!!YMMV Tropes present throughout the entire series:
* EarWorm: 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 repeatedly.
** [[http://www.youtube.com/watch?v=BnpxQ1kmN8I You mean THIS?]]
** And don't forget "Pink Shoelaces" either!
* FridgeBrilliance: Uncle Jalapeno, the Mexican , has a ''lowrider'' in the first America level.
* GoodBadBug: [=LittleBigPlanet=] has a huge range of GoodBadBugs! 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 [[http://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. The Glowing Sackboy glitch let the player glow with a Sackboy skeleton.
* ItsEasySoItSucks: A common complaint about the game. Game Informer complained that the Vita game in particular has infinite checkpoints for every level except boss battles.
* MostWonderfulSound
** 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!''"
** The sound of collecting a Prize Bubble.
** To a similar extent, [[http://www.youtube.com/watch?v=z6aOAUhjdW8 the sound of Score Bubbles and Multipliers accumulating.]]
** Cock-a-doodle-doo! [[labelnote:Why?]]This is the sound that plays when you get all of the prizes in a level.[[/labelnote]]
* {{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.
* ScrappyMechanic: 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 sixteen 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 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. So yeah, 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.
* TheyCopiedItSoItSucks: This is where SturgeonsLaw 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 [[http://lbp.me/search?q=The+Best+Mortal+Kombat+Level+Ever%21 The Best Mortal Kombat Level Ever]]. You will be seeing the "Moar" at the bottom of the page for a while.

!!YMMV [=LittleBigPlanet=] 1 Tropes:
* AnticlimaxBoss: The Collector is actually rather easy to beat, possibly to make up for the [[ThatOneLevel Bunker]]...
* BestLevelEver: There's bound to be one you enjoy.
* EarlyInstallmentWeirdness:
** The general look of the original game was a much more literal rendition of the arts and crafts aesthetic compared to later entries, especially in the Story levels as they weren't affected by the post-Launch additions of being able to hide bolts, connectors and sensors. This results in many levels "showing their work" by having pistons, winches and bolts clearly visible with no attempt being made to hide how contraptions work, unlike the later games which do and overall feel much less like a puppet show. This was likely intentional for a "use your imagination" approach, and so that Media Molecule could show players how they achieved their contraptions. Not coincidentally [=LBP1=] is also the only entry where you collect Story level contraptions to use in your own levels.
** Level creators who started with the second game or onwards may be given a shock when coming to the original game and seeing how crude certain level creation techniques are, due the absence of almost all of the familiar cursor and Logic tools that makes seemingly simple tasks more difficult to accomplish. Multi-stage bosses in particular are a much more complex nightmare to get working, especially without Microchips to help compress the logic down and save on Thermometer use. Common gadgets from later titles like the Grappling Hook are also absent; you pretty much only have the Jetpack, Scuba Gear and the Paintinator from the Metal Gear Solid DLC to play with.
** The crude aesthetic also applies to [=NPCs=]. It's quite jarring to go from fully voiced cutscene characters like Da Vinci and Newton to Magic Mouth contraptions that only appear at the start and end of a level, and are replete with obvious stickers, visible connectors and voices you couldn't even call [[Franchise/TheSims Simlish]]!
** With the third game's introduction of sixteen layers, going back to the older games that use only three can be rather odd, especially since all the previous DLC for the first and second games are (almost) fully compatible with the third game. [=LittleBigPlanet=] 3's vast amount of depth does a lot for level immersion, so going back to the first game and seeing it trying to squeeze every inch of depth out of only three layers is a special kind of awkward.
* GoodBadBugs: 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 [[AscendedGlitch 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.
* HilariousInHindsight: It may have been unintentional, but there's a trophy in this game called "Sackbird." Then [=LittleBigPlanet=] 3 came along and Swoop became a character.
* HypeAversion: So anticipated, its fans praised it to the point of annoyance before it was released.
* MoodDissonance: While most DLC for [=LittleBigPlanet=] such as the Franchise/PiratesOfTheCaribbean and [[Creator/MarvelComics Marvel]] packs mostly fit in their tone, the [[Franchise/MetalGear 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 BigLippedAlligatorMoment considering that the DLC has little lasting impact on the series outside of materials, stickers and the Paintinator.
* OffendingTheCreatorsOwn: The song that had the Qu'ran verses that "might offend Muslims"? It was composed by... a Muslim.
** To be honest, said verses were about Doomsday, and it was an E-Rated game, [[NeverSayDie soooo]]...
* ThatOneLevel: Two. The Bunker was ''obscenely'' difficult and Boom Town had players dragging highly sensitive explosives through an obstacle course.
* UglyCute: [[spoiler:The Collector.]]
!!YMMV [=LittleBigPlanet=] 2 Tropes:
* EightPointEight: 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 recently Team-Picked level a 7.5 due to difficulty, and later on it had '''''10''' boos and only 2 yays.''
* EnsembleDarkhorse: Clive Handforth.
* 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 Avalon and The Cosmos.
* 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.
** It got better, and the thing is a little easier to use, fortunately.
* ThatOneLevel: 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: [[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...
* UncannyValley: 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
* AnticlimaxBoss: The final Titan is pretty easy if you are even only semi-decent at the game.
* ContestedSequel: 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.
* GoodBadBugs: 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.)
** 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.)
** Another glitch, as discovered by [=FattyMcIntosh=], allows the player to [[http://www.youtube.com/watch?v=nthV2T59Ocs&index=12&list=PL47cKdy5sz9I_vARFCtRBmwnK6TDuXZjA 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 [[http://www.youtube.com/watch?v=EzSVnDnhtLk got their hands on some things.]] These include [[http://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.)
* 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). 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.
* MemeticMutation: 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]]
* ObviousBeta: The first 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]].
* 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!
*** And on top of ''that'', the Space Background material from the same DLC doesn't work, being rendered completely black and thus removing much of the magic of the Watchtower levels and any community levels that used it.
* SelfPlagiarism: Those who played Tarsier Studio's DC Comics level pack were likely underwhelmed by [=OddSock=] and Swoop because they reuse abilities introduced in said DLC. Specifically, [=OddSock=]'s wall jumping ability was already done with the Wall Jump Material and Tweaker, whilst Swoop's move of the same name was introduced via the Hero Cape. Swoop's flight is also note-for-note the same as the Jetpack gadget introduced in the original game!
* 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.
!! YMMV [=LittleBigPlanet=] Karting Tropes
* 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.
* TheyChangedItNowItSucks: Say goodbye to the wonderful Music Sequencer!
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