This series started as a humble platformer back in the 80s that featured the main character consuming mushrooms; whereupon he would immediately believe himself to have grown gigantic like Alice, or, if it was a green mushroom, that he would be revived upon death! He would also take frequent trips through pipes and could collect leaves that created a puff of smoke that would give him a magic tanuki costume. Then there was the surreal imagery of winged turtles, turtles flying around on little clouds, and walking mushrooms with angry little faces. In fact, there were faces, or at least eyes, on everything: mushrooms, stars, clouds; the hills themselves, even, in the sequels that would follow. Of course, nowadays its considered standard platformer fare.
Mario & Luigi: Bowser's Inside Story has segments where Bowser is nearly crushed by his stolen castle and is saved by Mario and Luigi doing an overhead shooter minigame that gives him an adrenalin rush that causes him to grow into a giant, where he does things like fight his own castle hand to hand, with said castle flying around on a rocket. Also from the Mario and Luigi games, Fawful'sdialogue, which never makes sense.
Chulip... you move to a town and got to kiss everyone, also everything can have a face, and people live underground and words cannot even start to describe it so just watch.
Edmund McMillen's game Aether seems like this: a boy finds an octopus-like creature which moves by using its Overly Long Tongue in space. The goal is to restore colour to the initially monochrome planets. However, like in many of his other games, the process is a metaphor for isolated people creating their imaginary worlds. As the colour is restored to other planets the Earth, which represents the real world shrinks and disappears completely at the end, as the boy doesn't need the real world anymore.
If there wasn't drug use involved in the production of the Aqua Teen Hunger Force golf videogame, someone has to be given a stylish canvas blazer with sleeves that do up at the back. This kicks in when you realize you're playing as a fast-food cup killing giant monkey wrenches with The Power of Rock on a golf course made entirely from candy, with the level soundtrack consisting of an infinite loop of some rock song using the word "PARTY" far too often, as a result of a meatball putting on a cursed T-shirt. This is only about halfway through the game.
Armed & Delirious, also known as Dementia, is a point-and-click adventure game released in the 90's where a grandma must save her family from an anthropomorphic rabbit when her son makes a deal with said rabbit that causes the family's home to be pulled into outer space. That plot is the least weird part of the game; to save the family, Granny has to traverse several worlds so surreal and solve many, many puzzles with solutions so bizarre and illogical that words alone can't do it much justice. It's a pretty... interesting experience of a game, to say the very least.
Baten Kaitos: Eternal Wings et al. has Mira. After going through the trippy psychedelic Trail of Souls, you end up in a place with candy towns and a picture book city that looks like something out of Paper Mario.
Billy Hatcher and the Giant Egg was a game that involved kids in chicken suits who beat up crows with eggs. They had to save chicken elders who were trapped inside eggs by making a chicken noise. They were doing this to save Morning Land, a world inhabited by chicken people.
Binary Boy had the protagonist walking on a single rail, but able to flip down and move below it. There was also the moon turning out to be a hostile alien ship and the final level, where the obstacles in your way are other planets and their moons, space lightning and the flocks of migratory birds circling the Earth's orbit.
While the BIT.TRIP series wasn't made on drugs, it certainly feels like it when you get to MEGA and on occasion, ULTRA. Interestingly enough, the storyboard for Growth (BEAT's last song) was made on drugs - dental drugs, to be exact.
Brütal Legend has you defeat hordes of enemies with the The Power of Rock, and face off against antagonists directly inspired by contemporary music styles like groups of pale, mascara-stained goth girls. Believe it or not, the creator Tim Schafer is as straight-laced as they come. He's just that weird.
In-universe, the "updated" version of Pride and Prejudice being filmed in Cake Mania 5: Lights, Camera, Action! It features Yeti, dwarves, a T-rex, guys in chicken costumes and a scene where Elizabeth Bennett refuses Mr. Collins' proposal because he's really an alien hive queen who wants to lay eggs in her chest cavity, among other highlights.
Cargo! The Quest for Gravity and othergames by Ice-Pick Lodge have been thought to have been made on drugs. It involves kicking anthropoid babies for FUN, or making them dance for FUN at which point random objects fall from the sky. Enough FUN means continents get their gravity back, but beware the giant penguins. And the protagonist also says random things like: "Autumn falls, continents fly away to warmer countries."
Many games by Jake Clover tend to be psychedelic, but Sluggish Morss takes the cake.
In the aptly named Android mobile game Cubetrip, you zoom in through a series of nested hollow cubes of various colors, and then back out again backwards. As if that's not druggy enough already, the cubes later start to spin, distort, and pulse in time with the music.
Cuphead falls into this one. Justified as the game is based on 1930s cartoons, which heavily relied on Toon Physics and gratuitous use of Surreal Humor. Thus, many of the boss fights in this game can get very weird, to say the least.
If you ever get a chance to play the video game The Darkness, the titular demon/spirit/pure bloody evil Darkness is voiced by Patton. His vocal performance was done entirely without effects in his home studio.
Death Crimson OX, a light gun game for the Dreamcast. You play two youngsters who are using handguns invented 5,000 years ago in ancient Sumeria. You aim to defeat the plans of a monstrous terrorist general who still manages to wear a pair of snappy tan trousers despite having a mutated upper torso. You end up fighting giant robots, Langolier-looking things, animate skeletons, guys who are...blue and scimitar-wielding Bedouin (within the first fifteen minutes, no less). The bosses include a Perky Goth who bounces erratically on a disk of light, cyborg rats and a giant ant. But the second-to-last boss beats them all. A man who has been "possessed" by having his head replaced with what looks like a giant egg and what looks like Japanese Kanji written on it and a pair of giant red lips. His weak points travel from his elbow to his crotch and once his body is defeated said big red lipped egg swells up, flies off of his body, splits into six other head/eggs and starts shooting lightning bolts at you.
Donkey Kong Country, no surprise being that it's a spinoff from what became Mario. You play as a gorilla in a tie trying to get back a hoard of bananas that were stolen by an army of anthropomorphic crocodiles, whose ranks also include giant hornets covered in spikes, and that's just scratching the surface without getting into stuff like the giant oil drum boss.
Later games determined to out-surreal the SNES trilogy, Donkey Kong 64 having bosses that include; a giant armadillo the size of whale with a metal shell and two cannons the shoot fireballs, a fire-breathing dragonfly/lizard thing, and giant fire-breathing puffer fish.
DTET, a Tetris fan clone, has trippy backgrounds and visuals that must be seen to be believed.
There is an older, less well-known Tetris-based game entitled The Trippy Block Game — its gimmick is that it's a two-player game: one player plays Tetris, while the other controls the erratic swinging and distortion of the playfield.
EarthBound. You're a little American boy out on a quest to fight an ultimate evil that a space bug from an asteroid told you about. Said ultimate evil's army consists of worthless protoplasm, unassuming local guys, ramblin' evil mushrooms, dice wearing little top hats, and erratic spheres that smile at you while they explode. You also get the help of little... people, of whom have doctors that work in trash cans, irregularly colored hot springs, and coffee that sends you into an acid trip. All of this is nothing, however, compared to Moonside, described in detail in Bizarro Universe. And the final boss, Giygas, looks like something out of a bad drug trip: a red and black sea of screaming faces forming the shape of a fetus. The strange dialogue and mind-bending theme music of the final battle doesn't help, either. Tanetane Island in MOTHER 3 is a much scarier sequel to those shenanigans.
The fan-made Mother4 naturally follows the other games in this spirit, having enemies that include (among other things) aliens in business suits with glowing orbs for heads, umbrella cats, pollen with an allergy to people, living dandelions, and Marilyn Monroe pastiche zombies.
Earthworm Jim 2 featured, among other things, a ride on a stair chair with portraits of sharks on the wall while avoiding falling old ladies and listening to bagpipes, playing a game show inside someone's intestines while dressed as a blindworm, and a boss fight against a fire-breathing steak on top of a giant pizza. Its creator Doug Tennapel is a sober, conservative Christian.
Exposure to Yoshitaka Amano's concept art for the early Final Fantasy games tends to invoke this response. Interestingly, one of his later works for that series is much more coherent. Stylistic evolution, or rehab?
Phantasy Star Online 2 has fairly outlandish enemies, which isn't so odd in and of itself, considering the Science Fantasy setting. Then comes the Tokyo field in Episode 4 with Phantom-type enemies, which includes zombies projecting blades and chainguns from their torsos, polar bears with massive second mouths inside of their "regular" mouths, a Tyrannosaurus Rex with a torso cannon resembling its skull, and for it's main boss, three trains that fuse together into a King Ghidora-style dinosaur robot.
Las Vegas proudly presents the boss Vegas Illusia◊, which is a Vegas replica of the Statue of Liberty with the personality of a dominatrix riding on the back of a Vegas replica of the Sphinx as her steed, wielding a Vegas replica of the Eiffel Tower as a lance. Did we mention the sentient tractor trailer that can shoot cars at you and drive wheelies to freeze the floor?
Kingdom Hearts (which, among other things, features Alice in Wonderland as a level, turns Mickey Mouse into a badass, and has final levels where it seems physics has given up and gone home).
Subverted by Golden Sun: Dark Dawnbecause the creators have admitted that they actually were drunk when they came up with the idea to make a new game in the series... and it shows. Whereas previous games were about saving the world from dangerous magic returning to it, Dark Dawn is about the old heroes forcing their kids to go on a dangerous adventure to take the feather from a giant god-bird to fix a hang-glider they need to explore the volcano where God used to live. Somehow, the whole thing concludes on a cliffhanger.
Kingdom of Loathing is effectively a vast, sprawling collection of everything the developers ever felt like parodying, making for an incredibly bizarre and convoluted Fantasy Kitchen Sink. Oh yeah, and all the art is crude stick figures (somewhat less crude in its later years). As a bonus, you can go on literal drug trips within the game, where you'll end up fighting A Really Interesting Carpet or The Urge To Stare At Your Hands.
Hatoful Boyfriend. Most of the characters are reasonably close to stock otome boys, once you get past the pigeon thing... and then there's Oko San, a genetic throwback to non-sapient pigeons obsessed with sports and pudding, and Anghel Higure, who is insane and sees everything in fantasy-JRPG cliches and religious Faux Symbolism. Even by Hatoful standards, these two are seen as weird.note Though Anghel can be excused for apparently being High as a fucking kite.
It's some sort of 3D perspective tunnel-traveling thingus. You have no character on-screen to control yet in front of you there is this tunnel of sorts that's comprised of multi-colored blocks. The disc, sometimes, controls movement in the tunnel and it seems you are supposed to help your non-existent character avoid the sides of this tunnel.
The games made for the Philips CD-I system featured bizarre distorted animation that seemed almost designed to frighten children. Brace yourselves and watch this example. There are several reasons the animation is like this. 1.) the traditional Russian school of animation does everything by hand, with pen and paper; so the animators were inexperienced at working with computers and 2.) The anime-style artwork of Zelda isn't exactly compatible with the Eastern European school of art.
The Legend of Zelda: Majora's Mask. A giant, sentient lunar body with a creepy expression, with the inside of said lunar body being a lone tree in the middle of a field with children running around it. In addition, there are creatures that spit rocks under the rule of a monarchy, cows getting abducted, reliving the same 3 days over and over, a terrifying, unsettling mask salesman who's always grinning, a temple that requires you to FLIP THE UNIVERSE UPSIDE DOWN to complete, an opening sequence right out of Alice in Wonderland, it's all there. And the final boss is a world-destroying, psychotic child-like demon that clucks like a chicken and does the moonwalk inside the moon. And, of course, Tingle.
The Legend of Zelda: Link's Awakening. Your entire objective during the game is to wake up a giant, flying, multicolored whale. Who lives in an egg. On top of a mountain. On an island that doesn't exist anywhere but in the minds of Link and the Wind Fish himself. Add on top of that the thoroughly bizarre characters, such as a goat who writes letters, signing them "Princess Peach," or demonic enemies that look and act exactly like Kirby. Never mind Tarin's bizarre transformation into a fat pink raccoon after eating a magic mushroom. The scary thing was that he seemed to enjoy it. The developers have claimed that one of their main inspirations for the unusual plot and characters was Twin Peaks.
LSD: Dream Emulator. The name of the game and the opening scene really shows the outright trippiness of the game. It's based off a 10-year dream journal, so that's to be expected. Keep in mind also, despite it actually standing for "Lovely Sweet Dream", it is literally called LSD. Subtle.
The Nekra Psaria online game series. You play as a human(?) called "Johnny-boy" by others who lives in a world of severed heads, ladder plants, and...TV characters?...robots?...roaches?...Humanoid Abominations?...who abduct you and then send you back to an even more warped version of your home. Oh, and your one reliable ally in this world is a Monstrous Humanoid who dines on cockroaches. Really big, sentient cockroaches. Feel free to try to explain anything else in this series, or why it chose a Greek phrase that means "Dead Fish" as its title!
The Neverhood is very trippy, yet its essentially based on The Bible. Can you really put that on drugs? The composer Terry Scott Taylor doesn't appear to be on drugs either, yet his soundtrack to the game can give a different impression.
Noby Noby Boy is easily the most absurd game premise ever. You're a worm boy who can stretch and eat things and people. There's no objective you just kind of move around a tiny suburban environment seemingly floating in the sky.
Gabe: What happens if your Noby Noby Boy gets cut in half? Tycho: You have to devour your own asshole. Gabe: Game of the fucking year.
Odama was described by the now-defunct Electronic Gaming Monthly as "We can just imagine Yoot Saito, Odama's creator, lounging on a beanbag chair years ago and smoking heroic quantities of marijuana, listening to Close to the Edge by the band Yes, and daydreaming about pinball. What other story explains the inspiration for a game that combines a stone ball the size of a house with an army of expendable soldiers in demolition-friendly feudal Japan?" Yes, that is a verbatim quote. And you command these troops by yelling commands into a microphone.
PANIC! for the Sega CD is nothing short of bizarre. The basic plot is that a virus has infected all the machines on the planet, causing them to do extremely strange things, and only one software, the titularly named "PANIC!", can stop it. The basic gameplay of it is that you're trying to reach it via press buttons (also called switches in-game) and you then watch a "gag" (an event that happens in the room), get sent to another room where you press even more buttons, or both. Basically, you repeat this same style of gameplay for the majority of it, except some of these gags can have some... jarring effects, to say the least. For an example, a room that can be as early as the second in the game has a vacuum that, depending on what button you press, can either suck up the colors in the room or the entire room itself, or it can rapidly spit stuff out or even grow teeth and literally chomp on the background. Another instance is that you can be sent to a room with some sort of giant blob in the center of it, and then with the press of a button, the entire screen flips like paper as both it and your character become flipped ink blots. Another room has them being placed in a room with a bunch of mounted animal heads on a wall; one button causes them to go inside the wall and cause their butts to appear and wave at you and another one converts them into legs with pantyhose on them! Even some buttons cause Big Lipped Alligator Moments (not like the game is just a giant one) and cause characters, such as the devil and an angel, to talk to you, and some switches are booby-trapped and cause you to destroy completely unrelated monuments within the world!
The Parappa The Rapper series. Especially the toilet rap in the first game. Also, Um Jammer Lammy, an off-shoot in the Parappa the Rapper series, is a giant trip. Very little of the game makes sense. Nonsensical moments include Lammy being Mistaken for Pregnant after eating too much pizza and being taken to a maternity ward run by a giant big-bosomed caterpillar who keeps vomiting, to Lammy's demise, and Lammy's famed catchphrase, "MY GUITAR IS IN MY MIND!"
Parodius. The series was created by Konami as a parody of their own series, Gradius. Just one of many examples is the first boss in one of the games: a panda bear wearing a pink tutu with a pink (quacking) duck's head sticking out of the top of its head.
Patapon. You're the god of a tribe of eyeball people, which you must command into battle against other tribes of eyeball people by drumming four sacred, colored drums, so they can reach their ultimate objective; IT, which is located at the end of the Earth and no one knows what it is, but is said to grant eternal happiness. Along the way, you deal with masks with great powers that wipe out memories when worn; giant multicolored easter eggs with several Sealed Good in a Can inside, including a princess and the core of the world; massive Eldritch Abominations with a second head on their stomach; star-shaped people that drop money from their body, demons, bird-riding people, and overweight djinns and Fungus Humongous that chuck rocks. Yep, not made on drugs indeed.
Oddly enough, Pokémon HeartGold and SoulSilver, at least when compared to the rest of the series (and most notably, the games that they are a remake of). Some of the dialogue is just... well... comparable to the type of stuff found in theMetal Gear Solid series. Other things involve rematches in which a trainer's team is oddly unbalanced in terms of levels, a trainer with three level 50+ Metapod (who also reveals in the post-battle conversation that he initially mistook you for a giant Venonat), and a man who seems downright mentally unstable (see: Crowning Moment of Funny). There are also the elevators. There's one elevator in the Olivine Lighthouse, which goes all the way to the top. However, the area you need to get to is locked from the inside, so you have to climb the stairs. The stairs...do not go all the way to the top, at least not directly. You have to jump out of a fourth-story window to land on a third-story balcony in order to progress. Then there's the elevators at the Celadon Condominiums. There are two, one that only goes to the second floor and the roof, and one that goes to the first and third floors, but not the second floor, and to a different part of the roof. Both the second and third floor have doors for both elevators, with a sign over the doors to the elevator that doesn't stop at that floor telling you this. In the same games there's also this, quite possibly the most trippy thing in any game, ever.
Also, the Kimono Girls. Especially the last two you meet. Later, they help you summon the legendary Pokémon, in a cutscene that appears to have been dreamed up by Hayao Miyazaki.
Generation VII seems to be taking Pokémon Heart Gold and Soul Silver's crown as the weirdest main series game to date. At first, there were some mild things that were a little off from the standard Pokémon games, from regional variants to a lack of gyms to odd Pokémon names, but what really makes Sun and Moon weird are Type: Null (that's the Pokémon's actual name, although it's justified in-game as it's a failed experiment that was supposed to be called "Type: Full", which itself a project designed by the Aether Foundation to fight against Ultra Beasts along with using a specialized RKS System* (an ability that allows it to change its type depending on what memory it's holding), but ended up going berserk when it was inserted, causing it to be scrapped) and Ultra Beasts. The former is a weird amalgamation of God knows what, and the latter are... well... see for yourself. And that's before we get to the individual species themselves. The starters and first few Com Mons don't seem so bad, but it gets a lot weirder from then on. We have a literal charger (or a train or bus depending on how you see it), a wreath, a sand castle (one that brainwashes people and steals souls, no less), a submarine mixed with an anchor... and those are the least weird. One even seems to be literally based on psychedelic mushrooms (alongside its malevolent behavior), and another looking like geometric shapes from an LSD trip.
That's also not getting onto the Ultra Beasts, which are absolutely bizarre creatures that verge on Eldritch Abomination territory, even for Pokemon! The most notable example would be UB-01 Symbiont (also known as Nihilego), which slowly acts like a parasite that feeds off its own victims with notable side effects on them (including Aether President Lusamine, who actually reaches the point where she fuses with one and almost attacks her child!).
Pokémon: Red, White & Blue, a sequel to PETA's Pokémon parody Pokémon Black and Blue, features the revelation that McDonald's mascot Grimace was actually a rare Pokémon enslaved by McDonald's as part of their agenda to convince children to eat their food. This is a rather bizarre premise even if you're willing to ignore the fact that Grimace made his debut 25 years before the first Pokémon game was released.
Psychonauts, with its concept of going into peoples heads and the extremely bizarre things you find in there. Its particularly prominent with The Milkman Conspiracy and the Meat Circus.
Pu·Li·Ru·La, especially the third stage, described in one Let's Play as "the closest thing to a drug-fueled hallucination you can ever get without actually taking drugs," which includes a random appearance by a literal pink elephant. Hardcore Gaming 101 speculates that one of the background figures in that stage was a drunken staff member.
Rayman. The bosses include a giant mosquito, a big saxophone with eyes, a man made of stone, and —best of all— a woman named "Space Mama" who travels around in a washing machine wearing a viking hat and wielding a rolling pin that shoots Frickin' Laser Beams. Also, the final few levels take place in a world made entirely out of candy.
The Rayman Origins level where you get swallowed by a dragon counts. The dragon's insides are inhabited by green monsters wielding toilet plungers, its heartburn is fire, and its intestines go upwards and up through its mouth!
Rez, although the basic concept behind the game is to invoke synesthesia, a feeling of all one's senses blurring together, which has been reportedly experienced by people who've taken LSD. Rez is also allegedly inspired by the works of Wassily Kandinsky.
Roll Away (AKA Kula World / Kula Quest) - A game where you play as a beach ball and have to collect items and keys to finish the levels. You have to roll across platforms hundreds of feet in the air, with psychedelic colored sky, and the ability to roll onto any side of the platform. Across nearly 200 levels. It may well be one of the most trippy video games ever made.
Samba de Amigo. Not so much the concept (though some of the characters are very weird), but the backgrounds are very psychedelic and often downright trippy.
Siren: Blood Curse will make you ask that at least once. Earlier games in the Siren series definitely had a few moments (such as fighting a giant disembodied and screaming head) but this game takes it up a notch. There are half-insect shibito flying around on lacy wings. Shibito that have heads that look like giant maggots standing on their ends. Closets with large disembodied heads that scream at you if you open them up. But what takes the cake is the final boss. You fight it in a trippy arena of swirling and shifting colors that would not look out of place at all at an Iron Butterfly concert. The boss is a stripey, multicolored insect-like creature that shifts its form by flying apart and coming back together into various strange shapes. And you defeat it by using the blue flames of a magic cube and a sacred samurai sword. And you have to keep track of it by sightjacking (essentially going into someones head to see through their eyes) your invisible, dead friend.
Slash'EM Extended, where one of the first things the player sees are colorful rooms and hallways, sometimes changing colors whenever the screen updates. You can also have weird interactions with monsters, e.g. throwing a torpedo at an old man who is trying to whack you with a boot, or encountering a dog that's capable of zapping a wand of fire at you. But the crowning moment would be the hallucination status effect, which randomizes the colors of everything on the screen. Certain items and traps can also cause parts of the screen to randomly change colors, including one that puts colorful garbage strings on your status line and one that colors every menu item (including items in the player's inventory) differently at random.
The original Genesis games are strange, and that's before the series got increasingly complicated. Superpowered colorful anthropomorphic animals rescue tiny, more realistic animals from being used as living power sources for robots built by an oddly-dressed mad scientist shaped like an egg. The superpowered critters travel through odd environments featuring such things as gigantic hovering slot machines, pinball bumpers and flippers, checkerboard-patterned ground, and hovering checkerboard-patterned cannons. They collect magical rings that can protect them from most injuries and magic rocks that can grant Super Mode, and break open TVs to gain various items. They can also be transported to very surreal pocket dimensions by jumping through giant rings or circles of sparkles, and these pocket dimensions include a rotating maze, a half-pipe full of rings and spiky bombs, checkerboard planetoids covered in small spheres (some of which turn into rings), another giant hovering slot machine, a giant gumball machine, and a room full of glowing spheres with their own gravitational fields. And the villain builds a Death Star knockoff in his image, which crash-lands on a flying island multiple times.
Sonic Shuffle, Sega's answer to Mario Party. The story involves the main four having to save Maginaryworld, the world of dreams, by obtaining the Precioustones scattered around game boards. Being a world of dreams definitely lends itself to oddness. Just like Mario Party, you play mini-games every now and then, the weirdest one definitely being "Sonic Cooking", in which Player 1 controls a giant frying pan, and Players 2-4 must avoid being burnt by the flames. It has to be seen to be believed. Another one of the countless bizarre things in the game is the one creature you can pick up from landing on a certain space on the game board, that will eat itself after a while.
The Sega 32X platformer Tempo is one of the strangest games ever. You play as an anthro grasshopper that looks more like a child in an insect costume, and he goes to many strange places while being filmed for a TV show, such as (what looks like) the inside of a CD player that has insects endlessly dancing in the background, a fuzzy white beast that has living cheeseburgers and multiple hearts inside it, a Christmas-themed winter wonderland, a circus, and more. And then the bosses are weird too, you fight living boxing gloves, headphones, boots, and more (a few of the bosses don't even have anything to do with the level you just finished, such as the boxing glove one, which you fight after finishing the Womb Level). Also, the American box art is weird too, and has nothing to do with the game whatsoever. Get this: The box art shows a mutant human/insect crossbreed wearing a headset, sunglasses, and a scaly reptile-like suit, holding a musical note in one hand, and kicking a red squid-like alien in the face.
All of the ToeJam & Earl games qualify. The plot is simple enough: aliens crash-land on Earth, reassemble their spaceship, go back home, find out they accidentally brought a bunch of hitchhikers with them on the outside of their spaceship, send the hitchhikers back to Earth, then go back to Earth themselves a couple times. But the aliens are parodies of hip-hop culture, hostile Earthlings they face include a man with a lawnmower, chickens with tomato cannons, Cupid, the bogey man and a phantom teleporting ice cream truck, and they attack Earthlings by flinging tomatoes at them until they pop like balloons. Items - including said tomatoes, as well as various other things such as spring shoes, root beer and instant death - can be found as presents throughout the levels; additional ones can be obtained by stealing from Santa's bag, after which he will fly away using his jetpack. A man in a carrot suit will identify your items for a price, and an opera singer pops nearby enemies by singing...
Tomak: Save The Earth. It's a love story, apparently, but you must grow, uh, a love goddess that manifests as a...head on a pot. Just...try to watch this commercial and see if you can make any heads or tails out of it.
Touch Detective. Zombielike denizens that are the "normal" inhabitants, a robot butler, walking fungi, a Dream Land accessed via microwaved mushrooms, and the Cornstalker. It makes the Funny Animals look normal and the humans out of place.
A literal example is from Touhou in the form of Imperishable Night, which was partially designed while ZUN was drunk. It is noticeable in that it's the easiest game in the series. Though that's not saying much.
Twisted Metal. Not only is this a trip, it's a pure nightmare trip. Yet David Jaffe claims he doesn't use drugs - he's just really immature.
Ufouria (and by extension its original Japanese version, Hebereke) is an obscure NES game, where, among other things: One of the main characters attacks by knocking his eyeballs out of his head with a wooden mallet and letting them fly out to enemies, you climb giant trails of drool in order to get to higher places, the world's rivers are controlled by a giant faucet, and one of your allies is a wingless bird who flies via means of a propeller cap and who carries you around on a rope. And it can be seen in a Let's Playon this very site.
Ultima Underworld II featured mushrooms that distorted your vision; potions that made the colour map go crazy; levitating brain creatures which would attack your mind with a similar effect; and a plant which, when eaten before sleeping, would send you to a bizarre dreamworld full of bright colours and strange imagery. Later in the game, the player would arrive in this world consciously.
World of Goo. Essentially it's Lemmings (which, by the way, arouses several questions on its own accord). But instead of lemmings there are various living multicoloured lumps of, well, goo with eyes. And they build intricate web-like structures out of themselves so that their more lucky... comrades?... siblings?... could reach a discharge pipe and be sucked in it. And there are flying lumps of goo that can reverse time. And the major goal for the goos is to leave the planet and fly away. And a part of their journey lies in digital environment. And all the excessive goos are stored in a special realm for you to build a highest possible tower out of them. And all of this is one huge Take That! at consumerism.
Yume Nikki. A girl with no past, no backstory whatsoever, lives in a flat with no other people or explanation. The building is only as wide as the flat, and she's a Hikikomori. She keeps a dream diary full of terrors. The scary thing? The creator "Kikiyama" could be a boy, a girl, a smoker, an alcoholic, could take drugs, could be anything. Kikiyama wasn't even in Japan during the 2011 earthquake.
A major accusation about the development of BlazBlue: Central Fiction by fans is "What is Mori smoking?!" Considering how bizarre and out-of-this-world the plot had become, this is a pretty serious accusation.
The rebooted Blaster Master games have their own share of mindfuckery that makes you question the scenario designers.
Zero gives us Area 9 — the place has a strange aurora-like glow in the background as you traverse inverted-color areas with the SOPHIA Zero, water physics are out to lunch in several areas, the dungeon areas have nothing but bosses to fight, and it all ends with a massive ship's cannon interwoven with mutant flesh tendrils that you have to pass through and short out all to fight the final boss — an infested SOPHIA III.
If Planet Stranga from Zero II is based on Trip World, then the plants must be incredibly potent hallucinogens. The planet has water physics on a permanent lunch break, the mutants are either freshly teleported in or completely pacified due to the atmosphere and plants fucking with them instead of the other way around, lotus pads sprout large and meaty legs, the insects eat cannon fire for days but die in one hit from Jason's blaster... long story short, it says a lot about the planet when a well-endowed girl with a flower pot for a head is the sanest native thing on it. Even the planetoids in local space move erratically in comparison with every other area in the game, and the boss mutant is on one of those instead of Stranga itself!