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* Tiger Electronics' '''R-Zone''', which manages the impressive feat of being a ShoddyKnockoffProduct of the VirtualBoy. The one thing it did have over the Virtual Boy was that you could wear it on your head rather than having to use a stand. When you did put it on however, you were treated to graphics ''worse than a 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.

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* Tiger Electronics' '''R-Zone''', '''{{R-Zone}}''', which manages the impressive feat of being a ShoddyKnockoffProduct of the VirtualBoy. The one thing it did have over the Virtual Boy was that you could wear it on your head rather than having to use a stand. When you did put it on however, you were treated to graphics ''worse than a 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.
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that\'s about a console game, so maybe not.


->''"This game '''is horrendous'''!"''
-->-- '''WebVideo/TheAngryVideoGameNerd''' on ''VideoGame/{{Superman 64}}''
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* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. It's 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. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks. Even the Irate Gamer's fans won't defend this piece of crap.

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* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Not even the Irate Gamer's fans will defend this trainwreck. It's 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. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks. Even the Irate Gamer's fans won't defend this piece of crap.
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* ''3D Cartoon Land: Safari'', released in 2012. Taking out of the account that this game is [[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 doesn't hold up. The graphics are elementary-school-level cardboard collages at best with serious draw distance/pop-up problems, there are no sound effects save for a warbling out-of-place music loop, and the play control is utterly crippled. The game has now been rmoved from the App Store.

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* ''3D Cartoon Land: Safari'', released in 2012. Taking out of the account that this game is [[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 doesn't hold up. The graphics are elementary-school-level cardboard collages at best with serious draw distance/pop-up problems, there are no sound effects save for a warbling out-of-place music loop, and the play control is utterly crippled. The game has now been rmoved removed from the App Store.
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* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. It's 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. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks.

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* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. It's 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. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks. Even the Irate Gamer's fans won't defend this piece of crap.
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* In the late-90's, {{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.
** ''Extreme Paintbrawl'' for the PC. According to a letter to the editors of PC Gamer (which gave it 6%, the worst score up to that time), the '''game itself''' was produced in two weeks on a rushed schedule. And boy does it show. 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 '''[[ArtificialStupidity 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.
** That said, their awful games ''did'' get some pretty funny reviews at IGN: http://www.ign.com/articles/1999/01/27/extreme-tennis, http://pc.ign.com/articles/161/161608p1.html, etc.

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* In the late-90's, {{Activision}} had a subsidiary called '''Head Games'''. They released several games under the "Extreme" label (including two sequels to Extreme Paintbrawl) ''Extreme Paintbrawl'') that were simply horrible.
** ''Extreme Paintbrawl'' for the PC. According to a letter to the editors of PC Gamer (which gave it 6%, the worst score up to that time), the '''game itself''' original ''Extreme Paintbrawl'' was produced in two weeks on a rushed schedule. And boy does it show.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 '''[[ArtificialStupidity 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.
** That said, their awful games ''did'' get some pretty funny reviews at IGN: http://www.IGN...like these ones for ''[[http://www.ign.com/articles/1999/01/27/extreme-tennis, http://pc.com/articles/1999/01/27/extreme-tennis Extreme Tennis]]'' and ''[[http://www.ign.com/articles/161/161608p1.html, etc.com/articles/1999/05/05/extreme-rodeo Extreme Rodeo]]''.

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The dark side of video games doesn't merely end with [[Horrible/VideoGameGenerations the software.]] A handful of game developers, both professional and independent, often have a hard time making games that are fun, or even playable. Those names are "immortalized" below.

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->''"This game '''is horrendous'''!"''
-->-- '''WebVideo/TheAngryVideoGameNerd''' on ''VideoGame/{{Superman 64}}''

The dark side of video games doesn't merely end with [[Horrible/VideoGameGenerations the software.]] software]]. A handful of game developers, both professional and independent, often have a hard time making games that are fun, or even playable. Those names are "immortalized" below.




'''''Important Note:''''' Merely being offensive in its subject matter is not sufficient. Hard as it is to imagine at times, [[FetishFuel 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.



* '''Active Enterprises''' is mostly infamous for creating ''{{Action 52}}'', a compilation of 52 different "games" — but only if you use a loose 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 what we call ''reality''" but, much like the legless boy who dreams of being an Olympic sprinter, 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 almost been accomplished.)

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* '''Active Enterprises''' is mostly infamous for creating ''{{Action ''VideoGame/{{Action 52}}'', a compilation of 52 different "games" — but only if you use a loose 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 what we call ''reality''" but, much like the legless boy who dreams of being an Olympic sprinter, 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 almost been accomplished.)
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** Lowtax's [[http://www.youtube.com/user/lowtaxico?feature=watch 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.

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** Lowtax's [[http://www.youtube.com/user/lowtaxico?feature=watch 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.



* The '''VirtualBoy''' console was one of Creator/{{Nintendo}}'s most publicized and definitely most infamous failures. Originally intended as a ground-breaking 3D game system, the project was spearheaded by GunpeiYokoi, creator of the GameBoy. He was forced to get the system out as fast as he could, and it shows: The system couldn't handle color, so it stuck to a monochromatic, headache-inducing red-and-black display, which could even cause permanent eye damage if played too long. The system was bulky and had to be propped up on a table for you to play it, and only the player could see the games being played, meaning multiplayer on the same system was impossible (while the system had a port for a link cable, the system was discontinued before the cable could even be released). Only 22 games were ever released for the system, without any standout titles that took advantage of the 3D effect in a significant way, such as first-person shooters. While some of the games might not have been half-bad, such as ''VideoGame/WarioLand'', there was no reason for them to be on VirtualBoy to begin with, and putting an incredibly addictive game like ''VideoGame/{{Tetris}}'' (two separate versions of it, no less) on a system that can cause permanent eye damage in long sessions is just puzzling. It [[CreatorKiller destroyed]] Gunpei Yokoi's career with Nintendo, and was such a humiliating flop that Nintendo [[OldShame doesn't talk about it anymore]], even editing out a reference in the overseas version of ''VideoGame/SuperSmashBrothersMelee''. It was decades until [[Nintendo3DS they made another 3D console]].

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* The '''VirtualBoy''' console was one of Creator/{{Nintendo}}'s most publicized and definitely most infamous failures. Originally intended as a ground-breaking 3D game system, the project was spearheaded by GunpeiYokoi, creator of the GameBoy. He was forced to get the system out as fast as he could, and it shows: The system couldn't handle color, so it stuck to a monochromatic, headache-inducing red-and-black display, which could even cause permanent eye damage if played too long. The system was bulky and had to be propped up on a table for you to play it, and only the player could see the games being played, meaning multiplayer on the same system was impossible (while the system had a port for a link cable, the system was discontinued before the cable could even be released). Only 22 games were ever released for the system, without any standout titles that took advantage of the 3D effect in a significant way, such as first-person shooters. While some of the games might not have been half-bad, such as ''VideoGame/WarioLand'', there was no reason for them to be on VirtualBoy to begin with, and putting an incredibly addictive game like ''VideoGame/{{Tetris}}'' (two separate versions of it, no less) on a system that can cause permanent eye damage in long sessions is just puzzling. It [[CreatorKiller destroyed]] Gunpei Yokoi's career with Nintendo, and was such a humiliating flop that Nintendo [[OldShame doesn't talk about it anymore]], even editing out a reference in the overseas version of ''VideoGame/SuperSmashBrothersMelee''.''VideoGame/SuperSmashBrosMelee''. It was decades until [[Nintendo3DS they made another 3D console]].
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** ''Extreme Paintbrawl'' for the PC. According to a letter to the editors of PC Gamer (which gave it 6%, the worst score up to that time), the ''game itself'' was produced in two weeks on a rushed schedule. And boy does it ''show''. 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 ''[[ArtificialStupidity 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.

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** ''Extreme Paintbrawl'' for the PC. According to a letter to the editors of PC Gamer (which gave it 6%, the worst score up to that time), the ''game itself'' '''game itself''' was produced in two weeks on a rushed schedule. And boy does it ''show''. show. Among ''many'' 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 ''[[ArtificialStupidity '''[[ArtificialStupidity without any AI at all!]]'' 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.



* The '''VirtualBoy''' console was one of Creator/{{Nintendo}}'s most publicized and definitely most infamous failures. Originally intended as a ground-breaking 3D game system, the project was spearheaded by GunpeiYokoi, creator of the GameBoy. He was forced to get the system out as fast as he could, and it shows: The system couldn't handle color, so it stuck to a monochromatic, headache-inducing red-and-black display, which could even cause permanent eye damage if played too long. The system was bulky and had to be propped up on a table for you to play it, and only the player could see the games being played, meaning multiplayer on the same system was impossible (while the system had a port for a link cable, the system was discontinued before the cable could even be released). Only 22 games were ever released for the system, without any standout titles that took advantage of the 3D effect in a significant way, such as first-person shooters. While some of the games might not have been half-bad, such as ''VideoGame/WarioLand'', there was no reason for them to be on VirtualBoy to begin with, and putting an incredibly addictive game like ''VideoGame/{{Tetris}}'' (two separate versions of it, no less) on a system that can cause permanent eye damage in long sessions is just puzzling. It [[CreatorKiller destroyed]] Gunpei Yokoi's career with Nintendo, and was such a humiliating flop that Nintendo [[OldShame doesn't talk about it anymore]], even editing out a reference in the overseas version of ''SuperSmashBrothers Melee''. It was decades until [[Nintendo3DS they made another 3D console]].

to:

* The '''VirtualBoy''' console was one of Creator/{{Nintendo}}'s most publicized and definitely most infamous failures. Originally intended as a ground-breaking 3D game system, the project was spearheaded by GunpeiYokoi, creator of the GameBoy. He was forced to get the system out as fast as he could, and it shows: The system couldn't handle color, so it stuck to a monochromatic, headache-inducing red-and-black display, which could even cause permanent eye damage if played too long. The system was bulky and had to be propped up on a table for you to play it, and only the player could see the games being played, meaning multiplayer on the same system was impossible (while the system had a port for a link cable, the system was discontinued before the cable could even be released). Only 22 games were ever released for the system, without any standout titles that took advantage of the 3D effect in a significant way, such as first-person shooters. While some of the games might not have been half-bad, such as ''VideoGame/WarioLand'', there was no reason for them to be on VirtualBoy to begin with, and putting an incredibly addictive game like ''VideoGame/{{Tetris}}'' (two separate versions of it, no less) on a system that can cause permanent eye damage in long sessions is just puzzling. It [[CreatorKiller destroyed]] Gunpei Yokoi's career with Nintendo, and was such a humiliating flop that Nintendo [[OldShame doesn't talk about it anymore]], even editing out a reference in the overseas version of ''SuperSmashBrothers Melee''.''VideoGame/SuperSmashBrothersMelee''. It was decades until [[Nintendo3DS they made another 3D console]].

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* In the late-90's, {{Activision}} had a subsidiary called '''Head Games''', who was responsible for the aforementioned ''ExtremePaintbrawl''. They released several other games under the "Extreme" label (including two sequels to Extreme Paintbrawl) that were equally horrible.
** Although they ''did'' get some pretty funny reviews at IGN: http://www.ign.com/articles/1999/01/27/extreme-tennis, http://pc.ign.com/articles/161/161608p1.html, etc.

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* In the late-90's, {{Activision}} had a subsidiary called '''Head Games''', who was responsible for the aforementioned ''ExtremePaintbrawl''. Games'''. They released several other games under the "Extreme" label (including two sequels to Extreme Paintbrawl) that were equally simply horrible.
** Although they ''Extreme Paintbrawl'' for the PC. According to a letter to the editors of PC Gamer (which gave it 6%, the worst score up to that time), the ''game itself'' was produced in two weeks on a rushed schedule. And boy does it ''show''. 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 ''[[ArtificialStupidity 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.
** That said, their awful games
''did'' get some pretty funny reviews at IGN: http://www.ign.com/articles/1999/01/27/extreme-tennis, http://pc.ign.com/articles/161/161608p1.html, etc.



* The [=VictorMaxx=] '''Virtual Reality Stuntmaster'''. The device is not a console, but rather 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 resume) and the wiring system was a complete mess, which out of the box was unable to plug into anything but an original model Genesis. 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 & Mike Matei]] take a look at it.

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* The [=VictorMaxx=] '''Virtual Reality Stuntmaster'''. The device is not a console, but rather 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 resume) and the wiring system was a complete mess, which out of the box was unable to plug into anything but an original model Genesis. 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.
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* Several authors take the idea of spriteswaps UpToEleven. Almost all of KoopaKingdom.com's characters are spriteswaps of 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]].

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* ** Several authors take the idea of spriteswaps UpToEleven. Almost all of KoopaKingdom.com's characters are spriteswaps of 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]].




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* Another infamous creator (though less well-known than Actarus or [=GooGoo64=]) is [=Pgrs111Magen=]. To start, every single character of his is a spriteswap, encompassing tons of characters. While most of his characters are badly done Touhou characters, a few are hate characters, most often of people who he doesn't like (the exception being a Google+ character). 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 similar soundpacks, several characters with overpowered stats or moves, and a blatant disrespect for those that create characters, and we have a real piece of work. Don't just take the description into account, there's many videos on YouTube bashing these creations, none perhaps more in depth than [[https://www.youtube.com/watch?v=x2Mum_Z4y_g&list=PLNfUv9haoL-Y-O6Y6TCna8YDkJ6sHHeBq&index=1 Dumanios']]

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* ''FireEmblem'' has an extensive hacking community, so naturally a lot of stinkers turn up. Some of the most common issues 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.

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* ''FireEmblem'' ''Franchise/FireEmblem'' has an extensive hacking community, so naturally a lot of stinkers turn up. Some of the most common issues 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.



** There's also ''FireEmblem Different Dimensions Ostian Princess'', or FEDDOP, which is what you will be after playing it. The design decisions make hardly any sense, the plot stars Lilina but has so many holes it's hardly there at all, and there's hardly any difficulty at all and, after clearing chapter 13 the game goes right back to chapter 12, causing an infinite loop. It's broken on a completely hilarious level.

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** There's also ''FireEmblem ''Fire Emblem Different Dimensions Ostian Princess'', or FEDDOP, which is what you will be after playing it. The design decisions make hardly any sense, the plot stars Lilina but has so many holes it's hardly there at all, and there's hardly any difficulty at all and, after clearing chapter 13 the game goes right back to chapter 12, causing an infinite loop. It's broken on a completely hilarious level.
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* ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' has 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.

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* ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' has 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.

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[[AC:LittleBigPlanet]]
* Christian Weston Chandler (better known for the creation of ''{{Sonichu}}''; see the {{Horrible.Webcomics}} section for details) is infamous for his ''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:

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[[AC:LittleBigPlanet]]
[[AC:VideoGame/LittleBigPlanet]]
* Christian Weston Chandler (better known for the creation of ''{{Sonichu}}''; ''Webcomic/{{Sonichu}}''; see the {{Horrible.Webcomics}} section for details) is infamous for his ''LittleBigPlanet'' ''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:
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---->'''Custer''': Gentlemen, you are the bravest squadron of men it has ever been this [[ArtisticLicenseHistory Southerner's]] 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.]]''\\

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---->'''Custer''': Gentlemen, you are the bravest squadron of men it has ever been this [[ArtisticLicenseHistory Southerner's]] 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?
questions?\\
'''Custer's Military Adviser''': Yes, general. ''[[ThisIsWrongOnSoManyLevels Several.]]''\\]]''
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---->'''Custer''': Gentlemen, you are the bravest squadron of men it has ever been this [[ArtisticLicenseHistory Southerner's]] 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.]]''

to:

---->'''Custer''': Gentlemen, you are the bravest squadron of men it has ever been this [[ArtisticLicenseHistory Southerner's]] 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?\\\\
questions?
'''Custer's Military Adviser''': Yes, general. ''[[ThisIsWrongOnSoManyLevels Several.]]'']]''\\
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Wall Banger potholes are prohibited


* "[[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, too many overpowered custom weapons, too many [[GoddamnedBats ungodly annoying]] or [[DemonicSpiders lethally-aggravating custom enemies]] amongst the randomly-generated roster, and almost '''all''' of the resources are pretty much plagiarised...not to mention, there are a [[ArsonMurderAndJaywalking ton of custom items]] that either [[GameBreaker make things too easy]] or are [[JokeItem utterly useless]]. On top of all this, the author, Doomguy 2000, [[WhatAnIdiot continues to]] [[SerialEscalation pimp the hell out of his disasterpiece]]; [[DarthWiki.WallBanger even being repeatedly told to cease and desist said pimping, by seemingly the whole Doom Community, didn't hinder him any.]] You may FacePalm at Doomguy 2000 for his [[TheDeterminator unwavering stupidity]] now.

to:

* "[[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, too many overpowered custom weapons, too many [[GoddamnedBats ungodly annoying]] or [[DemonicSpiders lethally-aggravating custom enemies]] amongst the randomly-generated roster, and almost '''all''' of the resources are pretty much plagiarised...not to mention, there are a [[ArsonMurderAndJaywalking ton of custom items]] that either [[GameBreaker make things too easy]] or are [[JokeItem utterly useless]]. On top of all this, the author, Doomguy 2000, [[WhatAnIdiot continues to]] [[SerialEscalation pimp the hell out of his disasterpiece]]; [[DarthWiki.WallBanger even being repeatedly told to cease and desist said pimping, by seemingly the whole Doom Community, didn't hinder him any.]] any. You may FacePalm at Doomguy 2000 for his [[TheDeterminator unwavering stupidity]] now.

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* "[[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, too many overpowered custom weapons, too many [[GoddamnedBats ungodly annoying]] or [[DemonicSpiders lethally-aggravating custom enemies]] amongst the randomly-generated roster, and almost '''all''' of the resources are pretty much plagiarised...not to mention, there are a [[ArsonMurderAndJaywalking ton of custom items]] that either [[GameBreaker make things too easy]] or are [[JokeItem utterly useless]]. On top of all this, the author, Doomguy 2000, [[WhatAnIdiot continues to]] [[SerialEscalation pimp the hell out of his disasterpiece]]; [[DarthWiki.WallBanger even being repeatedly told to cease and desist said pimping, by seemingly the whole Doom Community, didn't hinder him any.]] You may FacePalm at Doomguy 2000 for his [[TheDeterminator unwavering stupidity]] now.

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* "[[http://www.doomworld.com/idgames/?id=17380 Save The World!]]" is a 10-level patch which suffers from numerous problems. All 10 maps have sub-par texturing and bland, boring architecture. All of the new enemies are random [[GISSyndrome Google Image Search results]] (often with the plain white backgrounds still intact) on top of the same 3 or 4 enemy templates recycled several times. The templates these enemies were based on are no better, having the static pictures slide around making loud, obnoxious noises and firing stock projectiles. [[UnwinnableByDesign One of the levels doesn't allow the player to move and is therefore unwinnable]], Another is a plain square with an enemy that can't hurt the player, many others rely on FakeDifficulty in the form of not providing enough ammo. On top of all that [[ArsonMurderAndJaywalking the authors didn't include any new music, instead opting to use unmodified tunes from Doom II often in out-of-place settings]]. Oh, and there's NoEnding to speak of.
* "[[http://www.doomworld.
com/idgames/?id=16760 Doomguy's Warzone]] 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, too many overpowered custom weapons, too many [[GoddamnedBats ungodly annoying]] or [[DemonicSpiders lethally-aggravating custom enemies]] amongst the randomly-generated roster, and almost '''all''' of the resources are pretty much plagiarised...not to mention, there are a [[ArsonMurderAndJaywalking ton of custom items]] that either [[GameBreaker make things too easy]] or are [[JokeItem utterly useless]]. On top of all this, the author, Doomguy 2000, [[WhatAnIdiot continues to]] [[SerialEscalation pimp the hell out of his disasterpiece]]; [[DarthWiki.WallBanger even being repeatedly told to cease and desist said pimping, by seemingly the whole Doom Community, didn't hinder him any.]] You may FacePalm at Doomguy 2000 for his [[TheDeterminator unwavering stupidity]] now.
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* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. It's a blatant reskin ''Commander Cool'' and 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. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks.

to:

* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. It's a blatant reskin of ''Commander Cool'' and which fails on the merits of even that, thanks to horrid controls, unintuitive gameplay (including misleading backgrounds) 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. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks.
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** ''Series/FamilyFeud 2012'' unlike the others, is an X-Box 360 game and uses the console's avatars rather than it's own, but still manages to be equally bad. The fictional host, "Sparky Whitmore", makes '''Louie Anderson''' look good; 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 stupider 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 Giant Bomb riffs on it.]]

to:

** ''Series/FamilyFeud 2012'' 2012'', unlike the others, is an X-Box 360 game and uses the console's avatars rather than it's own, but still manages to be equally bad. The fictional host, "Sparky Whitmore", makes '''Louie Anderson''' look good; 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 stupider 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 Giant Bomb riffs on it.]]
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Clarifying


** ''Series/FamilyFeud 2012''. The fictional host, "Sparky Whitmore", makes '''Louie Anderson''' look good; 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 stupider 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 Giant Bomb riffs on it.]]

to:

** ''Series/FamilyFeud 2012''.2012'' unlike the others, is an X-Box 360 game and uses the console's avatars rather than it's own, but still manages to be equally bad. The fictional host, "Sparky Whitmore", makes '''Louie Anderson''' look good; 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 stupider 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 Giant Bomb riffs on it.]]
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Thought this part could use a little expanding.


** ''[[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 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]]

to:

** ''[[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.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]]
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* ''Super Monster Bros'' from Adventure Time Pocket (Also known as Mario Games Casas Team. No connection with ''WesternAnimation/AdventureTime''.) is an obvious rip-off of ''VideoGame/{{Super Mario Bros}}'' with graphics heavily designed after ''Pokémon''. It suffered from plagiarized game play and designs and sound, occasional inconsistent physics, a limited projectile button, and micro-transactions in which are rather expensive for its quality, with few costing at least '''$99.99 each''', making this game a monstrous cash grabber. It is even almost identical to the related game ''Super Squirrel Bros.'' Even though it is now 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]].

to:

* ''Super Monster Bros'' from Adventure Time Pocket (Also known as Mario Games Casas Team. No connection with ''WesternAnimation/AdventureTime''.) is an obvious rip-off of ''VideoGame/{{Super Mario Bros}}'' with graphics heavily designed after ''Pokémon''.''Franchise/{{Pokemon}}''. It suffered from plagiarized game play and designs and sound, occasional inconsistent physics, a limited projectile button, and micro-transactions in which are rather expensive for its quality, with few costing at least '''$99.99 each''', making this game a monstrous cash grabber. It is even almost identical to the related game ''Super Squirrel Bros.'' Even though it is now 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]].
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* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. It's a blatant reskin ''Commander Cool'' and 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. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks.

to:

* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. It's a blatant reskin ''Commander Cool'' and 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, checkpoints]], tendency to hemorrhage health power-ups, and its story, composed wholly of constant, unfunny references and told exclusively via cutscenes. The only thing it has in its favor is a good art direction, and even that can't make it worth the four bucks.

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* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. The controls are atrocious (you can't jump and shoot at the same time, there's ladders and ropes that can't be climbed everywhere), the gameplay is unintuitive (at one point you have to walk off a ledge to activate a hang glider, but you're never told that anywhere, and it doesn't activate if you jump), there's only a couple of enemies ({{Palette Swap}}ped robots and land mines), there's [[CheckpointStarvation no checkpoints anywhere]], and the game is way too generous with health power-ups. What little story here is told through cutscenes that constantly make unfunny references to better games, and while the art style is genuinely good, it can't salvage the experience. Spend that $4 on something else.
** [[http://irategamersucks.blogspot.com/2013/10/ig-game-update-commander-reskin.html It gets worse]]. ''TIGG'' is a blatant reskin of another iOS game, ''Commander Cool''. It's been theorized that Mad Media Labs took Chris Bores' check, sat on it for three years, and then, when Chris got suspicious, bought the source assets from ''Commander Cool'' (available for $130) and put ''TIGG'' together in a week or so.

to:

* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. The controls are atrocious (you can't jump and shoot at the same time, there's ladders and ropes that can't be climbed everywhere), the gameplay is unintuitive (at one point you have to walk off a ledge to activate a hang glider, but you're never told that anywhere, and it doesn't activate if you jump), there's only a couple of enemies ({{Palette Swap}}ped robots and land mines), there's [[CheckpointStarvation no checkpoints anywhere]], and the game is way too generous with health power-ups. What little story here is told through cutscenes that constantly make unfunny references to better games, and while the art style is genuinely good, it can't salvage the experience. Spend that $4 on something else.
** [[http://irategamersucks.blogspot.com/2013/10/ig-game-update-commander-reskin.html It gets worse]]. ''TIGG'' is
It's a blatant reskin of another iOS game, ''Commander Cool''. It's been theorized that Mad Media Labs took Chris Bores' check, sat on it for three years, and then, when Chris got suspicious, bought the source assets from ''Commander Cool'' (available for $130) and put ''TIGG'' together 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. The only thing it has in its favor is a week or so.good art direction, and even that can't make it worth the four bucks.
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For "main" video games, [[Horrible/VideoGameGenerations click this link.]]

to:

For "main" The dark side of video games, games doesn't merely end with [[Horrible/VideoGameGenerations click this link.]]
the software.]] A handful of game developers, both professional and independent, often have a hard time making games that are fun, or even playable. Those names are "immortalized" below.



* '''Color Dreams'''. 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 lisenced games to stores that sold pirated or unlisenced versions of their games by mainly selling their games in bookstores where most other forms of Christian media was sold at the time) and was the ''only'' company to have an unlicensed SNES game that works (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. [[DrAshens A FITTING PUNISHMENT!!]]

to:

* '''Color Dreams'''. 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 lisenced licensed games to stores that sold pirated or unlisenced unlicensed versions of their games by mainly selling their games in bookstores where most other forms of Christian media was sold at the time) and was the ''only'' company to have an unlicensed SNES game that works (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. [[DrAshens A FITTING PUNISHMENT!!]]



-->[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 placed 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 would often fail 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 [...] completely crapped out."

to:

-->[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 placed 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 would often fail 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."
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[[folder:Smartphone Apps]]
* ''3D Cartoon Land: Safari'', released in 2012. Taking out of the account that this game is [[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 doesn't hold up. The graphics are elementary-school-level cardboard collages at best with serious draw distance/pop-up problems, there are no sound effects save for a warbling out-of-place music loop, and the play control is utterly crippled. The game has now been rmoved from the App Store.
* 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 ''Final Fantasy: All the Bravest'' to the Apple App Store. It was hit with a barrage of negative reviews from the moment of its release, as the player is given no control over any of the battle proceedings, and it's impossible to make any real progress in the game without resorting to using the game's [[{{Microtransactions}} cash shop]] (for completionists, this would mean spending the equivalent of a brand new copy of ''VideoGame/FinalFantasyXIII2'', -- or, perhaps more damningly, more than the ''combined'' cost of the [=iOS=] versions of the first five ''Final Fantasy'' games).
* ''Super Monster Bros'' from Adventure Time Pocket (Also known as Mario Games Casas Team. No connection with ''WesternAnimation/AdventureTime''.) is an obvious rip-off of ''VideoGame/{{Super Mario Bros}}'' with graphics heavily designed after ''Pokémon''. It suffered from plagiarized game play and designs and sound, occasional inconsistent physics, a limited projectile button, and micro-transactions in which are rather expensive for its quality, with few costing at least '''$99.99 each''', making this game a monstrous cash grabber. It is even almost identical to the related game ''Super Squirrel Bros.'' Even though it is now 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]].
* ''Teenage Mutant Ninja Turtles'', probably the lowest of attempts at sapping money off of unaware parents. Don't be fooled by the title of this bootleg product; it's not even a [[TheMockbuster Mockbuster]], just some poorly-coded ''{{Cabal}}'' clone that happens to bear the ''Ninja Turtles'' name. The background is ripped off from ''VideoGame/{{Contra}}'', with two spots very badly filtered over to mask the source material. The screen is filled to the brim with numbers with indecipherable meaning, and the score fails to reset when you die. Hardcore Gaming 101 takes a look at it [[http://www.hardcoregaming101.net/kusoge/kusoge07.htm here]].
* ''TIGG'', short for ''WebVideo/TheIrateGamer [[TheProblemWithLicensedGames Game]]''. Even the Irate Gamer's fans won't defend this piece of crap. The controls are atrocious (you can't jump and shoot at the same time, there's ladders and ropes that can't be climbed everywhere), the gameplay is unintuitive (at one point you have to walk off a ledge to activate a hang glider, but you're never told that anywhere, and it doesn't activate if you jump), there's only a couple of enemies ({{Palette Swap}}ped robots and land mines), there's [[CheckpointStarvation no checkpoints anywhere]], and the game is way too generous with health power-ups. What little story here is told through cutscenes that constantly make unfunny references to better games, and while the art style is genuinely good, it can't salvage the experience. Spend that $4 on something else.
** [[http://irategamersucks.blogspot.com/2013/10/ig-game-update-commander-reskin.html It gets worse]]. ''TIGG'' is a blatant reskin of another iOS game, ''Commander Cool''. It's been theorized that Mad Media Labs took Chris Bores' check, sat on it for three years, and then, when Chris got suspicious, bought the source assets from ''Commander Cool'' (available for $130) and put ''TIGG'' together in a week or so.
[[/folder]]

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trixie isn\'t as notorious as the other two


** Three of the most infamous examples (listed together because they're the exact same game minus a main character model swap) are ''VideoGame/NinjabreadMan'', ''Trixie in Toyland'', and ''Anubis II''. Horrible controls, a bad camera that you can't control, and a near-useless (and difficult to activate) melee attack. The games also contain only four levels, one of which is a "training" stage.
** The spine of ''Rock n' Roll Adventure'' calls it ''[[TyopOnTheCover Rock n' Roll Advneture]]''.

to:

** Three Two of the most infamous examples (listed together because they're two of the exact many reskins of the same game minus a main character model swap) game) are ''VideoGame/NinjabreadMan'', ''Trixie in Toyland'', ''VideoGame/NinjabreadMan'' and ''Anubis II''. Horrible controls, a bad camera that you can't control, and a near-useless (and difficult to activate) melee attack. The games also contain only four have very few levels, one of which is a "training" stage.
** The spine of ''Rock n' Roll Adventure'' calls it ''[[TyopOnTheCover Rock n' Roll Advneture]]''.
the obligatory tutorial included.
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For "main" video games, [[Horrible/VideoGameGenerations click this link.]]

[[Horrible/VideoGames Back to the main page.]]
----
[[folder:Companies/Developers]]
* '''Active Enterprises''' is mostly infamous for creating ''{{Action 52}}'', a compilation of 52 different "games" — but only if you use a loose 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 what we call ''reality''" but, much like the legless boy who dreams of being an Olympic sprinter, 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 almost been accomplished.)
** In the game's defense, it '''did''' bring us [[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's 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 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.
** 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 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]].
* '''Color Dreams'''. 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 lisenced games to stores that sold pirated or unlisenced versions of their games by mainly selling their games in bookstores where most other forms of Christian media was sold at the time) and was the ''only'' company to have an unlicensed SNES game that works (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. [[DrAshens A FITTING PUNISHMENT!!]]
** 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 ''SpiritualWarfare'' is actually not half bad, if you don't want to waste time clicking.)
* '''Data Design Interactive''' is an infamous shovelware developer whose games were released on the {{Wii}} in North America, with very few differences between them. Most of their games started as [[PlayStation2 PS2]] games from low-budget European companies that SonyComputerEntertainment America [[NoExportForYou prevented from crossing overseas]]. Due to the Wii's nature, Nintendo decided to be more lax with third-parties... 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 [[TheGreatVideoGameCrashOf1983 the video game crash]] in the U.S. Some examples of DDI's "handiwork" include:
** ''Action [[XtremeKoolLetterz Girlz]] Racing'', one of DDI's countless made-in-five-seconds [[http://www.youtube.com/watch?v=e8auuVFT1S0 racing games]], became 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 the worst game of 2008.
** Three of the most infamous examples (listed together because they're the exact same game minus a main character model swap) are ''VideoGame/NinjabreadMan'', ''Trixie in Toyland'', and ''Anubis II''. Horrible controls, a bad camera that you can't control, and a near-useless (and difficult to activate) melee attack. The games also contain only four levels, one of which is a "training" stage.
** The spine of ''Rock n' Roll Adventure'' calls it ''[[TyopOnTheCover Rock n' Roll Advneture]]''.
* '''Delta 4 Interactive''' ([=D4i=]) and '''On-Line Entertainment''' made some particularly terrible games that were only available for the short-lived Commodore {{Amiga}} CDTV.
** The first one we'll be looking at is ''VideoGame/TheTownWithNoName'', which has been gaining some attention due to a WebVideo/{{Retsupurae}} [[http://www.youtube.com/watch?v=UF8QzQp57oI involving]] [[http://www.youtube.com/watch?v=oU_f9r3Rcyo this game]]. You could actually go ahead and get back on the train without doing anything, and you'll still "win" with the odd ending that it gives you. Of course, if you ''do'' want to "play" this game fairly, just prepared 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 playing this.
*** The "bonus" materials give the impression that the people responsible for this abomination were actively {{troll}}ing 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&feature=player_detailpage#t=153s right here.]]
** Our second game from these two is considered ''worse'' than the game above. ''[[http://www.youtube.com/watch?v=sr6NbliIaK8 Psycho Killer]]'' 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. Like VideoGame/TheTownWithNoName, Psycho Killer has also be Retsupuraed [[http://www.youtube.com/watch?v=i4XZXJE20-k here.]]
* '''Dragon Co.''' were a Chinese developer who mostly developed games for the Famicom and Mega Drive, and most of their games fit this trope quite well.
** Starting with their Famicom titles, their ''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 is based off the Russian cartoon 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) and the game over screen features [[NightmareFuel the main character getting eaten by the wolf]].
** 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.
*** That said, the first level's theme is SoCoolItsAwesome.
** They made two games based off Disney/TheLionKing; marketed as the third and fifth instalments in the series. While the former is standard Dragon Co. rubbish, the latter is notable for having a soundtrack that qualifies for 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]]
** 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, {{Activision}} had a subsidiary called '''Head Games''', who was responsible for the aforementioned ''ExtremePaintbrawl''. They released several other games under the "Extreme" label (including two sequels to Extreme Paintbrawl) that were equally horrible.
** Although they ''did'' get some pretty funny reviews at IGN: http://www.ign.com/articles/1999/01/27/extreme-tennis, http://pc.ign.com/articles/161/161608p1.html, etc.
* '''Ludia''' is a Canadian company whose goal is to make video games on the {{Wii}} based on every popular American game show (except ''Series/{{Jeopardy}}'' and ''Series/WheelOfFortune'', both which have their games made by parent company {{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. Partially owned by FremantleMedia.
** ''The $1,000,000 Series/{{Pyramid}}'' uses the classic (1982-91) logo, but the game itself is based directly on the Donny Osmond-hosted 2002-04 series (which is derided by game show fans). 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'''. [[http://www.giantbomb.com/quick-look-the-1000000-pyramid/17-4041/ Riffed on by Giant Bomb]]; however, since most of the video is spent playing the tacked-on two-player mode, it's not reliable in the single-player department.
** ''Series/FamilyFeud 2012''. The fictional host, "Sparky Whitmore", makes '''Louie Anderson''' look good; 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 stupider 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 Giant Bomb riffs on it.]]
** ''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, aka "zingers", and then responding with their actual answer. In the video game, you're only given straight answers — no zingers at all. 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 a 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 "[[FremantleMedia Dismantle]]" (as some call it) forced C&D orders on superior fan games. GiantBomb [[http://www.giantbomb.com/quick-look-press-your-luck-2010/17-1691/ took a look at it.]]
*** 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).
*** The [=PS3=] version fixed the music and sounds, plus added a bunch of actual prizes.
** ''Series/ThePriceIsRight'' (2008 and 2010, for every console) 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 ''TPIR'' 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. Giant Bomb has [[http://www.giantbomb.com/quick-look-the-price-is-right-2010/17-1462/ a 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 the Showcase Showdown (a big criticism with the first game), which means that you can literally go on forever by having a price list.
* '''Media Service 2000'''. Among its transgressions are ''[[http://www.youtube.com/watch?v=tlGAKllK0fI The Moscow Apocalypse]]'', a ClicheStorm with corny visuals, cornier artwork, even cornier gameplay, no jumping, and various other issues.
* '''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 Game Over screen makes this game look even worse.
** ''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 {{Atari 2600}}. Only three games were made by the company, which were all horribly exploitative, and have all been hugely controversial. Mystique went bankrupt following TheGreatVideoGameCrashOf1983.
** ''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 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 named "Revenge", 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. Arguably, the poor graphics are the only thing that keep it palatable — high-def would reveal it as the SnuffFilm foreplay scene it is.
*** Ignoring 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 {{Seanbaby}} put it:
---->'''Custer''': Gentlemen, you are the bravest squadron of men it has ever been this [[ArtisticLicenseHistory Southerner's]] 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 {{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, all of them horrible — ''Star Fox'' ([[SimilarlyNamedWorks not]] [[VideoGame/StarFox the famous one]]), ''Sorcerer'', and ''Fire Fly''. All three share the same problems — sparse and ugly graphics, jerky animation, monotonous music, and repetitive gameplay. ''Star Fox'' is generally seen as the worst of the lot.
** What's particularly sad about ''Star Fox'' is that Mythicon's copyright hold on that title lasted long enough to force Nintendo's UK branch to change their titles to ''[[VideoGame/StarFox Starwing]]'' and ''[[VideoGame/StarFox64 Lylat Wars]]'' (for the SNES and N64 titles, respectively). Which means that in Britain, for a time, the title ''Star Fox'' was associated more with the crappy 2600 game than the better Nintendo games!
* 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/StreetFighter''. 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.
* '''Phenomedia Publishing GMBH''' was a German company, specialising in (often rather bizzare) 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]] ([[{{Manly Gay}} 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, GameStar, 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.
* '''[[http://www.giantbomb.com/phoenix-games-bv/3010-2110/ Phoenix Games]]'''. 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.]] You gotta love 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?
** Case in point, ''The '''[[Disney/TheLionKing Lion]]''' [-[[AC:and the]]-] '''[[Disney/TheLionKing King]]''' 2'' [[http://image.gamespotcdn.net/gamespot/images/box/5/8/8/918588_26108_front.jpg here.]]
** Their most infamous "games" are ''English dubs'' of Creator/{{Disney}} ripoffs from Creator/DingoPictures (who are also covered on {{Horrible.Western Animation}})... but many of their ''actual'' games are worse.
* [[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]]:
** ''EthnicCleansing''. All politics aside, the game's untextured graphics look worse than ''VideoGame/{{Quake}}'' (the game was released in 2002), its setup was discredited when ''VideoGame/{{Half-Life|1}}'' came out, and its draw distance is ridiculously short. The collision detection is very off, and the AI 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. 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 break|ing bug}}ers.
* 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 {{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, 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''. 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 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 SomethingAwful, with the reviewer bitterly regretting that the rating system didn't allow anything lower.
** ''Q-Boy'' (as opposed to the console) is a ShoddyKnockoff of ''VideoGame/{{Kirby}}''.
** ''Rocman X'' was a ''VideoGame/MegaMan'' engine hack complete with [[{{Plagiarism}} 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 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 ''{{Contra}}'' / ''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.
** ''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.]]
* 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}}'', ''{{Sonic}}'' and ''{{Pokemon}}''. All of their games suffer from poor controls, frequent glitches and music that borders on SensoryAbuse.
** ''Sonic 3D Blast 5'' somehow manages to be worse than the ''{{Somari}}'' hack of the same name, with poor level design and having almost nothing to do with the official Sonic games.
*** A year or two later, Yong Yong rereleased 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.
** ''Rockman 8'' is a PortingDisaster of the [[VideoGame/MegaMan8 game it's named after]]. The bosses are completely screwed up, (i.e. [[EpicFail 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.
** ''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 [[TheyJustDidntCare 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]], which 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.]]
** Speaking of Pokémon, 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 ''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.
** Surprisingly, their fighting games are considerably better. (Example: [[http://www.youtube.com/watch?v=C9fF5t3vWW4 Street Fighter Zero 4]]) The music is still poor and doesn't fit very well (although still an improvement), but the games are at least playable and the graphics are passable. Maybe platformers just weren't their forte.
[[/folder]]

[[folder:Fan Games]]
[[AC:Touhou]]
* ''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 [[AwesomeMusic kickass score]] and its shooters are known for their [[BulletHell very elaborate firing patterns]]. The characters are broken, and [[spoiler:Aya]] is the final boss. 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 Watch a member of Maidens of the Kaleidoscope get VERY close to killing himself.]]
* 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.

[[AC:Metroid]]
* 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''.
** ''Metroid Elements'', the "[[RougeAnglesOfSatin 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.
** ''[[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 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]]

[[AC: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, it handles in a way that's outright unplayable. Add graphical cut off, use of Microsoft Paint for the menus and the Super Mario Bros Super Show rap on the title screen, 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.
** [[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 a 'AWinnerIsYou' ending and a grand total of just two levels.
* Super Mario Fusion MF is another example here. It's not a bad concept (Mario crosses over into different worlds like that of Mickey Mouse), and if it was done well it could have been a good 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, with it being very easy to get stuck in sold walls/ceilings like they were made of quicksand and places where you can get stuck forever and forced to reset because Ice Mario's abilities don't work properly. Enemies handle only barely like they should do, with Thwomps moving too fast, cannons firing when you're on or next to them and other such minor issues. Other issues are levels being way too long (every level bar the first is a MarathonLevel, which makes the game's stingy powerups and shoddy physics unbearable), levels being 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 being completely UnwinnableByMistake (the pipe to the next area doesn't work at all). Oh, 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.

[[AC:Other]]
* RPGMaker game AoOni has a lot of fangames. Listing specific fangames would be a tremendous task so instead let's go over the many faux pas AoOni 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 [[TheyJustDidntCare 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]].
[[/folder]]

[[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, but ''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. The game has such aggravating design idiosyncrasies such as drawers embedded right in the middle of a hedge. And the [[ScrappyMechanic most frustrating feature of the gameplay]] 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. Come, 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]]."
** The puzzles either pose zero challenge (finding a key code requires solving first grade math problems) or are infuriatingly cheap, such as requiring you to 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).
** 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.
* GameMaker's [[http://www.yoyogames.com/ official website]] [[SturgeonsLaw has a buttload of crappy games.]]
** "[[http://www.yoyogames.com/games/108956 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://www.yoyogames.com/games/110044 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]]".
** Sturgeon's Law is taken [[UpToEleven over the top]] on the [=YoYo=] Games archive. Going by the length of the "featured games" list, less than 1% of games are considered 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.
** Lowtax's [[http://www.youtube.com/user/lowtaxico?feature=watch 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.
* ''Death Trap'' is a point-and-click horror game. or at least, it tries to be. You see, there are two coding commands in Actionscript 2 known as "gotoAndPlay(frame number)" and "gotoAndStop(frame number)." One of the uses for these two lines of code is for putting them on buttons when combined with the "on(release)" command, so that when you press a button in the .swf file, the button will lead to a certain frame in the .swf. They're not meant to be used for everything (or at least, not in their bare form), but they can be used for some stuff, such as simple buttons in menus. However, they're not supposed to be used for, say... movement buttons in point and click games. [[DarthWiki/IdiotProgramming You can guess what the author of ''Death Trap'' used these commands for.]] Because of how these work, you can't just throw around some basic buttons and expect things to work without making the game really linear. And that's exactly what the author did. He made the game really linear.
** There is no exploration whatsoever. Sometimes there are arrows that show on the screen and are unclickable until you're forced to return. There are less then 4 alternate routes in the game, and all of them lead to instant death. Because of how it's coded, the author couldn't just link back to certain frames of the game, which increased the filesize exponentially because he had to copy the same image multiple times.
** The voice acting is terrible. The main character is emotionless, and the villain sounds like he was done by a 12-year old who watched his first slasher flick. There is one thing that he did well; the creator is Australian, and was [[FakeNationality faking an American accent]].
** Oh, and also? All of the backgrounds were stock renders from "Gallery of 3D." He made nothing himself.
*** The real kicker though? In the Newgrounds review section, he replies to negative reviews saying that "he worked his ass off for this game." ''Sure buddy, sure...''
*** However, in the comment section of [[http://www.youtube.com/watch?v=pIJZpgn-Jp0 this]] video, the author of the game does express regret over making this game.
* ''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.
* Rule for Creepypastas: if Jeff the Killer is in it, it's terrifying. Rule for games: if the Jeff the Killer is in it, it's crap. ''Illusion'' is a Slender-clone where it's easier to die and harder to win, and ''Illusion: Ghost Killer'' has pretty much the same mechanics and goals as ''Slender'', only Jeff appears to attack you whenever you try to place one of the cameras (you need to place six), on top of some {{Engrish}} and cartoon graphics. However, the absolute worst of all the games is the one simply titled ''Jeff the Killer''. It's 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 that's all the game has going for it, and seems to believe that star power is all it really needs.
[[/folder]]

[[folder:Game Mods]]
[[AC:VideoGame/{{Doom}}]]

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

* The infamous Giulio "Glassyman" Galassi created a series of infamously-bad maps that were widely reviled, leading him to lash out at his critics by creating childish, mean-spirited, homophobic, and incredibly-unfunny "joke wads" mocking his critics. Galassi has been banned from every notable ''Doom'' community on the internet, and the mention of his name creates InternetBackdraft. [[http://www.doomworld.com/14years/others.php Here's a review of one of them.]]
* "Doom: Rampage Edition". Eagerly anticipated, but ultimately failed to live up to its promise. ''60 megs'' of stolen music that did nothing other than bloat the filesize to ''80 Megs'' (which, aside from potential legal complications, strained the net connections of it's time), bad graphics, boring and repetitive gameplay... It won the award for Worst Wad in the [[http://www.doomworld.com/11years/others.php 2004 Cacowards.]] The author's [[SmallNameBigEgo hostile reaction]] to it's adverse criticism didn't help matters.
** The mod's plot is about a Baron of Hell who escapes a UAC lab. The plot had potential but is [[TheyWastedAPerfectlyGoodPlot ruined]] by the above flaws and the fact that the Baron can use guns, among others a Cacodemon gun that fires a lone fireball that [[OneHitKill kills most enemies]] in a single hit and goes through them, and ''infinite ammo shotgun and dual chainguns'' that you collect [[DiscOneNuke very early on]]. For the record the Baron's usual abilities (a green fireball and a claw) are there... except they use the same view sprite (an edited fist) and the fireball ''has no proper firing frame''.
** It was so bad someone claimed they could pull a better wad out of their ass. A week later, Deathbringer made a mod titled such — "A Better Wad Pulled Out Of My Ass".
* "Nazi Auferstehung: A [=DukenDoom=] Adventure". [[http://www.doomworld.com/13years/others.php Won the Worst Wad award at the 2006 Cacowards]] for a variety of reasons, including but not limited to badly-textured levels created with a random level generator, badly-imported resources from other games, a truckload of copyrighted [=MP3s=] that don't play as music in-game, and its inclusion of multiple copies of the copyrighted ''Doom II'' resource file. But this didn't become as infamous as it is until the author hilariously attempted to defend his creation 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,]] which didn't fit his behavior at all; if anything, he was "anti-autistic".
* [[http://www.youtube.com/watch?v=4mnIwYxcRQk "UAC Military Nightmare"]], by someone under the name of Terry. The story of the mod is a bunch of JohnRomero heads trying to "rape" the player with BFG rays. The gameplay is dumb, the story and scripting is vulgarity featuring overt references to anal rape... So bad, it won Worst Wad of The Year at the 2008 Cacowards. [[http://www.doomworld.com/15years/others.php See Darknation's rather vitriolic rant about it here.]]
** "Terry" also has a large catalog of well detailed, unfinished maps designed to fool the player into a death trap filled with [[SensoryAbuse ear rape]]. As if that weren't bad enough, he has a number of fanboys that do the exact same thing (though these could be [[IHaveManyNames aliases]]), to the point that "Terry Wad" has become synonymous with "Shit" on the /idgames archives.
* There's also ''[[http://doom.wikia.com/wiki/D!ZONE D!Zone]]'', a series of [=CDs=] sold containing hundreds of .wads collected from the internet. It was quite helpful among some players who didn't have the resources to check out .wads online at the time. Too bad a large chunk of the .wads were horrible, most of them unfinished, and some that wouldn't even load correctly at all. Several Youtube users started a series called ''The D!Zone Experience'' to showcase some of the weirder ones included.
* ''Grezzo 2''. Some Italian thought it would be a good idea to plagiarize a pretty goddamn wide (and we mean ''wide''--the file takes up more than two gigabytes) variety of Doom mods, binding them all together with an extra helping of WTF(e.g. killing the pope--with a gun that shoots popes) It's disorganized, offensive nonsense on all fronts. Here's Dross Roztank doing an LP in Spanish, if you wanna look: [[http://www.youtube.com/watch?v=fQg8OZYkNEY first]], story mode [[http://www.youtube.com/watch?v=sFQfPe6KaaU 1]], [[http://www.youtube.com/watch?v=thyRDkxTmd0 2]], [[http://www.youtube.com/watch?v=WadmNAAwdyI 3]], [[http://www.youtube.com/watch?v=uzwZ9PmS--w 4]]
* "[[http://www.doomworld.com/idgames/index.php?id=9955 Wow]]" (more popularly known by its filename, wow.wad) is a 1999 ''VideoGame/{{Doom}}'' level consisting of a square room with a hanging body, a [[{{BFG}} BFG 9000]] with ammo, a Cyberdemon in a deep pit...and nothing else. Oh, and the walls of the pit have no textures, resulting in graphical glitches. It's certainly one of the most pointless levels for any game, but making it one of the [[http://www.doomworld.com/10years/bestwads/infamous.php Top 10 Infamous Wads]] is the author's passing it off as a mission to hunt and kill a wounded Cyberdemon trapped in an "illusio-pit". Can be viewed [[http://www.youtube.com/watch?v=9A4rSgFaLbk here.]]
** The word "illusio-pit" comes from the use of untextured pits having fake floors drawn over them, which makes them useful for illusions simulating deep water (an area of water surrounding an illusio-pit will make the water seem to stretch over the pit, making things look like they are submerged in the water) or monsters rising up out of the ground. Of course, wow.wad's use of the "illusio-pit" seems more a consequence of the author not knowing how to apply upper and lower textures.
* "[[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, too many overpowered custom weapons, too many [[GoddamnedBats ungodly annoying]] or [[DemonicSpiders lethally-aggravating custom enemies]] amongst the randomly-generated roster, and almost '''all''' of the resources are pretty much plagiarised...not to mention, there are a [[ArsonMurderAndJaywalking ton of custom items]] that either [[GameBreaker make things too easy]] or are [[JokeItem utterly useless]]. On top of all this, the author, Doomguy 2000, [[WhatAnIdiot continues to]] [[SerialEscalation pimp the hell out of his disasterpiece]]; [[DarthWiki.WallBanger even being repeatedly told to cease and desist said pimping, by seemingly the whole Doom Community, didn't hinder him any.]] You may FacePalm at Doomguy 2000 for his [[TheDeterminator unwavering stupidity]] now.
** [[http://www.doomguy2000.com/ Doomguy 2000's other work]] isn't much better. While some of his stuff ''might'' be considered "avant-garde", he has quite the volume of horrible wads.
*** ''100x''. It's a patch that multiplies the amount of enemies and items 100 times, and ends up making the game completely unplayable.
*** ''Blind Doom'' and ''Seizure Doom''. 2 concepts that didn't need to exist in the first place, and aren't even done particularly well. For example, in Blind Doom you can still see the ceiling and floor textures.
*** ''The Worst Level Ever Made''. It's a 1x1 box. That's it. No gameplay to speak of whatsoever. [[ExactlyWhatItSaysOnTheTin Well, at least the title is honest.]]
*** ''The Most Impossible Difficulty Ever'' lives up to its name. It replaces everything with unbelievably broken custom monsters, getting you killed almost instantly and lagging the game to near-frozen levels.

[[AC:HappyWheels]]
* [[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 Fake Difficulty]]. Combine any or all of the above elements, and you have a Magma Man level.
** Strangest of all, Magma Man was apparently inspired by "Terry", the creator of UAC Military Nightmare (Which is covered above)

[[AC:LittleBigPlanet]]
* Christian Weston Chandler (better known for the creation of ''{{Sonichu}}''; see the {{Horrible.Webcomics}} section for details) is infamous for his ''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 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.]]

[[AC:{{MUGEN}}]]
* 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 broken 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 ''{{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 large 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. 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 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 his version of Gold Lightan from ''VideoGame/TatsunokoVsCapcom'', which turns out to be a spriteswap of an [=MvC=]-style Ryu; 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 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]].

[[AC:VideoGame/SuperMarioWorld]]
* ''[[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.
** 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]]
* [[http://www.smwcentral.net/?p=showhack&id=6751 Hammer Brother Demo 3]] is a hack made by a Brazillian user called blackout77 on SMW Central. It's also an horrific mess in pretty much every way possible.
** The graphics range from bland to absolutely horrible MSPaint-level abominations that probably wouldn't stand up to [[WebComic/{{Sonichu}} Chris-chan]]'s work. Most notably the stadium castle in world 1. Sometimes they clash horribly too, like ''VideoGame/DonkeyKongCountry backgrounds with 8-bit ''VideoGame/SuperMarioBros1'' foregrounds. They're also glitched in many cases. Sometimes top down graphics like those from Pokemon are used in a side viewed 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 Mega Man 4 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.
** Levels are [[{{Plagiarism}} copied wholesale]] from better games. Including Super Mario Forever (a kaizo game) and KaizoMarioWorld. At least six are unedited from the original game.
** The whole thing has RatchetScrolling, yet levels require you to go left as well as right. Lots of being screwed over as a result.
** Whole parts are blatantly ripped off from VideoGame/BrutalMario, except without the quality ASM/programming gimmicks. Think 'Brutal Mario as if The Asylum made it'. He also horribly rips off VIP 4 in two more levels.
** Seriously, just [[http://nintendo3dscommunity.com/blog/240/entry-881-review-1-hammer-brother-demo-awful-game-design-personified/ 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 look just plain bad, complete with a Link who has just one animation frame and constantly faces the camera with his non existant face (yes really). 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), the level design is flat and boring with huge areas of open space with no obstacles and really, the whole thing is just an 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]].

[[AC:Other]]
* Harmonix's ''VideoGame/RockBand Network'' has the song "Fat Kid" by Nothing More. Not the song itself, but the ''chart''. The only decent chart is the guitar chart; the bass chart is completely off sync and unnecessary chords, the drum chart smacks of using the wrong notes, and the vocal chart has many wrong pitches.
* ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' has 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.
* ''FireEmblem'' has an extensive hacking community, so naturally a lot of stinkers turn up. Some of the most common issues 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.
** Perhaps the worst big-name offenders are the Gheb Duology and Tales of the Emblem. GhebFE and Gheb Saga are prime examples of dragging a bad joke too far through the mud. Although the hacking itself isn't bad, the writing looks like something a 10-year old who just heard from his friends what rape is would come up with. Coupled with an annoyingly high difficulty, this is one to pass up unless you want to experience the awfulness yourself. Tales of the Emblem, on the other hand, 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 makes almost everyone completely broken, gives stat boosters more than one use and gives almost everyone terrible, terrible sprites with badly-inserted blinking frames.
** There's also ''FireEmblem Different Dimensions Ostian Princess'', or FEDDOP, which is what you will be after playing it. The design decisions make hardly any sense, the plot stars Lilina but has so many holes it's hardly there at all, and there's hardly any difficulty at all and, after clearing chapter 13 the game goes right back to chapter 12, causing an infinite loop. It's broken on a completely hilarious level.
[[/folder]]

[[folder:Hardware]]
* The existence of the '''AtariJaguar CD''' is puzzling, 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 DireStraits' "Money For Nothing" music video in terms of graphics. [[WebVideo/TheSpoonyExperiment Dr. Insano]], [[http://blip.tv/the-spoony-experiment/highlander-last-of-the-macleods-4286606 one of the few who could 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 placed 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 would often fail 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 [...] 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]]
* The '''Game.com''' (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. 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 GameBoy-grade CPU was crippled (by multiple culprits, one being the OS-mandated processing overhead) to the point of barely surpassing the GameAndWatch. The touch screen didn't have a full percent of modern touch-screens' sensitivity, and suffered arguably more ghosting and smearing than any other handheld console in history. 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 on a port of ''SonicJam''.
** 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.
** [[StuartAshen Dr. Ashens]] 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 was how they would sell their product. It was like they wanted the system to fail.
* The '''{{Gizmondo}}''', quite possibly the reigning king of mismanaged portables this side of the Virtual Boy. Released by Tiger Telematics [[note]]not to be confused with Tiger Electronics[[/note]] in 2005, the system came in two variants — one for the low price of $400, and a cheaper model for $230. The difference between the two? The cheaper model forces you to ''wait through on-screen commercials'' before playing. Couple that with a cell-phone sized screen, a pathetic battery life of 90 minutes, and a library consisting entirely of ''eight'' unremarkable games, not to mention the lousy marketing, and you have a recipe for disaster. To top it off, it sold a truly abysmal 25,000 units (making it the single worst-selling video game device ''of all time''), bankrupted its parent corporation, and brought CEO Stefan Erikson's [[TheMafia Mafia]] ties to light, resulting in his arrest.
* The '''Hyperscan''' from Mattel, a small console released in 2006 and discontinued the next year. Similar to ''VideoGame/{{Skylanders}}'', the console has a scanner where you use cards to scan in powerups for the character you want to play in the game. However, unlike ''Skylanders'', the scanning refuses to work properly, leaving one to constantly swipe or place the card 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 child demographic and 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.]]
* The '''Sega Nomad''', possibly Sega's worst attempt at making a console, was essentially a handheld [[SegaGenesis Genesis]] released around the time of the [[SegaSaturn Saturn]]. While this sounds like a good idea on paper, it's absolutely terrible in execution as it burned through six batteries in 90 minutes, though you could buy a rechargeable battery... which cost $80 and ran out even faster. It was also incredibly sensitive to motion, so you could barely move it lest it freeze, shut down, or ''break''. It took #1 on Website/{{Cracked}}'s [[http://www.cracked.com/article_16824_the-6-most-retarded-gaming-consoles-ever-released.html 6 Most Retarded Gaming Consoles Ever Released.]]
** Even more, because of its design, a lot of games either [[UnwinnableByDesign couldn't be played or couldn't be beaten]]! Playing games from the 32X, Sega CD, and the Master System-enabling Power Base Converter forced you to mod it or use third-party devices... and the first ''X-Men'' game for the Genesis is unwinnable because there's no reset button![[note]]One GuideDangIt puzzle at the end requires you to reset the game in order to reach the final level.[[/note]]
* The '''UsefulNotes/{{Pippin}}''', released in 1996 as a partnership between Apple (yes, ''that one'') 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, the very same price the PlayStation3 had at launch a decade later, and 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 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.
* The ''notoriously'' bad [[ShoddyKnockoffProduct Shoddy Knockoff]] systems continue to be churned out by an unnamed company affectionately dubbed as simply '''"POP Station"'''. Why are they so bad? They're glorified {{Game And Watch}}es masquerading as high-end electronics. The only good thing out of them have been the reviews by [[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). Where can you find those? Your local pharmacy and/or hardware store. No joke!
** Special note goes to the infamous Laden vs. US made by the same people who make Pop Stations. Yes, they made a terrible GameAndWatch knock-off game based on one of the most horrific terrorist attacks in history. Watch [[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]].
* 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 ''Bad Street Brawler'' 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 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 Game}}s.
* At a time when LCD Games were being phased out and the GameBoyColor was just about to be released. The ill-conceived '''Pro 200''', made by some unknown company under the name [=ProTech=], was released via mail-order. Claiming 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 products 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 Turbo'' cartridge at the halfway point. Ironically, the AVGN had it in his favorites on his Website/YouTube account at one point.
** As of August 2011, this product is still being sold through newspaper ads...[[TheyJustDidntCare with the same ad they made in]] ''[[TheyJustDidntCare 1998]]''.
* The '''RCA Studio II''' was a poorly designed console even for its day. Released in early 1977 before the {{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 here 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' '''R-Zone''', which manages the impressive feat of being a ShoddyKnockoffProduct of the VirtualBoy. The one thing it did have over the Virtual Boy was that you could wear it on your head rather than having to use a stand. When you did put it on however, you were treated to graphics ''worse than a 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 ads 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.
* The '''VirtualBoy''' console was one of Creator/{{Nintendo}}'s most publicized and definitely most infamous failures. Originally intended as a ground-breaking 3D game system, the project was spearheaded by GunpeiYokoi, creator of the GameBoy. He was forced to get the system out as fast as he could, and it shows: The system couldn't handle color, so it stuck to a monochromatic, headache-inducing red-and-black display, which could even cause permanent eye damage if played too long. The system was bulky and had to be propped up on a table for you to play it, and only the player could see the games being played, meaning multiplayer on the same system was impossible (while the system had a port for a link cable, the system was discontinued before the cable could even be released). Only 22 games were ever released for the system, without any standout titles that took advantage of the 3D effect in a significant way, such as first-person shooters. While some of the games might not have been half-bad, such as ''VideoGame/WarioLand'', there was no reason for them to be on VirtualBoy to begin with, and putting an incredibly addictive game like ''VideoGame/{{Tetris}}'' (two separate versions of it, no less) on a system that can cause permanent eye damage in long sessions is just puzzling. It [[CreatorKiller destroyed]] Gunpei Yokoi's career with Nintendo, and was such a humiliating flop that Nintendo [[OldShame doesn't talk about it anymore]], even editing out a reference in the overseas version of ''SuperSmashBrothers Melee''. It was decades until [[Nintendo3DS they made another 3D console]].
* The [=VictorMaxx=] '''Virtual Reality Stuntmaster'''. The device is not a console, but rather 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 resume) and the wiring system was a complete mess, which out of the box was unable to plug into anything but an original model Genesis. 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 & Mike Matei]] take a look at it.
[[/folder]]
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