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.
The game features guest appearances from bands such as Decal and The Torpedoes, the latter of which could cause a Grand Theft Auto Effect due to actual songs such as Interplanetary when on the beach or Tarantula when riding/racing on the jet ski.
While the first LEGO Island game is known for its laid-back and relaxing atmosphere, it does have a pair of genuinely creepy tracks: Mystery (the cave theme) and Brick Hunt.
As contested as LEGO Island 2 is, no one can deny that it has an awesome soundtrack. Asteroids is the one everyone remembers, but the game has other gems too, like the mysterious-sounding Pyramid Area, the epic intensity of Snake Pursuit, and the substantially-creepy OGEL Island.
Ass Pull: The constructopedia in the second game. It's never mentioned in any of the other games in the series, and is literally there just to give the game a plot and not much else, other than to give the Brickster an excuse to be able to tear the island apart in two seconds.
Big Lipped Alligator Moment: The first game contained many, many, many, many, MANY, of these. In fact, pretty much the whole game is comprised of them.
First Installment Wins: While the two sequels have their fans, it's the first game that everyone remembers and loves the most.
Fridge Horror: Sure he's an unredeemable jerk, but in the second game, Pepper basically leaves the Brickster to die of starvation trapped in a conveniently placed cell in his own palace. Sure, he gets out eventually by Xtreme Stunts, but come on.
Hell Is That Noise: The loud rhythmic whistling in the first game when you're looking for the last four helicopter pieces the Brickster hides. It doesn't help that it accompanies some very eerie music.
Just Eat Gilligan: The police have a dangerous criminal who has no clear chance of reformation and who is able to mess with the fabric of space and time given the right tools. The police would have a much easier time keeping him detained if they didn't keep him on an isolated part of the island right next to a helicopter that he clearly knows how to use and instead put him inside the station under 24-hour surveillance (or even, I don't know... shipping him off the Island to another city with a maximum security prison specifically designed to hold people like him) and actually inspected his cell from time to time to make sure he doesn't try to stalk up on items he can use to escape. Or heck, even given how dangerous he can be, if he escapes... just shoot him. Also they really need to redesign the jail so that it isn't so vulnerable to hot pizzas.
The first LEGO Island game, thanks to compatibility problems with newer computers, will frequently glitch out during the "do you want to exit the game" sequence. Triggering that sequence and then going back to another part of the island can cause the Infomaniac to start looping phrases ("Are you ready to le-" "Green red brick, you stay!"). These have become popular in the fandom.
Most Annoying Sound: The Brickster in Xtreme Stunts during the minigames in a nutshell: "Hey! I'm not even in top gear yet! Whoo-whee! Hey, didn't someone tell you there's a second gear? Dis is too easy! Taste my burning rubber! WHAAAA-HA-HA-HA!" Repeat over and over again.
In the first game, you have the constant whistling whenever a piece of the helicopter is nearby.
Let's all say it together, shall we? "OOPS. DRIVING AIN'T LIKE SKATEBOARDING."
And from the Bi-Plane minigame: "I MUST WATCH WHERE I'M GOING!"
Nightmare Fuel: In the first game, there's a hidden, haunted cave on the side of the mountain that's actually pretty creepy for a game about a building toy, especially if you're within the game's target audience. The ghostly meowing of the cat spectre in the chest is especially unnerving. There's also the bigass skeleton in the racetrack who's swinging legs can knock you off the bridge he's floating above. The sequel has Ogel Island, a poorly-constructed replica of LEGO Island IN SPACE!
In respects to the music, the end credits show the houses with irregularly proportioned shadows. For some reason, the general look of houses and not being able to access any of them except for maybe two or three really gives off a North Korea flavor.
Older Than They Think: People who complain that the gameplay of LEGO Island 2 is just walking through an overworld from one minigame to the next fail to remember that LEGO Island was literally just an overworld with three "building" minigames and five "obstacle course" minigames. Granted, the overworld of LEGO Island is much more alive than that of LEGO Island 2, but there isn't much to do in LEGO Island besides the minigames, which is a common criticism aimed at LEGO Island 2 instead. For that matter, at least the LEGO Island 2 minigames are more varied than those of LEGO Island.
Replacement Scrappy: Pete Bog, who seemingly replaced Enter & Return. The latter were more entertaining as they were arguing with each other about silly things constantly, whereas the former played absolutely no role in the whole game besides be dull and uninteresting.
Sacred Cow: The first game is generally held up in this way. Everyone loves it, and if you don't, then you're No True LEGO Fan.
Scrappy Mechanic: The big skeleton on the racetrack in the first game. He knocks you back extremely far, and makes your chances of winning very slim once it's happened.
Surprisingly Improved Sequel: LEGO Island 2 is a rather Contested Sequel, but Xtreme Stunts fixed almost every problem it had, making the load times short, adding lots of replay value, running without many glitches (with the exception of Motorbike Mayhem), and explaining the mini-games much more clearly.
That One Level: The Fishing Minigame for the second game. Apart from having almost zero explanation, the entirety of it is waiting for something to happen. By the time it finally tells you to strike, you will have fallen asleep and miss it. The length varies greatly too; it can take anywhere between five minutes to hours.
Also the jousting minigame. Once you know what you're doing it's reasonably straight forward, but the game does such a poor job explaining the controls you're left hopelessly confused the first few thousand times you try it.
Bi-plane can also qualify for such, what with the not-very-well explained scenario (why exactly do you need to shoot bananas at the targets again?), plus the fact that you have to watch your fuel supply which is decreased if you crash into things- which is almost impossible to avoid due to the fact that the whole level is in a canyon and monkeys are throwing coconuts at you), and it's very hard to pick up extra fuel tanks without crashing into the ground by accident. Even worse, on newer computers, the game runs very smoothly. The problem is that the fuel supply is not based on an actual timer, but instead the framerate (which does cap at 60, but they clearly designed the minigame with 30 in mind). If the framerate is high enough, the fuel will always run out just before you reach the runway at the end, unless of course you exploit the fact that fuel does not decrease when bumping into walls.
Xtreme Stunts brings us Motorbike Mayhem, otherwise known as Motorglitch Mayhem. It seems like it was put in at the last minute with little to no playtesting, thanks in part to its clunky controls and the fact that Pepper loves to stutter all over the place. The Brickster is also amazingly good at this minigame, and won't stop at anything. It takes tons of practice to get it right the first time, and once you get it right, you'll never come back to it again.