Follow TV Tropes


Video Game / LittleBigPlanet

Go To
Don't be fooled by their cuteness, they have The Power of Creation. And so do you.

"On the LittleBigPlanet, you're a little Sackperson. This one is you. Aw, bless. You're quite the cute one."

LittleBigPlanet is a video game series created by Media Molecule originally for the PlayStation 3, and supposed to be one of its killer apps. It's based on the basic idea of customizable, user-created funhouse levels (of which there are over 10 million since February 2017), supplemented by pre-built story levels. The players control a small, Stitchpunk Sackperson, who's customizable using in-game costumes and decorations. It also includes narration by Stephen Fry. That's right, The Hitchhiker's Guide to the Galaxy is now your Guide to this galaxy.

The first game was released in 2008. Critics loved it (for example, it received a perfect 10 in Edge), but initial sales were disappointing (they got better). This is possibly because it was one of the greatest 2D (okay, 2½D) platformers ever made... at a time when 2D platformers were about as relevant to Western gaming culture as vaudeville is to Broadway theater.


In 2009, Guerrilla Cambridge released a spin-off game for the PlayStation Portable with entirely different levels but the same gameplay and features. In 2010 came the PlayStation Move-based Tech Demo Game Spin-Off, Sackboy's Prehistoric Moves. Then came the PS3 sequel in 2011, LittleBigPlanet 2, which dramatically improved the editing tools available for the players. Did we tell you that there's also a sequel for the PlayStation Vita? And a... racing game?

Now, we have LittleBigPlanet 3, which was announced at E3 2014 for the PlayStation 4 and PlayStation 3 and was released on November 2014. Which not only does more to improve the editing tools available for the players, it introduces 3 additional Sack Beings to play with!

  • The dog-like OddSock who runs the fastest and can Wall Run and Wall Jump.
  • Advertisement:
  • The size-changing Toggle, who can weigh down/push heavy platforms and pressure sensitive plates, but is pretty slow, and can't jump very high as a result of his heavy weight. However, he can shrink into Little Toggle who jumps higher, and runs faster. He's much lighter, which allows him to walk on the surface of water and his tiny size lets him enter small spaces the others can't access.
  • The bird-like Swoop, who can fly freely around levels and can pick up other light characters and objects.

In addition, there's an Endless Running Game called Run Sackboy! Run! for mobile devices and Play Station Vita.

In the midst of this string of sequels, Sackboy was made a playable fighter in Play Station All Stars Battle Royale in 2012, with the Sackgirl as a Pre-Order Bonus.

In June 11, 2020, a 3D spinoff, titled Sackboy: A Big Adventure, was announced for the PlayStation 5.

See also Dreams, the spiritual sequel also from Media Molecule. Additional entries include Larry Da Vinci's self-demonstrating page.

Open a folder, and select a Trope with the ACTION BUTTON:

    open/close all folders 

    Whole Series 

  • 100% Completion: Collecting all of the prize bubbles and acing all of the levels of the story mode or the DLC Level Packs. Specifically, this is the name of the Platinum Trophy in all the games except Vita.
  • 2½D: Full 3D graphics with 2D gameplay. A unique twist is that your character can switch between the layer planes on command. In the third game, due to the much larger number of layers, there are now more ways to get around. Slides that let you slide into the foreground, Layer Launchers that throw you to a predetermined landing zone, Velociporters that teleport you between the closest Velociporters of the same color, the list goes on.
  • Achievement Mockery: In LBP2, there's a trophy called "1,440 Minutes of Create," which is earned by spending a total of 24 hours in Create Mode. The Vita version changes this to "Get a Life." In both of those games, there's also trophies for dying 20 times in one story level, and pins (in-game achievements) for things like dying a certain number of times, coming in last place in races, drowning, killing multiple Sackbots in the story levels, slapping other players to their deaths, or popping yourself to retry. "It's really not too bad..."
  • Advancing Boss of Doom: There's one in many of the games, and almost all of them fit into the "run away until you win" type.
    • LBP1's Skulldozer, piloted by Frida, rampages through the Wedding until you cross a bridge that promptly explodes afterwards, stopping the destruction and bringing her back to her senses.
    • LBP PSP's Dragon from the Orient. Unusually for the series, it's of the "fight and run at the same time" type, and you're in a rickshaw so you don't have to worry about the running.
    • LBP2's Copernicus the Guard Turkey, who guards the Factory of a Better Tomorrow (or used to, anyway). He chases Sackboy, Clive, and the Sackbot army until he falls through the floor... and then comes back while on fire and chases them some more before being done in for good by Clive.
    • LBPV's Coaster Valley is guarded by a trash compactor. When Sackboy and Otis attempt to collect some scrap to build the double-barreled cannon, the compactor goes after them and a chase ensues.
    • LBP3's chain link monster, created by Newton after Sackboy, OddSock, and Toggle confront him in the Ziggurat. This time, however, you're playing as Toggle and have to change size to progress and get prizes.
  • Alternative Foreign Theme Song:
    • The Japanese version uses "Phantom Planet" by Beat Crusaders to advertise the first game.
    • "Yarakai Heart" was the commercial theme song for the Japanese version of the second game.
  • And Your Reward Is Clothes: Considering that a part of the game is character customization, this was going to happen. More so in the second, third, and Vita games, where acing the boss levels gets you the creator of that world's costume.
  • And Your Reward Is Interior Decorating: You collect Stickers and Decorations from the story levels, which can be used to decorate your Pod and your custom levels. You can also use collected materials and objects in the latter.
  • An Interior Designer Is You: In your pod, your levels, and even the main story levels if you want.
  • Ascended Glitch: There was a bug which allowed players to put objects in the background and foreground. Players used this glitch to create full 3D games of all kinds. This later became a feature in LBP3.
  • Attack Its Weak Point: Attack the creature brains to defeat enemies, and the core of the bosses to defeat them.
  • Automatic Level: The community has plenty of these, mostly in the form of Rube Goldberg Devices.
  • Automatic New Game: Starting these games drops you into the tutorial/opening credits as the default brown knit Sackboy. Unless you're starting with a save from a previous game, in which you are wearing your last costume.
  • Boss-Only Level: In every game except the first, the boss will always get his own level, usually denoted by a bigger level seal than the others.
  • Breaking Out: One of the minigames in "Set Controls for the Heart of the Negativitron" is a Breakout pastiche. playing it awards you the key to a side level.
  • Bribing Your Way to Victory: A less observable phenomenon throughout the series and does not apply literally. However, it is worth noting that about the same weeks that notable DLC packs come out (eg Metal Gear Solid, Pirates of the Caribbean, DC Comics etc.), a lot of levels simply containing the new content begin to surface, sucking up all the ratings and fame that they can get before the said content becomes ordinary. Probably the biggest example of this was when the Pirates of the Caribbean DLC came out, resulting in thousands of people spamming levels consisting of nothing but water with the occasional rocket-powered boat.
  • Bridge Logic: Taken Up to Eleven, any tall object, be it a ruler, a pencil, a sword, or even dead fish, if not heavy or thick or glued, can be kicked down and serve as makeshift bridges for our Sackboy.
  • By the Lights of Their Eyes: Can be invoked by wearing glowing eyes in the dark.
  • Cardboard Box Home: The Pod, your home base, is made of cardboard.
  • Character Customization: Can be done in Create Mode with the Gameplay Tweaker and other tools. The costume menu is also called this, but it's not an example.
  • Checkpoint: There are multiple kinds. All of these checkpoints operate on the same rules, meaning they activate if a Sackperson passes by them, or logic can be hooked up to activate them in fancy fashions. Lives are represented by a ring of light around them. It's black when unactivated, white when active, dim light when previously activated, flashing red and white with a siren when empty, and if the lives run out and another checkpoint is activated, the empty checkpoint turns black again and doesn't reactivate unless you reset the level. Listed below are the unique kinds of checkpoints.
    • Entrances. They have 4 lives and Sackboy starts the level from it.
    • Checkpoints. They have 4 lives, but they don't mark the start of a level.
    • Double-Life Checkpoints. They're like normal checkpoints, but they're upped to 7 lives instead.
    • Infinite Checkpoints. Helpfully marked with the symbol in question, these checkpoints have a never-ending supply of lives for difficult obstacles.
    • Scoreboards. These are actually the end of the level, but they're nice enough to respawn any dead players.
  • Check-Point Starvation: Not in the story levels, but some community levels only contain a few checkpoints, or sometimes just one Infinite Checkpoint at the beginning.
  • Clockwork Creature: There's one crafted by Larry Da Vinci as a tutorial boss. As well as Clockwork Spiders in Bunkum Lagoon. You can even build them yourself.
  • Collection Sidequest: For the most part, getting all of the prizes is irrelevant to the story. Averted with Sticker Switches, which require collected stickers to activate, but in all but one case they just give you more prizes.
  • Console Cameo: Sackboy operates the Pod via the Pod Computer. They all look kinda familiar.
  • Cosmetic Award: In all games except the first, every possibly action either earns you or scores towards unlocking Pins. These work similarly to Xbox Achievements and PS3 Trophies, and there are hundreds to collect; the vast majority for trivial things such as logging onto the online network or picking up points bubbles. They serve no real purpose, however the player can choose to display a couple of their choosing on their player profile card. There are also hidden pins, which aren't listed until you get them (though there are very few of these), and all the Trophies are tied into the pins. The pins that also award a Trophy (or conversely are earned upon earning said trophy) are marked with an icon of a trophy.
  • Crate Expectations: Depending on how you built your crates in Level Editor, what material it's made and what it's contained, you can play this straight, subvert or avert this trope.
  • Creation Sequence: The game has you scripting your own Creation Sequence via Level Editor, be it recording in Create Mode, Popit Powerup in Play Mode, a scripted assembly line, and more.
  • Credits Medley: From the second game onwards, as the previous ones only showed the credits if you selected them from the start menu. LBP2 uses "Sleepyhead", then the funk remix of "Also sprach Zarathustra", and finally "Ghosts"; while LBP3 starts with "Energy" (which, strangely, isn't obtainable in Create Mode except through a Good Bad Bug) and then goes through the interactive themes for Manglewood, The Ziggurat, and Bunkum Lagoon. LBP Karting also averts this, and just plays the Gardens remix the whole way through.
  • Critical Annoyance: If your party keeps dying repeatedly and runs out the lives in the last Checkpoint, the glowing ring on it turns red and an intermittent klaxon-type alarm sounds every three seconds, and the klaxon fades a bit if you go further from it. Once you activate a new Checkpoint, both the red ring and the klaxon stop.
  • Cute Machines: Sackbots have all the cuteness of a Sackperson in mechanical form.
  • Deadly Gas: The aptly-named Horrible Gas. If a Sackperson touches it (even with their arms or feet, not just their head), they dissolve. Horrible Gas actually comes in numerous colors, but green is the most common. The others are used mostly to make the player think it's something else, like gray gas for fog, or purple gas for some kind of monster-related thing, as seen in the "Monsters" level pack. Unless it's deliberately attached to something else (done by gluing a material to a Piston or another material before lethalizing it with the Horrible Gas Tool, as shown by the ghosts of the third level of The Gardens), it stays in place and cannot be moved. Anything that isn't a Sackperson can move through the gas, however. A lot of level creators have this as their hazard of choice, though electrified materials and the plasma are just as lethal. Fire, on the other hand, takes two hits to kill a Sackperson. This is used cleverly in "Boom Town" from the first game, where Devante (the guy who tells you to rescue Uncle Jalapeno) has the gas in his mouth. Meaning you can literally die from his breath.
  • Death Throws: If Sackboy gets crushed or touches spikes, he performs one of these before respawning. In the Karting game, items lethalized without fire, electricity or plasma will cause Sackboy's kart to explode and him to do one of these, and so will spikes again.
  • Deliberately Monochrome: It's possible to do this in Create Mode via the colour correction setting.
  • Developers' Foresight: The game has a unique message for kicking you that you'll only see if you join somebody's online game, disconnect your controller, and refuse to turn it back on:
    You have been removed from the game to make space for players with controllers attached!
  • Directionally Solid Platforms: The game tries to simulate these. There are multiple 2D planes you can be on, and jumping up above a platform on an adjacent plane automatically shifts you into that plane so you can land on it. You can also drop down from a platform by moving towards the foreground, but not towards the background.
  • Downloadable Content: Numerous level kits, in the themes as following:
  • Dream Land: The game's setting is stated to be this.
  • Drop-In-Drop-Out Multiplayer: If a local player turns on a controller, the game asks them what account they want to log in as, and once they pick, they spawn out of the next checkpoint. Online players asking to join prompts the game to ask if you want them to join, using Triangle for yes and Circle for no. Local players can turn off their controller, and their Sackboy will sit down and leave the game after about 10 seconds. Online players can just leave, or be kicked if you so desire.
  • Early Installment Weirdness:
    • 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 Simlish!
    • Several objects present in the second game were either DLC exclusive in the first or nowhere to be seen:
      • While Plasma is a standby hazard in most of the games now, in LBP1 it was exclusive to the Metal Gear Solid Pack, and only came in the form of Plasma Balls - no lethalizing a floor with Plasma in this game! Also exclusive to this DLC: true missiles that aren't just cobbled together from other things, such as the homebrewed "missile" used in the main game - that's just an Impact Explosive and some dissolve material attached to a rocket.
      • Swimmable water is open for everyone to use starting from LBP2, but the first game only let you use it if you shelled out for the Pirates of the Caribbean Pack. The first game also didn't have projectile water/water balls. Speaking of that...
      • No projectile hazards (aside from the aforementioned Plasma Balls and missiles) existed in the first game; you'd have to make tiny balls and set them on whatever lethality you wanted them. LBP2 introduced pure, unfiltered projectile fire, electricity, plasma and missiles (these latter two available for everyone to use, not just MGS pack owners), in addition to the aforementioned projectile water.
    • 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.
  • Edible Theme Naming: Each of the first game's patches was named after a type of cheese. The second game's patches were initially named after types of cake, but eventually this was dropped.
  • Emote Animation: The D-Pad is entirely devoted to the player-controlled characters' emotions. Each button has a designated emotion (for example, up is for happy, right for angry, down for sad, and left for fear) and pressing it up to three times will change the intensity of the emotion.
  • Endless Game:
    • The user levels have grown beyond the point where a person could ever hope to play them all.
    • The Survival Challenges, a type of stage in which the players compete for a high score by staying alive as long as possible, be it skipping with a tie, balancing on a rolling platform, or shooting moving targets while dodging plasma bullets. They only end when you die.
    • Aside from those from Story Mode, there are also community-made stages such as Bomb Survival and Shark Survival.
  • Everything's Deader with Zombies: There are numerous zombie-themed costumes.
  • Evil Twin: Guest players get a subtitle based on their controller number, like Best Friend. Playing as a guest on the number one controller nets you this title. One of the titles is also "Good Twin."
  • Exactly What It Says on the Tin:
    • "The Material Changer is Exactly What It Says On The Tin. Or on the cardboard. Or the polystyrene. Or whatever else it is that you want it to say it on."
    • Some of the logic fits this too. The Game Ender ends the game, the Smoke Machine emits smoke, and all of the sensors sense exactly what they say they do. Player Sensors, Water Sensors, Tag Sensors, Impact Sensors, etc.
  • Expansion Pack World: The first game made it clear there were only 8 Creators in Craftworld. Not only do LittleBigPlanet 2, LittleBigPlanet PSP and LittleBigPlanet Karting add new areas, but LittleBigPlanet PS Vita and LittleBigPlanet 3 add two new planets out of nowhere.
  • Flipping the Bird: It can be done in LBP2 and LBP3.
    • In the second game, in the level "Pipe Dreams" in the Factory of a Better Tomorrow, there's a moment where you have to pull levers to move fingers on a hand to form the hand that rockers use. However, you can also choose to put up just the middle finger, which will cause a sign that reads "Denied" to cover the offending finger until you put up another finger or take the middle one down.
    • In the "The Journey Home" level kit in the third game, one of the levels is based on the Factory of a Better Tomorrow, and the hand from the above paragraph makes a reappearance in a 2-player section. You have to put the pinky and index fingers in the same position that you had to in the second game, but you can also just put up the middle finger again, causing another "Denied" sign to come down and Clive to say "Nice try. We have policies against that."
  • Floating Platforms:
    • Averted and Hand Waved in the first game: All platforms must be attached to something in order to appear like they're floating. Unless it's made of dark matter, which can float with no help.
    • The sequels let you play it straight by attaching an Anti-Gravity Tweaker or simply setting the object's physical properties to static, which allows it to float, making dark matter redundant.
  • Follow the Money: Score bubbles can be placed on the ground, strung from the ceiling, or made to float with the Anti-Gravity Tweaker.
  • Freeze-Frame Bonus: The "20 Years of PlayStation" trailer for the third game has some PS1 games lined up on a shelf. They read Spyro the Dragon, Gran Turismo, Croc, and Oddworld.
  • Frickin' Laser Beams: The Creatinator can shoot many different elemental beams.
  • Frying Pan of Doom: One of the costume objects is a frying pan. If you try to do a Sackboy Slap while holding it, you get the expected sound. It's also supposed to knock the target further than a standard slap.
  • Game-Breaking Bug: "Spawn-Pop Cancer." Sometimes, when the player does the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying, they may become lethal to themselves. Meaning that they would die every time they spawn, repeatedly. If this happens, you'll need to import an old save. Hope you made a backup!
  • Gameplay Roulette: Head to the community. Have your mind blown at the variety of gameplay that can be found in over 10 MILLION levels. The Controlinator, which didn't appear in the first game, lets players make their own controls for anything in their level, so eventually, people took their favorite genres and applied them to this game. This became self-subverted by the community due to how difficult it was for anyone who wasn't a Sack-someone to get any attention, so it eventually ended up in people flooding the community with the same level(s) in hopes of getting any attention.
  • Goomba Springboard: Jumping on the unprotected Creature Brain bounces Sackboy. Some items hanging above the enemies requires this technique to be obtained. You may also crush the lower part of the brain in Creation Mode but leave the score bubble part intact, it still bounces the Sackboy.
  • Gotta Catch 'Em All: All of the games in the franchise have the Prize Bubbles in the story mode. They contain a myriad of items, including clothing items, materials, music and sound objects, and stickers and decorations. Of course, it's all completely optional.
  • Grappling-Hook Pistol: One of the new items introduced in the second game, and it's appeared in every other game since then.
  • Gratuitous Ninja: Wearing the "Ninja" costume allows you to become one yourself.
  • He Knows About Timed Hits: While the Narrator tells the player how to move and jump, the in-game characters usually explain everything else.
  • High-Voltage Death: If Sackboy touches an electrified material, his seams burst and he has to restart from the previous checkpoint.
  • Holiday Mode: Around the time of mainstream American holidays like Halloween or Christmas, the Team Picks page usually gets hit with a batch of more festive levels. Around the aforementioned holidays, plus many others, free DLC is put in the store for festive costumes. These include a turkey to wear on your head for Thanksgiving, a Santa costume for Christmas, Chinese people holding celebratory lamps for Chinese New Year, Star-shaped shades and a firework on Sackboy's back for American New Year, cologne and perfume for April Fool's day, and costumes for other events including World Peace Day and the Perseid's Meteor Shower.
  • Human Ladder: From the second game onward, you can pull this off by using Grabinators to stack up Sackbots or other players wearing the gloves. It's also possible to build a Sackbot rope by having them grabbing each other and hanging them on a grabbable ceiling.
  • Humongous Mecha
    • The Collector pilots one during the final battle of the first game, which has large fists to slam with and enemies it can summon. When enough damage is dealt, it loses these attacks, but gains the ability to shoot electric projectiles from its sides and make the same projectiles fall from the ceiling.
    • You also fight Metal Gear REX at the end of the Metal Gear Solid expansion pack (with a paintball gun to boot). Like in its home series, it makes liberal use of explosives to attack.
    • In the Muppets Pack, there's the Phantom's Massive Muppet Machine, which has Giant Hands of Doom that can slam and send out fireballs, and a mouth full of plasma that needs to be avoided when attacking its teeth.
    • Lex Luthor has one in the DC Comics pack that shoots lasers, plasma balls and missiles.
  • Idle Animation: While waiting for you, Sackboy may yawn, hang his head down in boredom, sit down for a moment, or place his hands on his zipper.
  • Jetpack: This is one of the powerups, and there are two versions that people can use in their levels: The Tethered Jetpack, which has a certain range that can be set by the level creator, and the Tetherless Jetpack, which has no restrictions, save for people placing Powerup Removers everywhere.
  • Joke Item: The "Hessian Por Homme/Femme" DLC items, cologne and perfume, respectively. They serve no purpose other than to make Sackboy do an animation as he applies the cologne or perfume. But it's justified, considering what holiday happens near the time that the DLC gets put up.
  • Jump Physics: Notable for actually conserving momentum when jumping; if you were on a moving platform when you jumped, you would still be moving along with it (though air friction might move you back if the platform was fast enough), and jumping on an upward-moving platform provided a noticeably higher jump, again depending on the speed.
  • Kids Prefer Boxes: Your base, The Pod, is a rocket ship made out of cardboard.
  • Killer Rabbit: Sackboy himself. He's adorable, perpetually happy and silly, and wants to pal around with his friends. He's also a reality altering super-powered entity who can create whole worlds with pure thought, alter the state of any object, fly, control time, and has a mean right hook.
  • Last Lousy Point: There are some prize bubbles that are really hard to get. They may involve multiplayer puzzles, or they may just be really well hidden. Gets worse when they're early in the level, as you still need to complete it in order to receive the "Collected All Prize Bubbles" rewards at the end.
    • Vita has a Prize Bubble in "The Mainframe Heist" that's hidden behind the first checkpoint at the start of the third section.
  • Leitmotif:
    • There is a particular theme that is heard in the music for My Moon in the original game, the sequel and the Vita version.
    • The Meanies and Newton have these as well.
  • Lemony Narrator: This one is prone to strange similes ("Faster than a pneumatic whippet!") and anecdotes about his cat.
  • Level Editor: Said to be better than the tools Media Molecule, Sumo Digital, and the other creators use.
  • Loads and Loads of Loading:
    • A general example: loading levels from the community can take a while, depending on how detailed they are. Some levels actually tell you to restart the game or back up your data before trying to load them, due to a risk of crashing your system, Sealed Fate being one example.
    • In the PS Vita game, there are a load of places where the game will freeze for a few frames. Also, undoing and redoing take a long time to load. A really annoying bug in this game is if your PS Vita memory card is worn out, these supposed to be short freezes will bloat up to freezes that last multiple seconds.
    • The third game was originally going to be PS4-only, but then the PS3 also got a release. The result is a game that's good on loading times on the new-gen console, but has load times of 20 seconds and upward on the last-gen console. It gets particularly egregious when you play levels from the two prior games, which can take even longer to load than they did in the game they were made in! For example, one LBP2 level takes about 5 seconds to restart, and that's counting the fade to black after you reset, the black screen after that, and the unfade from black before the level starts. The same level takes 20 seconds to restart in PS3!LBP3.
  • Loading Screen:
    • In the first game, after hitting the X button to start loading a level (Story, Create Mode or otherwise), the screen shows information about the level on the "Pod Computer" screen. You can move the left stick to change windows between level information, items collected in the level, and popularity and tags (if an online level), with your Sackperson moving the Pod Computer (which is pretty much a PS3 controller) controls the same way. Also part of the loading is the word "Loading..." slowly rotating around the level icon on the planet or moon, and a running, monochromatic Sackboy with two arrows circling him in the lower left-hand corner. Unlike in most games, the loading can be cancelled mid-load by pressing the Circle button. (Sackboy only touches the buttons to load a level or cancel a load. But he always moves the analog sticks in response to the player's controller.) When the loading is done, the level icon literally "unzips" around the edge and the camera goes into it, with a white light followed by Sackboy popping out of the Entrance in said level. Returning to the Pod from a level doesn't take as long to load, but the camera still does the white-light thing. The "Loading Sackboy" animation sometimes is switched out for a spinning globe inside the arrows when transferring data to or from the online servers. Frequently appears while playing with other players online, even mid-level.
    • In the second game onwards, there will occasionally be a white screen before you get dropped into the level. This screen will have a randomized message and factoid, such as creating tips like "Sackbots are not waterproof!" In Karting, there are three sets of messages: When you're loading a level to play, when you're returning to the Pod, and when you're loading Create Mode. Pressing X will cycle between the messages.
  • Lord British Postulate: Normally, there are only a couple of ways to kill NPCs, set by the level's creator. If you use the Overlord Glitch, however, you can drop explosives on anything and everything in the level.
  • Massive Multiplayer Crossover: The game can become this by combining DLC, so you can have Batman, Marty McFly, Spider-Man and Jack Skellington in the Muppet Theater, or Buzz Lightyear, Mr. Incredible, Jack Sparrow and SpongeBob in the Land of Ooo.
  • Mouse World: The Sackpeople are 8cm tall. This becomes obvious when you compare them to the backgrounds, and some of the real-world objects (e.g. the ruler).
  • Named After Somebody Famous: Larry Da Vinci, Marlon Random and Newton.
  • NameTron: In the second game, there's the Negativitron, Positivitron beams near the end of the game, and a side level called "Gobotron." The third game has the Organizertron.
  • Neoclassical Punk Zydeco Rockabilly: Try explaining this to someone who hasn't really played it. The first game is a platformer, but encourages you to build whatever kind of level you want, whether it be an actual level in the vein of Mario or just a music or set-piece showcase. The second game, however, looks to embrace this wholeheartedly, as it was marketed as a platform for games rather than a platform game. The main game showcases some unique gameplay styles, including a side-scrolling shooter that looks like a retro arcade game. The overall effect is a mashup of Gmod for consoles, Mario, winks and nods toward Monty Python-style humor, and sinister weaponized cuteness.
  • No Water Proofing In The Future: In the second and Vita games, Sackbots are immediately electrocuted if you drop them in water. The third game adds the option to waterproof them, but it only works if their behaviour is set to either idle or act.
  • Nintendo Hard: In the original LittleBigPlanet most of the bosses one-hit KO you every hit, and usually have 2-3 rounds. Unless you perfected their patterns (Even then flukes can happen) this is brutal if you want to get the Ace level reward. Even worse that every single time you die you have to do the entire level over again.
  • No Death Run: The games in this series have the "No Lives Lost" challenge available in all levels, also known as "acing" a level. Get through an entire level without dying once (including use of the Try Again command if you get stuck in a level), and you get some extra goodies at the Scoreboard. Required to get 100% Completion in Story Mode, because completion is measured by how many items you've collected in all levels, and items given by No Lives Lost definitely count. Some levels, like Survival Challenges, are literally impossible to do this, because to finish you MUST die somehow (usually part of the challenge, like collecting Score Bubbles while staying out of the Horrible Gas), but these aren't counted in this; you just have to complete the Survival Challenge levels to add to your completion percentage. Player-made levels have this option, so the creators can give extra gifts to players who are really good at their levels, but these aren't required for 100% completion.
  • Not-Actually-Cosmetic Award: The games have collectible stickers, which need to be pasted on cardboard objects in the levels to activate events. Although mostly it's for more cosmetics, the only occasion where it advances the level is the tutorial teaching you how to use stickers.
  • Not Quite Flight: In LittleBigPlanet 2 and Vita, the Hero Cape from the DC Comics Pack allows Sackboy to glide around. He can get momentum from flying down, then use it to fly upwards similarly to how gliding works in the Batman: Arkham Series. If the player lowers the gravity settings, the glide physics also change, and allow Sackboy to do a high jump and change mid-jump to a glide. With lower gravity, however, it's impossible to glide downwards and use the momentum to fly back upwards.
  • NPC:
    • The early installments in the series use characters created from materials and stickers with Magic Eyes attached, and they're almost entirely incapable of movement.
    • From the second game onward, Sackbots take this role. They can be set to act in many different ways and wear any costumes.
  • One-Hit Point Wonder: Sackboy can't really take much damage before exploding or getting thrown off and popping out of the last checkpoint. The only exception is fire, which causes him to get singed and hop away, hopefully toward safer ground. If he touches it twice in succession, he's dead.
  • Oxygenated Underwater Bubbles: There's an item that can be used in levels that produces bubbles, and swimming through them refills the Oxygen Meter.
  • Oxygen Meter: If a Sackperson stays underwater for 30 seconds without resurfacing or reaching a Bubble Maker, they pop from lack of air.
  • Paintball Episode: The Metal Gear Solid DLC pack adds the paintinator, turning the pack itself into one of these as well as allowing you to create your own.
  • Parental Bonus: Stephen Fry's narration has a fair amount of this, e.g. referencing '"Casablanca'' in the Global Settings tutorial.
  • Pirate: The Pirates of the Caribbean gang of course, and also a costume.
  • The Place: The game is named after its Dream Land setting. At times, it can be hard to tell if the narrator is referring to the game itself or just the setting.
  • Please Subscribe to Our Channel: Your mission, should you choose to accept it, is to find a genuine comment that's actually about a level, and not begging you to play/heart the commenter's own levels. Note — This is nigh impossible. Even Liquid Ocelot resorts to spamming to garner hearts — see below.
  • Power Creep, Power Seep: In the Metal Gear Solid themed expansion pack, Liquid Ocelot's plan is to flood LBP with pointless trophy levels so that he can be loved, and the Metal Gear itself is essentially beaten by Sackboy with a paintball gun.
  • The Power of Creation: Every Sackboy has this thanks to Create Mode. This is more like the case of World of The Power Of Creation.
  • Powerup Mount:
    • In LittleBigPlanet 2, Avalon has create several robotic animals you can ride onto. The RoboBun can jump to a great height and land a Ground Pound from above. The MechaPup can use its Sonic Bark to push heavy objects. The HamsterTron 2000 can roll through tunnels and boost toward any direction. And the Bee 2.0 can both pick up object and shoot projectiles.
    • Aside from the robotic animals created by Avalon, you can build your own mount from scratch using the Controllinator in the Level Editor.
  • Press X to Die: One of the options in the Popit is "retry." Holding X on it will allow the player to pop themselves and die (without the 5% score loss) and pop out of the next checkpoint that gets activated. Its main use is in case you ever get stuck somewhere and can't get out. In Karting, it's mapped to Select instead.
  • Punk Punk:
  • Rainbow Speak: In NPC dialogue, important items and game mechanics are highlighted in pink.
  • Reality Warper: You yourself. You can do near anything you want in Create Mode, and have total control over the world.
  • Ridiculously Cute Critter: The Sackboys and Sackgirls even spend much of their time with their mouths open, possibly with their tongues hanging out like little happy puppies.
  • Scavenged Punk: A combination of an arts and crafts aesthetic mixed with a miniature scale meant that many of the contraptions in the first game fall into this, with many more able to be created by the player. This has been de-emphasized in later games as the "show the strings" look gives way to a more approachable sensibility, although it appeared again in the Rise of the Cakeling DLC.
  • Score Multiplier: Collecting five Score Bubbles, Prize Bubbles, or creature brains in any combination in a short timeframe gives you a 2x Multiplier. You then have about a second to collect five more of the above to increase the multiplier by one. The multiplier goes up to 100, with any bubbles collected after that added to the points that will be multiplied. In the games with the Score Giver, items tagged with it can be set to follow those rules or be worth +1 on the multiplier anyway.
  • Scoring Points: Collecting Score Bubbles throughout the levels, although most of the time they're just for competition with other players and don't actually do anything.
  • Selective Gravity: In the first game, gravity affected everything except the floaty materials and the totally static Dark Matter. Later games add the Anti-Gravity Tweaker and "Physical Properties" tweak, letting you set whatever you want to ignore gravity.
  • Sequel Number Snarl: The series only counts the console games with numbered sequels. This means that LittleBigPlanet 2 is actually the third game in the series (or fourth, if you count spinoff Sackboy's Prehistoric Moves), because of the release of the PSP LittleBigPlanet in between the original PS3 LittleBigPlanet and LBP2. This also means that LittleBigPlanet 3 can be anywhere from the fifth to the eighth game in the series (LBP1, LBP PSP, (Sackboy's Prehistoric Moves), LBP2, LBP Vita, (LBP Karting), (''Run Sackboy! Run!''), LBP3).
  • Sequential Boss: Present in all of the games.
    • LittleBigPlanet 1 The Boss 
    • LittleBigPlanet 2 The Boss 
  • Serial Escalation: According to one estimate, there are so many levels (over 10 million now) across the three main titles alone that it'd take more than an entire human lifetime to play all of them.
  • Shifting Sand Land:
    • The Mexican-themed Canyons from the first game.
    • The Egypt-themed Golden Sands from the PSP game.
    • La Marionetta from the PS Vita game is circus-themed, but also inexplicably placed in a desert. Downplayed since most of the levels are indoors.
  • Shout Out: Enough for its own page.
  • Sidetrack Bonus: Ooh, prize bubbles!
  • Side View: A variation. The camera is tilted up slightly so you can see the extra layers, but you can use either the "front view" option (in Create Mode) or a Game Camera (in Play Mode) to remove all depth and make it full side view.
  • Sliding Scale of Cooperation vs. Competition: At the end of the level, the scoreboard counts up who got the most points, so people may be inclined to go for the points instead, so let's call it a Free-For-All Competition. Some levels may tip the scales in other directions instead, but mostly in the community.
  • Slippy-Slidey Ice World:
    • The first stage of The Wilderness in LBP1.
    • One of the stages in the DC Comics Pack in LBP2 and LBPV.
  • Socialization Bonus:
    • The only way to get some of the rare items in story mode and some DLC packs is to team up with other players for special challenges.
    • In the third game, there's a trophy called "Don't Go Alone" for beating the main story levels with 2+ players.
  • Sound-Coded for Your Convenience: Collecting new Prize Bubbles, as in the ones that still have a prize in them. For example, Music Items have an opera lady singing, Sound Objects have a Horn Honking, and Stickers make a splat sound.
  • Speaking Simlish: Magic Mouths have an option that allows them to emit various versions of this, which is used for NPCs in the first five games. LittleBigPlanet 3 averts it in the story mode by having all the character be fully voice-acted, but includes Simlish voices for all the new characters anyway.
  • Spikes of Doom: The kind that kill you from the side, too. In the second game, placing enough non-danger tweakers on them removes the lethality.
  • Springs, Springs Everywhere: There were bouncy platforms in the first game, but they didn't always work. In the future, the games always stuck to the Bounce Pads, which were much easier to use, and not buggy.
  • Stealth Pun: Sackboy's default look is stated to be made of hessian material. It's also worth mentioning a few of his outfit sets are themed around various types of soldiers.
  • Stuff Blowing Up: The explosives from Create Mode can be used to this effect. The later games add even more methods of achieving explosions. Needless to say, they're used (or abused) in a lot of community levels.
  • Sturgeon's Law: As expected of anything soliciting content from the general public, a lot of the user-created levels are... not so good. However, with over 10 million levels to pick from, that leaves a good 1,000,000 that range from pretty good to fantastically awesome.
  • Super Not-Drowning Skills: The "Scuba Gear" powerup. Made safer by the fact that you can't take it off while you're in water, unless you touch an Enhancement Remover. Of course, it doesn't protect you from other underwater hazards...
  • Tech Demo Game: An internal example, the games' story modes are really just designed to show off the Level Editor.
  • Temporary Online Content:
    • There are some rare DLC costumes that players can miss out on, mostly rare shirts and hats. There are special shirts (and occasionally hats) available at each game's launch, the Slurpee Shirt, which you got by redeeming codes that were on the bottom of Slurpee cups, a shirt in the second game that was only possible to get by pre-ordering the Vita game, and 3 shirts with each of the new playable characters from the third game (and one with the 3 from the logo) for pre-ordering the digital version of LittleBigPlanet 3. In Karting, there's the Target Racer for pre-ordering the game from said store.
    • All DLC packs relating to Creator/Disney in any way were removed on December 21st, 2017 and can no longer be bought, although you can still redownload them if you've already bought them.
  • The Many Deaths of You: There are a handful of unique ways to die, due to the different hazards. These include being vaporized by plasma, disintegrating from fire damage, or Death Throwing after being crushed or falling onto some spikes.
  • Tremor Trampoline: Can be invoked by attaching the structure of an entire level to a piston that moves up and down fast enough to make everything bounce.
  • Tube Travel: Starting from the second game, tubes in all shapes, including straight lines, plus-junctions, and t-junctions, became prizes, and they're used in some of the story levels. Sackbots often float around in them.
  • Unexpected Gameplay Change: More so in the sequel. LBP1 featured unlockable side levels containing various mini-games, but they were completely optional. In LBP2, about halfway through the main storyline (that is, ignoring the side levels), conventional platforming starts taking a backseat to top-down and side-scrolling shmups and other arcade genres.
  • Unlimited Wardrobe: The game has many, many costume options for sackboys and girls. Glitches in the second game allow things like lights and Circuit Boards to be attached to Sackboy as well.
  • Variable Mix:
    • In all of the games, the Pod Music will change based on what menu you're in or where you are. On the Main Menu, the Create Moon, etc.
    • In all games, there are also Interactive Music Tracks. These songs have anywhere from 2-6 different sliders that will increase or decrease the volume of different vocals, instruments, sound effects, and the like. Here's what the menu for a typical Interactive Music item looks like.
  • Video Game Cruelty Potential: You can slap other players, or drag them around. Or with the Grabinators pick them up and throw them to their deaths.
  • Video Game Perversity Potential:
  • When All Else Fails, Go Right: Played straight in most levels, but some actually avert this, and not just in the community. Examples from Story Mode are the first game's "Endurance Dojo" (where you're going left) and the third game's "Tutu Tango" (where you zig-zag as you go down).
  • Wide Open Sandbox: The Moon. A lot of level slots, and so much items (if you're an item bubble collector, or if you were going for the Booty Master trophy).
  • Widget Series: LittleBigPlanet is definitely a Wabbit. Ignoring the fact that the levels take place on a world made from people's dreams, the characters in the second game alone include a cardboard Leonardo da Vinci wearing 3D glasses, a sexy nurse with an apple for a head and a depressed, cowardly calendar ... whose facial expressions are drawn in ink but can change.
  • The Wonderland: Especially owing to the user-created content and the customizable nature of the game.
  • X-Ray Sparks: If Sackboy comes into contact with electricity, his "skin" material changes between his equipped one and a glowing skeleton one, while also doing an electrified dance, before exploding. Interestingly, the "glowing skeleton" material is actually just a glowing version of the first game's "Zombie Boy" material, which can easily be seen if you use a glitch in Create Mode to capture the glowing skeleton skin as a costume and switch between it and the Zombie Boy skin.

    LittleBigPlanet 1 
  • Advancing Wall of Doom: The fireball from The Mines.
  • Attack Its Weak Point: Shoot the glowing red spots on Liquid's REX to defeat it.
  • Attack Reflector: Sackboy defeats Ze Dude and his bouncers by pulling a platform around that can bounce the fireballs they shoot back at them.
  • Automatic Level: The first level of the Metal Gear Solid pack is a gag trailer. You ride in a vehicle while watching cardboard theatrics & reading cheesy dialogue. If you get the bullet hole sticker & come back, you can play this level like a rail shooter by putting the sticker on various targets to get points & prizes.
  • Big Boo's Haunt:
    • The third chapter of the Gardens, Skate to Victory, features a castle filled with ghosts and eerie music.
    • The entire Wedding theme. It's being celebrated by skeletons.
  • Blackout Basement: The Darkness, as you could guess from its name. The first half of the level is lit by a lantern attatched to Don Lu's Dog, after he's kidnapped you have to make do with the lights throughout the level.
  • "Blind Idiot" Translation: The Portuguese version contains a lot of these.
    • Zola's Buffalo are spoken about in the singular even though you can see dozens of buffalos in the "Savanna" levels.
    • Sensei's line "Grab my staff" (as in a wooden staff) was translated as "Agarra o meu pessoal" (Grab my personnel).
    • The message that displays when a player leaves the game "(player name) left" was translated as "(player name) restantes" as in "I have two apples left".
    • The tutorial about using crafting materials has the Queen tell you "Place a block of wood and smear it", with "smear it" being translated as "suja-o", which means "make it dirty".
  • Bowdlerise: One of the songs, Tapha Niang, originally contained two passages from the Koran; to not offend any Muslims who might object to the use of the quotes, Sony delayed the game right before its launch in order to patch the discs in order to replace the song with a version without the lyrics.
  • Card-Carrying Villain: Sheriff Zapata, who ends his first speech bubble with "Being evil really rocks!".
  • The Collector: The name of the villain. He also demonstrates this trope.
  • Comedic Sociopathy: Sackboy's attitude towards that poor rabbit in the "Explosives" and "Danger Tools" tutorials.
  • Corridor Cubbyhole Run:
    • The "combat" in the Metal Gear Solid level pack consists almost entirely of hiding in the stage background, popping out when it's safe to take a quick potshot before returning to your cubbyhole.
    • Also in the Serpent Shrine level, there is a section where you must travel along a passage where a fiery serpent passes through at intervals, except the cubbyholes in this case are in the ceiling and you must grab a winch to pulled up to safety.
  • Eternal Engine: The Wilderness, ironically enough.
  • Early-Bird Cameo: The Collector, the main antagonist of the game, shows up in all the previous worlds before being introduced in the final boss battle.
  • Game-Breaking Bug: Unfortunately plagued with many of these:
    • Least severe was the terrible, horrible server lag that was apparent for the first few months of the game, rendering it nearly unplayable online, despite the online connectivity being one of the main points of the game.
    • Many players encountered a bug that, when making a large grab-able material spin extremely fast in the level editor and grabbing on, they would no longer be able to respawn, stuck on some sort of infinite pseudo-death loop. Returning to the pod (main menu, basically) continued this, and this persisted even upon resetting the game, rendering the game completely unplayable for those affected. The only way to undo this was to delete the entire save data.
    • Still prancing around is the bug that makes your file completely unable to save new data (and gives no error indicating this. The game only autosaves), apparently brought on by having too many custom/community objects, and it's supposedly fixable by deleting all of that and avoiding community objects like the plague. Obviously, nobody wants to do this either.
    • In the second level, Get A Grip, items can disappear, with the only known cure being to start a new file and hope your luck hasn't run out. The "Moody Cloud" sticker is one of the more common disappearances.
  • Gangplank Galleon: The Pirates of the Caribbean DLC Pack.
  • Green Hill Zone: The Gardens, although it's medieval-themed instead of tropical.
  • Guide Dang It!: The Sound Objects tutorial has tripped up many a player due to one thing: the game won't accept it if you change the sound to the chimp sound and then place it. You have to place the sound object down, back out to the main Popit menu, pick the Popit Cursor, select the sound object with it, and then change the sound it makes to the chimp sound.
  • Incendiary Exponent: The level boss for The Islands, the Terrible Oni, is basically a mass of Basic Wood with a fire log emitter and a sword. What makes him scary? He's on fire. Which also means Collision Damage to any Sackperson stupid enough to jump at him. He really becomes tame if you use the Delethalize Tool on him in Create Mode, or flood the level with water, which puts out flaming objects. Yup, the second-most-scary boss of Story Mode can be made wimpy with a few clicks of the Popit.
  • Inconveniently Placed Conveyor Belt: The game has these in the Bunker, surrounded by electricity. And then there's the wheel, which is similar, in that it's a big rotating wheel and you are inside it. Surrounded by electricity.
  • Jungle Jazz: The Savannah Theme, which plays in the African jungle-based area, mixes tribal chants with jazz in its Variable Mix.
  • Justified Tutorial: The first area of the game is a Garden where the King and Queen teach you how to play. They're just easy levels with text bubbles popping up telling you how to do X.
  • Kaizo Trap: The Terrible Oni's level is notorious for this, as when it explodes, its sword could randomly fly into you, killing you. Or it will leave burning pieces on the path ahead that if you aren't expecting it (Which one likely wouldn't because it's not supposed to be there) run into before you notice it.
  • Lyrical Dissonance: Averted due to the Bowdlerization mentioned above, but the "Tapha Niang" song plays in the story level "Swinging Safari", which would've resulted in you hearing talk about how everyone's going to die while the players are swinging around on random safari animals had they not removed it.
  • Malevolent Architecture: The Wheel of Death in "The Bunker" level.
  • Ominous Latin Chanting: The Battle on the Ice, which is played during the final stage and many a custom level, has ominous Russian chanting. Also would have had hints of ominous Arabic chanting if it wasn't for the aforementioned bowdlerization.
  • One-Woman Wail: "Cries in the Wind".
  • Oni: The Terrible Oni, the man villain of the Islands.
  • Random Events Plot: It's pretty long. 
  • Remilitarized Zone: Most of The Wilderness is set in the Collector's war bunker.
  • Rescue Romance: One of the trailers subverts this at the end.
  • Slippy-Slidey Ice World: The Wilderness, being set in Siberia, is filled with low-friction ice, although it's actually repurposed glass.
  • Stalactite Spite: In "The Frozen Tundra" level - The icicles actually fall before you get to them, thus forming convenient platforms. Of course they're still capable of smashing you.
  • Tron Lines:
    • The "VR Training" level of the "Metal Gear Solid" level pack has them in a grid arrangement on most of the walls and obstacles. The material you get for Create Mode from this level comes in red, green, and blue flavors. Even the glowing of the lines is visually close to the ones from TRON.
    • There's also an unlockable skin and helmet that are clearly evocative of TRON; they even glow in the dark!
  • Video Game Cruelty Potential: The second-to-last level has all the characters you've met up to this point locked up. It's possible to not rescue any of them, except for the King and Queen, because they're your ride to the end of the level.
  • Stuff Blowing Up: Boom Town. Goodbye patience!
  • Unexplained Recovery: Happens twice, most likely to avoid a Family-Unfriendly Death:
    • After you completely blow up Ze Dude and his bouncers, you walk into the next room and they're only slightly damaged.
    • The Sumo boss from the Islands appears as one of the characters around the globe in at the end of the game.
  • Worthy Opponent: Ze Dude sees the Sackpeople as this.
  • Wutai: The Islands.
  • Zigzag Paper Tassel: One of the decorations you can obtain from The Islands.

    LittleBigPlanet 2 
  • Abnormal Ammo: In the boss level of the Cross-Control Pack, you ride on a chicken and shoot eggs at a giant robot.
  • The Ace:
    • Avalon Centrifuge thinks he's this.
    • He calls Sackboy this "in the most ironic way possible."
  • Added Alliterative Appeal: From the Muppets Pack, the Phantom has a Massive Muppet Machine that he uses to try and kill you.
  • Amazing Technicolour Battlefield: The Negativitron has a vortex background in his third phase. Said vortex came from the arcade machine on the background.
  • And I Must Scream: Shorty after Avalon is abducted by the Negativiatron, Dr. Herbert Higginbotham outright says this is happening to Avalon while also referencing the Trope Namer.
    Dr. Herbert Higginbotham: He is still part of the mortal coil man, he's spinning, screaming, but he's got not mouth.
  • Arson, Murder, and Jaywalking: The Negativitron apparently convinced the brainwave machine in Victoria's Lab to fight you by using skill, cunning, and tasty, tasty snacks.
  • As Long as There is Evil: In the story mode, right before you fight the final battle against the Negativitron, he states one of these.
    Negativitron: You can never truly defeat me! I am in all of you... I AM all of you!
  • Asteroids Monster
    • The fifth boss, being a virus made up of cells.
    • There is a side level in the story called Attack Of The Mutant Marshmallows in which huge lethal pink marshmallows bounce around & you get points for zapping them. Zapping them causes them to multiply into smaller duplicates. The amount of times a marshmallow can multiply & the size of the resulting duplicates depend on its original size.
    • A lot of the enemies in the tower defense level in the Move Pack are like this because they're all big balls of black goop. The player has to use the Move Controller to grab these orbs and place them in spots so that they connect via an electric current. Like the aforementioned Mutant Marshmallows, this level lasts as long as you can keep the vacation house safe.
  • Astral Finale: The Cosmos is the 6th and final world of the game.
  • Attack Reflector: In the DC Comics Pack, Lex Luthor shoots energy balls at Sackboy, so he needs to get under Green Lantern's umbrella to bounce them back at the mech.
  • Bald of Evil: Lex Luthor in the DC Comics Pack. Lampshaded when Lex comes to the heroes claiming they have something he needs, and Flash is worried that he wants everyone's hair.
  • Blackout Basement: A part of "Fireflies When You're Having Fun" is lit only by the flaming flies.
  • Brick Joke: In the opening of the DC Comics Pack, Cyborg is sent to activate the force field for the Watchtower. At the end of the pack, a bunch of bad guys surround the Watchtower, and we find out that Cyborg never actually activated it.
  • The Cameo: Most of the NPCs from LittleBigPlanet 1 show up at Eve's Asylum, apparently having been driven mad by the Negativitron's virus.
  • Ceiling Cling: The Attract-O-Gel material and Attract-O-Tweaker from the Muppets DLC pack lets you walk on the ceiling.
  • Clark Kenting: Referenced in the description for the powerup tutorial.
    Step 1: Wear glasses. That'll fool 'em!
  • Colossus Climb: The giant robot near the end of the game.
  • Comedic Sociopathy: A Running Gag in the tutorials against Crash Test Teddy by Sackboy and the Narrator.
  • Commie Land: The Factory of a Better Tomorrow is implied to be communistic.
  • Crapsack World: The Factory of a Better Tomorrow, since the Negativitron destroyed it and made the only inhabitants Clive and the brainwashed sackbots. Even before that, according to Clive, it wasn't exactly a happy place.
  • Darker and Edgier: It's still pretty adorable, but you're fighting an Eldritch Abomination with elements of The Corruption this time around, and the game actually has a plot.
  • Department of Redundancy Department: "Invasion of the Body Invaders."
  • Developers' Foresight:
    • Attempting to play the Versus levels from the story by yourself will have some extra results. For example, playing Chick Flick by yourself will have Avalon tell you that "competition is no fun when there's no opponent to crush" and playing Rocket Funland by yourself will change the song that plays from the intense "Automaton" to the super chill, elevator music-esque "Elevate This".
    • In "Pipe Dreams", there is a symbol of a fist, where you are supposed to make the index and pinky fingers rise to create the hand that rockers use. If you put up just the middle finger, a "Denied" box appears over the finger before it fully rises.
  • Difficulty by Acceleration: The last phase of the final boss involves him shooting lasers at you. Every time you hit one of his brains, the rate at which he fires his lasers increases.
  • Down in the Dumps: The final level of The Factory of a Better Tomorrow and the levels of The Cosmos that are on the Negativitron.
  • The Eeyore:
    • Clive Handforth is almost always depressed, whether there's reason for it or not.
    • Batman from the DC Comics DLC could also count, since he's Batman (not to mention both of them are almost always in "grumpy frown" mode).
    Superman: Introducing The Justice Leagues' newest member, Sackboy!
    Batman: I was a boy once, an innocent naive... happy boy...
  • Egopolis: One of the worlds that your journey brings you to is Avalonia, an Eternal Engine city created by Avalon Centrifuge. A rare example of a good guy doing this.
  • Eternal Engine: The Factory of a Better Tomorrow, and the inner parts of Victoria's factory.
  • Everything is an iPod in the Future: The basic aesthetic of Avalonia.
  • Faceship: The Huge Spaceship, which has Sackboy's face on it.
  • Feathered Fiend: Copernicus the Guard Turkey, which becomes a Clipped-Wing Angel after getting a flame bath.
  • Giant Space Flea from Nowhere: While every boss starting with Kling Klong is some creature either created by the Negativitron, the boss of The Factory of a Better Tomorrow is... Copernicus the Guard Turkey. No one ever mentions that the factory even has a Guard Turkey, but when you beat the fourth level of the world, Clive will show up, horrified, and tell you that Copernicus is on the loose. After a quick chase, Copernicus is dead and the plot resumes as usual.
  • Gosh Dang It to Heck!: "Ready Sack Thing? Unleash heckfire in the name of The Alliance!"
  • Glorious Mother Russia: The Factory of a Better Tomorrow contains many Soviet Russian elements, such as the red fists and "comrade!" signs.
  • G-Rated Mental Illness: During his meanie infection, Dr. Higginbotham had the habit of eating socks and trying to lick his eye balls.
  • Hailfire Peaks: All the story themes:
  • Heads I Win, Tails You Lose: One boss fight has you fighting one of the Negativitron's ships while protecting Avalon's ship, and keeping it from taking too much damage. However, once you deal the final blow, the enemy ship shoots a missile and brings down Avalon's ship anyway.
  • The Heartless: The Negativitron, or so it claims. Justified in that it's the embodiment of all negative emotions.
  • Hoist by His Own Petard: In the PlayStation Move level pack, the Cakeling, a sentient cake, attempts to bake the Sackbots and Victoria into a cake, as an act of revenge. In the final battle, he gets knocked into the oven himself, and baked into a non-sentient dessert.
  • Hub Level: The Watchtower in the DC Comics Pack. Every level is accessable and replayable without needing to go back to the Pod, and more areas and secrets are unlocked as you complete the levels.
  • Incoming Ham: I... AM AVALON CENTRIFUGE!
  • Invisible Block: In contrast to the Dark Matter glitch, the DC Comics Pack has the Invisible Material, which is self explanatory.
  • Just One More Level: Referenced, playing after 9 PM earns you the "Just... One... More... Go..." trophy.
  • Kaizo Trap: In the third boss stage, when Copernicus comes back on fire and Clive defeats him for good, if you're standing too close to the area where he falls, there's a chance you'll fall along with him.
  • Konami Code: Twice. Circle is B and Cross is A.
    • In the Avalonia level "Got the Hump," you ride on a camel. Entering the code adds glasses to the camel and causes disco music and lighting for the opening area.
    • In the Cosmos level "Set the Controls for the Heart of the Negativitron (Part 1)," there's a malfunctioning arcade machine that a Sackbot is trying to fix. Entering the controllinator and inputting the code makes it explode and sets the Sackbot on fire, prompting him to run away. Behind the machine on the wall is a message of stickers that, on a phone keyboard, says Free Love.
  • Knight of Cerebus: The Negativitron is a much more serious threat than the Collector.
  • La Résistance: The Alliance are planning to attack the Negativatron, ending his reign of sucking up creativity.
  • Let's Get Dangerous!: The Alliance spend most of the game arguing, running away from threats, or deliberating on a course of action while Sack-thing has to take care of everything. Towards the end, however, they begin to step up and start actually fighting the Negativitron.
  • Level Ate: Victoria's Laboratory. She's apparently an inventor and a chef.
  • Levels Take Flight:
    • All 4 levels involving the Bee 2.0.
    • In the Toy Story Pack, there's a variation. The Evil Dr. Porkchop blows up the space station you're in, and you get treated to a platforming section on the falling debris. So it's more like "Levels Take Falling in Style".
  • Literal Metaphor: From the Boss-Only Level of the Muppets Pack, "The Final Curtain!"
    Can Sack Thing turn the tables on the Mechanical Monstrosity before it literally brings the house down?
  • Locomotive Level: "Runaway Train." You get to crash it at the end.
  • Made of Explodium: Lex Luthor's mech suit explodes after running out of battery power, for some reason.
  • Meaningless Meaningful Words: This is usually how Dr. Higginbotham communicates. Played for Laughs.
    "Huge Spaceship is not a spaceship; it is a broken thought on a petal wing."
  • "Metaphor" Is My Middle Name: Apparently, Avalon Centrifuge's middle name is "Teamwork."
  • Mickey Mousing: The montage of Higginbotham fixing the Ship (through an Imagination-Based Superpower-based Disney Acid Sequence) syncs up with the music.
  • Muppet Cameo: Exaggarated by the Muppets pack, with Sackboy taking the guest star role.
  • Neoclassical Punk Zydeco Rockabilly: A lot of songs in the soundtrack are mixtures of Classical and Disco/Funk: "A Fifth of Beethoven", "Disco Divertimento", and the remix of "Also sprach Zarathustra".
  • Not So Different: The Negativitron mixes this with Tomato in the Mirror, revealing that he IS the protagonists... or at least their vices, anyway. It has the intended effect of sending them into a Heroic B So D.
  • Old Save Bonus: Pretty much everything you made or unlocked in the first game is present in the second, and can be added onto your LBP2 profile.
  • Play Every Day: Downplayed and literal. There's a trophy that requires you to play the game on every day of the week. However, they only care about the days, so one could play the game on every day of the week except Friday, then play on Friday a month later and still get the trophy.
  • Precious Puppies: Some of Avalon's machines take this form, although according to the level description they're actually quite vicious.
  • Pretty in Mink: The Robots in Avalonia have fur!
  • Punctuated! For! Emphasis!: The Negativitron's "You. Created! ME!!!" line certainly qualifies.
  • Ragtag Bunch of Misfits: In this game, Sackboy teams up with a man covered in newspaper clippings who wears 3D glasses, a creepy robot woman chef mechanic, a man made out of office supplies who's almost always depressed, a man who has a huge ego, orange hair and a headset, an apple nurse who's the head of a mental asylum, and an inmate from said asylum whom you cured...allegedly.
  • Raygun Gothic: The better parts of the Factory of a Better Tomorrow. On the other end of the scale, it sometimes plunges into Used Future.
  • Scatting: Some can be heard during the themes from Eve's Asylum and Victoria's Lab.
  • Schmuck Bait: In the Muppets Pack, the plan to capture the Phantom is to lure him out on stage under a giant cage labelled "Not A Trap". It doesn't work.
  • Screw This, I'm Outta Here!: In the boss level of the Muppets Pack, once the Phantom, in his giant machine, appears behind Fozzie and Sackboy, the former decides that Sackboy can handle it and runs away, screaming.
    Fozzie: Uh, time for you to finish the job and for me to... RUN!!!!
  • Sixth Ranger: Dr. Higginbotham is the last to join the Alliance.
  • The Smart Guy: Victoria von Bathysphere. Everyone in the Alliance is a creator, but her main role is building the Sackbot army.
  • Something We Forgot: At the end of the Toy Story DLC, the gang manages to catch the Evil Dr. Porkchop in a cage. They then walk off, and the screen fades to black... and then cuts back on, centered on Hamm (no longer the Evil Dr.) still in the cage.
    Hamm: Alright, I think it's time to let your old pal Hamm out of the cage...
    Hamm: Guys?
    Hamm: ...Guys?!
    *level ends*
  • Sour Supporter: Clive Handforth.
  • Space Station:
    • One level in the Toy Story Pack takes place on one.
    • The Hub Level in the DC Comics Pack is the Watchtower, of course.
    • San Crispin Space Prison from the Cross-Controller Pack.
  • Spider Tank: The second boss, although it's not so much a tank as a giant rogue brainwave machine with giant legs.
  • Sugar Apocalypse: Victoria's Lab, literally.
  • Tactical Suicide Boss: Lex Luthor's mech suit has lasers, missiles, and energy balls. The last one can be reflected back at him, exposing his weak spot. The only thing you can do with the other two is avoid them.
  • The Team: The Alliance is one, obviously.
  • Tempting Fate: In the Muppets DLC, after the gang leaves Fozzie and Sackboy alone as bait for their trap, the bear says that there's no way that the plan can fail. Guess what happens next.
  • Tomorrowland: Avalonia seems pretty advanced, especially side-by-side with the previous worlds. And it focuses on a new piece of logic for the second game.
  • Tradesnark™
    Lex Luthor: Prepare to feel the wrath of My Most Evil Laser Yet™!
  • Tree Top Town: Eve's Asylum for the Mentally Alternative, although it's more of an insane asylum than a town.
  • Unexpected Shmup Level: Three in Avalonia. One on a camel, and two on bees. The bees make a return in the second-to-last level of The Cosmos.
  • [Verb] This!: One of the songs in the game is called Elevate This.
  • Victory Fakeout: After being chased through the final level of the Factory of a Better Tomorrow by Copernicus the Guard Turkey, the turkey breaks through the floor, and Clive and the Sackbots go over and wait by a scoreboard...which isn't actually a scoreboard. Once you stand on it with them, Copernicus comes out of the ground and resumes chasing everyone.
  • Video Game Caring Potential: The Sackbots. You can actively seek them out and personally escort them all to safety Pikmin-style.
  • Video Game Cruelty Potential:
    • In the level "Bang for Buck," there's a sticker trigger. Using it spawns creatinators that you can use to shoot bombs. Two guesses as to what happens next.
    • People make levels where all you do is kill your friends, either until you get bored or the other guys get fed up and leave.
  • Wall Jump: With the DC Comics pack, there's a new Wall Jump Material and Tweaker.
  • Waxing Lyrical: The Garfield minikit's description opens with "Friends are there..."
  • Womb Level: One of the levels has you shrunk down and entered into Herbert Higginbotham's body in order to fight a boss inside his brain. You have been warned.
  • Word Schmord: One of the music tracks is called "Disco Shmisco".
  • Wall Crawl: The Attract-O-Gel can let you walk on walls.
  • You, Get Me Coffee: Avalon ends his first appearance by ordering Clive to "fetch my tall orange mochaccino".

    LittleBigPlanet 3 
  • Accent Upon The Wrong Syllable: Zom Zom. He pronounces Bunkum like "Byoon-koom" and button like "boo-tone," for example.
  • And Now for Someone Completely Different: In the level "Furry Soles, Hot Coals," you don't play as Sackboy, OddSock, Toggle, or Swoop. Instead, you play as Yeti, who doesn't show up anywhere else except as a costume for Toggle.
  • Ascended Meme: A character in the Ziggurat owns a portal that randomly generates a level link to a Team Pick from the community levels. She is particularly savvy to tired old community trends in the Imagisphere, as to quote: "Let's just hope it's not another bomb survival, eh?"
  • Benevolent Architecture:
    • The Blink Ball would be completely useless in "High Stakes Heist" and "Flip-Flopped Folios" if it wasn't for the Blink Panels that Sackboy can teleport to using it.
    • Similarly, the Hook Hat would have no use whatsoever if there weren't Bendy Rails that go exactly where Sackboy needs them to.
  • Body Wipe: In the level where you unlock Toggle, after he smashes through the walls, he dashes into the camera and then the camera focuses on his back as he runs away.
  • Buffy Speak: At one point, Newton refers to a "Bouncing in-and-out thing".
  • The Cameo:
    • The King, The Queen, The Collector, some crocs, and a Robobun all appear during the final two levels, turned into half-Newton abominations.
    • Da Vinci, Victoria, and the Collector all appear in the in introduction level, as part of the crowd behind Sackboy during the acting tutorial. For the former two, it's also an Early-Bird Cameo.
  • Camera Abuse: In the Toggle Trailer, Toggle accidentally runs into the camera and cracks the lens.
  • Cat-apult: Nana Pud fires exploding cats at you.
  • Clumsy Copyright Censorship: The song Battle On The Ice still appears in the Popit in Create Mode, but hovering over it won't cause it to play a demo, and if you place it, the music still won't play. The music now plays properly as of 1.05.
  • Continuity Nod:
    • When Newton is telling Sackboy the legend of the 3 Heroes and the Titans, he states that it happened "Long ago, before the Negativitron nearly laid waste to Craftworld." a.k.a. The plot of LBP2.
    • In the beginning of the LBP2 tutorial on retrying, Stephen says that he got stuck in a hat once. In the LBP3 tutorial on retrying, Stephen opens by asking if he ever told Sackboy about the time he got stuck in a hat, and Sackboy tells him he did.
  • Crazy Cat Lady: Nana Pud, who has pictures of her cats and even attacks you with cat-shaped bombs.
    • After her house is destroyed:
    Nana Pud: Me house!
    Nana Pud: Me cats!
  • Design-It-Yourself Equipment: You can create your own power-up through the new Powerup Creator in conjunction with dozens of logic gates, microchips, tags and emitters. The Popit Powerup on the other hand is a portable Level Editor which functions in-game.
  • Disappeared Dad: Newton's father disappeared at some point before the events of the story. He shows up at the end to give Newton a stern talking to.
  • Double Entendre: "The Pumpinator doesn't just blow! It can suck, too. Just hold L1!"
  • Double Jump: Of a sort. The Boost Boots allow you to dash, whether in midair or on the ground. You don't necessarily have to go up, however; left, right, up, down, and diagonal are all viable options.
  • Dungeon Bypass: In the final stage of the Popit Puzzles' Second Semester, you have to place, edit, and use Sackbots to solve puzzles. However, instead of doing that, you could change a Sackbot to the Swoop frame, use the "Act" option to control Swoop, have him pick up Sackboy, and then fly over the entire level to the end scoreboard.
  • Dynamic Loading: The Dynamic Thermometer setting allows the player to set their level so that only things in a certain radius from the player are loaded, and things outside the radius basically don't exist. This also means that there's more logic for things, such as the Permanency Tweaker that causes things to always be loaded or the Preloader which can be used to load parts of the level earlier than they usually would.
  • Early-Bird Cameo: In the introduction level, when you get to the tutorial about acting, there's a large crowd behind Sackboy. Larry Da Vinci and Victoria Bathysphere appear in the bottom left, before they show up to teach you the Popit Puzzles. Downplayed, since they're both existing characters.
  • Easy Levels, Hard Bosses: The game starts off with levels that are simple enough. Then the first boss comes, and it's difficult for people who played a game in the series before. Then the second boss is a marathon with a character you just unlocked.
  • Eldritch Abomination: The Titans are described as giant gargoyles that sucked imagination from Bunkum. Their true forms are only ever seen as shadowy blobs that towered above the entire planet.
  • Elvis Impersonator: Marlon Random is obviously inspired by The King himself.
  • Evil Is Not a Toy: Newton has a plan to release the Titans, thinking they have abandoned their evil ways and will forward creativity. Did they? Hint: No.
  • Game-Breaking Bug: Seemingly innocuous actions have the possibility of corrupting your profile. Hope you backed up all your levels and put all your costumes, captured and community items inside another backed-up level, because if not, you're never going to see them again!
  • Gratuitous Spanish: Gustavo peppers his phrases with random bits of Spanish.
    Gustavo: You can't catch me, amigo!
    Gustavo: Oh, you're so fast! Muy bueno!
    Gustavo: Hermano, remember that holding L2 will restart the race!
  • Grind Boots: Inverted with the Hook Hat which allows Sackboy to ride on Bendy Rails with a helmet.
  • Hub Level: Each world, aside from the first, has a hub level, where you travel to the levels to collect the missing Marbles.
  • Insistent Terminology: The Boost/Dash Boots. Pinky Bufflooms and the Sackpocket call them the Boost Boots, but the sticker is called the Dash Boots.
  • Involuntary Group Split
    • When the player unlocks OddSock, a rock falls and breaks a bridge between Sackboy on one side and Marlon and OddSock on the other.
    • When unlocking Toggle, a gate that he opened breaks, separating Sackboy and OddSock from Toggle and Papal Mache.
  • Item Get!: When Sackboy gets a Marble. There's also a cinematic song called "Item Get!" which, in the story mode, is strangely used when Sackboy meets a new playable character.
  • Large Ham:
    • From story mode, Newton and El Jeff are both very loud at times.
    • The King in The Journey Home:
      The King: HO HO! I'M HELPING! KIINNNNGGGG!!!!!!!!!
  • Lighter and Softer: The story is much more comedy-based than LBP2 and Vita. In particular, the villain is a complete bumbler and no lives seem to be at stake.
  • Meaningful Name: Bunkum means "nonsense." Fits with the random theme of the planet.
  • Metroidvania: A lesser example than most, but thanks to the Sackpocket that lets you hold powerups and the unlocking of 3 new characters over the course of the game, there's some of this in the story.
  • Mythology Gag: In "The Journey Home", in the level "Spring Time in the Gardens", the player starts the stage by going down a ramp on a skateboard, like in the first game. If they were to look closely at the ramp, they may notice that there is a path that goes under it (like in the first game), but it's too high to reach. As they progress a bit into the level, they acquire the Springinator, so they can jump up to under the ramp. Once the player gets up, they can walk to the left under the ramp, and when they get to the end, there's nothing there (unlike the first game) and the player gets a Pin titled "Not This Time!" And just to make it better, there's a sticker on the wall that says "CRAZY", which is the sticker that was in the Prize Bubble under the ramp in the original LBP.
  • Nostalgia Level:
    • The entire point of the "The Journey Home" level kit, in which Toggle goes to The Wedding from LBP1, Swoop goes to the Factory of a Better Tomorrow from LBP2, and OddSock goes to The Gardens from LBP1, in that order.
    • Several of the Challenges are based on levels from the previous two games, e.g. "Pixel Pace", which is basically "Fight of the Bumblebee" from the second game minus the Bee 2.0, or "Skipping Class" which is pretty much "Tie Skipping" from the first game plus a Creatinator.
  • Old Save Bonus: You can import your profile from the second game to this one, and it will still have the things you collected from the first game if you imported your profile to the second. If you're moving from PlayStation 3 to PlayStation 4, the game gives you all of the items for the first game if you've played it before and uses your pin progress for the second game, giving you the items you would have gotten based on said progress.
  • Ominous Latin Chanting: Some occurs during Vitium In Opere.
  • Plot Coupon: The player must get the Marbles to unlock the new characters to continue the story.
  • Punctuated! For! Emphasis!: The "I. AM. INVINCIBLE!" trophy.
  • Putting the Band Back Together: This is the premise for the third game. You have to reunite the three legendary heroes, OddSock, Toggle and Swoop. There's even a trophy for doing so, aptly named "Put The Band Back Together."
  • Ring Menu: The Sackpocket is Type 2.
  • Rubber-Band A.I.: The chain monster in "On The Link Of Disaster."
  • Rule of Three: There are 3 heroes and there are 3 Titans. It takes 3 Marbles to unlock OddSock and Toggle (not Swoop, he only needs 2 for some reason).
  • Save Scumming: The Popit Powerup allows you to pause and rewind your game progress, each savepoint is created when you close your popit. Although you cannot save your game this way, it's more than enough to warp reality and undo failures before you take damage.
  • Sealed Evil in a Can: Literally. The Titans were sealed in a tea tin.
  • Self-Deprecation:
    • The "FIX ME HOOK HAT" shirt. In short, when editing a Sackbot, you can toggle what powerups they can use. The powerups are represented in the menu with pictures, except that the Hook Hat didn't have a picture, just a gray box reading "FIX ME HOOK HAT". This wasn't fixed up to 7 months after release, so when they finally changed it to a proper icon of the Hook Hat, they let the joke live on in the form of a free DLC shirt with those 4 words on it.
      Oops, it looks like you're seeing something you shouldn't!

      What does “Fix Me Hook Hat” mean?

      Sackboy® has no idea, but he likes it! It’s quite catchy, don't you think?

      You better move quick as once the bug blasters get here, it might be gone forever… or maybe it will pop back up someday, who knows?
    • One common criticism of LBP3 is the Loads and Loads of Loading. Level creator Mars-Park3 made a level called "Loading... Rocket" in which you control the rocket from the loading screen and fly through rings to earn points while avoiding the loading messages. That's not the self-deprecating part though; the self-deprecating part is that the level received a Team Pick, the highest honor for a level.
  • Self-Plagiarism: 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.
  • Shaped Like Itself: Newton pulls one of these when he's teaching Sackboy about Layer Launchers.
    Newton: That's it! Bounce in and out like a... erm, err... a bouncing in and out thing.
  • Spring Coil: The Springinator powerup that OddSock gets, which allows him to bounce higher than he can jump.
  • Stylistic Suck: In "The Journey Home", "Spring Time in the Gardens" is not just done in the style of the original world, but the style of the first game. That means that there are visible connectors everywhere, even for things that look like they're supposed to be flying, such as birds, ghosts, and stars.
  • Suddenly Voiced: In "The Journey Home", the King and Frida the Bride from LBP1 appear. Remember that LBP1 had no voice acting, only simlish stuff, while LBP3 has full voice acting.
  • Teleport Gun: The Blink Ball allows Sackboy to teleport to a Blink Panel when he fires a Blink Ball at it.
  • The Voice: The head guard in "High Stakes Heist."
  • Third Is 3D: Well, the game itself isn't 3D, just sixteen layers, but the community can finally make 3D Sackboy movement that isn't top-down.
  • Third-Person Person: El Jeff.
  • Trial-and-Error Gameplay: This is how the Contraption Challenges work. You are initially given a few low-grade parts to build a contraption to use in the challenge, and by participating, you can earn better parts to build a better contraption, rinse and repeat until you have good enough parts to build a contraption that can win the challenge.
  • Triumphant Reprise: Industrial Evolution is this to The Factory of a Better Tomorrow's Interactive Music.
  • Unexplained Recovery: The last time we saw the King, Queen, and Collector, they were partially roboticized in Newton's base, which explodes after you defeat the final Titan. The three of them show up in the "The Journey Home" DLC perfectly fine. And even before that, in LBP2 they were in an asylum.
  • Wall Run: A special material in the last few levels allows OddSock to do this.
  • What the Hell Is That Accent?: Zom Zom, pronounced "Zoom Zoom" by him.
  • Womb Level:
    • "Belly of the Beast" from Bunkum Lagoon has you going into, well, the belly of a beast.
    • Defeating the final Titan involves throwing a bomb into it, then getting swallowed so you can detonate said bomb.
  • Worthy Opponent: Gustavo sees Sackboy as this if he does really well in the race.

    LittleBigPlanet PSP 
  • "Arabian Nights" Days: The Bazaar, whose Creator curator is a genie whose lamp is stolen by the Monkey Thief King.
  • Arab Oil Sheikh: Prince Funubis. In one level of the Carnival, you have to help him get oil out of the ground.
  • B-Movie: The Director in Tinsel Town makes a living off these kinds of movies.
  • Clockworks Area: Alpine Run has frequent clock based elements.
  • Giant Spider: The Floor Beasts in "Didgeridoo Didgeridon't" are huge trapdoor spiders.
  • Land Down Under: The first theme, Down Under.
  • Magic Carpet: You ride one in the level known as both "High on Rugs" and "Rugs and Kisses".
  • Saint-Bernard Rescue: A Saint Bernard helps you find Clock Hans' children in "Dogged Determination". Since this is an E rated game, there's no brandy.
  • Slippy-Slidey Ice World: Alpine Run, being based off of alpines in Switzerland.
  • Snowlem: Appears as a mini-boss guarding one of the balloons in, "Peak Preformance." It throws snowballs and spawns little snowman grunts.
  • Time Abyss: Down Under and the Mystic apparently predate linear time.

    LittleBigPlanet PS Vita 
  • Abandoned Laboratory: Re-animation Station, the second-last level of the Spooky Mansion, is set in the lab where the Puppeteer created the Hollows.
  • Amusement Park of Doom: Carnivalia is a planet made entirely of amusement park stuff. The "of Doom" part didn't come in until the Hollows started showing up, however
  • Anti Poop-Socking: One of the loading screen messages suggests that the player go and get a cloth to clean their screen of any accumulated smudges.
  • Apocalyptic Log: You find The Puppeteer's diary just before the final boss.
  • Band Land: La Marionetta is filled with instruments for Sackboy to jump on and bounce off.
  • Big Boo's Haunt: The aptly-named Spooky Mansion, being home to the Hollows.
  • Blackout Basement: The Spooky Mansion level "Sunshine & Shadows" is suitably dark for a spooky mansion, and it's up to you to light the way.
  • Bonus Level: The Arcade, which consists of five optional minigames.
  • Bubblegloop Swamp: The Land of Odd is some sort of clockwork swamp.
  • By Wall That Is Holey: The side level Wall or Nothing tasks the player with placing their Sackboy in front of the hole before the timer runs out so that they don't get pushed into the pit of spikes below them.
  • Cloudcuckoolander: Mrs. Sunshine. She has tons of imaginary friends that she made up to keep her company while she was lost in the Spooky Mansion. These imaginary friends in turn have what she believes to be imaginary friends, who are actually real people.
  • Contagious Laughter: At the end, after Sean pins Otis to the ground, Mrs. Sunshine starts laughing. Soon everyone else joins in, including the Puppeteer, whose laughter turns the Hollows back into Sackpeople.
  • Darker and Edgier: Even more so than LBP2. The story mode has a definite Circus of Fear vibe, and the Hollows seem straight out of The Nightmare Before Christmas.
  • Down in the Dumps: Your goal in Coaster Valley is to get to a scrapyard to obtain parts for a cannon.
  • Dug Too Deep: The Land of Odd level "The Odd Rocket", "Mine O'Threat" and "Driller Thriller" are all set in the old mine.
  • Easily Detachable Robot Parts: The MegaBrain can have its legs detached. Not by itself, but by the player, who has to rip them off with the Grappling Hook. Also, they can't be reattached, considering they explode after you pull them off.
  • Eternal Engine: The Land of Odd appears to run on clockwork, although it's mixed with nature for the most part. It's most noticeable in the old mine.
  • Everybody Laughs Ending: An actual plot point that helps The Puppeteer find joy again, turning all the Hollows back into their normal selves.
  • Eyes Always Closed: Sean Brawn's eyes are never open.
  • From Beyond the Fourth Wall: No in-universe justification is given for the Touch Material and how it works.
  • Green Hill Zone: The Land of Odd is very green and vaguely tropical, though it's not the tutorial level.
  • Lantern Jaw of Justice: Sean Brawn has one, being a parody of a stock hero.
  • Lethal Lava Land: "High-Pressure Cellar" in Spooky Mansion is an odd variation, it's set indoors and the heat comes from the mansion's poorly-maintained boiler.
  • Let's Split Up, Gang: The only two people in the group were Colonel Flounder and Sackboy, but this happens in the intro cutscene for The Land Of Odd.
    Colonel Flounder: But the trail of clues is splitting in two! So we must do the same.
  • Level Ate: The Spooky Mansion level "A Recipe for Unpleasantness" is set in the mansions's grimy old kitchen and contains a lot of food-themed objects and obstacles.
  • The Man Behind the Man: Throughout the game, you are led to believe that The Puppeteer is the main villain, but it turns out that The Hollows are actually behind everything, and have locked The Puppeteer up.
  • Minigame Zone: The above-mentioned Arcade. There aren't any in-game prizes to win, but there are Trophies.
  • Non-Indicative Name: The side level "Collision Course".
    This 1-player game may be called Collision Course, but the aim of the game is to navigate the highway, collect points and AVOID dangerous collisions! But you should never let the facts get in the way of a good title.
  • Perverse Puppet: The Hollows. It turns out that the characters that you meet are a much friendlier version of this.
  • Rise to the Challenge: The boss of Jackpot City is this, where you must ascend through an obstacle course to avoid getting vaporized by the rising laser below, while chasing the giant computer brain up the tunnel.
  • Rotating Protagonist: Well, it's more like a Rotating Partner. The game begins with Sackboy meeting Colonel Flounder, who teaches Sackboy the basics (read: He helps you through the tutorials). They split up afterwards, and Sackboy meets Marianne Noisette, who is having trouble with the Hollows. After Sackboy defeats their drill train, the two leave the mines and Sackboy is abducted by Sean Brawn, who teaches him how to use the Grappling Hook. The two chase after and defeat the MegaBrain, who was being controlled by the Hollows. The computer tells them that the two need to head to Spooky Mansion, and places them in crates being shipped to the location. As the two ride in the crates on an open conveyor belt, The Unbelievable Otis smashes his head into the crate Sackboy is in, causing him to fall off of the conveyor. After the two land, Otis tells Sackboy that he needs scrap to build a double-barreled cannon, which he will use to launch Sackboy to Spooky Mansion. After acquiring the scrap, they go for a flight. Otis continues flying, but Sackboy crashes through the roof and meets Mrs. Sunshine. The two move through the mansion, and eventually come across the final boss. In the cutscene after the final boss, all 5 characters meet each other.
  • Sad Clown: Mrs. Sunshine acts completely dead inside. Her laughing is actually a plot point.
  • Swiss Army Tears: According to the story's penultimate cutscene, where The Puppeteer sheds a Single Tear that splits up and revives the five remaining Creators that aid Sackboy.
  • There Was a Door: Mrs. Sunshine's reaction to Sackboy crashing through the Spooky Mansion ceiling.
    Mrs. Sunshine: Most people use the door, but your choice, really.
  • Tomorrowland: Jackpot City is very futuristic with plenty of robots such as EyeSpies and the all-powerful MegaBrain. It's also where the Grappling Hook is introduced.
  • Villains Out Shopping: The side level "Sorting Panic" shows one of the things the Hollows do on their downtime when not terrorizing Carnivalia: riding colorful inner tubes down a water slide.
  • Wall Jump: The above-mentioned DC Comics Pack also shows up in this game, too, so the Wall Jump Material and Tweaker return.
  • We Will Use Wiki Words In The Future: The EyeSpies and the MegaBrain from the futuristic Jackpot City.

    LittleBigPlanet Karting 
  • Attack of the 50-Foot Whatever: Carrying a Huge Monster Egg gives people Huge Monster Powers, which does this.
  • Band Land: The Space Bass is disco-themed, so it's filled with various instruments.
  • Big Eater: Vernon the Lab Rat, who's so fat that he never stands up. It probably comes with living in Victoria's Lab.
  • Boss-Only Level: Exaggerated with the final world, The Garage at the End of the Craftverse. Its only level is one of these, which makes it a Boss-Only World.
  • The Collector: The Hoard are an entire race of this trope. They steal anything that's not nailed down.
  • Eternal Engine: The Space Bass, in addition to being as perpetual disco party, is also a space station filled with machines.
  • Final Boss, New Dimension: Hoard, Sweet Hoard takes place on the Hoard's home planet.
  • Gratuitous Disco Sequence: The Space Bass is, to put it straight, a space station looking like it takes place in the 60s.
  • Heel–Face Turn: The Hoard will realize the errors of their ways upon defeat of the final boss.
  • Honest John's Dealership: Don Doubtworthy and his Progress Emporium.
  • Last of Her Kind: The Huge Monster from The Monster Islands.
  • Monster Town: The Monster Islands,islands filled with monsters (and some turtles, who are apparently related to the monsters somehow).
  • Nostalgia Level:
    • The entire first world is based on the Gardens, Wedding, Savannah, and Canyons settings from the first game in the series.
    • There's also a world based on Victoria's Lab, another on Eve's Asylum, and half of a world based on Avalonia (it's The Space Bass). However, due to the lack of Sackbots in this game, the characters from the second game don't appear, instead creating Vernon the Lab Rat, Venus the Flytrap, and Capt. Sirius Oculus, respectively.
  • Old Save Bonus: If you have a save from the previous games, you get the Balloon Kart and Unicorn Costume, which are completely unattainable otherwise.
  • Palmtree Panic: The Monster Islands. It's a tropical island, but full of monsters!
  • Remixed Level: LittleBigPlanet (based on themes from the first game), Victoria's Laboratory, Eve's Asylum, and Avalonia.
  • Rocket Punch: One of the power-ups you get for being behind the competition is this, which you ride on.
  • Self-Plagiarism: Karting is often accused of being redundant as it intrudes on a niche already filled by Modnation Racers. As a matter of fact, the developers of Modnation Racers co-developed this game.
  • Soundtrack Dissonance:
    • In the racetrack "Mine the Gap", you race through a mine. The music playing in this level? "Inmóvil" by Mexican quintet Kinky. Its lyrics are in Spanish, but the whole song is about lust and loneliness in the digital age. The official music video for this song is definitely NSFW, as it has full frontal female nudity and a man following a beautiful woman to a topless bar as she strips. This is a song that was included in a game that is rated E by the ESRB, and it plays in a Minecart Madness level, no less.
    • Fishbone's contribution to the soundtrack, on the other hand, despite bearing the title "Skankin' to the Beat", is a fairly innocent little song named after a reggae dance move.
  • Space Zone: The Space Bass is a disco-themed space station.
  • Spiritual Successor: To the point of it playing more like ModNation Racers than LittleBigPlanet itself. Justified as the developers of Modnation Racers did co-develop this game.
  • Tomorrowland: The Progress Emporium, a world full of fantastic new inventions. Unfortunately, it's under the umbrella of Honest John Co.
  • Totally Radical: The voice-over for the "Recent Activity" option in the hub menu has Stephen briefly attempt to use "yoof" slang in his impeccably twee voice, before declaring it's just not worth it.
  • Unexplained Recovery: Sheriff Zapata, who you defeated in the first game, appears alive and well in a crowd of people in The King's Castle.
  • Zeerust: The Progress Emporium also, based on half-a-century old ideas of the future.

    Run Sackboy! Run! 
  • 1-Up: Save-Me Hearts, but like in most endless runners, the more you use in a single run, the more it takes next time.
  • Bigfoot, Sasquatch and Yeti: Yeti is a costume. He has a large footprint-maker on a stick.
  • Bribing Your Way to Victory: One can buy Bubbles, the currency of the game, using real money. There are also baskets of boosters that can be bought, in addition to Save-Me Hearts and other bonuses like one free auto-shield per run or double bubbles forever.
  • Difficulty by Acceleration: Comes with being an Endless Runner.
  • Endless Running Game: The second non-platformer in the series, after Karting.
  • Gold-Colored Superiority: When the powerups are upgraded to their max level, they get a golden paint job instead.
  • Gotta Catch Them All: There are 80 Stickers, 4 in each of the 20 groups, which randomly show up in Prize Bubbles.
  • Jetpack: One of the powerups. It allows you to fly around and collect Bubbles with no fear of dying for a moment.
  • Luck-Based Mission
    • Some missions require certain boosters. There's a decently sized pool of boosters, of which 2 are randomly offered to you at the start of a run.
    • There's a mission that requires using some Save-Me Hearts, and unless you feel like Bribing Your Way to Victory, you'll have to save the ones that you randomly find in Prize Bubbles and Lucky Chests.
    • Another mission actually requires you to get Save-Me Hearts from Prize Bubbles. Good luck.
    • Speaking of Prize Bubbles, they are also random when it comes to finding stickers, although they will never repeat any stickers.
    • Getting the 50 Wolf Tokens from Mega Lucky Chests and 500 Aviator Tokens from both kinds of chests.
  • Meta Multiplayer: There's no actual multiplayer, but there is a scoreboard that lets you compare your score with your friends.
  • Microtransactions: You can buy packs of items, bubbles, Save-Me Hearts, or bonus "Sack-Powers" like Double Bubbles on every run, a free booster on every run, or one Auto-Shield on every run, with real cash, as is the norm for the genre.
  • Money Multiplier: One of the starting boosters that can show up is Blue Bubbles, which makes each Bubble worth 2 times as much.
  • Play Every Day: To get bonuses. Day 1 is 100 Bubbles, Day 2 is 200, Day 3 is 300, Day 4 is a Lucky Chest, and Day 5 and each day after is a Mega Lucky Chest.
  • Power-Up Magnet: A magnet is one of 3 powerups in the game. It attracts bubbles to Sackboy.
  • Score Multiplier: Completing enough missions will increase your starting multiplier by one, maxing out at +40. Completing large objectives also increases your multiplier by 5, namely getting 10 costumes, maxing out all of the powerup's upgrades, collecting all of the stickers, and getting to the max rank in missions, the aforementioned 40. Buying costumes will also permanently increase your multiplier, and one of the starting boosters will add 10 to your starting multiplier.
  • Set Bonus: Getting all 4 of the stickers in a set gives you a bonus. This can range from a few thousand bubbles to some Save-Me Hearts to costumes that can be worn in the mainstream LBP games.
  • Zonk: Occasionally, a Lucky Chest that has bubbles will, instead of the regular celebration, spit out a puff of purple smoke, the Negativitron's laugh can be heard, and give you 5 Bubbles instead.

Alternative Title(s): Sackboy A Big Adventure


How well does it match the trope?

Example of:


Media sources: