YMMV / LittleBigPlanet

YMMV Tropes present throughout the entire series:

  • Ear Worm:
    • Every single song in the entirety of at least the PSP game, to an extent. Or: be unfortunate enough to get stuck with the PSP demo, and never get this out of your head.
    • I'm on a mission, let me take you back and forth / I got a jam that's gonna make you scream for more / From New York, London to Amsterdam / Let's rock, I wanna rock your body, rock
    • And don't forget "Pink Shoelaces" either!
  • Good Bad Bugs:
    • LittleBigPlanet has a huge range of them! One of the most spectacular is the '3D' bug, which lets players build with 50 more layers (although it's really tricky to use, but the makes the level amazingly beautiful if used correctly!) and is still not fixed. Another, which HAS been fixed is the 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. The Glowing Sackboy glitch let the player glow with a Sackboy skeleton.
    • There are a few Good Bad Bugs in gameplay and not just creating. This LBP1 speedrun guide and this LBP2 guide describe and utilize some of them, including LCJs, Race Gate Skips, and Co-Op Jumps.
  • Hilarious in Hindsight: The DC Comics Pack has a lot of fancy new things: The Hero Cape and its gliding ability, wall jumping, and a fancy hub-area that expands as you continue the story. All of these things also appear in LBP3 (which was announced about 5 months later at E3 2014); Swoop can glide like the cape power, OddSock can wall jump, and similar hubs appeared in the story mode.
  • It's Easy, So It Sucks: A common complaint about the game. Game Informer complained that the Vita game in particular has infinite checkpoints for every level except boss battles.
  • Misaimed Marketing: For a happy, E-rated game, some of the downloadable costume packs are rather un-kid-friendly. Examples include 2000 AD, Watchmen, Metal Gear, and Resistance: Fall of Man. Though this is justified, 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 Periphery Demographic is the DLC's intended demographic.
  • Most Wonderful Sound:
    • Stephen Fry's narration. As Yahtzee described it as: "[feeling] like a velvet finger soaked in warm honey being gently worked around your earhole. I SAID EARHOLE!"
    • The sound of collecting a Prize Bubble.
    • To a similar extent, the sound of Score Bubbles and Multipliers accumulating.
    • Cock-a-doodle-doo! Why? 
  • 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.
  • Narm Charm: 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.
  • Scrappy Mechanic:
    • 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.
    • 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.
      • 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!
    • 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 One-Hit-Point Wonder 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 That One Level and That One Boss with a side helping of Checkpoint Starvation. The sequels are much better about this, thankfully.
    • 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 SpongeBob SquarePants pack, but it's in a DLC pack you have to pay for...
  • Sweet Dreams Fuel: LittleBigPlanet is a sweet dreamscape put into the form of a video game. Even the soundtrack alone is uplifting. And when your pretty little dream is over? You can always have some more just the way you want them, or someone else's.
  • They Copied It, So It Sucks: This is where Sturgeon's Law comes into play. 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 "The Best Mortal Kombat Level Ever" on lbp.me. The arrows at the bottom of the screen will be there for a while.

YMMV LittleBigPlanet 1 Tropes:

  • Accidental Innuendo: "I'm a wooden steed. Grab my soft material, and we can go for a ride!"
  • Anticlimax Boss: The Collector is actually rather easy to beat, possibly to make up for the Bunker...
  • Good Bad Bugs: Many relatively harmless glitches have been discovered and used by creative players:
    • 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.
    • 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.
    • 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 Ascended in the form of the Material Tweaker in 2 and beyond.
      • Similarly, doing this on the PSP without delethalizing it allows for the material's texture to be transferred into gas form.
    • 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.
    • Gravity Glitch: Very few people know how it works. It involves Pistons, and that's about all that's commonly known.
      • There's another, simpler version of this glitch that only affects individual platforms, allowing the gravity to change from jump to jump.
    • 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.
    • Occasionally, when a guest joins your game, they may be equipped with a black Popit color that's not in the menu.
  • Hilarious in Hindsight: There's a trophy in this game called "Sackbird." Then LittleBigPlanet 3 came along and Swoop became a character.
  • Hype Aversion: So anticipated, its fans praised it to the point of annoyance before it was released.
  • Mood Dissonance: While most DLC for LittleBigPlanet such as the Pirates of the Caribbean and Marvel packs mostly fit in their tone, the Metal Gear Solid 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 Big-Lipped Alligator Moment considering that the DLC has little lasting impact on the series outside of materials, stickers and the Paintinator.
  • Most Annoying Sound: Little Xim, the kid who "tells" you about the extra challenges alongside the main story, by constantly kiddie screaming all the damn time as soon as you start the stage. Thankfully you can shut him up with the Circle button, but it doesn't really encourage matters as his sound effect is the same one as the developer's logo! Media Molecule, were you guys thinking?
  • Offending the Creator's Own: The song that had the Qu'ran verses that "might offend Muslims"? It was composed by... a Muslim.
  • Surprise Difficulty: 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 a Bunker?
  • That One Level: Two. The Bunker was obscenely difficult and Boom Town had players dragging highly sensitive explosives through an obstacle course.
  • That One Puzzle:
    • 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.
    • 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 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.
    • Honorable mention goes to the 4X puzzles, but the trouble in that is merely getting four players together to attempt them.
  • That One Sidequest:
    • 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 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. You'll still feel stupid when you find out how to do it the easy way.
    • 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).
    • 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...).
    • There's also getting hundred percent completion on the Serpent Shrine level. It's not acing the level that is difficult (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.
  • Ugly Cute: The Collector is actually rather cute for a villain, especially one made of cardboard.

YMMV LittleBigPlanet 2 Tropes:

  • Awesome Ego: Avalon Centrifuge, the greatest creator who ever lived!
  • 8.8: Several reviews that give a score such as 7.5/10, 8.8/10, or 4 out of 5 stars are immediately filled to the brim with Boos. For example, a user gave a Team-Picked level a 7.5 due to difficulty, and later on it had 10 boos and only 2 yays.
  • Ensemble Darkhorse:
    • 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! Or not.
    • Eve too. Half the game's fanart is people Shipping her with Clive.
  • Good Bad Bugs: 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 Avalon and The Cosmos.
  • Scrappy Mechanic: 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.
    • It got better, and the thing is a little easier to use, fortunately.
  • Suspiciously Similar Song: The cinematic track "Space" begins exactly the same way as Also Sprach Zarathustra, 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.
  • That One Attack: 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 Ace run to that attack alone.
  • That One Level: 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 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 Jump Physics, extremely floaty movement, and no attack capabilities except for a power stomp. This entire section is filled with enemies that can One-Hit KO you with blasts. Good luck in trying to learn the timing of the final three turrets before the goal...
  • Uncanny Valley: 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.

YMMV LittleBigPlanet 3 Tropes

  • Anticlimax Boss: The final Titan is pretty easy if you are even only semi-decent at the game.
  • Broken Base: 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.
  • Contested Sequel: Due to the bad launch of the game and the many bugs it had (or still has), many fans stuck to LittleBigPlanet 2 for a while.
  • Ensemble Darkhorse: General consensus among the Sackfolk of the Imagisphere is that Marlon Random is the most memorable and memetic character in the game.
  • Fountain of Memes: Almost everything Marlon Random says has become a meme.
  • Good Bad Bugs:
    • 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, Wonder Woman will hold up an empty cage that's supposed to have Cheetah trapped while she brags about her capture, and when Batman tries to demonstrate the glide-enabling Hero's Cape powerup, he misses the ledge he's supposed to land on and crashes to the ground. (These two bugs have been fixed now.)
    • 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  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 here. (This glitch has been patched.)
    • Another glitch, as discovered by FattyMcIntosh, allows the player to access Create Mode while in the Pod. (This has been patched.)
    • Thanks to some bugs that allowed players to access Create Mode in the Story Levels(!!!), players got their hands on some things. These include 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 CREDITS! (Now patched.)
    • 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.
  • It's Short, So It Sucks: 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 Boss-Only Level) 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 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.
  • Memetic Mutation:
    • Swoop is OP Explanation 
    • 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?" This explains it pretty well. (And yes, that is an edited version of a story level.)
    • 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 this level, a mockery of Jeff the Killer creepypasta survival levels).
  • Narm: The final scene of the game where 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.
  • Obvious Beta: The initial release had Loads and Loads of Loading, 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 distressingly or hilariously.
  • Porting Disaster: 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 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!
  • Ron the Death Eater: Pinky is sometimes subjected to this. People exaggerate her Heroic Comedic Sociopath tendencies and make her a complete villain.
  • Scrappy Mechanic
    • 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.
    • 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.
    • 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.
  • That One Level: 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.

YMMV LittleBigPlanet Karting Tropes

  • That One Boss: 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.
  • They Changed It, Now It Sucks: Say goodbye to the wonderful Music Sequencer!

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/LittleBigPlanet