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1!!YMMV examples present throughout the entire series:
2* GatewaySeries: ''[=LBP=]'''s DLC packs run the gamut of franchises, from ''Franchise/RatchetAndClank'' and ''VideoGame/JakAndDaxter'', to ''VideoGame/GodOfWar'' and ''VideoGame/{{Ico}}''/''VideoGame/ShadowOfTheColossus'', to ''Franchise/StreetFighter'' and ''Franchise/{{Tekken}}'', to ''VideoGame/FinalFantasyVII'' and ''Franchise/MassEffect''. The DLC frequently branches beyond video game properties, too; ''Franchise/TheMuppets'', ''Franchise/ToyStory'' and Creator/DCComics (among others) have level packs dedicated to them, ''Franchise/BackToTheFuture'' has a creator kit with an exclusive power-up, and series like ''Franchise/StevenUniverse'', ''Series/DoctorWho'', ''Franchise/MenInBlack'', and ''Franchise/{{Ghostbusters}}'' (focused on [[VideoGame/GhostbustersTheVideoGame the 2009 video game]]) have costume packs. All of this is before taking the community into account, which can potentially be a gateway to many other things.
3* GoodBadBugs:
4** ''[=LittleBigPlanet=]'' has a huge range of them! One of the most spectacular is the '3D' bug, which lets players build with unlimited layers (although it's really tricky to use, but the makes the level amazingly beautiful if used correctly!), and wasn't fixed.[[note]]The original method to create the objects ''was'' fixed in ''[=LittleBigPlanet=] 2'', so another method had to be used in that game and the [=PS Vita=] games to recreate it. Existing glitched objects still worked similarly to the original game. Then, that method was fixed in ''[=LittleBigPlanet=] 3'' so a third method needs to be used.[[/note]]
5** Another, which HAS been fixed is the [[https://www.youtube.com/watch?v=azAR4MmldP8 Constipated Sackboy]] where the player chooses the 'reset button' holding it down and then pressing START the START Menu would block the screen so only your friends could see the paused player.
6** When a player dies to electricity, [[XRaySparks their skin briefly becomes a glowing skeleton]] (actually a glowing version of the "Zombie Boy" skin material from the first game). In Create Mode, dropping onto electricity, then rewinding and fast-forwarding in succession during the death animation, will potentially drop you back off at the point you died without you dying, allowing you to enter your Popit and save the glowing skeleton skin as a costume.
7** There are a few Good Bad Bugs in gameplay and not just creating. [[https://www.youtube.com/playlist?list=PLSx6AAsHna_RfnlWu61ndeZ5HQ0i83Mpr This LBP1 speedrun guide]] and [[https://www.youtube.com/playlist?list=PLSx6AAsHna_S8KDRNHNn4v-PyPWZKW-Gv this LBP2 guide]] describe and utilize some of them, including [[https://www.youtube.com/watch?v=wR7Do0cnIqI&t=2m59s LCJs]], [[https://www.youtube.com/watch?v=wR7Do0cnIqI&t=4m46s Race Gate Skips]], and [[https://www.youtube.com/watch?v=tGtPlZdkWPY&t=30s Co-Op Jumps]].
8* MemeticMutation:
9** Sacknana [[labelnote:Explanation]][[https://i.imgur.com/WnJWU6J.png A costume from the PSP game's Fruit Salad Pack.]] Likely because of it's ridiculous appearance, this became popular for shitposts similarly to [[VideoGame/SuperMarioRPG Fat Yoshi]]. [[/labelnote]]
10** "You can also get jiggy, and shake your sack booty" [[labelnote:Explanation]] One of the narrator's lines from the Acting Tutorial of the second game. The scene is subject to edits in which "sack booty" is replaced with a different voice from some other random media saying something else, such as Creator/AndySamberg [[https://youtu.be/dTG1QOHbUyk?si=nEBe8AdP9AIzcz01 shouting "PUSSY"]].[[/labelnote]]
11** Sackboy judging you. [[labelnote:Explanation]] [[https://www.reddit.com/r/MemeTemplatesOfficial/comments/184ehyy/shocked_puppet_guy_turning_around/?rdt=46390 This particular clip]], featuring Sackboy slowly turning towards the viewer while making the "angry" facial expression at max intensity. Usually used as a way to express shock/disgust at someone saying/doing something appalling. [[/labelnote]]
12* MisaimedMerchandising: For a happy, E-rated game, some of the downloadable costume packs are rather un-kid-friendly. Examples include ''ComicBook/TwoThousandAD'', ''ComicBook/{{Watchmen}}'', ''VideoGame/MetalGear'', and ''[[VideoGame/{{Resistance}} Resistance: Fall of Man]]''. Though there is an explanation for this, as the marketing on this this one is actually pretty specifically aimed. Kids aren't likely to buy DLC, and slightly older kids who might buy some of it probably wouldn't spend their money on something extra if they don't recognize it. The ''game's'' PeripheryDemographic is the ''DLC's'' intended demographic.
13* SugarWiki/MostWonderfulSound:
14** Stephen Fry's narration. As [[WebAnimation/ZeroPunctuation Yahtzee]] described it as: "[feeling] like a velvet finger soaked in warm honey being gently worked around your earhole. ''I SAID EARHOLE!''"
15** The sound of collecting a Prize Bubble.
16** To a similar extent, [[https://www.youtube.com/watch?v=z6aOAUhjdW8 the sound of Score Bubbles and Multipliers accumulating.]]
17** Collecting all of the prizes in a level is indicated by a "cock-a-doodle-doo", sure to become identifiable by those looking for HundredPercentCompletion.
18** [[https://www.youtube.com/watch?v=CPWgDmyCXWY&t=0m35s The female opera vocal when you collect a Sound Bubble.]]
19* {{Narm}}: The player themselves can cause this if they wear a silly costume during cutscenes. For example, putting a ton of springy-eye decorations on Sackboy or wearing the costume of a story character, or just generally looking stupid.
20* NarmCharm: Several elements of the games, such as the crude "nuts and bolts" appearance of the earlier installments, and some of the twee-er narrations. You go along with it anyway.
21* OvershadowedByControversy: The series has landed itself in quite a rough spot over the years, to the point that discussions over it's downfall tend to override the game itself. Not helped by its recent main entry ''[=LittleBigPlanet 3=]'' being a heavily ContestedSequel, and the frequent hacking purges of its various online servers, which also tend to override casual discussion over this game as well.
22* RetroactiveRecognition: The first two games were scored by Music/DanielPemberton, who later one would become famous for scoring WesternAnimation/SpidermanIntoTheSpiderVerse and Film/TheManFromUNCLE2015.
23* ScrappyMechanic:
24** The '3-planes' format can be very easy to stumble with, especially when you try and go up stairs or ramps and keep. Jumping. Behind them.
25** And the automatic plane-selector seems to ''hate'' Sackboy, even overriding your manual changes at the worst possible moments. Like falling 'behind' a safe platform and onto an insta-kill floor. Or when running along you smack into a wall that only exists on ONE plane. Or moving Sackboy to be squished by something that could easily be sidestepped. Etc. etc.
26*** Can get worse with the third game, where you now also have to figure out how many of the 16 layers Sackboy will slide to! The rule is actually the same as the other games: no more than two layers in front of or behind Sackboy, unless it's via the aid of objects like Layer Launchers or the Hook Hat. But good luck trying to remember that in a tense death trap scenario!
27** The set amount of lives checkpoint mechanic. Basically, every obstacle in the game comes with a checkpoint and four lives, lose them all and the level must be played over. It doesn't sound too bad on paper but can be utterly infuriating in practice. The checkpoints are close enough together, but levels are often long and complicated with the worst parts (naturally) being near the end. This means that players will often find themselves breezing through a level with few (if any) deaths and then have to restart because they get stuck 10 feet from the finish line due to a single hard section. What makes this especially annoying is the fact that aside from fire, Sackboy is a OneHitPointWonder who dies if anything so much as looks at him funny and losing to bosses sends the player back to the start of the whole level. The ultimate result here is players being forced to endure ThatOneLevel and ThatOneBoss with a side helping of CheckpointStarvation. The sequels are much better about this, thankfully.
28** The lack of localized water. Basically, the only way to have water that players can swim through in your level is to flood the entire thing. That's fine if your level is, say, a city that's a certain height above sea level, but if you just want to have, for example, a pool, you'd have to either make sure no other part of your level is as low as the water level, remove all of the water once the player is out of the vicinity of the pool, or go through some complex rigmarole of setting up logic and a material that looks like water to get the "swimming" impression. [=LBP3=] added the water material, which LOOKED like it was going to avoid this, but that material doesn't actually ACT like water, it just looks like it, meaning that you have to set up a different rigmarole to get localized water. It ''was'' eventually added in the ''WesternAnimation/SpongeBobSquarePants'' pack, but it's in a DLC pack you have to pay for...
29** Going through levels in one life can be a fun challenge ... however, certain tools and materials are locked behind this. It's possible that thing you want for making your level is locked behind a [[NoDamageRun No Death Run]], which can be less than desirable if you're around more for the creation and sharing than the playing.
30** Related to the above, the locking of new level design tools behind DLC. This aged rather a bit poorly with the eventual removal of several DLC packs from the store, and there's currently no verdict on whether they'll ever return. Most egregiously, with the delisting of the ''Franchise/PiratesOfTheCaribbean'' level kit, there's no easy or legal way to unlock ''water'' in the first game unless you already purchased it prior to its removal; the same also applies to Attract-O-Gel (''Franchise/TheMuppets'' pack) in the second game, and Floaty Fluid (''WesternAnimation/SpongeBobSquarePants'' pack) in the third game.
31** The close-level posts that prevent players from joining you mid-level are this if you're trying to get people to help you complete the multiplayer puzzles; this requires dragging up to three other people through something like Boom Town or The Bunker and hope they cooperate (or survive) long enough to reach the puzzle. It's no wonder the story levels in the second game onward ditched them.
32* SongAssociation: "Get It Together" by The Go! Team, as the second licensed song in the first game and the first to be used in a level outside of the Introduction (Skate to Victory), is often heralded as a secondary theme song for the ''[=LittleBigPlanet=]'' series. Even the description for The Go! Team's [[https://www.youtube.com/watch?v=ht0yLJt7K4I official upload]] of the song reads "[[LampshadeHanging Yes you probably came from Little Big Planet]]".
33* SugarWiki/SweetDreamsFuel: ''[=LittleBigPlanet=]'' is a sweet dreamscape put into the form of a video game. [[https://www.youtube.com/watch?v=DMGljB4MJ_w Even]] [[https://www.youtube.com/watch?v=LlGfDVK-ZPE the]] [[https://www.youtube.com/watch?v=bYt7r5f8cQ8 soundtrack]] [[https://www.youtube.com/watch?v=JZKLoeVVgQ4 alone]] [[https://www.youtube.com/watch?v=8loL0ALQs4w is]] [[https://www.youtube.com/watch?v=n7x8IR-LXuw uplifting]]. And when your pretty little dream is over? [[WideOpenSandbox You can always have some more just the way you want them, or someone else's]].
34* TheyCopiedItSoItSucks: People who are too lazy to create levels will just go to the Cool Levels page and look for any copyable levels. This is why the community has been flooded with multiple copies of the same level by different people, and sometimes even the SAME people will take a level and publish it 20 times. Case in point, here's what you get if you search "[[http://lbp.me/search/v?q=The+Best+Mortal+Kombat+Level+Ever&p=1&l=12 The Best Mortal Kombat Level Ever]]" on [=lbp.me=]. The arrows at the bottom of the screen will be there for a while.
35
36!!''[=LittleBigPlanet=] 1'':
37* AnticlimaxBoss: The Collector is actually rather easy to beat, possibly to make up for the [[ThatOneLevel Bunker]]...
38* GoodBadBugs: Many relatively harmless glitches have been discovered and used by creative players:
39** The 3D Glitch: Allows you to build extra layers both in front of and behind the standard layers. However, player movement is still restricted to the main 3 layers. Possibly the most-used and most famous glitch of [=LittleBigPlanet=].
40** Anti-Color: A fun little glitch that made certain kinds of Sponge look like Glass while still keeping the stitches. Since Glass is invisible behind other pieces of Glass, this left only the stitches visible. Fixed in Cornish Yarg, though the objects themselves still work; you just can't create them anymore.
41** Material Properties Glitch: By changing an object into Horrible Gas, using the Material Changer, and delethalizing the object, you could make an object with the physical properties of the first material, while having the texture of the second. Could be used to make things like Floaty Metal, movable Dark Matter, etc. Fixed, but pre-existing "changed" objects still work, and it functionally [[AscendedGlitch Ascended]] in the form of the Material Tweaker in ''2'' and beyond.
42*** Similarly, doing this on the PSP without delethalizing it allows for the material's texture to be transferred into gas form.
43** Non-Lethal Spikes: It is possible to smash the lethal part of a spike object without destroying the whole object, though it is hard to do. Still works, but not used often.
44** Gravity Glitch: Very few people know how it works. It involves Pistons, and that's about all that's commonly known.
45*** There's another, simpler version of this glitch that only affects individual platforms, allowing the gravity to change from jump to jump.
46** The Lethal Sackboy glitch. Go to create mode online (not as host). After, you either set the respawn door on fire or electrify it, go through the door, then get disconnected by the host. After doing so, Sackboy will not die from the lethality type set on the respawn door.
47** Occasionally, when a guest joins your game, they may be equipped with a black Popit color that's not in the menu.
48* HypeAversion: So anticipated, its fans praised it to the point of annoyance before it was released.
49* MoodDissonance: While most DLC for [=LittleBigPlanet=] such as the Franchise/PiratesOfTheCaribbean and [[Creator/MarvelComics Marvel]] packs mostly fit in their tone, the VideoGame/MetalGearSolid DLC can easily be considered this, for both franchises involved! Even with Metal Gear Solid 4's plot and violence made much more simplistic and kid-friendly, it still has the same visual aesthetic and music as a typical MGS game that contrasts wildly with the colourful and cutesy look of the base LBP game. It could even be considered a BigLippedAlligatorMoment considering that the DLC has little lasting impact on the series outside of materials, stickers and the Paintinator.
50* OffendingTheCreatorsOwn: The song that had the Qu'ran verses that "might offend Muslims"? It was composed by... a Muslim.
51* SurpriseDifficulty: Awww, it's a cute little Sackboy! Aww, look at him running around with his tongue out! Aww...wait, impact explosives? With jetpacks? And falling stalactites? This isn't cute, this is cruel! You want me to fight bosses now? There weren't any bosses before! And what's this about [[ThatOneLevel a Bunker]]?
52* ThatOneLevel:
53** Boom Town has players dragging highly sensitive explosives through an obstacle course.
54** The Bunker is ''obscenely'' difficult, especially the infamous "[[FanNickname Wheel of Death]]"[[note]]Not to be confused with the glitch that goes by the same name that [[GameBreakingBug caused Sackboy to no longer spawn correctly]] after grabbing on a sponge rotating too fast[[/note]] section near the end, where you run around the inside of a giant wheel.
55* ThatOnePuzzle:
56** The multiplayer puzzle in Serpent Shrine. Here's the picture: There's a tunnel that has massive, flaming snakes running through it. They appear too fast to just run through. There are 3 balls that are lowered by winches, and can be grabbed. Up top, there is a button that lowers the winches, allowing the partner to grab onto one. Step off the switch, and the balls go back up. At the end, after the third ball, there are two Prize Bubbles. Understand, now? Well, it's just frustrating. Your partner will invariably be worse than you, and will either not grab on in time or step off/on the switch in time to get roasted by the snake. Did you know that if the person in the tunnel dies, you only have 4 chances, total? The puzzle's location is far in the level, making it irritating to get to. It's a subjective puzzle, since it depends on if your partner is absolutely PERFECT at doing one of the tasks. The player on the buttons has to be in the exact center or else the snakes will kill the other player regardless of being raised or not.
57** The multiplayer puzzle in the Great Magician's Palace in the first game is easier, but still irritating. The first part is the bad one, and it involves one player running back and forth pressing buttons to spawn cubes in a vertical shaft. The left button spawns a cube on the left, and the right one... well, it spawns a cube on the right. The trouble is that you need to move quickly, because the cubes will eventually despawn and leave Sackboy falling down to the bottom, but you also can't move TOO quickly, or else a cube will probably fall over and crush your Sackboy. When you get to the top, the game wants you to repeat this with the player on top jumping between buttons instead to spawn cubes for the player on the bottom, but you can just [[CuttingtheKnot have the player at the top activate the checkpoint and have the player at the bottom kill themselves to spawn at the top]]. The second part is much easier than that; it just has the players syncing up their movements so that one spawns platforms for the other so they can get over a pit of fire.
58** Honorable mention goes to the 4X puzzles, but the trouble in that is merely ''getting'' four players together to attempt them.
59* ThatOneSidequest:
60** Getting 100% completion in every area of the game is an exercise in futility. Completion of some of the harder areas like "The Metropolis" or "The Canyons" is possible, but to ace "The Islands," "The Temples," and "The Wilderness" AND obtain all of the items in the stage is practically a superhuman feat. The worst offender is [[https://www.youtube.com/watch?v=47MF6o5_Uto a spinning wheel of death that will throw you into an instant-death electrocution]] if you have not either: A) perfectly memorized the working's of LBP's physics system, or B) inherited a sort of muscle memory due to playing that part of the stage over and over. [[https://www.youtube.com/watch?v=T29bgo-ZDls You'll still feel stupid when you find out how to do it the easy way]].
61** Acing Boom Town. You have to beat the level without dying. Said level's primary theme is explosives. That you handle manually. Which is easy enough to do if you're careful (provided you don't accidentally stand on the wrong part of one of the switches). Then you get to the final stretch, and they throw jetpacks into the mix (more specifically flying under a series of three pillars with precise timing, then dropping a bomb on some terrain. At least twice).
62** Really getting 100% completion on Boom Town this level is arguably worse, given that at least one chunk of items requires another player (and reminding you once more that this is the explosives level... With friends like these...).
63** There's also getting hundred percent completion on the [[ThatOneLevel Serpent Shrine level.]] It's not acing the level that is difficult [[ThatOneBoss (Although the boss fight is pretty irritating)]], it's the multiplayer puzzle where you must have one person manually raise and lower the fuzzy balls that bring safety, while another person goes through a tunnel of snakes. While most multiplayer puzzles can actually be completed by yourself using two controllers, this is not one of them. Only people with videogame-themed superpowers are able to pass through the tunnel with success. Even worse, what the other person is doing is always far easier-looking then it actually is, which can lead to profanity.
64* UglyCute: [[spoiler:The Collector]] is actually rather cute for a villain, especially one made of cardboard.
65
66!!''[=LittleBigPlanet=] 2'':
67* AwesomeEgo: '''''[[LargeHam Avalon Centrifuge]]''''', the greatest creator who ever lived! [[InventionPretension Creator of Science]]!
68* DifficultySpike:
69** The second game's levels are overall easier to beat compared to the first game. Cue the last world, ''The Cosmos'', which is cosindered to be much harder than all other previous worlds, on par with levels from ''The Canyons'' or ''The Wilderness'' from the first game.
70** Apart from using double-life checkpoints, the Cross-Controller DLC's difficulty is on the same level as that of LBP 1. The DLC only has 4 levels, however three of them are [[MarathonLevel extremely long, involving level-links and additional areas]] which have to be played on the VITA. So if you messed up while trying to [[NoDamageRun ace the level]] , you may restart from the very beginning. And in case you're wondering if the 4th. level is more manageble: It's a BossOnlyLevel against a giant robot [[MoreDakka who spams out lots of laser bullets]] which will OneHitKill you, no matter where you've been hit. And if you somehow managed to avoid all of this the boss will at one point use [[ThatOneAttack a large laser beam, which occupies almost the entire battefield, moves and lasts for severals seconds]]. And if avoided THAT there's still some tricky parkour involved inside the robot. On the VITA. Needless to say, acing the Cross-Controller-DLC definetely deserves a gold trophy as an achievement.
71* EnsembleDarkhorse:
72** Clive Handforth. He's a nigh-impossible-to-hate combination of adorable character design (he's made of office supplies!), varying degrees of cynicism, and tendency to utter the best lines in the game. Perhaps if he'd cheer up if he knew he had so many fans! [[TheEeyore Or not.]]
73** Eve too. Half the game's fanart is people {{Shipping}} her with Clive.
74* GoodBadBugs: The Robobun and the Mechapup can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.
75* GrowingTheBeard: The first game was generally regarded as not too bad, but lacking in assets that would allow players to create complex things quickly and efficiently. ''[=LittleBigPlanet=] 2'' introduced a slew of new options, such as Logic, Controllinators, and Sticker Panel, that granted players the ability to make all sorts of things, branching out extremely far from platformers and into anything they could imagine.
76* MagnificentBastard: Creator/DCComics Premium Level Pack [[DownloadableContent DLC]]: ComicBook/LexLuthor is once again the brilliant ArchEnemy of the ComicBook/JusticeLeague, as well as the leader of [[LegionOfDoom the Dark Alliance]]. Plotting to use the heroes to power his mecha suit to TakeOverTheWorld, he invades the Watchtower and abducts each member before they could react, placing them all over the world with his Dark Alliance members watching over them, each one also being guarded by harrowing platforming challenges. Operating many of the traps himself during the final stage, he manages to get his mech to full power before challenging Sackperson to a duel, putting up a good fight before being beaten.
77* NightmareFuel: The ending of the Introduction level, where the Negativitron begins sucking up the entire level, can invoke this; mainly due to the sheer [[MoodWhiplash Mood Whiplash]] from a happy-go-lucky first level to a major catastrophic event. The tense, panicky music and the fact that you can see random objects from the level that you just played being sucked up really sell just how much of a threat The Negativitron really is, even before he is properly introduced.
78** The Negativitron himself is no slouch either; It's a giant vacuum cleaner with red, reptilian eyes and pink, jelly-like horns.
79* PyrrhicVictory: The ending of the Cross-Controller DLC for BOTH the BigBad and Sackboy's allies, some space spirates. The BigBad is defeated and [[MacGuffin the treasure]] retrieved which both parties were fighting for. Cue the first mate telling the captain that said treasure is onboard a rescue caspula...the same capsula the BigBad was imprisoned in and sent into space by the pirates. Cue a loud scream by the captain. [[RunningGag Cue]] the BigBad realizing that the treasure is inside his tiny caspula. [[OverlyLongGag Cue another loud scream.]]
80* ScrappyMechanic: The Grappling Hook. Dear God the Grappling Hook. If you try to swing back and forth to gather momentum, you will end up reeling yourself up into whatever you're hooked onto 95% of the time.
81** It got better, and the thing is a little easier to use, fortunately.
82* SuspiciouslySimilarSong: The cinematic track "Space" begins exactly the same way as Music/AlsoSprachZarathustra, but hits a different note and deviates from there. Especially odd, as Also Sprach Zarathustra is already in the game, but as a {{Funk}} remix, which wouldn't really be mood-appropriate.
83* ThatOneAchievement: It's probably for the best that Secret Pins don't show up until you get them, as otherwise you'd always be seeing the most absurd of {{Last Lousy Point}}s.
84** "Master of the Internets" is awarded for "run[ning] an awesome [=LBP2=] fansite!"
85** To get "MM Picked"/"Team Picked", you need to create a level good enough to be featured in the MM/Team Picks section. If you're not creatively inclined enough, your odds of earning this are slim.
86** For "Molecule", you have to be hired at Creator/MediaMolecule. Suffice it to say, most of the playerbase doesn't have this one.
87** "Special Friends" requires you to "Be a jolly nice game developer-love from the folks at MM."
88** "Touching Royalty" was infamous enough to have at least one player make a short film level series about it; you have to high-five Media Molecule employee Alex Evans - not ingame, in real life.
89** Acing every level, collecting all prize bubbles and achieving the platinum trophy also qualify, though [[DownplayedTrope downplayed]] when compared to the above mentioned in-game achievements.
90* ThatOneAttack: In the Muppets Pack, many claim that the last attack of the boss fight is this. Basically, the boss begins slamming his hands on the ground, causing flaming debris to fall from the ceiling. The debris is very large and it falls very quickly, while the attack in question lasts for 20 seconds. It's very easy to lose your [[NoDeathRun Ace run]] to that attack alone.
91* ThatOneBoss: The main story's FinalBoss is often claimed to be this. Probably comes with being the last level of [[DifficultySpike ''The Cosmos'']].
92* ThatOneLevel:
93** While there's nothing on the level of The Bunker, there are a few that are infuriating to ace, especially two-part levels. Of note is [[Film/FullMetalJacket Full Metal Rabbit]] in The Cosmos. The first part of the level pits the player against several guard towers with bad guys tossing impact explosives at the player. To proceed, these impact explosives must be tossed back at the towers to destroy them. Later on, there are several platforms over fiery pits; each platform has a bad guy shooting flamethrowers at regular intervals. Mess up the timing on one of them and you're dead, spoiling your Ace run. The second part has the player riding the Robobun, which has unforgiving JumpPhysics, extremely floaty movement, and no attack capabilities except for a power stomp. This entire section is filled with enemies that can OneHitKO you with blasts. Good luck in trying to learn the timing of the final three turrets before the goal...
94** Where In The World Is Avalon Centrifuge? is no slouch either, with tough grappling hook sections and various formidable enemies that notably do ''not'' die when their creature brain is popped; the winged enemies in particular will chase you relentlessly until the Sackbots you've been herding shoot them down with lasers. The Sackbots tend to waffle a bit when faced with enemies they're supposed to be shooting and it begs the question of whether it would have been easier if the player had the laser helmet instead. It's easy to spoil the ace by getting greedy and stomping the winged enemies in the wrong sequence, only to be unable to run back to safety in time as they corner you.
95** For reasons mentioned above at DifficultySpike, all 4 levels of the [[DownloadableContent Cross-Controller DLC]] can almost be consindered [[BrutalBonusLevel Brutal Bonus Levels]] for those who were quickly bored after acing the main story.
96* UnintentionalUncannyValley: Victoria von Bathysphere has a rather realistic organic-looking head and face, especially in comparison to the rest of the characters. Combine this with her super-deformed proportions and robotic body, and players might find her appearance little unsettling at first.
97
98!!''[=LittleBigPlanet=] PS Vita'':
99* ItsEasySoItSucks: A common complaint about the game. In particular, Magazine/GameInformer complained that it has infinite checkpoints for every level except boss battles.
100
101!!''[=LittleBigPlanet=] 3'':
102* AnticlimaxBoss: The final Titan is pretty easy if you are even only semi-decent at the game.
103* BrokenBase: If Sumo has done a good job fixing the game or not, if the story mode's any good, if the new features are even necessary, if the new DLC packs are any good, the list goes on.
104* ContestedSequel: Due to the rushed launch of the game and the many bugs that it had (some of which are still lurking), many fans stuck to [=LittleBigPlanet=] 2 for a while.
105* EnsembleDarkhorse:
106** General consensus among the Sackfolk of the Imagisphere is that Marlon Random is the most memorable and [[MemeticMutation memetic]] character in the game.
107** Newton is also well liked with [=LittleBigPlanet=] fans and forums, with even some of the detractors of the game enjoying his antics, calling him a redeeming factor. It helps too that he's voiced by Creator/HughLaurie and a LargeHam to boot. He's an odd case of a LikableVillain in the series, with players feeling bad for him in the end. The amount of fan art and work done for him is comparable to [[VideoGame/Portal2 Wheatley]] and [[VideoGame/KirbysReturnToDreamLand Magolor.]]
108** Rusk, the DummiedOut precursor to Oddsock, who would have served as a PowerUpMount, is greatly preferred to their successor in circles that know about the [[ObviousBeta many prototypes]] of the game.
109* FountainOfMemes: Almost everything Marlon Random says has become a meme.
110* GoodBadBugs:
111** The issues with levels intended for previous games can have some pretty hilarious consequences. To provide an example from the DC Premium Level Kit for ''2'', when trying to play it in ''3'', ComicBook/WonderWoman will hold up an empty cage that's ''supposed'' to have Cheetah trapped while she brags about her capture, and when Franchise/{{Batman}} tries to demonstrate the glide-enabling Hero's Cape powerup, [[WatchOutForThatTree he misses the ledge he's supposed to land on and crashes to the ground]]. (These two bugs have been fixed now.)
112** A glitch with the Sackpocket and the Boost Boots can allow the player to fly anywhere with the Boost Boots. First, equip the Boost Boots and dash in the direction you want to go in. Then, while you're dashing, quickly open the Sackpocket and switch to another item, then back to the Boost Boots. When you put the Boost Boots back on, you'll be able to dash again. Now repeat this, and you'll be able to go anywhere that isn't blocked off. This can cause hilarious effects, like flying over all of the traps and skipping straight to the end of the level. It's even possible to get to "The Heroes Finally Defeat Newton...Oh"[[note]]this level is linked to by the level link you unlock after getting Swoop, and it segues into the final few levels.[[/note]] without even unlocking Swoop or the two marbles you need to get him. Instead, it's possible to play "Masque Maker's Tower," get the Boost Boots, leave, and skip to the former level. An example of the Flying Boost Boots can be seen [[https://www.youtube.com/watch?v=L6w3xr20SLg&index=7&list=UUqy6dWrU0EWp-8MND9Jh8Cg here.]] (This glitch has been patched.)
113** Another glitch, as discovered by [=FattyMcIntosh=], allows the player to [[https://www.youtube.com/watch?v=nthV2T59Ocs&index=12&list=PL47cKdy5sz9I_vARFCtRBmwnK6TDuXZjA access Create Mode while in the Pod.]] (This has been patched.)
114** Thanks to some bugs that allowed players to access Create Mode in the Story Levels(!!!), players [[https://www.youtube.com/watch?v=EzSVnDnhtLk got their hands on some things.]] These include [[https://www.youtube.com/watch?v=u5kX64f6i0k an unreleased costume]], logic that detects what system the player is on, an RGB color editor for making VERY specific colors, the Bunkum Planet decoration used in the Introduction, and even the freaking [[https://www.youtube.com/watch?v=EzSVnDnhtLk&feature=youtu.be&t=2m5s CREDITS!]] (Now patched.)
115** In "Newton's Airship", at the end of the level, you have to use the Pumpinator to blow two things into place to open access to the "Super-Vertical Infiltration Station". The game expects you to put them in place quickly, but if you use the Pumpinator to make the thing go up very slowly by tapping the [=R1=] button, the cutscene where Newton jumps into the SVIS triggers early, causing him to jump into the not-yet-open hatch. Then Sackboy can jump into the SVIS and enter the Controllinator, which causes the rocket to take off without Newton and the SVIS to begin flying around without Newton.
116* ItsShortSoItSucks: The original game had 8 worlds with 3 levels each (4 for the Gardens because of the Introduction and 4 for the Wilderness because of the BossOnlyLevel) and 3 side levels. The second game had 6 worlds with 5 levels each (6 for [=DaVinci's=] Hideout because of the Introduction) and 3 side levels. This game has only 4 worlds with 5 levels each and at least 2 side levels (5 for Manglewood, 3 for the Ziggurat, and none in the Prologue). However, thanks to the [[DynamicLoading Dynamic Thermometer setting]], the levels are longer than they used to be. One contributing factor is how little time the player gets to spend with the three new characters. They are only given a handful of levels, as compared to [=LittleBigPlanet=] 2 which often used and expanded a gameplay concept in five different levels. This results in the final boss being trickier than intended as the player has little experience using the new heroes. It also doesn't help that, without the Sackpocket, the three new heroes have much shallower gameplay than Sackboy.
117* MemeticMutation:
118** Swoop is OP [[labelnote:Explanation]]During the E3 2014 stage demo for this game, the players had trouble getting past certain parts. This occasionally led to the person playing Swoop flying in, picking them up, and flying the other character up to where they needed to be. This led to fear that Swoop would become a GameBreaker by being able to bypass obstacles, and thusly this meme was created.[[/labelnote]]
119** To anyone who's played the game, most of the things said by Marlon Random says is a meme. Some highlights of his include "Did you know you can scamper up walls?", "Aw nuts, a plot twist! The elevator ain't gonna move until we refill the cup with milkshake." and "This music's pretty catchy, huh?" [[https://www.youtube.com/watch?v=ZghJIFGY7Cw This]] explains it pretty well. (And yes, that is an edited version of a story level.)
120** El Jeff's quotes have also gained a similar prominence within the community, most notably from glitch discoverer and satirist dominatordompix, who has used the storyline voice clips in many of his levels (an example is [[https://www.youtube.com/watch?v=w2WvZX1hTs4 this level]], a mockery of Literature/JeffTheKiller creepypasta survival levels).
121** Any time the [[BlowYouAway Pumpinator]] comes up, you can expect many sex toy jokes to be made, since every description of it [[InherentlyFunnyWords talks about its abilities to suck and blow things]].
122* {{Narm}}: The final scene of the game where [[spoiler:Newton and the gang are falling out of the sky]] would probably be a bit more dramatic if Newton didn't let out the exact same scream twice in a row.
123* ObviousBeta: The initial release had LoadsAndLoadsOfLoading, even on the digital version, severe framerate drops even on levels from previous games, and an annoying bug that prevented stickers from being placed ''anywhere'' in Create Mode. In addition, there are some slight engine differences which mean that some ''2'' and ''1'' levels will behave oddly, either [[GameBreakingBug distressingly]] or [[GoodBadBugs hilariously]].
124* OnlyTheCreatorDoesItRight: ''[=LittleBigPlanet=]'' 3 was made primarily by Sumo Digital, rather than Creator/MediaMolecule, and it's regarded the lowest of all of the franchise's games, due to, among other things, a bad launch loaded with bugs, a lackluster and short campaign, and only one DLC level kit that actually contains multiple levels, rather than just one made to give goodies.
125* PortingDisaster: Within itself. Levels intended for ''2'' or ''1'' may not function correctly due to subtle engine differences, some of which can make more complicated, precision-requiring levels [[GameBreakingBug completely unplayable]]. Of particular note are the chatting teeth in the Joker level of the DC Comics pack. In 2 the teeth stood still, whilst in 3 they move and rotate, often flipping over and rendering themselves undefeatable. While this isn't normally a problem as they're easy enough to skip, there are three prize bubbles that require you to bounce on top of a teeth's brain to reach. One in particular has teeth that constantly shoot far away from the box, requiring you to wait for when it's close to the box ''and'' the right way up. Oh, and if you went from [=PS3=] to [=PS4=], you are required to do this as your DLC progress isn't carried over. Hope you like constantly playing half the level with barely skippable cutscenes just for one bubble!
126* RonTheDeathEater: Pinky is sometimes subjected to this. People exaggerate her HeroicComedicSociopath tendencies and make her a complete villain.
127* ScrappyMechanic
128** The way that level loading works. To understand, let's compare it to [=LBP2=]; in that game, you can select the level and press X to start loading it. While it loads, you can read reviews and comments and look at pictures taken in the level. If at any time, you decide that you don't want to play it, you can back out with Circle and look for something else. But in [=LBP3=], if you press X on a level, it will immediately take you to the white loading screen, and if you accidentally pressed X on a level you didn't want to play, no amount of mashing Circle will stop it, meaning that you HAVE to load the level first, then leave the level when it finishes, and then wait for the loading to finish.
129** More like Scrappy Lack-Of-A-Mechanic, people were really irritated with the removal of Dive In, an option that lets you look for games to join or people to join you. Averted as of 1.12, which added the function back in and improved upon it.
130** In the transition from [=LBP1=] to [=LBP2=], if you bought a special edition of [=LBP1=] that came with free DLC, said DLC would carry over to [=LBP2=] at no charge. Not so with the [=LBP2=]-[=LBP3=] transition; if you got any special edition of ''[=LittleBigPlanet 2=]'' that came with DLC, none of it carries over.
131** Similarly, while [=LBP2=] had an option to make [=LBP1=] levels playable in [=LBP1=] only, there's no equivalent option to restrict [=LBP2=] levels, compounding the {{Porting Disaster}}s that can occur due to subtle physics and logic tweaks.
132* TheScrappy: Many of the one-off [=Creator Curators=] are not very well liked within the community, but [[AnthropomorphicFood Irene]] has the least fans. This is mostly due to a combination of her design being fairly unappealing compared to the rest of the cast and ''her voice''. It doesn't help that her dialogue makes her sound accidentally a bit murderous.
133* ThatOneLevel: The Great Escape is this for some, especially considering the little amount of experience one has with the three heroes. It's quite a difficulty spike, and a surprising one at that.
134* ToughActToFollow: The various bugs and issues that the game came with at launch made it hard for it to live up to the positive reception of the first two games, and despite improving though updates, it hasn't been able to completely recover from the loss of a chunk of the fanbase.
135
136!!''[=LittleBigPlanet=] Karting'':
137* {{Sequelitis}}: As controversial as [=LBP3=] was, this one had fans trying to forget that it existed. Sony didn't treat it well, and as a result it was poorly-received and fans pretty much gave up on it.
138* ThatOneBoss: The Firepede fight at the end of Eve's Asylum. It has multiple weak spots which, when destroyed, leaves behind a trail of instant-kill slime. Destroying these weak spots at the wrong time will usually leave the player no choice but to die.
139* TheyChangedItNowItSucks: Say goodbye to the wonderful Music Sequencer!
140
141!!''Sackboy: A Big Adventure'':
142* BrokenBase: While few would say it's a straight-up ''bad looking'' game, the actual artstyle and animation have become points of contention. Some find say that it evolved the series' staple arts-and-craft style to the best it has ever looked with animated cutscenes on the level of big-budget cartoons, while others find it to be overproduced and lacking the homemade feel that the mainline games had.
143* ItsEasySoItSucks: ''A Big Adventure'' is far and away the easiest installment in the series, with even the Knitted Knight Trials not being especially challenging to get through.
144* MagnificentBastard: [[VillainousHarlequin Vex]] initially comes off as a generic supervillain until his [[NotSoHarmlessVillain true colors]] are revealed. Planning to use a machine to throw Craftworld into [[ChaosIsEvil chaos]], Vex kidnaps the residents of Loom and has them work on his machine, while purposely letting Sackboy escape. After seemingly dropping his plans in the process and later fighting in an underwhelming manner when encountered, Vex eventually reveals to Sackboy that he dropped them on purpose so that he can get the {{MacGuffin}}s which power his machine for himself, stealing them all from him and engaging him in a much more intense battle. Even after he's seemingly defeated, it's revealed that Vex had escaped and activated the Topsy-Turver already, planning to replace the Tree of Imagination with it to become a god. [[NearVillainVictory Nearly winning in the end]], Vex proves to be the craftiest foe Sackboy's faced yet.
145* DarthWiki/NightmareFuel: The cutscene before Vex's third boss fight has Vex drop from the ceiling like a spider in front of Sackboy; he then picks up Sackboy and ''squeezes'' him, causing the little guy to cry in pain.
146-->'''Vex:''' The Imagisphere has already been cast into darkness! This is the land of Uproar now. [[AGodAmI And I'm the god of nightmares who rules it!]]
147* OlderThanTheyThink: This is not the first time a ''[=LittleBigPlanet=]'' game didn't have Creator/StephenFry as its narrator -- the ''[=LittleBigPlanet=] 2'' Move Pack DLC had Morwenna Banks narrate over the story in his stead, though the key difference being Fry still introduced the expansion before passing off narration duty to Banks.
148* SoOkayItsAverage: Once it finally released, the general consensus the game received was that it's a perfectly competent albeit bland and slow 3D platformer.
149* SuspiciouslySimilarSong: "[[https://www.youtube.com/watch?v=rNMXRQg4Css Psyche Rock (Malpaso Mix By Fatboy Slim)]]", the song used in the {{Tomorrowland}}-themed "The Struggle is Rail", sounds distressingly like the ''WesternAnimation/{{Futurama}}'' [[https://www.youtube.com/watch?v=QRk1s5Kf3aQ theme song]], but the bells never play in a rhythm that makes the two match up.
150* TaintedByThePreview: Let's just say that revealing a ''[=LittleBigPlanet=]'' game with no create mode and very minimal outfit customization did not go over well with longtime fans.
151* TheyChangedItNowItSucks:
152** The fact that the game ditched nearly all of the creation aspects in favor of being a more straight-forward 3D platformer did not sit well with fans, as most felt that removing them stripped the series of the things that made it unique to begin with.
153** The total absense of Stephen Fry was also criticized by fans as his narration was a staple element of prior games, with even ''VideoGame/PlayStationAllStarsBattleRoyale'' including him.
154** By far the most reviled change, however, was Sumo's decision to characterize Sackboy. While Sackboy had always been a 'character' in the sense that he was the face of the franchise, the actual games never gave him any proper characterization as to allow the player to project themselves onto him (as evidenced by every story character in the games referring to the player character by gender neutral terms such as "Sack'''thing'''"). ''A Big Adventure'' went against this by giving him [[SuddenlyVoiced a voice]], a more defined personality, and now referring to the player as "Sack'''boy'''" with exclusively male pronouns. Even those who enjoyed the game found this to be an offputting decision, as they found that by giving the player character more of a identity the ability to customize the character felt a lot more superfluous.
155* UnexpectedCharacter: No previous characters aside from Sackboy were really expected to make an appearance due to the spinoff nature of this installment. Because of that, it came as a surprise to some players when they beat the first level and were greeted by [=LBP3=]'s clothing store owner Zom Zom running another shop, especially since none of SABA's prerelease content referenced him.

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