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* FixedCamera: Most of the gameplay areas have the camera locked to specific angles that only shift when moving past designated spots, with the introduction of camera controls only allowing looking slightly further before snapping back. The only time you can properly move the camera at will to different angles is when in the open-world sandboxes starting from ''LEGO Batman 2''.

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* FixedCamera: Most of the gameplay areas have the camera locked to specific angles that only shift when moving past designated spots, with the introduction of camera controls only allowing looking slightly further before snapping back. The only time you can properly move the camera at will to different angles is when in the open-world sandboxes starting from ''LEGO Batman 2''.2'', and even then there are some mini-puzzles (particularly mazes with overhead views) that lock the camera during them.
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* FixedCamera: For the most part. Averted with open worlds starting with ''LEGO Batman 2''.

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* FixedCamera: For Most of the most part. Averted gameplay areas have the camera locked to specific angles that only shift when moving past designated spots, with open worlds the introduction of camera controls only allowing looking slightly further before snapping back. The only time you can properly move the camera at will to different angles is when in the open-world sandboxes starting with from ''LEGO Batman 2''.
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* PainfullySlowProjectile: Bullets go slow enough to be visible and able to be dodged by player characters.

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* PainfullySlowProjectile: Bullets go All forms of projectiles, including bullets, lasers, arrows, spell blasts, and more move at a slow enough speed to be visible and able to be dodged by the naked eye, allowing the player characters.to dodge or deflect them.
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* ''VideoGame/LEGONinjagoShadowOfRonin'' ''(2015)''
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* CriticalExistenceFailure: This is present for ''everything'' in these games. The player and enemies can keep fighting at full strength and vehicles can ride around at full power even when only a sliver of health away from death/destruction, only finally breaking down into pieces once that final bit of health is gone. The most that happens is exhibiting cases of ShowsDamage, which is quite common for vehicles, but even when you're effectively driving an exposed engine on wheels it acts like all the visually missing necessary parts are still there.
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* EveryCarIsAPinto: In every game featuring some form of rideable vehicles, whenever any of them receive enough damage to experience CriticalExistenceFailure, ranging from futuristic spacecraft to machinery-free horse-drawn wagons, they will proceed to go up in an impressive explosion of fire and thousands of bricks.
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disambiguate


** ''VideoGame/LegoStarWarsBattles (2021)'' (A mobile spin-off PvP TowerDefense game featuring content from across the films)

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** ''VideoGame/LegoStarWarsBattles (2021)'' (A mobile spin-off PvP [[PlayerVersusPlayer PvP]] TowerDefense game featuring content from across the films)
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* HardLevelsEasyBosses: While bosses usually possess various gimmicks to provide decent challenges, the fact DeathIsASlapOnTheWrist means you just need a bit of patience to figure them out and beat them. But the levels leading up to those bosses include things like [[ZergRush herds of swarming enemies]] that are sometimes enhanced with RespawningEnemies or puzzles that can get so difficult they enter GuideDangIt territory, meaning ''reaching'' the bosses provides most of the real challenge.
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* MoneySpider: Normally studs are gotten through RewardingVandalism, but several of the games have a "Character Studs" Extra that provides a small amount of studs with every kill (making RespawningEnemies a good source of money) and the introduction of combos also introduced {{Finishing Move}}s that provide more studs based on how high the score is.
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* {{Nerf}}: In the earliest games Stud Multipliers costed the multipliers themselves times five hundred thousand, being 1,000,000 for x2, 2,000,000 for x4, etc. This means each multiplier after first two was technically cheaper, as the compounding multipliers were much faster than the cost scaling. As the games went on these costs were constantly revised in an effort to make getting each multiplier as hard as the last, until eventually in ''The Skywalker Saga'' they finally scaled it so the combined multiplier of all previous multipliers makes them each effectively cost a million studs, being priced at 1,000,000, 2,000,000, 8,000,000, 48,000,000 and 364,000,000 for the x2, x4, x6, x8 and x10 multipliers respectively. That game's case is especially justified by the revised extras system allowing you to buy any extra so long as you have a datacard, so that players still have to get the multipliers in order.

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* {{Nerf}}: In the earliest games Stud Multipliers costed the multipliers themselves times five hundred thousand, being 1,000,000 for x2, 2,000,000 for x4, etc. This means each multiplier after the first two was technically cheaper, as the compounding multipliers were much faster than the cost scaling. As the games went on these costs were constantly revised in an effort to make getting each multiplier as hard as the last, until eventually in ''The Skywalker Saga'' they finally scaled it so the combined multiplier of all previous multipliers makes them each effectively cost a million studs, being priced at 1,000,000, 2,000,000, 8,000,000, 48,000,000 and 364,000,000 for the x2, x4, x6, x8 and x10 multipliers respectively. That game's case is especially justified by the revised extras system allowing you to buy any extra so long as you have a datacard, so that players still have to get the multipliers in order.
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* {{Nerf}}: The Stud Multipliers cost the multiplier itself times five hundred thousand, being 1,000,000 for x2, 2,000,000 for x4, etc. This means each multiplier after first two is technically cheaper, as the compounding multipliers are much faster than the cost scaling. ''The Skywalker Saga'' revises the prices, now scaling with the final multiplier of all previous multipliers so that they effectively all cost a million studs, costing 1,000,000, 2,000,000, 8,000,000, 48,000,000 and 364,000,000 for the x2, x4, x6, x8 and x10 multipliers respectively. This is partially justified by the revised extras system allowing you to buy any extra so long as you have a datacard, so that players still have to get the multipliers in order.

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* {{Nerf}}: The In the earliest games Stud Multipliers cost costed the multiplier itself multipliers themselves times five hundred thousand, being 1,000,000 for x2, 2,000,000 for x4, etc. This means each multiplier after first two is was technically cheaper, as the compounding multipliers are were much faster than the cost scaling. As the games went on these costs were constantly revised in an effort to make getting each multiplier as hard as the last, until eventually in ''The Skywalker Saga'' revises they finally scaled it so the prices, now scaling with the final combined multiplier of all previous multipliers so that they makes them each effectively all cost a million studs, costing being priced at 1,000,000, 2,000,000, 8,000,000, 48,000,000 and 364,000,000 for the x2, x4, x6, x8 and x10 multipliers respectively. This That game's case is partially especially justified by the revised extras system allowing you to buy any extra so long as you have a datacard, so that players still have to get the multipliers in order.
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None

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* {{Nerf}}: The Stud Multipliers cost the multiplier itself times five hundred thousand, being 1,000,000 for x2, 2,000,000 for x4, etc. This means each multiplier after first two is technically cheaper, as the compounding multipliers are much faster than the cost scaling. ''The Skywalker Saga'' revises the prices, now scaling with the final multiplier of all previous multipliers so that they effectively all cost a million studs, costing 1,000,000, 2,000,000, 8,000,000, 48,000,000 and 364,000,000 for the x2, x4, x6, x8 and x10 multipliers respectively. This is partially justified by the revised extras system allowing you to buy any extra so long as you have a datacard, so that players still have to get the multipliers in order.
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* ''LEGO Marvel Super Heroes'' - Like the ''Batman'' games, these feature original stories.

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* ''LEGO Marvel Super Heroes'' - Like the ''Batman'' ''DC'' games, these feature original stories.

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* ''VideoGame/LegoBatman'' - Unlike most other LEGO games, the ''Batman'' titles feature original stories instead of adapting existing ones.
** ''The Video Game (2008)''
** ''2: DC Super Heroes (2012)'' (features ''ComicBook/{{Superman}}'' characters alongside the Bat-family, and also includes other ''ComicBook/{{Justice League|Of America}}'' members)
** ''3: Beyond Gotham (2014)'' (features the ComicBook/{{Justice League|Of America}}, with a focus on [[TropesInSpace outer space-based]] characters like those from ''ComicBook/GreenLantern'')
** ''VideoGame/LegoDCSuperVillains'' ''(2018)'' ([[VillainProtagonist No, really.]])

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* ''VideoGame/LegoBatman'' ''LEGO DC'' - Unlike most other LEGO games, the ''Batman'' ''DC'' titles feature original stories instead of adapting existing ones.
** ''VideoGame/LegoBatmanTrilogy'' - The original three ''DC'' games focused primarily on Batman to the point of being named after him, though each one lessened the focus over time to make other DC characters relevant.
***
''The Video Game (2008)''
** *** ''2: DC Super Heroes (2012)'' (features ''ComicBook/{{Superman}}'' characters alongside the Bat-family, and also includes other ''ComicBook/{{Justice League|Of America}}'' members)
** *** ''3: Beyond Gotham (2014)'' (features the ComicBook/{{Justice League|Of America}}, with a focus on [[TropesInSpace outer space-based]] characters like those from ''ComicBook/GreenLantern'')
** ''VideoGame/LegoDCSuperVillains'' ''(2018)'' ([[VillainProtagonist No, really.]])The first ''LEGO DC'' game to switch over to a name similar to the ''Marvel'' games, alongside the first VillainProtagonist title.

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Finally checked and learned that having the entire work be filled with pun-makers is a sub-trope.


* PungeonMaster: Ever since spoken dialogue was introduced, a great deal of what the characters say involves making puns relating to either their character or the current situation, sometimes even basing the puns off a MythologyGag that wouldn't make sense playing the game without prior knowledge of the adapted franchise. Heck, even the early games involving SpeakingSimlish had characters engage in plenty of VisualPun scenarios, both for gags and as references to the spoken dialogue from the source material.


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* WorldOfPun: Ever since spoken dialogue was introduced, a great deal of what the characters say involves making puns relating to either their character or the current situation, sometimes even basing the puns off a MythologyGag that wouldn't make sense playing the game without prior knowledge of the adapted franchise. Heck, even the early games involving SpeakingSimlish had characters engage in plenty of VisualPun scenarios, both for gags and as references to the spoken dialogue from the source material, and outside of the dialogue, there's plenty of punny imagery that pops up here and there, especially as a FunnyBackgroundEvent.

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Finally got enough tropes to create a separate page for the game.


* AdaptationExpansion: ''The LEGO Ninjago Movie Video Game'' takes a movie that ran under two hours and adds enough content to pad out at least five hours of gameplay, with an especially notable example being the battle involving Garmadon and Lady Iron Dragon, which takes a scene barely 20 second long and turns it into around 5-10 minutes of gameplay even without the side-content.



* CanonImmigrant: Thanks to ''WesternAnimation/TheLegoNinjagoMovie'' being an AdaptationDistillation of the early ''Ninjago'' years, none of the later storyline characters were included, like the various villains and other Spinjutsu users. But since LEGO games need at least 50 distinct characters to make up a good roster, ''The LEGO Ninjago Video Game'' went ahead and brought in as many characters from the franchise as available (which at the time was the cast introduced up to Season 7 of the show).



* ForcedTutorial: Tutorial animations pop up frequently throughout ''The LEGO Ninjago Movie Videogame'' and each cannot be skipped until they play through once. They'll appear even on story replays, and the levels from "The Uncrossable Jungle" to "The Unclimbable Mountain" have each ninja learn their Spinjitzu element, which ''all'' share the same hold-button-and-hover-over-target controls.



* PersonOfMassConstruction:
** Every character, with the exception of [[JokeCharacter Joke Characters]], can rapidly create complex structures, assuming a pile of interactive LEGO Bricks are around. This especially goes for characters with {{Telekinesis}} (ex: the Jedi, Wizards, Green Lanterns), who can manipulate LEGO Bricks from a distance.
** Following on from how in ''WesternAnimation/TheLegoNinjagoMovie'' Lloyd's element of "green" represents life and how it "connects" everything, Lloyd achieving inner balance grants him the powers of a Master Builder from ''VideoGame/TheLEGOMovieVideogame'' to take collections of three extra-large masses of bricks, break them down, and "connect" them together into something usable.

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* PersonOfMassConstruction:
**
PersonOfMassConstruction: Every character, with the exception of [[JokeCharacter Joke Characters]], can rapidly create complex structures, assuming a pile of interactive LEGO Bricks are around. This especially goes for characters with {{Telekinesis}} (ex: the Jedi, Wizards, Green Lanterns), who can manipulate LEGO Bricks from a distance.
** Following on from how in ''WesternAnimation/TheLegoNinjagoMovie'' Lloyd's element of "green" represents life and how it "connects" everything, Lloyd achieving inner balance grants him the powers of a Master Builder from ''VideoGame/TheLEGOMovieVideogame'' to take collections of three extra-large masses of bricks, break them down, and "connect" them together into something usable.
distance.



* SillySimian: The "Uncrossable Jungle" level of ''The LEGO Ninjago Movie Video Game'' features a recurring monkey that gets up to plenty of goofy situations while Nya constantly coos at it.



* ThisLooksLikeAJobForAquaman:
** Each playable character has their own gimmick, and in story mode, every character you are given ''will'' have their gimmicks be mandatory to use in order to progress. The only exceptions are times when a second character is included just for the sake of multiplayer mode.
** During the "Dark Ravine" level of ''The LEGO Ninjago Movie Video Game'', you have the caged Garmadon as an "ally", but thanks to said cage he's practically useless for fighting and normal puzzle-solving, and since he can't climb ladders or run up walls the level acts as an EscortMission to get him around. But that same cage is also so heavy that it's necessary for activating super-weighted pressure pads, so level progress ''requires'' that the ninjas help him past obstacles. The ninjas {{lampshade|Hanging}} this contrived necessary ability by noting if they brought something heavy like a sandbag they could simply leave Garmadon behind, something he feels insulted by.

to:

* ThisLooksLikeAJobForAquaman:
**
ThisLooksLikeAJobForAquaman: Each playable character has their own gimmick, and in story mode, every character you are given ''will'' have their gimmicks be mandatory to use in order to progress. The only exceptions are times when a second character is included just for the sake of multiplayer mode.
** During the "Dark Ravine" level of ''The LEGO Ninjago Movie Video Game'', you have the caged Garmadon as an "ally", but thanks to said cage he's practically useless for fighting and normal puzzle-solving, and since he can't climb ladders or run up walls the level acts as an EscortMission to get him around. But that same cage is also so heavy that it's necessary for activating super-weighted pressure pads, so level progress ''requires'' that the ninjas help him past obstacles. The ninjas {{lampshade|Hanging}} this contrived necessary ability by noting if they brought something heavy like a sandbag they could simply leave Garmadon behind, something he feels insulted by.
mode.



* UtilityMagic: In ''The LEGO Ninjago Movie Video Game'', while the Spinjutsu abilities ''can'' be used for combat, they're so slow to charge and unwieldy to aim that you'll only really be using them for their primary puzzle-solving purpose.
* UtilityWeapon:
** Plenty of the games have weapons be necessary for puzzle-solving alongside combat, such as shooting targets or cutting through hard objects.
** In ''The LEGO Ninjago Movie Video Game'', each and every weapon-type has a specific extra puzzle-solving use, such as large swords (like Lloyd's) cutting through heavy vines, hammers (like Cole's) pounding stakes, and staffs (like Master Wu's) turning socketable levers.

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* UtilityMagic: In ''The LEGO Ninjago Movie Video Game'', while the Spinjutsu abilities ''can'' be used for combat, they're so slow to charge and unwieldy to aim that you'll only really be using them for their primary puzzle-solving purpose.
* UtilityWeapon:
**
UtilityWeapon: Plenty of the games have weapons be necessary for puzzle-solving alongside combat, such as shooting targets or cutting through hard objects.
** In ''The LEGO Ninjago Movie Video Game'', each and every weapon-type has a specific extra puzzle-solving use, such as large swords (like Lloyd's) cutting through heavy vines, hammers (like Cole's) pounding stakes, and staffs (like Master Wu's) turning socketable levers.
objects.
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** ''WesternAnimation/TheLegoNinjagoMovie Videogame'' ''(2017)''

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** ''WesternAnimation/TheLegoNinjagoMovie Videogame'' ''VideoGame/TheLegoNinjagoMovieVideogame'' ''(2017)''
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* UtilityMagic: In ''The LEGO Ninjago Movie Video Game'', while the Spinjutsu abilities ''can'' be used for combat, they're so slow to charge and unwieldy to aim that you'll only really be using them for their primary puzzle-solving purpose.
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None

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* UtilityWeapon:
** Plenty of the games have weapons be necessary for puzzle-solving alongside combat, such as shooting targets or cutting through hard objects.
**In ''The LEGO Ninjago Movie Video Game'', each and every weapon-type has a specific extra puzzle-solving use, such as large swords (like Lloyd's) cutting through heavy vines, hammers (like Cole's) pounding stakes, and staffs (like Master Wu's) turning socketable levers.
Is there an issue? Send a MessageReason:
None


** Following on from how in ''WesternAnimation/TheLegoNinjagoMovie'' Lloyd's element of "green" represents life and how it "connects" people, Lloyd achieving inner balance grants him the powers of a Master Builder from ''VideoGame/TheLEGOMovieVideogame'' to take collections of three extra-large masses of bricks, break them down, and "connect" them together into something usable.

to:

** Following on from how in ''WesternAnimation/TheLegoNinjagoMovie'' Lloyd's element of "green" represents life and how it "connects" people, everything, Lloyd achieving inner balance grants him the powers of a Master Builder from ''VideoGame/TheLEGOMovieVideogame'' to take collections of three extra-large masses of bricks, break them down, and "connect" them together into something usable.

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* PersonOfMassConstruction: Every character, with the exception of [[JokeCharacter Joke Characters]], can rapidly create complex structures, assuming a pile of interactive LEGO Bricks are around. This especially goes for characters with {{Telekinesis}} (ex: the Jedi, Wizards, Green Lanterns), who can manipulate LEGO Bricks from a distance.

to:

* PersonOfMassConstruction: PersonOfMassConstruction:
**
Every character, with the exception of [[JokeCharacter Joke Characters]], can rapidly create complex structures, assuming a pile of interactive LEGO Bricks are around. This especially goes for characters with {{Telekinesis}} (ex: the Jedi, Wizards, Green Lanterns), who can manipulate LEGO Bricks from a distance.distance.
** Following on from how in ''WesternAnimation/TheLegoNinjagoMovie'' Lloyd's element of "green" represents life and how it "connects" people, Lloyd achieving inner balance grants him the powers of a Master Builder from ''VideoGame/TheLEGOMovieVideogame'' to take collections of three extra-large masses of bricks, break them down, and "connect" them together into something usable.
Is there an issue? Send a MessageReason:
None


** During the "Dark Ravine" level of ''The LEGO Ninjago Movie Video Game'', you have the caged Garmadon as an "ally", but thanks to said cage he's practically useless for fighting and normal puzzle-solving, and since he can't climb ladders or run up walls the level acts as an EscortMission to get him around. But that same cage is also so heavy that it's necessary for activating super-weighted pressure pads, so level progress ''requires'' that the ninjas help him past obstacles.

to:

** During the "Dark Ravine" level of ''The LEGO Ninjago Movie Video Game'', you have the caged Garmadon as an "ally", but thanks to said cage he's practically useless for fighting and normal puzzle-solving, and since he can't climb ladders or run up walls the level acts as an EscortMission to get him around. But that same cage is also so heavy that it's necessary for activating super-weighted pressure pads, so level progress ''requires'' that the ninjas help him past obstacles. The ninjas {{lampshade|Hanging}} this contrived necessary ability by noting if they brought something heavy like a sandbag they could simply leave Garmadon behind, something he feels insulted by.

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* ThisLooksLikeAJobForAquaman: Each playable character has their own gimmick, and in story mode, every character you are given ''will'' have their gimmicks be mandatory to use in order to progress. The only exceptions are times when a second character is included just for the sake of multiplayer mode.

to:

* ThisLooksLikeAJobForAquaman: ThisLooksLikeAJobForAquaman:
**
Each playable character has their own gimmick, and in story mode, every character you are given ''will'' have their gimmicks be mandatory to use in order to progress. The only exceptions are times when a second character is included just for the sake of multiplayer mode.mode.
** During the "Dark Ravine" level of ''The LEGO Ninjago Movie Video Game'', you have the caged Garmadon as an "ally", but thanks to said cage he's practically useless for fighting and normal puzzle-solving, and since he can't climb ladders or run up walls the level acts as an EscortMission to get him around. But that same cage is also so heavy that it's necessary for activating super-weighted pressure pads, so level progress ''requires'' that the ninjas help him past obstacles.
Is there an issue? Send a MessageReason:
None


* CanonImmigrant: Thanks to WesternAnimation/TheLegoNinjagoMovie being an AdaptationDistillation of the early ''Ninjago'' years, none of the later storyline characters were included, like the various villains and other Spinjutsu users. But since LEGO games need at least 50 distinct characters to make up a good roster, ''The LEGO Ninjago Video Game'' went ahead and brought in as many characters from the franchise as available (which at the time was the cast introduced up to Season 7 of the show).

to:

* CanonImmigrant: Thanks to WesternAnimation/TheLegoNinjagoMovie ''WesternAnimation/TheLegoNinjagoMovie'' being an AdaptationDistillation of the early ''Ninjago'' years, none of the later storyline characters were included, like the various villains and other Spinjutsu users. But since LEGO games need at least 50 distinct characters to make up a good roster, ''The LEGO Ninjago Video Game'' went ahead and brought in as many characters from the franchise as available (which at the time was the cast introduced up to Season 7 of the show).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CanonImmigrant: Thanks to WesternAnimation/TheLegoNinjagoMovie being an AdaptationDistillation of the early ''Ninjago'' years, none of the later storyline characters were included, like the various villains and other Spinjutsu users. But since LEGO games need at least 50 distinct characters to make up a good roster, ''The LEGO Ninjago Video Game'' went ahead and brought in as many characters from the franchise as available (which at the time was the cast introduced up to Season 7 of the show).
Is there an issue? Send a MessageReason:
Gonna be adding more 'Ninjago Movie Game" tropes until I can just create a new page.

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* AdaptationExpansion: ''The LEGO Ninjago Movie Video Game'' takes a movie that ran under two hours and adds enough content to pad out at least five hours of gameplay, with an especially notable example being the battle involving Garmadon and Lady Iron Dragon, which takes a scene barely 20 second long and turns it into around 5-10 minutes of gameplay even without the side-content.


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* SillySimian: The "Uncrossable Jungle" level of ''The LEGO Ninjago Movie Video Game'' features a recurring monkey that gets up to plenty of goofy situations while Nya constantly coos at it.
Is there an issue? Send a MessageReason:
None


* AffectionateParody: Any serious moments from the series they were taken from are changed to light-hearted comedy.

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* AffectionateParody: Any The games constantly play around with their adapted franchises, ranging from adding gags to originally serious moments from to employing BitingTheHandHumor over the series various faults and errors in the original plots, but each and every one of them are created out of a definite love for their adapted source materials, utilizing plenty of {{Mythology Gag}}s and other obscure references that make it clear they were taken from are changed to light-hearted comedy.know and enjoy what they're joking about.
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* ForegoneVictory: In these games, normal gameplay has no level fail state, you can fail a puzzle and/or die as many times as necessary until you break through and complete the level. There ''are'' exceptions, though, all of which are bonus levels, such as the occasional TimedMission or levels that require collecting a minimum number of studs before it ends automatically.
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* EveryTenThousandPoints: Every game has a "True" status bar that's filled by collecting studs in a level, each level having a different amount needed, which is required as part of getting OneHundredPercentCompletion.

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* BottomlessMagazines: ''Everyone'' that fights with a gun follows this, with the sole exception of non-default weapons in ''Indiana Jones''.

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* BottomlessPitRescueService: Several of the games have a "Fall Rescue" Red Brick that makes it where instead of breaking apart and losing studs when falling into a death pit, you jump out of it no worse for wear, Additionally, most of the Super Heroes games have flying characters that will instantly start flying if you fall into a pit as them.
* BottomlessMagazines: ''Everyone'' that fights with a gun follows this, can shoot non-stop without ever needing to reload and never running out, with the sole exception of non-default weapons in ''Indiana Jones''.

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