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Toys / Rock Raiders

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LEGO Rock Raiders is a 1999 LEGO theme based around mining on an alien planet for Power Crystals, sporting fifteen sets featuring mining vehicles, other craft, minifigure packs, and a large base set. What it is best remembered for, though, is its two very different tie-in games, one for the PC and one for the PlayStation. Accompanying the games and toys were nine mini-comics, several other comic appearances in LEGO-related magazines, and three young reader books.

The L.M.S. Explorer, a Cool Starship tasked with observing and exploring uncharted planets, is damaged by an asteroid field and caught by a wormhole on its voyage back to Earth, and is warped into another galaxy and left crippled and low on fuel. The ship's scanners are still operational, and pick up a nearby planet in the solar system, dubbed Planet U, that is rich in Energy Crystals which can be used to restore power to the L.M.S. Explorer and get them back to the Milky Way. However, Planet U proves to be a hostile place with high volcanic activity, frequent cave-ins, little breathable air, and populated with hostile wildlife, including the powerful Rock Monsters, whose diet consists solely of the Energy Crystals that the L.M.S. Explorer so dearly needs.

The Rock Raiders sets and story overall provide examples of:

  • Ace Pilot: As the team's Flight Lieutenant, Jet's expertise is in piloting the Rock Raiders' aerial vehicles, such as the Hover Scout and Tunnel Transport. High Adventure Deep Underground even describes her piloting skills as "legendary".
  • Action Girl: The token girl, Jet, is an experienced pilot.
  • Alliterative Name: The Rapid Rider, The Tunnel Transport, The Chrome Crusher, The Granite Grinder, The Cargo Carrier, The Support Station...
  • Amusing Injuries: Happens a lot to Sparks and Axle; the former because he's clumsy, the latter for laughs.
  • An Ice Person: As seen in High Adventure Deep Undeground, Ice Monsters can freeze objects solid just by breathing on them.
  • Arm Cannon: Chief has one. He uses it to save the main crew near the end of their voyage, when they're being cornered by a legion of monsters.
  • Artificial Gravity: Aboard the L.M.S. Explorer, the Rock Raiders can walk around normally due to an artificial gravity system. It's briefly knocked offline when the ship loses its power in the asteroid field, causing the Rock Raiders to float around uncontrollably.
  • Asteroid Miners: The line is essentially a fun Troperiffic take on the whole Asteroid Miners concept, with some Space Western elements thrown in.
  • Asteroid Thicket: In the beginning of the story, the L.M.S. Explorer accidentally flies into one of these. Said Asteroid Thicket also contained a wormhole.
  • Beneath the Earth: 99.99% of the story is in various caverns all over Planet U, ranging from just below the surface to the very center of the planet.
  • Benevolent Boss: Chief is described as calm, experienced, modest, and wise. When the mission placed his crew in mortal danger, he teleported down to Planet U to Hold the Line himself so his men could escape with the Energy Crystals.
  • Built with LEGO: Not so much. The vehicles and buildings are, as well as the L.M.S. Explorer, but all the monsters on Planet U are either organic or elemental. Slugs and Rock Monsters are occasionaly shown with studs on their backs.
  • Conveniently Close Planet: The wormhole just happened to eject them next to a planet rich in Energy Crystals and ore.
  • Cool Starship: The L.M.S. Explorer is an impressive LEGO spaceship, able to travel at lightspeed despite its enormous size.
  • Darker and Edgier: While most of the games and systems made by LEGO are either bright and cheery (e.g. LEGO Island) or at least fairly amusing (e.g. the LEGO Adaptation Games), the Rock Raiders games are on the verge of being some of the edgier products LEGO has made, especially compared to its contemporaries.
  • Deflector Shields: The L.M.S. Explorer has them, though crippled by the wormhole incident, and all Rock Raiders use relatively weak ones which act as a Never Say "Die" health function.
  • Drill Tank: The Chrome Crusher is the Rock Raiders' largest land vehicle, armed with a large drill in addition to a laser cannon.
  • Drop Ship: The Tunnel Transport is able to carry cargo or small vehicles (such as the Small Digger included in the LEGO set) through the air and then drop them off at a landing site.
  • Dumb Blonde: Axle in High Adventure Deep Underground. Notably when he decided to dance on an incomplete bridge over a lava river. He is, however, also the first of the crew to clue into just how far the wormhole actually sent them.
  • Early Instalment Weirdness: The CGI cutscenes in the Rock Raiders games renders the pouches and tools on the Raiders torsos in 3D where as nearly every Lego game since keeps the character torso prints flat.
  • Explosions in Space: The L.M.S. Explorer is bombarded with asteroids, which burst spectacularly against her sheilds.
  • Faster-Than-Light Travel: The L.M.S. Explorer does this.
  • Goggles Do Nothing:
    • Axle never once used the goggles he has around his neck. His helmet already has a big visor that covers his whole face, so they're just redundant.
    • Docs also has glasses that are always on his forehead, yet he can read small scanners up close and see objects from across the cavern.
  • Gravity Sucks: The wormhole at the beginning pulls the L.M.S. Explorer into it.
  • Green Rocks: The Energy Crystals that the Rock Raiders are mining have a many wild properites including being a source of near infinite energy and being the food source of the native creatures.
  • Hyperspeed Escape: Away from Planet U in the 100% endings (and supposedly this is the true ending)
  • ISO Standard Human Spaceship: The L.M.S. Explorer is basically a blocky thing with a hyperdrive at one end.
  • Magma Man: In High Adventure Deep Underground, Lava Monsters can blast molten rock from their hands.
  • Meaningful Name:
    • Docs is a doctor of medicine and geology. Jet is a pilot. Bandit is a sailor (who likes to steal from monster dens). Axle is the top driver and was the World Racing Champion three times. Sparks is an engineer. Just guess what Chief is.
    • Also applies to a great deal of the vehicles and buildings.
  • Mineral MacGuffin: The Brickonium Energy Crystals provide a power source needed to operate the Rock Raiders' buildings, vehicles, and L.M.S. Explorer, so the Rock Raiders' mission to mine for these crystals becomes the driving force of the plot.
  • Our Wormholes Are Different: Here, they can open and close seemingly at random, transporting a large spaceship and several asteroids to a neighboring galaxy.
  • Phlebotinum Muncher: Pretty much everything on Planet U seems to eat or otherwise consume Energy Crystals, most notably the Rock Monsters.
  • Playing with Fire: In High Adventure, Deep Underground the Lava Monsters can shoot fire beams.
  • Rock Monster: The ... rock monster. The video game adaptations add lava and ice monsters, and all three inhabit the caverns and eat energy crystals.
  • Space Is Noisy: In the opening cutscene of the videogame, sounds can be heard in space, including loud explosions whenever an asteroid hits the L.M.S. Explorer's force field.
  • Space Western: Though one combined with the Asteroid Miners trope. The clothing accessories of the Rock Raiders have several clear allusions to the genre (in fact, a lot of them come from previous LEGO Wild West sets), the planet is a desert wasteland full of unexplored and potentially dangerous territory, the rock raiders themselves are the hard-working genius bruisers of space-themed LEGO sets and the rush for the energy crystals is basically a gold rush set in space.
  • Spiritual Successor: The 2009 theme LEGO Power Miners is this to Rock Raiders.
  • Standard Establishing Spaceship Shot: Several in both the games and two of the books.
  • The Bridge: Several scenes in the cutscenes and books take place on the L.M.S.'s bridge.
  • This Is a Drill: Considering it's about mining, it's to be expected. The Granite Grinder and Chrome Crusher in particular sport some impressively large ones.
  • Teleporters and Transporters: The L.M.S. Explorer has a large room filled with teleport pads for instantaneously transporting units to the planet below, or for teleporting units out of the planet and back into the spaceship. Planetary bases may include buildings such as the Tool Store, Teleport Pad, and Super Teleport Pad for teleporting Rock Raiders, small vehicles, and large vehicles, respectively.

The PC game provides examples of:

  • Added Alliterative Appeal: The levels Frozen Frenzy, Water Works and Lava Laughter, and the Support Station building.
  • Almost Out of Oxygen: Most of the later caverns have a limited oxygen supply, and Sparks will continually warn: "Your air supply is running out!" until you build enough Support Stations to maintain the oxygen levels. The actual Almost Out of Oxygen point is when he starts saying, "Your air supply is running low." and you can hear a heartbeat over the background music.
  • Amen Break: "Track 3" of the soundtrack.
  • Anti-Frustration Features: "Rock Hard" is the first level outside the tutorials where you can encounter Slimy Slugs, which drain Energy Crystals dry. Fortunately, it's also the first level where Recharge Seams are available, allowing you to restore Energy Crystals lost to Slimy Slugs.
  • Artificial Stupidity: This game has legendarily uncooperative and horrible unit AI, to the point that carrying out even the most fundamental of actions can be a task and a half. A laundry list of specific examples can be seen below:
    • Rock Raiders will sometimes cut corners over the lava. Or in rare examples (notably on Lava Laughter), Raiders with guns will sometimes chase Lava Monsters right into the lava lake!
      • Most (or all) of the time, Rock Raiders won't get the message that the lava erosion has already turned into lava, and they will continue trying to repair it. So they just casually stroll onto a square of lava, grunt in pain, and drop a piece of ore into the lava. And usually get teleported out (read: die painfully).
    • Rock Raiders have an insatiable hunger, and have a tendency to eat, rather than, say, defend against the very Rock Monsters that are attacking their food station! This can however be prevented by outfitting them with Blaster and then pushing the alert button. All armed Raiders will now move towards any monsters or slugs, or stay where they are if none are around.
      • The problem then evolves however if there are multiple monsters detected, which there often are, as the Rock Raiders will seem incapable of attacking one directly next to them and actively causing damage to part of the base, and will instead run away into the depths of the level to fight the other one
    • When a truck puts too much ore on a building. Then more raiders will put ore on not accounting for the 2-5 extra pieces the truck set down. The building won't teleport until that ore is removed. However, they somehow can't figure out which ore to remove, and even when you directly order them to, they will walk over to the ore and then walk away!
      • Use Building Studs, since trucks can't carry that. Of course, then they will the throw too much ore into the refinery. Oh, did I mention that the refinery can be overloaded even without trucks? Yes, the Ore Refinery is terribly designed. Often you'll end up with something like two trucks and a Raider throwing ore in, and a Stud that should cost 2 ore will use up 7. Interestingly, this never happens with the Power Station, which means someone on the programming team purposely used a horribly wrong method instead of one that was known to work. Fortunately, all the extra ore goes to the Tool Store. Unfortunately, if you use up all your Building Studs, you can't access any of the ore until you turn off the Ore Refinery. Which means that you won't be able to access any of the Building Studs until you turn it on.
    • When you teleport out the Raider going to a vehicle, no one will get in it ever again. And sometimes you don't even have to have the Raider die.
    • When multiple units are going for a piece of ore, often the others who don't get it... will follow the guy who got it with the activity "collecting ore". And the crowd grows. You could have 5 Raiders, 2 Trucks and a Loader Dozer.
    • If you're trying to build something, the Tool Store will usually decide to dump out some ore and Energy Crystals that can be used for building automatically. However, the next Rock Raider who happens to pick up some piece of ore 20 miles away from your base decides that his ore has to go into that building, even if it takes an hour and even if that building is desperately needed to provide breathable air.
    • Loader Dozers will frequently drive right over rubble instead of cleaning it up. Apparently, there was some rubble on the other side of the map that got higher priority. Usually it's rubble near an active landslide.
    • Rock Raiders themselves have an alarming urge to clear rubble on the other side of the map, rather than say the rubble around the base, which will probably contain useful items from drilled walls. And it's usually a landslide that'll only happen again. AND THEY DO THIS ALL THE DAMN TIME! More often than not, your Rock Raiders will kill themselves by milling around in an active landslide site by perpetually cleaning up the never-ending piles of rubble.
    • Rock Raiders are only afraid of lit dynamite if it's going to explode in 3 seconds, so occasionally a Raider will set some dynamite, run away a little, then turn and run towards it, then become scared and run away again, but not quite far enough to avoid damage.
    • Even if you have a fleet of Transport Trucks to move ore, Raiders will still insist on carrying ore themselves, even though an upgraded truck can carry 6 pieces of ore and drive perhaps 4 times faster than a Rock Raider, without stopping to catch their breath every 100 feet or so.
    • Rock Raiders aren't the only stupid ones. Many people don't know that "Rock Hard" has Slimy Slugs, because often they either continually appear from their holes and immediately burrow back into it, or don't emerge at all. Even if your base is right next to them.
    • And of course sometimes the Rock Raiders will look around at the walls to be drilled, buildings to be built and rubble to be cleared and decide nah, I'll just stand here forever not doing anything.
    • Small Transport Trucks are useful for getting ore and energy crystals back to your base. When building power paths, they are actively detrimental, as they will drop off the ore at the designated spot, then simply drive off. The other Rock Raiders won't ever finish the power path. And ST Ts are usually the first and only ones to respond when you try and build more power paths.
    • Building a second Tool Store, for example to attempt to build a remote base across the water in "Search and Rescue", is completely counterproductive. Resources to build buildings will appear back at your original Tool Store instead of the closer one to the construction, and your Rock Raiders will stop and think every time they pick up a resource before taking it to the new Tool Store.
  • Asteroids Monster: Upon their health reaching zero, Rock Monsters crumble into three small Rock Monsters and run away. Ice Monsters crumble into three small Ice Monsters. And then Lava Monsters buck the trend a bit by crumbling into three small Rock Monsters, presumably because they lose too much heat with the division.
  • Awesome, but Impractical:
    • Vehicle-mounted laser weapons are ineffective at digging, weak against monsters and drain Energy Crystals. And on most levels, you can't even recharge crystals at all.
    • The Mining Laser is even worse. It's a building, which means you have to build a Power Path up to the wall you want to drill, build it (which can easily take a minute), and then tear it down once you're done drilling. (Because the lasers only have an effective range of a few squares, at best)
    • As for vehicles, the Granite Grinder. It's a huge bipedal mecha armed with a chrome drill like that of the Chrome Crusher, and it has some sort of purple glowing jet engines on the back. Sounds awesome? Wrong. It takes a minute and a half to drill through Hard Rock. Half the time of the Small Digger, but when compared to the Chrome Crusher, it might be worth saying the Granite Grinder is just a slower Small Digger.
      • Mind you though, if you upgrade the drill and engine, the Granite Grinder can plough through dirt and loose rock at a decent speed, making it an excellent wall-clearer on tougher levels.
    • To be honest, pretty much every vehicle aside from the Small Transport Truck, Tunnel Scout, Chrome Crusher and maybe the Loader Dozer, if there's a lot of rubble around, are really just a waste of space. Every drilling vehicle aside from the Chrome Crusher is so slow when it comes to hard rock you might as well just use dynamite until you can get the Crusher. Both water based vehicles may be able to carry cargo, but it's unlikely you'll ever need to cross water and find yourself unable to procure new resources, so you may as well just stick with the Tunnel Scout. And nothing hauls cargo around faster than the Transport Truck.
    • Many vehicle upgrades aren't particularly useful either. Some are good, such as doubling the Transport Truck's carrying capability and speeding up the Chrome Crusher, but why bother upgrading the Crusher's drilling power when it already goes through hard rock in mere seconds?
  • Badass Normal: When fully trained, Rock Raiders can actually be pretty badass... but they retain their stupidity.
  • Construct Additional Pylons: You are only allowed to teleport in 9 Rock Raiders before you have to construct a Support Station. After that, you get ten additional worker spaces for each Support Station constructed.
  • Convection, Schmonvection:
    • There's at least one ice level in which lava appears, which of course has no real effect on the surrounding area. note 
    • The lava doesn't harm items very quickly, and then only if they somehow get pushed into the lava or it erodes under their feet. And you can undo erosion if it hasn't fully eroded yet (and they aren't harmed by it until it does).
  • Critical Annoyance: Some examples are...
    • The heartbeat sound effect whenever the air supply runs low. Worse, it may continue beating even after the air supply is replenished, in which case the player needs to pause/unpause the game to disable the sound effect.
    • Landslides constantly occurring, leading to Chief repeatedly warning you about them over and over again. Almost every mission has them, but notably, The Path to Power,It's a Hold Up, and Rubble Trouble!
    • When a Slimy Slug spawns, Chief alerts you with the message "A Slimy Slug is invading your base!" Depending on the circumstances (such as how your base is arranged and how far away the nearest Slimy Slug Hole is located), Slimy Slugs may repeatedly despawn and respawn, turning Chief's warning into a Broken Record that rivals the more infamous landslide message.
  • Easy Level Trick: ‘‘Fire and Water’’ clearly expects the player to spend the level crossing the river to get resources and then ferry them back to the original base, while constantly trying to hold back the lava gradually eroding your limited floor space. ‘‘Or’’ you can simply send one raider over the river, build a new base over there and scrap the original. Suddenly it becomes one of the easiest levels in the game.
  • Empty Room Psych: There are occasionally caverns that contain almost nothing useful in them at all, not even ore. Notable examples include a small late at the top left corner of Breathless, a branched tunnel near the end of the gauntlet in Don't Panic!, and several in the actual Run the Gauntlet.
  • Energy Weapon: Laser beam powercells look more like bolts of plasma. Then there are the big "lasers", equipped to vehicles like the Laser Cutters, which can even blow up walls (also they are worthless).
  • Game-Breaking Bug: It is impossible to get over 50% on Run the Gauntlet. Research has discovered that the reason is because the rewards section for that level is programed to need 40 Energy Crystals. Despite the fact that that level doesn't even have a crystal/ore map. Because of this, it is impossible to get the 100% Completion ending (not that some of the insane level requirements for that score didn't make it impossible already).
  • Game Mod: A nice little overhaul called Baz's Mod has been released. It makes all the levels MUCH HARDER. Many other overhauls are in progress as well. That aside, this game has been modded more than any other LEGO game.
  • Guide Dang It!: The third-to-last mission, Back to Basics, has Slimy Slugs respawn endlessly until you either complete or fail the level, which of course makes your mission of collecting forty-five energy crystal nigh-impossible. What the game doesn't tell you is that the slugs don't start spawning until you've collected about ten or eleven crystals, which means all you have to do is disable the "collect crystals" priority before you get too many, wait until you find a large collection of crystals in one area, build a Tool Store next to them and turning the crystal collecting back on. And as far as we know, nobody ever thought to make a strategy guide.
    • In the whole game, Chief only tells you three times about the monsters in that mission, the other times leaving them to be a nasty surprise. Oh, and one of those three times is a blatant lie.
    • And in Run the Gauntlet, chances are that the Rock Raider you start with at the beginning hasn't been trained as a Driver, a Sailor, or a Pilot. This makes it hard to use all the vehicles to reach the objective.
  • Hailfire Peaks: The ice level Air Raiders has a nasty hot surprise in one cavern.
  • Hammerspace: Sandwiches, shovels and drills can apparently fit in Rock Raiders' pockets. They can also be upgraded to carry a maximum of five tools.
  • Hero of Another Story: The canonical Rock Raiders characters from the LEGO sets don't feature in gameplay at all: Chief is a Canon Foreigner who never appeared in any set. They have their own series of misadventures in the cutscenes that play when you load a game level, which are largely unrelated to the missions.
  • 100% Completion: To get to the last level, you have to play through only the levels on the left side. So to beat the game, you only need to play 13 of the 25 missions. If you do beat all 25 missions, a special outro movie is played where the L.M.S. Explorer warps back home...except that you need to get 100% scoring on every level, which is impossible.
  • I Fell for Hours: Docs and Axle in a cutscene, after getting on the wrong end of a lava flow. Luckily, they get saved by Jet in the Tunnel Transport.
  • Inexplicably Identical Individuals: The standard Rock Raiders: orange uniform, bald head, and a happy smile.
  • Informed Ability: An unintentional case. In one of the training levels, the chief claims that "your Rock Raiders are very clever". But see Artificial Stupidity above...
  • Kill It with Ice: The Freezer Beam.
  • Lethal Lava Land: A lot. Most notably Lake of Fire.
  • Nintendo Hard: Certain missions are very much like this. Erode Works is the first level the player encounters eroding lava. Since the lava constantly erodes, you'll have to keep checking on the areas you've discovered so far. In Rock Hard, the area you start in is very limited until you drill the walls to make more space. Many walls in that mission are made of Hard Rock, so you'll have to use dynamite or large vehicles. In Hot Stuff, you have both Lava Monsters and erosions to deal with at the same time!
    • Back to Basics is perhaps the hardest level in the game that pushes all the skills you've accumulated to the absolute limit!
  • No One Gets Left Behind: Certain missions involve finding lost team mates. One mission in particular, Search 'n' Rescue, is the most noted of these.
  • Non-Lethal K.O.:
    • Rock Raiders never die; they are safely teleported to the L.M.S. Explorer, though once this happens they're never able to be beamed down again (ostensibly because there isn't enough power to recharge their Deflector Shields once fully discharged).
    • Also, monsters always split into smaller ones that run away.
  • Oh, Crap!: One of the few distinct lines in the intro is Axle's "Uh-oh..." when he realizes that they've been dumped into another galaxy.
    • Docs' face when he spots the giant asteroid on his scanner is pure shock. Spreads to everyone else when he pulls it up on the viewscreen.
  • Oxygen Meter: The game starts off with unlimited air, but as levels go on you run into this danger more and more. A Breath of Fresh Air is the first level in which the player has to deal with this. Appears on the fourth level and then again on the eighth and ninth. Then it re-appears on the eleventh and stays until the last level (except for level 16, Split Down the Middle, just to be nice). And despite the level named Air Raiders, the last level has the worst air supply of all. And a pre-built base so you hardly notice.
  • Phlebotinum Muncher: Rock/Ice/Lava Monsters eat Energy Crystals, and will destroy your buildings to get at them. If destroyed, the crystals they have eaten can be recovered. Slimy Slugs are similar, except they suck the energy out of them instead.
  • Punny Name: The mission names:
    • Water Lot of Fun (What a lot of fun)
    • Ice Spy (I spy)
    • Oresome! (Awesome!)
  • Resource-Gathering Mission: About half the missions require the player to gather a certain number of energy crystals.
  • Ridiculously Fast Construction: The foundations are instantly laid. Just add barriers, ore and crystals! And then they're teleported in or...something.
  • RPG Elements: Rock Raiders can be trained as drivers, pilots, sailors, demolition experts etc., and their experience carries over between missions. They can even be named, but if their energy shields are depleted they are lost forever until you finish that mission and start another.
  • Schmuck Bait: Lava Laughter. Drill the wall at the top of your cave and... oh look, a cavern with a crystal cache! How wonderful! Of course, your Rock Raiders will run straight for it, ignoring all the Lava Monsters they're disturbing...
  • Sequence Breaking: The "Water Lot of Fun" level expects you to build enough buildings to travel to the other side of the river and then collect 15 energy crystals. However, it's entirely possible to collect the required 15 crystals and complete the mission without ever building anything, so long as you make sure to use dynamite to break some of the tougher walls.
  • Slippy-Slidey Ice World: A number of levels take place in an ice biome, which means all the walls and floor use ice textures instead of rock or lava. Contrary to the trope name, however, your Raiders will not slip and slide on the ice. Indeed, gameplay-wise ice caverns are no different to anywhere else.
  • Space Cadet: The training missions usually start with something along "Hello, Rock Raider cadet!"
  • Speaking Simlish: During the cutscenes. Averted during actual gameplay, however.
  • Teleporter Accident: A recurring mission hook is that the Explorer's teleporter is malfunctioning due to power problems, resulting in various items being beamed into the wrong cavern. To start, the very first mission, Driller Night! involves a small group having to get back to the base. In Explosive Action, a Small Digger is stranded in a nearby cavern surrounded by hard rock. In Breathless, there is a group of Rock Raiders who must be found. Chief says that teleporting them out would be unwise, since the teleported isn't properly functioning and it's unclear as to where they'd end up. Doesn't explain why the player is perfectly able to teleport Raiders, buildings and vehicles otherwise, though...
  • Those Magnificent Flying Machines: The Tunnel Scout, a single-pilot helicopter type vehicle. Its main advantage, however, is that it can withstand the intense heat of lava and is the only vehicle (apart from the Tunnel Transport) that can fly over lava lakes.
  • Thou Shalt Not Kill: In accordance with LEGO's (claimed) nonviolence policy, Rock Raiders will stop shooting at monsters and slugs when their health gets down to 15%, letting them retreat back into their walls and holes. Of course, with a laser beam, Rock and Ice Monsters die instantly, and sometimes when using a Pusher Beam the monster glitches and gets stuck, letting the Raider kill it. But when either of these happens, you realize that monsters can't die and just reform into baby monsters that run away. Slugs can rarely be killed without game hacking, but even then they just burrow underground.
  • Too Dumb to Live: The Rock Raiders are plagued with Artificial Stupidity and have the tendency to perform suicidal actions, such as walking through lava, standing near unstable walls when a landslide occurs, or wandering too close to detonating dynamite.
  • Underground Level: All of it.
  • Unexplained Recovery: If a Rock Raider's shield reaches zero, he is teleported out, and that individual Rock Raider will not be teleported down for the rest of the mission (noticed more if you upgraded, trained and named your raiders). However, by the next mission you play he's all better! Except there might be two of him.
  • Unintentionally Unwinnable:
    • Missions can be made impossible to complete, by laying out the entire floor with power paths and thus running out of ore, since ore cannot be recovered from power paths.
    • The level Explosive Action can be rendered unwinnable by teleporting the Small Digger you were supposed to recover back up to the LMS Explorer. What you're supposed to do is have a Rock Raider drive it back to your base. And then it gets teleported back up to the LMS Explorer.
  • Videogame Caring Potential: Take care of your Rock Raiders, and you'll have a cadre of elite miners by the end.
  • Videogame Cruelty Potential: It's quite easy to abandon a Rock Raider near some fast-eroding lava, or send him into a landslide zone, or just teleport him out yourself.
  • Walk, Don't Swim: Rock Raiders will sometimes wade out into the water for various reasons, where it's only waist high. Modding to allow them to cross water shows that the game treats water tiles similarly to rubble.
    • On the note of removing files, some of the unused sound clips are rather... interesting.
  • Wizard Needs Food Badly: The Rock Raiders have quartered sandwiches above their head that indicate how hungry they are. The more the sandwich depletes, the more often they will have to put down whatever they're carrying to pant for a few seconds. Earlier on in levels, Raiders have to be fed manually via the select menu, but once a Support Station is constructed, they will return there automatically if they aren't carrying or driving anything and feed themselves once they get down to a quarter of a sandwich.
    • Unfortunately, getting food overrides any other commands they have been given, meaning that getting a Rock Raider any further than his hunger meter will allow requires you to follow his progress manually, stop him and feed him when he becomes hungry, and reassign his goal until he reaches it. One solution is to put the unit in a vehicle, where hunger won't bother him.
    • In addition, depletion of a Rock Raider's health lowers his maximum food capacity. Thus, any units with below 25% health become essentially useless, constantly stopping to catch their breath and returning to the base for food, and usually must either be placed in a vehicle or euthanized teleported out.
  • You All Look Familiar: See Inexplicably Identical Individuals above.
  • You Require More Vespene Gas: Mining through cavern walls to collect Energy Crystals and ore is the main purpose of the game, as well as how to build up bases. The final level, Rocky Horror, requires the most number of Energy Crystals of all of them. Fifty, to be exact.

Tropes exclusive to the PlayStation game:

  • A Commander Is You: You get to chose which Rock Raider tackles a mission, each one having a few special abilities that suits them to certain kinds of missions:
    • Sparks (Engineer): Every weapon he picks up will have twice the ammo. Good for any mission that requires a lot of combat.
    • Docs (Geologist): Has a more effective radar allowing him to see further and a regenerating shield. Making him good for longer missions requiring a lot of exploring.
    • Axle (Driver): Makes land vehicles go faster and can repair them. Useful for missions that have you drive around a lot.
    • Jet (Pilot): Makes flying vehicles go faster and can jump higher/longer thanks to her Jetpack. Missions that requires you flying around a lot or do a lot of platforming are her speciality.
    • Bandit (Sailor): Can make the Rapid Raider (the only boat in the game) go faster and has a special shield generator that doesn't short out in water (but makes him walk much slower). Specialises in water based missions.
  • Convection, Schmonvection: More averted than the PC game. Though it still won't hurt you until you get close, touching it lowers your health at about 250% per second, instantly screwing your game.
  • Deflector Shields: Booth vehicles and individual raiders have one. With the exception of Bandit/The Rapid Raider water will cause it to quickly short out and it cant withstand lava at all, and If yours reach zero Chief will automatically end the mission by teleporting you out for own safety (even if the mission itself is based on the fact that he cant without a teleport pad).
  • Enemy-Detecting Radar: Every rock raider is equipped with one that also shows destructible rock. The greener it appears the easier it is to drill.
  • Energy Weapon: Not only are the handheld laser guns firing (slightly) more realistic "lasers" compared to the PC game, but now they can blow up any wall in one shot (far superior to the PC game lasers).
    • There are also some green scorpions that shoot plasma balls out of somewhere on their front. You will grow to hate them as unlike regular scorpions they don't ignore vehicles (fortunately for you their AI isn't too smart and they often cant aim properly).
  • Hailfire Peaks: In the NTSC game, the ice levels actually have more lava in them than the lava levels, which are full of...water.
  • 100% Completion: Getting Gold on all 18 missions. In the PAL version, you then get 3 bonus levels.
  • Improvised Platform: Rockwhales are often used for this. Some levels also have you using the tunnel transport to drop water into lava so that you can drive/walk across it.
  • Never Trust a Trailer: The trailer for the PlayStation game showed blue Energy Crystals, unused teleport pads, and other things not in the game. To add insult to injury, it also contained modified versions of the clips in the PC game as well as parts of the Rock Raiders clip from LEGOLAND.
  • Non-Player Character: Chief. Who instead acts like Mission Control.
  • Password Save: Quite bizarrely, considering the game was released in 2000 when this type of saving had largely fallen to the wayside. There is no option to use a memory card either.
  • Regional Bonus: More like Regional Different Game. The PAL version has eighteen completely different levels with much more creative (and difficult) objectives, as well as no respawning tools and nasty Lava Monsters. Also, three bonus levels are unlocked when gold medals are gotten for every level, and there are eighteen two-player levels instead of six (though only six are new, the other twelve are recycled one-player levels).
    • According to one of the original developers: the reason for the drastic differences is that while Sony America had no problem releasing the game in its original state, Sony Europe rejected it at first. Forcing Lego Interactive to do some major chances to it until SCEE considered It good enough to be released.
  • Sequence Breaking: Bandit's water walking abilities allows him to bypass some areas that normally would require you to use/build a vehicle. This is negated somewhat though by the fact that he walks twice as slowly as the other raiders. Making him pretty much useless for timed missions.
  • Spell My Name with an S: For an unknown reason, the large, six-legged, fat stone-like creatures were called Rockwhales in the NTSC version, and Rock Whales in the PAL version. No explanation has arisen, and nothing else was affected like this.
  • Too Dumb to Live: The only weakness of a Rockwhale is water, which (in large amounts) causes them to get soggy and melt into the ground. Almost all the ones that aren't running around... are standing next to water. Waiting for someone to come along with a pusher beam. Which every level they appear in has.
  • Trial-and-Error Gameplay: The fact that tools don't respawn in the PAL version turns many levels into this. Expect to restart them multiple times because you keep using the dynamite at the wrong place (or simply by accident).
  • Walk, Don't Swim: Bandit (and everyone else though they cant do it for long) does this. Rockwhales on the other hand, have Super Drowning Skills (and make good bridges).

Tropes exclusive to other media:

  • *batteries not included: Said on the boxes for 4970 Chrome Crusher and 4990 Rock Raiders HQ. Both have "lasers".
  • Comic-Book Adaptation: High Adventure, Deep Underground. Also the comics in the sets, though those are more like quickies.
  • Compressed Adaptation: Save the Spaceship and High Adventure, Deep Underground, though both have elements of Adaptation Expansion.
  • Continuity Snarl: The books and comics are inconsistent with what is shown in the games, as well as each other.
  • Sequel: Race For Survival takes place six months after the events of the games.


Video Example(s):

Alternative Title(s): LEGO Rock Raiders


Axle and Bats

Even on an alien planet in an entirely separate Galaxy; there's always going to be Bats in the caves.

How well does it match the trope?

5 (9 votes)

Example of:

Main / BatScare

Media sources: