Think back: what's the most awful game you've ever played? Regardless of when exactly you leapt headlong into gaming, chances are that your answer will be based on some movie or television license -- or music, if you were ever unfortunate enough to encounter Revolution X. Licensed games have historically sucked, and not in that "oh, it's kinda flawed" sort of way; games based on preexisting properties have been eternally hexed to suck -- the track record, as you're no doubt already aware, seems proof enough.
I have a theory: somewhere in Acclaim's basement is an infernal contraption, a devil's machine, which one can use to convert an existing intellectual property into cash money. The mechanics behind this machine are unknown to all who behold it, a great and terrifying black box -- instead, all we can do is look at what products the machine pumped out and try to reverse-engineer the processes by which these horrible, horrible things came to be. To this end, I endured a full day of awful circa 1988-1992 licensed games, picked them down to their barest essentials, just to report my findings to you. Because sure, not all licensed games are tripe, but most of 'em certainly are.
Abandon all hope, Dtoid faithful, and hit the jump to learn the secrets behind gaming history's worst licensed games.

So, you're a game developer who has recently acquired a license to a hot movie, cartoon, breakfast cereal, or courtroom drama property. First, congratulations! You'll be happy to note that most of the hard work has been done for you -- thanks to the magic of Branding™, your audience comes pre-assembled and your title is guaranteed to at least make back as much money as you've funneled into your project.
To get the most out of your $8,000 budget, I've compiled a list of some helpful rules-of-thumb on making your licensed game soar. Not to say you need them or anything -- I'm sure this'll be the finest Barbie title to grace the plates of 8-year-old girls everywhere -- but we take care of our own in the licensed games racket. Stick close to these Three Cardinal Rules of License Development and you can do no wrong. Happy hunting!
Rule #1: Use everything you can possibly conceive of to slaughter the player.
Making a game too easy is just asking for a customer to try and return your game, so be sure to work in plenty of deathtraps and dangerous objects careening around the stage to ensure incalculable odds of survival. If the licensed property's universe doesn't provide a suitable environment to torment your player, just improvise. Anything can be dangerous if it flies through the air at high enough speeds, after all.
Once you get over your fear of the limitations of the physical realm, the possibilities are endless: fire hydrants that grow arms and teeth for no apparent reason and attack; clams left on the sidewalk that deal mortal wounds just by touching you; even flying tacos that fart hydrogen bombs on the hero. Even if such a terrifying schism in reality wasn't necessarily a part of the Law and Order television show, it's certainly kosher to work it into Law and Order: Brisco's Fantasy Vacation 2.
Oh, and that black thing under Dirty Harry in the picture above? It's a Goddamn snake.
See also: Total Recall (NES) assaulted the player with a world in which every moving object not only damaged you, but also threw objects at you that damaged you. Wayne's World (NES) was awful in every way a game can possibly be awful, but particularly for this reason.
Exception: Konami's TMNT4 (SNES) made it very clear what could hurt you (foot soldiers, robots) and what couldn't (pizza, sidewalks), making it an exceptionally enjoyable title that could be completed within a matter of hours. Shameful.
Rule #2: Pimping a difficult license? Think outside the box. Better yet, ignore the box entirely.
So you've just landed a big-name license, but it doesn't really fit with the platformer genre which is hip with the kids these days, what with their Nintendos and Marios and such. Creating some sort of direct lift of the original property won't work as a video game, especially if you've landed a license on An Inconvenient Truth or The Miracle Worker. What's a developer like Ocean, Titus Games, LJN or THQ to do? Easy: make shit up.
Take a send-up like Blues Brothers on the SNES, pictured above. If you're surprised that there was ever a Blues Brothers game, you're probably not half as surprised as the poor saps who had to create the game. Jake and Elwood do little (if any) jumping throughout the film, and at no point are they ever prompted to collect and hurl any number of floating, spinning records. That's not a game -- are there any spike pits in the movie? No? Screw it, let's use them anyway. The platforms too, and suspend some records in the air as well. Man, I feel better. Don't you feel better?
This is the sort of dedication to a product that really inspires the hearts of developers everywhere -- no matter how difficult the adaptation process might be, you sally forth, ignoring common sense at every step of the way. And why not add to the film canon while you do it? Sure, Marty McFly might not have had to dodge flying fish, bubbles, and weird mask-things while bounding across a deadly crevasse in Back to the Future II, but you know something? He fucking should have.
See also: Beethoven's 2nd (SNES), a title created for the express purpose of discrediting anyone who would dare insist that a game based on a horrible movie dog looking for his puppies could possibly be fun.
Exception: ICOM's Sherlock Holmes: Consulting Detective (SCD), which plays exactly the way Sir Arthur Conan Doyle's books read, and is therefore just as boring.
Rule #3: If all else fails, punish your customers. It's their fault if they can't enjoy your opus, anyway.
Maybe your attempts at creating a game to capitalize on a hot property have all turned up bunk. No matter how bad your product is, remember: it must ship, and it must ship on time. If your crapometer is leaning a little too deep in the red, you might as well just crank things into overdrive and get it done as quickly as possible -- timing is important with a licensed game, after all. Who cares if it's crap? It's merchandise, people! Get crackin'!
Take a game like Bebe's Kids (SNES), based on the movie of same name that was savagely raped by critics and public movie-goers alike. That's a losing battle even before it starts -- if nobody wants to see a crappy animated flick, what chance is there that they'd want to play a crappy game based upon it? The developers at Mandingo -- seriously, that was their name -- abandoned all hope of quality product and decided instead to make one of the most awful games in the history of the industry. And the only way we know this is because some of us played it, which means some of us bought it, which means some revenue was actually generated by Bebe's Kids.
No matter how horrible your product might initially appear, take heart: the magic of merchandising and Branding™ ensure that a few thousand people will buy your horrible game if only for the name on the box. Don't believe me? Go dig a hole or two in New Mexico and get back to me.
See Also: Jaws (NES), Total Recall (NES), Home Alone (SNES), every Ren and Stimpy game ever made (Various), Yo Noid! (NES), Nickelodeon GUTS (SNES). These games are so terrible, to even speak their names aloud invokes a cloud of locusts that explode into boiling acid as they swarm around your face. Don't even try it.
Exceptions: There are exceptions?
Now that you too know what a truly great (awful) licensed game can be, it falls upon you to make it happen. Go get that degree in Library Science you've always aimed for, take up a programming job at a hole-in-the-wall mobile gaming studio, and get to coding. Who cares if you don't know how? These games sell themselves, people!
dun-dun-dun-dun-dun-dun-DUN-dun...
Also try:
Conan (NES)
Cliffhanger (NES)
Cool World (NES)
Hudson Hawk (NES)
BeetleJuice (NES)
Captain Planet And The Planeteers (NES)
Any Addams Family game...
Oh please tell me someone else has played Back to the Future III for Genesis.
Well done article, Linde.
Smurfs had flowers killing you. It's hard out there for a smurf.
it was horrible, but the cut scenes featured top 10s and garth looking like a wierd old man at one point...
AND
the last boss was the purple gelatenous cube from zantar (or zoltar, i dont remember)
Chronicles of Ridick was great. Some of the Lord of the Rings games are damn good. And the origional Batman game back on the NES was grrrreat! Sadly these are just a hang full of good examples amongst piles and piles of pure crap.
Garfield (NES)
Goonies 2 (NES)
Gremlins 2 (NES) Damn... I actually owned that one.
Gilligan's Island (NES)
Street Fighter 2010 (NES) Does that count? I think so.
Swamp Thing (NES)
The Three Stooges (NES)
Attack of the Killer Tomatoes (NES)
I see you've played Yo Noid!... I feel your pain.
How about Street Fighter The Movie: The Game?
Thanks for the memories.
Wait... I think I remember that episode.
Anyway, forget licenced games. Most are shit and you're really only splitting hairs. Honestly, Red Steel is the worst game I've ever played. I love my Wii, I like a lot of stuff that Ubisoft do, and despite the hype, I went into Red Steel (a) expecting not much and (b) willing to forgive its every fault. I was *blown away* by how shoddy it was, and really, it was almost unplayable.
Oh, yeah, it was based on a movie or something, so my arguement still counts! =P
My fiance has irritible bowel syndrome. I fully expect you to retract your hateful IBS comments.
Last bad licensed game I bought: Dragonball Z: Legacy of Goku (GBA).
I learned fast.
He said it gave him ibs, not ibs is for losers, which it is along with crohn's.
Utter Crap
Also I agree with the smurf game that wsas funny
What about Rugrats on the GBC? Slowly moving cars could destroy your life in that game.
These days, developers are starting to realize they can't just do random shit with the beloved franchises out there. So they make the games "side stories", thus allowing them to do random shit with the beloved franchises out there. See: Pretty much any Disney movie game recently (Nightmare Before Christmas: Oogie's Revenge, the Little Chicken game, Meet The Whateversons).
Holy Shit that one was bad.
Great writeup Linde!
Man, that SNES Tiny Toons game was great! Hopefully that will eventually make it's way to the VC along with the Capcom Disney games.
I own ET but noly because I like owning something so terrible as to be buried alive for all of eternity. Not like I would actually play it.
Though I was massively surprised. I know someone who remembers ET with fondness and actually enjoyed and 'finished' it. I'm trying to petition to have his cerebrum dissected in the name of science.
Cool Spot,
Aladdin (SNES and Genesis versions were completely different and BOTH were good, wow!)
Hook (SNES, Does anyone remember this? fantastic)
Batman (NES)
Tiny Toons: Buster Busts Loose
I don't know if I agree about Animaniacs being a good game, though it's definitely not in the worsts. Any other goodies?
Other bad ones were Dick Tracy, Nightmare on Elm St, and Who Framed Roger Rabbit? (although everyone seemed keen to suffer through Roger Rabbit. I think they at least tried on that one.)
Really, this article is about nothing. The rules are too generic (2 of them apply to non-licensed games as well), there are no recent examples, and Blues Brothers was a fun Chip & Dale hack.
It boggles the mind, don't it? I figure it's the same strange neurological divot that causes sadomasochistic tendencies in some people.
Nice article Linde
And Blues Brothers was a horrible, horrible game and the word "fun" should never be associated with it.
Also, does that narrow scope mean that we should wait for "Licensed games: still suck"?
Speaking of Blues Brothers, actually I played mine on PC. Is the SNES version worse?
http://www.m-w.com/dictionary/satire
Ghostbuster for NES? Fun? No... NO! Just... NO!!!
God... DAMN IT!
I respect your opinion though. :^)
Speaking of crap, Yo-Noid for the NES wasn't, it's actually a decent game.