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* ''Metal Morph'' for SNES is a very rare entry for Origin (of ''Franchise/{{Ultima}}'' fame) in the field of console action games, and playing it shows why. The game is about a being composed of living metal traveling into a wormhole and being captured by evil aliens who want to replicate his morphing ability to invade our universe. It's actually divided into platform sections, where the hero can turn into living metal a la [[Film/Terminator2JudgmentDay T2]] to avoid being hit and travel into pipes, and third-person space shooter sections making use of the SNES' Mode 7. As [[http://www.hardcoregaming101.net/kusoge/kusoge-metalmorph.htm this article]] shows, the former are frustrating because of the convoluted level layouts, drab graphics, abundance of unlabeled switches and the uncanny ability of the enemies to shoot us the exact moment we're out of the mostly invincible living metal form (and we're also an OneHitPointWonder). The latter are pretty much unplayable and feature headache-inducing flashing textures for the planets' sky and surfaces. The controls are bad, the music is bad, the graphics are bad and, if you somehow manage to complete it, [[CruelTwistEnding the ending]] shows that some traitor sold the aliens the secret of the metal morphing, making all the rest of the game totally pointless.

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* ''Metal Morph'' for SNES is a very rare entry for Origin (of ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' fame) in the field of console action games, and playing it shows why. The game is about a being composed of living metal traveling into a wormhole and being captured by evil aliens who want to replicate his morphing ability to invade our universe. It's actually divided into platform sections, where the hero can turn into living metal a la [[Film/Terminator2JudgmentDay T2]] to avoid being hit and travel into pipes, and third-person space shooter sections making use of the SNES' Mode 7. As [[http://www.hardcoregaming101.net/kusoge/kusoge-metalmorph.htm this article]] shows, the former are frustrating because of the convoluted level layouts, drab graphics, abundance of unlabeled switches and the uncanny ability of the enemies to shoot us the exact moment we're out of the mostly invincible living metal form (and we're also an OneHitPointWonder). The latter are pretty much unplayable and feature headache-inducing flashing textures for the planets' sky and surfaces. The controls are bad, the music is bad, the graphics are bad and, if you somehow manage to complete it, [[CruelTwistEnding the ending]] shows that some traitor sold the aliens the secret of the metal morphing, making all the rest of the game totally pointless.
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* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite there not being a Felix 1 or 2]]) is an NES bootleg game created by the obscure Chinese game company Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional, very short range boxing attack with a useless charge attack that'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' Felix if he doesn't collect power-ups-—he's a OneHitPointWonder in his default form, and even if he does collect power-ups, he has no MercyInvincibility, and certain enemies and the two boss fights can exploit this by trapping Felix in place, whittling down his power-ups until he dies, [[ContinuingIsPainful and you lose all of your power-ups if you fall into a pit anyway]]. On top of that, Felix has very stiff jumping controls (he has a very short jump that you have to use while walking or it'll be just too short to cross certain chasms), and if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him (which is a bad thing in a game with lots of BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, often leading you plunging into a pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''offscreen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). To top it all off, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage, and he can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added (just before the exit, in fact) to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]

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* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite there not being a Felix 1 or 2]]) is an unlicensed NES bootleg game created and released by the obscure Chinese game company Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional, very short range boxing attack with a useless charge attack that'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' Felix if he doesn't collect power-ups-—he's a OneHitPointWonder in his default form, and even if he does collect power-ups, he has no MercyInvincibility, and certain enemies and the two boss fights can exploit this by trapping Felix in place, whittling down his power-ups until he dies, [[ContinuingIsPainful and you lose all of your power-ups if you fall into a pit anyway]]. On top of that, Felix has very stiff jumping controls (he has a very short jump that you have to use while walking or it'll be just too short to cross certain chasms), and if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him (which is a bad thing in a game with lots of BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, often leading you plunging into a pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''offscreen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). To top it all off, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage, and he can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added (just before the exit, in fact) to rub salt in the wound. And besides the utter lack of effort put into the gameplay, the graphics are jerky and ugly, and the music ranges from bland to obnoxious. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose Goose, with the words "The End" hanging over them.]]
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* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite there not being a Felix 1 or 2]]) is an NES bootleg game created by the obscure Chinese game company Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional, very short range boxing attack with a useless charge attack that'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' Felix if he doesn't collect power-ups-—he's a OneHitPointWonder in his default form, and even if he does collect power-ups, he has no MercyInvincibility, and certain enemies and the two boss fights can exploit this by trapping Felix in place, whittling down his power-ups until he dies, [[ContinuingIsPainful and you lose all of your power-ups if you fall into a pit anyway]]. On top of that, Felix has very stiff jumping controls (he has a very short jump that you have to use while walking or it'll be just too short to cross certain chasms), and if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him, often in spots with BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst level in the game when it comes to this, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, often leading you plunging into a pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''offscreen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). To top it all off, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage, and he can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added (just before the exit, in fact) to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]

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* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite there not being a Felix 1 or 2]]) is an NES bootleg game created by the obscure Chinese game company Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional, very short range boxing attack with a useless charge attack that'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' Felix if he doesn't collect power-ups-—he's a OneHitPointWonder in his default form, and even if he does collect power-ups, he has no MercyInvincibility, and certain enemies and the two boss fights can exploit this by trapping Felix in place, whittling down his power-ups until he dies, [[ContinuingIsPainful and you lose all of your power-ups if you fall into a pit anyway]]. On top of that, Felix has very stiff jumping controls (he has a very short jump that you have to use while walking or it'll be just too short to cross certain chasms), and if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him, often him (which is a bad thing in spots a game with lots of BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst level in the game when it comes to this, worst, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, often leading you plunging into a pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''offscreen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). To top it all off, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage, and he can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added (just before the exit, in fact) to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite there not being a Felix 1 or 2]]) is an NES bootleg game created by the obscure Chinese game company Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional boxing glove attack with a useless charge attack that It'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' Felix if he doesn't collect power-ups-—he has no MercyInvincibility (the two boss fights can even exploit this by trapping Felix in place, whittling down his power-ups until he dies), [[ContinuingIsPainful and you lose all of your power-ups on falling into a pit anyway]]. On top of that, Felix has very stiff jumping controls (he has a very short jump, and if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him, often in spots with BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst level in the game when it comes to this, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, often leading you plunging into a pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''offscreen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). To top it all off, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage, and he can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added (just before the exit, in fact) to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]

to:

* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite there not being a Felix 1 or 2]]) is an NES bootleg game created by the obscure Chinese game company Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional barely-functional, very short range boxing glove attack with a useless charge attack that It'll that'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' Felix if he doesn't collect power-ups-—he power-ups-—he's a OneHitPointWonder in his default form, and even if he does collect power-ups, he has no MercyInvincibility (the MercyInvincibility, and certain enemies and the two boss fights can even exploit this by trapping Felix in place, whittling down his power-ups until he dies), dies, [[ContinuingIsPainful and you lose all of your power-ups on falling if you fall into a pit anyway]]. On top of that, Felix has very stiff jumping controls (he has a very short jump, jump that you have to use while walking or it'll be just too short to cross certain chasms), and if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him, often in spots with BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst level in the game when it comes to this, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, often leading you plunging into a pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''offscreen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). To top it all off, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage, and he can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added (just before the exit, in fact) to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite not being a Felix 1 or 2]]) is an NES Chinese bootleg game created by Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional boxing glove attack with a useless charge attack that It'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' unarmored Felix—he has no MercyInvincibility (the two boss fights can even exploit this by trapping Felix in place, whittling down his power-ups until he dies), [[ContinuingIsPainful and you lose all of your power-ups on dying]]. On top of that, Felix has very stiff jumping controls (if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him, often in spots with BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst level in the game when it comes to this, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, which can often lead to you plunging into a bottomless pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''unseen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). Oh, and to add insult to injury, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage and can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]

to:

* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite there not being a Felix 1 or 2]]) is an NES Chinese bootleg game created by the obscure Chinese game company Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional boxing glove attack with a useless charge attack that It'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' unarmored Felix—he Felix if he doesn't collect power-ups-—he has no MercyInvincibility (the two boss fights can even exploit this by trapping Felix in place, whittling down his power-ups until he dies), [[ContinuingIsPainful and you lose all of your power-ups on dying]]. falling into a pit anyway]]. On top of that, Felix has very stiff jumping controls (if (he has a very short jump, and if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him, often in spots with BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst level in the game when it comes to this, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, which can often lead to leading you plunging into a bottomless pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''unseen ''offscreen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). Oh, and to add insult to injury, To top it all off, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage CollisionDamage, and he can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added (just before the exit, in fact) to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]
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Adding Dragon Co's Felix the Cat bootleg game, which definitely belongs on this list.

Added DiffLines:

* ''VideoGame/FelixTheCatByDragonCo'' (AKA ''Felix the Cat 3'', [[UnInstallment despite not being a Felix 1 or 2]]) is an NES Chinese bootleg game created by Creator/DragonCo and released in '''1998''' (years after both the NES ''and'' the SNES had been discontinued), and an utterly atrocious platformer. While it's thematically similar to the [[NoProblemWithLicensedGames very good]] [[VideoGame/FelixTheCat 1992 licensed game]] made by Creator/HudsonSoft, it manages to get every aspect of what made it fun wrong. Like many bootleg games, [[NintendoHard its very hard]], but [[FakeDifficulty for all of the wrong reasons]]; for starters, Felix can [[CameraScrew only see a couple feet ahead of him]], and many levels have bottomless pits or platforms with enemies on them just offscreen with few or any chances to prepare yourself for them [[TrialAndErrorGameplay except by memorization]]. Felix's default form has a barely-functional boxing glove attack with a useless charge attack that It'll lock Felix in place for a few seconds and have him charge up a bigger punch if you try to punch ''while moving'', which leaves him a sitting duck for enemy attacks. To make matters worse, the game flat out '''hates''' unarmored Felix—he has no MercyInvincibility (the two boss fights can even exploit this by trapping Felix in place, whittling down his power-ups until he dies), [[ContinuingIsPainful and you lose all of your power-ups on dying]]. On top of that, Felix has very stiff jumping controls (if you so much as walk off a platform without jumping, Felix will sink like a rock and you lose any mid-air control over him, often in spots with BottomlessPits, too) and the terrible level designs are ''not'' conductive to this or any of the other control or design problems--[[EarlyGameHell the first world is unreasonably difficult]] due to the clunky controls and nasty enemy and platform placement, and the sixth is probably the worst level in the game when it comes to this, mainly because of the sheer amount of times it can blindside you due to obscuring enemies offscreen and making you take many blind jumps to reach the right platform, which can often lead to you plunging into a bottomless pit. The game even has the nerve to use [[PowerUpFood milk bottles]] [[FollowTheMoney to guide you to a platform offscreen]], but they'll often be platforms with ''unseen enemies on them too'' ([[HitboxDissonance which have bigger hitboxes than their sprites let on]]). Oh, and to add insult to injury, you get an [[AnticlimaxBoss absolutely pathetic final boss]] who tries to attack you solely with CollisionDamage and can be killed in ''seconds'' if you have power-ups on hand, with a KaizoTrap pit directly after your fight with him added to rub salt in the wound. Oh, and your reward for beating the game? [[AWinnerIsYou A screen of Felix hugging his friend Goldie Goose with the words "The End" hanging over them.]]
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* ''Super Maruo'' for UsefulNotes/{{NES}} is a terrible unlicensed pornografic game, that has nothing to do with Mario. The gameplay consists of one screen, where our titular character needs to catch a woman while avoiding the dog, each time he does that, awfuly drawn picture of naked woman appears on the screen.

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* ''Super Maruo'' for the UsefulNotes/{{NES}} is a terrible unlicensed pornografic pornographic game, that has nothing to do with Mario. The gameplay consists of one screen, where our titular character needs to catch a woman while avoiding the dog, each time he does that, awfuly awfully drawn picture of naked woman appears on the screen.

Added: 1668

Removed: 1668

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* ''Bill and Ted's Excellent Video Game Adventure'' is a godawful mess of a game where the main gameplay consists of randomly jumping into things like bushes/rocks/fences, etc in order to find objects to return to people in their proper time. There's no map to help you (unless you've got ''Magazine/NintendoPower'', and even then it's kind of vague) figure out where they are, so you can easily spend an hour jumping into stuff and not find a damn thing. To top it off, the controls are shit; the game is in an isometric perspective, ambitious for an NES game admittedly but executed dreadfully. You can't walk on grass (most of the time) so you have to follow a path, and you can only go faster with this awkward jump; if you get stuck on grass (easy to do since the path has so many turns) it's tedious to get back off, and throwing weapons at enemies is terribly awkward. Plus, in order to even begin a level, you have to go through a tedious process--first, flip the page of the phone book to the famous historical person's phone number, then manually dial the number, then go to a time circuit, which is completely pointless, not to mention confusing, as dialing the last number in most circuits is a major GuideDangIt in itself which most players would never guess. WebVideo/TheAngryVideoGameNerd, who's reviewed many a crappy Creator/{{LJN|Toys}}[=/=]Acclaim licensed game, [[http://www.youtube.com/watch?v=1A5B8fXp0aU opined in his review]] that ''Bill & Ted'' is easily the worst of them all. Even [[WebVideo/CygnusDestroyer the LJN Defender]] [[https://www.youtube.com/watch?v=OM5zkwHW69U&t=0s couldn't really defend this game]], despite trying his hardest.



* ''Bill and Ted's Excellent Video Game Adventure'' is a godawful mess of a game where the main gameplay consists of randomly jumping into things like bushes/rocks/fences, etc in order to find objects to return to people in their proper time. There's no map to help you (unless you've got ''Magazine/NintendoPower'', and even then it's kind of vague) figure out where they are, so you can easily spend an hour jumping into stuff and not find a damn thing. To top it off, the controls are shit; the game is in an isometric perspective, ambitious for an NES game admittedly but executed dreadfully. You can't walk on grass (most of the time) so you have to follow a path, and you can only go faster with this awkward jump; if you get stuck on grass (easy to do since the path has so many turns) it's tedious to get back off, and throwing weapons at enemies is terribly awkward. Plus, in order to even begin a level, you have to go through a tedious process--first, flip the page of the phone book to the famous historical person's phone number, then manually dial the number, then go to a time circuit, which is completely pointless, not to mention confusing, as dialing the last number in most circuits is a major GuideDangIt in itself which most players would never guess. WebVideo/TheAngryVideoGameNerd, who's reviewed many a crappy Creator/{{LJN|Toys}}[=/=]Acclaim licensed game, [[http://www.youtube.com/watch?v=1A5B8fXp0aU opined in his review]] that ''Bill & Ted'' is easily the worst of them all. Even [[WebVideo/CygnusDestroyer the LJN Defender]] [[https://www.youtube.com/watch?v=OM5zkwHW69U&t=0s couldn't really defend this game]], despite trying his hardest.
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* ''Super Maruo'' for UsefulNotes/{{NES}} is a terrible unlicensed pornografic game, that has nothing to do with Mario. The gameplay consists of one screen, where our titular character needs to catch a woman while avoiding the dog, each time he does that, awfuly drawn picture of naked woman appear on the screen.

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* ''Super Maruo'' for UsefulNotes/{{NES}} is a terrible unlicensed pornografic game, that has nothing to do with Mario. The gameplay consists of one screen, where our titular character needs to catch a woman while avoiding the dog, each time he does that, awfuly drawn picture of naked woman appear appears on the screen.
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Added DiffLines:

* ''Super Maruo'' for UsefulNotes/{{NES}} is a terrible unlicensed pornografic game, that has nothing to do with Mario. The gameplay consists of one screen, where our titular character needs to catch a woman while avoiding the dog, each time he does that, awfuly drawn picture of naked woman appear on the screen.
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wrong tense, bub.


* ''VideoGame/TheAdventuresOfNinjaNannyAndSherrlochSheltie'' can be easily described as [[MindScrew an edutainmant game]][[WhatDoYouMeanItsNotMadeOnDrugs on drugs]] that hilariously failed at being educational. The graphics are very crude and look like they're drawn by a bored kid on MS Paint and Power Point, the sound design is badly compressed and [[SensoryAbuse loud beyond belief]], the "scenes" happen via annoyingly small pop-up windows with blurry AVI files, the interactivity is similar to early interactive encyclopedias, which poorly fits the type of game, and features voiceover that sounds like it's recorded in one take and with a cheap mic. The story makes no sense whatsoever, changing setting every second, and whatever expalation ''to'' the story is exposed with [[WallOfText walls of text]]. Apparently, this is one of two games developed by Silicon Alley, which vanished from existence after making this broken mess.

to:

* ''VideoGame/TheAdventuresOfNinjaNannyAndSherrlochSheltie'' can be easily described as [[MindScrew an edutainmant game]][[WhatDoYouMeanItsNotMadeOnDrugs game]] [[WhatDoYouMeanItWasntMadeOnDrugs on drugs]] that hilariously failed at being educational. The graphics are very crude and look like they're drawn by a bored kid on MS Paint and Power Point, the sound design is badly compressed and [[SensoryAbuse loud beyond belief]], the "scenes" happen via annoyingly small pop-up windows with blurry AVI files, the interactivity is similar to early interactive encyclopedias, which poorly fits the type of game, and features voiceover that sounds like it's recorded in one take and with a cheap mic. The story makes no sense whatsoever, changing setting every second, and whatever expalation ''to'' the story is exposed with [[WallOfText walls of text]]. Apparently, this is one of two games developed by Silicon Alley, which vanished from existence after making this broken mess.

Changed: 213

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* ''VideoGame/TheAdventuresOfNinjaNannyAndSherrlochSheltie'' is a [[MindScrew rather bizarre]] and hilariously failed attempt at an educational PC game. The graphics are very crude and look like they're drawn by a bored kid on MS Paint and Power Point, the sound design is badly compressed and [[SensoryAbuse loud beyond belief]], the "scenes" happen via annoyingly small pop-up windows with blurry AVI files, and features voiceover that sounds like it's recorded in one take and with a cheap mic. The story makes no sense whatsoever, changing setting every second, and whatever expalation ''to'' the story is exposed with [[WallOfText walls of text]]. Apparently, this is one of two games developed by Silicon Alley, which vanished from existence after making this broken mess.

to:

* ''VideoGame/TheAdventuresOfNinjaNannyAndSherrlochSheltie'' is a can be easily described as [[MindScrew rather bizarre]] and an edutainmant game]][[WhatDoYouMeanItsNotMadeOnDrugs on drugs]] that hilariously failed attempt at an educational PC game. being educational. The graphics are very crude and look like they're drawn by a bored kid on MS Paint and Power Point, the sound design is badly compressed and [[SensoryAbuse loud beyond belief]], the "scenes" happen via annoyingly small pop-up windows with blurry AVI files, the interactivity is similar to early interactive encyclopedias, which poorly fits the type of game, and features voiceover that sounds like it's recorded in one take and with a cheap mic. The story makes no sense whatsoever, changing setting every second, and whatever expalation ''to'' the story is exposed with [[WallOfText walls of text]]. Apparently, this is one of two games developed by Silicon Alley, which vanished from existence after making this broken mess.
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None


** The "game" was presumably made by people who know very little about programming: In fact, there is a separate launcher for ''every single part of the game'', with the first one titled "BEGIN HERE". [[https://www.youtube.com/watch?v=xSxaUHT3yoI LGR]] reviews this, and even he is baffled by its sheer nonsense. Main/{{Vinesauce}} also streamed it [[https://www.youtube.com/watch?v=M6bFYaxEdug here]], and he considered it to be a huge mistake on his end.

to:

** The "game" was presumably made by people who know very little about programming: In fact, there is a separate launcher for ''every single part of the game'', with the first one titled "BEGIN HERE". [[https://www.youtube.com/watch?v=xSxaUHT3yoI LGR]] reviews this, and even he is baffled by its sheer nonsense. Main/{{Vinesauce}} WebVideo/{{Vinesauce}} also streamed it [[https://www.youtube.com/watch?v=M6bFYaxEdug here]], and he considered it to be a huge mistake on his end.
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** The "game" was presumably made by people who know very little about programming: In fact, there is a separate launcher for ''every single part of the game'', with the first one titled "BEGIN HERE". [[https://www.youtube.com/watch?v=xSxaUHT3yoI LGR]] reviews this, and even he is baffled by its sheer nonsense.

to:

** The "game" was presumably made by people who know very little about programming: In fact, there is a separate launcher for ''every single part of the game'', with the first one titled "BEGIN HERE". [[https://www.youtube.com/watch?v=xSxaUHT3yoI LGR]] reviews this, and even he is baffled by its sheer nonsense. Main/{{Vinesauce}} also streamed it [[https://www.youtube.com/watch?v=M6bFYaxEdug here]], and he considered it to be a huge mistake on his end.
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None


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* ''SQIJ!'' was released on the Commodore 16, UsefulNotes/Commodore 64 and UsefulNotes/ZX Spectrum. The former two versions are bad on their own, but the ZXSpectrum version [[PortingDisaster cranks the shittiness up to eleven.]]. While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labelnote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail therefore failing to register any player input at all]][[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.

to:

* ''SQIJ!'' was released on the Commodore 16, UsefulNotes/Commodore 64 UsefulNotes/Commodore64 and UsefulNotes/ZX Spectrum.UsefulNotes/ZXSpectrum. The former two versions are bad on their own, but the ZXSpectrum version [[PortingDisaster cranks the shittiness up to eleven.]]. While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labelnote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail therefore failing to register any player input at all]][[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.
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Added info


* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labelnote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail therefore failing to register any player input at all]][[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.

to:

* ''SQIJ!'' for was released on the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond Commodore 16, UsefulNotes/Commodore 64 and UsefulNotes/ZX Spectrum. The former two versions are bad on their own, but the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] ZXSpectrum version [[PortingDisaster cranks the shittiness up to eleven.]]. While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labelnote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail therefore failing to register any player input at all]][[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.
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None


** ''SQIJ'' was one of the first Spectrum games to attain true infamy for its low quality. In his book, Creator/StuartAshen mentions it as ''the'' worst game he has ever played, and the comp.sys.sinclair Usenet group named its annual StylisticSuck competition after it. It's currently the lowest rated game on the [[http://www.worldofspectrum.org/worstgames.html World of Spectrum Bottom 100]], with nary a word of praise to be seem. As a side note, the game itself is illegal to own or distribute. It's written not in machine code (as Spectrum programmers were expected to), but in BASIC. And not even the Spectrum's built-in BASIC, but a proprietary dialect of it called Laser BASIC that compiled into machine code more efficiently than the built-in version and some other shortcuts. The game was distributed uncompiled, with a copy of the entirety of Laser BASIC (a £65 utility) still in it! [[ArsonMurderAndJaywalking And to top it off]], [[https://www.youtube.com/watch?v=Oahxwu8kbd0 the song on the cassette's B-side is utterly hideous.]]

to:

** ''SQIJ'' was one of the first Spectrum games to attain true infamy for its low quality. In his book, Creator/StuartAshen mentions it as ''the'' worst game he has ever played, and the comp.sys.sinclair Usenet group named its annual StylisticSuck competition after it. It's currently the lowest rated game on the [[http://www.worldofspectrum.org/worstgames.html World of Spectrum Bottom 100]], with nary a word of praise to be seem. As a side note, the game itself is technically illegal to own or distribute. It's written not in machine code (as Spectrum programmers were expected to), but in BASIC. And not even the Spectrum's built-in BASIC, but a proprietary dialect of it called Laser BASIC that compiled into machine code more efficiently than the built-in version and some other shortcuts. The game was distributed uncompiled, with a copy of the entirety of Laser BASIC (a £65 utility) still in it! [[ArsonMurderAndJaywalking And to top it off]], [[https://www.youtube.com/watch?v=Oahxwu8kbd0 the song on the cassette's B-side is utterly hideous.]]
Is there an issue? Send a MessageReason:
added link.


It doesn't end there. Cutscenes, even ones that are supposed to take place in castles, are composed of WallsOfText between people standing in some field. Sprites are poorly made — only cloak color differentiates the hobbits from each other, and no one but Gimli and Gandalf looks any different from the generic [=NPCs=]. The cities look like any other part of the world, except they have lazily designed houses in them. And at the end? You fight the Balrog, using the horrendous control scheme which causes you to either control every member of your party at once or let them wander around and die — not that it matters, as the fight is more or less {{Unwinnable}} anyway. There are noticeable loading times between areas despite this game being on the SNES. The game's sole redeeming point is its beautiful music... but it only has three tracks, and one of them is reserved for the title screen. Now here's [[https://www.youtube.com/watch?v=ff1dBjHP528 Lost in the Warp Pipe]] to tell you about it.

to:

It doesn't end there. Cutscenes, even ones that are supposed to take place in castles, are composed of WallsOfText between people standing in some field. Sprites are poorly made — only cloak color differentiates the hobbits from each other, and no one but Gimli and Gandalf looks any different from the generic [=NPCs=]. The cities look like any other part of the world, except they have lazily designed houses in them. And at the end? You fight the Balrog, using the horrendous control scheme which causes you to either control every member of your party at once or let them wander around and die — not that it matters, as the fight is more or less {{Unwinnable}} anyway. There are noticeable loading times between areas despite this game being on the SNES. The game's sole redeeming point is its beautiful music... but it only has three tracks, and one of them is reserved for the title screen. Now here's [[https://www.youtube.com/watch?v=ff1dBjHP528 Lost in the Warp Pipe]] and [[https://www.youtube.com/watch?v=ITlK5as1YK4 PeanutButterGamer]] to tell you about it.
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* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labenote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, therefore failing to register any player input at all[[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.

to:

* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labenote:*]]The [[labelnote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail therefore failing to register any player input at all[[/labelnote]], all]][[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.
Is there an issue? Send a MessageReason:
None


* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labenote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times,EpicFail therefore failing to register any player input at all[[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.

to:

* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys [[labenote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times,EpicFail times, therefore failing to register any player input at all[[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.
Is there an issue? Send a MessageReason:
None


* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys[[labenote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail therefore failing to register any player input at all]][[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.

to:

* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys[[labenote:*]]The keys [[labenote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail times,EpicFail therefore failing to register any player input at all]][[/labelnote]], all[[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.
Is there an issue? Send a MessageReason:
None


* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys, the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.

to:

* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys, keys[[labenote:*]]The game can only register lowercase input, but also forces the Spectrum to be uppercase at all times, [[EpicFail therefore failing to register any player input at all]][[/labelnote]], the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.
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%% Do not add ''Shaq Fu'' to this list. It has a massive cult following, on par with the Room.

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%% Do not add ''Shaq Fu'' to this list. It has a massive cult following, on par with the ''The Room.''



It doesn't end there. Cutscenes, even ones that are supposed to take place in castles, are composed of WallsOfText between people standing in some field. Sprites are poorly made — only cloak color differentiates the hobbits from each other, and no one but Gimli and Gandalf looks any different from the generic [=NPCs=]. The cities look like any other part of the world, except they have lazily designed houses in them. And at the end? You fight the Balrog, using the horrendous control scheme which causes you to either control every member of your party at once or let them wander around and die — not that it matters, as the fight is more or less {{Unwinnable}} anyway. There are noticeable loading times between areas despite this game being on the SNES. The game's sole redeeming point is its beautiful music... but it only has three tracks, and one of them is reserved for the title screen.

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It doesn't end there. Cutscenes, even ones that are supposed to take place in castles, are composed of WallsOfText between people standing in some field. Sprites are poorly made — only cloak color differentiates the hobbits from each other, and no one but Gimli and Gandalf looks any different from the generic [=NPCs=]. The cities look like any other part of the world, except they have lazily designed houses in them. And at the end? You fight the Balrog, using the horrendous control scheme which causes you to either control every member of your party at once or let them wander around and die — not that it matters, as the fight is more or less {{Unwinnable}} anyway. There are noticeable loading times between areas despite this game being on the SNES. The game's sole redeeming point is its beautiful music... but it only has three tracks, and one of them is reserved for the title screen. Now here's [[https://www.youtube.com/watch?v=ff1dBjHP528 Lost in the Warp Pipe]] to tell you about it.



* The [[Franchise/SuperMarioBros Mario franchise]] was unfortunately prey to a bevy of educational games, many of which were mediocre at best. The absolute nadir, however, would be ''[[http://www.youtube.com/watch?v=rhMGDXM7OV8 Mario's Early Years: Preschool Fun.]]'' It's ridiculously simplistic, beyond the point of enjoyability, with all the gameplay built around preschool-level teachings... It's clear every word of the voice acting is an individual clip, as [[MadLibsDialogue each word is emphasized and separated by a brief pause]], to unsettling effect. Framerate issues occasionally cause the music to randomly change tempo, and the graphics make everyone look... [[UncannyValley off.]][[note]]Yoshi, for one, seems to have the width of a two-by-four.[[/note]] LetsPlay/ProtonJon and Kelekin play through the entirety of the game [[http://www.youtube.com/watch?v=6VJaLVR94YI&feature=plcp here]], as well as its other incarnation (''Mario's Early Years: Fun With Letters'') [[http://www.youtube.com/watch?v=Pa81s4mw3a0&feature=plcp here]].

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* The [[Franchise/SuperMarioBros Mario franchise]] was unfortunately prey to a bevy of educational games, many of which were mediocre at best. The absolute nadir, however, would have to be ''[[http://www.youtube.com/watch?v=rhMGDXM7OV8 Mario's Early Years: Preschool Fun.]]'' It's ridiculously simplistic, beyond the point of enjoyability, with all the gameplay built around preschool-level teachings... It's clear every word of the voice acting is an individual clip, as [[MadLibsDialogue each word is emphasized and separated by a brief pause]], to unsettling effect. Framerate issues occasionally cause the music to randomly change tempo, and the graphics make everyone look... [[UncannyValley off.]][[note]]Yoshi, for one, seems to have the width of a two-by-four.[[/note]] LetsPlay/ProtonJon and Kelekin play through the entirety of the game [[http://www.youtube.com/watch?v=6VJaLVR94YI&feature=plcp here]], as well as its other incarnation (''Mario's Early Years: Fun With Letters'') [[http://www.youtube.com/watch?v=Pa81s4mw3a0&feature=plcp here]].

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* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys, the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Even then, the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.

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* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys, the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Even then, Should the player be knowledgeable enough to do this, they will still be confronted with further unplayability: even when working, controls are massively unresponsive, with considerable input delay; the game runs at an abysmal framerate, which does not help the already deficient controls; collision detection is fidgety and alternates between not working at all and detecting objects not even remotely close as colliding; the graphics are hideously drawn and experience constant glitches; and finally, the game itself is prone to crashing randomly at times for no adequate reason. Very few dared to play it properly; so much that the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.lasers.
** ''SQIJ'' was one of the first Spectrum games to attain true infamy for its low quality. In his book, Creator/StuartAshen mentions it as ''the'' worst game he has ever played, and the comp.sys.sinclair Usenet group named its annual StylisticSuck competition after it. It's currently the lowest rated game on the [[http://www.worldofspectrum.org/worstgames.html World of Spectrum Bottom 100]], with nary a word of praise to be seem. As a side note, the game itself is illegal to own or distribute. It's written not in machine code (as Spectrum programmers were expected to), but in BASIC. And not even the Spectrum's built-in BASIC, but a proprietary dialect of it called Laser BASIC that compiled into machine code more efficiently than the built-in version and some other shortcuts. The game was distributed uncompiled, with a copy of the entirety of Laser BASIC (a £65 utility) still in it! [[ArsonMurderAndJaywalking And to top it off]], [[https://www.youtube.com/watch?v=Oahxwu8kbd0 the song on the cassette's B-side is utterly hideous.]]
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* ''VideoGame/DarkCastle'' was a groundbreaking game for AppleMacintosh computers (being one of the first games to use fully recorded sound effect samples), but it got a pair of [[PortingDisaster terrible ports]] on the UsefulNotes/SegaGenesis and UsefulNotes/PhilipsCDi by Creator/ElectronicArts and Three-Sixty Games--with the CD-i port being the worse of the two despite being on a more powerful console. The lack of mouse or keypad control in these ports make it difficult for your hero to properly aim his projectiles, and the bad controls are worsened by the hero's habit of [[TheKlutz stumbling and falling all over the place]]. It's possible to defeat the final boss [[SequenceBreaking without even exploring some of the rooms in the castle]][[note]]really confident players can simply opt to go through the middle doors to tackle the boss' sanctuary[[/note]], making almost half of the game superfluous. [[http://www.youtube.com/watch?v=TZmXbtvGG4E You can see how much of a failure the game is in this UrinatingTree review,]] as well as [[http://www.youtube.com/watch?v=y4-7mWeY_Cs the Angry Video Game Nerd's review for the Genesis and CD-i versions.]]

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* ''VideoGame/DarkCastle'' was a groundbreaking game for AppleMacintosh UsefulNotes/AppleMacintosh computers (being one of the first games to use fully recorded sound effect samples), but it got a pair of [[PortingDisaster terrible ports]] on the UsefulNotes/SegaGenesis and UsefulNotes/PhilipsCDi by Creator/ElectronicArts and Three-Sixty Games--with the CD-i port being the worse of the two despite being on a more powerful console. The lack of mouse or keypad control in these ports make it difficult for your hero to properly aim his projectiles, and the bad controls are worsened by the hero's habit of [[TheKlutz stumbling and falling all over the place]]. It's possible to defeat the final boss [[SequenceBreaking without even exploring some of the rooms in the castle]][[note]]really confident players can simply opt to go through the middle doors to tackle the boss' sanctuary[[/note]], making almost half of the game superfluous. [[http://www.youtube.com/watch?v=TZmXbtvGG4E You can see how much of a failure the game is in this UrinatingTree review,]] as well as [[http://www.youtube.com/watch?v=y4-7mWeY_Cs the Angry Video Game Nerd's review for the Genesis and CD-i versions.]]



* While the UsefulNotes/SegaGenesis was home to [[NoProblemWithLicensedGames some of the most memorable]] Disney-licensed games, the video game adaptation of ''Disney/{{Fantasia}}'' [[TheProblemWithLicensedGames was not one of them]]. With sloppy programming, awkward controls, and haphazard level design, it falls well below the standards of a typical Disney game, and its tinny music hardly does the film's soundtrack any justice. To add insult to injury, Chernabog [[DemotedToExtra doesn't even appear as the]] FinalBoss, rendering whatever [[JustHereForGodzilla motivation]] there was to complete this game [[ShaggyDogStory moot]]. It ranked #6 on ''Mega's'' "10 Worst Mega Drive Games of All Time," and is [[TheScrappy reviled]] by UsefulNotes/SegaGenesis fans across the net; UrinatingTree [[https://www.youtube.com/watch?v=N43TFSTbpdQ sympathizes with them]].

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* While the UsefulNotes/SegaGenesis was home to [[NoProblemWithLicensedGames [[SugarWiki/NoProblemWithLicensedGames some of the most memorable]] Disney-licensed games, the video game adaptation of ''Disney/{{Fantasia}}'' [[TheProblemWithLicensedGames was not one of them]]. With sloppy programming, awkward controls, and haphazard level design, it falls well below the standards of a typical Disney game, and its tinny music hardly does the film's soundtrack any justice. To add insult to injury, Chernabog [[DemotedToExtra doesn't even appear as the]] FinalBoss, rendering whatever [[JustHereForGodzilla motivation]] there was to complete this game [[ShaggyDogStory moot]]. It ranked #6 on ''Mega's'' "10 Worst Mega Drive Games of All Time," and is [[TheScrappy reviled]] by UsefulNotes/SegaGenesis fans across the net; UrinatingTree WebVideo/UrinatingTree [[https://www.youtube.com/watch?v=N43TFSTbpdQ sympathizes with them]].



* Much like ''Dragon's Lair'' for the NES mentioned above, the SNES [[ReformulatedGame version]] of ''VideoGame/SpaceAce'' was meant to translate every single level from the Laserdisc original into a platformer. The controls are sluggish and unresponsive; combined with poorly placed hit boxes and fast-scrolling screens, that makes for a frustrating time. It is almost impossible to land your jumps, and missing jumps kills you in most levels. If you want to shoot someone, good luck — there are ''two'' buttons to draw your gun, one for each direction. Then there's the Space Maze, painful {{padding}} sandwiched between every level; in these sections, you have to steer your impossibly fast ship through a bunch of narrow alleys while shooting obstacles. The graphics are ugly at times -- the developers did include a few of the [[FullMotionVideo FMVs]], but they're so grainy and disjointed that you have to wonder why they bothered. The result is a long, frustrating, poorly designed game. JonTron took a look at this game [[https://www.youtube.com/watch?v=_GOWxtGaAOk here.]]

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* Much like ''Dragon's Lair'' for the NES mentioned above, the SNES [[ReformulatedGame version]] of ''VideoGame/SpaceAce'' was meant to translate every single level from the Laserdisc original into a platformer. The controls are sluggish and unresponsive; combined with poorly placed hit boxes and fast-scrolling screens, that makes for a frustrating time. It is almost impossible to land your jumps, and missing jumps kills you in most levels. If you want to shoot someone, good luck — there are ''two'' buttons to draw your gun, one for each direction. Then there's the Space Maze, painful {{padding}} sandwiched between every level; in these sections, you have to steer your impossibly fast ship through a bunch of narrow alleys while shooting obstacles. The graphics are ugly at times -- the developers did include a few of the [[FullMotionVideo FMVs]], but they're so grainy and disjointed that you have to wonder why they bothered. The result is a long, frustrating, poorly designed game. JonTron WebVideo/JonTron took a look at this game [[https://www.youtube.com/watch?v=_GOWxtGaAOk here.]]
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* ''VideoGame/TransformersConvoyNoNazo'' has Ultra Magnus as a OneHitPointWonder, [[PaletteSwap palette-swapped]] bosses (including three instances of the Decepticon logo), Trypticon as a GiantSpaceFleaFromNowhere, and an ending that is [[AWinnerIsYou nothing but text]]. You had to [[SpellingBonus collect letters that spelled out Rodimus]] and then beat the game to play as Rodimus Prime (also a OHPW); if you beat the game with him, then you got [[AWinnerIsYou "Congratulation!"]] and your high score. [[ArsonMurderAndJaywalking On top of that, the logo of the company who made the game has some guy in blackface.]][[note]]This belonged to Takara (presently [=TakaraTomy=]), who distributed the toyline and its predecessors ''Diaclone'' and ''Microman'' in Japan.[[/note]] It is yet another horrible video game that WebVideo/TheAngryVideoGameNerd [[http://www.youtube.com/watch?v=km9vYa2GIUI reviewed on his show]].

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* ''VideoGame/TransformersConvoyNoNazo'' has Ultra Magnus as a OneHitPointWonder, [[PaletteSwap palette-swapped]] bosses (including three instances of the Decepticon logo), Trypticon as a GiantSpaceFleaFromNowhere, and an ending that is [[AWinnerIsYou nothing but text]]. You had to [[SpellingBonus collect letters that spelled out Rodimus]] and then beat the game to play as Rodimus Prime (also a OHPW); if you beat the game with him, then you got [[AWinnerIsYou "Congratulation!"]] and your high score. [[ArsonMurderAndJaywalking On top of that, the logo of the company who made the game has some guy in blackface.]][[note]]This belonged to Takara (presently [=TakaraTomy=]), who distributed the toyline (and still does, to this day) and its predecessors ''Diaclone'' and ''Microman'' in Japan.[[/note]] It is yet another horrible video game that WebVideo/TheAngryVideoGameNerd [[http://www.youtube.com/watch?v=km9vYa2GIUI reviewed on his show]]. WebVideo/TJOmega also tore it a new one [[https://youtu.be/uGT2E9rbmak in the tenth episode of his "Plastic Addict" series.]]

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* ''VideoGame/TheAdventuresOfNinjaNannyAndSherrlochSheltie'' is a [[MindScrew rather bizarre]] and hilariously failed attempt at an educational PC game. The graphics are very crude and look like they're drawn by a bored kid on MS Paint, the sound design is badly compressed and [[SensoryAbuse loud beyond belief]], the "scenes" happen via annoyingly small pop-up windows with blurry AVI files, and features voiceover that sounds like it's recorded in one take and with a cheap mic. The story makes no sense whatsoever, changing setting every second, and whatever expalation ''to'' the story is exposed with [[WallOfText walls of text]]. Apparently, this is one of two games developed by Silicon Alley, which vanished from existence after making this broken mess. [[https://www.youtube.com/watch?v=xSxaUHT3yoI LGR]] reviews this, and even he is baffled by its sheer nonsense.

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* ''VideoGame/TheAdventuresOfNinjaNannyAndSherrlochSheltie'' is a [[MindScrew rather bizarre]] and hilariously failed attempt at an educational PC game. The graphics are very crude and look like they're drawn by a bored kid on MS Paint, Paint and Power Point, the sound design is badly compressed and [[SensoryAbuse loud beyond belief]], the "scenes" happen via annoyingly small pop-up windows with blurry AVI files, and features voiceover that sounds like it's recorded in one take and with a cheap mic. The story makes no sense whatsoever, changing setting every second, and whatever expalation ''to'' the story is exposed with [[WallOfText walls of text]]. Apparently, this is one of two games developed by Silicon Alley, which vanished from existence after making this broken mess.mess.
** The "game" was presumably made by people who know very little about programming: In fact, there is a separate launcher for ''every single part of the game'', with the first one titled "BEGIN HERE".
[[https://www.youtube.com/watch?v=xSxaUHT3yoI LGR]] reviews this, and even he is baffled by its sheer nonsense.
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%% Do not add ''Shaq Fu'' to this list. It has a massive cult following, on par with the Room.
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%% Please note that the "generation" labels are for the year that the ''console'' was released. (NES games go under 3rd generation, SNES/Genesis games go under 4th generation, etc.) If you're not sure where a game belongs, look at the first line under the folder name.
%% PC and other computer games, on the other hand, can be placed under the folder for the year the game was released.
%% Please namespace wicks to game systems to UsefulNotes!
%% Do not add the Atari 2600 versions of ''E.T'' and ''Pac-Man''. ''E.T'' actually has some sort of cult following among some hardcore Atari fans, while ''Pac-Man'' is a straight PortingDisaster. Their reputation as "medium-killers" is somewhat true, but not due to poor quality; rather, overblown expectations are to blame.
[[foldercontrol]]

%%[[folder:First Generation (1972-80)]]
%% This folder is commented out because no examples have yet been found.
%%[[/folder]]

[[folder:Second Generation (1976-84)]]
%% Amstrad CPC, Atari 2600/5200/8-Bit Computers, ZX Spectrum, BBC Micro etc.
* ''Series/{{Airwolf}}'' for Amstrad CPC takes TheProblemWithLicensedGames to its absolute extreme. In it you have to navigate your helicopter, that can't stay still in the air (you know, the reason that helicopters were built for in the first place), through passages so tight, that you need to be pixel perfect. You also need to destroy walls pixel by pixel. You have a health bar, but because there is no mercy invincibility it drains almost instantly. If you go from screen to screen in the wrong place, you die. Also there is a timer that kills you when it hits 11:00. And to top it off, the game is broken and just freezes at the last screen. Nobody ever got past the 1st level. [[https://www.youtube.com/watch?v=oua2xCWTK48 Joueur Du Grenier reviewed this thing]] as well as [[https://www.youtube.com/watch?v=T_uRWy5zOuU filmnstuff]].
* Cascade's ''Cassette 50'' -- allegedly "50 fantastic games on one cassette" -- remains notorious for its [[http://www.tigsource.com/2006/08/10/somewhere-beyond-cassette-50/ craptastic]] quality almost 30 years after its release -- virtually all those "fantastic" games were very poor sub-type-in-quality affairs written in BASIC. In their defense, the games were solicited via newspaper ads and often written by teenagers paid ludicrously small amounts (e.g. [[http://en.wikipedia.org/wiki/Cassette_50 £10 for a game that took 12 hours to write]] or [[http://retrocomputers.wordpress.com/2009/11/14/cascade-cassette-50-advert/ £65 for 10]]). The tape itself sold for £10, around the cost of two regular games at the time, so it's likely the blame can be placed on [[http://www.flickr.com/photos/andysretrocomputers/4103959960/sizes/o/in/photostream/ overselling adverts]] meeting the unfairly raised expectations of penniless schoolkids for its unhappy reputation. Still, it's generally considered so bad that it has inspired present-day "crap game" competitions.
* ''Castle Assault'', a budget game for the UsefulNotes/BBCMicro and UsefulNotes/AmstradCPC, is a pathetically simpleminded PlatformGame even by the low standards of its time, with jumping controls and minimal animation. The obstacles are limited to monsters that jump up and down from pits and platforms that move forward and backward, in a sequence that starts repeating midway through the first single-screen level, which repeats endlessly for anyone who cares to beat it.
* Prior to ''VideoGame/ETTheExtraTerrestrial'' becoming the go-to example to mention TheProblemWithLicensedGames among British people, the one that was used as a go-to example (and one which is still used as a go-to example by older British folks, despite being released on a much later date than the aforementioned), was ''Series/EastEnders'' for the ZX Spectrum. The fact that it is based on a soap opera is the least of its worries. First and foremost, it used a WASD control scheme, which doesn't sound bad on PC, but is nightmarish for anyone playing on the ZX Spectrum, because the buttons are so distant from each other on the keyboard that it requires a lot of finger gymnastics to input your commands. This all goes to waste for a game that is in actuality very boring. All you do is look after plants and cut them so that they don't grow too high, doing the laundry, checking your mailbox for mails you can't even view, feeding your baby, buying food in a supermarket and drinking alcohol. Interaction is limited and doesn't try in the least [[MundaneMadeAwesome to make it entertaining]] and you do these actions on a forever tightening time limit and increasing high-score that should exist to challenge the player, but instead makes it come across as more and more frustrating. All in all, you get something that magazines call the worst ZX Spectrum game of 1987 and possibly the worst ZX Spectrum game of all time.
* ''Karate'' for the UsefulNotes/Atari2600 was a near-unplayable FightingGame with extremely unresponsive controls and with almost no chance to win. There's only so much you can do with a digital joystick and a single button, and Atari's first-party joysticks were fragile, so unresponsive controls often led to shredded controllers. Some even consider ''this'', and not ''E.T.'', the worst Atari 2600 game. The AVGN [[http://youtu.be/0Oem60yvtUY?t=9m7s took a quick look into this game in his Atari Sports review]]. [[https://www.youtube.com/channel/UCfAK0IN2RmdFgnXNv_KEEDg Aqualung's Game Reviews]] [[https://www.youtube.com/watch?v=h-yXeboXuVo also tore it apart.]]
* ''SQIJ!'' for the UsefulNotes/ZXSpectrum is astonishing in its sheer incompetence, which goes well beyond the [[NightmareFuel creepy]] [[http://plus4world.powweb.com/dl/covers/s/sqij_front.jpg cover art.]] While "unplayable" is mostly used as a figure of speech, ''SQIJ!'' is one of the few cases where this is literally true. Due to a programming bug regarding caps lock keys, the game can't register the player's input; in order to play the game, the player must break into the Spectrum's memory and run a POKE command to turn caps keys off. Even then, the fact that the game has ''more than one room'' only became public knowledge [[https://www.youtube.com/watch?v=Xc3D5GEwWY8 in 2016]], because you could only escape by shooting every enemy with your (invisible) lasers.
* ''Voyage Into The Unknown'' on the UsefulNotes/ZXSpectrum. Released by Mastertronic in 1984, its failure is exacerbated by the many milestones in gaming history on that year alone. Programmed in ''BASIC'' of all things, with risible graphics, worse sound, nonsensical references to "time warp chuck out"s and "buke"s and ludicrously hard space combat sequences that took place on about 10% of the screen. To add insult to injury, the game gave no clue as to how to even start playing; unless you guessed the correct sequence of keys ('E'ngine, 'P'ower, 'I'gnition) to take off you couldn't even start the game proper (such as it was). Contemporary magazines slammed the game, ''Crash'' giving it an overall score of 9% with ''2%'' for playability.
[[/folder]]

[[folder:Third Generation (1983-92)]]
%% NES (Famicom), Sega Master System (Mark III), Atari 7800, Commodore 64, etc.
* ''The Adventures of WesternAnimation/RockyAndBullwinkle and Friends'' for the UsefulNotes/{{NES}}. It has annoying music and the graphics are primitively designed, especially for a late 1992 release. Most enemies are {{Demonic Spider}}s and are capable of depleting your ''entire'' energy bar thanks to a lack of MercyInvincibility. You'll spend more time fighting the unresponsive controls and navigating the terribly designed levels (a good example of this is Level 4, where you have to cross a pond with the game's awful jump precision). Beat the game, and "[[AWinnerIsYou YOU WIN!]]" is your only reward. WebVideo/TheAngryVideoGameNerd [[https://www.youtube.com/watch?v=8cLHh-ka7X8 takes a good look into this title]] during his "12 Days of Shitsmas" series.
* ''Series/{{ALF}}'' for the UsefulNotes/SegaMasterSystem takes TheProblemWithLicensedGames beyond [[SturgeonsLaw the norm]]. What would otherwise be a short adventure game (twenty minutes at most) can take well over an hour, due to FakeDifficulty by means of convoluted controls, bad programming, and GoddamnedBats which become DemonicSpiders due to Alf [[OneHitPointWonder being able to take only one hit]]. The game consists near entirely of TrialAndErrorGameplay, both by mistake and by design--the game features a lot of unfair traps, including shop items that exist solely to make you too poor to buy the items you actually need and one, Alf Book, which restarts the game after triggering an InfoDump that ends by [[TrollingCreator informing the player of such,]] the ''only'' time that it is so much as hinted at. The writing is simply atrocious, loaded with [[MrExposition exposition]] [[YouShouldntKnowThisAlready whose existence]] tears [[PlotHole gaping holes]] in [[ExcusePlot what little of a plot there is]], and terrible jokes that aren't even SoUnfunnyItsFunny. [[http://www.youtube.com/watch?v=j3xcxq04hMY Here's a review]] by a former Alf fan who lists even more faults with this game and [[http://www.youtube.com/watch?v=ciVEKYZ2tF0 here's]] a complete playthrough by someone who despite having received tips from ''the game's lead programmer'' was still forced to use save states due to how utterly broken the game is. WebVideo/TheAngryVideoGameNerd [[https://www.youtube.com/watch?v=TCcB0iUvU_Y also took a look at it as a part of the Twelve Days of Shitsmas]]. Were they taking lessons from Taito's ''VideoGame/TakeshisChallenge''?
* ''Bad Cat'', also published in the US as ''Street Cat'', is ostensibly a ''VideoGame/TrackAndField''-style SportsGame starring a TotallyRadical FunnyAnimal, but actually plays as a [[MinigameGame series of five minigames]], most of which are practically unplayable due to excruciatingly unresponsible movement and jumping controls. The onscreen contextual messages don't deserve to be called hints. The only reason most players even get past the first stage is that there is no way to get a GameOver, no matter how badly you fail.
* ''BMX Ninja'' contains no actual {{ninja}} or any gameplay worth the budget price it was sold for. It's a pathetic excuse for an urban BeatEmUp with incredibly clunky controls and no LifeMeter. The game's levels are repetitive, each one requiring the player to defeat the same number of enemies on a static screen until the progress bar fills up, with the only real change when you reach a new level being the backdrop. The graphics reek of utter laziness, even taking into account the limitations of the systems at the time: the first background's most distinctive feature is a billboard saying "GRAFIX," and one of the most common enemy types looks indistinguishable from the player character.
* ''Color a Dinosaur'' is an example of a "game" unlikely to have much appeal for its stated target audience of 3-to-6-year-olds. All it has are 16 static pictures of dinosaurs which can be colored with up to three colors. There's not even a save feature. Though the NES is not really a good platform for a virtual coloring book, comparing ''Color a Dinosaur'' to ''Kid Pix'' shows how little effort was put into the former. [[https://www.youtube.com/watch?v=qWDL8IxMDqs James & Mike from Cinemassacre take a good look into this one here.]]
* ''[[http://www.youtube.com/watch?v=AZdjSyCQX_8 Dian Shi Ma Li]]'' (aka ''Mario Lottery'') is a Chinese bootleg game for the NES starring a Mario ripoff (nicknamed [[FanNickname Fortran]] because of the "F" on his cap) with vague slot machine-ish gameplay. The aim of the game is to get as many credits as possible, but credits are a currency that can only be used for gambling, and the only way to ''end'' the game naturally is to run out of them. The minigames don't make any sense, which is unsurprising because the main game doesn't make much sense. [[WatchItForTheMeme The only reason to play it is to]] [[GratuitousEnglish PUSH START TO RICH]]. The gameplay seems to be based on [[http://www.youtube.com/watch?v=43gDEKgjhJQ these]] [[http://www.youtube.com/watch?v=mAlBlvPJPjM gambling]] [[http://www.youtube.com/watch?v=rAKndNFJ80c machines]] and they're no less confusing. Oddly, they're only referred to as "Mario Slot Machines" or just [[http://www.taiwan-yuanmei.com/en/products_list.asp?SCID=4 "Mario"]], even if they aren't Mario-themed. The only redeeming factor of this bootleg is that its Mario ripoff design would eventually give us [[WebVideo/{{Vinesauce}} Grand]] [[Music/GiIvaSunner Dad]].
* ''[[Literature/TheStrangeCaseOfDrJekyllAndMrHyde Dr. Jekyll and Mr. Hyde]]'' for the NES has slow, plodding gameplay and controls; EverythingTryingToKillYou to a ludicrous extent; a completely ineffective weapon as Jekyll and useful-if-you-could-hit-anything weapons as Hyde; and a gimmick whereby you can lose within seconds of turning into Hyde without a chance to save yourself[[note]]Hyde dies instantly if he appears in the same tile/area/spot that Jekyll appears in prior to becoming Hyde (NeverTheSelvesShallMeet). More or less, Hyde gets killed by a TemporalParadox.[[/note]] — these all make for a game that no person can play without feeling like less of a person thereafter. ''WebVideo/TheAngryVideoGameNerd'' considers it probably the worst game he's ever played (except for ''VisualNovel/PlumbersDontWearTies'', ''VideoGame/BigRigsOverTheRoadRacing'' and other games that he think shouldn't even be considered games, yet are), and the seriousness of his videos on the matter confirms it. WebVideo/BrainScratchCommentaries played this game for their [[https://www.youtube.com/watch?v=fa91vl2sWdM&spfreload=10 Bad NES Extravaganza]]. Players eventually discovered that Jekyll's seemingly useless attack is actually intended for swatting bugs and deflecting the bombs that passersby drop randomly near him and are near impossible to run away from since they explode too fast. It's still really hard to hit them.
* ''Dragon Ball: Shenron no Nazo'' is one of the first ''Franchise/DragonBall'' games to be released, and let's just say we have come a long way before the days of ''Budokai.'' Brought to the states under the title of ''Dragon Power,'' the game suffers from an unfair dose of NintendoHard, as the player's health bar also doubles as their time limit (meaning the more damage a player takes, the quicker their time goes down). This wouldn't be a problem if enemies didn't shave off chunks of the player's health with each hit. To make matters worse, there are no lives nor saves, so the player would automatically go back to the title screen after they die. Each level begins with a cutscene that is slower than molasses and they can't skip through the dialogue with the push of a button. The music is very repetitive, and will restart every time the player comes into another room. It's even possible to encounter a GameBreakingBug during the boss rabbit level. If the player walks into a room with a carrot, accidentally walks out, and comes back in, the carrot is [[PermanentlyMissableContent lost]] and the player has to reset. That's not even going into the infamous localization. Because ''Dragon Ball'' was a virtually unknown franchise at the time in the United States, rather than just simply not bring it over, they changed the names of the characters, and in some cases like Goku and Master Roshi, altered their sprites. Goku (who oddly enough kept his original name) was changed to look like a generic martial artist, and Roshi (simply called "[[EverybodyCallsHimBarkeep Hermit]]") was changed to look like a wizard. The final half of the game was removed for no explained reason (the original version adapted both the Pilaf and World Tournament Arcs). There were some really awkward edits, like with Master Roshi's perverted behavior. His advances towards Bulma were changed to him wanting her sandwich, but it's very clear that Roshi was talking about something perverted. You can watch Creator/TeamFourStar play it [[https://www.youtube.com/watch?v=ZfVsvl6aetg here]], where they actually resort to using cheat codes because the game's difficulty was so crushing, and yet still had to RageQuit due to the aforementioned GameBreakingBug.
* Though ''VideoGame/DragonsLair'' received a decent port for the Game Boy Color, the same cannot be said of the port for the NES. The only thing good (not so much a straight port as [[ReformulatedGame a completely different game]]) of the Laserdisc classic is the fluidity of the graphics. The play control is unresponsive — there's a delay between the button press and Dirk's action ([[DamnYouMuscleMemory B jumps in this game]]). Dirk is rather large, which makes simple jumps difficult. Though Dirk does have a health bar, almost everything kills him in one hit. There's also an elevator shaft that's intended to make winding through the castle seem like one, but it merely makes the game even harder than it needs to be. Adding to the [[FakeDifficulty already insane artificial difficulty]] are {{Death Trap}}s everywhere, so extra precautions are necessary for basically the whole game. Add to that an insane final boss fight and [[AWinnerIsYou a meager "Congratulations" ending]], and you have the NES equivalent of a [[RageQuit game rage-fueled nightmare]]. It was also reviewed by the [[http://www.youtube.com/watch?v=00xIvTOLrYA AVGN]] and [[http://www.youtube.com/watch?v=6AsWF21VOzQ Aqualung]] [[http://www.youtube.com/watch?v=IYdiMe4eiIM game reviews]], the latter of whom also called it the worst NES game of all time.
* ''Franchise/{{Ghostbusters}}'' is a classic for the ages, but [[VideoGame/{{Ghostbusters 1984}} the first game it got]] on the UsefulNotes/NintendoEntertainmentSystem is an utter disaster. It is a dull, frustrating experience that mostly involves driving around the map and to whichever destination you choose (while avoiding apparently drunk drivers, catching ghosts if you have a ghost vacuum, and collecting barrels to avoid running out of fuel), buying stuff from the shop and capturing ghosts. The music is literally the ''Ghostbusters'' theme on loop for the entire game, the graphics are ugly, it doesn't use ''Ghostbusters'' characters well, and the ghosts used are stock ghosts that don't resemble anything from the movie. Once you ''finally'' get inside the "Zuul building" (a task that requires fifteen thousand dollars, by the way), you'll find an [[ThatOneLevel extremely difficult segment where you move three of the Ghostbusters by tapping either A or B (or holding down a turbo equivalent to spare your poor thumb) and try to avoid the 4 ghosts that move slowly and randomly around the map]]. After that is a 2D-shooter like segment where you have to drain Gozer's health before the Stay-Puft Marshmallow Man gets to the top of the building. And your reward for going through that is [[AWinnerIsYou a plain text ending]] in [[BlindIdiotTranslation absolutely]] [[WantonCrueltyToTheCommonComma horrendous]] [[RougeAnglesOfSatin English]] (and a statement that says "[[BlatantLies you have completed a great game]]"). Plain and simple, the game is an absolutely terrible addition to an otherwise awesome franchise that's about as fun as watching paint dry. As expected, ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=TLVGmvmNitg covered this game]] [[https://www.youtube.com/watch?v=qF2snKCmqJo over two videos]]. WebVideo/BrainScratchCommentaries also played this game for their [[https://www.youtube.com/watch?v=US_Vl3OzqOU Bad NES Extravaganza]].
* ''Heavy Shreddin[='=]'' is a terrible snowboarding game for the NES, with slow controls, bland graphics, music and sound effects that cause your ears to bleed, frustrating difficulty and your "reward" for completing a level (a full-screen [[UncannyValley photo-realistic]] image of some lady) is more NightmareFuel than a reward. Watch Aqualung's review of it [[http://www.youtube.com/watch?v=RtJCUVEM0BQ here]].
* ''Human Killing Machine'' for the UsefulNotes/AtariST and other 8-bit computers was a rip-off of the first ''VideoGame/StreetFighter'' game made by Tiertex, the same company who ([[PortingDisaster poorly]]) ported the same ''Street Fighter'' game and the arcade version of ''VideoGame/{{Strider}}'' to those systems. The game lacks special moves, two-player mode (which is bad in a FightingGame, a genre that thrives on one-on-one competition), and scrolling. The fighters are all miscellaneous god-awful ethnic stereotypes with occasional cruelty to animals. Also, if you start off badly, the game makes it '''harder''' for you to win the next fight. Furthermore, the developers made it so all of a given character's frames of animation could be shoehorned into a single screen's worth of space, which has the unfortunate consequence of the FinalBoss having only ''six'' frames of animation (two walking, two falling, one punching, one kicking). What's worse is that the final boss in the Amiga port has its tiles ''glitched up'', which makes you wonder just how the programmers overlooked this mistake. WebVideo/{{Ashens}} reviewed the Atari ST port [[http://www.youtube.com/watch?v=5zUkK14bHDk here]].
* The adventure game ''VideoGame/{{Hydlide}}'' was a huge hit in Japan. It debuted on a microcomputer in 1984, was released on multiple systems there, and eventually landed on the Famicom/NES in 1989. Unfortunately, regardless of whether the game was any good on the earlier systems, it was borderline unplayable on the NES, complete with hints of PortingDisaster. The graphics were bland, and the music was an annoying loop that [[SuspiciouslySimilarSong sounded like]] a dumbed-down ''Franchise/IndianaJones'' theme. The battle mechanics were practically non-existent -- they amounted to just running into monsters while holding the "Attack" button. There were no clues anywhere of what to do or where to go. Choosing the Save option only saves the player's most recent password; since the cartridge had no battery, the password is wiped from its memory when the game is turned off. Two separate negative video reviews were posted by [[http://www.youtube.com/watch?v=nFOf70RyERU The Angry Video Game Nerd]] and [[http://www.youtube.com/watch?v=GxskwhpbLts ProJared]], while [[http://www.youtube.com/watch?v=mcc4OeBlCL4 LordKat's video]] offers a more balanced discussion of the game's history, along with a little defense.
* ''[[VideoGame/IkariWarriors Ikari III: The Rescue]]'' was a nigh-unplayable mess in its original arcade form, as SNK de-emphasized the run-and-gun nature of the first two ''Ikari Warriors'' games (essentially turning the third game into a beat-em-up) but kept the rotary controls, making it extremely hard for attacks to connect. Oddly enough, the NES version of ''Ikari III'' was better than the NES {{Porting Disaster}}s of the first two games, as it was a somewhat-decent game on its own. It helps that the NES port didn't bother to simulate the arcade games' rotary controls.
* ''Intergalactic Cage Match'' for the Commodore 64 and other systems of the time. Billed as a wrestling game with a [[GimmickMatches Cage Match gimmick]], the game had poor graphics, extremely poor (to the point of being near unusable) controls and one major fatal flaw in the design; you couldn't knock anyone off the the wall of the cage once they'd started climbing. As a result, you had a fighting game where somehow actually '''fighting''' was less effective than just running to the nearest wall and climbing it. Professional reviews (where they actually existed) were terrible, with scores of about 10-15% out of 100. WebVideo/StuartAshen rips it apart [[http://www.youtube.com/watch?v=WFB45vSny04 here]].
* While ''VideoGame/PlantsVsZombies'' is a well-loved game, [[https://youtu.be/oJpzpEIMcxE this NES bootleg version of it]] is horrendous. The first problem with it is [[MostAnnoyingSound the music, which is bad even for bootleg standards]]. Once you actually get into the game, you'll notice that the sprites are very OffModel (Peashooter and Repeater outright don't have any color, simply blending into the color of the tile they're placed on), and all of the plants don't move at all. The game is also extremely difficult to the point of cheapness, where a zombie appears before you can even place a sunflower down, and the Potato Mine, which is meant to help you start a round, is just as expensive as a Peashooter, making it entirely useless. But the worst part is that it seems that only half the sprites load most of the time, as the original game wasn't made for consoles with sprite limits. This game completely destroys all of the enjoyability the original had, and can't even be fun if you are looking for BileFascination.
* ''Robobolt'' for the Commodore 64 is one of the most notably bad games for the system. People that have played it cite amongst it flaws mainly the bad presentation, bad sound effects, very sluggish controls (the bullets that you shoot move so slowly that they can not kill the enemies on screen) and the fact that there is only one enemy sprite in the entire game. Commodore magazine Zzap!64 gave the game a 3%, the lowest score in the magazine's history (matched only by ''The Further Adventures of Alice In Videoland'') and [[http://www.lemon64.com/reviews/view.php?id=1021 a reviewer for the Commodore 64 review site Lemon 64 gave the game a zero]], [[BrokeTheRatingScale the only game reviewed on the site to score lower than a 1 out of 10]].
* ''Scramble Eggs'' for the UsefulNotes/{{MSX}} is a cheap knockoff of ''VideoGame/{{Scramble}}'' where you can't move horizontally or drop bombs and the enemies and terrain are boringly designed. The graphics look primitive, but the sound and music are worse.
* Pirated video games tend to be horrible for many given reasons, and while Hummer Team usually averts this, ''VideoGame/{{Somari}}'' falls squarely in it. This game could have been SoBadItsGood given that it's an unofficial Famicom port of ''VideoGame/{{Sonic the Hedgehog|1}}'' starring [[Franchise/SuperMarioBros Mario]] for no discernible reason, but the poor controls and physics, coupled with FakeDifficulty make it a barely playable mess and the soundtrack makes ''Sonic Genesis'' (see the Sixth Generation folder for more details) sound good in comparison.
* ''Super Monkey Daibouken'' is an {{RPG}} based on ''Literature/JourneyToTheWest'' in which Sun Wukong and his party make an agonizingly slow journey from China to India through a confusingly designed overworld with blotchy graphics and invisible exits. It has side-scrolling combat sequences like ''VideoGame/ZeldaIITheAdventureOfLink'', but worse in practically every way.
* ''Super Pitfall'' was an attempt to update Creator/{{Activision}}'s classic hit ''VideoGame/{{Pitfall}}'' for the NES... but they didn't update the right things. The gameplay was sluggish and not enjoyable because of unforgiving amounts of FakeDifficulty stemming from terrible stage design, TrialAndErrorGameplay that gives [[GuideDangIt zero clue]] as to what to do, and [[MoonLogicPuzzle logic-defying]] ways of moving between areas (for example, at one point you must jump into a bird enemy that looks no different than any other bird {{mook}} in the game). Your character (who looks a bit ''too'' much like Luigi) remains a OneHitPointWonder and, while he does have a gun, it's near useless until the final level because most of the enemies are waist-high in height and you can't shoot while you duck! The graphics were awful, full of sickening strobing, slowdown, flickering, and bland sprites (waterfalls look like avalanches of blue garbage). The music is the same annoying loop played over and over again until the final level (where it got replaced by another annoying loop). The company that anonymously developed the game, Micronics, was also responsible for the NES {{Porting Disaster}}s of ''VideoGame/{{Athena}}'' and ''VideoGame/IkariWarriors''. The game was a failure when it was released and is considered among the worst games available for the NES. (The obscure PC88 version of ''Super Pitfall'' was not so bad; it included a life bar, the ability to shoot while ducking, and {{Dungeon Shop}}s that made gold useful besides for ScoringPoints.) If you're still not convinced, check out [[http://www.youtube.com/watch?v=juYxGcTq9HQ Aqualung's full walkthrough]] [[http://www.youtube.com/watch?v=Yy5NsQJr5Bs of the game]] or [[http://www.youtube.com/watch?v=FJEXpsDB2XQ The Angry Video Game Nerd's review]].
* ''VideoGame/TransformersConvoyNoNazo'' has Ultra Magnus as a OneHitPointWonder, [[PaletteSwap palette-swapped]] bosses (including three instances of the Decepticon logo), Trypticon as a GiantSpaceFleaFromNowhere, and an ending that is [[AWinnerIsYou nothing but text]]. You had to [[SpellingBonus collect letters that spelled out Rodimus]] and then beat the game to play as Rodimus Prime (also a OHPW); if you beat the game with him, then you got [[AWinnerIsYou "Congratulation!"]] and your high score. [[ArsonMurderAndJaywalking On top of that, the logo of the company who made the game has some guy in blackface.]][[note]]This belonged to Takara (presently [=TakaraTomy=]), who distributed the toyline and its predecessors ''Diaclone'' and ''Microman'' in Japan.[[/note]] It is yet another horrible video game that WebVideo/TheAngryVideoGameNerd [[http://www.youtube.com/watch?v=km9vYa2GIUI reviewed on his show]].
* ''A Week of ComicStrip/{{Garfield}}'', a piss-poor platformer developed by Mars and released by Towa Chiki. The graphics are ugly, with backgrounds often consisting of simple rectangles barely representing what they're supposed to and sprites that look like a failed attempt to capture the comic strip's style. The enemies are uninspired, consisting of things like mice, birds, baseballs, spiders, and worms. The sound effects are primitive. It's packed to the brim with GoddamnedBats and DemonicSpiders. There's no MercyInvincibility, so the aforementioned goddamned bats and demonic spiders can take out all your health in less than a second, made even worse by the game only giving you one life and no continues. Topping all that, in a completely boneheaded move of game design all the items are ''invisible'' until you walk past them. This especially becomes a pain at several points when the gameplay grinds to a halt and you're left jumping around the screen like an idiot looking for a key to open the giant door in front of you. This happens multiple times throughout all the stages. It was [[NoExportForYou only released in Japan]], and it's a good thing it stayed there. The only positive thing about this game is the graphics' use in the ''Garfield'' parody comic ''Webcomic/{{Square Root of Minus Garfield}}''. [[http://www.youtube.com/watch?v=Xm1dVwB4XsE See NecroVMX take a look at it here.]]
* ''[[Literature/WheresWally Where's Waldo?]]'' for the NES. The appalling graphics are inexcusable because ''the point of the game is to see where Waldo is''. To add insult to injury, the real Waldo is sometimes wearing ''different colors''. The levels that don't consist of finding Waldo are just as terrible, especially the subway level. In it, you had to reach Waldo by entering through tunnels. The board is randomly generated, meaning that sometimes, the whole level becomes UnwinnableByMistake.
* While ''Winter Games'' is a classic on other systems, the NES version is an infamously bad PortingDisaster. The game has a terrible and bare-bones menu, the graphics are crap, and the music is ear-grating. The game only lets the player compete in four events (Hot Dog Aerials, Speed Skating, The Bobsled and Figure Skating) compared to the seven offered by the Atari 2600 version. The gameplay is sluggish to the point of being unplayable due to its unforgiving amounts of FakeDifficulty stemming from TrialAndErrorGameplay that gives [[GuideDangIt zero clue]] as to what to do, and [[SomeDexterityRequired counter-intuitive controls]]. Worst of all, the game wasn't even developed by Creator/{{Epyx}} themselves, but sub-contracted to a small Japanese developer called Atelier Double. This version was a failure and was panned by both critics and players upon release, and is considered among the worst games available for the NES. It's little wonder why ''WebVideo/TheAngryVideoGameNerd'' [[http://www.youtube.com/watch?v=QGrHqz3opgM reviewed]] the game for his Christmas episode in 2009 and even [[KillItWithFire destroyed the game cartridge with fire]].
[[/folder]]

[[folder:Fourth Generation (1987-96)]]
%% Sega Genesis (Mega Drive), Super NES (Super Famicom, [=TurboGrafx-16=] (PC Engine), Game Boy, Game Gear, Atari Lynx, etc.
* ''3D VideoGame/{{Ballz}}'' for the UsefulNotes/{{SNES}} and UsefulNotes/SegaGenesis. The setting of the game is pure gibberish with nonsensical phrases and weird photos, but what clinches this game is the controls — [[ButtonMasher it's so slow, slippery, and unplayable that you'll have no idea how to control your fighter]]. The AI, however, has no problem controlling its fighters and will wipe the floor with you. The music and sounds are strange, [[OrgasmicCombat almost erotic, with girls moaning and guys grunting]]. See Yungtown & WebVideo/{{Caddicarus}} review the game [[https://www.youtube.com/watch?v=mVrQL4fv98A here.]]
* ''VideoGame/TheAdventuresOfNinjaNannyAndSherrlochSheltie'' is a [[MindScrew rather bizarre]] and hilariously failed attempt at an educational PC game. The graphics are very crude and look like they're drawn by a bored kid on MS Paint, the sound design is badly compressed and [[SensoryAbuse loud beyond belief]], the "scenes" happen via annoyingly small pop-up windows with blurry AVI files, and features voiceover that sounds like it's recorded in one take and with a cheap mic. The story makes no sense whatsoever, changing setting every second, and whatever expalation ''to'' the story is exposed with [[WallOfText walls of text]]. Apparently, this is one of two games developed by Silicon Alley, which vanished from existence after making this broken mess. [[https://www.youtube.com/watch?v=xSxaUHT3yoI LGR]] reviews this, and even he is baffled by its sheer nonsense.
* The UsefulNotes/{{Amiga}} adaptation of ''Manga/{{AKIRA}}'' is a heavy contender with ''VideoGame/ETTheExtraTerrestrial'' for the title of "[[TheProblemWithLicensedGames worst licensed video game]] of all time", and is certainly one of [[http://www.hardcoregaming101.net/kusoge/AC106.jpg the]] [[http://www.hardcoregaming101.net/kusoge/AF56.jpg worst]] [[http://www.hardcoregaming101.net/kusoge/CUAM66.jpg Amiga]] [[http://www.hardcoregaming101.net/kusoge/AP3637.jpg games]] of all time, if not one of the worst games of all time, ''period''. Players alternate between side-scrolling motorcycle segments and platforming levels with either Kaneda or Tetsuo. The first level of the game, a motorcycle segment, [[NintendoHard has even less margin for error than the speedbike segments of]] ''VideoGame/{{Battletoads}}'': rumors have it the publisher had to give passwords to reviewers because '''they couldn't beat the first level'''. Not that the platforming segments are any better: enemies are damage sponges while the player is about as fragile as wet tissue paper, the third stage requires players to find keycards to progress which are a chore to find, and the fourth stage is UnwinnableByMistake due to a platform you need to traverse across being out of reach.
** The circumstances behind the game's development makes how bad it is more understandable: [[http://www.hardcoregaming101.net/kusoge/kusoge-akira.htm one person tried to track down the development team]], and almost everyone involved wanted to put as much distance as possible between themselves and the development company ICE Software. According to what testimony was given, ICE Software made the infamous sweatshop conditions of Creator/{{Konami}} look like Club Med in comparison. Attempts to contact the heads of the company (which went belly-up not long after ''AKIRA'''s release) were met with profanity-laden resistance. At the end of the day, it's little wonder how ''AKIRA'' for the Amiga wound up being so godawful.
* ''VideoGame/AwesomePossum Kicks Dr. Machino's Butt'' by Tengen was a flaccid attempt at [[FollowTheLeader cashing in on]] ''Franchise/SonicTheHedgehog's'' popularity, and is one of the worst UsefulNotes/SegaGenesis platformers ever. The presentation and design is awful; a half-assed attempt to copy Sonic's speed mixed with sloppy level design that can't handle it. The main character spins like Sonic but can only damage enemies by [[GoombaStomp landing directly on top of them]] missing the whole point of Sonic's spin attack (to kill enemies from any direction while maintaining his speed). Because of this, it's extremely easy to blindly run into enemies, and power-ups to increase your speed or jumping make the game even harder to control. Levels have grainy backgrounds while characters have garish color schemes and choppy animation that looks like something off of MS Paint. There is an inexplicable, heavy-handed [[GreenAesop environmental theme]] throughout the game, going as far as giving you pointless trivia questions in-between levels--and the ending is a literal interpretation of the game's title. On top of all that is a completely unlikable, ugly protagonist who often spouts grating digitized catchphrases such as [[TotallyRadical "I'm Awesome!"]]. Website/ScrewAttack did a video on the Top 10 Worst Mascots, and the possum was right at the bottom of the barrel.
** As ''WebVideo/UrinatingTree'' [[http://youtu.be/OpyICfshGVw pointed out in his review]], the game's very existence is a hypocrisy. To illustrate: the central message in this game is about environmentalism (save the forests, always recycle, etc.), but [[BrokenAesop what do you think those game cartridges, packaging, cover art and manual are all made of?]] He did note that the voice clarity was a good thing, but all the positives end there.
* ''Barney's Hide & Seek'' developed by Realtime Associates for the Sega Genesis. Even though it was aimed at the same two-year-olds who would be fans of the series, you would be lucky if they figured out how to work the game controller or system. Those that could get a "game" in only the most bland sense of the word. Barney can never be injured and he cannot lose a level even by failing to complete the objective of finding every kid! Even the sound design is annoying because [[MadLibsDialogue Barney's words are fractured between nouns and verbs, and only his catchphrases were full sentences]].
* ''VideoGame/BatmanForever'', a tie-in to the film of the same name, for the SNES from Creator/{{Acclaim}} Entertainment. The game has [[LoadsAndLoadsOfLoading frequent loading screens]] despite being on a 16-bit ''cartridge.'' The graphics are so-so, and the music is terribly bland. Worst of all, this game was made with the ''Franchise/MortalKombat'' engine even though it's barely a fighting game, and so the controls are [[SomeDexterityRequired completely counter-intuitive]] [[note]](for instance, using Batman's GrapplingHookPistol requires you to tap Select quickly before pressing Up on the D-Pad, and jumping down between floors entails tapping R just before pressing Down)[[/note]]. ''WebVideo/TheAngryVideoGameNerd'' reviews it [[http://www.youtube.com/watch?v=JFvtk5toGJg here]], along with other ''Batman'' games both good and bad. If you want to see any more of the game, check out [[http://www.youtube.com/watch?v=UTNuqZKvoFY&list=PLHLhcULPCm0yYXkip1SHlDC0QrsCPHSbv&index=1 this playthrough]] by WebVideo/SomeCallMeJohnny.
** There was also a Sega Genesis version of this game, which does have some improvements, such as slightly better controls (that is if you have the six-button controller), no load times, and the ability to control the main villains in the VR simulation mode. The improvements end there as the game is just as bad as the SNES version. ''WebVideo/UrinatingTree'' (aka Schlasser) [[http://youtu.be/Tf9IKUc_DYs explains further.]]
** The game was also released for the Game Boy and Game Gear, with more or less any and all redeeming qualities of either of the above versions being stripped away completely. The already-bland music translates ''horribly'' from 16-bit to 8-bit, and graphical limitations have caused much of the game's background detail to vanish, leaving you with an ''ugly''-looking game that makes you feel as though you're in an empty building of nothing as you attempt to play it - and the Game Boy version's more limited color palette did it absolutely no favors, reducing large spaces of background to featureless white voids. The sprites are taken directly from the SNES version, leading to a Batman who barely resembles Batman (the sprite from the 1989 game looks closer by comparison). Finally, the controls, taken directly from the Game Boy port of ''Mortal Kombat'', are a complete mystery to first time players -- ''not even the manual'' tells you how to do essential moves, making almost every moment a case of TrialAndErrorGameplay, and once you do figure out the controls they ''don't even work'' 90% of the time, which can lead your average player to ''not be able to make it past the first screen'' even if they consult a guide. Small wonder that ''Batman Forever'' is commonly listed as the worst portable Batman game of all time.
* ''Battlecry'', a 1991 arcade game by Home Data, is a mixture of Beat Em Up and Fighting Game, and happens to be horrible at being both. The first half of each level consists of an endless wave of random thugs, and your protagonist has to grab onto a helicopter ladder in order to get to the boss. This is easier said than done considering that sometimes the ladder is out of reach, while other times you're too busy fighting off thugs to jump (which require holding up and guard at the same time, as opposed to just up or even having its own button). The controls are so unresponsive, even doing something as basic as jumping forward is impossible. The boss fights simply consist of mashing buttons and hoping they don't pull off a random move that can take a third of your health. The graphics are ugly, and the protagonist on the title screen (a blonde muscular man in red sleeveless clothing) looks nothing like he does in the game (a green haired man in a blue Speedo). Home Data finished the game in 1989 (and the game would have been just as ugly and dated if released then) but didn't even bother to polish it or make it playable in those two years.
* ''Bebe's Kids'' is notorious amongst the SNES crowd for terrible music, bland gameplay, and a confusing haunted house that acts like a maze. Hard to believe this was made by [[Creator/RadicalEntertainment the same studio]] that went on to create ''VideoGame/{{Prototype}}''. Watch WebVideo/TheNostalgiaCritic tear it apart [[https://www.youtube.com/watch?v=iW-k6jubuLw here]], as well as LordKat's [[http://www.lordkat.com/until-we-win-bebes-kids.html guide to beat it]].
* ''Bill and Ted's Excellent Video Game Adventure'' is a godawful mess of a game where the main gameplay consists of randomly jumping into things like bushes/rocks/fences, etc in order to find objects to return to people in their proper time. There's no map to help you (unless you've got ''Magazine/NintendoPower'', and even then it's kind of vague) figure out where they are, so you can easily spend an hour jumping into stuff and not find a damn thing. To top it off, the controls are shit; the game is in an isometric perspective, ambitious for an NES game admittedly but executed dreadfully. You can't walk on grass (most of the time) so you have to follow a path, and you can only go faster with this awkward jump; if you get stuck on grass (easy to do since the path has so many turns) it's tedious to get back off, and throwing weapons at enemies is terribly awkward. Plus, in order to even begin a level, you have to go through a tedious process--first, flip the page of the phone book to the famous historical person's phone number, then manually dial the number, then go to a time circuit, which is completely pointless, not to mention confusing, as dialing the last number in most circuits is a major GuideDangIt in itself which most players would never guess. WebVideo/TheAngryVideoGameNerd, who's reviewed many a crappy Creator/{{LJN|Toys}}[=/=]Acclaim licensed game, [[http://www.youtube.com/watch?v=1A5B8fXp0aU opined in his review]] that ''Bill & Ted'' is easily the worst of them all. Even [[WebVideo/CygnusDestroyer the LJN Defender]] [[https://www.youtube.com/watch?v=OM5zkwHW69U&t=0s couldn't really defend this game]], despite trying his hardest.
* ''Bill Laimbeer's Combat Basketball'' is an early SNES title with an interesting concept, but is undermined by sub-par AI, slow characters, and god-awful controls. You're more likely to spend time trying to figure out how to shoot rather than actually trying to win. [[http://www.youtube.com/watch?v=RjaWl-VdOtc Dshban manages to do pretty good at it]], though. SCXCR [[https://www.youtube.com/watch?v=Aq2TgvPtOok did a Five Dollar Gaming]] review of this game, citing inconsistent game speed; the Atari 2600 control scheme on a system using a controller with multiple buttons; not following the rules of basketball; and other major flaws. It doesn't help that this game [[DolledUpInstallment is just the Amiga game]] ''Future Basketball'' but with Bill Laimbeer's name and association with it.
* ''VideoGame/DarkCastle'' was a groundbreaking game for AppleMacintosh computers (being one of the first games to use fully recorded sound effect samples), but it got a pair of [[PortingDisaster terrible ports]] on the UsefulNotes/SegaGenesis and UsefulNotes/PhilipsCDi by Creator/ElectronicArts and Three-Sixty Games--with the CD-i port being the worse of the two despite being on a more powerful console. The lack of mouse or keypad control in these ports make it difficult for your hero to properly aim his projectiles, and the bad controls are worsened by the hero's habit of [[TheKlutz stumbling and falling all over the place]]. It's possible to defeat the final boss [[SequenceBreaking without even exploring some of the rooms in the castle]][[note]]really confident players can simply opt to go through the middle doors to tackle the boss' sanctuary[[/note]], making almost half of the game superfluous. [[http://www.youtube.com/watch?v=TZmXbtvGG4E You can see how much of a failure the game is in this UrinatingTree review,]] as well as [[http://www.youtube.com/watch?v=y4-7mWeY_Cs the Angry Video Game Nerd's review for the Genesis and CD-i versions.]]
* ''Dark Tower'' (not to be confused with Stephen King's ''Franchise/TheDarkTower'' series), an arcade game by The Game Room. The game plays like a shoddy version of ''VideoGame/SnowBros'', except instead of a snowman you are some sort of pantsless caveman or unkempt nerd hitting monsters with a bat. The graphics are stolen from ''VideoGame/GhostsNGoblins'' and ''Black Tiger'', and the music is the [[https://www.youtube.com/watch?v=WWU6z0xnHgo fourth stage music]] of ''VideoGame/DoubleDragon'' on an endless loop. The game itself is lacking in any variety or challenge, as you simply fight the same four monsters (with the same basic boss every ten floors) throughout fifty levels. "Beating" the game presents you with no ending and sends you back to the first level, which isn't even any harder. Read an article that chews out the game [[http://randomhoohaas.flyingomelette.com/gw/darktower/ over at Random Hoohaas.]]
* The Turbografx-16 version of ''WesternAnimation/DarkwingDuck'' suffers terribly from sluggish and delayed controls, poor hit detection, and wonky physics. This makes boss fights harder than they ought to be, since the margin for error when it comes to jumping on them is practically microscopic. The platforming also suffers from an unseen time limit: don't take too long trying to make a tough jump, or else you'll have a safe dropped on you, killing you instantly. Do yourself a favor and just play Capcom's NES version, instead. If you're really curious of how bad it is, watch the WebVideo/AngryVideoGameNerd's [[https://www.youtube.com/watch?v=x3cewR_sMYI review]].
* ''Deep Blue'' for the UsefulNotes/TurboGrafx16 is often cited as not only one of the worst games on the system, but one of the worst shmups ever released. The graphics are drab, the music can lull you to sleep, the controls are sluggish, the levels are boring (nothing but wave after wave of annoying enemies with a boss at the end), and all three weapons are practically useless. While you can take multiple hits, enemies can still strip all your health away in swarms (getting hit even once strips you of all your speed powerups and reduces your current weapon to its basic level), and you only get one life and no continues to beat the game. The only two ways to replenish health are rare health pickups and PauseScumming (and the latter may still not be enough). If you do manage to beat the game, [[AWinnerIsYou all you get for your troubles is a screen that says "NEXT"]]. Watch [[https://www.youtube.com/watch?v=zmDzfN2McUQ this review]] to see it in action.
* ''Divine Sealing'' is an unlicensed {{hentai}} shmup for the Genesis that's notable for being extremely ugly, generic, and easy. Heck, even its main gimmick (anime chicks stripping themselves for no reason after you beat each level) is too limited (and too badly drawn) to be actually arousing. If you're not prone to motion sickness, check out [[https://www.youtube.com/watch?v=69qJ1DHkMNo this walkthrough]] (NSFW).
* ''[[http://www.youtube.com/watch?v=vxuIKgEVmCY Dragon Bowl]]'', a sprite hack of the arcade ''VideoGame/NinjaGaiden'' allegedly based on ''Manga/DragonBall''. It is notable for atrocious music, sound effects stolen from various sources (most notably ''VideoGame/StreetFighterII''), graphics that look like they were drawn by children who'd picked up writing utensils for the first time, [[GameBreakingBug game breaking]] bugs that weren't in the original game and broken hit detection. It is pathetic when put up against the game it rips off, never mind other brawlers released the same year.
* While the UsefulNotes/SegaGenesis was home to [[NoProblemWithLicensedGames some of the most memorable]] Disney-licensed games, the video game adaptation of ''Disney/{{Fantasia}}'' [[TheProblemWithLicensedGames was not one of them]]. With sloppy programming, awkward controls, and haphazard level design, it falls well below the standards of a typical Disney game, and its tinny music hardly does the film's soundtrack any justice. To add insult to injury, Chernabog [[DemotedToExtra doesn't even appear as the]] FinalBoss, rendering whatever [[JustHereForGodzilla motivation]] there was to complete this game [[ShaggyDogStory moot]]. It ranked #6 on ''Mega's'' "10 Worst Mega Drive Games of All Time," and is [[TheScrappy reviled]] by UsefulNotes/SegaGenesis fans across the net; UrinatingTree [[https://www.youtube.com/watch?v=N43TFSTbpdQ sympathizes with them]].
* VideoGame/FeriasFrustradasDoPicaPau (translates into ''WesternAnimation/WoodyWoodpecker's Frustrated Vacation''), released by Tec Toy in Brazil in 1995, is an [[TheProblemWithLicensedGames atrocious licensed game]] for the UsefulNotes/SegaGenesis and UsefulNotes/SegaMasterSystem, both for its sloppy design and for being extremely hard [[FakeDifficulty for all the wrong reasons]]. The levels are poorly designed (sometimes blatantly [[CopyAndPasteEnvironments copy and pasted]]) and absolutely relentless in enemy placement, but the real issue is the very stiff controls combined with some of the [[HitBoxDissonance worst hit detection you'll ever find in a game]]--nine times out of ten, you'll get hurt by the enemies and boss fights more than you can dish it out on them with your nearly useless, short range peck attack. The graphics are abysmal and look like they were drawn in MS Paint, and the sound work is lazy and annoying (for example, the sound of Woody Woodpecker's [[AnnoyingLaugh laugh]] plays ''every'' time he grabs ''any'' item). Oh, and the Hard Mode makes the experience even more miserable, since Woody has no MercyInvincibility in it.
* ''Fight Fever'' (aka ''Wang Jung Wang'') is a Korean-made ''VideoGame/StreetFighterII'' ripoff for the UsefulNotes/NeoGeo with ugly graphics, special moves that are impossible to pull off, and several assets stolen from the first ''VideoGame/FatalFury'' and ''VideoGame/ArtOfFighting'' games. (The sounds were mostly stolen from ''Art of Fighting'', and the continue counter noise and end-of-round score screen graphics were stolen from ''Fatal Fury''.)
* ''Guardians of the 'Hood'', a BeatEmUp and SpiritualSuccessor to ''VideoGame/PitFighter'', features hideously grainy DigitizedSprites of people going at each other with bad hit detection, set to execrable synth music. The 5-button control scheme makes even basic moves pointlessly complicated. There is very little variation in enemy types, and the game is padded out with pointlessly hard one-on-one gym fights that aren't treated as {{Bonus Stage}}s.
* While the original arcade game of ''Hard Drivin'' was a popular, technically impressive and fun racing sim, the UsefulNotes/SegaGenesis port [[PortingDisaster simply could not do it justice in either factor.]] While the real-time polygon graphics were impressive for their time, especially for an early Genesis game (and no extra chips or processors used) the single-digit frame rate, combined with very sluggish controls, make it clear that the Genesis was in way over its head trying to accomplish such a game. Combine that with lousy physics (e.g. the giant loop-de-loop which is very hard to clear; when the car is sent flying in the air via ramp, it can crash just from not being in the ''precise'' position you are supposed to land the car in), handling akin to sliding on ice (it is very easy to crash into other scenery or cars heading in your direction), a car so fragile that [[OneHitPointWonder one hit]] will total it and send you back to the start or a checkpoint, and a strict time limit, and the game is nearly unplayable.
* ''Heavy Nova'', a futuristic mecha action game for the UsefulNotes/SegaGenesis. The single-player campaign is [[BossGame mostly based around boss fights]]; the levels preceding them use the same game engine and controls as the fighting sections, and their brevity is perhaps for the better because they have some of the worst platforming ever committed to a 2D console. All of the on-screen enemies are a fraction the size of your character and are nearly impossible to hit because your moves are designed to strike enemies your own height. This means that you have ''one'' move that can strike anything in the single-player campaign -- an awkward kick that requires you to be within pixels of whatever you're trying to strike as they rain BeamSpam down on you from all sides. The game's one-on-one fighting sections were no better -- when you jump, all attacks pass through you, meaning you can [[GameBreaker make yourself completely invincible at will]]. This has implications for the multiplayer mode and some of the boss battles, with [[http://www.youtube.com/watch?v=gbUTj6CR15g matches consisting of players spending most of their time jumping]]. Even without this [[ScrappyMechanic stupid oversight]], the different characters you can choose to fight with are ''completely'' imbalanced. Some have so few moves that they have ''unmapped buttons'' (on a '''Sega Genesis controller'''), while others can [[BeamSpam spam distance attacks]] and have full suites of super moves. To top it all off, the game is hideous; the graphics would have been a disappointment on the UsefulNotes/SegaMasterSystem. If you want to see more of this game, watch the Continueshow version of the game [[http://www.youtube.com/watch?v=14d13cIZaq0 here]].
* ''Isle of the Dead'' is a strong contender for the worst FPS of all time. Coming out the same year as ''VideoGame/{{Doom}}'', its engine is more on the level of ''VideoGame/Wolfenstein3D''. Right from the start, the game offers enemies which can tear you to pieces in seconds and respawn right after you leave the room. The graphics and sound are horrible--with nothing to tell parts of the map apart, navigation becomes far too difficult. There are some static screens where you interact (similar to adventure games), but in these you are often clueless about what you are supposed to do, and can easily miss crucial items. To top it all off, quitting the game for whatever reason is referred to as "the coward's way out," and is greeted with a [[http://www.youtube.com/watch?v=H3nh27bRXYQ#t=6m41s graphic depiction]] of a [[AteHisGun shotgun suicide]].\\\
The sad part is that the game is supposed to have point-and-click adventure elements as well, which sounds like a great idea in theory. But the game could not decide which genre to pick thus making a complete mess of a game. For all your troubles to actually play through the game, all you get is a "TheEndOrIsIt"-style ending. A SequelHook that will never come to life... no pun intended...
* While ''VideoGame/ItCameFromTheDesert'' is generally considered a CultClassic on other systems, the UsefulNotes/{{TurboGrafx|16}} CD port is an example of an infamously bad PortingDisaster, no thanks to the addition of [[FullMotionVideo FMVs]] that have little to do with the actual plot, changes to the story, and the system's own graphical limitations forcing a change in certain gameplay aspects and making it more repetitive and boring. There are frequent moments where the gameplay segments don't match up with the story at all [[note]] (in one cutscene, the doctor tells you to collect three transponders to break through the ant queen's force field. You never have to do this, and the game almost instantly forgets about it)[[/note]]. The cutscenes feel like they're out of order, as there are points where ''back-to-back'' cutscenes will contradict each other. Not even traveling in the game works right; you'll sometimes pick a location to go to and end up in a completely different area. Watch WebVideo/{{Retsupurae}} riff it to pieces [[http://youtu.be/5LVTS9ft4MU here.]]
* ''VideoGame/LegendOfSuccessJoe'', a horrible excuse of a boxing game [[TheProblemWithLicensedGames based on]] the manga/anime ''Manga/AshitaNoJoe''. The gameplay alternates between ''very'' primitive BeatEmUp segments in which Joe fights a few [[{{Mooks}} wimpy enemies that die in one punch]] before fighting a very long boss, and boxing matches based on famous battles of the series. The controls are clunky and unresponsive, and the music sounds like something out of an early NES game even though this game was produced for one of the most powerful systems of the early 1990s. The graphics are not much better — an ugly, overly bright color palette, non-existent animation, and hunchbacked character sprites. It was one of the few early UsefulNotes/NeoGeo titles that [[NoExportForYou stayed in Japan]], for good reason.
* ''Lord of the Rings: Book 1,'' Interplay's attempt at adapting ''[[Literature/TheLordOfTheRings The Fellowship of the Ring]]'' to the SNES, quickly and flagrantly broke all [[UniverseBible the rules established in the books]]. YouShallNotPass? Well, not if the player decides to beat the BigBad [[SequenceBreaking elsewhere first]]... if the player managed to make it that far, since [[GameBreakingBug glitches]] would often cause the mere act of walking to the next area to be fatal. You could finish the game as two unnamed Hobbit children and Bill the pony. Before the advent of Website/{{Game FAQs}}, if you lost [[GuideDangIt the manual]], then you were boned -- it had all the layouts of the dungeons (which were [[MarathonLevel at least fifty screens long]]) printed within.\\\
It doesn't end there. Cutscenes, even ones that are supposed to take place in castles, are composed of WallsOfText between people standing in some field. Sprites are poorly made — only cloak color differentiates the hobbits from each other, and no one but Gimli and Gandalf looks any different from the generic [=NPCs=]. The cities look like any other part of the world, except they have lazily designed houses in them. And at the end? You fight the Balrog, using the horrendous control scheme which causes you to either control every member of your party at once or let them wander around and die — not that it matters, as the fight is more or less {{Unwinnable}} anyway. There are noticeable loading times between areas despite this game being on the SNES. The game's sole redeeming point is its beautiful music... but it only has three tracks, and one of them is reserved for the title screen.
* The ''[[http://en.wikipedia.org/wiki/Make_My_Video_(series) Make My Video]]'' series was produced to build up the UsefulNotes/SegaCD's FullMotionVideo library quickly without having to shoot original footage. All three games involved "editing" three videos with filters and silly stock clips. Even for the time, it was ridiculously limited. Since the Sega CD had limited video capabilities, the resulting videos were grainy, had a limited color palette, and were displayed on a very small portion of the screen (especially bad since all three videos are played at the same time). The "Kris Kross" release is often cited as the single worst Sega CD game which, considering the amount of crap in the U.S. library for the Sega CD, is saying something. [[WebVideo/TheSpoonyExperiment Spoony]] [[http://blip.tv/the-spoony-experiment/fmv-hell-make-my-video-1287024 reviewed all three of the games for his "FMV Hell" series]], as well as ''Power Factory featuring C+C Music Factory'', another game made in the same style.
* The [[Franchise/SuperMarioBros Mario franchise]] was unfortunately prey to a bevy of educational games, many of which were mediocre at best. The absolute nadir, however, would be ''[[http://www.youtube.com/watch?v=rhMGDXM7OV8 Mario's Early Years: Preschool Fun.]]'' It's ridiculously simplistic, beyond the point of enjoyability, with all the gameplay built around preschool-level teachings... It's clear every word of the voice acting is an individual clip, as [[MadLibsDialogue each word is emphasized and separated by a brief pause]], to unsettling effect. Framerate issues occasionally cause the music to randomly change tempo, and the graphics make everyone look... [[UncannyValley off.]][[note]]Yoshi, for one, seems to have the width of a two-by-four.[[/note]] LetsPlay/ProtonJon and Kelekin play through the entirety of the game [[http://www.youtube.com/watch?v=6VJaLVR94YI&feature=plcp here]], as well as its other incarnation (''Mario's Early Years: Fun With Letters'') [[http://www.youtube.com/watch?v=Pa81s4mw3a0&feature=plcp here]].
* The DOS versions of ''VideoGame/MegaMan'' and ''VideoGame/MegaMan3'' had horrible controls and graphics (just look at the [[http://meanderingentertainer.files.wordpress.com/2008/05/mmdos2.jpg Robot Master/stage-select screen]] from the first game), non-existent music (to go with the frequently non-existent sound cards), and terrible level design (the introduction level in the first game is a short, flat path to the Robot Masters' domains where you flee from an invincible [[DemonicSpiders Goddamned Wolf]] who ''will'' get several hits in on you). In ''Mega Man 3,'' the Robot Masters are obvious edits of the bosses of the NES ''VideoGame/MegaMan2'' and ''[[VideoGame/MegaMan3 3]]''. It makes you wonder why Capcom outsourced their mascot to an unknown UsefulNotes/{{shovelware}} studio.\\\
If you played it on a fast-''for-the-time'' PC, then the first DOS ''Mega Man'' would run at uncontrollably fast speeds. Yes, many DOS games were programmed to use the PC's processor clock cycles as an internal timer ''without an upper limit''; the faster the processor ran, the faster the game ran. Games like this that were programmed for an 80286 processor are unplayably fast on modern computers (which are 500 times faster than a baseline 286). But still, that's really not supposed to happen while the game is still on the shelves.\\\
The reason there is no DOS ''VideoGame/MegaMan2'' is because the developers were [[{{Mockbuster}} trying to cash in on the then-released]] ''VideoGame/MegaMan3'', to the point of making their own version of the robot master on [[http://upload.wikimedia.org/wikipedia/en/thumb/4/49/Megaman3_box.jpg/200px-Megaman3_box.jpg the original NES cover]] (who's supposed to be Spark Man) to justify using the exact same cover. Check out [[Creator/{{Yuriofwind}} Yuriofwind's]] Obscure Gaming on the first DOS Mega Man [[http://www.youtube.com/watch?v=cQ-gChhpVvM here]], Vinny from WebVideo/{{Vinesauce}} streamed the first game [[https://youtu.be/WRE_SbIXiRA?t=4166 here]] alongside some other awful DOS games, the AVGN covering both games [[https://youtu.be/Q3iEn5rzMnw?t=501 here]], or LetsPlay/TheDPad investigating and play them both [[https://www.youtube.com/watch?v=-7dvRscZMCc&list=PLfujXvl455i9iSiwWB4HBxEuVmuxD4vEs here]] and [[https://www.youtube.com/watch?v=xxiPTfRwFcQ&list=PLfujXvl455i-tBz9tvCG6o33QabPXcRJA here]].\\\
To top it all off, the second game came with an unofficial subtitle: ''[[ExactWords The Robots Are Revolting]]''.
* ''Metal Morph'' for SNES is a very rare entry for Origin (of ''Franchise/{{Ultima}}'' fame) in the field of console action games, and playing it shows why. The game is about a being composed of living metal traveling into a wormhole and being captured by evil aliens who want to replicate his morphing ability to invade our universe. It's actually divided into platform sections, where the hero can turn into living metal a la [[Film/Terminator2JudgmentDay T2]] to avoid being hit and travel into pipes, and third-person space shooter sections making use of the SNES' Mode 7. As [[http://www.hardcoregaming101.net/kusoge/kusoge-metalmorph.htm this article]] shows, the former are frustrating because of the convoluted level layouts, drab graphics, abundance of unlabeled switches and the uncanny ability of the enemies to shoot us the exact moment we're out of the mostly invincible living metal form (and we're also an OneHitPointWonder). The latter are pretty much unplayable and feature headache-inducing flashing textures for the planets' sky and surfaces. The controls are bad, the music is bad, the graphics are bad and, if you somehow manage to complete it, [[CruelTwistEnding the ending]] shows that some traitor sold the aliens the secret of the metal morphing, making all the rest of the game totally pointless.
* ''VideoGame/MortalKombat3'' for the original UsefulNotes/GameBoy was a cheap bastardization of its console game counterparts, rendered nearly unplayable due to the limitations of the Game Boy, and had poor graphics even by that system's standards (especially when compared to the GB version of ''VideoGame/MortalKombat2''). Also, the developers screwed up some of the fatalities -- notable offenders are Sindel, whose scream somehow sets the opponent on fire, and Smoke, whose Fatality made absolutely no sense.
* The GB port of the original ''Mortal Kombat'' was also very bad, which is sad because the character models were rather photorealistic (for a Game Boy game). It suffered from sloppy animations and even more sloppy hit detection. All the special moves used inputs [[DamnYouMuscleMemory completely different from the rest of the games of the franchise]], and there were no fatality cues.
* ''VideoGame/RiseOfTheRobots'' promised a soundtrack by Brian May of Music/{{Queen}}... which consisted of a short title tune. The rest of the music was written in-house at Mirage because May didn't get his music in by the deadline. (The techno soundtrack by Richard Joseph was actually praised by a few reviewers -- [[BaitAndSwitch it just wasn't what the game advertised]].) The graphics looked utterly astounding, but because the animations were so detailed that they were practically FullMotionVideo there was little wiggle room for ''gameplay'' and only a few moves possible per character. Worse, you could plow through literally the entire game by [[SpamAttack spamming the same attack over and over again]], completely eliminating the need for any strategy or even learning much beyond the basic controls. One of the first games, and one of the few from the 2D era, that got excellent reviews on its graphics but poor ratings on everything else. There are some versions of the game are better than others (the 3DO version actually does have music by Brian May, plus the techno soundtrack as an option), while some are worse off (the Amiga version has no music, and the Genesis version has worse graphics and sound quality). ''WebVideo/PlayItBogart'' [[http://youtu.be/klECRHvmoqM takes a look at the the SNES version here.]]
* Much like ''Dragon's Lair'' for the NES mentioned above, the SNES [[ReformulatedGame version]] of ''VideoGame/SpaceAce'' was meant to translate every single level from the Laserdisc original into a platformer. The controls are sluggish and unresponsive; combined with poorly placed hit boxes and fast-scrolling screens, that makes for a frustrating time. It is almost impossible to land your jumps, and missing jumps kills you in most levels. If you want to shoot someone, good luck — there are ''two'' buttons to draw your gun, one for each direction. Then there's the Space Maze, painful {{padding}} sandwiched between every level; in these sections, you have to steer your impossibly fast ship through a bunch of narrow alleys while shooting obstacles. The graphics are ugly at times -- the developers did include a few of the [[FullMotionVideo FMVs]], but they're so grainy and disjointed that you have to wonder why they bothered. The result is a long, frustrating, poorly designed game. JonTron took a look at this game [[https://www.youtube.com/watch?v=_GOWxtGaAOk here.]]
* ''Survival Arts'' is a fighting game that was published by Sammy Corporation (yes, the same Sammy that distributes the ''VideoGame/GuiltyGear'' arcade games) and developed by Scarab. It is a dime in a dozen of [[FollowTheLeader games that tried to capitalize]] on the ''VideoGame/MortalKombat'' hype by having digitized graphics. The playable characters are laughable: Gunner is supposed to be a police officer but looks more like a janitor; Viper looks like a poor-man's Ken from ''Street Fighter the Movie the Game''; Mongo and Santana are horrifically broken while Tasha and Hanna are pitifully weak, and the resident SNKBoss has been likened to a cross between Will Ferrell and Richard Simmons pretending to be Shang Tsung. The game's large, detailed sprites and fluid animations actually ''work against'' it: Having such gigantic characters means little room to move, and the drawn-out animations allow the AI to [[TheComputerIsACheatingBastard block every single thing you throw at them]] except for a scant few moves they will [[ArtificialStupidity always allow themselves to get hit by]]. Throw in a faulty weapon mechanic, a disgusting cacophony of drums and trombones passed off as background music, plus one of the worst cases of vertical sync you'd ever laid your eyes upon (jumping up and down causes the video to ''split apart''), and you can see why it's no wonder [[OldShame Sammy Corp never mentioned this game ever since.]] [[http://youtu.be/E1jrIQf0DYk Sick0Fant took a fiddle at it]], and a [[http://youtu.be/xKWB1cELIAo commentary of this is also available.]]
* While the Genesis and Master System versions of ''WesternAnimation/TazMania'' are considered good, or at least passable, the Game Gear version is an atrocious wreck. The graphics are hideous and the controls sluggish and awkward, which only adds to the FakeDifficulty that's already present (the first level involves outrunning a boulder and requires absolute perfection and ends with a LeapOfFaith, while the second requires you to know the exact route through a runaway mine cart level or else you'll hit a dead-end and die.) The only boss in the game is a serious case of GuideDangIt (you have to jump up and hit hanging icicles with your spin attack, which for some reason causes fire to shoot out from the floor) and the sound and music...well, [[http://www.youtube.com/watch?v=BISQ1A4VFxg just have a listen for yourself.]]
* ''VideoGame/TattooAssassins'' is what happened when some employees of Creator/DataEast got the mistaken idea that they could compete with ''Mortal Kombat'' with half the budget and one-third of the development time of a typical arcade FightingGame. The result was nearly unplayable, with poor moves, ArtificialStupidity, and an [[MostAnnoyingSound annoying parrot]]. The pointlessly hyped story (what with its loose connection to [[Film/BackToTheFuture Bob Gale]]) fell flat. The game was also hyped to feature more {{Finishing Move}}s than in any other fighting game, but that was because management threw in every idea they could think of regardless of how bad they were. It never went past the beta phase ''because they couldn't find testers who could bear to play it''. [[http://www.i-mockery.com/minimocks/tattoo-assassins/ If you really want to, you can find more information about this game on I-Mockery]] or watch WebVideo/{{Retsupurae}} riff the arcade mode [[http://www.youtube.com/watch?v=C_AiLdU5O1c here]] and the fatalities [[http://www.youtube.com/watch?v=QUEXioTdscc here]]. For the record, Data East executive Creator/JoeKaminkow defends the game, noting that [[NoSuchThingAsBadPublicity people are still talking about it all these years later.]]
** An insider account of the game's development [[http://www.arcade-history.com/?n=tattoo-assassins&page=detail&id=2841 can be found here.]]

* ''Top Banana'', originally for the Archimedes in 1991 but ported to the Amiga and Atari ST one year later, is basically ''VideoGame/RainbowIslands'' except purely awful in every aspect. The game is meant to have an [[GreenAesop environmental theme]] but it's [[AllThereInTheManual only elaborated on in the manual]], as the trippy intro explains nothing and several of the enemies are hard to interpret. The graphics are painfully ugly; backgrounds look like random tiles jumbled together and the protagonist looks like an ugly clown. The sound effects are either inappropriate or just plain creepy, such as an "mmm..." that sounds more like a disturbing moan when you pick up items. The controls are slippery, and there's no way to control your jump height, so it's easy to bump your head into an enemy (taking damage knocks you off the platform you were on). Other awful mechanics include needing to shoot power ups before you collect them (otherwise, you'll take damage) and a radiation mechanic that makes the already bad graphics and controls even worse. The worst part: you have only one life and no continues to beat this game, and [[AWinnerIsYou all you get for your trouble if you manage to do so is an image]].
* On first glance ''The Wacky World of Miniature Golf with Eugene Levy'' looks at least decent. The graphics and animations are rather fun and ''Creator/EugeneLevy'' as the game's host gets the occasional laugh as well. So what propels the game from what could have been one of the few decent titles on the CD-i to horrible levels? Well, you know how in every golf game you rely on the power and aim of your swing and environment to reach the hole? Rather than a tried and try formula, the game is almost completely timing based with no options on the power of your swing or the like due to the game being based around FMV footage. Okay, so you just pay attention to the obstacles for when to swing, right? Nope, the outcome is almost completely random, even if what should have been the correct shot was made, the game arbitrarily decides when to let your ball pass. The game is almost entirely trial & error until you make the correct putt. It's completely mindless, frustrating and tedious gameplay with only 18 holes to play, though that might be a blessing in disguise. See the ''WebVideo/GameGrumps'' play it [[https://www.youtube.com/watch?v=onCrqkBZjIQ here]] with the normally optimistic and chill Danny going completely mental at the game.
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