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2{{Dancing Bear}}s in VideoGames.
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4* ''VideoGame/AlphaWaves'' is known only for the fact that it was a 3D platformer made in the 16-bit era.
5* ''Amped 3'' is a fairly obscure, so-so snowboarding game which managed to bomb significantly despite being a launch Platform/Xbox360 game. However, if people know of it, they likely remember it for the [[QuirkyWork completely batshit]] [[https://www.youtube.com/watch?v=E9WKg6yhebU&list=PL4F00865FB55E4F4D cutscenes]], which featured, among other things, constant ArtShift between [[StylisticSuck deliberately bad CGI]], {{Animesque}}, hand puppets, handdrawn on paper, scrapbook cutouts, 8-bit {{Retraux}}[[note]]Which, believe it or not, are sprites and portraits from ''VideoGame/FireEmblemTheBindingBlade'', poorly edited to avoid copyright[[/note]], among about a dozen other styles, and for a completely insane plot that involved MindControl, a parody of Creator/ElectronicArts, a main character being recruited into a BoyBand, russian agents, and ending with [[spoiler: a comet colliding with Earth and causing an EarthShatteringKaboom]]. [[DenserAndWackier This is despite the fact that the first two games were down-to-earth, realistic, and took themselves pretty seriously.]]
6* ''Arm Joe'' is an adaptation of ''Literature/LesMiserables''... as an over-the-top late-90s 2D fighting game. Though it is a fairly impressive effort for a one-man studio, it would be entirely forgotten if not for its strange choice of source material--especially since it's not an InNameOnly adaptation, being surprisingly heavy on references to said source.
7* ''VideoGame/AutoModellista'' is a RacingGame by Capcom whose claim to fame is that it has highly stylized and flamboyant [[CelShading cel-shaded]] graphics despite being an otherwise staid and realistic driving simulation ala ''VideoGame/GranTurismo''. The cel shading is such a big part of the game's reputation that when Capcom released a follow-up driving sim with more realistic graphics (''Group S Challenge''), it was immediately ignored and remains very obscure despite otherwise improving on ''Auto Modellista'' in most respects.
8* ''Bloodborne PSX'', the VideoGameDemake of ''VideoGame/{{Bloodborne}}'' has two dancing bears going for it: the first in it being a [[Platform/PlayStation PS1]]-style remake of Bloodborne (a game released for the [=PlayStation=] 4 in ''2015''), and people coming to see if it can pull off the "Soulsborne" style of controls with 8-directional movement; and the second in it being a playable version of Bloodborne [[NoPortForYou on the PC]].
9* The first three ''VideoGame/{{Boktai}}'' games had UV sensors built into the cartridges, the idea being that to use ThePowerOfTheSun in the games, you had to provide sunlight in real life. While having to stand in direct sunlight (or play with a disadvantage, if it's night, the weather isn't sunny, or you don't have an artificial source of UV light available) was an AudienceAlienatingPremise, it certainly was a very unique idea, and the games are generally considered good apart from that.
10* At first, ''VideoGame/{{Borderlands}}'' was only really notable for the "87 Bazillion" randomly-generated guns. [[SurprisinglyImprovedSequel The sequels went a good bit beyond that]].
11* While 1981's ''VideoGame/{{Bosconian}}'' isn't the first video game to feature voices, that title belonging to ''VideoGame/{{Berzerk}}'', it was not only notable for being one of the first video games to include non-synthetic voice acting, but also for being the first [[ShootEmUp space shooter]] to feature voices, which was a major selling point in both promotional material and home ports.
12* ''VideoGame/BrutalMario'' in general. With the gimmick being [[TechDemoGame lots and lots of ASM that stretches the engine to its limits]]. It's quite a common gimmick for Mario hacks in general, with other examples of being ''Mario Fantasy'', ''Super Mario LD'' and the ''Ore World'' series, which also have wildly varying quality of level design.
13* ''VideoGame/BugFables'' got a decent amount of buzz (pun intended) upon release among fans of the ''VideoGame/PaperMario'' franchise, as its gameplay, writing, and aesthetic was heavily inspired by that of ''VideoGame/PaperMario64'' and ''VideoGame/PaperMarioTheThousandYearDoor'' during a time when the ''Paper Mario'' franchise was [[AudienceAlienatingEra alienating long-time fans]]. Thankfully after release, the game managed to gain popularity on its own merits.
14* ''VideoGame/CaveStory'' is a solid game in any context and did well critically, but its biggest claim to fame is that everything in the original version, from the game engine to the levels, graphics, animations, music, story, weapons, enemies, physics, etc, was all made by one person in his spare time. Taking into account the size, quality, and initial release date of the game, this was highly notable.
15* ''VideoGame/ConkersBadFurDay'''s Dancing Bear is loads of swearing, [[{{Gorn}} graphic violence]], sexual references, ToiletHumour, BlackComedy, and [[ReferenceOverdosed pop culture references]], which contrast harshly with the game's cute and cartoony aesthetics. The "mature" content was added after [[VideoGame/TwelveTalesConker64 a kid-friendly prototype version]] was [[ItsTheSameSoItSucks criticized for being too similar]] to Creator/{{Rare}}'s previous ''VideoGame/BanjoKazooie''. The game became a beloved CultClassic, although it still sold poorly due to releasing on the Platform/{{Nintendo 64}} when the next generation of consoles was becoming available.
16* ''VideoGame/TheCrew'' has its main draw in the fact the entire U.S.A. (aside from Alaska and Hawaii, for obvious reasons) is the map, and it's an open world. As [[WebVideo/RosssGameDungeon Ross Scott]] remarks, it's difficult to rate a game like that because even if it's unremarkable or even mediocre in the rest (with ''The Crew'' generally falling under "okay" for most things from physics to graphics and story, with a couple glaring problems), being able to drive across the entirety of the US is a huge thing by itself, but isn't really part of the usual rating process, so it's impossible to really give it a fair score.
17* ''VideoGame/CrossBeats'' is mainly known for being the first game that Naoki Maeda of ''VideoGame/DanceDanceRevolution'' fame worked on since leaving Konami.
18* Opinions on ''VideoGame/{{Crysis}}'' as an overall product vary, but one thing most can agree on is that it's an absolutely gorgeous-looking game for its time, with even the best machines on the consumer market at the time having trouble running the game at maximum settings. For a while, ''Crysis'' served as the benchmark for people trying to build dream [=PCs=].
19* ''VideoGame/{{Cuphead}}'' is primarily known for the fact that the entire game is hand drawn in the style of a 1930's rubber hose cartoon.
20* ''VideoGame/{{Daikatana}}'' is a bit of an absurdity. The only reason it sold any copies ''at all'' is because it had [[Creator/JohnRomero John Romero]]'s name on it, and was from Creator/IonStorm -- and because of an infamous magazine ad which claimed that "John Romero's about to make you his bitch." The game itself was and is, as many reviewers at the time noted, a buggy, broken mess. Today, conversely, it is largely remembered because of the resulting trainwreck.
21* The obscure arcade game ''Daioh'' advertised that and is mostly known to genre enthusiasts because it's a vertical ShootEmUp whose export version peliculiarly uses a 6-buttons ''Franchise/StreetFighter''-esque control layout in a genre where most games rarely feature more than 3 action buttons.
22* When ''VideoGame/{{Darius}}'' was first released, its main draw was the three-screen monitor setup. ''Dariusburst'' followed this up with a 32:9 setup for its arcade cabinet, along with a Chronicle mode that has over 3000 stages, with progression in the mode shared between everyone playing on a given cabinet.
23* ''VideoGame/DisneyInfinity'' is mostly notable for two things. It has Disney characters and sets you buy as figures, and it's a toy box you can make other games in.
24* The first ''VideoGame/DonkeyKongCountry1'', while still a fondly remembered game in its own right, is mainly known for being one of the first video games to use prerendered CG graphics, and the first game on the [[Platform/SuperNintendoEntertainmentSystem SNES]] to do so as well.
25* ''VideoGame/DonkeyKongJungleBeat'' owes its fame entirely to its control scheme: the game is designed to be played exclusively with the DK Bongos, a music peripheral originally designed for the rhythm game ''VideoGame/DonkeyKonga''. Though by no means a bad platformer, the fact that the game is even possible to play with a pair of plastic drums, much less to the degree of the final product, is the main reason to check it out. Aside from that, its other main claim to fame is being the first game awarded the E10+ rating by the MediaNotes/EntertainmentSoftwareRatingBoard.
26* The ''VideoGame/{{DOOM}}'' GameMod "Nuts" is a map that consists of two huge, rectangular rooms filled with thousands upon thousands of demons, with the first room having weaker enemies and the second one containing the biggest, strongest foes in the game. Players are given a BFG-9000, a ton of ammo, and a few invincibility power-ups to try and clear out as many enemies as possible (though many of them will [[SetAMookToKillAMook be killed by infighting]]). The map is famous solely due to its ludicrous enemy density (to the point where even modern machines may struggle to play it), and it's inspired a few follow-ups that go for SequelEscalation in terms of enemy counts.
27* ''VideoGame/DukeNukemForever'', if only for the fact that it spent over twelve years in development and won numerous awards for its repeated delays, even outliving the game's own development studio after they were axed by their publishers. By the time of its release, just the fact that the game ''existed'' and could actually be ''played'' was reason enough for many to buy it, with several outlets such as ''Official Xbox Magazine'' deeming the game itself to be of such poor quality that "a chance to own a piece of gaming history" was the game's only positive.
28* ''VideoGame/DustAnElysianTail'' was designed, programmed, and illustrated almost entirely by Dean Dodrill, with only voice-acting and music coming from other people.
29* ''Escape from the Coolsonian'' was a tie-in WebGame released in promotion for ''Film/ScoobyDooMonstersUnleashed''. An otherwise ordinary [[PointAndClickGame point-and-click adventure]], it has achieved notoriety for the sole factor of being a game meant for children that features a nasty ScreamerPrank.
30* ''[[http://www.hardcoregaming101.net/exterminator/ Exterminator]]'' was the first arcade game whose visuals were entirely made with digitized graphics, in 1989. [[ArsonMurderAndJaywalking It was also housed]] in an elaborate cabinet shaped like a house, complete with slanted roof and chimney.
31* The budget fighting game ''[[http://www.ign.com/games/fight-of-the-gods Fight of Gods]]'' probably would have been an obscure footnote were it not for the fact that one of the playable characters is none other than [[Literature/TheBible Jesus Christ]], which almost [[OvershadowedByControversy instantly catapulted it to internet infamy]].
32* There exists a Chinese VideoGameDemake of ''VideoGame/FinalFantasyVII'', which manages to fit most of the game's three-discs-on-the-PSX story onto a heavily modified NES cartridge. Few people to have played it consider it an improvement on the original or even the other NES ''Final Fantasy'' games, criticizing it for extremely poor balancing and an overtuned level of difficulty (enemies just have far too much HP), but nonetheless regard it as frankly miraculous that it actually functions to begin with.
33* ''VideoGame/{{Fuel}}'' is mostly remembered for the massive scale of its open world at 14,400 square kilometers, even getting a Guiness world record for largest playable area because of this. However, besides that the game is largely considered SoOkayItsAverage.
34* ''VideoGame/GeppyX'', released for the Platform/PlayStation in 1999, was sold primarily on its premise: an incredibly accurate homage to '70s SuperRobot anime, down to the theme songs, eyecatches, and fake commercials. Reviewers of the time generally noted that it's a below-average side-scrolling shooter, but the novelty of its presentation makes it worth checking out anyway.
35* ''VideoGame/Hitman3'' was the subject of [[https://www.pcgamer.com/uk/how-hitman-3s-devs-shrank-the-entire-trilogys-install-size-by-over-80gb/ a few interviews]] about how it managed to cut down on the filesize of the game by over 65% at launch by using the [=LZ4=] compression algorithm[[note]]A very heavy compression algorithm that is known for essentially halving the filesize of anything it's used on, but it has the downside of being [=CPU-intensive=] to pack and unpack files, something [=IOI=] ''also'' accounted for[[/note]]. Not only is Hitman 3 the final entry, and smallest entry in terms of filesize, in their ''VideoGame/WorldOfAssassinationTrilogy'', but it also contains all the content from ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'', DLC and all!, meaning the prior two games are effectively redundant to keep around, and instead of being in excess of 200GB as many feared before launch, the game was '''55GB!''', which was just astounding. Not only that, but previous owners of the two games get those [=DLC's=] for free!
36* ''VideoGame/{{IMGCM}}'' is widely known for [[ShootTheMoney their extremely expensive budget]], and the not only vivid but [[SurprisinglyCreepyMoment surprisingly dark]] (but still LighterAndSofter than the infamous ''Anime/PuellaMagiMadokaMagica'', ''Literature/MagicalGirlRaisingProject'' and [=Ryukishi07=]'s works in comparison, at least in the regular version) MagicalGirlWarrior game which uses TheMultiverse as the game setting. Besides that, there's an official {{NSFW}} version of it, which is called ''I=MGCM DX''.
37* ''Istaria: Chronicles of the Gifted'' would have been treated as just another generic fantasy {{MMORPG}}... if it wasn't for the fact that it is practically the only {{MMORPG}} that has '''dragons''' as a playable race which became the only thing people know about the game. The fact that there isn't even a trope page already speaks volumes. Even the game's website has "Istaria is the best crafting MMORPG and has playable Dragons!" as its title.
38* The FirstPersonShooter ''.kkrieger'' is mostly known for only needing 97,280 bytes of disk space despite having ''VideoGame/Doom3''-tier graphics, through such tricks as using Windows system files as seeds to generate the content.
39* ''VideoGame/LANoire'' was hyped on its (at the time) revolutionary motion/facial capture technique, which digitized the faces of actors onto their virtual counterparts, along with an interrogation system that forced players to figure out subtle facial cues to determine whether a suspect was lying or not.
40* ''VideoGame/LittleTownHero'': Toby Fox of ''VideoGame/{{Undertale}}'' fame developing a release from Game Freak is enough of a Dancing Bear as is. Toby Fox later working on ''Pokemon'' is definitely a major accomplishment from a humble indie developer.
41* ''VideoGame/LoseLose'' is a Mac space shooter that permanently deletes a random file in your Home folder for every enemy you kill. The creator even admitted that the game was made as a funny little experiment and was surprised that people actually played and enjoyed it.
42* ''VideoGame/{{maimai}}'' is a pretty standard arcade rhythm game, but it's best known for its unusual cabinet design. It looks like a washing machine, with a circular screen that allows and encourages radial inputs.
43* The {{MMORPG}} genre (at the very least until ''VideoGame/WorldOfWarcraft''). Just the idea of playing with hundreds or millions of other people simply by plugging in your modem made even the worst balanced exposure to the most annoyingly ill-behaved players tremendously appealing.
44* Back in the 90s, ''Franchise/MortalKombat'' was infamous due to its over-the-top violence, which led to re-evaluation of laws concerning violent content of video games and the creation of the ESRB in North America. This status wore off as games with even more graphic violence became more common and the critical reception of the franchise began to dip. With the Netherrealm Studios era beginning with the SoftReboot in 2011, though, the gratuitous blood and gore have not only ''not'' gone away, but become a part of the series' identity that help differentiate it from other fighting games.
45* The ''VideoGame/Narc2005'' remake banked on controversy over its drug use mechanic to help sell games. Although it did get media attention, it didn't sell very well.
46* Creator/{{Nintendo}}:
47** Nintendo's [[OlderThanTheyThink very first video game]] was ''VideoGame/EVRRace'' and it isn't all that impressive from a gameplay perspective, being little more than a betting simulator. Player input consisted of [[LuckBasedMission nothing more than choosing a horse or car that one thought would come in first place]], but it was notable anyway as the first video game to ever use {{Live Action Cutscene}}s, which was accomplished via the "Electronic Video Recording System", one of many experimental predecessors to the VHS tape.
48** M-rated Nintendo games. Nintendo is renowned for its family-friendly image, with their internal development studios never creating anything above a Teen rating. This doesn't stop them from occasionally funding and publishing M-rated exclusives from other studios though, which happens infrequently enough to catch people off-guard whenever it happens. The biggest example of this is ''VideoGame/{{Geist}}'', which thanks to its middling gameplay, is ''only'' remembered for being that Nintendo M-rated [=GameCube=] game that wasn't ''VideoGame/EternalDarkness''.
49** The Platform/NintendoDS wasn't sold on how graphically impressive its games were for a handheld device, but on its touchscreen interface. While some mocked it, claiming that it would be crushed by Sony's Platform/PlaystationPortable, it ended up being an overwhelming success thanks to said touchscreen being attractive to a "blue ocean" of consumers who were intimidated by traditional control schemes, popularizing the CasualVideoGame in the process. The success of the Nintendo DS (Nintendo's most-sold console and the second-best-selling console ever) lead to a general shift in Nintendo's strategy, leading them to focus more on widespread casual appeal than the much smaller hardcore audience. This has worked to their success (the Platform/{{Wii}} with its [[{{Waggle}} motion control]] and the Platform/NintendoSwitch with its "hybrid" format, both spawning imitators), detriment (the Platform/WiiU with its tablet [=GamePad=] controller is their worst-selling console), and everything in between (the Platform/Nintendo3DS with its [[UsefulNotes/ThreeDMovie glasses-free 3D effects]] was popular, but the gimmick was only regularly used by a small fraction of consumers, leading to a cheaper budget model that ditched the functionality completely).
50** The [[Platform/SuperNintendoEntertainmentSystem SNES Classic]]'s main selling point was that it contained the first release of ''VideoGame/StarFox2'', which had been on TheShelfOfMovieLanguishment since 1995.
51* A lot of the initial titles that used NVIDIA's RTX features, such as ray tracing and DLSS, were seen as this. Sure it was cool to have perfect mirror-like reflections on shiny metal and glass, but for the most part, performance tanked when it was enabled. In addition DLSS was rather limited in what options you could set (one of them being you ''had'' to use a resolution of 4K or [=1440p=]). Later iterations of both features would improve, but various games (some existing for over 20 years) were made into Dancing Bears as if to go "look, you can do this now!"
52* ''VideoGame/{{Palworld}}'' is primarily known for being either "''Franchise/{{Pokemon}}'' with guns" or "''Pokémon'' with BlackComedyAnimalCruelty" depending on who you ask, due to the pre-release promotional material focusing heavily on that as its marketing gimmick. A large contributing factor to its successful early-access launch is players coming for what they thought was a silly meme game based on that pretense, only to find themselves enjoying it on its own merits.
53* Per ''VideoGame/Persona3Reload'''s release, the only reason ''VideoGame/Persona3 Portable'' remained standing is the ability to play ''The Journey'' as a female protagonist, something that has not been done in any "nu-''Franchise/{{Persona}}''" games since. ''Portable'' on its own is considered to be the worst way to play ''Persona 3'' due to non-dungeon navigation being reduced to point-and-click interface, scenes being reduced into a VisualNovel format, and much of the quality-of-life additions and updates which put it mechanically ahead of the Platform/PlayStation2 versions already being present in ''Reload'' anyway like the option for Direct Commands, Skill Cards, rescue requests, etc.
54* ''VideoGame/{{Portal}}'' started off as this, being focused on puzzles that require thinking with non-Euclidean portals, and was first released in ''The Orange Box'' compilation alongside the heavyweights of ''Half-Life 2'', its episodic sequels, and ''Team Fortress 2'', seeming very small by comparison. However, its easy-to-grasp gameplay, darkly witty writing, and main villain proved that there was a lot more than just a simple gimmick, and it became the most acclaimed game out of ''The Orange Box'', eventually getting [[VideoGame/{{Portal 2}} a sequel]].
55* ''VideoGame/PokemonRanger'': Many ''Pokémon'' fans bought the game just for the Manaphy egg you can get for completing it (as long as they didn't get a second-hand copy where the previous owner already redeemed it, due to the strange decision to limit the eggs to one per ''cartridge'').
56* The ''VideoGame/RedFaction'' franchise became notorious for its groundbreaking [=GeoMod=] technology and physics simulation, which allowed players to blow open walls or destroy environments (to a level not normally seen in previous games) if they couldn't get through a door or obstacle.
57* The [[Platform/Nintendo64 N64]] port of ''VideoGame/ResidentEvil2'', while delivering a slightly blurry and washed out visual experience along with low quality audio, [[https://www.youtube.com/watch?v=BaX5YUZ5FLk is nothing short of a miracle for the porting devs]]. They managed to take the originally 1.5GB (split across 2 discs) [=PS1=] title and used all manner of technical and artistic tricks to cram the entire game into a tiny 64MB cartridge.
58* ''VideoGame/RubberHoseRampage'''s only selling point is that it could legally get away with starring Mickey and Minnie Mouse despite having no involvement from Creator/{{Disney}} whatsoever, thanks to being released shortly after ''WesternAnimation/SteamboatWillie'' fell into the PublicDomain.
59* ''VideoGame/SadSatan'' has strange and mildly eerie backstory behind it (involving a Let's Player being given it by a mysterious user of UsefulNotes/TheDeepWeb) and [[TheMostDangerousVideoGame some versions of it are actively dangerous to play]] (due to containing illegal content like child pornography and/or viruses that will destroy your computer), but that's the only reason anybody knows about it, and certainly the only reason anyone tries to play it. The actual gameplay is just wandering around endless corridors with lots of [[JumpScare jump scares]].
60* Many games and programs for the early Sinclair computers (especially the [=ZX80=] and [=ZX81=]) fell into this category as [[SugarWiki/GeniusProgramming programmers worked around their limitations]].
61** [[http://chessprogramming.wikispaces.com/1K+ZX+Chess?responseToken=0b11f6c670d0cdc5977eb149af465d63d 1K ZX Chess]] fits most of the rules ''and'' a computer-controlled player into an unexpanded Sinclair [=ZX81=]. The fact that it's missing castling, promotions and en passant and that the AI can only look one move ahead is beside the point- 1KB is a ludicrously small amount of memory. [[note]]The program itself is only 672 bytes long (i.e. takes up less memory than 9 rows of 80-column ASCII text)![[/note]] It's generally considered an incredible achievement, even if it's not likely to kick Garry Kasparov's backside.
62** Why is [[https://www.youtube.com/watch?v=6_h9b0GdbFY this version of Donkey Kong]] with blocky, monochrome, text-based graphics impressive? Because ''it shouldn't be possible at all''. Sinclair's [=ZX80=] (the predecessor to the better-known [=ZX81=]) would normally blank the display- however briefly- whenever it was doing ''any'' form of processing.[[note]]Even dealing with keypresses caused brief flicker. The issue was that the CPU also handled most of the screen generation and couldn't do both at the same time. The [=ZX81=] had the same design, but featured additional hardware that allowed the display to (optionally) remain on at the expense of processing speed.[[/note]] This made games with ''any'' form of moving graphics intolerably flickery at best... unless you were very clever with your timing.
63* ''VideoGame/{{Skylanders}}'' was a fairly enjoyable series of children's action-adventure games, but the only thing that most people who were outside the target demographic know it for, aside from it initially being attached to the ''Franchise/SpyroTheDragon'' brand, is that the series was the codifier for the ToysToLifeGame. You have to [[CrackIsCheaper purchase toys]] in order to play certain characters, which instantly sparked a decade-long fad that was followed by countless other developers and companies.
64* ''Franchise/SonicTheHedgehog'':
65** [[VideoGame/SonicTheHedgehog1 The original game]] was sold on two aspects: one, it was a blisteringly fast game for its time, helped by the Platform/SegaGenesis's then-high-end processor (referred to as "Blast Processing" by the marketing), and two, it had a [[MascotWithAttitude light streak of edge]] -- unlike the more vanilla ''VideoGame/SuperMarioWorld'' and Sega's own [[CaptainErsatz previous Mario wannabe]], Alex Kidd -- but still had a bit of lighthearted cartoon appeal lacking from Sega's other arcade ports and more mature games for their console.
66** A lot of the hype for ''VideoGame/SonicChronicles'' came simply from the strangely intriguing concept of a Sonic RPG done by Creator/BioWare. When the game came out, [[SoOkayItsAverage its gameplay was generally considered fairly lacking or even bad]], but many recommended it anyways because [[EnjoyTheStorySkipTheGame the strong writing and sheer novelty made up for it]]
67** ''VideoGame/SonicMania'' was a crowd-pleaser adored by fans and critics alike, being a return-to-form and one of the few entries in the franchise not to immediately garner a BrokenBase. The most well-known aspect of the game before release, however, was that it wasn't directly developed by Creator/SonicTeam; instead, they contracted well-known members of the ''Sonic'' [[PromotedFanboy fan community]], including programmer Christian Whitehead and composer Tee Lopes. The fact that Sonic Team didn't develop it themselves is often cited as a major factor in the game's success, especially since Sonic Team's concurrent project ''VideoGame/SonicForces'' [[note]]Which itself has a Dancing Bear, in which your childhood edgy Sonic [=OC=] would be playable in any official capacity. [[/note]] was [[ContestedSequel significantly more controversial]].
68* ''Tappy Chicken'' is a ''VideoGame/FlappyBird'' clone that derives the bulk of its appeal from being a TechDemoGame for the mobile app applications of the MediaNotes/UnrealEngine.
69* The never-officially-released ''VideoGame/TattooAssassins'' would be an utterly unremarkable ''Franchise/MortalKombat'' clone, if not for one thing: the game has ''2,196'' distinct fatality animations. Consequently, the main reason to play the game is to try to see as many of them as you can.
70* ''VideoGame/TeenageMutantNinjaTurtlesShreddersRevenge'' initially drew a lot of attention not just for being a fully-original beat'em up based on the [[WesternAnimation/TeenageMutantNinjaTurtles1987 1987 TMNT cartoon]] that was made decades after Creator/{{Konami}} stopped doing them, but also having its developer Creator/TributeGames be ex-Creator/UbiSoft employees previously responsible for the CultClassic ''VideoGame/{{TMNT}}'' GBA game and ''VideoGame/ScottPilgrimVsTheWorldTheGame'', as well as its publisher having helmed ''VideoGame/StreetsOfRage4'', and both companies being staffed with fans of the cartoon. Fortunately, the game sold over one million copies on its first week, proving that the developer-publisher duo worked.
71* ''VideoGame/{{Temtem}}'' is an {{MMORPG}} {{Mon}} game that launched in early access during a period of heavy dissatisfaction among the ''Franchise/{{Pokemon}}'' fanbase concerning the state of the series: namely everything revolving around ''VideoGame/PokemonSwordAndShield'', from the [[TaintedByThePreview early controversy]] surrounding the new restriction on the Mons available for use to the underwhelming quality of said game upon release amongst long-time fans. In addition to its superb timing, ''temtem'' also had [[https://temtem.fandom.com/wiki/Platypet Platypet]], a popular "Fakemon" that they got the rights to use in their game. As such, ''temtem'' saw tens of thousands of players in early 2020, but activity soon fell drastically as many ''Pokémon'' fans who approached ''temtem' as a replacement found it too different mechanically to truly serve as one. The game does continue to see temporary spikes in players whenever a new island gets released, however.
72* The ''VideoGame/TetrisTheGrandMaster'' series is known for two things: its instant-drop speeds and the "invisible Tetris" segment that the player gets if they did well enough in the main course of the game.
73* ''VideoGame/ThemsFightinHerds'' started off as a fangame called ''VideoGame/MyLittlePonyFightingIsMagic'' before getting ScrewedByTheLawyers and being reworked into an original IP [[ApprovalOfGod with the help of]] Creator/LaurenFaust. While it's considered a decent game with a strong following among the MediaNotes/FightingGameCommunity, outside of the fandom it's known more for the apparent absurdity of the fact that "the ''My Little Pony'' fighting game" is a thing that exists in all seriousness than for any of the game's actual merits. It's gradually breaking past this stigma, though.
74* ''[[VideoGame/{{Tobal}} Tobal 2]]'' is a fairly average Japan-exclusive ''VideoGame/{{Tekken}}'' [[FollowTheLeader clone]] that has two big things going for it; It has character designs from the late Creator/AkiraToriyama, and it has a roster of exactly ''200 playable characters'', which is still the largest roster for a fighting game decades after its release.[[note]]Unless you count Professional Wrestling games, which would have ''[[VideoGame/FireProWrestling Fire Pro Wrestling Returns]]'' beat it out at 327.[[/note]]
75* ''VideoGame/TotalDistortion'' has an InUniverse example as its premise: you want to make music videos, but to distinguish them from your everyday music videos, you're traveling to a dangerous alternate universe and recording footage of it to use in your videos, while braving attacks from the dimension's residents who don't like having their world exploited like this. The in-game tutorial book warns you that the media buyers won't pay you very well for your videos unless you actually go out of the tower and use your camera instead of just using the default clips you start with.
76* ''VideoGame/UltraCustomNight'' is a ''Franchise/FiveNightsAtFreddys'' fangame most known for its extremely high number of animatronics and other hazards -- over 700 in total, with more being planned to be added still. Talk about it tends to be of the number of customizable hazards over aspects of the game's quality.
77* ''VideoGame/WinnieThePoohsHomeRunDerby'' is a Flash game that was originally released on the Japanese Creator/{{Disney}} website back in 2007. The entire reason it has a page on here stems from achieving notoriety years afterward for being ostensibly targeted towards young children, yet featuring such an intense case of NintendoHard SurpriseDifficulty that even ''grown adults'' have trouble playing.
78* ''VideoGame/YuGiOhForbiddenMemories'' would be largely unknown outside of the ''Franchise/YuGiOh'' fandom (and even there, it's not considered especially great), were it not for one thing: it is considered one of the most difficult games in the world to speedrun. This is due to it combining NintendoHard, LuckBasedMission, ForcedLevelGrinding, and TheComputerIsACheatingBastard--all factors that would normally drive off speedrunners, but when combined, it results in it being seen as a kind of ultimate challenge, with individual runs being wildly variable in length and 100% Completion runs routinely lasting for ''days''.

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