn't pass muster in a Flash game, terrible level design that only spotlights the awful driving mechanics, misleading item/power-up placement (some levels have items placed in dead end pathways branching off the track seemingly just to waste the player's time), and a forced TotallyRadical attitude. [=NeverChris=] [[http://www.youtube.com/watch?v=e8auuVFT1S0 said]] that pandering garbage like this is the reason why girls are stereotyped as not liking video games. It was only the third game in IGN's history to get a rating of less than 1.0 (it got a 0.8), and was called [[http://www.ign.com/articles/2009/02/12/action-girlz-racing-review the worst game of 2008.]] WebVideo/PeanutButterGamer called this game the second-worst game ever released on the Wii in his [[https://www.youtube.com/watch?v=607fNJgz1xo Top Ten WORST Wii Games]] video (''Girlz'' was beaten only by ''VideoGame/NinjabreadMan'', which was also by Data Design), and WebVideo/SpaceHamster was inclined to agree when he [[https://www.youtube.com/watch?v=cfetddIgrJw played the game with PBG]] on their gameplay channel PB And Jeff.
** To add an extra layer of horror, the company once worked on the sequel of ''Zool 2''. Once the creator of ''Zoo Digital'' (created by former Gremlin Graphics employees) managed to get the ''Zool'' license, they obviously wanted a sequel to it, so they contacted the company to do just that. Gremlin Graphics ended up being abhorred by the prototype, and the project was put on ice. Instead of cancelling the game, however, the 5 prototype levels which were all made with a different aesthetic (presumably because the game was early in development) were all continued by Data Design. The only change that was made was replacing the main character. What started thus as an ObviousBeta for a ''VideoGame/{{Zool}}'' sequel that was never to be became 5 games (''Ninjabread Man'', ''Anubis 2'', ''Myth Makers: Trixie In Toyland'', ''Rock and Roll Adventures'' and ''Billy the Wizard'') with the same level design, but with a different aesthetic and main character.
** ''Billy the Wizard'' is an atrocious attempt at a "flight racer" with poor controls, weird design choices, and a failure of a tutorial level [[note]]You have to get Billy to fly down a rectangular corridor toward a round goal, with no instruction other than that.[[/note]] On top of all the other problems it has, it recycles music from ''Ninjabread Man'' (which was released back in 2005, while Billy was first released in 2006) which, while not terrible music, is ''not'' appropriate for either game.
** For one example from before they gained their reputation for Wii shovelware games, they made a Creator/{{Nickelodeon}} game called ''Nickelodeon Party Blast''. While most of Nickelodeon's video games are {{Cult Classic}}s for the ages, this party game is ''not''. On top of having rather poor, UsefulNotes/Nintendo64-level graphics for the systems it was on (the Xbox and the [=GameCube=]; a [=PS2=] port was planned, but cancelled), LoadsAndLoadsOfLoading, and almost no voice acting whatsoever (aside from host WesternAnimation/CatDog) beyond generic grunting sounds from the eight playable characters, the mini-games included in the game feature terrible controls, boring gameplay, annoying sound effects ([[MostAnnoyingSound which are bound to be playing constantly during the game]]), and are [[ItsEasySoItSucks painfully easy to win]]. WebVideo/PeanutButterGamer ([[https://youtu.be/i8VTZEsPOD0?t=12m42s who placed this game 3rd on a list of his 10 worst party games]] behind ''Family Party 30 Great Games'' and ''Animal Crossing amiibo Festival'') demonstrates this with a food fight minigame where he won all of the rounds (except a boss fight) [[WinsByDoingAbsolutelyNothing by hardly doing anything]].
** Surprisingly, the company still exists. Unlike most companies on the list, they even have [[http://www.ddi-games.com/ their own website]]. From what one can gather, nowadays they mainly seem to focus on the creation of advergames, although they've also decided to organize a video game summer camp to let more people get familiar with GODS. They are also interested in making a sequel to ''Toys/RockRaiders'', which will be made by the same staff that made the original and the ''My Personal Golf'' series. As of this writing, though, it seems that both are in DevelopmentHell.
* '''Delta 4 Interactive''' ([=D4i=]) and '''On-Line Entertainment''' made some particularly terrible games that were only available for the short-lived Commodore UsefulNotes/{{Amiga}} CDTV and Microsoft DOS.
** ''VideoGame/TheTownWithNoName'' would have mostly gone unnoticed [[http://www.youtube.com/watch?v=UF8QzQp57oI if not for]] [[http://www.youtube.com/watch?v=oU_f9r3Rcyo a pair of]] WebVideo/{{Retsupurae}} videos. You could actually go ahead and get back on the train without doing anything, and you would still "win" with the odd ending that it gives you. Of course, if you ''do'' want to "play" this game fairly, just prepare to be weirded out by some things that could be considered SoBadItsGood [[http://www.youtube.com/watch?feature=player_detailpage&v=WeV18bZGMqc#t=1430s and this sort of odd ending that happens if you do manage to find Evil Eb, the last boss.]] Even then, those weird scenes won't be worth your time spent actually playing this game with its wooden voice acting, terrible animation, and generally easy nature, since you could beat the game in about a half-hour if you know what you are doing. The "bonus" materials give the impression that the people responsible for this abomination were actively {{trolling|Creator}} the players: the "Making Of" feature is really just a bunch of goofy photos of the crew with terrible jokes and the "hidden features" are a bunch of trailers for other On-Line titles (some of which were thankfully never made, like the sequel to the game below) in which [[ThrowItIn two]] ''[[LeaveTheCameraRunning outtakes]]'' of the announcer are ''left in'' (one has the announcer coughing and then repeating his line, and in another, you can hear him ''turn the pages of the script''). You can watch how messed up it is [[http://www.youtube.com/watch?v=Z8hubG7IUbM#t=153s right here.]] Interestingly enough, WebVideo/BrutalMoose would have considered this video game a SoBadItsGood game instead if it weren't for the fact that this game can be very tedious as well with one-hit kills that make you start over at the very start of the game, as displayed in his review [[https://www.youtube.com/watch?v=A3qVbbzElJI here]].
** ''VideoGame/PsychoKiller'' is a point-and-click horror adventure game where you "move" by clicking on three arrow keys on the bottom left side of the screen. While ''The Town With No Name'' had comedy to lessen the horrible effect, this takes itself seriously with a boring and annoying British monologuer, terrible sounds, and filtered pictures and scenes (which, admittedly, isn't ''as'' insane as ''VisualNovel/PlumbersDontWearTies'') that don't even take up the ''entire disk memory''! Sure, there might not have been enough memory needed in 1992 for some companies to truly take advantage of CD technology, but other companies at least ''knew'' that they had to ''try'' to fill it up by ''at least'' 100 MB. It especially doesn't help that in the review WebVideo/BrutalMoose did for the game on the DOS version, [[https://www.youtube.com/watch?v=-hCI7J0Hsek he completed the game in nine minutes and nine seconds, with five minutes and 23 seconds of his playthrough involved him being stuck on loading screens instead!]] Like ''VideoGame/TheTownWithNoName'', Psycho Killer [[http://www.youtube.com/watch?v=i4XZXJE20-k also received the Retsupurae treatment.]]
* '''Digital Homicide''' was an indie studio run by two brothers, James and Robert Romine, notorious for its low-quality games and plagiarism of assets through Google Image Search and from other game developers. Beyond the asset thievery, Digital Homicide's games were not only completely uninspired, but also full of bugs and glitches, while also charging people between $10 and $25 just for UsefulNotes/{{Steam}} Early Access. Not only that, but Digital Homicide had a really bad case of CantTakeCriticism -- they deleted any negative posts on their Steam forum and banned people for posting them. They also started [[https://www.youtube.com/watch?v=WT0GSPxf0vw a flame war]] with [[WebVideo/{{Jimquisition}} Jim Sterling]] over his highly negative video on one of their games, and then went and referred to game critics and {{Lets Play}}ers as parasites who are destroying gaming by mocking and criticizing bad games rather than supporting the developers, regardless of the quality of their output.
** ''[[https://www.youtube.com/watch?v=S6s0Wpn1zmU The Slaughtering Grounds]]'', the game that drew Sterling's attention in the first place, was an abysmal 2014 zombie FPS with numerous bugs such as a plane flying ''sideways'' (with sound desynced, to boot), a hugely inconsistent and ugly ([[http://www.reddit.com/r/Steam/comments/2l2yww/the_slaughtering_grounds_using_stolen_art_and/ and sometimes stolen]]) art style with both mummies ''and'' zombies in the same vicinity for no adequately explained reason, intensely irritating looped music, and such insane concepts as the fact that, when you pick up ammo, you only get ammo for the gun currently in your hand. The game's provision of ammo is also stingy at best, which can leave you helpless against a conga line of zombies that you can't outrun. When the game was first released, the first official screenshot on the Steam page was of Digital Homicide's release page for the game on Steam, with an arrow pointing to a resubmission reason that one of them had filled in, revealing that Digital Homicide knowingly released the game in an unfinished state without the Early Access program.
** Another game of theirs is ''[[https://www.youtube.com/watch?v=Tt_WOMUYaoc Temper Tantrum]]'', a game in which [[ExcusePlot Little Johnny destroys the interior of his house]] [[DisproportionateRetribution over being sent to bed]]. The graphics are eye-searing, the enemies don't belong in the same universe as Little Johnny or the interiors because, predictably, the assets are stolen; the controls are terrible, the camera swings around and clips through walls because you can't control it, the music sounds like something out of a Popcorn Arcade game, and destroying multiple objects results in the [[MostAnnoyingSound same annoying sound effect over and over again]]. The duo went on to release ''Temper Tantrum 2'', which is essentially the same thing but with one or two new levels at most, with none of the flaws corrected.
** Once the Digital Homicide name became mud, the Romine brothers started a new company called '''ECC Games''' (for "Every Click Counts"), where they kept at their old ways by creating ''[[https://www.youtube.com/watch?v=1x4NWJgBuyQ Devil's Share]]'' and ''[[https://www.youtube.com/watch?v=lvXTV5F8DTA Galactic Hitman]]'' to a similar standard of "quality" as their prior releases. They eventually [[http://www.thejimquisition.com/digital-homicide-and-the-case-of-the-sockpuppet-developers/ got sued]] by a Polish mobile developer with the same name, which was understandably peeved that their name was being tarnished by a shovelware developer that they had nothing to do with.
** To make things even worse, [[http://www.destructoid.com/indie-developer-digital-homicide-sues-jim-sterling-349283.phtml they attempted to sue Sterling for nearly eleven million dollars]] over his reviews and criticism. The reasons given include 'property damage', 'damage to reputation', and '''[[ArsonMurderAndJayWalking comparing them to the thieves from]] ''Film/HomeAlone'''''. The article in question makes it clear that it was not joking, complete with photo. Their efforts to crowdfund a lawyer for the case failed miserably, only raising a few hundred dollars out of the requested $75,000.
** The Romine Brothers have proved that Sterling was not the only target of their harassment; anyone posting a negative comment [[http://i.imgur.com/mEJRDmw.png risked having their profile looked at and their Facebook harassed should they include any personal details]].
** The developer pushed out another game in late June 2016, ''[[https://www.youtube.com/watch?v=5n_SqRRcoco Paranormal Psychosis]]''. For starters, the graphics look terrible, the text in the controls list and the mission information have typos, and walking speed is tremendously slow with no sprint option. No ammo counter or even a proper HUD is supplied, so there is no way to know how many bullets are left unless the player counted the total bullets in a previous playthrough and are counting the bullets used in the current playthrough. Upon each death, the player is sent back to the start, with no ability to save the game; this allows the werewolf that spawns nearby to spawncamp the player if they are unlucky enough to attract the werewolf to the spawn point. The game is rife with clipping issues. Finally, the game has annoying critters that jump on the player's screen many times during play.
** While people had given up on the Romines actually delivering a decent game, the bar was once again lowered when the Romines declared their intention to sue yet another [=YouTuber=], "[=BF18Ace=]", as well as those who had criticized their product on Steam, for ''eighteen million dollars'' ([[https://s22.postimg.io/7nl07qb3z/DH_Pic_01.png evidence here]], [[https://s22.postimg.io/h9eko129r/DH_Pic_02.png here]] and [[https://embed.gyazo.com/25f9f25a8e98d95749dfcb191232283c.png here]], with the court document for the newer case available [[https://www.pacermonitor.com/public/case/19146067/Romine_v_Unknown_Party_et_al here]]).
** Eventually, they went too far: [[https://www.vg247.com/2016/09/16/digital-homicide-suing-steam-users-and-subpoenaes-valve-for-their-personal-details/ they attempted to subpoena Valve for the details of the Steam users they were suing]]. In an uncharacteristically rapid response, [[http://www.pcinvasion.com/valve-removes-every-digital-homicide-title-steam Valve cut ties with them and delisted all of their games]]. They were eventually left with no choice but to [[https://techraptor.net/content/digital-homicide-dismiss-steam-users drop the lawsuit]] and, with their reputation and finances in shambles, [[LaserGuidedKarma retired from the video game industry altogether]]. Jim Sterling [[https://www.youtube.com/watch?v=qS-LXvhy1Do described the entire legal debacle]] in a February 2017 ''Jimquisition'' video.
* '''Dragon Co.''' were a Chinese developer who mostly developed games for hire from the Famicom and Mega Drive, and most of their games fit this trope quite well
** Starting with their Famicom titles, their ''WesternAnimation/FelixTheCat'' game was essentially a PortingDisaster of the Hudson Soft game of the same name, which was released on the same console 6 years before. The physics are shoddily programmed, the controls are poor and choppy, the story makes no sense and the music is a beepy mess. It's also worth noting that all of their Famicom games use the same engine.
** One of their games ''Wait and See!'' is appears to be based on the Russian cartoon ''[[Animation/NuPogodi Nu, Pogodi!]]'' but features Bugs Bunny on the title screen for no discernible reason. The levels are badly designed (the second one is nearly impossible without save states).
** Continuing with their licensed games which aren't actually licensed, ''[[WesternAnimation/TomAndJerry Tom & Jerry 3]]'' is yet another awful platformer based off a cartoon. The only notable feature about this one is that it features Tom smoking weed on the title screen.
** They made two games based off ''Disney/TheLionKing''; marketed as the third and fifth installments in the series. While the former is standard Dragon Co. rubbish, the latter is notable for having a soundtrack that qualifies for SugarWiki/SoCoolItsAwesome, while at the same time having [[NightmareFuel the main character commit suicide on the game over screen]]. [[http://www.youtube.com/watch?v=wuSgevd1EwY Watch here]].
** As stated above, they also made games for the Mega Drive. One of them is ''Iraq War 2003'', which is a really boring lightgun shooter without the lightgun. One of the sound effects is stolen from Microsoft Powerpoint, and there's no way to avoid enemy fire.
* In the late-90's, Creator/{{Activision}} had a subsidiary called '''Head Games'''. They released several games under the "Extreme" label (including two sequels to ''Extreme Paintbrawl'') that were simply horrible.
** According to a letter to the editors of PC Gamer (which gave it 6%, the worst score up to that time), the original ''Extreme Paintbrawl'' was produced in two weeks on a rushed schedule. Among many other mistakes, it has one of the worst examples of TheComputerIsACheatingBastard that one could ever find. What's funny about this is that it was originally shipped '''[[ObviousBeta without any AI at all!]]''' If you wanted to play against any bots that would do anything more than run into a wall, then you had to download the patch when it came out a month later. As for [[http://www.youtube.com/watch?v=li5mXnHyg9w the music]], one Website/YouTube commenter described it roughly as power metal for people with Attention Deficit Disorder.
** ''[[https://www.youtube.com/watch?app=desktop&persist_app=1&v=2MjMSegm4r0 Extreme Boards & Blades]]'' is considered by WebVideo/LazyGameReviews to be the worst game he has ever played, worse than ''VideoGame/BigRigsOverTheRoadRacing'', also published by Activision Value! It has unusable controls, awful graphics, an annoying soundtrack laughably described as {{ska}} and a few, bare bones game modes. It gets nothing right, not even the cover which misspells its sponsor (Mountain Dew) in the description while the logo is ''right above it''.
** The games are so bad that IGN poked fun at them with their reviews, like these ones for ''[[http://www.ign.com/articles/1999/01/27/extreme-tennis Extreme Tennis]]'' and ''[[http://www.ign.com/articles/1999/05/05/extreme-rodeo Extreme Rodeo]]''.
* '''Ludia''' is a Canadian game developer partially owned by Creator/FremantleMedia, whose goal was to make video games on the UsefulNotes/{{Wii}} based on every popular American game show (except ''Series/{{Jeopardy}}'' and ''Series/WheelOfFortune'', both of which have their games made by parent company Creator/{{Sony}}). They distribute through Ubisoft, which also ports the games to other consoles and [[IOSGames iOS devices]]. One problem: they don't know anything about the game shows they're trying to emulate. Also, these games use their own proprietary avatar system, not Miis; had they taken advantage of the existing infrastructure, maybe the rest of the games would've been better. They also have a serious case of bad timing, releasing their ''Series/WhoWantsToBeAMillionaire'' game the week before the actual game changed formats. Notably, every single one of the following games in this section have all been subject to a "Quick Look" video by Website/GiantBomb, in which the guys more or less tear each one apart; links are listed with each game.
** ''The $1,000,000 Series/{{Pyramid}}'' uses the classic (1982-91) logo, but the game itself is an adaptation of the Donny Osmond-hosted 2002-04 series. The opponent AI is almost nonexistent, ''maybe'' scoring more than one point per subject. Gameplay is slow, which is bad since on-air ''Pyramid'' is traditionally very fast-paced. The Winner's Circle has no shots of the big pyramid while you're playing, and gives you $1,000,000 '''every time you clear it'''. Game show fan Tim "Loogaroo" Connolly tears it a new one [[http://www.youtube.com/watch?v=aPu7KQQsZNE here,]] and [[http://www.giantbomb.com/quick-look-the-1000000-pyramid/17-4041/ here's the Giant Bomb Quick Look.]]
** ''Series/FamilyFeud 2012'', unlike the others, is an XBox 360 game and uses the console's avatars rather than its own, but still manages to be equally bad. The fictional host, "Sparky Whitmore" is dreadful to say the least; the on-screen keyboard practically gives you the correct answers with its predictive text (if it doesn't show up in the choices after two letters, it's not going to be correct); there's long gaps between every action; the avatar animations look wooden; and the parser is worse than [[http://www.youtube.com/watch?v=k5tyMXXDPX4 the broken one in the SNES version]] (it somehow interprets "Bike" as "Horseback")! [[http://www.youtube.com/watch?v=ya24jxwLQV8 Here's the Giant Bomb Quick Look.]]
** ''Series/TheHollywoodSquares'' was another victim. There are only four actual celebrities in the grid (Martin Mull, Kathy Griffin, Brad Garrett, and Jeffrey Tambor), and they all take center square which means you only play with one at a time. This leaves the rest of the squares filled with generic people, which removes half the point of the original game show. But most of the magic of the original show was in the celebrities giving joke answers, a.k.a. "zingers", and then responding with their actual answer. In the video game, you're only given straight answers; no zingers at all (aside from the four aforementioned celebrities, whose zingers are seen with their actual answers in video clips from the series taken from at least ''seven years prior''). With neither celebs nor zingers, you're simply crossing trivia with TabletopGame/TicTacToe and might as well play ''Series/TicTacDough'' at this rate. [[http://www.giantbomb.com/quick-look-hollywood-squares/17-3357/ Here's the Quick Look by Giant Bomb.]]
** ''Series/PressYourLuck 2010''. The avatars all look like they have some form of mental retardation; the Big Board cycles between three static formats, one of which has no Whammies; there's no prizes but a generic "trip" that Big Bucks will direct to in Round 1 and massively breaks Move One Space; the AI routinely answers questions ''wrong'', which is FakeBalance; and both the music and sound effects are inaccurate. What makes this game ''truly'' belong here is that a Ludia representative asked the fans for input and "[[Creator/FremantleMedia Dismantle]]" (as some call it) forced C&D orders on superior fan games. [[http://www.giantbomb.com/quick-look-press-your-luck-2010/17-1691/ Here's the Giant Bomb Quick Look]], and Loogaroo points out nearly every way it did disservice to the classic show [[http://www.youtube.com/watch?v=wwq4d_HQQaU here.]]
*** The DS version was ''worse'', with unskippable Whammy animations and a Big Board that was horrendous in layout (all over the place) and appearance (the cash values are plain white text on ever-changing colors).
*** Fremantle, it seems, literally has no clean copy of the original ''PYL'' theme music in their archives, as evidenced by this game and the more recent Website/{{Facebook}} app. Their solution? "Flash", a piece of stock music otherwise known as the show's ''1983 pilot theme'', which sounds ''vaguely'' familiar to that used on the series. If you kept falling asleep. And were the guy from ''Film/{{Memento}}''.
*** The [=PS3=] version fixed the sounds and had its own version of the theme music, plus added a bunch of actual prizes.
** ''Series/ThePriceIsRight'' (2008 and 2010) has a simple GameBreaker — a limited prize pool, about fifty Showcases, and a bad randomizer, along with a rather poor Showcase Showdown wheel. It turns the game show game into "Memory"; just play the game for three hours, write down every prize's price, and memorize the list (or Google for said list) and remember when that prize or Showcase comes up in any game. Other ''Price'' video games at least randomize prizes so they don't appear in one sole game every time with some digit randomization to throw off memorizers. The games can't even be arsed to use the then-current set, with the first game giving the overwhelming impression of having been delayed for two years. [[http://www.giantbomb.com/quick-look-the-price-is-right-2010/17-1462/ Here's Giant Bomb's Quick Look at the 2010 version.]]
*** One major problem with the 2010 version is that Three Strikes Mode no longer gives a strike for losing at the Showcase Showdown (a big criticism with the first game), which means that you can literally go on forever by having a price list.
* '''Micro Genius'''. They have three known games under their belts:
** ''Aladdin II'', which is worse than [[http://www.youtube.com/watch?v=ik9XyRG3w6U the official NES port of]] ''Aladdin'', which was already bad to begin with. (Thankfully, there was a half decent, if cut down, port by Super Game.) The [[NightmareFuel Game Over screen]] makes this game look even worse. ''[[http://www.vizzed.com/vizzedboard/retro/user_screenshots/saves11/114713/NES--Aladdin%202_Nov25%2012_14_15.png Just take a look at it]]'' Kakeyo Silverton provided some [[https://www.youtube.com/watch?v=ZVrJAd1iY2U commentary on this horrible trainwreck of a game.]]
** ''Super Contra X'', an abysmal bootleg of ''VideoGame/{{Contra}}''.
** ''Thunder Warrior''. Repetitive level design, low enemy variety, clunky controls, and a difficult-to-aim projectile attack doesn't help with the large amount of GoddamnedBats and DemonicSpiders you face. It seems to pirate some of its content from other games, such as the map screen from ''VideoGame/CastlevaniaI'' and the HUD from ''VideoGame/SuperMarioBros3''. Catchy music, though.
* '''Mystique''', a company specializing in pornographic video games for the UsefulNotes/{{Atari 2600}} that went bankrupt following UsefulNotes/TheGreatVideoGameCrashOf1983. Only three games were made by the company, which were all horribly exploitative, and have all been hugely controversial:
** ''Beat 'Em & Eat 'Em'', a game where you control two nude women who move back and forth across the bottom of a building on screen, catching semen from a masturbating man who is hiding on top for points. Every time you get [[{{Pun}} 69 points]], you will get an extra life.
** Mystique also released ''Philly Flasher'', which is ''Beat 'Em & Eat 'Em'' [-[[RecycledINSPACE WITH THE GENDERS REVERSED!]]-] The only thing different about it is that besides playing two nude men moving across the building, instead of catching semen, the player will catch breast milk from ''a witch''. Once the breast milk is caught, the two men will then engage in masturbation.
** The plot of ''Custer's Revenge'' is as follows — General George Armstrong Custer, depicted as a man wearing nothing but a cavalry hat, boots, and a bandanna while sporting [[BiggerIsBetterInBed a visible erection]], must dodge falling arrows and randomly appearing cacti in order to reach the other side of the screen, where he intends to rape a naked, well-endowed Native American woman, who is bound to a post. The only "noteworthy" part of the game (its early use of nudity) is [[FetishRetardant done in by its extremely low resolution and color depth]], and the publishers picked ''this'' game to use the real graphics on the packaging. There's also the UnfortunateImplications of General Custer raping a Native American woman, or that you shouldn't bother with graphics this blocky for this purpose, for a second...note that she's tied to a cactus. Her ass is rubbing against a ''cactus''! As Creator/{{Seanbaby}} put it:
---->'''Custer''': Gentlemen, you are the bravest squadron of men it has ever been this [[ArtisticLicenseHistory Southerner's]][[note]]Custer was from Ohio, a Union State[[/note]] privilege to serve with. And you will need that bravery today, as your orders are to remove my pants and underpants. I will then attempt to force sex on an Indian girl under heavy enemy fire. Are there any questions?\\
'''Custer's Military Adviser''': Yes, general. ''[[ThisIsWrongOnSoManyLevels Several.]]''
* '''Mythicon''', an English company that dealt in budget-priced UsefulNotes/{{Atari 2600}} games. While most other publishers set price points of $40-50 per cart, Mythicon's games only sold for $10... and the results show all too well. Their catalog consists of only three games — ''Star Fox'' ([[SimilarlyNamedWorks not]] [[VideoGame/StarFox the famous one]]), ''Sorcerer'', and ''Fire Fly'', the first of which is generally seen as the worst of the lot. While ''Sorcerer'' is decent in its own right, the rest of the lot is considered to be horrible, to the point that there is an internet rumor circulating that all of them share the same code minus a few tweaks and turns.
* '''Ninja Pig Studios''' ''would'' have been just another bog-standard UsefulNotes/{{Wii U}} [=eShop=] UsefulNotes/{{Shovelware}} developer -- one with a considerable fanbase, at that -- if not for its rampant and continuous plagiarism. The fans of their games tend to be young and, thus, not know and/or care about this, but from those who ''do'' know, they have received a large amount of scathing criticism.
** Their first game, ''IQ Test'', completely ripped off a ''free'' mobile game called ''The Moron Test'', right down to its lined-paper background and rubber ducky motif, as [=GameTrailers=]' Kyle Bosman found out in [[https://www.youtube.com/watch?v=D5J9oT4Fal0 this video]] (the relevant bit begins at 9:48 and his discovery is at 10:45).
** Then came their "magnum opus", ''[[https://www.youtube.com/watch?v=RpIu6OaLkh8 Meme Run]]'', which is ExactlyWhatItSaysOnTheTin -- an endless runner game with scores of "[[CatchPhrase dank]]" {{meme|ticMutation}}s ripped right from Google Images and Website/{{Reddit}} bombarding the player. Although the quality of the game itself was, to say the least, [[SnarkBait very questionable]], what pushes it beyond your typical shovelware title is its rampant and unapologetic use of stolen copyrighted assets from various sources. [[http://www.nintendolife.com/news/2015/03/meme_run_disappears_from_the_wii_u_eshop It was one of the few games to ever be removed from the eShop because of it]]. Making its case all the more complicated, the creator of one of the stolen assets -- specifically, the "Trollface" image -- politely asked Ninja Pig to give him credit, but Ninja Pig ''[[WhatAnIdiot flat-out ignored him]]'', and the result is [[http://www.nintendolife.com/news/2015/04/the_man_who_created_trollface_wants_a_cut_of_meme_runs_earnings a legal battle over back royalties]] that Ninja Pig could have easily avoided.
--->''"He [Jordan Schuetz, owner of Ninja Pig]'s probably the least mature person I've ever dealt with, if I will be frank. That's a difficulty. I don't think he knows what the consequences of ignoring me are. That's just annoying. It's going to slow down the whole process. He's going to be like 'Oh, you want to sue me? Go ahead!' And then we're going to have to spend weeks drafting this thing, writing to the courts, and then he'll be like 'Oh, f***. He's serious. S***! I should probably listen.'"''[[note]]Censorship [[BluenoseBowdlerizer not]] by TV Tropes[[/note]]
---->--'''Carlos Ramírez''', owner of "Trollface"
** Before that was removed, they attempted a third outing, ''Jumpy Cat'', which [[http://www.nintendolife.com/news/2015/01/ninja_pig_studios_accused_of_stealing_pixel_art_for_forthcoming_wii_u_release_jumpy_cat flat-out stole someone's custom sprite work and then, when confronted by the original creator of the stolen sprites, LIED TO HIS FACE about where they found them]]. That one was cancelled at the demands of the sprite artist before release.
** Even after '''two''' of their games were canned for legal reasons, a feat that no other [=eShop=] developer has ever held, [[https://miiverse.nintendo.net/posts/AYMHAAACAAADVHjZo03xTw they made another meme-based game]]: ''[[https://www.youtube.com/watch?v=UUXVn25qTdw Bigley's Revenge]]''[[note]]based on a ''VideoGame/SuperSmashBros'' fandom inside joke about how [[VideoGame/{{Metroid}} Ridley]] is too big to be a viable playable character[[/note]]. The game is a FirstPersonShooter that looks like something an amateur would do in a few hours in UsefulNotes/{{Unity}}, and simply consists of shooting at various characters that attack from different directions. The only map is a small square platform with purchasable guns in the middle, and like ''Meme Run'' there are lots of obnoxious loud sound effects.
* Taiwanese company '''NTDEC''', short for the '''N'''in'''T'''en'''D'''o '''E'''lectronic '''C'''ompany. ([[http://en.wikipedia.org/wiki/NTDEC No, seriously. The lawsuit came quite fast.]])
** One of their works was ''Fighting Hero'', a [[ShoddyKnockoffProduct horrible knockoff]] of the already dubious ''VideoGame/StreetFighterI''. The game has some of the worst controls in any fighting game, as they're incredibly unresponsive and button mashing is rendered useless because the player will constantly interrupt his attacks while doing so. The computer opponents are also ridiculously hard as they'll block most of your attacks.
** They also ended up making the games on the [[http://bootleggames.wikia.com/wiki/Caltron_6-in-1 Caltron 6-in-1]] (Caltron being an alias for NTDEC) and while the games on it aren't awful, they're mostly just mediocre clones of other games. [[CreatorKiller After Caltron had released the game, it became defunct]] and sold the game to Myriad. And it, as well, suffered the same fate.
* '''Panzer Gaming Studios''' has built up a reputation as another of Steam’s most offensive scammers. Despite founder Jason Welge having a B.A. in video game Art & Design from Westwood College Online and at one point earning a $10,000 grant from the state of Wisconsin, Panzer’s entire library consists of recycled Unreal Engine 4 assets poorly optimized to have nothing but lackluster framerates and excessive motion blur. Liam Lambert of Gizorama calls Welge [[http://www.gizorama.com/2015/feature/opinion/meet-panzer-gaming-studios-steams-weirdest-scam-artists “Steam’s Weirdest Scam Artist,”]] given his [[InformedAttribute supposed enthusiasm and love of gaming]] despite repeated [[https://www.reddit.com/r/KotakuInAction/comments/2qwk5e/creator_of_4_failed_kickstarter_campaigns_starts/ denials]], failed Kickstarters, and other offenses such as the following:
** ''Time Ramesside'' (also known as ''A New Reckoning''), is seemingly following in the steps of ''The Slaughtering Grounds''. The game is plagued with {{Game Breaking Bug}}s from ''the very first level'', including but not limited to absurdly overpowered enemies[[note]]enemies seemingly cannot be killed by any number of bullets and randomly teleport ''directly to the player character's location''[[/note]], clipping issues, and many crashes. The graphics are dated, highly inconsistent, and at worst incomplete and buggy, and slowdowns are frequent. Level design and general gameplay are equally patchwork, and [[YouMakeMeSic misspellings]] abounds, even in the trailer itself. Even worse, the game is full of stolen material. Unchanged store-bought Unreal Engine assets make up much of the environment, causing the inconsistent graphics; the intro video is even lifted from an Unreal 4 tech demo (logo and all!); and at one point, music ripped from the ''Film/DjangoUnchained'' trailer used without permission. [[https://www.youtube.com/watch?v=Ze_HnOjiYRw This video]] shows off some of the... [[ObviousBeta quirky]] [[GameBreakingBug features]] of this game. [[Creator/RoosterTeeth Funhaus]] have also played this [[https://www.youtube.com/watch?v=MzWQtkFrmUI here]], as has [[{{WebVideo/Jimquisition}} Jim Sterling]] [[https://www.youtube.com/watch?v=uqFSNEKOlwg here]], the latter saying that it has somehow become ''worse'' after coming out of Early Access.
** ''Time Ramesside'' was also built from recycled assets from an earlier project: ''[[https://www.kickstarter.com/projects/7547109/left-to-rot Left To Rot.]]'' It was a zombie-apocalypse game which, even from [[VideoGame/Left4Dead the title,]] [[FollowTheLeader left little to the imagination.]] The project was an ambitious[[note]]supposedly going to be an FPS/RPG hybrid[[/note]] failed Kickstarter Campaign complete with an awkward pitch of Welge expressing his love for games [[RatedMForManly in front of Gears of War and Megan Fox posters.]] The trailer also included the project’s alpha-build, complete with a framerate of '''3 FPS.''' [[{{WebVideo/Retsupurae}} Retsupurae]] riffed on this pitch [[https://www.youtube.com/watch?v=05e7KXQBxDI&list=PLo4M1tlpv9rtbiNA41CWgwIJZSTjozVyp here.]] It also didn’t help matters when the Kickstarter for ''Time Ramesside'' was started shortly after Welge was charged with grand theft property in [[OnlyInFlorida Florida]], which he promptly denied [[WhatAnIdiot claiming it was another Jason Welge]][[note]] which his ''own family'' promptly [[https://twitter.com/BroTeamPill/status/550195538113875968/photo/1 debunked]] [[/note]] in 2014: a matter documented by [[WebVideo/BroTeamPill Bro Team Pill]] [[https://twitter.com/broteampill/status/550183967048355841 here]]
** Their following project, ''[[http://store.steampowered.com/app/448060/ X-17]]'', [[note]] supposedly a ''sequel'' to ''Time Ramesside'' [[/note]] is receiving even more attention, being declared worse than ''Time Ramesside''. Complete with the same stolen assets, low framerates, and blur, the game has been seen as an ugly, chugging, confusing mess involving an [[AlienInvasion invasion]] by a [[FetishRetardant race of nude aliens]], a different race of aliens (i.e. more Unreal assets) [[ArtificialStupidity most likely stuck to level geometry]], and [[UncannyValley random civilian models]] [[NightmareFuel with eyes and jaws freakishly poking out of their faces.]] The game itself says in its credits that it’s a [[ObviousBeta “Pre-Early Acess” build,]] [[{{Hypocrite}} despite it being sold for $17 on Steam as of this writing]]. [[https://www.youtube.com/watch?v=4WhKuaAheA4 Many]] [[https://www.youtube.com/watch?v=W_uqljbhxNw players]] [[https://www.youtube.com/watch?v=Oafr99P-y1g have]] [[https://www.youtube.com/watch?v=2vJ1uIYD3LQ come]] [[https://www.youtube.com/watch?v=djZRZA2z5UI to]] [[https://www.youtube.com/watch?v=xkbta2HhpVM the]] same conclusion around its release, including Jim Sterling, whose video rightfully asks, [[https://www.youtube.com/watch?v=gd79XN2sxps “What In The Absolute Fuck?”]] [=AllShamNoWow's=] [[https://www.youtube.com/watch?v=iQCvvrkPDJc playthrough]] shows even more cringe-worthy anomalies: a level spending two minutes in unexplained slow-motion, baby dolls with M-16's on their back as enemies, a lead character voiced through text-to-speech, and [[spoiler: several dance sequences set to copyrighted music, like the leads doing the Twist and Chicken Dance, and random Nazi Zombies doing ''Thriller''!!!]]
* '''[[PunnyName Parroty Interactive]]''' was a video game developer that specialized, as their name suggests, in parodies of popular franchises. Unfortunately, [[ShallowParody they weren't very good at it]].
** ''Microshaft Winblows 98'', a game that "parodies" Microsoft's OS and Bill Gates. Its "humor" consists of nothing more than "Bill Gates is an asshole and he likes money" and "Steve Jobs is much better", in addition to stuffing in references to several things that were popular at the time of release (e.g. a Tamagotchi of Bill Gates who you feed money to and spank). See WebVideo/LazyGameReviews cover it [[https://www.youtube.com/watch?v=-lyfqUDFe0A here]]. On the bright side, at least this actually includes gameplay, unlike...
** ...''VideoGame/{{Pyst}}'', a vaguely interactive slideshow (calling it a game would imply that there's actual gameplay) intended to parody the highly acclaimed game ''VideoGame/{{Myst}}'', and a prime example of TheyWastedAPerfectlyGoodPlot. On paper, the premise sounds entertaining enough: since apparently just anyone could stumble onto the book to transport you to Myst, what if the player got there after tons of other people already did, leaving the island full of graffiti and vandalism as people made notes on the various puzzles in the game and [[NintendoHard vented their frustration]]? Unfortunately, Parroty's idea of a ''Myst'' parody is to just fill it with ToiletHumor and pop-culture references, all of which are painfully unfunny and often have little to do with the actual game it's parodying. It also ruins the quiet atmosphere of the original game. While ''Myst'' had only a few sections with dialogue, this version is constantly talking to you whenever you examine things, and spouting more painfully unfunny jokes. As mentioned above, there's no actual gameplay, either. There's no puzzles to solve; you just wander around until you encounter "King Mattruss" (who is inexplicably played by John Goodman) and win the game. See WebVideo/{{Brutalmoose}} tackling the game [[https://www.youtube.com/watch?v=geLY-LV0Bp4 here]].
* '''Phenomedia Publishing GMBH''' was a German company, specialising in (often rather bizarre) low-budget games. In addition to countless "Crazy Chicken" sequels (more than 30, according to The Other Wiki), they produced such obscure titles as [[http://www.chip.de/ii/184846268_edb446684d.jpg Lederzwerge XXL]] ([[{{Leatherman}} Leather Dwarfs]]), a game about homosexual dwarfs engaging in all sorts of nasty practices. Even though the cover promises an uncensored version, the actual sex acts always take place behind mattes.
** Germany's biggest video gaming magazine, Game Star, gave ''Lederzwerge'' 3/100, the lowest rating in the 15 years of the magazine's existence. The fact that the game's third and final level was shrouded in complete darkness and therefore basically unplayable was cited as a plus point.
* '''Phoenix Games''' (no relation to the TabletopGame publisher with the same name) was one of the people that published plenty of the games that were made by ''Code Monkeys'' and made a few franchises (such as the ''Myth Makers'' series) that would get exploited by ''Data Design Interactive''. While there might be the one odd hidden gem in their library that was imported from a foreign country they (just like gamemaker in the ''Web Games'' entry below) still deserve to be on here for basically being SturgeonsLaw UpToEleven, having at least one screwed up take on every video game genre mankind has ever conceived. At least ''Midas Interactive'' (the other company that published ''Code Monkeys'' output and the long-lasting rival to ''Phoenix Games'', ''Blast! Entertainment'' and ''Data Design Interactive'') imported a few high-quality games to Europe and has also made a lot of good games during its years as a company.
* '''''Rainmaker Software''''' is already a fairly infamous developer, known for generally poor quality games than many people would rather forget about. But it's their two '90s FPS games that stand out most here.
** ''[[http://hardcoregaming101.net/kusoge/kusoge-isleofthedead.htm Isle of the Dead]]'', an horrendous FPS which itself feels like a time warp to [[UsefulNotes/TheEighties the previous decade]]. For starters, it's a ''VideoGame/Wolfenstein3D'' esque title years after ''VideoGame/{{Doom}}'' was released, with flat and uninteresting levels and horrendously drawn 2D enemy sprites at a time where graphics had gotten significantly more detailed. From there, you've got maze-like stages, enemies that are ridiculously annoying to kill, PixelHunt sections where huge chunks of interesting scenery (like a crashed plane with multiple crushed bodies scattered about) are deemed 'irrelevant', as well as a complete lack of mercy invincibility or damage indicators (meaning you'll die at seemingly random).
** This was then followed up by ''[[http://hardcoregaming101.net/kusoge/kusoge-nervesofsteel.htm Nerves of Steel]]'', an even worse FPS with less interesting levels (mostly square grey rooms and corridors with no discernable details), even worse graphics (the textures are so dark and blurry you can't begin to make out what they're meant to represent) and a complete inability to do doors in engine. In other words... you just have to walk into the wall and hope for the best, since door effects were beyond the engine's capabilities.
* [[RuleOfCautiousEditingJudgment While we wish to remain neutral concerning its beliefs and musical output]], there's no denying that white supremacist/neo-Nazi record label '''Resistance Records''' ''cannot make a game to save its life.'' Its entire output (all FPS games) has been compared '''unfavorably''' to ''VideoGame/{{Daikatana}}''. None of its games seem to have [[ObviousBeta ever passed the beta phase]]:
** ''VideoGame/EthnicCleansing''. The game's untextured graphics look worse than ''VideoGame/{{Quake}}'' (the game was released in 2002), its setup was discredited when ''VideoGame/HalfLife1'' came out, and its draw distance is ridiculously short. The collision detection is very off, and the A.I. is only slightly above shooting-gallery level. The one weapon in the game has no recoil, and there's only one non-boss enemy type, which is reskinned three times. There's only two levels, one of which works more or less at the game's mercy, and all politics aside, the "story" is little more than an ExcusePlot that ends on an AWinnerIsYou note. The game crashes often, several functions (including the save system and the control options) do ''nothing'', and the sound is very poorly coded.
** They then made a couple of {{spiritual successor}}s: ''White Law'' and the two-part ''ZOG's Nightmare''. They're not much better than the original -- some basic touch-ups (more weapons, graphics that take less squinting to deem passable) in exchange for [[LoadsAndLoadsOfLoading a load time of nearly two minutes (sometimes more) between levels]], unbelievably pitiful framerates, and various {{game breaking bug}}s.
* '''Strategy First''' used to publish good games, most notably co-publishing ''VideoGame/JaggedAlliance''. Today, however, they basically act as a [[LoopholeAbuse loophole]] on Steam [[VanityPublishing helping talentless amateurs and shovelware games circumvent the Steam Greenlight process simply by virtue of being a publisher.]] They are credited with publishing ''hundreds'' of Steam games, with more games every few days, making it clear they don't actually look at the software they're "helping" to publish. Creator/JimSterling [[https://www.youtube.com/watch?v=ikCRQneQxIY takes a look at them here.]]
* The Taiwanese company '''Thin Chen Enterprises''' (aka [[IHaveManyNames Sachen, Joy Van, and Commin]], but mostly known as '''Sachen''' nevertheless) was one of the biggest unlicensed UsefulNotes/{{shovelware}} developers of the time. They also made many bootleg {{Porting Disaster}}s of arcade and 16-bit console games, and even created [[ShoddyKnockoffProduct their own NES hardware clone]], the [[http://www.nesplayer.com/pirates/q-boy.htm Q-Boy]] (considered by some to be much better than their games). Several of their games were published in America by Color Dreams, Bunch Games (both of which were already mentioned above), or occasionally American Video Entertainment. Their works include:
** ''Challenge of the Dragon'' (not to be confused with the just-as-bad Color Dreams game), a nearly unplayable and possibly {{Unwinnable}} ''VideoGame/DoubleDragon'' clone.
** ''Jurassic Boy 2'', a ''VideoGame/SonicTheHedgehog'' wannabe with slow, clunky controls and terrible level layouts [[FakeDifficulty designed to hurt you every which way]]. The only good point of this game is the funny intro. [[PortingDisaster It got an even more brain-evaporating Game Boy port]].
** ''Little Red Hood'', an unlicensed NES game whose only notable contribution was its inspiration for an [[http://cinemassacre.com/2009/12/03/little-red-hood/ AVGN episode.]] Right from the get-go, this game takes GuideDangIt and LuckBasedMission to ridiculous levels. In order to complete most levels, you have to roam around kicking trees and collecting fruit until a staircase appears, then go down into the secret room and collect a randomly appearing key, ''then'' go back out and find a different staircase which also appears at random. The requirements to get the staircases and keys to appear vary from level to level with no attempt on the game's part to explain them. For instance, level 8 requires the player to first purchase a specific set of items before the staircase will even appear! All the while, you have to deal with finicky jumping controls, a bland and repetitive presentation, [[FakeDifficulty enemies who respawn immediately after being defeated,]] and eventually an ending barely more interesting than a [[AWinnerIsYou generic "congratulations!" ending.]] The one review for this game on Website/GameFAQs [[http://www.gamefaqs.com/nes/567299-little-red-hood/reviews/review-63157 gave it a 1.0/10]], and it's not hard to see why.
** ''[[http://www.youtube.com/watch?v=sayp5lieKuU Master Chu and the Drunkard Hu]]'', a side-scrolling action platformer which rivals ''Cheetahmen'' in glitchy awfulness. The game received a [[http://www.somethingawful.com/d/rom-pit/master-chu-drunkard.php -50 score]] from Website/SomethingAwful, with the reviewer bitterly regretting that the rating system didn't allow anything lower (their scale goes from 0 to -50).
** ''Rocman X'' was a ''VideoGame/MegaMan'' knockoff complete with stolen title-screen art. It featured a superhero with a boomerang who could also fly for short distances by charging the fire button (which is used to charge the Mega Buster in real ''MM'' games). It's nearly unplayable because of clunky controls, a lack of special weapons, and shoddy programming. You can ''sometimes'' walk on the BottomlessPits in Stage 3. ''Rocman X'' was ported to the UsefulNotes/GameBoyColor as ''Thunder Blast Man'', where the first boss fight was {{Unwinnable}} due to a GameBreakingBug. [[http://www.youtube.com/watch?v=zG_o3W7iRYM Here's some footage, courtesy of]] [[LetsPlay/{{Raocow}} some poor, unfortunate Canadian.]]
** ''Silent Assault'' was a poor-man's ''{{VideoGame/Contra}}''/''VideoGame/RushNAttack'' clone where you could shoot vertically and horizontally, but [[DenialOfDiagonalAttack not diagonally]]. It had near-useless weapon upgrades. It was also buggy and included a bug that prevented you from precision-jumping in the otherwise [[AnticlimaxBoss piss-easy boss fights]], making some of them nearly impossible. What makes it even worse is that the multicart version (included on Super Cartridge Version 3) is UnwinnableByMistake due to a bug on level 7 where a moving platform needed to cross a river doesn't spawn.
** ''Street Heroes'', a horrible [[ShoddyKnockoffProduct knockoff]] of ''VideoGame/StreetFighterII''.
* The Chinese company '''Waixing''', who mainly developed Famicom games.
** ''Super Contra 7''. It's likely a hack of either ''VideoGame/{{Contra}}'' or ''Super C'', as the engine and sound effects seem to be directly taken from the latter, but features ear-bleedingly bad music. It also features stolen graphics from other games, such as taking the background for the first stage from ''[[VideoGame/FinalFight Mighty Final Fight]]'', as well as a later stage featuring an enemy taken from ''VideoGame/{{Shatterhand}}''. The game is very short, being 5 stages long and can be beaten within 15 minutes. The boss [[HitboxDissonance hitboxes are messed up]] [[note]]For example, the first boss can only be damaged in a specific spot ''while he's moving horizontally'', except when he moves along the ground level[[/note]], and there are other glitches throughout. The score counter is broken for both players and stays at zero, and some powerups are inconsistent from the other ''Contra'' games [[note]]For example, the R powerup gives the player an extra life instead of increasing the firing rate of the player's weapon while the SmartBomb powerup is a P instead of an Eagle[[/note]]. [[http://tasvideos.org/2094M.html Watch this 2 player TAS destroy the game here.]] James Rolfe & Mike Matei [[https://www.youtube.com/watch?v=UclnDxMe19M also take a look into this game here.]]
* Speaking of pirate game companies, '''Yong Yong''' (AKA '''Makon Soft''') is probably the least competent of the lot. Their games library consists entirely of horribly made adaptations of popular franchises for the Game Boy/Game Boy Color, including ''{{Mario}}'', ''Franchise/{{Sonic|TheHedgehog}}'' and ''Franchise/{{Pokemon}}''. All of their games suffer from poor controls, frequent glitches and music that borders on SensoryAbuse.
** ''VideoGame/Sonic3DBlast5'' somehow manages to be worse than the ''VideoGame/{{Somari}}'' hack of the same name, with poor level design and having almost nothing to do with the official Sonic games. The SpaceHamster [[https://www.youtube.com/watch?v=B2Fiy8DY63A notes further that the volume on the game is ear-shatteringly loud without proper software to help lower the volume down to a respectable level and claims it's even worse than their re-release mentioned below.]]
*** A year or two later, Yong Yong re-released it as ''Sonic Adventure 7'' on the Game Boy Color. The soundtrack and intro stills were changed, the levels were switched around to look original and an [[SensoryAbuse eye-bleedingly bad color palette]] was added.
*** This was recycled ''again'' as ''[[https://www.youtube.com/watch?v=w4nbxtR2fRA Pokémon Jade]]'', which added stills from characters from the anime that never appear in the game itself, a horrendous title screen in ''Comic Sans MS'', and [[Horrible/{{Music}} even worse ear-bleeding music]], if you could believe it. Oh, and completing the first level crashes the game. [[BlatantLies Have fun!]]
** ''Rockman 8'' is a PortingDisaster of the [[VideoGame/MegaMan8 game it's named after]]. The bosses are completely screwed up, (e.g. selecting Grenade Man on the menu actually picks "Tengv Man" with Spark Man's sprite, and the boss itself is actually a car) [[ObviousBeta Rockman/Megaman often falls through moving platforms, one of the bosses constantly resets the game and shooting too many enemies in a level causes all of the enemies and moving platforms to disappear]]. The last point alone makes the game almost unplayable without save states, so combining all of that with NoEnding makes one of the most infuriating games ever made. Demonstrated in all its weirdness [[https://www.youtube.com/watch?v=e_iXqcKppm0 here]].
** ''Super Mario 3 Special'', Yong Yong's paltry attempt to port ''VideoGame/SuperMarioBros3'' to the Game Boy Color. The result was similar to their other games; [[PortingDisaster an almost unplayable mess that made the original game look like a complete joke]]. Only 5 levels were ported from the original game, the powerups did nothing other than give you extra hit points and the fourth level is impossible to complete. To counter this, the map screen can be used to skip straight to level 5. To add insult to injury, this particular game was rereleased as ''[[ItsTheSameNowItSucks Pokémon Diamond]]''. Like ''Pokémon Jade'', it added completely pointless intro stills from the anime, removed the map screen and started the game on level 4. In other words, you get about 3 minutes worth of terrible platforming, if that. [[http://www.youtube.com/watch?v=knPZQEI-jk4 Yes, they really were this incompetent.]]
** They also made ''Pokémon Adventure'', a supposedly original platformer starring Pikachu just like so many other pirate games based off the franchise. It has an intro which features seemingly random Pokédex entries for no discernible reason. Several of the enemies were reused from their other games despite being from completely different franchises, some of the graphics were stolen from ''VideoGame/{{Bonk}}'s Adventure'' and most of level 4 could be skipped by running across the top of the level.
** Their ''Franchise/{{Digimon}}'' games are an improvement, but barely. The graphics are no longer eye-bleedingly bad and the games themselves were actually playable to a certain extent. That said, they still fit this trope because they still have all of the other problems that the rest of their games have.
* As a general rule, a section of video game app developers for the iOS and Android devices tend to emphasize quantity over quality, and the less scrupulous ones (such as Adventure Time Pocket Free, mentioned below) have no problems taking advantage of unaware or ignorant gamers. However, considering the tendency for the iOS App Store to have lax standards over apps, you get developers like the Chinese producers '''zhenhe xue''' and '''shao zheng''' (yes, these guys don't capitalize their names on their products) who blatantly use copyrighted material, don't pay attention to basic details (such as having descriptions that didn't sound like they were Google Translated), and have endless app ads pop up in paid games. Regardless, even these bad games get bought and played to a high score. One notable example on discussing the matter was a [=PeanutButterGamer=] review [[https://www.youtube.com/watch?v=rm_Y2t51tUE on these types of games, including the legendary "Baby Stomach Surgery" and "Baby Makeover"]].

[[folder:Smartphone Games]]
* ''3D Cartoon Land: Safari'', released in 2012 (and since removed from the App store). Taking out of account that this game was [[TheMockbuster blatantly trying to capitalize on another]] [[VideoGame/SuperMario3DLand popular and successful game that features a character in a red hat and blue overalls who jumps across platforms and stomps on brown monstrous mushrooms]], the game just didn't hold up. The graphics were elementary-school-level cardboard collages at best with serious draw distance/pop-up problems, there were no sound effects save for a warbling out-of-place music loop, and the play control was utterly crippled.
* ''Bob Bros. Legend of Time'' starts out as an utterly shameless ripoff of ''VideoGame/SuperMario64'' and goes downhill from there. The game only has one level which consists of a bare-bones Bob-Omb Battlefield with no Cannons, Hazards, Warps, Physics, or NPC's. Bob (or Bruno, as he's strangely renamed in-game) is pretty bare-bones himself, being only able to jump and having only two directly stolen voice clips. The game's sole enemies are goomba-clones, which seem kind of pointless to include considering it's impossible to take damage or die. On top of all this, it's ridiculously easy to glitch through the walls and floor and fall right out of the level, which due to the aforementioned inability to die will result in Bob falling endlessly through an empty void.
* ''Cup Hand Adventure'' is an endless runner that attempts to cash-in on ''VideoGame/{{Cuphead}}''. The game is designed so badly that most of the time you lose because of unavoidable death. [[https://www.youtube.com/watch?v=DaSARsQPQSY This video demonstrates the game]].
* Reimagining a classic PC strategy game such as ''VideoGame/DungeonKeeper'' for the smartphone generation is a tricky proposition, since most of its target audience has never played the original. Unfortunately, Creator/ElectronicArts decided to do so in the worst way possible--creating a lame ''VideoGame/ClashOfClans'' clone in ''Dungeon Keeper's'' clothing and art assets inexplicably lifted from ''VideoGame/{{Minecraft}}'', constantly goading the player into spending money on overpriced in-app purchases to get around the long wait times for performing simple actions as building a single room (clearing a single map square, an action that took only a second or two in the original games, can take up to ''24 hours'' here), throwing mean-spirited insults at fans of the original game (by using the old Bullfrog logo as an indicator of a destroyed room), and deliberately inflating the game's rating on the App store by making it so that writing a 1-4 star review will redirect you to a service page, and not actually publishing the review. The backlash from players was immediate and fierce. LetsPlay/NerdCubed [[http://www.youtube.com/watch?v=GpdoBwezFVA makes his disdain for the game clear in this video]], and Pete Davison [[http://www.usgamer.net/articles/dungeon-keeper-a-symptom-of-a-wider-problem wrote a lengthy article on USGamer.net]] sharply criticizing the game. It also [[CreatorKiller led to the death of Mythic Games]], but unlike the company, the game still exists with it being maintained by the remains of employees leftover from the companies EA destroyed.
* Creator/SquareEnix has proven that it can publish good smartphone games, as shown by the excellent ''VideoGame/ChaosRings'' and the respectable ''VideoGame/FinalFantasyDimensions''... which makes it incredibly baffling that they'd release a game as terrible and shallow as ''VideoGame/FinalFantasyAllTheBravest''. The only thing the game has going for it is the accurate 16-bit-style recreations of familiar ''FF'' characters and monsters, including those from the post-SNES era (a style later replicated by the much more well-received ''VideoGame/FinalFantasyRecordKeeper''). Commanding a full squad of 40 FF characters at once sounds cool in practice, but since they all [[OneHitPointWonder die in one hit]] and have none of their signature skills from their respective games, it's rendered completely pointless. Predictably, players and critics were outraged when the game came out, labeling it the absolute rock bottom of all ''Final Fantasy'' products ([[http://www.ign.com/articles/2013/01/18/final-fantasy-all-the-bravest-review IGN in particular]] decried ''ATB'' as both an insultingly obvious cash grab and [[TheyWastedAPerfectlyGoodPlot a waste of a potentially cool idea]]).
* ''Franchise/{{Godzilla}}: Strike Zone'' takes TheProblemWithLicensedGames to levels none would think fathomable. Released in 2014 to tie in with the [[Film/{{Godzilla 2014}} reboot of Godzilla]], the game is riddled with mountains of bugs and an overly sensitive motion-sensor; even slight iPad movements will knock the player way off to the side. There's tons of FakeDifficulty throughout which makes ''VideoGame/FlappyBird'' look like the easiest game on Earth; one bit involves parachuting through a ravaged San Francisco, which has the [[ArtisticLicenseGeography buildings placed so impossibly close together that it's hard to navigate]]. The graphics look ugly as hell; even for a ''2014 iPad app''. There are only ''three levels'', two of which have the same basic setup. And if you're JustHereForGodzilla, too bad; Godzilla only shows up in silhouetted glimpses in all three sequences where he chases you (only actually getting a proper appearance ''right at the end''), while his [[BigCreepyCrawlies M.U.T.O.]] opponents make no appearances at all beyond background noises. In addition, for being a first person shooter-styled game, your character doesn't do a lot of shooting, using the gun only twice to destroy objects blocking the way. You'd think that when he doesn't need the gun, he'd lower it or holster it, but instead he lugs it around everywhere, blocking the view at times when it's needed the most. Within a day of its release, the app was labeled as "The ''VideoGame/{{Superman 64}}'' of iOS games". If you have to play this game, play the PC version. You'll quickly find that the horrible controls become much more bearable when you have the precision of a mouse and keyboard.
* ''Geometry Blast'', which is such a blatant ripoff of ''VideoGame/GeometryDash'' it's not even funny. For starters, it only has 3 icons and no way to change your icon's color, and the forms (like the ball) are also stolen. The music is royalty-free, likely torn from a free website, not to mention the first (and only) 3 levels are ''exact copies of the first 3 levels in Geometry Dash, as not even a single spike is placed differently''. Even the creator himself publicly admitted how ashamed he was for making it.
* ''VideoGame/RockmanXover'', released in 2012 following the controversial cancellation of ''VideoGame/MegaManLegends 3'', was seen as a major spit in the face to [[Franchise/MegaMan the franchise's]] fans by Creator/{{Capcom}}, even more so considering that it fell around the [[MilestoneCelebration 25th anniversary]] of the Blue Bomber's [[VideoGame/MegaMan1 first adventure]]. Most levels consisted of running forward automatically while jumping and/or shooting incoming waves of enemies, all of which went down in one hit. Your Buster even charged automatically, eliminating any sense of strategy from what someone might stretch to call "combat." Boss battles, often the highlight of ''Mega Man'' games, were no better, and simply boiled down to a [[TurnBasedCombat turn based battle]] where the player and the boss traded shots until one of them (usually the boss) died. To add insult to injury, the graphics and sound all came from the [[PortingDisaster disastrous]] [=iOS=] port of ''VideoGame/MegaManX1'', resulting in a game that not only played horribly, but looked and sounded horrible on top of it. Even the most staunch defenders of the franchise had extreme difficulty finding anything good to say about this train wreck, and for most fans it was proof positive that Capcom had given up on the franchise. The backlash from fans overseas was so intense that [[NoExportForYou Capcom USA abandoned its plans to localize it]] (and for once, nobody minded). The game got multiple updates after release, which added original boss characters that were received well enough on their own that many fans wish they could just see in a ''real Mega Man'' game. The game was finally pulled from the market in 2015, and was mourned by no one.
* ''VideoGame/RollerCoasterTycoon 4'' was the supposed mobile follow-up to the popular ''Rollercoaster Tycoon 3'', except it combines the worst aspects of the aforementioned ''VideoGame/DungeonKeeper Mobile'' with the worst aspects of free-to-play smartphone games. The game not only used to require money to buy alone, it also runs on a freemium system that is designed to rip off the player with the usual "pay real life money to speed thing up" and cool features actually requiring real money to buy. To add insult to injury, when Atari tried to pacify the fans by saying there would be a more AAA-like experience on the PC, they ended up botching ''that'' up beyond all belief too, though for [[DevelopmentHell different]] [[ObviousBeta reasons]].
* ''[[https://www.youtube.com/watch?v=QtMZ_YoyzO4 SkullGirls 2: Deadly Airport]]'' is a shoddy excuse for a FightingGame. [[{{Mockbuster}} Luring in players with a false promise]] of a ''VideoGame/{{Skullgirls}}'' sequel, the game does little more than allow the player to select a character and display ads. Despite the title, the three characters available [[note]] Hugo, Poison, and Alex[[/note]] are from ''VideoGame/FinalFight'' and ''Franchise/StreetFighter'', and the selection screen misleads the player by showing a lot of fake characters that cannot be selected. Once you've selected your character, another full-screen ad is displayed, and the game crashes and returns to the menu two seconds later, making the game completely unplayable. Even [[https://www.youtube.com/watch?v=4l0bhFsrYZQ when the game works for more than 5 seconds]], it barely works.
* ''Super Monster Bros'' from Adventure Time Pocket Free (a.k.a. Mario Games Casas Team; not to be confused with ''WesternAnimation/AdventureTime''). The gameplay is an obvious rip-off of ''VideoGame/{{Super Mario Bros}}'', and the graphics are heavily designed after ''Franchise/{{Pokemon}}''. The physics are occasionally inconsistent, and projectiles are too limited. What makes this game truly monstrous, though, is the micro-transactions that it constantly thrusts upon players; most of these purchases are ridiculously expensive, with the very first one a new player could be tricked into buying ("Role NO.1 and Unlock All") costing a whopping $99.99. It is even almost identical to the related game ''Super Squirrel Bros.'' Even though the game has since been removed from the App Store, its notoriety remains a warning to parents who didn't supervise their children browsing the App Store, indicated in this [[http://www.cnet.com.au/super-monster-bros-is-the-worst-mobile-game-cash-grab-weve-seen-339344090.htm article]].
* The 2014 [=iOS=] port of ''VideoGame/TalesOfPhantasia'' was one of the most infamous {{Allegedly Free Game}}s on the App Store prior to its removal that same year. What was a perfectly serviceable RPG on the SNES and a less-so-but-still-playable Game Boy Advance RPG was butchered into nothing short of a blatantly cynical cash grab. Difficulty settings were cut entirely, locking the players into the [[HarderThanHard hardest difficulty setting]], resulting in a game that was nigh-unwinnable without the use of microtransactions. Worst of all, a constant internet connection was required to play, despite it being a single-player game without any social elements.
* For a short time in 2011, a [[ShoddyKnockoffProduct bootleg]] app bearing the name ''Franchise/TeenageMutantNinjaTurtles'' shuffled onto the App Store, and it was one of the lowest of attempts at sapping money off of unaware consumers. Website/HardcoreGaming101's [[http://www.hardcoregaming101.net/kusoge/kusoge-tmnt.htm "Your Weekly Kusoge" article]] on the game is quick to mention that it had [[NeverTrustATitle absolutely nothing to do with]] ''TMNT''; it was actually a poorly-coded and poorly-drawn ''VideoGame/{{Cabal}}'' clone with a background stolen from the first stage of ''VideoGame/{{Contra}}'', with two spots very badly filtered over to mask the source material. The screen was filled to the brim with numbers with indecipherable meaning, and the score failed to reset when you died.
* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]'', is a blatant reskin of ''Commander Cool'' which fails on the merits of even that, thanks to horrid controls, unintuitive gameplay (including misleading backgrounds), paucity of individual enemy types, [[CheckpointStarvation absence of checkpoints]], tendency to hemorrhage health power-ups, and its story, composed wholly of constant, unfunny references and told exclusively via cutscenes. On top of all that, the plug for the full version in the demo is riddled with misspellings of simple words ("enimies" and "Eveil Gamer"). The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks. It has completely disappeared from the App Store. See [[https://www.youtube.com/watch?v=iGkAylZ2Ljs 8-Bit Eric's review on this game.]]


[[folder:Fan Games]]
* ''Periphery of Power'' - The firing patterns, a major selling point of ''VideoGame/{{Touhou}}'' games, go from mediocre to absurd. The final boss' attacks consist entirely of blue bullets and lasers. The bonus spellcard turns the entire screen white; you die without knowing why. The bosses consist of SelfInsert versions of the makers. While the official website says the game hasn't actually been released yet, somebody still [[http://www.youtube.com/watch?v=xWiw0tpciK0 made a Let's Play of it.]]
* ''Resurrection of Heaven's Liquor'' - The character artwork is even worse than in the originals (at least, pre-''Undefined Fantastic Object'') the music is painful, (especially the half-composed first-stage theme, which gets ''repeated'' play) and enemy fire is an afterthought at best; note that ''Touhou'' in general is famous for its [[SugarWiki/AwesomeMusic kickass score]] and its shooters are known for their [[BulletHell very elaborate firing patterns]]. The characters are broken, and [[spoiler:Aya]] is both the final boss ''and'' a playable character! Its lone saving grace is the inclusion of the Extra Bosses from the original games as player characters and [[spoiler:Mima]] as the Extra Boss. [[http://www.youtube.com/watch?v=YC3VS9ec4rI If you enjoy pain, watch a member of Maidens of the Kaleidoscope get VERY close to killing himself,]] [[http://www.youtube.com/watch?v=XsBbvq31gdU and if you want to see everything this game has to offer, this Let's Play shows it all.]]
* Did you think ''Periphery of Power'' and ''Resurrection of Heaven's Liquor'' were bad? Check out the videos of the same Touhou fan playing [[http://www.youtube.com/watch?v=OSfeS--BHeM this disaster.]] The stage 2 boss has two attacks that do nothing at all, stage 5 is the same "pattern" (random spam) over and over again with different colours, all but one of the final boss's attacks have the same name, and all of her attacks use the same gimmick. Most of the bullet "patterns" in the game don't even count as patterns. They're just spam of really fast and/or really dense bullets (many attacks are impossible to dodge because of this). The game also has enemies that come from behind without warning, bullets that randomly change direction while you're trying to dodge them, murky bullets (hard to see/read) in stage 3, and attacks that are impossible because of the enemy's movements.

* WebVideo/{{Retsupurae}} found three ''awful'' Franchise/{{Metroid}} fangames on Newgrounds, all of which definitely belong here.
** ''[[http://www.newgrounds.com/portal/view/265126 Metroid Genesis]]'', an on-rails FirstPersonShooter where Samus lands on the planet Newgren 5 and has to shoot Metroids in the Fulpian Research Institute. It looks like it was made in MS Paint, has virtually no challenge, and can be beaten in five minutes. The final boss fight is against Ridley, who is so hideously drawn it looks like he's dying of cancer. Amazingly, of the three Metroid fangames to be Retsupuraed, ''it's the most playable of the three''.
** ''[[http://www.smallgamesonline.com/play-368-Metroid-Elements.html Metroid Elements]]'', the "[[YouMakeMeSic sequal]]" to ''Metroid Genesis''. It manages to be both too easy and too hard: easy because most of the bosses pose zero challenge and there's barely any enemies, but hard because the controls are atrocious, there's no MercyInvincibility, Samus handles like she's on ice, there are BottomlessPits ''everywhere'' (even in places where it doesn't make sense), and Ridley, the final boss, is almost impossible to beat thanks to an unfeasibly tiny hitbox. The music is nothing but dull, droning remixes of other Metroid songs. The graphics are bland, with no backgrounds other than gradients and plain platforms everywhere. Every sprite is hideously resized; Samus's ship is gigantic while Samus herself is smaller than most enemies. The bosses are almost comically atrocious; one is a crudely drawn worm (described as 'Amorbis drawn by a kindergartener') and the other is an eye-door from ''VideoGame/SuperMetroid'' resized, put on the ceiling, and given a ludicrously easy-to-dodge beam attack. What's worse, though, is that it was apparently made by The-EXP, the same person that later created actually good Flash games like ''{{VideoGame/Shift}}'' and ''{{VideoGame/KOLM}}'' We can only assume that this is an OldShame by now, especially since it was actually taken off Newgrounds entirely as well.
** ''[[http://www.newgrounds.com/portal/view/284725 Metroid; Beginings]]'' [sic] is a very ObviousBeta that makes ''Elements'' look like ''VideoGame/SuperMetroid'' in comparison. If you play it, you'll find that most of the time, the game ends when Samus glitches out and falls through the floor. The game has no save feature, and if the player dies they [[CheckPointStarvation have to replay the entire game]]. There's no semblance of exploration or nonlinearity, and in fact very little to connect the game with the ''Metroid'' series (the author's excuse for the sheer ignorance of canon is that he "didn't want to plagarize", in which case, [[InNameOnly why bother making it a Metroid game at all?]]). The plot is somehow both nonexistent and all over the place, the art style is ''ugly'', the bosses are all insanely hard in the worst possible way[[note]]The first one, Biodronider, is entirely luck-based; the second one, a Space Pirate, is fought underwater and is almost impossible to avoid thanks to floaty controls; the third one, Dark Samus, has an impossible-to-dodge shockwave attack and tends to fall out of the level[[/note]], and there's literally NoEnding.[[note]]As in, hacking it with a flash decompiler reveals that nothing was programmed to happen after the end of the 'final' boss fight.[[/note]]

[[WMG:Sonic The Hedgehog]]
* ''Sonic The Star Hunter'' is a horrid flash game, that looks and plays nothing like a Sonic game. The camera is awful and turns almost every jump into a blind jump, level design is boring and bland, Sonic runs extremely slow and can barely jump over pits, sound effects are loud and obnoxious and your enemies are generic green blobs. [[https://www.youtube.com/watch?v=9Vn9qZNDuOE&t=538s This video rips it apart]].
* There is a flash game, called ''Sonic VS Dogs''. It's nothing but a horrendous MazeGame, in which Sonic for some reason needs to collect diamonds and get to the house, while avoiding dogs. Hit boxes are awful, enemies can spawn right on top of you and the music is a thirteen second loop. [[https://www.youtube.com/watch?v=9Vn9qZNDuOE&t=580s This video demonstrates the game in all its glory]].
* Deep within a long forgotten abandoned Russian website lies a game called ''Sonic VS Shadow 3''. The physics in this game are so bad, that they make Isaac Newton perform spin dashes in his grave. What's worse is that the game has multiple very tight platforming sections with this physics. It can be found [[http://sonicfans21.narod.ru/Fangames_Games.html here]] among some other ancient horrors.

[[WMG:Super Mario Bros]]
* On Mario Fan Games Galaxy, [[SturgeonsLaw there are quite a lot of absolutely godawful fan games based on the series]], so here are a few that are seen as bad by the standards of everyone, both within the community and outside of it...
** ''[[http://mfgg.net/index.php?act=resdb&param=02&c=2&id=28092 Super Mario Bros Super Quest]]'' is one good example. Why so bad? Because for every single action Mario does, he shouts out a catchphrase from Super Mario Advance. As in, he screams WOOHOO at the top of his voice every single time he jumps, and shouts 'Just what I needed!' the second he collects a single coin. So if you jump through a bunch of coins, he basically shouts machine gun style at the player with his voice clips overlapping each other and cutting everything off, which is the very epitome of MostAnnoyingSound. The physics are even worse, Mario goes straight to full speed the moment he moves, his momentum completely dies when he jumps and generally, pivot points are poorly placed on Mario's sprite, causing him to jump around noticeably each time he turns around, and it handles in a way that's outright unplayable. Add graphical cut off, use of Microsoft Paint for the menus, the Super Mario Bros Super Show rap on the title screen, a GameBreakingBug instead of a proper ending (the game pops up an error message once you clear the final level, since it uses the "Go to next room" command despite no next room existing in the game data), and you've got something which just needs to be seen to be believed. Just watch LSF Games tear it down [[http://www.youtube.com/watch?v=cwNAJGtJfM8 here]]
** Another bad one is ''[[http://mfgg.net/index.php?act=resdb&param=02&c=2&id=27960 Boo Mansion]]''. How bad? It doesn't even have a title screen. Or music. Or a foreground, it's just a Boo aimlessly floating around a maze of cut off doors and floating Piranha Plants with very little that can be considered a game even present.
*** To explain even further, the game is extremely simple but is just made horribly. On top of there being a total lack of a "game" the game also doesn't allow for motion in more than one direction (and that includes changing direction), the piranha plants are animated so quickly there would have to be a seizure warning, the game over screen is just a dialogue box, and [[NoEnding the game crashes if you play long enough,]] [[GameBreakingBug because the next room hadn't been made.]]
** ''[[http://mfgg.net/index.php?act=resdb&param=02&c=2&id=28164 Mario's Toad Hunt]]'' (by the same person as ''Super Mario Bros Super Quest'') is absolutely awful too. Not only does it have awful graphics that look stretched as hell and a foreground that's blatantly cut off in many places, but there's also a bad physics engine and a general lack of "game" here; there are no enemies or obstacles bar bottomless pits, the goal is simply to eat all the Toads (made worse by the actual munching sound used when Mario "collects" one) and there's no real point to even playing it, since there's an AWinnerIsYou ending and a grand total of just two levels.
* ''Super Mario Fusion MF'' doesn't have a bad concept (Mario crosses over into different worlds like Mickey Mouse), and if it was done well it could have been a good ''VideoGame/MushroomKingdomFusion'' clone, but the problem is that the gameplay is just irredeemably broken. The physics don't work well, with Mario handling in a jerky and uncontrollable way. Bugs are everywhere as Mario can get stuck in solid walls/ceilings like they were made of quicksand and there are places where you can get stuck forever and forced to reset because Ice Mario's abilities don't work properly. Enemies are programmed poorly with Thwomps moving too fast, cannons firing when you're on or next to them and other minor issues. The levels are way too long (every level bar the first is a MarathonLevel, which makes the game's stingy poweru-ps and shoddy physics unbearable), way too hard (the game uses precision jumps and enemy spam in a game where the engine is completely unusable to begin with) and one level is completely UnwinnableByMistake (the pipe to the next area doesn't work at all). And if you hit the edge of the level, there's no invisible wall. So Mario can literally fly off the screen past the camera and fall into nothingness, dying immediately. As you can [[http://nintendo3dscommunity.com/blog/240/entry-887-super-mario-mf-fan-edition-review-decent-idea-marred-by-horrible-physics read in this review]], it's a game with a lot of potential, but made absolutely horrendous by a broken game engine.

[[WMG:Mega Man]]
* ''The Megaman'' appears to be coded in Game Maker Lite, as the Game Maker watermark appears in the corner of the screen as the game is loading. If that doesn't ring any warning bells, then nothing will prepare you for the game's quality. All the stages are played in a strictly linear order, the physics are completely off, and the only weapon is the Mega Buster, which has an ammo count that goes into the negatives. Pivot points are badly placed on Megaman's sprite, causing him to teleport a bit when he turns around. And the signature sliding move is utterly broken, since it just warps Megaman forwards for a second before returning him to his original position. Not only are the stages ripped from the official ''Mega Man'' games (with the last two stages ripped from other NES games), but all of them are broken into single screens with no transitions at all. All the enemies and bosses fight nothing like their established counterparts, and the first two bosses even feature horribly compressed sound effects. Most of said enemies are either spammed throughout most screens, unleash BulletHell, or both, forcing you to tank a lot of damage. Oh, and all the text (which is full of spelling errors) is presented through the default Game Maker dialogue boxes, and the "health meter" is displayed ''on the game window's title bar, next to the "Minimize" and "Close" buttons'' for no good reason (if the game has functioning ammo and boss health counters, adding a health counter for the player should have been easy enough). And as a final note, pressing Enter at any point instantly starts the ending "cutscene". [[https://www.youtube.com/watch?v=PTvUs3CwhOY Watch it in all of its glory here.]]

[[WMG:Five Nights at Freddy's]]
* While most ''VideoGame/FiveNightsAtFreddys'' fan games [[SturgeonsLaw vary in quality]], none of them are as dishonest and unoriginal as ''VideoGame/TheReturnToFreddys''[[note]] Previously named ''Five Nights at Freddy's 3'' (not to be confused with the [[VideoGame/FiveNightsAtFreddys3 official sequel]] of the same name)[[/note]], which steals models and mechanics from the first two [=FNaF=] games, including the DummiedOut "toxic" mechanic from the second. These mechanics are poorly implemented, and balanced in a way that renders doors useless;[[note]]The way of warding off animatronics is akin to the second game, which doesn't have usable doors.[[/note]] other oddities include animatronics [[JumpCut disappearing before the player's eyes]] (the actual games use OffscreenTeleportation by way of the office lights flickering and video errors on the camera), animatronics appearing ''[[SpecialEffectFailure on top of]]'' the camera screen to kill you (in the official games, they always pull the screen down first), or Foxy leaning in the doorway even though it's supposed to be closed. Even the 'new' animatronic, Sugar the Cat, is very blatantly another fan's character, Candy the Cat (yep, [[VideoGame/FiveNightsAtCandys that one]]) [[note]]However, due to said fan's demand, it was later removed[[/note]]. The only thing the creator did produce, the phone calls, are poor renditions of the official games' Phone Guy, and sound more like [[WesternAnimation/BeavisAndButtHead Butt-Head]]. It also adds in a ton of bugs that weren't in the original, such as the game occasionally hanging on the jumpscares without going to the game over screen. The hidden bonus night is also completely unwinnable, since the Puppet will jumpscare you regardless of whether or not you have the mask on or off. The game was eventually taken down, but can still be seen - along with the overwhelming backlash it received - in [[https://www.youtube.com/watch?v=gwE7CcnqKEM this]] LetsPlay. A grand total of ''three'' sequels were later made, which had more original mechanics and custom 3D models instead of stolen assets, as well as many {{Original Character}}s, compensating for a convoluted and just '''[[KudzuPlot godawful]]''' story, only made worse by the {{Novelization}} [[note]]To give you an idea, it starts off with a hospital seeking to cure a "super cancer that's contagious". ''[[NotMakingThisUpDisclaimer Dead. Serious.]]''[[/note]]. A fifth game was planned as was a sixth, but after some DevelopmentHell and personal drama, the developer cancelled both games and abandoned the series entirely.
* ''Five Nights at Toy Freddy's'' Trilogy. The games mostly use stolen assets from the original games (With a little ''"original"'' content sprinkled in) and the first 2 have horribly edited in models.
** ''Five Nights at Toy Freddy's'' is the first game in the trilogy, and obviously has problems within it. The game has the same plot as the original FNAF game, but instead, it's the toy models from the second game. It takes place in the '''exact same pizzeria''', but has horribly edited in photos of the Toy animatronics, and [[ArsonMurderAndJaywalking the person on the phone ]][[RuleSixtyThree is a woman]]. The game is glitchy with the animatronics, sometimes being a complete crapshoot on whether you will live or not. But the most glaring flaw is the save function is broken, meaning if you make 1 mistake through all 5 five nights, '''you have to do it all over again''', making a lot of players just outright quit the game.
** ''Five Nights at Toy Freddy's 2'' fixes a few problems from the first game (Like the save function actually works) but has a few more problems on its own. It takes place a few years after the first FNATF's, where you go back to the pizzeria for a bet you and your friend had. You thought $100+ was too low for a job this risky in the original games? In this game, you get ''ten'' bucks. The voice acting has taken a major hit, replacing the British woman with a squeaky pre-teen who constantly begs you not to die, and will get on your nerves fast. The AI is still a crapshoot, and is made even worse because now there's [[OurGhostsAreDifferent a ghost]] that will kill you if you move so much as an inch. But despite all that, It is the exact same game as the first one. It takes place in the same pizzeria, all the rooms are the same, and despite there being a few cracks horribly edited in here and there, it's basically the '''same game'''. If you played ''Five Nights at Toy Freddy's'', you've basically played ''Five Nights at Toy Freddy's 2''.

* ''Pokémon Ultra Version.'' This hack can easily qualify as the worst Pokemon Romhack. The tilesets are clustered up, such as water currents on land, Pokémon centers mixed with the marts, without doors, etc. The movement permissions, which dictate what you can walk through, like roads or water, and what you cannot, such as walls and rocks, are completely mixed up, so much so that it is impossible to clear the game without Walk Through Walls, multiple times. The warps, such as cave entrances and doorways lead to completely random places, especially when trying to go back, and it leads to a different location entirely, such as the beginning of the game, or an unintentional ambush from a rival that outlevels you by a wide margin. There are some unimaginably nonsensical changes to certain moves; Recover for example, is an attack that does 255 base damage with 50 accuracy, and there are similar moves like that, like Smokescreen. Some trainer sprites are vomit inducing and even have background palette errors. This includes some very hideous fakemon sprites replacing the starters. And the boss fights, apart from the moves, aren't even edited, despite a change in the plot and names of characters. There are also a ton of text errors that go beyond just grammar, misspellings, capitalization. Lots of out of the box sentences, and garbled text, which actually makes the new plot of the game incomprehensible thanks to the text issues. If you want to see how horrible this game is, this [[http://s7.zetaboards.com/Nuzlocke_Forum/topic/8821058/1/ nuzlocke]] will show you.
* ''Pokémon: Touhoumon Insane.'' This Touhoumon mod makes great use of fake difficulty and has plagiarized maps from the original Touhoumon Lunatic, with "original maps" with flash mazes where you can't use flash. There is even a forest under the game corner with rain and grass. This also has the worst level curve of any Pokemon Hack; the second rival battle after the first town is ''level 25 minimum,'' and it skyrockets from there. You are expected to grind to level 100 by gym 5 legitimately, since rare candies are renamed "Noob candies," to insult the player for using them to speed up the grinding process. This game loves to insult the player, and has incredibly tasteless titles, such as ''Concentration camp'' are used for the Safari Zone, without any in-universe reason, other than "dark and edgy." Expect unnecessary crude languages in the dialogue, trainer classes ("Bitch" replacing "Beauty"), and even ''actual names of grunts,'' the nicest one being named "Ass." While Touhoumon Pokemon mods are known for some extreme base stat changes, this one just hands AI some exclusive mons with base stats over ''1200,'' in a poor attempt to make the game difficult. Maiden's Graveyard, the Victory Road section, has permanent flash mazes, invisible walls, and pitfalls that traps you if you don't have escape rope, forcing you wipe out your whole team to low leveled wilds to escape. Repels are also disabled for unavoidable wild battles. The endbosses have battles and dialogue that crashes the game sometimes. And for being touted as a difficulty hack, some sets are poorly made; a legendary with 5 special attack actually has an inaccurate special attacking move, which proves this game was actually plagiarized, since these custom sets were from Touhoumon Lunatic. The true final boss is basically an author avatar without any real involvement with the lore or very poorly made "plot." Watch Kyoko Sakura nuzlocke it [[http://s7.zetaboards.com/Nuzlocke_Forum/topic/8656002/1/ here]] and CaperNerd play it [[http://tvtropes.org/pmwiki/lb_i.php?lb_id=13037564630B66193000&i_id=13037564630I66194300&p=1 here]].
* ''Quest For Magma Mountain'' is a shmup type game that unravels into a mess of an ObviousBeta. The game's biggest problem is its sloppy implementation of DynamicDifficulty: As you progress through the game, the enemies' health increases ''exponentially'' which, combined with the fact that letting an enemy pass you costs you a life and the protagonist moves painfully slow even with maxed speed, means that you ultimately have a game that [[UnwinnableByMistake cannot be beaten]] because the enemies have more health than you have firepower, and the enemies with regenerating HP become ''completely immortal''. Buying upgrades also increases the enemies' health, defeating the entire purpose of upgrading in the first place, not that they or the single-use items are useful to begin with: The MP upgrade increases your bar by barely a sliver, the MP restore refills it by barely a sliver, the shield lasts for such a short time that the enemies won't completely pass before it wears off, the purchasable melee attack is weaker than the default ranged attack, the triple shot stops working at random, and the smokescreen attack stops working ''permanently'' if you ever save and reload. There also several lesser glitches: Buttons and icons vanish, the sprites sometimes fail to animate, you can get stuck on the results screen and have to reset, and if you replay a level and get a poorer result, it ''overwrites the superior rank''. This is all topped off by a horribly crass story where the protagonist comes off as a [[DesignatedHero cruel agent of villainous oppressors who got what they deserved]], and if you theoretically ''could'' reach the FinalBoss, the game doesn't even have a real ending and simply boots you back to the map afterwards.

* ''VideoGame/AoOni'' has a lot of fangames. Listing specific fangames would be a tremendous task so instead let's go over the many faux pas ''Ao Oni'' fangames have made: 1) Buggy or poorly implemented AI. 2) Improper setting of the tilesets which causes problems such as the player phasing in and out of bookshelves. 3) An outright absurd and obnoxious reliance on injokes and memes. 4) Nonexistent gameplay due to linearity or features that don't even work.
* ''Cheetahmen 2: The Lost Levels'' was touted as a remake of another horrible game (listed above), claiming to be "broken, but now complete", allegedly ironing out the bugs and making it playable. Despite having a massive budget for an indie game (funded by fans on {{Website/Kickstarter}}), it somehow ended up ''worse'' than Cheetahmen. Not only did none of the bugs from the first version get fixed[[note]]you still die by jumping, bottomless pits fail to kill you, etc.[[/note]], but there are now [[GameBreakingBug bugs that render the game completely unplayable]].
* ''Slender Graveyard'' is not so much a fangame as a threepenny rip-off of ''Slender'', with worse graphics, pointless stolen stock assets, horrible map design and inexcusable sound design, including audio levels that must have been taken in the dark. Any attempt at a scare in the game is either apropos of nothing or completely telegraphed, and they're all obnoxious jump scares punctuated with the same heavily clipped, unimaginative audio. Worse still, the game is outright horribly optimized--despite being done with the Unity engine, it suffers regular framerate drops.
* ''[[http://www.youtube.com/watch?v=OrtRYzdyAEo One-WAY]]'', a Yume Nikki fan game in which you play as Aitsuki and explore your dream world. What makes it so bad is that the music is incredibly unfitting and possibly stolen, MS paint backgrounds, the sprites are less than mediocre, and the ones that aren't that bad are stolen or recolored. Heck, they even stole some sprites from {{VideoGame/Ib}} and used them for an effect NPC seemingly totally unrelated to the effect Aitsuki receives, unless you count that one puzzle in Ib involving collecting balls of paint as what the effect is referencing. Thankfully, the game is being remade.

[[folder:Web Games]]
* The ''Arise'' series is known for consisting of not particularly well-made {{Point And Click Game}}s, what with the bland aesthetics, abrupt and random {{Jump Scare}}s, and {{Moon Logic Puzzle}}s. However, ''Arise 4'' can't even be considered SoBadItsGood. The game forces you to navigate around a confusing hedge maze with [[CopyAndPasteEnvironments screens that look very similar]] that is made even more confusing because you may not be facing the direction you might be led to believe upon clicking to move in a particular direction. It has such aggravating design idiosyncrasies such as drawers embedded right in the middle of a hedge, stolen music from ''VideoGame/ResidentEvil'', and puzzles that either pose zero challenge (finding a key code requires solving first-grade math problems) or are infuriatingly cheap, such as requiring you to [[PixelHunt click on a specific book in a bookshelf]] to find a key. The book lights up when you put your mouse on it, but it's hard to notice, and there's nothing to draw your eye to the book, and to add insult to injury, there's no hint that the bookcase contains a second item (since you already found one item on the bookcase).\\
The [[ScrappyMechanic most frustrating gameplay feature]] is one where various monster faces fade in and have to be shot at before they reach the player and trigger a game over that forces you to start from the very beginning of the game. Not only is switching between normal clicking and the gun designed in such a way that you might accidentally click out of the game, the game also includes the previous {{Jump Scare}}s so that you have a hard time distinguishing between those and the faces that you actually have to shoot. And then there's the ''final boss'' (yes, there's actually a final boss) of ''Arise 4'', which is essentially just a JumpScare .jpeg that takes about fifty shots to kill and functions almost identically to the normal enemies -- except that it's ''weaker'' than the normal enemies that kill you in one hit!\\
Watch [[WebVideo/{{Retsupurae}} Slowbeef and Diabetus]] suffer through it [[http://www.youtube.com/watch?v=PFPCEY_gURs here]]. The intro to the game has text reading, "I see you are surviving quite well. My next installment will make you want to DIE." As slowbeef puts it, "[[ThisIsGonnaSuck It's about as accurate as it can get]]."
* [=GameMaker's=] [[http://www.yoyogames.com/ official website]] [[SturgeonsLaw has a buttload of crappy games.]] Going by the length of the "featured games" list, less than 1% of games are considered SugarWiki/SoCoolItsAwesome by the ''Game Maker'' staff — or at least awesome enough that drawing attention to them is a good thing. Anything considered So Bad It's Horrible against this backdrop is... well, you get the idea. Just to give you an idea of the scale involved, [=YoYo=] Games has ~400 featured games, taken from a library of '''116,000''' games.
** "[[http://sandbox.yoyogames.com/games/108956-dodge-the-viruses Dodge the Viruses]]". The game only consists of the main character jumping around while dodging the viruses bouncing around. The creator believes that all criticism is "horrible comments".
** "[[http://sandbox.yoyogames.com/games/110044-smiley-2-__save-the-world Smiley 2__Save the World]]". The game has absolutely no challenge whatsoever. It has a smiley face going back and forth, and another one controlled by the player. If the player hits the space, the game displays "[[TitleDrop Smiley save the world]]".
** Lowtax's [[http://www.youtube.com/user/lowtaxico Youtube channel]] features Let's Plays showcasing many poor Game Maker games, which show a general pattern: ripping off actual games or licenses, poor texture usage, bad graphics, bad sound design, and simplistic gameplay, if the gameplay works at all.
** Even among the games reviewed by Lowtax, ''[[https://www.youtube.com/watch?v=zsCF-mz6Y6A Dontrel Dolphin]]'' is often regarded as the absolute worst, and definitely the '''weirdest'''. In short, it's a platformer with all-around terrible level design, an art style that resembles ''VideoGame/YoshisIsland'' on crack, LoadsAndLoadsOfLoading, and music that's pure NightmareFuel. Not to be deterred, the creator made a [[https://www.youtube.com/watch?v=oOOUHiYo788 sequel]]... which has worse graphics, worse music, an intro narration that sounds like it was read by someone reading from cue cards while on valium, and 3D boss battles which are prone to crashing after a few seconds[[labelnote:explanation]]that is more a fault with Game Maker titles running on later Operating Systems. Lowtax was using Windows 8, which most GM games by now won't run properly and may crash for running basic things, such as sound clips. Dontrel Dolphin was made with the now outdated Gamer Maker 8 Pro, which is discontinued in favor of Studio, which the games that are made with the program are now compatible with later systems[[/labelnote]]. A third game was later on made and released, and while it does admittedly contain some improvements from the first two games (such as backgrounds that are more appealing to the eyes and the music being a bit more bearable to listen to this time around), it still contains plenty of faults that were found in the sequel, including some of the aforementioned music being cut at the most inopportune of times, 3D movement looking very stilted and [[UncannyValley uncanny]] at points, and a particularly cheap attack for the 2D segments that makes losing almost impossible to do. Vinny from ''WebVideo/{{Vinesauce}}'' [[https://www.youtube.com/watch?v=zoISrqNGEd0 covers this game here.]]
** Then there's the really oddly named JOSH (AKA Josh.exe), something made to discuss the danger of gaming addiction... [[BrokenAesop In a video game.]] There's also some terrible voice acting bordering on lines of {{Narm}}, and some [[BigLippedAlligatorMoment rather out-of-nowhere moments]] with even MORE {{Narm}}. The graphics overlap when they shouldn't (a table holding a TV gets overlapped by the player character, for instance) and [[ObviousBeta you can phase off the entire map's camera.]] The graphics are even worse, too, and the menu has a typo which makes the word "Dedication" spelled like "Deadication". The gameplay consists almost entirely of bland side scrolling sequences with no challenge at all and top down sequences where the player character is reduced to a bland oval. The only level with actual game play is a rather boring and easy maze. All the while, a rambling voiceover talks about how he got addicted to video games, yet never actually describes how he stopped. Watch Lowtax riff it [[http://www.youtube.com/watch?v=y2hiIrv8gjQ here]].
* ''Death Trap'' (no relation to the game on Steam or Atari ST) is a point-and-click horror game gone horribly wrong. Aside from the contrived plot, terrible voice acting and low-budget scares, the game has tons of rookie mistakes. The audio clips can overlap each other if you're playing the game really quickly, the backgrounds often clash with each other and ruin the atmosphere, and the fact that the game is ''extremely linear''. The latter is not due to design choices, but rather the fact that the [[DarthWiki/IdiotProgramming navigation buttons were programmed to use frame jumping commands]]. This not only explains why there's no exploration or puzzles involved[[note]]the latter is resorted to click on the screen rather than selecting your item[[/note]] and effectively killed the [[JustForPun point]] of the game, it made the Flash file a lot bigger than necessary, and it takes a long time for the game to load even if you have a decent Internet connection. If you're curious on how much of a train-wreck it is, the incomparable Retsupurae go through the game [[https://www.youtube.com/watch?v=FJ7_7BfxrFo here]], or you can watch [[http://www.youtube.com/watch?v=pIJZpgn-Jp0 this]] Let's Play. If you look in the comments section of the latter video, you'll find that the author [[OldShame personally apologized for making the game]].
* Website/{{Neopets}} hosts hundreds of games, and usually fans are more forgiving of the weaker titles if they provide a decent amount of Neopoints. However, even in some of the games that weren't generally liked, ''Kau Korral'' is notorious for being one of the worst designed games ever hosted on the site, even from its early days. You use a Gelert to round up Kau into the barn (bringing into mind just how does that work in a world where all the Neopets are sentient) but the issue is that the Kau spawn randomly, sometimes even halfway off of the board, making the the game impossible to beat. That's including the fact you have to be right on the mark with the Kau in order to make them move where you want them to go. To rub salt in the wounds, calling the farmer causes you to lose control of the Gelert which serves to only scare away the Kau off-screen than actually help them get into the barn. It's safe to say that everyone was relieved when the game was finally removed, although it can still be played at the Game Graveyard[[note]]a page made for archiving outdated or terrible games that where made in Flash[[/note]]. The Neopets Team actually mocked the game in one of their plots where the villain makes them play it (much to the pain of its victims). On the plus side, TNT quickly released a game with a similar concept called ''Extreme Herder'', which is one of the site's more beloved games.
* Cartoon Network is memorable for its varied Flash games. One of the more memorable ones is certainly ''not'' an ''WesternAnimation/EdEddNEddy''-themed game called ''Kart Attack''. The graphics are rather crudely cobbled together, with various stock images of the characters from the show noticeably [[OffModel out of proportion]] (especially notable in the ending screen, with an incredibly short Johnny among the other kids). The actual gameplay revolves around driving a kart up a road, and your aim is to increase your "street cred" by running ''into'' obstacles, while avoiding certain ones such as oil slicks. The problem is that the titular kart goes so fast that the gameplay is reduced into blindly moving around while constantly bumping into things in hopes that you'll hit enough "good" obstacles to raise your score. The audio just consists of the (otherwise catchy) ''Ed, Edd n Eddy'' theme on repeat, along with [[MostAnnoyingSound Sarah saying, "Get lost," whenever you run into the grass]]. The game has even been known to crash the browser on older computers.
* ''Nocturnal Letters'' is a Newgrounds point-and-click whose main draw is that the backgrounds are real pictures taken of the author's family's home. They are...except not only were the pictures taken with a webcam, they're so hideously compressed that it's nigh-impossible to make anything out. Navigating around the areas is unnecessarily difficult as well, thanks to a confusing navigation system and the aforementioned terrible compression. The puzzles are barely there, and the story can't decide if it's a horror story or a BrotherSisterIncest love story.
* ''Jeff the Killer'' is a series of jumpscares of Jeff's face, along with a spider for some reason. There is absolutely nothing else that's scary in the game. There's a couple of keys to use on doors, as well as a gun which is used once (on the spider), has terrible aiming, and has no place being in a Creepypasta-inspired game. Since you get a weapon, you have to have a health meter, which goes down whenever you look at the monsters, and losing all of your health causes the entire building to take off into space, leaving you behind with Jeff's face. Winning is pretty much AWinnerIsYou, and finding the real ending is hard due to the confusing level design and awful lighting (which is constantly flashing). Oh yeah, and all the music is HellIsThatNoise, just for maximum irritation. Admittedly, Jeff's face is pretty scary, but even that is ruined by its two dimensional appearance, and that's all the game has going for it, believing that star power is all it really needs.
* ''Evil'', a "game" by J.P.R., is a first-person game where the player is traveling through "Evil's" mind... except the game forgets to tell you that in-game. The main character moves at a snail's pace, the only challenge comes from the poorly-made jump puzzle segments, and what "scares" the game has are so cheesy [[{{UsefulNotes/Plagiarism}} or stolen]] that it ends up being {{Narm}}.

[[folder:Game Mods]]

With over 15,000 ''Doom'' mods on the /idgames archives, there are many horrible ones to go around:

* In ''Doom'''s heyday, [=WizardWorks=] published ''[[http://doomwiki.org/wiki/D!ZONE D!ZONE]]'', a series of [=CDs=] sold containing hundreds of [=WADs=] collected from both the [=BBSes=] of the time and the early Internet. It was quite helpful among some players who didn't have the resources to check out [=WADs=] online. Too bad a large chunk of the [=WADs=] were horrible, most of them unfinished, and some that wouldn't even load correctly at all. The back of the boxes often showed stuff that [[CoversAlwaysLie wasn't even in the game]]. Several Website/YouTube users started a series called ''The D!Zone Experience'' to showcase some of the weirder [=WADs=] included.
** These were just a few of the innumerable UsefulNotes/{{shovelware}} discs created by low-budget companies to cash in on ''Doom'' 's popularity, with invariably huge collections of [=WADs=] downloaded online and put on a disc without considerations of quality or permission from their designers. Determined to beat these distributors at their own game, Creator/IdSoftware included a disc known as ''[[http://doomwiki.org/wiki/Maximum_Doom Maximum Doom]]'' as bonus content to the ''[[http://doomwiki.org/wiki/Master_Levels_for_Doom_II Master Levels for Doom II]]'', containing 1,830 amateur [=WADs=] mostly for ''Doom II''--with a great number of them being ''Doom'' [=WADs=] turned into ''Doom II'' [=WADs=] using a converter that includes ''Doom II'' monsters by randomly replacing exactly one monster each per level. A community member named Tarnsman started a series of livestreams on his Website/{{Twitch}} [[http://www.twitch.tv/Tarnsmandw/profile account]] called "The Great Shovelware Extravaganza" in which he plays through ''Maximum Doom'''s ''Doom II'' content, on which he spent over ''60 hours''. His experience was full of shoddy design, beautifully bad texture use, and bugs, including [[https://www.youtube.com/watch?v=AkX1C18vQRk an example that defies explanation]].
* The 1996 ''VideoGame/{{Doom}}'' WAD "[[http://www.doomworld.com/idgames/index.php?file=levels/doom/a-c/boom2_3.zip Boom v2.3]]" (not to be confused with the Boom source port) gained infamy with a [[http://games.moria.org.uk/doom/du/reviews/boom2_3.html review]] on the classic Doom Underground website declaring it to be the worst such addon the writer had ever seen. It features horrible custom MS Paint graphics for the wall textures (slathered with smiley faces) and the HUD (a solid-yellow rectangle), and sound effects that are unfitting at best (breaking glass for the shotgun?) and annoying at worst (the author shouting things with sound filters applied). The first episode's levels are poorly balanced (you get a BFG with full ammo on the first level with a tiny number of enemies), badly designed (you can often access the exit immediately), and little more than freehand scribbles--and yet one level manages to repeat itself, only with an edit that makes it ''easier'' to complete. The other two episodes are a slew of repeated levels that the author admits are terrible and yet still felt the need to include. The text file claims that it's a "MAJOR upgrade" from the now-missing v2.2, which just makes one wonder how bad the previous version was!
* Another WAD [[http://games.moria.org.uk/doom/du/reviews/wow.html made infamous]] by Doom Underground was "[[http://www.doomworld.com/idgames/index.php?id=9955 Wow]]" (more popularly known by its filename, wow.wad), a 1999 ''VideoGame/{{Doom}}'' level consisting of a square room with a hanging body, a [[{{BFG}} BFG9000]] with full ammo, a Cyberdemon in a deep pit... and nothing else. Oh, and the inside of the pit is untextured, resulting in graphical glitches. All of this is notoriously passed off as a mission to hunt and kill a wounded Cyberdemon trapped in an "illusio-pit." Problem is, killing the Cyberdemon won't even complete the level because it's placed in the wrong map slot, making it UnwinnableByMistake[[labelnote:explanation]]In the unmodified ''Doom'' engine, the deaths of all existing Cyberdemons on [=E2M8=] will end the level and finish the game. However, this level is placed in [=E1M1=] instead, requiring one to edit its map header to make it Winnable[[/labelnote]]. "Wow" has since become one of the [[http://www.doomworld.com/10years/bestwads/infamous.php Top 10 Infamous Wads]]. It even received a comedic remake for modern source ports titled "[[http://www.doomworld.com/idgames/index.php?file=levels/doom/Ports/s-u/superwow.zip Wow: Enhanced]]" which has a vastly expanded story, new music and superior visuals... but which is no more bug-free or Winnable than the original. The original "Wow" can be viewed [[http://www.youtube.com/watch?v=9A4rSgFaLbk here]]. It's the author's OldShame for a reason: he was ten years old at the time, and went through a phase were he'd upload anything no matter how unfinished.
** What bears mentioning is that the [[http://doomwiki.org/wiki/Hall_of_mirrors_effect graphical glitch]] in the "illusio-pit" is more commonly used by level designers for the original engine to hide enemies underground, so when the player approaches what seems to be the unbroken surface of (say) a body of water, the enemies appear to rise out of it to attack them. (Enhanced source ports implement a special effect for this purpose and more, making it unnecessary.) What qualifies it as a glitch in this level is that it appears to be an artifact of the designer forgetting how to apply lower textures.
* The works of [[http://www.doomworld.com/idgames/index.php?search&field=author&word=Jerry%20Lehr,%20Jr&sort=time&order=asc Jerry Lehr, Jr.]] seldom rise above the level of the community's earliest custom maps, even the most mediocre, because they're mainly a series of rooms and corridors with little to no height variation and lousy gameplay consisting of shooting clumps of low-level monsters with a shotgun or chaingun. He would qualify as Horrible with his ''Nightmares'' trilogy--the first of which was [[http://web.archive.org/web/20060226020802/http://www.gamers.org/pub/idgames/REJECTS the second ever WAD]] rejected from the /idgames archive for quality reasons--and his [[http://www.doomworld.com/idgames/index.php?file=levels/doom/d-f/erlywads.zip early WAD pack]], which is worse than most people's early [=WADs=] because its four [=WADs=] largely comprised of the same flat and simplistic level ''[[CutAndPasteEnvironments repeated over and over again]]'' with different object and hazard placement each time. But his last known release, ''Nightmares of Loki 1999'', takes the cake. It combines the problems of flatness and bad gameplay with annoying sound effects, custom textures made up mostly of ''Doom'' textures repainted in eye-searing colors, and seemingly endless switch hunts that [[MoonLogicPuzzle defy human logic]] to the point that cheat codes may be required to solve certain levels. Not that you have that luxury at first, of course, because the cheat codes have also been changed for some reason. Unsurprisingly, Jerry Lehr, Jr. [[http://www.doomworld.com/vb/post/912931 later admitted]] that he made the WAD while addicted to marijuana. A review of ''Nightmares of Loki 1999'' on Doomworld following its 2003 rerelease can be found [[http://www.doomworld.com/php/topstory.php?id=2102 here]].
* ''Doom: Rampage Edition'' was eagerly anticipated, featuring the premise of a Baron of Hell who escapes a UAC lab. Unfortunately, after three years of work, [[TheyWastedAPerfectlyGoodPlot it failed to live up to its promises]]. The WAD featured ''60 megabytes'' of stolen music that did little else but bloat the WAD to 80 megabytes (that's ''three quarters of the archive''), straining the net connections of its time. Whoever got past that was treated to sloppy graphics--the baron's hand was just a recolored fist with badly drawn green flames and the skyboxes were just wall textures with regular sky above them--boring and repetitive gameplay, and the illogical ability of the baron to use guns. These included a Cacodemon gun launching a fireball that punched through enemies and [[OneHitKill killed most of them in one hit]], and a shotgun and dual chainguins with ''infinite ammo'' you could collect [[DiscOneNuke very early on]]. You ''could'' use the Baron's usual abilities, the fireball and the claw, except they both used the aforementioned edited fist and the fireball ''had no proper firing frame''. All of this and more won ''Rampage Edition'' Worst Wad at [[http://www.doomworld.com/11years/others.php the very first Cacowards in 2004]]. The author's [[SmallNameBigEgo hostile reaction]] to its adverse criticism didn't help matters.
** It was so bad that one community member, Deathbringer, said he could "pull a better wad out of [his] ass." In a little over three weeks, he made a wad titled such: "[[http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/m-o/outmyass.zip A better wad i pulled out of my ass]]".
* ''Nazi Auferstehung: A [=DukenDoom=] Adventure'' [[http://www.doomworld.com/13years/others.php won Worst Wad at the 2006 Cacowards]] for a variety of reasons, including but not limited to sloppily textured levels created with a random level generator, badly imported resources from other games, a MostAnnoyingSound of Franchise/DukeNukem saying "Die, you son of a bitch" every time you gib an enemy (which also plays if you input a suicide code in a source port that has one), and a filesize bloated by a truckload of copyrighted [=MP3s=] that don't play as music in-game just like ''Rampage Edition'' on top of multiple copies of the copyrighted ''Doom II'' resource file. Also following in the footsteps of ''Rampage Edition'', its author didn't take the harsh criticism well, infamously and hilariously attempting to defend it by [[http://www.doomworld.com/vb/wads-mods/38286-im-the-maker-of-the-tc-and-i-have-a-prob-with-some-of-u/ claiming to be autistic]], in the process demonstrating the exact opposite of autistic behavior.
* Giulio "Glassyman" Galassi created ''Gamarra's Story'', a series of maps that were widely reviled for their weak design and dull gameplay. This led him to lash out with ''Gamarra's Soul Story'', a series of unfunny "joke wads" that, on top of sharing all the flaws of his previous work, was created solely to enact a childish revenge fantasy [[TakeThatCritics against his critics]] by hiring the player to kill them for insulting his work. It got bad enough that his [[http://www.doomworld.com/14years/others.php Worst Wad Cacoward in 2007]] came with a plea by the reviewer to stop making [=WADs=] altogether. Glassyman was eventually banned from almost the entire ''Doom'' community, and little has been heard of him since.
* The user mattbratt11 achieved notoriety the same year with Doomworld posts consisting mainly of bizarre ideas for ''Doom'' mods and reacting badly to criticism of those ideas. His one released WAD is ''[[http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/m-o/mattpack.zip Mattbratt's Level Pack]]'', a full megawad where the first four maps were stolen from other authors[[labelnote:origins]][=MAP01=] is "[[http://www.doomworld.com/idgames/index.php?file=levels/doom2/0-9/0symphod.zip Symphony of Death]]" by Sphagne, [=MAP02=] is "[[http://www.doomworld.com/idgames/index.php?file=levels/doom2/a-c/amtm.zip A Monster Too Many]]" by [=XXoXX=], [=MAP03=] is "[[http://www.doomworld.com/idgames/index.php?file=levels/doom2/m-o/mycyber.zip Cyber Fun]]" by Dimiter Georgiev, and [=MAP04=] is "[[http://www.doomworld.com/idgames/index.php?file=levels/doom2/0-9/1squares.zip SQUARES]]" by Costa Lappas[[/labelnote]] and the rest consist of rooms and corridors with little to no height variation that are mostly textured in the same monotonous shades of gray. He also cared so little about balance that he ''encouraged'' the use of cheats to beat it, including an infinite ammo patch stolen from the [=DeHackEd=] [[http://www.doomworld.com/idgames/?file=utils/exe_edit/dhe31.zip distribution]]. A video review of the WAD can be found [[https://www.youtube.com/watch?v=3yQIUN9L7EU here]].
* ''[[http://www.youtube.com/watch?v=4mnIwYxcRQk UAC Military Nightmare]]'', a Skulltag (now Zandronum) WAD created by a {{troll}} known only as "Terry." What sense can be made of the plot involves Creator/JohnRomero heads, poorly drawn MS Paint faces, and ''an evil SantaClaus'' trying to "rape" the player with BFG blasts. On top of dumb gameplay and incredibly loud sound effects, the scripting fails to work roughly half the time; when it does, it usually treats the player to excessively vulgar references to anal rape. One level is even flat-out malicious, due to a script that fucks with your source port configuration and renames your character to a homophobic insult. It duly [[http://www.doomworld.com/15years/others.php won Worst Wad at the 2008 Cacowards]], accompanied by a vitriolic guest rant almost as vulgar as the WAD itself.
** "Terry" also has a catalog of levels designed to lure the player in with decent visuals and then suddenly catch them in a "trap" subjecting them to [[LoudnessWar extremely loud noise]], [[EpilepticFlashingLights rapidly flashing lights]] and vulgar text popping up all over the place, more or less SensoryAbuse. As if that weren't bad enough, he has a group of fanboys who do the same thing (although these could be [[IHaveManyNames aliases]]), to the point that "Terrywad" as become synonymous with "crap" on the /idgames archives. Some of these also cross the line into active malice: some follow the aforementioned example by screwing with your Zandronum configuration; others are "[[http://en.wikipedia.org/wiki/Zip_bomb zip bombs]]" which disguise themselves as small archive files, only to suddenly explode as compressed petabytes of folders inside folders are unzipped, meaning your computer eventually runs out of memory.
** On May 4, 2014, ''UAC Military Nightmare'' and a number of its successors and imitators were purged from the /idgames archives as part of a crackdown on [=WADs=] that misrepresent their contents, and on malicious [=WADs=] such as zip bombs and those with scripts designed to wreck your Zandronum config. Two days later, a directory was created to house the rest of the "terrywads" completely separate from the regular archive, making it obvious what the [=WADs=] are so anyone can avoid them. Not a tear was shed in the community―except from the [=WADs=]' creators and their fanboys, of course.
* ''[[http://www.doomworld.com/idgames/?id=16760 Doomguy's Warzone]]'' is not to be confused with something with the same name that came out years earlier. It is essentially a gameplay mod with far too many unnecessary difficulty modes, badly overpowered custom weapons, and too many [[GoddamnedBats ungodly annoying]] or [[DemonicSpiders lethally aggravating]] custom enemies amongst the randomly generated roster, and almost ''all'' of the resources are plagiarized. There are also a ton of custom items that either [[GameBreaker break the game]] or are [[JokeItem utterly useless]]. On top of all this, the author, Doomguy 2000, loved to advertise this WAD, even when told by seemingly the whole ''Doom'' community to stop, earning him a reputation as an AttentionWhore.
** His other releases aren't much better. They're largely intentionally provocative concept [=WADs=] that could be considered "avant-garde" if one were charitable, from ''30,000 Levels'' (literally 30,000 of the same box with an exit switch [[CutAndPasteEnvironments repeated over and over]]), to ''Blind Doom'' and ''Seizure Doom'' ([[ExactlyWhatItSaysOnTheTin exactly what those imply]], with the bonus that ''Blind Doom'' still has visible floor and ceiling textures), to ''The Worst Level Ever Made'' (also [[ExactlyWhatItSaysOnTheTin precisely that]]). These [=WADs=] and the aforementioned Terrywads ultimately led to the Worst Wad Cacoward being discontinued in 2011, as it was originally meant for ''unintentionally'' bad work and awarding it to [=WADs=] made terribly ''on purpose'' attracted {{troll}}s and {{Attention Whore}}s and caused it to lose most of its meaning.

* [[http://www.totaljerkface.com/profile.php?id=802187 Magma Man's levels]] all follow the same basic formula. [[UnwinnableByDesign Undodgable hazards, instant death,]] [[NamesTheSame names ripped from popular maps]] or names that have nothing to do with the map within, sub-par assembly, Overt references to anal rape, [[SensoryAbuse Ear Rape]], and FakeDifficulty. Combine any or all of the above elements, and you have a Magma Man level. In fact, some of his maps can cause [[GameBreakingBug the game engine to lag horribly or even freeze,]] forcing you to restart the game entirely just to get out of it.
** Strangest of all, Magma Man was apparently inspired by "Terry", the creator of UAC Military Nightmare (which is covered above).

* Christian Weston Chandler is infamous for, [[Webcomic/{{Sonichu}} among]] [[Horrible/WebComics other]] [[Horrible/{{Music}} things,]] his ''VideoGame/LittleBigPlanet'' mods. They are, barring perhaps the "First Date Level," quite bugged, poorly assembled, and full of FakeDifficulty. One of the mods, despite having been up for three years, has had fewer than 20 people clear it. This carried on to the game's sequel:
** "Autism Tutorial". It's a cutscene with no gameplay proper, but the content's the real problem — it starts out as the basics about Autism, taken from Wiki/ThatOtherWiki. Not halfway through, it's a schizophrenic, self-important, rambling AuthorTract that has nothing to do with Autism, yet somehow exhibits every negative stereotype associated with it, culminating in a "satirical" talk show segment where the host beats up Hans Asperger for no other reason than that he ''made Chris feel less special''. [[http://www.youtube.com/watch?v=B1mbTyKiqF8 Here]] [[http://www.youtube.com/watch?v=Fn0Ef0PvLZU it]] [[http://www.youtube.com/watch?v=0I-zOv41b80 is,]] [[http://www.youtube.com/watch?v=epV54L7JWUA in]] [[http://www.youtube.com/watch?v=2b9n1ms-pno just]] [[http://www.youtube.com/watch?v=yspuz_ZNIx0 seven]] [[http://www.youtube.com/watch?v=Pqlr2zBgmtk parts.]]

* Kong's characters are known to be extremely glitchy and broken. Mentioning Kong is [[InternetBackdraft calling a flame war upon yourself]]. [[http://www.youtube.com/watch?v=6ykTPLfyt2M Here's one reason.]]
** Omega Red [[http://www.youtube.com/watch?v=eyRxgMuQW-I beat]] ''Rare Akuma'', a character '''purposefully designed''' to be overpowered and undefeatable by a skilled MUGEN character maker, on hard AI mode.
** In more general terms, the Infinity Mugen Team template for Marvel vs. Capcom-style characters is said to be so bad that it would be easier to make an accurate [=MvC=] character based on Kung Fu Man than on the template, or to take the sprites that Kong ripped and code it yourself.
* "Raruto Full Game", a game based on a ''Manga/{{Naruto}}'' [[AffectionateParody parody]] (which is WAY better than the game) whose whole roster comprises poorly coded Kung Fu Man edits. The stages available in-game are all stolen. [[http://www.youtube.com/watch?v=KUFNWhDjMug Here's a peek at said horrid characters getting beaten up.]] By far, funnier than the "full game" itself.
* There are some characters referred in the ''MUGEN'' community as "Retarded Characters", all considered such because of horrible controls, badly coded features, or deplorable spritework. In some cases, the spritework may be good but the characters are [[DolledUpInstallment blatant ripoffs of existing characters]], also known as "Spriteswaps". For example, Warner's Vampire Burns (a spriteswap of an already-horrible Jedah by Kong) and the extremely infamous Peter Griffin by Actarus ([[http://www.youtube.com/watch?v=bwuNEM2dFik no words needed]]).
* Speaking of Actarus, while his Peter Griffin is his most infamous character, he has many more characters with similar problems: bad spriting and sounds, a shortage of hitboxes, bloated stats, and overpowered attacks. Of course, various people [[http://youtu.be/o4rFZo1OIm0 have]] [[http://www.youtube.com/watch?v=tvPhYvYMFck beaten]] [[http://www.youtube.com/watch?v=2nOo-Pb59zs down]] [[http://www.youtube.com/watch?v=jH3Lbrxd_04 Actarus']] 'characters'.
* Spriteswaps in general tend to be pretty awful. It doesn't help that many of them have jacked-up stats. Given the fact that the underlying code is meant for a different character, hilarity is bound to ensue even if no modifications are made. [[http://randomselect.smeenet.org/ddm/trunks.html Of course, some creators have even done sprite swaps of their own characters.]]
** Several authors take the idea of spriteswaps UpToEleven. Almost all of [=KoopaKingdom=].com's characters are spriteswaps of Franchise/MortalKombat characters, poorly made into Nintendo characters. Spriteswapping is far from the only flaw present in [=KoopaKingdom=].com's characters. They also possess ridiculously powerful attacks, high priority on all of their attacks, spriting issues (even disregarding the spriteswapping), glitches, and several characters still have the pre-spriteswap sounds (resulting in Yoshi sounding like Scorpion, for instance.) Don't just take our word, see them in all of their unglory [[https://www.youtube.com/results?q=KoopaKingdom.com here]].
* For more examples of Retarded Characters, [[http://www.youtube.com/results?search_query=retarded+mugen&search_type= just look at what YouTube drops on results on retarded character beatdowns.]]
* One particularly awful character creator is [=GooGoo64=]. He combines the horrible-to-the-point-of-gamebreaking coding of Kong or Ainotenshi with the spriting styles of some of [=RyouWin's=] earlier ''VideoGame/MarvelVsCapcom2'' characters (essentially, using a capture card to get footage and then manipulating it into sprites for the character). His characters have unblockable moves, moves that render the character invincible while using them, one-hit kills, and various other problems. But one that stands out even among this crowd of miserable failure is [[http://www.youtube.com/watch?v=HkmgpL-ItiE#t=01m51s his version of Gold Lightan]] from ''VideoGame/TatsunokoVsCapcom'', which turns out to be a spriteswap of an [=MvC=]-style Ryu but with ''massively'' jacked-up stats; to make it worse, while the character is open-source, he didn't appear to have given credit to the original creator, or even changed the file names.
** The_None, author of several very much better quality {{Joke Character}}s made an extended video beatdown series where he showcases each of [=GooGoo64's=] aberrations' broken moves, explaining additional bugs and subsequently beating them legitly (if possible at all). [[http://www.youtube.com/watch?v=Opmcd2xvuJo You can start from here]].
* Another infamous creator (though less well-known than Actarus or [=GooGoo64=]) is [=Pgrs111Magen=]. To start, every single character of his is a spriteswap, encompassing a wide variety of characters. While most of his characters are badly done Touhou characters, a few are hate characters of people he doesn't like, most likely because they bashed his works. In addition to spriteswapping, his characters tend to have sprites and palettes that range from awful to down-right horrifying to outright pornographic. Combined with equally bad soundpacks, several characters with jacked-up stats or overpowered moves, and a blatant disrespect for those that created the characters, and we have a real piece of work. Don't just take the description into account, there are many videos on YouTube actually bashing these creations, none perhaps more in-depth than [[http://www.youtube.com/watch?v=x2Mum_Z4y_g Dumanios']].
** One of Dumanios' video descriptions is a {{Reason You Suck Speech}} directed towards Pgrs for several sins he has committed, to list:
*** [[{{Man Child}} Extreme]] [[{{Jerkass}} Immaturity]]
*** Blatant Spriteswaps.
*** Making hate characters towards anyone who [[{{Cant Take Criticism}} criticizes]] [[{{Small Name Big Ego}} him]].
*** Showing no respect towards any of the authors he copied.
*** [[{{Moral Event Horizon}} Worst of all]], [[NeverSpeakIllOfTheDead making a spriteswap of the deceased]] Reuben Kee's Dragon Claw (and naming the character Miss Whore.)
* Spinicci "Kingstar" Giacomo is an author often speculated to have some connection with Actarus due to how similar their "creations" are. His sprites consist entirely of stolen art cut and pasted at random, with the end result often described as "Cardboard Cutouts" or "Action Figures". Max Payne in particular is generally regarded as his worst due to being a spriteswap of an already shoddy Duke Nukem and having [[HellIsThatNoise one of the most grating death cries]] known to man.
* The appropriately named "[=Idiot=]" is another MUGEN author that creates mostly retarded and just plain bad characters. Normally, this wouldn't make him especially worthy of a notable entry here, but even among the countless retarded character authors, Idiot is a special case. To begin with, he is often cited to be the author that actually started the entire "Retarded Character" genre. But even though Idiot is mostly known for his retarded characters, those pale in comparison to his characters that actually ''aren't'' retarded, which are mostly just lazy, broken and genuinely horrible anyways. Here is [[https://www.youtube.com/watch?v=hEAErQwpp08 Dumanios]] taking down almost all of Idiot's characters, where their sheer awfulness is put on display. Notable examples include:
** For some reason (other than sheer laziness), Idiot made 4 seperate versions of SpongebobSquarepants which are actually all spriteswaps of completely different characters, but you would only know that by looking at their names (For example, "Shao Kahn Spongebob" being a spriteswap of [[MortalKombat Shao Kahn]], along with the voices left mostly unchanged).
** His [=EvilWaddleDee=] is simply broken beyond belief and looks absolutely horrendous. It's a purple floating Waddle Dee that still has a white background on it, and yet it's a spriteswap of Reuben Kee's Evil Ken of all things.[[labelnote:Note]]Although it should be noted that [=EvilWaddleDee=] was made when Reuben was still alive, making this case not nearly as shameful as [=Pgrs111Magen=]'s Miss Whore.[[/labelnote]]
** In probably the most embarassing example, Idiot made a punching bag character of Mugen Toons, a MUGEN author he apparently doesn't like. This character description should tell you everything you need to know:
-->''"Mugen Toons has retired, so I made this to beat the shit out of Mugren Toons!!!!! I HATE MUGEN TOONS. [[{{Hypocrite}} HE MAKES SPRITESWAPS]]!!!!!!!!!"''

* ''[[http://www.youtube.com/watch?v=Da3uZsohdwg Mario's in Terror]]''. Probably a troll game to be honest, it's a glitched, near unplayable mess that plagiarises ''Brutal Mario'' (first and fifth level), ''Kaizo Mario'' (second level) and the original game (one of the others).
* ''[[http://www.youtube.com/watch?v=Tf2QSA-iPoU SMB Crossover]]'' (NotToBeConfusedWith the [[VideoGame/SuperMarioBrosCrossover popular and well-done Flash game]]). It's entirely level remakes based on better games, and horrendously done, massively cut off and glitched remakes to boot (the Yoshi's Island level has to be seen to be believed).
* ''[[http://www7.atpages.jp/smw/view.cgi/1322637326/ Mario Super Star]]''. No video to show it, but it's a terrible game with many... unusual problems. Namely, a level with entirely glitched graphics to the point of unplayableness, levels without any enemies, flat levels, levels which are nearly the exact same as the originals (except you're invisible), massive slow down, cut off, and an [[UnwinnableByMistake unwinnable final boss]] with no weaknesses or attacks. The biggest problem? Unlike most games listed here, which are usually only a few levels long, this game lasts for nine worlds.. You will lose the will to live if you try to play the entire thing.
** Somehow, an update actually made the game ''worse''. Now instead of completely empty levels every so often, you've got wannabe kaizo levels thrown in every so often instead. Nothing about the annoying gimmick levels or glitched level or undefeatable final boss was fixed, but now what was once a mercifully quick to complete game takes about ten times longer.
** Its sequel of kinds, [=SMW3=] New Levels and Retro Levels is a bit better, but not much. The first five or so levels have zero challenge whatsoever and often no enemies or sprites in them, but it really, really starts to fall apart in 'level' 8. That level is literally just the SMW Bowser fight. Then the next one is just the first level in ''VideoGame/SuperMarioWorld'', except you're permanently invincible, the next is another unedited SMW Bowser fight, except you're forced to be small, and while one final level is sort of new, the final real one is a completely unedited SMW level. It's just so lazy all round, and it's the author's fourth game in a row which could be classified as at least SoBadItsGood. It can be found [[http://www7.atpages.jp/smw/view.cgi/1334400221/ here]]
* [[VideoGame/HammerBrother Hammer Brother Demo 3]] and Orange Version is a hack made by a Brazillian user called blackout77 on SMW Central and released in 2013. It's also a horrific mess in pretty much every way possible. It has since been removed from the website for flagrantly violating its quality standards, but [[https://www.youtube.com/watch?v=quWuOUx7QIQ&list=PLmyqeI1gB83tlbi2wXfdu_3AK-eGsMQMI a Let's Play remains on YouTube for the morbidly curious]]. Among its faults:
** The graphics range from bland to absolutely horrible MS Paint-level abominations that probably wouldn't stand up to [[Webcomic/{{Sonichu}} Chris-chan]]'s work, most notably in world 1's stadium castle. Sometimes they clash horribly too, like high-detail ''VideoGame/DonkeyKongCountry'' backgrounds with 8-bit ''VideoGame/SuperMarioBros1'' foregrounds. They're also glitched in many cases. Sometimes top-down graphics like those from ''Pokémon'' are used in a side-view platformer and look hideous.
** The music ranges from okay to awful, with some of it either having no samples in a song that needs them (which makes it sound like crap) and some ported songs that sound like the original as butchered by NES pirates. Just the horrific mess that's been made of the Cossack's Citadel stage 1 theme from ''VideoGame/MegaMan4'' has to be heard to be believed. Hear it in [[http://www.youtube.com/watch?v=UCC7IoUabG4 this video]], which compares the crappy ports to the original songs. On more accurate emulators and real hardware, some of the good tracks turn into glitchy abominations with a real possibility of crashing the game.
** The Metal Man Boss in World 2 is invincible, making the game UnwinnableByMistake, unless you use Game Genie, Lunar Magic or the orb glitch from vanilla SMW to skip the level. Sumo Brother Tower and Abyss of Death have no exits in Demo 3.
** Levels are copied wholesale from better games, including ''Super Mario Forever'' (a kaizo hack) and ''VideoGame/KaizoMarioWorld''. At least six (Butter Bridge 2, Outrageous, Funky, Valley Fortress, Chocolate Secret and Donut Secret) are unedited from the original game (at least in Demo 3).
** The whole thing has RatchetScrolling, yet levels require you to go left as well as right, resulting in multiple forced deaths.
** Whole parts are blatantly ripped off from ''VideoGame/BrutalMario'', except without the quality ASM/programming gimmicks. Think "Brutal Mario as done by Creator/TheAsylum". The hacker also horribly rips off VIP 4 in two more levels.
** The Final Version was released in 2014, and has even more plagiarism than Demo 3 has. [[https://www.youtube.com/watch?v=zeE0BZS2LeI&list=PL5yRIRH-6ATP-EG5ZVVltP15wgG3tjqUU Daizo dee Von does a savestateless playthrough here]].
** Seriously, just [[http://web.archive.org/web/20150307034459/http://talknintendo.com/blog/index.php/Entry/1-CM30-s-Fan-Game-Reviews-Revived-Hammer-Brother-Demo-3 read the review here]]. It's just... bad on so many levels.
* ''Super Mario Bros Lost Brain Ultimate Edition.'' In short, it is absolutely void of anything resembling consistency, making every single aspect of the game an excruciatingly cheap exercise in TrialAndErrorGameplay.
* ''Link's Adventure'': ''Franchise/TheLegendOfZelda'' meets ''VideoGame/SuperMarioWorld''. [[TemptingFate Should be good, right?]] Well, no, it isn't. The graphics are simplified, complete with a Link who has just one animation frame and constantly faces the camera with his nonexistent face. The enemies are NES sprites on 16 bit backgrounds/tilesets, which look absolutely horrible; the music is extremely bland SMB 3 tunes used with no variation (literally, the grass/athletic theme is used for all but TWO levels with no changes) and the level design is flat and boring with huge areas of open space with no obstacles. Really, the whole thing is just a horrendous [[TheyWastedAPerfectlyGoodPlot missed opportunity]]. You can see the hack in [[http://www.youtube.com/watch?v=0mcTpWT8gS4 The 5 Random Guys LP of it here]] or in [[https://www.youtube.com/watch?v=BZinBVwD2mk levelengine's review here]].
** The same guy also made a game called ''Super Paper Luigi''. Presumably it was meant to be based on ''VideoGame/PaperMario'', but in practice plays like a much shorter, often even easier version of Link's Adventure. The graphics still look dreadful, with the lack of shading being something you'd expect from a preschool kid using Microsoft Paint. The level design is completely flat and uninteresting, with enemies you can just leap over with ease. And the boss level is just plain annoying, since the flat land is now 'spiced up' with homing Bullet Bills out of nowhere just to add a bit of extra artificial difficulty to the experience.
* ''Iggy In Unova'' is a German rom-hack starring a flickering sprite of Iggy Koopa riding on a Chargin' Chuck through something that can best be described as one of the most horrendous looking landmaps in history. No Mario level of the original VideoGame/SuperMarioWorld has been edited, unless you consider "sprite flickers out of nowhere" to be serious editing. It also features some overly VulgarHumor (Try telling a German gamer that this romhack has a level named "Omasex". [[PoesLaw He will believe that you are joking.]]) and [[ReferenceOverdosed tons of MIDI synthesized music tracks from pop-cultural phenomenons]] that do not fit the levels they were used in at all ([[Music/LadyGaga Poker Face]] is used in a mountain level. Music/WolfgangAmadeusMozart is used in a pipe level. The Franchise/JamesBond Theme is used in a cave level... the creator did not even make sure that his music tracks could get covered by fair use). [[ThereIsNoSuchThingAsNotability levelengine]] has this tied up [[SelfDeprecation with his own attempt at a rom-hack]] as #1 in his [[https://www.youtube.com/watch?v=bvJ2DYQ36Qo The Top 10 Worst SMW Hacks I've Let's Played]]. To put this into perspective, you only need to know that ''Hammer Bros Demo 3'' is only #2 on the list. However, after he finished Let's Playing Hammer Bros. Demo 3, he considers that to be worse.
* Whereas the first ''Super Mario Kollision'' was a fair bit better than blackout77's later ''[[HammerBrother Hammer Brother Demo 3]]'' game, its sequel ''Super Mario Kollision 2'' is arguably about as bad. With awful level design, glitchy graphics, mediocre gameplay and somehow even more plagiarism than Hammer Brother Demo 3 had (seriously, almost 80% of the game is ripping off ''VideoGame/BrutalMario'' now), it's a trainwreck that even levelengine couldn't be bothered to finish. [[https://www.youtube.com/watch?v=efUmbBky9D8 Watch his thoughts on the first four worlds or so of this thing here.]] [[https://www.youtube.com/watch?v=8m7wlULEDYo&list=PLzLCNw7a-3TtSKwKqow7Fln7AVrVlpJbw here is a complete LP]] of this abomination.
* Blujin Adventure is a ROM hack made by a user called YourAverageROMHacker on SMW Central, and it may well compete with Hammer Brother Demo 3 in the bad hack design department. For starters, the level design is either completely flat and boring with minimal variation or ridiculously hard due to enemy spam, with whole levels feeling like nothing but level elements placed at random. The graphics are used in ridiculous situations with no context (like a fortress background behind a grassy field, or a snow background in a green forest level), the music is used at random and large percentages of the levels are quite [[CutAndPasteEnvironments literally copied and pasted together]] from earlier parts of the same stage. It's not even tested; enemies are placed on platforms they can't actually stand on in the game's physics engine. It's an utter mess all around.
** Which is also true of [[https://www.smwcentral.net/?p=viewthread&t=90999 Yet Another Mario Hack]] and [[https://www.smwcentral.net/?p=viewthread&t=91017&page=1&pid=1442440#p1442440 Super Worlds]], both are which are by the same creator. Again, they feature boring or frustrating level design, mismatched or glitched graphics, huge amounts of lag leading to sprite spam and many glitches indicating the creator did no testing at all. It's basically blackout77 and Hammer Brother Demo 3 all over again.
* ''Mario End Game'' at least looked/sounded decent, but the actual game design left something to be desired. The levels were too long and utterly random in terms of difficulty, bosses had far too much health and a tendency to flood the screen with homing projectiles and various bugs made what could have been a decent game into an absolutely painful experience. [[https://www.youtube.com/watch?v=STEI6Bmx0T0 See the whole thing in levelengine's review]], where he had to use GameGenie to bypass broken levels.
* The ''Ore World'' series has never been known for good game design, but even by its standards the first title is just laughably bad in every respect. The level design is incredibly poor, with one stage quite literally being every tile from the first map16 page pasted below some flat ground. The ASM is used for obnoxious enemies and bosses which are very hard to avoid, like the irritating Stickman and Mario clone bosses fought halfway through the game. And as far as graphics and music are concerned? Well let's just say 728 isn't exactly artistically inclined and leave it at that. It's just a poor tech demo with an even worse game tacked onto it.

* ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' have tons of custom campaigns created for them and there are lots of bad ones. Most of the recurring elements of a badly designed map is areas that abuse DoorToBefore, throwing in hordes of zombies for seemingly no reason other than to "challenge" the player by forcing them to fight hundreds of zombies for the sake of it, and starving the player of items like ammo and health kits. Modders may not even bother to have the survivor AI work properly, which can cause frustrating things like the AI not picking up new guns or supplies and getting stuck due to badly programmed pathing.
** What also does not help for levels that don't make survivor AI work correctly are modders who defend the notion by saying that you need to play with friends to fully enjoy the levels. Little do they realize that not everyone has 3 friends who all have the same custom campaign nor are they always online at the same time.
** One constant offender goes by the name of "Huck" (or, on gamemaps.com, goes by the alias "Herbius"). He constantly "fixes" old and abandoned campaigns and maps, only to break things further. None of the content he "fixes" is given permission by the author, and absolutely no quality control has been put into his "works".
* ''Franchise/FireEmblem'' has an extensive hacking community, so naturally a lot of stinkers turn up. One of the biggest problems is that most hacks tend to get abandoned early in development; it's rare for most "total conversion" hacks to ever make it past the first few chapters before ending abruptly and leaving whatever story was being established [[{{Vaporware}} up in the air]]. For "balance" or "challenge" hacks, meanwhile, the issue generally just lies in the fact that most of these types of hacks are laughably unbalanced and/or unfairly difficult, and may also be [[ObviousBeta buggy due to a lack of testing]]. Some other extremely common issues for any type of hack are poorly designed maps with bad enemy placement, high level foes that the player must defeat long before it would be feasible for them to do so, unbalanced character stats and growths that either make the game too easy (no one has any real flaws, resulting in an army of juggernauts) or too hard (none of the characters stats go up reliably, resulting in a weak team well into high levels), terrible sprite work, and poor quality music.
** ''Tales of the Emblem'' is the epitome of lazy hacking. It simply replaces every major character in ''The Sacred Stones'' (Lyon being the odd exception) with ''Tales'' characters. It also horribly breaks just about every character, gives stat boosters more than one use and gives almost everyone terrible, terrible sprites with badly inserted blinking frames.
** There's also ''Fire Emblem Different Dimensions Ostian Princess'', or [[FunWithAcronyms FEDDOP]], which is what you will be after playing it. The design decisions make hardly any sense, the plot stars Lilina's [[OriginalCharacter right out of nowhere daughter]] Lilian but has so many holes that it's hardly there at all, and there's hardly any difficulty at all and, after clearing chapter 13 [[UnwinnableByMistake the game goes right back to chapter 12, causing an infinite loop]]. It's broken on a completely hilarious level. If you like, you may experience a Let's Play [[http://lparchive.org/Fire-Emblem-Different-Dimensions-Ostian-Princess/ here.]]
** ''Corrupt Theocracy'' is another infamous one. It claims to be a "semi-custom" hack, which translates into sprites that are either splices/recolors of existing sprites, or are simply the original sprites with no modification at all. It also means that many of the maps are just maps from FE7 itself, just with changed enemy placement and a ramped up difficulty. Those maps that ''are'' new are universally low quality, and often the only "challenge" in any of the maps is dealing with hordes of pathetically weak enemies, usually mixed in with a couple of obscenely powerful ones. The characters are horribly unbalanced, with many of them being [[GameBreaker overpowered]]. The story, while not just a terrible find/replace job like that of Ostian Princess, is poorly written, rife with grammatical errors, and mostly told through tedious narration rather actually ''showing'' the player anything. There are also a number of bugs, such as being unable to look at the stats of the lord of the first part of the game, certain weapons not displaying their stats properly, the screen going black at the start of certain chapters, and the inexplicable return of every single character from the first part of the game once the player gains access to the prep screen in the second part. Fortunately, this is a failure the creator learned from: the hacker in question would later go on to create both ''The Sun God's Challenge'' and ''The Sun God's Wrath'', the latter of which in particular is well-regarded.
* ''Schoolvania'', a rom hack of ''VideoGame/CastlevaniaI''. It's plagued with horrid level design, [[ObviousBeta is obviously untested]], and [[NonIndicativeName despite its name]], doesn't really have anything to do with school. Bottomless pits are virtually everywhere, which is a problem in a game that already has recoil and stiff jump physics. Ironically, it makes some parts easier because some enemies just walk straight into these pits. Some segments '''require''' you to damage boost to proceed, and you can't even make it to Death [[UnwinnableByMistake because the blocks are arranged in a way that it's impossible to proceed]]. See ''NewMedia/IMockery'' well, mock it [[http://www.i-mockery.com/romhacks/schoolvania/ here.]]
* ''Grudge'', a custom campaign for ''VideoGame/CryOfFear'', was awful in design through and through. Attempting to play resulted in viewing some poor map design and frustrating trial-and-error gameplay with repeated dying, inexplicably for standing on the wrong spot or even just reaching for in-game items strewn about across the levels. Even though it was submitted to the official english-speaking forums, any info given as to what to do or how to progress in the campaign was written entirely in Chinese, creating a language barrier that alienated a good 98% of the forumgoers. Along with models snagged without permission and giving Cry of Fear credit for the stolen music from Silent Hill and Resident Evil, had one of the developers of Cry of Fear step in and remove it from the website.
* ''That's Life!'', an unofficial ''[[VideoGame/TheSims1 Sims]]'' expansion pack that was nothing but an installer for a bunch of stolen fanmade items that were available for free to download online. The problem? '''This was actually sold in stores.''' Even in its early years, the Sims community shunned the thing and even attempted to petition stores to remove it from shelves. Even with all of this, X Media Publishing, a German company who released the expansion pack, made a sequel, ''That's Life 2''. The sequel tried to one-up the original by including a 3D virtual mall to "shop" in. However it's very buggy and crashes frequently. Watch [[WebVideo/LazyGameReviews LGR]] tackle the pack and its sequel [[https://www.youtube.com/watch?v=k8DSLofTJmY here.]]
* ''[[https://www.youtube.com/watch?v=3rG4mWALJWs Atomic Sonic]]'' is one of the worst ROM hacks of ''VideoGame/SonicTheHedgehog1'', featuring very boring and basic level design, graphics that look like it was made entirely in MS Paint by an amateur, and [[SensoryAbuse ear-bleedingly god-awful static]] in the music and in place of the "SEGA!" cheer. The one saving grace of this ROM hack is that it's blissfully short, being only one level long.
* ''VideoGame/RockBand'', like many modern rhythm games, has an active modding scene that makes custom songs. While most third-party custom songs range from "okay" to "Harmonix-quality", when they're bad, they're [[https://www.youtube.com/watch?v=qG1n6g-TXvE really bad]]. All three songs also feature inaccurate tempo maps, kicks that are either missing or not where they should be, drum fills that go on too long, and misplaced snare hits, [[Music/GreenDay "Bang Bang"]] somehow has [[MindScrew the bass part charted to drums]], and the worst offender, [[{{VideoGame/Doom}} At Doom's Gate]] features not only horrifically overcharted guitar (not shown in the video), but ''the guitar, bass, and drum audio stems go out of sync over time'', showing that the author didn't even bother playtesting it.

[[folder:Downloadable Content]]


With literally thousands of playable songs, there has to be some that are worse than the rest. Especially with ''2'' and ''3'''s "Rock Band Network" store, which allowed almost anybody to submit their own songs with less quality testing than normal DLC songs.

'''Note:''' To qualify for this section, the ''note chart'' should be horrible. If the song itself is bad, but the in-game notes are synced up, it goes in the Horrible/{{Music}} section.

* The song [[https://www.youtube.com/watch?v=araHxyKbYfc "Fat Kid" by Nothing More]]. The problem is not the song itself, but rather the ''note chart'' of the song. The only decent chart is the chart for the guitar (and even ''that's'' debatable); the bass chart is completely off sync with unnecessary chords, the drum chart smacks of using wrong and off-beat notes, and the vocal chart has many wrong pitches.
* [[https://www.youtube.com/watch?v=wwSItlPkCWk "Pawns" by Dead by Wednesday.]] Once again it's not so much the song itself but rather the charts that are dreadfully done, particularly guitar and drums. Guitar features a myriad of unnecessarily awkwardly charted riffs topped off by a solo that flip-flops between being under-charted and over-charted throughout while also being consistently off-key all the way through. Meanwhile drums has a bunch of questionable fills (worst being 2:02 in) and unnecessary double bass after the 2nd chorus even though the song isn't nor does it have a 2x bass version (as certain RBN songs after [=RB3=]'s release that feature double bass pedal in their drum tracks would often get), yet you can hear un-charted double bass earlier in the song so it's not even consistent (it probably says something that the amount of people who have a full combo on this drums chart even to this day could be counted on one hand). Add in sluggishly-paced animations and some embarrassing lip-syncing from the singer character not long after the aforementioned fill and you have what some have considered the worst full band chart in the game.
* "Electricity in My Soul" by Music/SteamPoweredGiraffe. The chart is fine on most instruments... until you get to [[https://www.youtube.com/watch?v=MxVyFeIjQVM the vocal chart]], where almost every note starts too early, ends too late, or both. Not even ''the band's singer'' could get 100% on it.



!!Video Game Consoles

%% Please do not add consoles with a cult following, such as the Virtual Boy or Atari Jaguar, as they would be inherently disqualified for this list by that very following. If, however, there is an add-on for one of those consoles that even the fans of the base hardware won't defend (see Accessories below), then it's fair game.

* The '''Action Max''' VHS Video Game Console, created by Worlds of Wonder (the people behind the beloved Teddy Ruxpin), was pretty much a game system that used VHS tapes as the medium to play games -- except that the system itself was not what played the tapes, but rather the user needed their own VCR to play them, while the system was used for recording scores and playing gun sound effects through its speaker. Using a light gun (or two for 2-player games), players would shoot at the screen. The gaming was strictly point-based and dependent on shot accuracy -- players could not truly "lose" or "win" a game. This, along with the fact that the only real genre on the system were light gun games that played exactly the same way every time, greatly limited the system's appeal and led to its quick downfall with a measly 5 games to its library. Ben Minnotte of the WebVideo/OddityArchive provides further history on the Action Max and attempts to play it [[https://www.youtube.com/watch?v=leMHa49VbHU here]].
* The '''Advanced Game Player''' and '''Advanced Game Player 2''' whose names were obviously patterned on that of the UsefulNotes/GameBoyAdvance. And never has there been anything more unworthy of such a title. Both had the same eight games, all of which were stored internally but required a different game card to access; the system came with four such cards, two games to a card, although these didn't even always work since you wouldn't always get the game you were ''trying'' to play (sometimes the console would load up a pair of games from ''another'' game card for some reason - of course, this meant that as long as you were fine with whatever randomly came up you didn't really need the cards anyways). Of the four face buttons, only ''one'' actually gives the games any input, making it a bizarre nod to the Atari 2600 controller (the other three control volume, brightness, and even the power switch which you could accidentally hit and shut off your game). The only good thing about this POS is that it's backlit, but the backlight works independently of the system itself so you can turn this on and use it as an ordinary handheld light. It's one of those systems that promises thousands of different games when it has only eight and the "different" games are merely variations on the difficulty & speed. To ''really'' ice this rancid cake, however, ''the control interface would flip over at random times.'' You can't make this stuff up - the directional buttons would randomly remap to the face buttons and vice versa. The games themselves, of course, were utter crap, including such gems as "Hit Brick" and "Fill Brick" and two "Car Racing" games [[UnInstallment which for some reason are both sequels with no original installment]]. This is the kind of thing grandparents who don't know anything about gaming buy for their grandkids, especially since the [=AGP2=] sort of looks like a [[UsefulNotes/PlayStationPortable [=PSP=]]] so it ''obviously'' must be one.
* The very existence of the '''UsefulNotes/AtariJaguar CD''' is preposterous, given the Jaguar's low sales. The toilet bowl-shaped design was the least of its troubles — few copies even worked, and were nigh irreparable to boot. Only 15 games were made for it, none of which could outperform Music/DireStraits' "Money For Nothing" music video in terms of graphics. One of the developers of the ''Highlander'' tie-in game for the Jaguar CD revealed why: when they were making the game for it, they found out the hard way that the add-on was [[ObviousBeta clearly rushed out the door and was too buggy and resource constrained]], to the extent that everything for it had to be coded by hand from scratch just to make a game on it. The massive failure of the Jaguar [[CreatorKiller permanently ended Atari's involvement in the video game console industry]] and relegated the company as a third-party software developer. America would not have a dedicated home-grown gaming console system for years to come until Microsoft debuted with the Xbox [Classic] in 2001, finally putting America back into the game console map again.
** [[WebVideo/TheSpoonyExperiment Dr. Insano]], one of the few lucky enough to get one to work, says:
-->[N]ot only is it prone to hardware failures, it's prone to about five different ways it can fail. It can fail if [it] isn't perfectly set on the [Jaguar]. It can fail if the contacts aren't clean. It can fail if the [=MemoryTrack=] cartridge isn't perfectly set, and it can easily fail because the laser itself or the motor mechanism are defective, and they often are, and in [Spoony's] case, it failed because the lid is so poorly designed that, when closed, it actually closes too tightly and mashes the CD against the inside of the drive, preventing it from spinning, and that could easily cause additional internal damage[...E]ven when I did get it to work [it] still froze all the time, and I do mean ''all the damn time''!
** Spoony himself later remarked "After spending three days getting the thing to work [...] the motor on the CD drive completely crapped out."
** It took [[WebVideo/TheAngryVideoGameNerd James Rolfe]] (in tandem with Richard Daluz, his repairman) ''three tries'' to get a salvageable, let alone working, unit. [[note]] [[http://www.youtube.com/watch?v=fezuYstS0Q8 The third was presented as a DVD extra]].[[/note]]
* If you ever wondered what the worst selling video game console of all-time was, look no further than the '''Commodore [=C64GS=]'''. What was intended to be Commodore's original answer for competing against the likes of Nintendo and Sega turned out to be the [[CreatorKiller beginning of the end to the Commodore brand altogether]]. The long design of the system would essentially be the molding of a typical Commodore keyboard without the actual keys needed for some of these games to activate properly. It didn't help that the game they bundled the system with, ''Film/Terminator2JudgmentDay'', included the goof of requiring that the user [[ExactTimeToFailure "Press the Enter key" on a system that didn't have any keyboard buttons at all.]] Combine that with the fact that it was only 50 pounds less than the actual Commodore 64 ''computer'' and that it had a limited release in only the United Kingdom and Germany, and you got yourself a console that, what originally shipped in 20,000 copies at the time of its launch, ultimately sold only a tenth of its meager launch sales. Guru Larry talked about it in better detail on his [[https://youtu.be/zc-QAbIgQRc?t=14m13s Top 10 ACTUAL Worst Selling Consoles]] video in his Fact Hunt series.
* The '''UsefulNotes/GameCom''' (the dot isn't pronounced) by Tiger Electronics. It introduced the touch screen, Internet browsing, and the potential for online multiplayer (no game for this system used it for gameplay) a full seven years before the big names. [[AwesomeButImpractical Unfortunately, it just wasn't possible to do that well with 1997 technology.]] The device had to be tethered to a bulky modem and two expensive add-on cartridges if you wanted to use the Internet. Its Game Boy-grade CPU was crippled (by multiple culprits, one being the OS-mandated processing overhead) to the point of barely surpassing the VideoGame/GameAndWatch. The touch screen didn't have a full percent of modern touch screens' sensitivity, and suffered so much ghosting and smearing [[UnwinnableByMistake that faster-paced games were virtually unplayable.]] You can actually see the touch screen electrodes when you pick the thing up, [[ObviousBeta all 108 of them]]. Add a library of under 20 games, and you have an example of great idea, '''lousy''' execution. [[http://www.youtube.com/watch?v=xbD2SP37s3o Here it is in action]], specifically the game ''Sonic Jam'' (which is not an actual port of [[VideoGame/SonicJam the Sega Saturn game]]).
** For some reason, there was a Game.com port of ''Mortal Kombat Trilogy'', a sluggish and stripped-down version of the game that only included 13 of the characters of the console versions, and a limited pool of special attacks and [[FinishingMove finishers]] for each.
** [[Creator/StuartAshen Dr. Ashen]] has reviewed this [[http://www.youtube.com/watch?v=7tIBIny4L6E game system]] and [[http://www.youtube.com/watch?v=ZWKfNqjjd2g several of its games]]. He was not merciful.
** Neither was the advertising, which seemed to think that insulting gamers would help them sell their product. "It plays more games than you idiots have brain cells"?! It was like they ''wanted'' the system to fail.
** Tiger made a last-ditch attempt to save the console with the '''Pocket Pro''' revision, which was somewhat smaller and had a ''much'' better screen... but cut out the original model's internet connectivity. Unsurprisingly, it again flopped at retail.
* The '''Game Master''' by German company Hartung, which was also released in the UK as the '''Systema 2000''', was a horrid knockoff of the UsefulNotes/GameBoy [[note]]Three others were Watara's UsefulNotes/{{Supervision}}, Welback's Mega Duck (also known as the Cougar Boy), and Bit Corporation's Gamate, which are the lesser of four evils[[/note]]. Of the two dozen or so games made for it, all of them are just poor quality knockoffs of Game Boy games. The screen also had a very low framerate and was very blurry. Even though it had a dot matrix display, it has nowhere near the resolution as that of the Game Boy and only had a single color. The controls for most of the games are slippery and unresponsive (not helped by the lopsided D-pad and buttons positioned at the bottom of the system, forcing the user to stretch their thumbs down there or pinch the system by the bottom and causing it to fall out of their hands) and the music in most games sounds like a random mess of beeps, or distorted classical tunes in some games. The packages for every game (at least the UK versions) were no better as they not only featured very cheesy art, but poorly translated Chinese text describing every game's features and the carts merely crammed in plastic baggies together with said manuals. Here is [[https://www.youtube.com/watch?v=8hIl-g0ZVkA Stuart Ashens' look at the system]] and [[https://www.youtube.com/watch?v=z_ekQFAVkb0 a handful of games for it.]]
* The '''UsefulNotes/{{HyperScan}}''' from Creator/{{Mattel}}, a small console released in 2006 and discontinued the next year. Similar to the likes of the later ''VideoGame/{{Skylanders}}'' and ''VideoGame/DisneyInfinity'', the console has a scanner where you use cards to scan in power-ups for the character you want to play in the game. However, unlike ''Skylanders'' and ''Disney Infinity'', the scanning refuses to work properly, leaving one to constantly either swipe or hold the card in place on the scanner to get it to read. Moreover, the system is incredibly light with no rubber ends to keep the console on the table. The games (all '''five''' of them) have abysmal loading times and unimpressive graphics for its time. Despite retailing at $70, the [=HyperScan=] failed to please its children demographic and Mattel had to sink to '''$10''' to push its product before folding in 2007. [[http://www.youtube.com/watch?v=Iv2-M78m_qI Classic Game Room takes a look at it here.]] [[https://www.youtube.com/watch?v=-ODebhGtiHs The Angry Video Game Nerd has also reviewed the console as a part of his 2014 Twelve Days of Shitsmas series, as well as looked in depth at four of the games that were released there (the fifth one, a Spiderman game, was not reviewed because he couldn't get a hold of it) and notes that it had fewer titles released for it than the Virtual Boy, which he reviewed earlier.]]
* The '''Interact''', the only gaming system ever put out by Intec, a company that specializes in accessories for most gaming systems.
** This system is not advertised on Intec's official website at all, and for good reason. It's a [[ShoddyKnockoff flimsy ripoff]] of the Nintendo Wii with a suspiciously similar looking console and controllers. Unlike the Wii, this system only sports graphics that would look bad on the SNES and only mono audio support. The games for it are all soulless copycats of other better games, and some of them even steal graphics from well-respected franchises like ''VideoGame/HalfLife'', ''Franchise/CrashBandicoot'' and even ''VideoGame/MetalSlug''. Also, whereas the Wii had plenty of games with poorly implemented motion controls, the Interact has faked motion controls; using certain peripherals are literally the same as pushing the A button. LetsPlay/ProJared considers it as [[http://youtu.be/K0-NdIcjmCE one of the worst systems he's ever played.]]
** "'''Interact'''" [[IHaveManyNames is merely one of several aliases for this terrible console]]. Others include '''[=WiWi=]''', '''[=MiWi=]''', '''[=MiWi=] Xtra''', '''[=MiWi=] 2''', '''[=MiWi=] 360 Deluxe''', '''Digitron''' and '''iSport'''. While they may differ slightly in appearance, they're all the same shitty system underneath.
** [=JungleTac=]'s '''Wireless 60''' has the exact same problems as the Interact: poor and stolen graphics, dull gameplay, and fake motion controls. Rerez takes a look at it [[http://www.youtube.com/watch?v=7eBwHq144_M here]], where he calls it the worst game system he has ever played. And these knockoff consoles aren't limited to just the Wii. They can apply to any console that's extremely popular, or is even somewhat popular if it sells well enough. Take [=JungleTac=]'s '''Wireless Air 60''', the sequel to the aforementioned Wireless 60, for example; this is a console that knocks off Microsoft's Usefulnotes/Xbox360 or UsefulNotes/XboxOne with the UsefulNotes/{{Kinect}} functionality but managed to make the knockoff Kinect become ''a lot less functional'' by comparison. The problems from its predecessor still remain here, only in addition to fake motion controls, it also features a completely broken method to move various things from one way to the next in many different ways. Rerez considers this sequel to be even worse by comparison, so much so ''he destroyed it at the end of his review''. You can watch it [[https://www.youtube.com/watch?v=5qiRCU0SCTs here]].
** Possibly the only good side to these Wii rip-offs is that somewhere deep in their hearts, they're still Famicom clones - except, thanks to the magic of [=OneBus=] technology, they're able to hold up to 16MB of data without splitting it to code/graphical banks and render graphics remiscent to 16-bit consoles. Here is [[https://www.youtube.com/watch?v=l_uEvB_5hAo&list=UUD7doDLnqp3jfydiZH-nNPw a demonstration of another such Wii rip-off playing Fami carts]] with a moderate success (earlier parts contain the showcase of both the built-in and bundled games).
* The '''UsefulNotes/{{Ouya}}''' started life as a Kickstarter campaign that promised a developer-friendly and easily hackable gaming system and also offered players to try any game (yes, ''any'' game) for free before buying it. It raised $8 million in a month and was the most backed project on Kickstarter, with everyone thinking that the Ouya would revolutionize the industry. When the system was released to backers, word of mouth quickly spread of how much of a colossal disappointment it was. The system was quickly plagued with shovelware games (with one game even being [[https://www.youtube.com/watch?v=RGvZ8tUKxts nothing but animated rain]]) and was discovered to have trouble even running ''smartphone'' games, despite the system essentially being an Android smartphone in a game console shell. The controller was criticized for its abysmal build quality, with the grips on the analog sticks wearing after only weeks of use and the buttons sticking down after being pressed and having to be pried back up. The controller was also priced at $50, which was half of what the system sold for. It had a terrible marketing campaign, with an [[{{Horrible/Advertising}} insultingly bad commercial]] that attacked contemporary gaming systems without having anything to say about the merits of its own software. Despite the hype, the Ouya was a commercial failure, with the company having to sell itself to Razer Inc. just to escape the massive debt that the company put itself in. The same day, Julie Uhrman stepped down as CEO of Ouya Inc. The Ouya was quickly forgotten about and was discontinued in 2015. As if that wasn't humiliating enough, there was an incident where they could not reserve a spot at E3 on time and had to set up their booth outside... in a parking lot across the street. [[https://www.youtube.com/watch?v=xTqhyHuKVKA CrowbCat chronicles everything that went horribly wrong with the console in this video.]]
* The '''UsefulNotes/{{Pippin}}''', released in 1996 as a partnership between Apple (yes, the ''same'' Apple that brought you the Macintosh, iPhone, iPod and iPad) and Bandai, was an unusual cross between a computer and a console, created with the intent of having a cheaper computer play on your TV screen. Instead, the sticker price was $599 USD at the time of launch, and the device had substandard hardware below even those of computers of its day, including a 14.4k modem, an anemic RAM supply of 6 MB, and practically no hard drive storage, other than a floppy dock drive capable of handling four disks. Even its controller, the [="AppleJack"=], was apparently not of much use for connecting the Pippin to a standard UsefulNotes/AppleMacintosh computer. As the only ''legitimate'' game console Apple Computer released (this was before the iPhone and iPad), the library of games on the Pippin was small, with four times more games released in Japan than in the U.S.; most of them were from Bandai. Not surprisingly, the Pippin was an enormous failure, selling only 42,000 units and being released at a time when Apple was on the verge of bankruptcy. Its only real saving grace is that it did have a few notable game developers (such as Bungie) that made some really good games for it.
* There are a number of [[ShoddyKnockoffProduct Shoddy Knockoff]] game systems regularly churned out by an unnamed company affectionately dubbed as simply '''"POP Station"'''. Why are they so bad? They're glorified VideoGame/{{Game And Watch}}es masquerading as high-end electronics. The only good thing out of them have been the reviews by [[Creator/StuartAshen Dr. Stuart Ashen]]. Worse, they in themselves have their own knockoffs--and true to form, they're still [[SerialEscalation worse than the original]].
** For that matter, just about every other "knockoff" system being made. Such as the '''Zone 40''' (a Wii knockoff) and '''Guitar Star''' (a ''Guitar Hero'' knockoff that you plug straight into your television set). It plays horridly with fragile and often unresponsive or delayed controls, the charts don't match the songs at all, and the songs themselves are poor quality MIDI files with ear-grating guitar soundfonts. [[https://www.youtube.com/watch?v=JhHOaMXYXU4 Ashens reviewed a similar piece of hardware called "Guitar Fever",]] but no matter which name you call it, it still sucks.
** Special note goes to the infamous ''Laden vs. US'' made by the same people who make Pop Stations. Yes, they made a terrible VideoGame/GameAndWatch knock-off game based on one of the most horrific terrorist attacks in history. Watch [[Creator/StuartAshen Dr. Ashens]] review it and see the [[http://www.youtube.com/watch?v=3XNJM_Kamyg sheer disgust he has with its very existence become all but visible on video]].
* At a time when LCD games were being phased out and the UsefulNotes/GameBoyColor was just about to be released, the ill-conceived '''Pro 200''', made by some unknown company under the name [=ProTech=], was sold via mail order, and claimed to be a cheap alternative to all the other systems out on the market. The "system" (to say the least) was marketed as to having 200 games, being a full-function calculator and having "state-of-the-art" computer chip technology. In reality, the system had only ''fifteen'' games (the marketers got the 200 figure by counting each difficulty level as an individual game), most of which were ''Tetris'' rip-offs. The ones that weren't ''Tetris'' rip-offs were just as bad due to the system's ridiculously small screen, much like those cheap electronic toys one could find at a bargain bin.
** [[http://www.youtube.com/watch?v=iF1n1AxK1Dg The commercial advertising this is worse]], going as so far to toss out an SNES ''VideoGame/StreetFighterII'' cartridge at the halfway point. Ironically, the AVGN had it in his favorites on his Website/YouTube account at one point.
** Inexplicably, the ''Pro 200'' continued to be advertised through newspaper ads... with the same ad they made in ''1998''.
* The '''RCA Studio II''' was a poorly designed console even for its day. Released in early 1977 before the UsefulNotes/{{Atari 2600}} and shortly after the Fairchild Channel F, not to mention faring even worse than some of the best quality ''VideoGame/{{Pong}}'' consoles, the RCA Studio II had some major flaws. Despite having five built-in games, the console could only play games in black and white; it had internal speakers whose only sounds you could hear were repetitive beeps; the numeric keypad controllers were built directly into the console, forcing you to huddle up close to the screen just to use them; and the RF switchbox was of a faulty design that supplied the signal to your TV set which, at the same time, gave you both video and ''DC power to the system''. Only 15 games were released on the RCA Studio II, the five built-in games plus 10 cartridge-based games, despite that it was one of the first systems to use interchangable cartridges. Watch [[http://www.youtube.com/watch?v=NPiBLeYE8tU this]] and [[http://www.youtube.com/watch?v=1CB-JOzsUCw this review]].
* Tiger Electronics' '''UsefulNotes/RZone''', which manages the impressive feat of being a ShoddyKnockoffProduct of the UsefulNotes/VirtualBoy. The one thing it did have in its favor that the Virtual Boy didn't was that you could wear it on your head rather than having to use a stand. However, when you did put it on, you were treated to graphics ''worse than a VideoGame/GameAndWatch'' (mostly due to the eye-searing "red on slightly darker red" color scheme) rendered about three inches in front of your right eye. Needless to say, this didn't produce anything even vaguely resembling virtual reality. Making this whole system even more ridiculous, there were no less than four different versions; the standard "headgear" version, a much larger tabletop variant, a traditional handheld version, and one which also incorporated an electronic organizer, all of which crashed and burned equally. Creator/StuartAshen [[http://www.youtube.com/watch?v=09so0ghPYG4 gives his take]] on the handheld version while WebVideo/TheAngryVideoGameNerd [[http://www.youtube.com/watch?v=_u5dtBtG9yU#t=15m23s briefly analyzed]] the headgear version.
** The commercials were [[Horrible/{{Advertising}} horrible in their own way]], since they showed footage from the ''arcade'' versions of the R-Zone titles rather than the crude, monochromatic blobs that passed for the system's graphics.
** When the AVGN [[http://www.youtube.com/watch?v=y5RzMmBaLOI released his video for the top ten worst video game consoles he had reviewed thus far]], he really did consider it the absolute worst console he had ever reviewed, and that console ended up beating some video game consoles that were also on this list.
** It also had the misfortune of spoiling a [[TheReveal dramatic reveal]] for ''Series/MightyMorphinPowerRangers'' by revealing that Tommy was the White Ranger ''at least a month'' before "The White Light" aired via a freebie card in magazines.
* The '''[[Creator/LJNToys LJN]] Video Art''' is widely considered by console collectors to be the worst console ever made. Whether it even falls within the traditional definition of a video game console is questionable, because it's literally just a drawing program. You can load in "activity cartridges" with "pages" of lineart, but that was it. Even as a coloring software, it's horrible because of its stiff (borderline unresponsive), yet really squeaky controls; a 50-cent coloring book and a set of crayons could provide a better experience. The console lacks a soundtrack of any sort, instead outputting white noise. See Gamester81's review of it [[https://www.youtube.com/watch?v=D4NsRAZy1MM here]], [[https://www.youtube.com/watch?v=8-zEhhTqdvg as well as the AVGN's evisceration of it during the finale of his Twelve Days of Shitsmas series for 2014 here]], with him not only agreeing that it's the worst video game console ever made (and a poor excuse to what an Etch-A-Sketch could do without electronic technology and what Microsoft Paint could do on a computer), but found that ''the styrofoam that came with it gave him more interest than the actual console did.''
* The '''VIS''' (Video Information System) was released by Tandy at [=RadioShack=] stores in 1992. It was built in the footsteps of the Phillips CD-I and Amiga's CDTV as yet another CD-ROM based "multimedia" device, and had PC-like hardware with an already-outdated Intel 286 processor, and a "modular" version of Windows 3.1. The reason why the system flopped can be summed up as such: it was marketed as primarily being an edutainment device, and its lineup was mainly cheap interactive storybooks and ports of existing Windows and DOS software, such as the Compton's [=MultiMedia=] Encyclopedia (which was promoted in the console's [[https://www.youtube.com/watch?v=y73XriwHJxQ extremely cheesy promo video]] as being a killer app, as it was for multimedia [=PCs=] in general). The closest thing to a legitimate video game was ''Links'' golf -- but it was already available on PC and Amiga too. With a launch price of $699 (around the same price as the similarly unsuccessful 3DO -- which was a far more decent platform and had an above-average gaming library), it was too expensive for a game console, and one could spend a few hundred dollars more to get a ''real'' PC that could do everything the VIS could ''and then some''; thanks to mixed customer reception, some Radioshack employees jokingly declared that the VIS was [[FunWithAcronyms "Virtually Impossible to Sell"]]. In early-1993, Tandy attempted to sell the VIS through mail-order catalogs at a lower price of $399, and re-branded it as a Memorex product. Eventually, Tandy gave up, after only being able to sell 11,000 units.


* The Sega '''Activator''' was created during the first big push by video game companies to make virtual reality games (at least a full decade before the Oculus Rift and Playstation VR made VR gaming viable). Designed as an octagon set on the floor, this special controller could let players play games with their body, ostensibly letting you enter the game you're playing. In practice, it was awkward and exhausting: each side of the octagon correlated with D-pad directions and the Genesis controller's face buttons, and the game was controlled by moving one's arms and legs over the infrared sensors on the octagon, and much like the Power Glove described below, only a small handful of games were made to support the Activator: ''VideoGame/MortalKombat'', ''VideoGame/EternalChampions'', and ''VideoGame/ComixZone'' (and even then, they didn't support it very well). Trying to play other games with it was an exercise in exhaustion and futility. All this, combined with the need for perfectly level ceilings (ceiling fans and vaulted ceilings would interfere with the sensors), the need for its own power supply, and an $80 USD asking price, made it a very hard sell. The one upside is that the technology for the Activator was later used and improved by Sega for a Japan-exclusive arcade game: the deluxe version of ''Anime/DragonBallZ: V.R.V.S.''
* Creator/{{Mattel}} and PAX's '''Power Glove''', an NES accessory made famous by its appearance in ''Film/TheWizard'', would theoretically allow the player to control the game using one hand. It was meant to be a big thing, but ended up a barely functional piece of garbage. It cost more than an NES console, and was nearly unusable. There were only two games released with programming ''specifically'' for the Power Glove, although three others were planned — the infamous ''VideoGame/BadStreetBrawler'' and ''Super Glove Ball''. There was a method intended to make the Power Glove work with other games, via a keypad and punched-in combination, but even then, it controlled at best like a drunk on a unicycle. These days, it's best known as a recurring {{motif}} in WebVideo/TheAngryVideoGameNerd, being famously eviscerated in [[http://cinemassacre.com/2006/11/22/the-power-glove/ his 14th video]] back in 2006 and featuring in later videos, as well as being frequently associated with the character in FanArt and Fan Games.
* The [=VictorMaxx=] '''Virtual Reality Stuntmaster''', a large set of goggles that can plug into a SNES or Sega Genesis and play games in front of the user's eyes. The box also boasted a "motion sensor", which supposedly reacts when the user turns his/her head. Whilst having a slightly better design with a headband rather than the Virtual Boy's stand, the thing's size and weight put serious discomfort on the user's nose. However getting it to work presents the biggest problem; there were no instructions in the box (though it did have a bizarre joke résumé) and the wiring system was a complete mess. When you finally get it working, you are treated to a horribly muddy Game Gear-like display that seriously hurts the eyes. And the "motion sensor" promised on the box? It was a ripcord-like stick you clip onto your shirt and plug into the device, that shifts the display a little when the ripcord runs along a sensor. [[http://www.youtube.com/watch?v=Fy373DpKGAE James Rolfe and Mike Matei]] take a look at it and they both agree that it makes the ''Virtual Boy'' look good by comparison.