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Horrible / Video Game Generations: Fifth to Sixth

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The start of the PlayStation/Nintendo 64/Sega Saturn generation in the early- to mid-1990s gave way to higher-fidelity graphics and more advanced gameplay than could be expected from games for most of the early consoles. But even with more processing power, it didn't always add up to good - or even enjoyable - games.

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    Fifth Generation (1993-2006) 
  • Animorphs: Shattered Reality is described by IGN as being so boring that your main challenge will be trying to stay awake through the level. The characters have only four frames of animation, everyone constantly spouts annoying one-liners, and the gameplay is extremely repetitive.
  • Batman & Robin, released in 1998 by Acclaim as a tie-in to the movie (which, despite its reputation as the worst Batman movie ever made, still falls firmly within the other end of the shit spectrum), is admittedly a neat concept for its time: a sandbox-style game where you could drive around a large recreation of Gotham City, choose between three characters and develop those characters' skills independently, and be on a time limit to complete various tasks and missions. What could be bad about it? The controls. Driving in this game is horrendous because your car is too big and the road too narrow, meaning you'll either crash into traffic or just hit a wall because the car handles for crap. The fighting mechanics are sluggish and monotonous, consisting of repetitive combos or unintuitively deploying gadgets like Batarangs (which take forever to aim). You have the ability to switch from a fighting mode to a detective mode, but unlike the later Arkham Asylum and Arkham City you can't fight in detective mode, meaning trying to gather clues while there are enemies around is beyond annoying. This game had potential, it followed the story of the movie closely and had pretty good graphics for the time, but the controls just utterly killed it. How bad is it? When SomecallmeJohnny did a playthrough of the game, he not only pointed out more problems that aren't listed on this page but made just one part. The reason is because of the controls and the fact that you only get one life and no continues. And keep in mind, he played through all of Batman Forever. That alone should tell you the quality of this game. Rerez eventually went through the whole game, and considered the game to be even worse than the movie that it was based on and Batman: Dark Tomorrow. In fact, they noted so many more problems with the game and its Fake Difficulty, that the guys considered it roughly equal to a torture device.
  • Bloodwings: Pumpkinhead's Revenge being a tie-in to Pumpkinhead II: Blood Wings was already a point against it, but somehow, BAP Interactive found a way to make it all the worse. All but forgotten over the span of nearly 15 years, the game was a baffling affair that only half-heartedly integrated the source material—as in, through a series of unparseable grainy FMVs, the game primarily taking place in an irrelevant metaphysical world described by an old woman in the intro as "the world of Pumpkinhead". Even the most basic gameplay, in which you wander around looking for pictures so you can pick up items from said FMVs and later pick who Pumpkinhead kills or fails to kill, consists of Moon Logic Puzzles with no indication of how to solve them. Of course, there are no item descriptions, because those would actually be helpful. Certain items can get your whole inventory voided for being a "thief", potentially stranding you in a single area and making the game unwinnable. Not that winning's worth it—you get a sophomoric Gainax Ending either way. The good end is just Pumpkinhead's suit actor dancing to a royalty-free doo-wop tune; the bad end is him giving you the finger. Spoony had to do two reviews, as the first time around, he struggled to even wrap his mind around playing it even after buying a second copy that came with a manual that turned out to be little help, ultimately rage quitting after his inventory was confiscated because he unknowingly grabbed some of the "stolen" items. Even LordKat, his guest on the latter, couldn't figure out the puzzles despite hacking the game with a hex editor. They ended up just borrowing from a secondhand playthrough, with permission.
  • Bubsy 3D for the PlayStation, an attempt at reinvigorating the ill-fated Bubsy franchise. The primitive graphics, ranging from jittery models to single-shade patchwork surroundings (most of which are made of flat polygonal surfaces with a single shade), are at best on par with "Money For Nothing." This was the result of developer Eidetic's bizarre fixation on the game's resolution, not much of a selling point in the mid-'90s. They pushed for a much larger resolution than normal for the Play Station; thus, there wasn't enough memory to texture most surfaces.Explanation  The gameplay is abominable: it's difficult to move Bubsy in any direction other than straight forward, and jumping on platforms is a chore because of the bad camera angles. To add insult to injury, Bubsy has one of the most grating voices known to man and shrieks dialogue every five seconds. Bubsy's 2D games are often considered a divisive affair and have their fans, but Bubsy 3D pretty much put the bobcat to sleep. Its failure was compounded by the release of Super Mario 64 and Crash Bandicoot (1996) mere months before. Fun fact: Lead designer Micheal Berlyn didn't realize how bad it was until he went to CES 1996 to show it off; there, he encountered a booth demonstrating Super Mario 64. By this point, it was too late to go back and fix it—Accolade really wanted the game out ASAP. The Angry Video Game Nerd gives his take on it, along with several other notorious games, here. Some Call Me Johnny also reviewed this game along with the rest of the Bubsy franchise. JonTron also reviewed the franchise. Caddicarus also tackled it here. For the morbidly curious to just how bad it really is, Nitro Rad takes a look at it here, even though it almost costs him his sanity.
    • Unusually for this page, however, the game actually was not an immediate critical failure. Upon release, it garnered mainly So Okay, It's Average reviews (getting a 5.5 from Gamespot and a 3.0 Fun Factor from Gamepro, for example). It only picked up its current reputation as one of the worst games of all time once the 3D platformer was well established (it was actually among the first 3D platformers ever released), and the game could no longer be treated with kid gloves for being part of a then-unproven genre. In fact, if it weren't for Billionsoft purchasing Accolade's brand over two decades afterward and creating some new games for Bubsy for some reason, it is likely this game would have remained its literal Franchise Killer.
  • Catfight's sole redeeming quality was featuring an all-female cast in a Fighting Game (although, contrary to what its developers claimed on the game box, it wasn't the first - there were two Japan-only fighting games with an all-female roster: Pretty Fighter for the Super Famicom and its Sega Saturn follow-up Pretty Fighter X). Never mind that the controls didn't work, the game (for the PC only) ran at a framerate measurable in the single digits, the voice recording and acting are both garbage, and the AI didn't know how to do anything but block.
  • Chronicles of the Sword was a two-disc PlayStation game that wasn't worth the $5 you probably paid for it. It had a horrible to nonexistent plot about a nameless Arthurian knight who's trying to earn his armor (or something like that). It's a standard Pixel Hunting Adventure Game that's mostly "find a large number of useless items and trade them repeatedly", but it was impossible to know their purpose since your inventory only showed a large 3D-rendered video of the object with no description. (A particularly bad example: the character at one point obtains a broken clay pot which has to be given to a perfume-making monk. Why? Because the pot has ambergris in it. But there's no way to know that without randomly attempting to give the thing to the monk.) Then there was the battle system, which consisted of Full Motion Video battles. Unfortunately, whoever programmed it made the timing of the battle independent of the load time on the disc. By the time you could tell you were being attacked, you were dead. (Thankfully, there was an "Easy" option which turned the videos into cutscenes, making it the game's single redeeming feature.) Oh, and inspecting certain items in your inventory would crash the PlayStation.
  • Club Drive for the Atari Jaguar. For most of your missions in this game, you have to go in an RC car and pick up glowing balls of string - something which has nothing to do with clubs and little to do with driving. The graphics are shoddy and the physics are so eccentric to the point where it borders on Artificial Stupidity. In some instances, your car can levitate into the air and fly briefly. There's even an instance of Fake Difficulty to be found. In his review, where he names it the second-worst game of all time (behind only the E.T. game), Seanbaby speculates that the programmers of Club Drive "might have stolen their programming code from Dolphin Adventures in Tuna Nets".
  • To celebrate the release of the Game Boy Color, Taito—with the help of Nekogumi—decided to create the (aptly named) Taito Memorial seriesnote . While they were mostly So Okay, It's Average, Classic Bubble Bobble is horrible beyond belief. The Jump Physics were absolutely terrible and are comparable to the infamous Super Mario Special 3 bootleg port, the camera refuses to scroll down whenever Bubblun falls making every jump a Leap of Faith as you hope and pray that he doesn't land on a (once offscreen) enemynote , the boss fights are insultingly bad and the bubble physics are broken. Worse yet, the game steals its plot and graphics from two Game Boy Bubble Bobble games that are much better than this one—which makes one wonder why they didn't just pull a Twin Turbo and rerelease the two in a colorized form on one cart. The game virtually killed the concept of Bubble Bobble sequels—despite their relatively good track record up to that point—as other than a few low-key releases in 2005-2007 and some ports/remakes, the series wouldn't really bounce back until 2019 with the release of 4 Friends for the Nintendo Switch. Gaming Hell goes more in-depth into this disaster here
  • Cosmic Race, an early PlayStation title from a Japanese company called Neorex that has been heard of neither before nor since, is an awful "racing" "game" with ugly graphics (some ripped straight from devkits, technically making it an asset flip), stupid characters (a caveman who pilots a flying bus/pineapple hybrid?!), forgettable music, random collision detection, an unnecessarily convoluted control scheme (R1 accelerates, which would be fine except you have to push the D-Pad and the corresponding face button to turn), and long, boring levels. It's no wonder Game Players Magazine gave it a 0% and named that rating after this game; to put this into perspective, 1-9% was known as "Shoot Me". If you really want to see just how sloppy, clunky, and poorly made this title is, enjoy this video, where the commentator has to go as far as to pretend that a Ludicolo is driving the flying pineapple bus just to drum up the motivation to pick a character, let alone play a course. A simple diagram of the game's absurd controls is provided at the six-minute mark, and the sheer insanity of the layout is very likely to cause headaches from just looking at it.
  • Creative Isle for PlayStation is anything but creative: All you do in this game is place four characters and eight items on one of the five backgrounds. It doesn't help that this game is basically a port of My Make-Believe Treasure Isle for the PC, just heavily downgraded and with the Serial Numbers Filed Off. The original is quite a bit more fleshed-out with minigames, more interactive elements, and a cast of characters more fleshed-out and fitting with the setting, as seen here. Watch Mr. Enter play this "game" here.
  • The Crow: City of Angels, a game loosely based on the similarly-named film, has all the hallmarks of the mountains of crappy licensed games published by Acclaim over its lifetime. The characters and pre-rendered backgrounds are washed-out and ugly even by the standards of the day, and the boneheaded decision to use Resident Evil-style tank controls in a 3D beat-'em-up, along with inaccurate collision detection and a jumpy camera, made the game an utter chore to play through. The Angry Video Game Nerd made a review for the game for his 10th Halloween Special and points out just how awful the game is. Vinny of Vinesauce also covered the game in his first Awful PS1 Games stream, and he not only found it worse than Batman & Robin above but also views this game as a special kind of bad with how it was developed under a big named publisher at the time and some special problems exclusive to this game.
  • Cyberdillo is an FPS made by Pixel Technologies, who vanished after the game was published and for good reason: The controls are incredibly shoddy, guaranteeing you'll be struggling with trying to keep yourself from running into spiked balls or other sadistic traps, and the graphics can only be explained as The Problem Solverz run through the saturated filter, as they are incredibly eye-searing and will guarantee seizures for any epileptic players and headaches for others. The game itself is boring, as the only thing that can be done is shooting enemies, collecting items, walking through more similar corridors, rinse, repeat. Also, the game has No Ending as well. All you get if you beat the game is a making-of video that doesn't explain anything about how the game was made (though it does suggest that drugs were involved). The person that reviewed the game for Hardcore Gaming 101 was just as confused as anyone else who played it.
  • Daikatana is a cautionary tale on the dangers of uncontrolled hype. How much hype did this game have? Enough that ads published in magazines promised that "John Romero's about to make you his bitch." Unfortunately, a horrendously Troubled Production ensued that resulted in delays and changes to the game's engine. The result, released in 2000 (two years after the originally-slated release date), was a mess of ugly graphics on an outdated engine, craptastic weapons, AI companions with no survival instinct whatsoever whose deaths constituted an automatic Game Over, and a restrictive save system that makes Dead Rising look downright generous in comparison. And the less said about the Nintendo 64 port, the better. This game wound up sinking Ion Storm, effectively making John Romero its bitch (not to mention that Romero would later regret that infamous ad slogan and apologize to gamers for it). Matt McMuscles of the Super Best Friends Zaibatsu takes an in-depth look at the game's history here.
    • The game also received a Game Boy Color iteration developed by Kemconote , of all people. Surprisingly, it's superior to the other versions in almost every conceivable way! Unfortunately, it never left Europe. Rerez briefly noted how it was the best version of Daikatana and how it resembled the RPG/Zelda Game Boy Color games in terms of quality more than either the PC or Nintendo 64 versions (both of which the duo also covered here, with the PC version being the greater focus, though having a hard time deciding if the Nintendo 64 version was worse or notnote ).
  • Dragon Ball GT: Final Bout is one of the rarest PlayStation titles released outside of Japan, having come out before Dragon Ball Z became popular overseas and thus only getting a limited print run. Once DBZ aired on Toonami and took the West by storm, demand for the game increased to such a degree that online sellers could command prices of a few hundred dollars for a copy, and by the time GT began airing in the States demand got so high that it was given an official re-release in 2004, a full decade after the console's release in Japan. Sadly, the game was hardly worth the MSRP: it was plagued with unresponsive controls, spastic character animations, an uncooperative camera, an overall lack of moves and variety among the playable characters, and such horrendous dubbed voice acting that, even with a cast of established West Coast-based voice actors, not even Steve Blum's portrayal as Goku is salvageable.
  • Dragon Ball Z: Ultimate Battle 22 was a PlayStation title released in Japan in 1995 but not released in the States until 2003, right at the end of the original PlayStation's life cycle-and in all honesty, it should've stayed in Japan. This "game" featured an atrocious blend of sprites that look just like the anime with ugly, rudimentary 3D backgrounds, no storyline, and shoddy AI. Honestly, that wasn't a good way to exploit the DBZ hype that hit the American shores 15 years too late. To add some sour icing to this dragon-turd, the U.S. version got gimped, badly: The loading screens felt longer, the music no longer looped naturally, and all of the cutscenes between characters, including special cutscenes, were removed (except for the announcer during tournament mode... without being re-dubbed (or even subtitled) and with longer pauses in between his sentences, for some reason). Like Rise 2: Resurrection, single-player makes you fight every single character in the roster, including all the unlockable characters if you're really unlucky! Oh, and there's no reward to beating single-player either. The manual flat out tells you the cheat code to unlock all the characters, literally giving you no reason to play this beyond pure curiosity. It must be said that although Ultimate Battle 22 was simply a bad game and shamefully resurrected to maintain Western interest in the franchise with minimal effort, it did have a great (if somewhat repetitive) soundtrack. When the now-defunct Gamenow magazine did a review of the game, the only positive quality they were able to list was "It's 20 bucks." Not even Mark Bussler can defend this game. BrainScratch Commentaries also took a shot at the game here. It failed at even really capitalizing on the need for a DBZ game, as the first Dragon Ball Z: Budokai game (itself not exactly amazing, but still far better) was already out. To add insult to injury, an ad for Budokai is printed on the back of the game's manual, as if the manual was telling you, as Bussler puts it, "Ha ha ha, sucker! You should've bought this game instead!"
  • Dual Heroes was a terrible Nintendo 64 Fighting Game which featured characters who were all Power Rangers ripoffs. The story was bizarrely convoluted and made little sense - why are they fighting each other when they're all after the same guy? The endings for all the characters contained bland text exclaiming "The Battle Is Not Yet Over!" The entire game could be won, from start to finish, by Button Mashing the B button. Even on the hardest difficulty it was a joke, and you ran out of stuff to do fast since there's little to do but fight the samey characters over and over, which gets old faster than you'd think. This was a rushed, terrible cash-in to satisfy the need for fighting games on the N64. (Read the scathing but hilarious review on IGN here.) The publisher, Hudson Soft, thankfully learned their lesson and went on to produce Beastorizer, aka the Bloody Roar series, which was much more well-received.
  • ECW: Hardcore Revolution was a blatant rush job from Acclaim to cash in on the success of the then-recent WWF Smackdown and WCW vs nWo games. First strike is that the game is almost completely recycled from WWF: War Zone and WWF: Attitude despite War Zone coming out three years before and being outdated back then. Add bad controls (reversals and targeting are still overly confusing to do), and poor, floaty, and robotic animations. Bad, muted, and often annoying sounds litter the game ("ORIGINAL GANGSTA!!"). There are a few lackluster game modes (barb wire matches are pointless), as well as mediocre graphics. But it fails even worse as an ECW game as it has none of the core elements of ECW save for the roster (despite being quite large, many are in name only without trademark styles of wrestling. Example: New Jack wrestles on par with Tazz, whereas in the real world he's notoriously limited; RVD's move set is rather basic compared to the unique kung-fu and aerial style he's known for), barely any blood, no crazy stunts, and not even harsh language (the game has an M rating, but the language can only be set to teen with censor beeps). As Wrestlecrap pointed out, you can just create ECW stars in WWF: Attitude and you'd get the same effect as this game but better. And about six months later, the company released an even worse ECW-licensed game called ECW: Anarchy Rulz!
  • Atari tried to ride the 3D fighting wave by hiring a programmer who worked with Sega AM2 on Virtua Fighter to produce Fight For Life for the Jaguar. He programmed the game alone (which says a lot about the company's available budget), which took him 19 months, and the result was inferior to its inspirations in every possible way. It was the final nail in the Jaguar's coffin, literally - it's the last game released for the system, and a fitting title to go out on. There's a persistent rumor that, after a string of broken promises and missed payments, the programmer deliberately gave Atari an incomplete version, and then tried to hold the final build ransom for his pay. Guru Larry goes into further detail on the situation here, and you can find Hardcore Gaming 101's rather humorous review here.
  • Fighting Force 2 shows what happens when you hand a sequel to a focus test group, and it may be the game that sealed Core Design's fate. Hawk Mason, the only returning character from the original game, moves and controls like a tank. While watching Hawk punch the often brain-dead enemies into submission and making inanimate objects explode with just his fists can be amusing at times, it quickly becomes tedious due to camera-clipping problems, extremely-long levels, lack of save points (you can only save after completing a level), repetitive Copy-and-Paste Environments, and a Game-Breaking Bug during the last boss fight that can lock him in a room with no way to open the door, rendering the game unwinnable. The cherry on the cake is a level in Alcatraz (which is still open in the year 203X for some reason) where you are sent to kill a prisoner, who is in an endless (until you find the guy) corridor at the end of the level. The kicker is that the guy appears randomly, meaning you will loop through the corridor until he pops up, which can take up to half an hour if the Random Number God decides it hates you that day.
  • Juggernaut: The New Story For Quake II, an unofficial expansion pack for Quake II, adds little more than a few monsters, most of them lazy reskins of enemies from the real Quake II, and eye-searing reskins of some weapons. What little new content there was turned out to be terrible. The level design is half-assed: the challenge came mainly from there being tons of enemies thrown in each room without any thoughtful design. Despite reusing many enemies and environments from Quake II, the story has nothing to do with it.
  • Kasumi Ninja was Hand Made Software's attempt to get in on the sweet money Mortal Kombat was raking in, and filled the Atari Jaguar's niche for fighting games. Sadly, it's more of a poorly-made knock-off of Mortal Kombat than it is a competent or even remotely enjoyable game. Once you make your way past the overly convoluted character selection interface, you are forced to contend with bad animations, sluggish controls (made worse with the Jaguar's craptastic controller), and poor balancing that favors projectile spam above all else.
  • Killing Zone takes nearly all the flaws that a 3D Fighting Game for the PlayStation could have and, unlike its predecessor Battle Monsters, adds no redeeming features. The "zones" are variously textured platforms from which you fling your opponents into the equally featureless surroundings. The character designs are comic book clichés, and there are no real special attacks. As for the story, you'd be hard-pressed to find evidence of even an Excuse Plot.
  • The Land Before Time is a beloved film, its numerous sequels less so, though they still have their fans. However, there's absolutely no one who would defend the three games released for the PlayStation quite late in its lifespan: The Land Before Time: Return to the Great Valley, Great Valley Racing Adventure, and Big Water Adventure.
    • Return to the Great Valley is a 3D platformer that's just plain unappealing even to its target audience. There are no enemies to be found nor is there a way to die in the (very short) levels, but Fake Difficulty is abound with sluggish controls and character speed. You can play as all the main characters except Petrie, though they all play the same way, and there's no special reward for completing the game with them all, so it's practically pointless. As for Petrie, he serves the role of Navi, though far more annoying as he squawks the same obvious advice to you over and over ("You fell in tar! Be careful!"). The graphics and audio are also hideous considering this was released in 2000 for the PS1, with the characters in the cutscenes having facial movements akin to sockpuppets, and the horrendously stilted voice acting done not by the main cast but by Lani Minella of all people, reprising her role from the various LBT PC activity centers that are considered far superior in comparison.
    • A year later and we get Great Valley Racing Adventure, an autoscrolling racing game that suffers from some of the opposite problems as the first game. Controls are too unresponsive when it comes to jumping but too responsive when it comes to turning, made even worse with all the tricky obstacles and terrain you need to maneuver across. You also have a screwy camera to deal with, which is inexcusable with games such as Mario Kart 64 and Crash Team Racing having no such thing. There are eight courses in total, half of which need to be unlocked by finishing in a certain time limit in the other half, but good luck with getting past the problems mentioned earlier. And continuing with the trend of snubbing Petrie as a playable character, he now serves as announcer, though here it seems more justified seeing as he can fly. Perhaps the Monster Clown in the Vision Scape Interactive logo at the beginning is intended to scare kids away from playing this garbage.
    • Big Water Adventure note  was released a year after and is based off the plot of the ninth movie, where the main characters must lead their new friend Mo the ophthalmosaurus back to the ocean. It is a side-scrolling platformer where you waste your time collecting treestars across 14 stupidly easy levels to unlock simple, boring slider puzzles, with no enemies or deaths to get in your way (kinda like Kirby's Epic Yarn in the latter sense, minus the fun and charm). You can play as all characters except Petrie (serving as Navi once again), and all play identically across all levels, though this time you can unlock something by beating the game with all of them. What is that, you may ask? It is but one boring top-down hoop-jumping game with Mo, after which the game ends anticlimactically with said character swimming out to sea.
    • Here is MarzGurl suffering through the games.
  • LEGO Racers for the Game Boy Color. The PC and console versions are very well-liked, but the GBC version suffers from extremely monotonous and repetitive gameplay. You play on an over-the-shoulder view, with you on a rather straight track being unable to see anything except for things two feet in front of you. Because you build up so much speed, this makes it impossible to tell if a powerup is coming up, and it's pretty much a chance if you're going to get one or not. The problems don't end there: the turbo boost is incredibly overpowered and will send you leaps and bounds ahead of everyone, and the cannonball is overpowered too. You never know if one is on your tail, and if it hits you you stop dead in your tracks and have to build up speed again, which takes forever. As if that weren't enough, the music is ear-bleeding: It seems that whoever did the music conversions had no clue how the GBC's sound chip worked, which can make the already sometimes annoying soundtrack downright unbearable. The monotony will probably prevent you from being interested enough in playing anything beyond the first circuit.
  • LEGO Stunt Rally for the Game Boy Color is a good companion for the above. The original game wasn't that well regarded to begin with, but the GBC version took the already easy difficulty and toned it down even more - entire courses can be won by doing nothing but holding the A button down the entire time. The only time this ever changes is when there are obstacles that require a lane switch, like a road block. The sound is also extremely lacking, as are the graphics.
  • The Masters Fighter was a 1997 Fighting Game developed for the PlayStation by UNICO (who had previously released the far superior Dragon Master 3 years ago) and published by Cinema Supply. It's easily considered one of the worst fighting games of all-time, even worse than Shaq Fu or Rise of the Robots, due mostly to Hit Box Dissonance, heavy controls, very limited gameplay, poor graphics and near-nonexistent music... but the main motive is that unlike Dragon Master, which had original sprites, they actually plagiarized sprites from other games to make the characters, and some of them are even fusions of two characters. The horribly-defined sprites helps very few to conceal the plagiarism. Pat and Woolie take a look at the game as part of Saturday Night Scrublords here and are completely mystified by the shamelessness and failure of the game.
  • Men in Black was by all accounts a well-received, intelligently written, and enjoyably funny movie. The PC game, titled Men In Black: The Game, was developed by Gigawatt Studios and published by South Peak Games in 1997 and is a laundry list of every flaw a licensed game can have. It had Fake Difficulty in the form of horrible controls, bad camera angles, very few health or ammo pickups, and aliens who moved and fought faster than the lumbering controls would allow the player to compensate for. Add in tricky jumps on Floating Platforms over Bottomless Pits, a distinct lack of music, anemic voiceover work, boring puzzles, and slow, arduous pacing, and it's easy to see why the most charitable online review available simply calls it "Bad".
  • Mike Piazza's Strike Zone for the Nintendo 64, despite having an admittedly cool endorsement, is widely considered to be one of the worst sports games ever made. The game had incredibly poor graphics, the players moved like robots, repetitive sound, unbearable framerates, a very archaic pitcher/batter interface, and some downright bizarre physics (it was entirely possible to blast a 950-foot home run). It's very likely that this was meant to be the start of a new baseball franchise, but the incredibly poor critical and commercial performance of the game pretty much killed any chance of that happening.
  • Miracle Space Race for the PlayStation, developed by Miracle Designs and published by the infamous Midas Interactive is a classic example of how not to make a kart racer. It features some of the blockiest and least-animated character models for the platform, along with some of the worst controls in the genre - turning corners is too slow, leading to a lot of bumping into walls. In addition, the soundtrack makes use of precisely four songs, all low-effort MIDIs, none of which are in the least bit memorable. On top of that. the game has precisely nine courses, all of which are not only really short and make use of the bare minimum of tools other games in the genre use, but all use the exact same textures. Weapons are unoriginal, have no impact to them, and are rendered useless by the fact that you lose your weapon every time you get hit. For 2002, this is inexcusable. And to top it all off, the entire game can be finished in less than half an hour and doesn't even have the common courtesy to implement a multiplayer mode...though that's implying you'd actually be able to rope someone into playing this with you. Caddicarus suffered through it here. And it gets worse: two years later, Miracle Designs followed it up with Rascal Racers, which is uncannily similar to Miracle Space Race - same blocky characters, same janky controls, same tripe MIDI soundtrack, same lack of content - the only major difference being the change from a space setting to a more traditional theme of karting in a city, forest, and mountain. But the plus of having more environments is undermined by the fact that there is a bug on some copies that prevents the game from saving to a Memory Card.
  • Mortal Kombat 4 for the Game Boy Color was a disastrous attempt at a stripped-down port of MK4. Even with the transition to color, the graphics still manage to be worse than the Game Boy version of MK3 in some ways, with some characters looking downright unrecognizable. The audio was risible, with music just barely outshined by bootleg cartridges, and scratchy samples of Shao Kahn from the previous game. Worse were the Fatalities, which were a laughably bad attempt to emulate the arcade game(!) and all basically amounted to either "loser explodes into a pile of blood" or "all the loser's blood goes out of a wound at once." Also, the Fatalities are actually extremely choppy, blurry, low-resolution, monochrome video clips of the original game's Fatalities, lasting barely two seconds apiece. They also just play the same video clip for the winner each time: check out how bad it can get. For instance, in the clip Sub-Zero is clearly decapitating another ninja, not the distinctively cone-hatted Raiden. Amusingly, several of those Fatality video clips feature Johnny Cage as the victim (his light skin and bare chest show up brightest in the clips), who isn't even in the port!
  • Mortal Kombat: Special Forces was one of two character-centric spinoffs made of the Mortal Kombat series, and compared to its predecessor Mortal Kombat Mythologies: Sub-Zero (a game that is So Bad, It's Good), it's a hot mess, considered by-and-far the absolute worst game in the entire franchise, a sentiment that even its developers share. Troubled Production ensued when Midway saw an exodus of series co-creator John Tobias and about half of their staff, resulting in graphics that were ugly as sin, boring origin stories for Jax and Kano, controls that are awkward and unintuitive, and dialogue that is laughably awful. The only good contribution this game made to the series is the introduction of Tremor, who became a popular character in Mortal Kombat X. Hardcore Gaming 101 gave it a review, and declared that it failed to do anything that it set out to do.
  • Perfect Weapon, a Beat 'em Up title released early in the PlayStation's life. It has a terrible, unfitting control scheme - imagine Resident Evil-style Tank Controls for a Beat 'em Up, camera angles that change completely if you move as much as two steps, a main character who constantly shouts "no way" every three seconds, and constant slowdown despite unimpressive graphics. It somehow managed to sneak onto the U.S. PlayStation Store, where it is among the worst-rated "PS One Classics" games.
  • Planet Joker, a Shoot 'em Up for the Sega Saturn, features an into-the-screen perspective like Silpheed except with polygonal graphics, which in this case are spectacularly ugly even after taking the Saturn's handicap with 3D graphics into account. The aforementioned perspective makes dodging bullets harder than it should be. The collision detection is bad. The controls are unresponsive. The game is ridiculously easy at even the harder difficulties, and is interrupted by several unskippable cutscenes involving babbling heads.
  • Plumbers Don't Wear Ties on the 3DO is a rare early Western example of a Visual Novel, but outside of the Full Motion Video intro explaining the plot it had nothing but still images run through bad Photoshop filters with annoying narration. The game was no more interactive than a standard DVD menu, as the only way the player could affect the game's outcome was by selecting an option in a menu screen, but with the annoying addition of having to wait for the narrators to explain the options before selecting another one. The game railroads the player through a single specific sequence of choices, with all others leading to Non Standard Game Over clips. Most of those choices in the sequence cause the narrator to scold the player, even though they're required to continue the story. The founder of GameFAQs called it the worst game he's ever played, and The Angry Video Game Nerd had a similar opinion. All of the game's "interaction" can be, and has been, easily replicated with video annotations on YouTube, and was also riffed by Retsupurae! The worst part? It could've been So Bad, It's Good if it hadn't completely wasted the technical capabilities of the 3DO, or even if it were presented in a non-interactive medium altogether. There are genuinely funny Breaking the Fourth Wall moments, as it gleefully calls you a pervert and/or an idiot depending on your decisions.
  • Rascal was released in 1998 for the Play Station, and has become known as one of the worst games for the console. The game suffers from Tank Controls and a horrible camera that constantly gets stuck on walls, making it very difficult to see what's going on around the player. The levels are large but the map system is useless since it doesn't provide you with any idea of where to go to access other parts of the levels and only gives you a vague idea of where you are. There are no instructions telling you what to do, nor is there any sort of tutorial, making it very hard for players to figure out where they have to go or what they have to do. You have no real way to orient yourself when trying to shoot, you run out of ammo very quickly, your health drains fast, and there are platforming segments which are made difficult not only by the stiff controls, but also by a glitch where, if you keep pressing left or right before you come to a complete stop, your character will keep moving forward even after you have released the forward button, often causing you to run right off the edges of a platform. The game also has no voice acting, as there is no dialogue, just grunts and screams which do not suit the characters at all (Rascal squeals like a little girl when he's hurt and all the enemies in the game use the exact same male grunt when hit, including the one and only female enemy in the first level). There are only three lives with no continues, extra lives are rare, the saving system is prone to failure due to a glitch that causes it to think the controller is unplugged when you try to save, and there is an optional mini-boss in the first level that gives you absolutely nothing for defeating it making it completely pointless. The game received a 2 out of 10 rating from IGN. You can see Caddicarus's review for it here, and Stanburdman's here.
    • What is probably the worst part about Rascal is that the game's prototype didn't use the much maligned tank controls, as demonstrated by lead developer and Traveller's Tales founder John Burton in this video. Burton also reveals that the only reason there were tank controls in the game in the first place was because of Executive Meddling from the publisher; the publisher saw how successful the original Tomb Raider game was with its tank controls and convinced Traveller's Tales to change Rascal's control scheme from directional controls (ala Super Mario 64) to tank controls. The problem: Tomb Raider and its game engine were designed with tank controls and always having the camera behind you in mind. Rascal and its engine were not, leading to the horrible controls, horrible camera, and the glitches that both wrought that ultimately killed the game, despite its admittedly impressive optimization and graphics for the year it was made. Had the game kept its original control scheme and camera, it's quite possible that Rascal would have ended up being a pretty darned good game, as Nitro Rad argues in his own review of the game here.
  • Tony Hawk's Pro Skater was worldly acclaimed by the gaming community, spawning a franchise consisting of sequels and spin-offs alike (unfortunately it had fallen off massively in recent times, see 5 in Eighth Generation). As a result, other developers were bound to Follow the Leader, the worst offender being Razor Freestyle Scooter. Aside of the deliberately identical covers and transparent Product Placement, the gameplay is a rough carbon copy of Pro Skater minus the fun factor. Racking up trick combos is nigh-impossible, entirely lacking the manuals that its "inspiration" has in exchange for raw tedium. The player will never be able to keep up an impressive combo throughout the level, thus they have to resort to score-grinding via repeating one trick infinitely. Items have a very precise hitbox, meaning you can miss collecting them by centimeters. There are only three regular levels in the entire game (excluding challenge levels which just give you Bonus Feature Failures), all of which are poorly designed, being divided into individual zones as opposed to one complete area. The cutscenes are very poor, resembling exceptionally amateurish works from Newgrounds with their hideous art direction, the worst type of Excuse Plot note  and overtly pixelated visuals, with a bizarre FMV credits scene featuring men in animal costumes that lasts six minutes. Rerez showcases the game in this video, pointing out various Unfortunate Implicationsnote  along the way.
  • Resident Evil: Survivor was released very late in the Playstation's life (by which point, Code Veronica was already released on the Dreamcast and the PS2 was months from release) and had a very unique premise: Resident Evil as a combination Survival Horror and First-Person Shooter. In practice, however, this early attempt at melding the two genres was a bit too ahead of its time.note  The game was originally developed to be played with a light gun accessory, but the functionality was cut out of the North American release due to backlash from Moral Guardians involving guns and video games. As such, the game retains the series's tank-style controls, with the gun being operated by holding R1 and moving crosshairs over your target and pressing X to fire. This works out fine enough in the main series games, but in an FPS setting, is overly convoluted. The puzzles are overly simplistic, and many of the enemies are too easy to be scary (especially the Tyrant "Mr. X", who goes from an Implacable Man in Resident Evil 2 to a large, slow, lumbering doofus here). The story is bogus, the graphics are ugly, the character animations are janky, the music is a cacophonous mess, and even by the standards of the main series games, the voice acting is godawful bordering on Sensory Abuse. A look at the credits reveals the reason it seems like an Obvious Beta: it had no testers or quality assurance. Its one saving grace is its brevity: this game can be beaten in under a day. The Angry Video Game Nerd tore into it like a hungry zombie, and he isn't alone: the game holds a paltry score of 39 on Metacritic.
  • The sequel to Rise of the Robots, Rise 2: Resurrection (or Resurrection: Rise 2, depending on how you view the title screen), released for the PlayStation, Sega Saturn, and PC, made some subtle improvements over the gameplay, such as allowing you to control any character you want (instead of just the Cyborg vs. another robot) and having a more robust fighting system that makes it more comparable to Street Fighter. Unfortunately, it still manages to create some problems worthy of throwing it into the junkyard: The graphics look worse than the SNES version of its predecessor (unless you're playing the PC version, which had improved the graphics in that case), special moves are very difficult to pull off, the execution moves are very lame, most of the robots have no distinctive personality (not to mention half the cast are just upgraded or better-looking versions of the other half), and some aspects of the game are left unfinished. For example: one character has a running animation that doesn't match up to the actual speed he's running, and the AI can be either really stupid to the point of breaking itself or really cheap to the point of resorting to projectile spamming the moment you leave melee range. On top of that, if you are playing single player, you have to defeat every single character in the roster on three continues! Did we mention there are a total of 18 playable characters? Your reward for beating it? A bunch of line drops of generic "you win" and "you kicked butt" messages. Once again, Play It Bogart gives the game the beating it deserves. Brian May was advertised once again to have composed for this game, but the game only has part of the chorus from Cyborg. The full track is on the disc. as in "you have to play it in a music player".
  • Rugrats: Time Travelers for the Game Boy Color is a good demonstration of why knowing your audience is mandatory. Despite having a surprisingly good presentation (the graphics and mood stay true to the actual cartoon, while many little details ensure it stays above the level of shovelware), the Nintendo Hard aesthetic scares away its target crowd (younger players) while frustrating even older players, including this IGN reviewer. First of all, the babies can't attack, leaving them defenseless against enemies such as mice, birds, and Little Red Riding Hood. Many of these enemies are too big to jump over. The game gives no indication of how to progress, leaving players to go through Trial-and-Error Gameplay before they get the idea (having to collect a certain number of bottles along with a golden token). Even then, the sprawling labyrinths of levels require more memorization and patience than a younger player can stand... and there's a time limit ticking away. Even fans of the cartoon aren't likely going to enjoy this experience, and it definitely isn't able to get past the Nostalgia Filter.
  • Samurai Shodown: Warrior's Rage for the Playstation is a distant sequel of the original Neo Geo fighting games, and as such, features a largely new cast of characters, with only Haohmaru and Hanzo Hattori returning to the playable roster. Unfortunately, a cast of overall forgettable new faces is the least of this game's problem. The graphics do no justice, the controls are loose and unwieldy, the new life bar system used in this game is confusing, and the in-game animations are janky and stuttery, all of which is especially unfortunate since two Japan-exclusive Samurai Shodown titles previously released on the Hyper Neo Geo 64 (as well as the 2019 title) prove that the series could work in 3D, while this game is a clear-cut example of the Polygon Ceiling. Gamespot called it one of the worst fighting games of its time that even hardcore fans would have a hard time enjoying.
  • Shadow: War of Succession (aka Shadow Warriors, not to be confused with the FPS Shadow Warrior) on the 3DO at first glance looks like just one of the many Fighting Games that tried to piggyback on the success of Mortal Kombat. But once you look beyond the cover and actually get to play the "game", everything changes. Shadow: War of Succession might be one of the most poorly programmed games ever released commercially, up to the point of making it virtually unplayable. Just to give something to compare with, the infamous Mortal Kombat Advance actually plays better. Horribly drab backgrounds, horrendous Digitized Sprites with animation frames in the single digits, character designs ranging from bland to ludicrous, the screen shaking every time a fighter lands after jumping, awful opening Full Motion Video complete with MIDI straight off an SC-55, laughable voice clips, controls based on just two buttons, a Fatality prompt despite the developers not having programmed Fatalities into the game, and nonexistent collision detection are just a sampling of the long list of Shadow Warriors' flaws. Watch it in all its glory here, as well as Retsupurae's riff on the game here and here. River City Gamers decided to have an inclusive tournament in the game, as well as exploiting the game for all its worth. The Angry Video Game Nerd also took a shot at it, along with other Mortal Kombat rip-offs.
  • Shrek Treasure Hunt was released in 2002 for the PlayStation, but despite what the title may imply, the game isn't actually about searching for treasure. Instead, it's about retrieving items for a picnic that Shrek is planning for Princess Fiona. Unfortunately, the game has far more problems than just its story. For starters, the graphics look really hideous, especially for a game released in 2002, and on the original PlayStation no less (for reference, the PlayStation 2 had been out for 2 years, and Final Fantasy X came out a year before this game's release). As for the audio, while the music is passable at best, the sound effects are absolutely abysmal. The main game centers around you searching for the picnic items in the swamp so you can unlock a minigame to win certain items. However, the problem is that all the minigames are atrocious with glitches and freezing abound. On top of all that, the game is pathetically short, taking roughly one hour to beat. Caddicarus and his sister, Professor Juice both trashed this game as did Toridori.
  • The Simpsons Wrestling for the PlayStation is considered the epitome of The Problem with Licensed Games among fans of the series, and one can see why if they actually play it. Among many of the game's problems include shoddy graphics (especially for a late PS1 game; the game was released in 2001), controls broken beyond belief, abysmal framerate, constantly unbalanced gameplay, computer players who have no idea what move to perform, and a horrendously unbalanced character roster full of tier-induced scrappies (Flanders, for example, is a borderline SNK Boss when fought (and a Game-Breaker when played as) due to having ridiculously hard-hitting strong attacks and an Auto-Revive ability). The characters can also glitch out on some occasions, resulting in awkward character movements and hit detection that could cause the player to make a wrong move and give the opponent the upper hand. The game doesn't even resemble a wrestling game at all, with no referee present in the ring, said ring being far larger than standard and not interacted with in any way beyond bouncing off ropes occasionally, and the player having to pin the opponent themselves; often with the latter's shoulders visibly above the mat. The baffling presence of a health bar for both opponents doesn't help. Therefore it comes off as more of an awkward attempt at a 3D arena-based fighting game that happens to take place in a wrestling ring — in theory, along the lines of the far superior (and earlier by two years) Power Stone with the 3D movement and focus on grabbing items/weapons to turn the tide — but in practice, as Game Informer wrote in their review, "slap[ping] your opponent silly through redundant button mashing". IGN infamously gave the game a whopping 1.0 out of 10 in their review, concluding that there wasn't a single redeemable aspect they could find in the game. The game was so horrible that Matt Groening personally stepped in and forbade the Simpsons license to be used for a video game unless he was personally involved in its development. WatchMojo gave it a well-deserved number one when counting down the Top 10 Worst Simpsons Games, as did Triple Jump when ranking the worst to best Simpsons games and both PhantomStrider and TheRealJims when they looked at their Top 5 Worst & Best Simpsons games, and Caddicarus tackles the game here. Wrestling With Wregret also took a stab at the game, and neither Brian nor special guest R. Felix Finch enjoyed a single minute of it.
  • Sonic Jam for the Saturn was a delightful compilation of the Genesis Sonic platformers with extra bells and whistles. Sonic Jam for the isn't. Only three of the four games the Saturn version ported are represented, in the loosest fashion possible: each game only used stage graphics from the first Zone of their respective games. Knuckles' gliding and climbing abilities are absent, making him play exactly like Sonic. The sound design is awful: music is barely present, consisting of muffled beeps and boops, and the sound effects are horribly compressed versions of what you'd hear in Sonic games. The controls are stiff, which makes playing the game a chore, on top of the game itself being as slow as molasses, which Sonic games never should be. As crappy as it is, it's no wonder it (and the other games Tiger licensed from other publishers) couldn't help the survive in the gaming market. Watch the folks at Find The Computer Room suffer through it here. Not even Mark Bussler of Classic Game Room could find a single good thing to say in his review of the game.
  • Spawn has had a number of video games released over the years. Some, such as the SNES and Game Boy Color releases, are perfectly adequate. Others, such as the action arcade/Dreamcast title Spawn: In the Demon's Hand and the Devil May Cry clone Spawn: Armageddon, are actually really good. And then there's Spawn: The Eternal on the Playstation, which is complete and utter crap. The graphics are ugly, the Tomb Raider-esque puzzle-solving is obtuse, the platforming segments are an exercise in torture that the Violator would delight in inflicting, and the combat plays like a very poor man's Mortal Kombat (which is now Hilarious in Hindsight, given that Spawn is a Guest Fighter in Mortal Kombat 11). As one last insult to injury, the player doesn't even get to fight the Big Bad Malebogia as the final boss (even though the ending cutscene still shows Spawn slaying him). Neither IGN, nor Gamespot, nor the Angry Video Game Nerd had anything positive to say about it.
  • The Spice World video game (not to be confused with the So Bad, It's Good movie of the same name) is exactly what you'd imagine a game starring the Spice Girls to be like - thoughtless rushed-out-the-door tripe padded with archive footage from interviews with the group. The ultimate goal is to set up a Spice Girls concert (or something), and you guide your hideous Super-Deformed polygonal Spice Girl of choice (despite having left the group by the time the game came out, Geri Halliwell is playable) through mixing your own version of a Spice Girls song from a pathetically small library of samples which don't even cover the entire song, learning your dance moves through an asinine rhythm-based minigame with a blatantly racist black stereotype for a dance instructor and awkward timing for the button presses, and planning your choreography - which is exactly as exciting as copy-pasting the same move set four times sounds. In the end, you get to see the girls dance for you... and that's it. The whole game can be finished in 10 minutes. The only gaming media outlet to have given this game a positive review was Gaming in the Clinton Years - and they couldn't even pass Stage 2. Seanbaby and others show off the gameplay here. Caddicarus takes a look at the game here and comments on how much memory it has to use just to save remixes.
  • Starship Troopers was a silly, schlocky movie that, despite negative critical reception, has a significant number of fans. The PC game adaptation, on the other hand, received no praise from critics or players, regardless of whether they watched the movie. The game is a rife mess of ugly graphics, Artificial Stupidity, and mind-numbing monotony with missions that vary little between each other. Eurogamer calls it "a vast waste of time and money." Fans of the movie are much better off looking into the Earth Defense Force series, which also features players shooting up lots of giant insects but does so in an enjoyable way.
  • Star Trek: New Worlds, an RTS game for the PC (a Dreamcast port was planned but cancelled). The game's tutorial is very unhelpful, and does little to explain how to utilize the confusing resources system. Mission objectives themselves are generic and basic, and you're not allowed to pause or save and pick them up later. This, coupled with bad AI, little differentiation between units, and battlefields so large that they take forever to traverse, makes for a very boring Star Trek game. The only exciting aspect was setting all your buildings to self-destruct, which would blow up and collapse in an over-the-top and drawn-out manner.
  • Star Wars: Masters of Teräs Käsi is a Star Wars fighting game. Surely, the pantheon of legendary characters from one of the greatest science-fiction film series in a fighting game should be a winning formula, but alas: The Problem with Licensed Games is out in full force. The Computer Is a Cheating Bastard, Darth Vader is That One SNK Boss to end all SNK Bosses in terms of sheer cheapness (if he doesn't accidentally throw himself from the stage like the other characters), and the special moves are too difficult to execute (which doesn't stop the computer from spamming them). The Excuse Plot is also fairly nonsensical, even for a fighting game: why would the Empire's solution to a Rebel army that destroyed their planet-busting space station be a single martial artist? The Angry Video Game Nerd postulates that this game's abysmal failure is the reason there aren't any more Star Wars fighting games (not counting Vader, Yoda, and Starkiller appearing as Guest Fighters in Soulcalibur IV).
  • Street Fighter: The Movie is oft regarded as amusingly crappy, and surprisingly, this movie received two different video game adaptations. One was for the PlayStation and Sega Saturn, and is oft regarded as being a little worse than the main-series games, but otherwise serviceable. It helped that Capcom themselves developed the home versions, and built them on the engine of Super Street Fighter II Turbo. The arcade version on the other hand, developed by Incredible Technologies — who made the similarly-wretched Time Killers only one year prior — has precious little going for it. While both games used digitized graphics of the film's cast (in addition to other characters that didn't appear in the movie, such as Akuma), the PS1/Saturn version still played like Street Fighter, while the arcade version attempted to ride the coattails of Mortal Kombat. The result plays like utter garbage; with stiff and awkward controls, unappealing graphics, and a clunky gameplay engine that struggles to be fun by trying to mix elements of Street Fighter and MK, which, in practice, go together like oil and seawater. And that's not even getting to the cheating bastard AI that not only recovers from and punishes all attacks near-immediately, but can and will spam impossible combos with impunity. called the game "gutter trash", and stated that you'd be ripped off just putting two quarters into the machine, while The Angry Video Game Nerd had some colorful things of his own to say about it. The only positive going for the arcade game (as well as the PS1/Saturn game) is that it introduced gameplay elements that would be added and perfected in Capcom's own fighters, such as EX special moves and having multiple Super Combos to hand. The Original Generation characters from the game adaptations (most notably Captain Sawada) would later be introduced into the official lore of Street Fighter, which is surprising considering they were otherwise unremarkable in the arcade game.
  • Superman for the Nintendo 64, a nominal tie-in game for Superman: The Animated Series, is considered a trainwreck in every conceivable way. It had such poor graphics that the game had to "excuse" the huge amount of fog as "Kryptonite Fog" in a simulation, made half the missions flying through rings with awkward controls and a brutally unforgiving time limit, has a crapton of glitches that make it very easy to get stuck, and it generally failed to be entertaining. The Angry Video Game Nerd trashed the game by popular demand, and it would be one of the small handful of games that the Nerd revisted note . Chris Stuckmann covered it as part of his Retro Rewind series, and Seanbaby named it #7 of his Top 20 Least Favorite Games, saying:
    "It would have been more fun if they made a game about Superman window shopping with Aquaman."
    • The rings, in which Lex Luthor tasks you to "Solve My Maze" (of linear ring formations, mind you), became a Running Gag in N64 Magazine and got promoted to a regular feature when it became NGC Magazine.
    • It's probably worth mentioning, though, that the game did have initially strong sales. It was one of the top-selling games of June 1999. However, as negative word of mouth spread, sales dropped considerably and numerous used copies were made available.
    • The game also has multiplayer. It has two game modes that involve flying awkwardly around in first person trying to shoot down other players and flying awkwardly through hula hoops in first person trying to shoot down other players. Watch Brainscratchcomms try to play it here.
    • And as a final insult to injury, the prototype of the game, while still fairly flawed, is said to be better than the finished product. Objectives were more varied, the accursed "fly through rings" missions were absent altogether, and the "Kryptonite fog" isn't as dense. Word from the developers was that Executive Meddling from DC caused the transformation from the serviceable and promising game the prototype was into the steaming turd that wound up on store shelves.
    • In the Mexican Club Nintendo magazine, they had a little section in the reviews summing up the good and bad things about the game. A Running Gag when reviewing Titus games was the good thing being "It's from Titus, and Superman doesn't appear."
  • Tiny Toon Adventures received a bevy of Licensed Games across many platforms from the NES to the Game Boy Advance, and most of them were very well-produced games in their own right. However, the series' track record of games on the original Playstation saw the series' reputation for having genuinely fun and well-designed tie-in games take a severe nose-dive with several games that ended up being an embarrassment to the beloved show and the games that came before them:
    • The Great Beanstalk was released in 1998 and was a supposedly Updated Re-release of a comparatively better-received PC game released two years earlier called Buster and the Beanstalk, both of which were developed by Terraglyph. The plot of the game more or less amounts to a parody of Jack and the Beanstalk with Buster and Plucky in the role of Jack... except the American Play Station version doesn't even include the opening cutscene, leaving players confused as to why Buster and Plucky are even climbing a beanstalk looking for key pieces in the first place. But that's only the beginning of this Porting Disaster's problems; despite the main characters being fairly well-animated for the most part, the gameplay itself is a complete trainwreck. Half the game is a 2D side-scroller where the player (playing as Plucky) must follow Buster as they climb up the beanstalk, something that is easier said than done thanks to the rampant input lag than makes maneuvering Plucky a chore and an overabundance of annoying enemies and obstacles that can either knock Plucky out or cause the player to lose progress by sending him falling backwards or downwards to previous rooms. The point-and-click portions of the game are only slightly better, though that's not saying much; much like the original PC version (which only consists of these sections), it's a Pop-Up Video Game where you have to click on various objects and trigger an animation which hopefully matches what Babs Bunny wants you to find. However, whereas the animations in the PC version are hidden among many separate screens, and the challenge is trying to find the correct room and area to click on (with the added threat of Elmyra capturing you if you stay too long on a single screen), here, Buster flat-out leads you to the room that it's hiding in, making these item hunts far too easy as a result. If it wasn't for the abysmal platforming segments that drudge out the length of the game, completing the game by finding all nine key pieces would only take players less than a half-hour, tops. Finally, while the show's sense of humor with puns, pop culture references, and fourth wall breaks still hold over from the original PC version, it takes a backseat to questionably funny, mostly bizarre sight gags with an often clashing art style, as well as still-intact references to it being a CD-based computer game, despite it now being on an entirely different game platform.
    • Plucky's Big Adventure, created by Warthog and released in 2001, managed the impressive feat of being even worse than the above game. The game is a 3D adventure/puzzle game wherein Buster, Babs, Hamton, and Plucky travel around ACME Looniversity to find the parts needed to turn Plucky's bike into a time machine so Plucky can go back in time and complete his homework. The fairly bare-bones story is the least of this game's problems, as the game is utterly atrocious in pretty much every aspect. The graphics are woefully outdated for the year 2001 (having an aesthetic that evokes Bubsy 3D more than Tiny Toon Adventures), the normally lively setting of ACME Looniversity is washed-out, drab, and devoid of any sort of energy, and the characters' animations are jittery and choppy. There is also no voice-acting whatsoever, let alone any from the original cast where possible (something that even The Great Beanstalk had). The gameplay is far too simple and boring; mostly based around inventory management due to each character only being able to carry two items with them at once and solving very confusing puzzles. There's little to no challenge in the game save for avoiding Montana Max and Elmyra Duff, who will cause one of the four characters to become trapped and halt all progress of the game until they are released by someone else (unless Plucky himself is captured, which immediately ends the game), and even then, they are very easy to avoid. The game itself is incredibly short and can easily be solved in half an hour even with Monty and Elmyra getting in the way if the player knows what they're doing, and this all leads up to a very unsatisfying ending where Plucky activates the completed time machine, only to crash it straight into the wall and smash it to pieces and render the entire game pointless, a somewhat fitting end to a boring, vapid, and overall just lazy-feeling game. Both this game and Beanstalk were reviewed by Rerez (alongside the aggressively mediocre Toonenstein: Dare To Scare) here, while a review by IGN gave it a "Painful" 2.3, calling it "an abomination of a game" and claiming that you would get more entertainment from picking your nose that playing it.
  • If you thought Superman 64 was bad, try playing the atrocious Game Boy Color version of Titus the Fox. While the original for PC wasn't half bad, the GBC version was a Porting Disaster in every sense of the word. Inconsistent character designs, lots of Fake Difficulty (some platforms and rising walls would actually be totally invisible and would never reveal themselves even when reached), numerous bugs and glitches, and terrible collision detection. Oh, and there's also an Excuse Plot that says you're on the hunt to rescue your girlfriend (named Foxy), but don't expect any reference to it in-game.
  • Virtual Hydlide could've been a good game, using then-modern technology to update the original Hydlide (a game that was well-liked in Japan but suffered from the Americans Hate Tingle trope thanks to a crappy NES port listed under the "Third Generation" folder), but its attempt to shoehorn 3D graphics and digitized sprites only serve to be its undoing. Unlike the original Hydlide, the game world is procedurally generated - in theory allowing infinite replay value, but in practice making the game that much more difficult. The controls are unwieldy, judging distance to land your attacks requires the patience of a saint, the framerate is pitifully poor, the only shop in the game is superfluous since everything you can buy can be found in the world for free, the dungeons get very long and tedious as you progress, and the final bosses require a specific weapon that is never mentioned in-game. The one upside is that, if you know what you're doing, the game can be beaten in only a few hours, after which you receive a lame ending and you never have to play it again. The Angry Video Game Nerd called the game "Virtually unplayable" and spared no expense in his criticisms. You can also see it speedran at Games Done Quick here. This was the first game in the Hydlide series to hop into the third dimension, and to date is also the last.
  • Virtuoso was a hilariously bad shooter...or something. It's hard to figure out what kind of game it was, mainly since the combination of shitty graphics and the terrifyingly bad camera made seeing the game something of a Bragging Rights Reward. Maybe that was a good thing, since the game was terrible on its face. Apparently, you play a "famous rock and roll music star" in the future who "escapes from the rigors of stardom" by logging onto the future version of a VR MMORPG, which is one meta level too many. The enemies were also terrifyingly repetitive: You fight spiders, bats, giant spiders, more bats, and the boss (are you sitting down?) is another spider. But bigger this time! Yay. And when it dies, it spawns more spiders, which is the point where Internet funnyman Seanbaby began to wonder if the game was actively trying to get people to destroy it.
  • Virus: The Game is a quite apparent example of They Wasted a Perfectly Good Plot. The idea, on paper, sounds interesting: a Descent-style labyrinth shooter game with real-time strategy elements never seen before where you have to fight a virus within your computer, with the game even using some of your own files for the locations in the game. Unfortunately, the .execution leaves a lot to be desired. Even ignoring the fact that one way they advertised the game revolved around scareware of all things, while the visuals are fine and the music is okay, the gameplay itself is atrocious: The controls are often unresponsive and floaty, which makes it incredibly difficult to navigate and even harder to aim. The in-game levels look the same, making it difficult to navigate to where you should be. Even if you can aim at the viruses, they have a crapton of health, and quite a few repeat the same one-liners over and over. Some enemies, mainly the eyeball creatures, are so poorly-programmed that they actually can't be defeated, instead causing you to sacrifice your precious attack ships in the missions where you have to navigate around them. As of 2016, there's only one walkthrough of the game, by the computer virus guru "danooct1"... who gave up trying to finish it after Level 9.

    Sixth Generation (1998-2013) 
  • 25 to Life was a third-person shooter released towards the tail end of the Sixth Generation about a gangbanger saving his family from trouble, among other convoluted plot points. The camera and controls are woefully inadequate even for this game's simplistic run-and-gun, shooting gallery gameplay, the "story" is a slew of gangsta and cop movie cliches strung together with little rhyme or reason, the dialogue sounds like it was written by a white guy who'd never set foot in the ghetto, the graphics and animations are barely passable at best and just plain ugly at worst, and the enemy AI is stupid. All told, it was a transparent attempt to cash in on the controversy surrounding games like Grand Theft Auto (mainly with the fact that the story and online mode have you murdering police officers), one that fell apart quickly once the critics and Moral Guardians they hoped would be outraged by it actually got around to playing it. The only saving grace is the hip-hop soundtrack... and even that occasionally glitches out in the PC version. Watch The Game Block tear it apart.
  • Aquaman: Battle for Atlantis, for the Nintendo GameCube and Xbox, is generally considered to be one of the worst games of all time, inspiring the "Golden Mullet Awards", X-Play's ranking of the worst games of each year. The graphics are very reminiscent of the Nintendo 64 as the city of Atlantis has mostly bland grey buildings and everyone looks somewhat lifeless. Only Aquaman's hair has any graphical effort, with Aquaman himself donning the controversial 1990's redesign form over the classic form of old or any form where he had his trident. The missions have little variation, as you either beat up enemies (easily done by Button Mashing) or pilot an underwater ship to blow up other ships. As JonTron puts it, the game is basically a spiritual successor to Superman 64, and a boring experience from beginning to end. Rerez also looks into the game themselves here, noting that not only did their game get less stable the further they wentnote , but it also shared the same people that created the poor story adaptations of Batman and Superman for this gaming generation in Batman: Dark Tomorrow and Superman: The Man of Steel respectively.
  • Bad Boys: Miami Takedown (released in Europe as Bad Boys II), a Nintendo GameCube, PlayStation 2, Xbox, and PC game released to coincide with Bad Boys II, has two untalented expies of Martin Lawrence and Will Smith that constantly spout horrible dialogue. The controls are broken, the enemy AI is simplistic and predictable but also incredibly cheap when it wants to be, and the game's built in lock-on mechanic is awful. If using it, expect half your shots to miss, especially when using automatic weapons, and it will completely fail to properly lock on to certain enemies, meaning you're almost wholly better off aiming manually. The dodgy bullet mechanics also make most of the weapons in the game difficult to justify using, to the point that you need an unlockable cheat just to be able to reliably kill things with a shotgun. Finally, the lack of randomization and variety in levels gives the game minimal replay value. GameTrailers named this #4 in its "Worst Movie Games of All Time". Watch Two Best Friends Play make fun of it on Cryme Tyme here.
  • Bhagat Singh, a 2002 first-person shooter released on the PC by Mitashi Entertainment. The game is based on the exploits of Bhagat Singh, an important revolutionary for the Indian independence movement during the early 20th Century. Some have gone so far as to call this game the worst FPS ever. Why? The game contained laughable 3D models for 2002 that would barely pass on the PS1 and downright hideous texturing. There are only two weapons, one of which has infinite ammo but can't actually kill anything. There's just three levels, the second one having the same layout as the first, and many, many bugs. The decent original soundtrack isn't enough to save this mess of a game. See it for yourself.
  • Big Rigs: Over the Road Racing, a third-person PC "racing" "game" published by Game Mill Publishing and "developed" by Stellar Stone, is considered one of the worst games of all time. Considering its lack of collision detection, frequent bugs, poor visuals, no obstacles to negotiate, and severe lack of functionality, combined with the fact the opponent doesn't move due to lack of AI (which was patched in later, but even then the AI will always stop just short of the finish line, making the game unloseable), it's easy to see why. When The Angry Video Game Nerd finally took a look at this game, he divided the review into two loose sections: first he was driving around with a big goofy smile on his face, enjoying the So Bad, It's Good nature of a game that can barely run without crashing... then he spent a good five minutes chewing out the "developers" for having the utter gall to actually charge money for a product so disgustingly unfinished he can't even call it a "game". He even called it a less painful yet objectively worse product than his arch-nemesis, Dr. Jekyll and Mr. Hyde. In 2004, Game Mill released another Stellar Stone game, Midnight Race Club: Supercharged, which has the same courses as Big Rigs but has cars and motorcycles in addition to trucks, as well as collision detection. There is still no loss condition.
  • If you thought Catfight! was strange, there was actually another all-female sprite-based fighting game released about six years later titled Bikini Karate Babes. The game suffered from dated graphics, unresponsive controls, terrible AI programming, and of course rampant sexism. The game has an 8.5% rating on GameRankings, with IGN in particular writing a hilarious review for the game.
  • Charlie's Angels, released to tie in with Charlie's Angels: Full Throttle, for the GameCube and PS2. The camera angles and controls are buste, and players must spend minutes moving their characters up ladders. Not to mention the graphics are terrible, with the women looking more like living blowup dolls than the characters they represent. Surprisingly, it beat the E.T. game to be #1 on GameTrailers' list of the "Top 10 Worst Movie Games". Really. They describe Charlie's Angels as being "degrading, not to women, not even to video games, but to humanity itself". It was named a "horrific display of ineptitude" by GameSpot and is the lowest-rated video game reviewed on GameRankings with more than 20 featured reviews, having a score of 24.57%. To make matters worse, the GameCube version even features a Game-Breaking Bug where playing the game without a Memory Card causes the second mission to repeat endlessly every time you complete it! JonTron looks into the GameCube version with the bug in full effect, while the AVGN goes a bit farther with it, albeit noting that each level's the same thing anyway save for some boss fights here and there.
  • Cosmi Software's 300 Arcade Classics is a collection of Windows games, none of which are even close to good. First of all, most of them are in shareware mode, meaning that even though you paid money for the compilation you still have to pay to get the full versions of the games. Secondly, the games themselves are terrible, with some appearing to have literally been made by children using Clickteam's Game Makers note . The controls in almost every game are unresponsive and terrible, and the gameplay is boring, repetitive, filled with Game Breaking Bugs, and ripped off better games, if they aren't outright unplayable. Thirdly, almost every game is rife with stolen copyrighted assets - as just for a few examples, Buggie: Above the Law steals music from Nirvana, Daft Punk, and Inspector Gadget; Fire Guy steals music from Seinfeld and The X-Files; and Death Assult (sic) steals enemy sprites from Mega Man 2. note  In fact, it seems like all the games were randomly grabbed from the Internet and put onto the disk with no regard for their creators or copyright. Also, the game installers can get stuck when attempting to install the games, which is unfortunate because you sometimes need to run the installer twice. Keep in mind that this game was packaged and sold in stores. This game would be a disappointment if you got it from the dollar store. Vinny from Vinesauce takes a look at the game in two parts.
  • Crazy Frog Racer for the Game Boy Advance. A group of tie-in racing games based on the infamous ringtone series, the console versions were, for the most part, playable if poor due to their confusing controls and banal tracks, but the GBA version was wretched beyond belief. The original characters besides the titular "Annoying Thing" are completely uninspired with no personalities or connection to the videos, don't actually handle any differently from each other despite what the stats tell you, and generally reek of being rejected ringtone mascots themselvesnote , when you can even make out what they are among the blotchy (and predominantly pukish grey/brown) pre-rendered graphics that don't even show the karts' wheels turning. The controls are slow and clunky regardless of stats, and handle about as well as a broken milk float on icenote . The courses are all ugly, overly-narrow, and often excruciatingly-long wiggles of the grey unimpeded road with no jumps, obstacles, or the like whatsoever that simply aren't designed to accommodate the aforementioned dreadful controls at all. It's scored with the same tinny droning engine noise and bland generic Muzak throughout. There's very little variation in the modes; only a basic "Tournament"note , a "Checkpoint Rallye/Madness" mode that's just repeated twice with little-to-no variation between each, and a "Last Man Standing" mode that's monotonous and close-to impossible to losenote . There aren't even so much as basic kart-racing things; no multiplayer, no time trials, no secrets or unlockables, no shortcuts, no satisfaction or payoff to winning any of the modes, and almost no replay value. Overall? Drab, ugly, unpolished, near-uncontrollable, a shameless copy of better GBA racersnote  without any trace of what made those great and basically a pathetic cash-grab with absolutely no effort put into it, even for licensed game standards. Nintendo Official Magazine UK ripped it to shreds in their final issue; describing it, along with the many aforementioned issues, as "Worst Ringtone Ever becomes Worst Game Ever. Not Crazy, just Crap" and that "If the Crazy Frog threw up on a grey pavement, it'd still look better than this". Ultimately, they gave it their lowest-ever review score (05%, or "Not Worth Stealing"), justifiably capping it off with "Avoid at all costs".
  • Dangerous Vaults was a pornographic rip-off of the Tomb Raider games. It somehow had worse graphics than the original Tomb Raider despite being released around the time Angel of Darkness hit stores. Its play mechanics were beyond broken, and the sexual content tended to be laughable rather than erotic. The game is also no longer available to download, which is arguably a good thing.
  • Dark Angel Vampire Apocalypse (not to be confused with the TV series Dark Angel) was a crappy PS2 dungeon crawler. The game boasted a boring combat system, a laughably poorly-considered stat and equipment system (the worst example possibly being armor: all armor of the same level is the same except in price, meaning that Level 1 full plate armor is exactly equal to Level 1 leather armor despite costing several hundred times more), and a completely unfitting "soundtrack" that cut in and out randomly and mostly consisted of someone wailing psychotically on an electric guitar with no thought for rhythm or basic musical structure.
  • Daemon Summoner (also known as Chronicles of a Vampire Hunter) for the PS2 and PC is a dreadful FPS game that had some of the worst combat ever seen in a video game, as half the time your weapons will miss the enemies at point-blank range. There are also lots of other glitches (e.g. characters are prone to freezing and glitching, body parts of enemies disappear when you shoot them, you can randomly fail certain parts for no reason); the story makes no sense (the main character seems to be a vampire hunter trying to hunt down his vampire wife); the main protagonist, James Farrington Higgs, is an unbelievably incompetent and unlikeable Expy of Van Helsing; the enemy AI is atrocious; the graphics are dated and look like something out of the late 90s (even though the game came out in 2006); and the levels are either boring and monotonous (with a long sewer section with a confusing maze and tons of enemies) or frustrating and unfair (there is a stealth section where you have to take the longest, most roundabout, and confusing path imaginable to sneak onboard a ship despite the said ship being very close to your starting position and only having a single guard in place). YouTube reviewer Tennings gives the game a sound beating in his "Worst Games You've Never Played" series.
  • Dragon Ball Z: Taiketsu joins the likes of Dragon Ball GT: Final Bout and Dragon Ball Z: Ultimate Battle 22 in the annals of craptastic Dragon Ball fighting games. Released on the Game Boy Advance, it is a mess of glitches, inconsistent hitboxes, and Artificial Stupidity that can be easily beaten by mashing buttons (which you will often do since this game has all the depth of a puddle) accompanied by prerendered graphics that look ugly as sin. The game's biggest selling point, the first playable appearance of fan-favorite villain Broly (which is also untrue, since Broly previously appeared in a Japan-exclusive Super Famicom fighter), would be rendered moot by his later appearance in the infinitely-better Budokai 3.
  • Drake of the 99 Dragons for the Xbox. Its attempt at creating a comic-book-style action shooter is undermined rather quickly by horrid collision detection, an auto-targeting system that forces Drake to flail his arms about like a drowning swimmer, and controls that show nothing but scorn and contempt at the player's desire to move in a given direction. The game supposedly adapts a "comic book" feel complete with SFX bubbles whenever a gun is fired or a character jumps, but this has the unintended effect of making the graphics look even worse - it highlights the similarities the graphics have to a Rob Liefeld comic. Jumping is useless, as are any platforming elements, unless one could collision detection into being from thin air, assuming one gets past the enemies by way of precognition first. There are no hints of what to do at any point, and only by pure chance can one figure out how to clear the levels. To simply call the game "bad" would be a gross understatement (although Gamespot, X-Play, and the Angry Video Game Nerd have tried). Vinny of Vinesauce even streamed the game, and after several failed attempts destroyed the disc on camera for all the Internet to see. Matt McMuscles goes into better detail on what made Drake be the way that it is here.
  • Falling Stars for the PlayStation 2 is a completely pathetic excuse for a Role-Playing Game geared towards little girls. It features a Cliché Storm of a plot with an insipid dialogue that is more likely to have the player question the Fridge Logic of the entire game. The battle system is insultingly simple and monotonous and is rendered even more idiotic by the highly predictable moves of the opponents and a complete Game-Breaker that allows your character to virtually have infinite health. note  With Loads and Loads of Loading, amateurish and cheap-looking graphics, repetitive music, terrible minigames with even worse controls, and frustrating enemy encounters, this is a game that doesn't deserve to be marketed towards anyone. Watch Vinny suffer through it here.
  • FBI: Hostage Rescue represents everything that can go wrong with an Escort Mission. The time limits to rescue the hostages are unforgiving; while it is possible to receive a time bonus by rescuing one of the hostages, the rescue mission itself is rendered virtually impossible due to shoddy AI and glitches such as the hostages getting stuck in walls, walking in the wrong direction, going through locked doors, or simply vanishing. It is also possible for the game to freeze, or for the player character to be trapped by the scenery. The visuals are ugly, and clipping problems abound. It received a scathing 1.9 from Gamespot, which contributed to its Metacritic aggregate score of 25.
  • Fugitive Hunter: War on Terror (aka America's 10 Most Wanted outside the United States) is an unintentionally hilarious example of a game taking itself too seriously when it has absolutely no right to. The graphics would've looked dated on the original PlayStation, the sound design is substandard, the gameplay is a boring trudge of lackluster FPS mechanics and wonky fighting game mechanics for boss fights, and the plot is a cynical ploy to exploit patriotic fervor following the 9/11 attacks by promising players that they would be able to capture Osama bin Laden with their bare hands.
  • Godai Elemental Force, a 3D Beat 'em Up made by 3DO for the PlayStation 2, is a complete technical disaster. Despite featuring muddy textures, small environments, and few models displayed at any given time, the game chugs at a pathetically low framerate that can't even stay consistent. The game design isn't much better - while the main character has a handful of projectile attacks and moves, his main form of offense is a short Button Mashing combo that can't be changed or mixed up in any way, and while weapons can be collected throughout the levels most of them simply hit harder and don't change his fighting style. The fixed camera angles are screwed up, enemy variety is low, and the main character's gliding ability allows one to skip large chunks of the game with impunity. The game was eviscerated by players and critics alike, and 3DO went bankrupt within one year of releasing it. With games like this, it's not hard to see why.
  • Despite its M rating, The Guy Game is completely wanting for any maturity whatsoever. The game tries to be a more adult version of You Don't Know Jack, where instead of getting points by answering the trick questions correctly, the game rewards the player with live-action footage of some sleazebag coaxing bikini-clad women into flashing their breasts on-camera. Unlike the aforementioned game, the questions are so hard and the rules so byzantine that you'd be far better off saving your money and simply looking up pictures of boobs on the Internet. You're not likely going to come across any copies of the game anyway: they were all pulled from store shelves following a court order concerning one of the women exposing herself in the game being only 17 when she was recorded (without disclosure that it would be used in a video game), which technically qualifies as child pornography, thus giving it the dubious distinction of being the only piece of underage pornography to be licensed for video game consoles and making it not only illegal to download but also to have in possession as well. An interactive DVD version, fittingly titled The Guy Game: Game Over that pretty much consisted of the footage used in the game was released after the lawsuit, albeit without the offending (and arguably illegal) footage. But the damage was done, and The Guy Game wound up not only being the only thing released by Topheavy Studios but also the last game that founder Jeff Spangenberg, who also worked with Iguana Entertainment (of Turok fame) and Retro Studios (yes, that Retro Studios) was involved with, with only credit on the Nightdive Studios remaster of the first Turok game (likely because he worked for Iguana at that time) since then, and he has seemingly disappeared entirely from the gaming industry likely out of immense shame for what he did, which is probably for the better. Matt McMuscles, formerly of Two Best Friends Play, takes a closer look at the genesis of this sleaze fest here.
  • Inspector Gadget: Mad Robots Invasion for the PlayStation 2 is a simple side-scrolling platformer, but executed terribly. The graphics make the game look like an early Nintendo 64 port - the opening cutscene is horrible, with extremely limited animation, and capped off with a voice actor for Dr. Claw who sounds nothing like him (there is one funny thing about the graphics, though: the bizarrely disturbing faces Gadget makes whenever he dies). The music is just the same annoying loop repeating over and over again, and the sound effects are weird (Gadget makes an extremely annoying "boing" sound when he jumps, they sometimes use the wrong sounds for the scene, and Gadget says "By my gadgets!" whenever he picks up a health powerup). But what really kills it is the gameplay. The game is both extremely easy and extremely hard - easy because extra lives and health powerups respawn when you die, the enemies are very easy to kill (despite occasionally spawning out of nowhere), and there are almost no tricky jumps. However, it's still difficult because of the awkward jumping and slippery control. On top of all this, the plot makes no sense: Dr. Claw makes a bomb that neutralizes all of Gadget's gadgets, which is admittedly a good setup, but Gadget somehow still has two gadgets (a hammer for attacking and a tennis racket to reflect projectiles) and can get more for a limited time through "gadget batteries" conveniently found throughout the levels. This game was obviously intended for small children, but there's no excuse for giving them a shoddy product like this.
  • The Xbox 3D fighting game Kabuki Warriors was described by Gamespot as "one of the worst games to be released this year or any year, on the Xbox or any other platform." Developed by Genki (who are mainly known for developing racing games), characters that are only differentiated by palette swaps of identical graphics, stages that differ only by backgrounds, terrible character animation, and a "fighting" system that is just as effective as closing one's eyes and mashing buttons make it one of the worst 3D fighters ever. It holds the dubious honor of being the first game Edge magazine - infamous for its refusal to adhere to the Four Point Scale and stinginess with giving a 10/10 rating - has given a 1/10 to, and remained the only game with that rating until Flatout 3 (see below) 10 years later. In Game Informer's review, the reviewer states "I literally won a match just by bashing the controller against my ass. I wish I was joking, but the score is seriously ''Kabuki Warriors'' zero, my ass one." - which was confirmed by other editors as indeed has happened. Two Best Friends Play this game and have fun riffing on it.
  • The Game Boy Advance adaptation of The Lord of the Rings: The Fellowship of the Ring came out after the movies but (to keep Electronic Arts off the developer's back) was touted as being based on the books. If a player wasn't careful, then by the midpoint of the game items essential to progress would simply vanish. There were glitches that rendered the game impossible unless one knew how to get around them. There's even a spot where you need to save during a transition between scenes to keep the game from becoming Unwinnable.
  • Master of Orion 3 is probably one of the worst strategy sequels of all time, and reviews have compared it to doing one's taxes. At release, the AI would only build troopships, yet still fails to put up any kind of a fight even when fully patched. It doesn't help that Infogrames (the current Atari) fired the developers of the previous two games and hired some neophytes on the cheap. This game fails in every way - horrible music, ugly UI, dated graphics, and incomplete gameplay. The previous game is better in every way than this one, despite being released five years and one console generation earlier.
  • Maze Action, a Japanese budget title released for the PlayStation 2 by D3 Publisher in 2003 (and released in Europe the following year by Agetec), is yet more reason not to buy a game simply for its low price. The set-up amounts to four people competing against each other to pass the "Hero Academy final exam". Lazy title, the basic premise, and uninteresting visuals aside, the game's poor design makes a single mission nigh-impossible to accomplish: the controls are slow to respond which especially proves detrimental when attempting combat. Not only does firing a weapon require manual targeting and proximity to the opponent, but there's also virtually no chance you'll successfully land a shot since they will duck as long as they're in your line of fire (even if you try to shoot from behind) such that the most effective option is physically attacking the enemy and even then whether or not they block varies. On top of that, the game is presented in split-screen showing where both characters are walking through the maze despite a visible map in the top-middle of the screen to identify their locations. Tennings declared this game to be one of the worst he's ever played (and considering his experience with shovelware, that's saying something).
  • The Game Boy Advance port of Medal of Honor: Underground, developed by Rebellion Developments in 2002. The GBA had a few surprisingly good First Person Shooters, but this isn't one of them. Pop the game in and you're immediately treated to muddy, pixelated graphics coupled with an excruciatingly slow framerate (that appears to run somewhat better on an emulator for whatever reason). Enemies are so blocky that they completely blend in with the background (much like the SNES port of Wolfenstein 3D), and the textures frequently warp and shift with movement as if you are experiencing a bad acid trip. The UI simply consists of an ammo counter, a pixelated compass, and a confusing health bar surrounding it, with the game's logo right in the middle taking up space. There is an auto-aim feature to attempt to alleviate the issues with fighting enemies, but it creates the issue of making the game a bit too easy. Also, there's a multiplayer mode for a 2nd player via Link Cable, but the levels are so large and barren - even lacking collectibles! - that it's practically useless. The music is also an ear-splitter, with random loud, low-fi samples and square waves just droning on. It's no wonder that when EA released the exclusive Medal of Honor: Infiltrator the following year, they made it a top-down third-person shooter to a much better results. Stop Skeletons From Fighting takes a look at Underground and other GBA ports of FPSes here.
  • Mortal Kombat Advance is quite possibly the worst adaptation of a Mortal Kombat game on a handheld system known to man - it's a cheap bastardization of Ultimate Mortal Kombat 3. As the two ports of Deadly Alliance proved, Mortal Kombat can work on the Game Boy Advance. But Mortal Kombat Advance fails - tinny music, primitive-looking sprites, AI that's either too easy or too diabolical depending on the opponent (which sometimes results in getting That One Boss as your first opponent), collision detection that can't tell if you're next to the opponent or on the other side of the arena... you get the drill. Infamously, it was the first game that EGM gave the dishonor of earning a 0 out of 10. Watch AllieRX87's hilarious review of it here. Here's just one example of how poor this game's programming is: if you play as Shang Tsung and do a Fatality while shapeshifted, the game not only announces "(Your altered form) wins" instead of "Shang Tsung wins", but your shapeshifted form's portrait is shown on the ladder. They couldn't even get something that simple right! Midway outsourced the port to a third-party with no input or communication with Ed Boon's team, and gave the team three months to turn something out; Midway was only looking to turn a quick profit off the Mortal Kombat name while spending very little on development. With practices like that, it's no surprise that Midway eventually wound up bankrupt and defunct.
  • Operation: Matriarchy may very well be one of the worst FPSes ever made. Never mind the nonsensical premise (dealing with a virus that turns all women on some space colony into a hive mind of men-enslaving monsters), the game is atrocious: enemies are dumb as bricks, ridiculously resistant and gang up on the player mercilessly - all that made much worse by the extremely cramped level design and the puny armament given to the player early in the game. The sound effects are unfitting and annoying, and there's no music. The graphic engine is actually surprisingly good for such a small release, but its relative competence, in turn, highlights the horrible art direction and poor animation.
  • Pool of Radiance: Ruins of Myth Drannor, released around 2001 during the craze and fever of Dungeons & Dragons-based CRPGs of The '90s Gold Box series (this is an In Name Only sequel to the Cult Classic Pool of Radiance, in fact) and early 2000s such as Icewind Dale and Baldur's Gate, but not only does Ruins of Myth Drannor have a poor, cliched story and atrocious gameplay as if the DM is really sadistic (and not in a good way), there are Game Breaking Bugs such as corrupted save files seemingly at random and a system-breaking bug where the uninstaller can and will wipe important Windows files seemingly at random during uninstallation if it's not patched. Yes, the game isn't just horrible and smears the name of one of the most memorable Cult Classic adaptations of Dungeons & Dragons, it doubles as a paid-for Trojan horse virus. Here's an archived review.
  • Pulse Racer, a kart racing game by Jaleco for the Xbox which takes place in a generic futuristic setting with an overabundance of nondescript tunnels, especially in the early game. The main distinctive feature that sets it apart from other racing games is making drivers flatline if they go too fast, which serves mostly to frustrate players.
  • Robin Hood's Quest is a miserable failure of a game that was released by Oxygen Games in the PlayStation 2 era. Aesthetically, it looks dreadful, with blurry graphics and poor-quality models better suited to an early PS1 game, all topped off by cutscenes consisting of slowly scrolling monologues of text on static backgrounds (and an A Winner Is You-type ending at the end). Gameplay-wise, it's even worse, since not only does Robin not use his bow at almost any point in the game, but he also can't attack enemies at all, meaning the "brave" Robin Hood immediately falls to his knees and surrenders the second a guard gets close. Which admittedly likely won't happen, since the guard AI is about as intelligent as a rock and has trouble spotting anyone that's more than three feet away from their noses. And if you thought the gameplay could make up for it, nope - it's literally just finding keys to unlock chests and get items to give to other characters. It's slow, tedious, easy as all hell, and for the most part, could be beaten in roughly half an hour. Either way, critics tore it to pieces with Ace Games giving it a 1/10, Strategy Informer questioning whether how it could even be so incompetent, and YouTube reviews being hugely negative. Watch Ohhh Marmalade's review if you wish to see the horror for yourself.
  • The 2003 RoboCop game, one of the last games produced by Titus Software (of Superman 64 infamy, listed above under "Fifth Generation"), is a trainwreck of a First-Person Shooter: RoboCop moves extremely slowly and only gets a few weapons, most of which aren't worth using at all. The repetitive hordes of enemies you have to mow down barely pose a threat unless they end up causing an explosion near you which can easily bring you from full health and shields to death. The graphics are ugly, the sound effects are atrocious, and the voice acting is full of lame one-liners that don't remotely fit RoboCop's character. You can read Alex Navarro's review on Gamespot here. Rerez also looks at the game here.
  • Sega Smash Pack Volume 1 was a compilation title for the Dreamcast that featured 12 games, only two of which were done well (a passable port of Virtua Cop 2 and Sega Swirl, a game that most Dreamcast owners already had for free). The other 10 are emulations of Genesis games that are quite shoddy, with problems ranging from graphical glitches to unresponsive controls. One universal complaint with the Genesis emulations is the sound, which has been rendered ear-bleedingly god-awful. It was so bad that programmer Gary Lake left a note on the disc, specifically addressed to warez group Echelon, on how to use the emulator should they release it to the Scene. See and hear the wretchedness, if you dare.
  • The Simpsons Skateboarding for PlayStation 2 isn't quite as broken as the aforementioned Wrestling, but has plenty of its own issues that make it just as bad. In what was clearly an attempt to ride through the coattails of the Tony Hawk's Pro Skater series, the game replicates everything except any of the fun factor that made the Pro Skater series great. What do you get instead? A convoluted storyline where the characters are competing in a skateboard contest for the grand prize of a meager $99, terrible graphics, mediocre gameplay, skateboarding tricks that are basic at best and downright impossible to perform correctly at worst, voice acting that's rather terrible (and annoyingly repetitive) by Simpsons standards (most prominent in the "Skillz School" mode, where narrator Principal Skinner constantly mocks the player whenever they bail or fail to land a trick correctly), and bad controls. Even worse, characters are prone to bailing their boards easily when attempting to land a jump, unnecessarily adding to the frustration factor. Homer is a Tier-Induced Scrappy as his poor jumping stats make him unable to perform a normal kickflip without a high risk of bailing, and even if the player racks up stat points for him at "Skillz School" mode there would never be enough points to greatly improve his abilities. The game boasts having five unlockable characters aside from the Simpsons themselves, but none of them add any value to the game as the stat points do not carry over to other characters, meaning that whenever the player wants to change characters they would have to go back to square one in Skillz School mode. Would you believe us when we say that the game came out just one month after Pro Skater 4? You would've might as well save your money for that game instead of spending it on this stinker. IGN gave it 2.5 out of 10 in their review, with their verdict being "Not fun, and not funny" and describing it as "game design by way of the marketing department". Game Informer was even less merciful, giving it a rock bottom 1.0 out of 10 and stating that the game gets "everything, even the simplest of things, completely wrong". tamango2474, who called it the worst game he had ever seen, reviews the game here, and both Caddicarus and SuperMega respectively tackled the game here and here, both to predictable results. WhatCulture Gaming also tackles the game here as part of their "Worst Games Ever" series.
  • The Sniper 2, widely considered the worst PS2 game ever developed. Originally a budget title developed by D3 Publisher, this game features the usual suspects: bad voice acting, worse gameplay, an idiotic storyline, and graphics that somehow go from PS2 quality to PS1 quality after the first cutscene! The game is bad that even the official description of the game on PSN points out how horrible it is.
  • Sonic the Hedgehog Genesis, AKA the GBA Porting Disaster. Like the notorious '06, it was given a near-impossible short development cycle so they could slap a 15th Anniversary logo on it. What's more, the devs had no access to the source code. Instead, they very hastily recreated the home console game in an engine — the Sonic Advance one, to be exact — that was only meant for handhelds. No effort was made to optimize this glut of data for the already-overtaxed engine. As a result, the game slows down constantly (even the BGM contributes, despite being MIDI) and is loaded with bugs, to the point of Fake Difficulty. The inconsistent physics engine alone wreaks havoc on the difficulty curve and even messes up the ending demo, in a truly emblematic display. Furthermore, the screen is cropped to the point of Trial-and-Error Gameplay even in boss rounds, and yet there's still pop-in. The bonus features — a level selectnote , an "Anniversary Mode"note , and a Sound Testnote  — are all worthless, meager contributions tacked on with no thought given to how they'd fit in. Brainscratchcomms took several shots at it and much rage ensued. Exo Paradigm Gamer gave it his most damning Remake or Rebreak review thus far. Even the normally optimistic Cygnus Destroyer hated it. A single person managed to outdo the entire team; SEGA, to their credit, eventually hired him for a series of digital rereleases, as well as Sonic Mania.
  • Spider-Man 2 on the GameCube, PlayStation 2, and Xbox is considered one of the best games based on the franchise. The PC version, on the other hand, would be considered a Porting Disaster if it even slightly resembled the console version. Gone is the finely-tuned web-swinging, replaced with simply clicking on icons when they turn green. Gone is the Wide Open Sandbox, replaced with rigid linearity. Gone is the in-depth combat system, replaced with overly simplistic button mashing that is wanting for any challenge. Not even its brevity (it can be beaten in just a few hours) nor Bruce Campbell's narration can salvage this. IGN stated "If you don't own a console then consider yourself out of luck", while GameSpot called it "decidedly mediocre". Making matters worse was the deceptive marketing that tried to pass off the game as being the same as the console versions, and changing refunding policies for PC games at the time of its release that made getting a much-deserved refund nigh-impossible.
  • Spirit of Speed 1937, or at least its Sega Dreamcast version. Meant to simulate 1930s roadster races, the game was routinely trashed for its atrocious loading times, bad controls, lack of multiplayer mode (bad in a racing game), mediocre production values, and boring, drawn-out tracks. Quite fittingly, Acclaim briefly resurrected the much-reviled LJN label for this game only. Hell, even the LJN Defender hated the game, going as far as to say it was a sad note for the rainbow to go out on, and given his mission is to defend LJN's games, that really says something.
  • Strike Fighters: Project One was a lesson on why releasing unfinished games is a bad idea. Clicking on the briefing screen caused the game to freeze. Not that there was much to do - enemy planes would fly into the ground when they weren't shooting each other down. Adding insult to injury were the featureless barren landscapes. The magazine Computer Games (formerly known as Computer Games Strategy Plus) gave it a rare zero-star out of five reviews; in contrast, it gave Daikatana 1.5 stars. Even worse, you can't play this game on an LCD or high-res monitor. You're forced to play with a CRT monitor, and good luck trying to find one nowadays.
  • How does one translate a reality show like Survivor into a video game? Very poorly. The 2001 PC game attempts to adapt the structure of the TV show into video game format: survival periods, Reward Challenges, Immunity Challenges, and the Tribal Council. None of them work in any way that can be construed as "intuitive" or even "fun". The only interactive parts of the survival periods are boring and repetitive dialogue choices which seem to have no effect whatsoever (a person who vows to ally with you will be just as likely to try to vote you off), the Challenges are monotonous and trivially simple, and there is no tension to the Tribal Councils (particularly since you'll likely always win the Immunity Challenges) on top of lasting forever and being completely unskippable. Gamespot repeatedly pleads with readers of their review to avoid the game at all costs, while IGN's review is titled "Please vote me off now".
  • Winx Club: Quest for the Codex for Game Boy Advance is mostly a Shoot 'em Up which follows the Season 2 plot very loosely, with some minigames thrown in. The Shoot 'em Up sections are boring, repetitive (there are only a small sample of enemies and no boss battles), and hard to control. Of the five minigames, only one is worth playing at all; the other four are either too easy or too annoying. The icing on the cake? You're forced to play all the minigames multiple times during the story, regardless of relevance to the plot. Yes, helping Stella to choose a skirt that matches her shirt is going to be helpful in a fight against Darkar... and we don't even know why. Fortunately, the creators did learn from this trainwreck, because its sequel Mission Enchantix for Nintendo DS is pretty good.


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