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YMMV / LEGO Racers

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  • Anticlimax Boss / Disappointing Last Level: In the second game, Rocket Racer is the easiest boss in the game. Even Sam Sanister is harder than him. To elaborate more, the levels that surround Rocket Racer are some of the most enjoyable and well-designed levels in the game — they use over-the-top antics such as loop-de-loops and ramps, which is breath-taking after seeing mostly tracks that consist of land and not much else. The Xalax tracks also have the most variety in the game; instead of being a different route on the same map every time, everything changes up. The bosses of the previous worlds also are unique in their own ways — Sam Sanister is super fast, Riegel uses a Humongous Mecha to race you, and the Berg is a strong monster who races you on foot. Rocket Racer barely stacks up to the regular NPCs of the game. The track also leaves a ton to be desired — it's a complete circle with occasional walls and ramps, and nothing else. Unless you've been actively avoiding upgrades by this point, he's a total cakewalk, and even if you have accomplished the former, a power-up or two is usually enough to make it.
  • Awesome Music:
  • Breather Level:
    • In the first game, a breather circuit would be Johnny Thunder, who hosts the fourth circuit. After you make it through Basil the Bat Lord, it's really strange to see the first four tracks again which are significantly lower in difficulty. What's more though, Johnny Thunder is arguably even easier than Captain Redbeard, as he's not quite as spam-happy with his projectiles (since he prefers to upgrade them just a little bit first before actually using them, meaning he uses them a lot more infrequently). While Baron von Barron doesn't typically give anyone a run for their money either, he's at least a bit more aggressive and his tracks being a little harder still means the difficulty caves at Johnny Thunder's circuit.
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    • In the second game, Mars. Dino Island has a lot of long, boring, drawn-out tracks and some surprisingly aggressive opponents, but Mars features much easier and shorter tracks. After that comes Arctic, which brings out the worst of the game's controls due to being a Slippy-Slidey Ice World.
    • Similarly, Smash n' Bash in Xalax, for an actual breather level, also in the second game. Most of Xalax's tracks are gigantic and full of gimmicks, but Smash n' Bash takes place on a very small figure-8 circuit that you can finish in about five seconds. The gimmick of it seems to be that since everyone meets in the middle, everyone is supposed to crash into each other, but in practice this rarely ever happens. It doesn't help that despite the track's size there are still two repair checkpoints (many much bigger courses only have one), which means your car breaking apart is a complete nonissue.
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  • Broken Base: Fans are rather divided over which of the two games is superior, primarily because of how the two games are almost nothing alike.
  • Contested Sequel: The second game went in a completely different direction, being much more open-ended and having a car damage system, and overall having a more "realistic" control scheme where the cars go skidding out of control if you turn too hard. Fans debate whether this was for the better or if it ruined it.
  • Follow the Leader: The first LEGO Racers game is quite similar to Diddy Kong Racing's gameplay engine, and even the power-ups. But besides that, it's unique with courses, characters, and a build option.
    • Many of the Power-Up abilities in LEGO Racers 2 closely mirror those of Mario Kart. This is most blatant with the ninja Power-Up, which turns your car invisible (preventing the homing missile from homing in on you) and gives you the ability to steal other players' Power-Ups, just like the Boo Power-Up from the Mario Kart series!note 
  • Game-Breaker:
    • If you keep maxing out Green Bricks, it's pretty much impossible to lose. You can still crash with the lower-tier turbo boosts if you don't drive well, but the warp advances you along the track automatically. Should you want to actually challenge yourself, you can avoid them.
    • As are short cuts, because the AI keeps ignoring them. (Unless you're racing against Veronica Voltage.)
    • Also, the second game had the "Destructabrick" power up. Using that one twice in a row will basically assure your victory. It does not require any aiming skills to use and cannot be countered by any other power up. It only appears when you're falling behind, though, so you'll never see it if you're in the lead. It's so bad that the AI doesn't use it at all, because having half your car disintegrate regardless of where you currently are is simply frustrating.
    • Even more so than above, the power upgrades in the second game. Upon finishing a minigame, you can upgrade your car's power, grip, or shield. Power increases the speed, grip helps with traction, and shield makes your car less prone to damage. However, power completely overshadows all of these; even one upgrade towards it makes every race a complete breeze. It's pretty much the warp turbo all over again after this, as it makes all the bosses, even Reigel and the Berg easy to beat. Much like the warp turbo, you might want to avoid them if you want a challenge.
  • Moment of Awesome:
  • Porting Disaster:
    • While the Game Boy Color port of the first game manages to retain its' trademark build mode, it has been simplified to the point you've got only three brick spots to mess around with. Building a driver is pretty much pointless, since the only thing you'll see most is his/her head - body and leg parts shall always be seen only in the build mode. The actual gameplay isn't that pleasing either, which means that it pits you against stock baldies in the same cars (their only difference is color), regardless of whether it's the circuit's leader or a last-place jobber. And, of course, there's that kind of FOV which won't let you see the powerup bricks for more than ONE second - given that the steering is not so perfect to react THAT quickly, your only option is to memorize the entire track. Oh, and there's technically no award for beating Rocket Racer! Not even a new build set. Not even credits.
    • The PSX version is also awful, with very muddled down graphics, Loads and Loads of Loading, and worst of all, horrible input lag. In a racing game that requires you to make precise maneuvers and fast reflexes, the game is almost completely unplayable due to this.
  • Powerup Letdown: Yellow + one white in the first game is...arguably worse than yellow with no white. Yellow with no white lays down an oil slick that causes the player who comes in contact with it to spin out; it stays for a fairly long period of time, so if you're a little ahead, there's still a chance that a player could run into it. A yellow and a white throws a keg of dynamite behind you that creates explosions, sending the victim flying upwards and slowing them down. The problem is that it works more like a backwards projectile rather than a trap, meaning that if there's nobody immediately behind you, it's a complete waste.
  • Purposefully Overpowered: The game's design suggests at least some self-awareness of Warp's status as a Game-Breaker, as it's Rocket Racer's preferred powerup, and his track is set up to allow both of you to spam the heck out of it, making for a hell of a climactic showdown.
  • Scrappy Mechanic: The first game has the Game-Breaker mentioned above, and in the second game, it's very easy to slide out of control. One wrong move and you're out of the race, with no hopes of coming back.
  • That One Boss:
    • The Berg from the second game. Dear gosh, the Berg. He starts at the first red light, and lays icebergs on the track, and due to the controls, it's made much harder than it should be to dodge them. Reigel comes in a close second, as he uses a Humongous Mecha. Both can't use power-ups nor be affected by them, so almost every power-up except the drill become useless.
    • Another notable mention is Basil the Bat Lord from the first game. Infamously difficult because, unlike most boss racers in the game, he doesn't prefer any one brick type, causing him to use all of the powerups equally and effectively.
    • Gypsy Moth. She's just plain-out faster than you, so you cannot keep up with her without using the Turbo Boost powerups, or slowing her down with other powerups. Even skilful driving isn't enough to cut it most of the time. Furthermore, unlike Rocket Racer and his Rocket Racer Run, her tracks aren't set up to allow you to spam Warp, which is actually quite scarce on some of the tracks (and if she's ahead of you, count on her getting - and using - the green bricks before you). Also, it's a circuit, so you have to beat her more than once to win.
    • Rocket Racer and Veronica Voltage, unlike the previous AI opponents, are willing to use the same tricks you've used to get ahead of the competition.
      • Rocket Racer's unique track only has red, green and white bricks, and this allows him to spam the game-breaking warp drive whenever he gets the chance, more so than any other opponent. You're left in the dust if you don't do the same — and it makes for an amazing showdown.
      • Veronica Voltage goes among the lines of Perfect-Play A.I. in the Time Trials. She holds nothing back and will use shortcuts and all flavours of turbo powerups, especially when powering through speed-reducing terrain. You don't have a lot of room for error to beat her records.
  • That One Level:
    • Knightmare-athon. It comes at the beginning of the circuit, and is much harder than many levels before and after it. In the mirrored version, it comes last in the circuit, and if you were barely taking the lead, this track will be here to screw you over.
    • Pirate Skull Pass is possibly even worse. Having no shortcuts and rather scarce green brick placements makes it difficult to catch up to Basil or Gypsy if they get ahead of you at the start of the race.
    • Adventure Temple Trail. Not only do you have to deal with many 90 degree corner turns, but the very last thing you encounter before the finish line is a three-lane-split corridor in which one is picked at random to contain the exact same Interface Screw effect from the Level 3 Yellow bricks. Keep in mind, this in in the same Circuit as the above-mentioned tracks, so good luck getting Basil or Gypsy Moth's construction kits.
    • The second game has Dino Island, which is only the second world in the game. It's highly repetitive, and the tracks in it go on for very long periods of time.
    • The boss levels in the second game. Sam Sinister is tricky enough with his super-fast car but at least he's just as vulnerable as you are to getting his car destroyed, which is more than can be said for the next two. Riegel drives Humongous Mecha which is invulnerable to any powerups you can use (essentially making all powerups worthless). Berg starts running before the countdown ends, and while there is a simple trick to getting ahead of him this little detail can be very frustrating combined with the fact that, again, since he's on foot, power-ups are completely useless.
  • That One Sidequest: In the first game, Veronica Voltage has her own construction kit, but don't expect to get it without defeating her Time Trial ghosts on every. Single. Track. Try defeating her in Adventure Temple Trail... we'll wait for you.
  • Unstable Equilibrium: If you get ahead of the pack. When you're in front, you get the first pick of all the powerups and upgrade bricks... but you're vulnerable to getting hit with red attacks, which make you drop your upgrade bricks (and knock you back). When you're behind, everyone else grabs all the good stuff first. But if you can get far enough ahead that the former isn't a threat, such as through a Turbo Start followed by an early Warp... GG.
  • Viewer Gender Confusion: The game is not clear on Gypsy Moth's gender, and you need outside knowledge on the Insectoids theme in order to know (she's the queen of the Zotaxians).

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