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These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: LEGO Racers
Anticlimax Boss / Disappointing Last Level: In the second game, Rocket Racer is the easiest boss in the game. Even Sam Sanister is harder than him. To elaborate more, the levels that surround Rocket Racer are some of the most enjoyable and well-designed levels in the game — they use over-the-top antics such as loop-de-loops and ramps, which is breath-taking after seeing mostly tracks that consist of land and not much else. The Xalax tracks also have the most variety in the game; instead of being a different route on the same map every time, everything changes up. The bosses of the previous worlds also are unique in their own ways — Sam Sanister is super fast, Reigel uses a Humongous Mecha to race you, and the Berg is a strong monster who races you on foot. Rocket Racer barely stacks up to the regular NPCs of the game. The track also leaves a ton to be desired — it's a complete circle with occasional walls and ramps, and nothing else. Unless you've been actively avoiding upgrades by this point, he's a total cakewalk, and even if you have accomplished the former, a power-up or two is usually enough to make it.
Broken Base: Fans are rather divided over which of the two games is superior, primarily because of how the two games are almost nothing alike.
Contested Sequel: The second game went in a completely different direction, being much more open-ended and having a car damage system, and overall having a more "realistic" control scheme where the cars go skidding out of control if you turn too hard. Fans debate whether this was for the better or if it ruined it.
As are short cuts, because the AI keeps ignoring them. (Unless you're racing against Veronica Voltage.)
Also, the second game had the "Destructabrick" power up. Using that one twice in a row will basically assure your victory. It does not require any aiming skills to use and cannot be countered by any other power up. It's so bad that the AI doesn't use it at all, because having half your car disintegrate regardless of where you currently are is simply frustrating.
Even more so than above, the power upgrades in the second game. Upon finishing a minigame, you can upgrade your car's power, grip, or shield. Power increases the speed, grip helps with traction, and shield makes your car less prone to damage. However, power completely overshadows all of these; even one upgrade towards it makes every race a complete breeze. It's pretty much the warp turbo all over again after this, as it makes all the bosses, even Reigel and the Berg easy to beat. Much like the warp turbo, you might want to avoid them if you want a challenge.
Porting Disaster: While the Game Boy Color port of the first game manages to retain its' trademark build mode, it has been simplified to the point you've got only three brick spots to mess around with. Building a driver is pretty much pointless, since the only thing you'll see most is his/her head - body and leg parts shall always be seen only in the build mode. The actual gameplay isn't that pleasing either, which means that it pits you against stock baldies in the same cars (their only difference is color), regardless of whether it's the circuit's leader or a last-place jobber. And, of course, there's that kind of FOV which won't let you see the powerup bricks for more than ONE second - given that the steering is not so perfect to react THAT quickly, your only option is to memorize the entire track. Oh, and there's technically no award for beating Rocket Racer! Not even a new build set. Not even credits.
Scrappy Mechanic: The first game has the Game Breaker mentioned above, and in the second game, it's very easy to slide out of control. One wrong move and you're out of the race, with no hopes of coming back.
The Berg from the second game. Dear gosh, the Berg. He starts at the first red light, and lays icebergs on the track, and due to the controls, it's made much harder than it should be to dodge them. Reigel comes in a close second, as he uses a Humongous Mecha. Both can't use power-ups nor be affected by them, so almost every power-up except the drill become of any use.
Another notable mention is Basil the Bat Lord from the first game. Infamously difficult because, unlike most boss racers in the game, he doesn't prefer any one brick type, causing him to use all of the powerups equally and effectively.
Veronica Voltage, the opponent in the first game's Time Trial. Unlike every other driver she knows where the shortcuts are and how to use them. She's also immune to friction, letting her cut corners across sand and the like at full speed where anyone else would be slowed down if they tried.
Knightmare-athon. It comes at the beginning, and is much harder than many levels before and after it.
Except in the mirrored version, where it comes last. If you were barely taking the lead, this track will be here to screw you over.
Pirate Skull Pass is possibly even worse.
The second game has Dino Island, which is only the second world in the game. It's highly repetitive, and the tracks in it go on for very long periods of time.
The boss levels in the second game. Sam Sinister is tricky enough with his super-fast car but at least he's just as vulnerable as you are to getting his car destroyed, which is more than can be said for the next two. Reigel drives Humongous Mecha which is invulnerable to any powerups you can use (essentially making all powerups worthless). Berg starts running before the countdown ends, and while there is a simple trick to getting ahead of him this little detail can be very frustrating combined with the fact that, again, since he's on foot, power-ups are completely useless.