Description
To be added later
Notes
Do not download this as a ZIP, it will mess up all of the .ae, .cfg, .lws, and .txt files!
Lego Rock Raiders is a video game developed by Data Design Interactive and published by Lego Media for Microsoft Windows and PlayStation.It is based on the Lego theme of the same name.The Microsoft Windows version was released on 15 November 1999, while a differently built game for PlayStation was released on 17 August 2000.
Goals:
- Adding new creatures, objects, buildings, vehicles, and levels to the game.
- Cleaning up various aspects of configuration file code.
- New sounds and effects.
- New tutorials to reflect changes to various gameplay elements.
- New voiceovers.
- Properly sorting shared textures and models.
- Reactivating cut content from the original game.
- Upgrading all existing game models.
Credits
alan:
- Custom map 'Bad Conditions.'
- Custom map 'Cunning Canyons.'
- Custom map 'Lavalanche.'
- Custom map 'Let's go swimming!'
Axel (aka Eaol):
- HD Ice, Lava, and Rock biome remakes.
- Gold, Ice Rock, Pyrite, and Sand biomes.
- Pyrite Monster.
- Several sound effects (see Sounds sources below for details).
Cirevam:
- For help and advice with using Lightwave.
- High-polygon sonic blaster model.
- For providing several animations needed for Geo-Dome upgrade.
- Countdown number models.
- Modeling advice.
- Air Filter building.
Cyrem:
- Cafeteria.
- Music fix and soundtrack.
- Community Edition of Rock Raiders and all of the fixes brought with it.
- Custom map 'Bolt Molt!'.
- Air Filter building.
frozensnowy
- For help, suggestions, and keeping me motivated to finish this project.
- High-resolution electric fence slope texture.
Jessietail:
- For advice, help, ideas, and many contributions to this project.
- High-polygon teal 2x2 brick model.
- High-polygon 1x1 5-point rock crystal model.
- High-polygon 2x3 brick model.
- High-polygon dynamite model and high-resolution dynamite brick texture.
- Quake.wav
JimbobJeffers:
- Custom map 'Crystal Catastrophe.'
- Custom map 'Hard Luck.'
Paperpanzer:
- Cave ambient sounds and minifigure placedown effects.
Sounds Sources
- Ambient
- drip1.wav - mixed by paperpanzer.
- drip2.wav - mixed by paperpanzer.
- drip3.wav - mixed by paperpanzer.
- drip4.wav - mixed by paperpanzer.
- drip5.wav - mixed by paperpanzer.
- drip6.wav - mixed by paperpanzer.
- iambloop - edited by papaerpanzer.
- iceamb4.wav - created by paperpanzer.
- iceamb5.wav - created by paperpanzer.
- lowamb3.wav - created by paperpanzer.
- lowamb4.wav - created by paperpanzer.
- lowamb5.wav - created by paperpanzer.
- lowamb6.wav - created by paperpanzer.
- Quake.wav - edited from Avalanche Sound by nps.gov (pd) from soundbible.com.
- Buildings
- elec1.wav - modified by Axel.
- elec2.wav - modified by Axel.
- elec3.wav - modified by Axel.
- elec4.wav - modified by Axel.
- elec5.wav - modified by Axel.
- powerhum.wav - modified by Axel.
- tool_store.wav - created by Axel.
- upgradelc1.wav - modified by Axel.
- Creatures
- bats.wav - created by Axel.
- slugIN.wav - edited by Axel.
- slugOUT.wav - edited by Axel.
- Interface
- CLICK.wav - mixed from original click.wav and clik2.wav sounds.
- panel.wav - edited by Axel.
- ping.wav - edited from Beepa.wav by Axel.
- Minifigure
- Pdrill.wav - edited from original Pdrill.wav sound.
- Pdrillfade.wav - edited from original WalkDrillFade.wav.
- placedown2.wav - mixed by paperpanzer.
- placedown3.wav - mixed by paperpanzer.
- Scene
- call2arms.wav - mixed from alert024.mp3 and alert09.mp3 from trekcore.com.
- laser1.wav - edited from soransgun.mp3 from trekcore.com
- Lazhit.wav - edited from smallexplosion1.mp3 from trekcore.com
- ROKBREK1.wav - edited from original ROKBREK1.wav and lanslide.wav sounds.
- VehiclesBIGDIG
- BIGDIGDRILL.wav and BIGDIGDRILLFADE.wav - edited from originals by Axel.
- All other sound effects are original files by Data Design Interactive.
Changelog
v0.18.213
- Replaced the Tool Store's dynamite box model with my high-polygon version. This is based on the version depicted in the Tool Station render.
- Updated Tool Store animations to accommodate new dynamite box model.
v0.18.212
- Minor optimization of some high-polygon models.
v0.18.211
- Changed health bar border and background RGB values in the cfg.
v0.18.210
- Replaced radar model with my high-polygon version.
- Replaced Geological Center radar upgrade model.
- Cleaned up old textures and models for the radar model.
- Made the radar model shared with the Geological Center along with the usual vehicle upgrades.
- Fixed vehicle animations for the new radar model.
- Fixed an issue with a sequenced texture that did not get replaced properly.
v0.18.110
- Implemented unused Cargo Carrier upgrades.
- Fixed cfg typo involvig Cargo Carrier drill upgrade.
- Modified Docks to have an upgrade activity; currently uses a filler animation.
- Added new WeaponType entry for the Cargo Carrier lasers.
v0.18.100
- Modified laser beam animation/models to create a new plasma beam.
- Added new sounds for plasma beam and impact effects.
- Slightly modified the mining laser impact sound effect.
- New PlasmaImpact animation.
- EXPERIMENTAL: Increased TextureUsage property in the cfg to max possible value.
- Added ShutDown.bmp and its associated cfg line back in for experimentation purposes.
- Reverted building explosion sound effects to original versions for now.
- Temporarily added some dead cfg properties back in for research purposes.
v0.18.000
- Implemented Cyrem's music fix.
- Added soundtrack from PS1 version in addition to PC tracks.
- Added D3DRM.dll to make things simpler for end user.
- Added d3dxof.dll as this dll is called when DirectX files are loaded.
v0.17.002
- Enabled the unused Cargo Carrier activities/animations HitLeft, HitRight, HitFront, and HitBack.
v0.17.001
- Fixed Chrome Crusher teleport animation to use correct headlight model.
v0.17.000
- Replaced electric fence model with high-polygon version.
- Replaced electric fence slope texture with high-resolution version courtesy @frozensnowy.
v0.16.003
- Enabled original DDI test levels.
v0.16.002
- Added new map Cunning Canyons to Bonus Missions.
- Restored previously removed DDI AVI and LMI Logo lines to the cfg.
v0.16.001
- Fixed minor issues with barrier 1x4 and 1x12 tiles.
- Changed tool tip colour to dark grey.
v0.16.000
- Replaced cave ambient sounds with paperpanzer's versions.
- Added new placedown sounds for Raiders.
- Updated LoaderProfile.txt per above additions.
v0.15.107
- Fixed an issue with controls levers on Upgrade Station not fading out in the explosion animation.
- Removed some dead code from Main {} in the cfg.
- Fixed some measurement issues with barrier tiles.
v0.15.106
- Replaced minifigure laser gun model with my high-polygon version.
- Fixed a small issue in the Raider teleport in animation.
v0.15.105
- Fixed some interface elements having some pixels show up transparent in-game.
v0.15.104
- Adjusted Dynamite.lwo model measurements very slightly.
- Updated last batch of interface elements (DrillCrystal.bmp, DrillRecharge.bmp, and PCollectCrystal.bmp) per crystal color change.
- Changed Dummy.wav sound name to Bodge (updated cfg).
v0.15.103
- Improved CrystalFound info image a bit (crystal glow was a bit rough).
- Improved upon Jessietail's high-polygon dynamite model by reducing polygon count a bit.
- Removed some old light spangle files that had been missed.
v0.15.102
- Updated bonus map Lavalanche with latest release.
v0.15.101
- Fixed a few pixels in CrystalSideBar.bmp that were showing up as transparent.
v0.15.100
- Added new map Lavalanche to Bonus Missions.
- Completely overhauled BonusLevels folder and rearranged setup.
- Updated LoaderProfiles per above edits to the Bonus Missions.
- Changed tool tip colour to a dark red/maroon shade (probably will change this again).
- Modified MinDist value from 50.0 to 10.0 for testing purposes.
- Removed AllowEditMode cfg line as there is no in-game editor.
- Re-linked and moved teleport beam animation to its own folder in MiscObjs.
- Removed Engineer teleport-in animation/models/textures.
v0.15.000
- Changed crystal colour to a cyan-blue shade and drained crystal colour to a shade of purple.
- Overhauled interface elements to update crystal colouring.
- Re-skinned building and vehicle teleport in beam textures.
- Removed apparently unused Capt.bmp and its corresponding cfg line in Reward {}.
- Replaced Raider face with generic version.
- Adjusted Pface.bmp in Shared to remove glare.
- Reorganized new Shared folder into Models and Textures.
- Added Engineer (real Sparks) to Mini-Figures. All cfg entries are duplicates of the Pilot's currently.
v0.14.010
- Fixed Ore Refinery animations to use shared base model; adusted deposit null position slightly.
- Added smoke/steam effect models for Ore Refinery and Upgrade Station (removes dependency on shared model).
- Implemented Jessietail's 2x3 brick into building explosion animations.
- Replaced letter Z model in Shared with my own.
v0.14.009
- Re-skinned minifigure teleport in and building/minifigure/vehicle teleport out beam textures.
- Fixed an issue in Tool Store explosion animation.
- Moved Teleport.wav to Minifigure sounds and moved TeleportUp.wav to Scene sounds; replaced with original version as well.
- Fixed Upgrade Station animations to have light spangles positioned properly.
- Corrected a few issues with building teleport animations.
- Changed some info message text.
- Added info message for building construction and added corresponding bmp.
- Added an extra sound to Power Station explosion animation.
v0.14.008
- Fixed a few more issues with Upgrade Station explosion animation.
- Replaced dynamite countdown number models with Cirevam's.
- Moved barrier models to Shared folder.
- Updated Tool Store animations with new barrier model positions.
v0.14.007
- Fixed most issues with building explosion animations.
- Fixed Power Station animations to use shared large base model.
v0.14.006
- Replaced 2x3 brick model in Shared folder with high poly version. (Jessietail)
- Replaced dynamite model and dynamite brick texture with high poly/res versions. (Jessietail)
v0.14.005
- Upscaled Stripes16.bmp from 16x16 to 32x32 and rotated texture 90 degrees.
- Replaced barrier 1x4 tile and posts with my high poly versions.
- Updated barrier animatons with new model positions.
- Removed old light bar texture for the Upgrade Station and the old textures for the barrier models.
v0.14.004
- New Upgrade Station light bar model.
- Fixed Upgrade Station animations referencing wrong cone model.
- Moved base plate models and textures for buildings into Shared folder; re-linked lws files for everything but the Ore Refinery and Powerstation.
- Fixed base positioning problem in Super Teleport animations.
- Adjusted glossiness of 1x1 cone model.
v0.14.003
- Activated unused drilling animation for the pilot while drilling using a Small Digger.
- Replaced low poly arms/hands in remaining pilot animations.
- Removed remaining low poly arms/hands/uvs from Pilot folder.
- Removed drill time lines from SmallHeli stats section.
- Replaced Jessietail's 1x1 cone model with my own.
v0.14.002
- Replaced wall collapse sound with new version.
- Edited pilot head and bicep models to remove pointless texture references (and removed Headside.bmp as a result).
- Replaced low poly arms/hands in some pilot animations (HB_BSOFTHIT.lws, HB_Sway.lws, LPSD_Stand.lws, VLP_TeleWALK.lws).
- Changed Start Game and Load A Saved Game menu text to New Game and Load Game respectively.
v0.14.001
- Replaced Raider drilling sound with new version edited from original.
v0.14.000
- Added blue light spangle effect to Shared folder. (LightSpangleB.bmp and .lwo respectively)
- Re-skinned Ice Monster with new set of textures. (IM_face.bmp, IM_FSide.bmp, IM_Hand.bmp, IM_teeth.bmp, IM_text1.bmp, IM_text2.bmp)
- Pointed Ice Monster animations to blue light spangle.
v0.13.033
- New Energy Crystal model more accurate to the real piece.
v0.13.032
- Replaced priority panel interface bmp since this was apparently overlooked.
v0.13.031
- Replaced minifigure drill fade sound with new version.
- Replaced the shared Rock Raiders logo with higher quality Rock Raiders United version.
v0.13.030
- Changed textures 60 and 71 respectively in all WorldTextures.
- Replaced Click.wav and ping.wav in SoundsInterface with new versions.
- Replaced NotOkay.wav, thud.wav, and wallclick.wav in SoundsInterface with originals.
- Added drip6.wav to SoundsAmbient; added to SFX_Drip in Samples.
- Added list for shared modelstextures.
v0.13.029
- Removed SND_BIGDIGDRILL, SND_BIGDIGDRILLFADE, SND_WALKDRILL, SND_WALKDRILLFADE, SFX_Drill, SFX_DrillFade, SND_pilotdrill, and SND_pilotdrillfade lines from Samples {}.
- Added DrillSFX_BigDrill, DrillSFX_BigDrillFade, DrillSFX_SmallDrill, DrillSFX_SmallDrillFade, DrillSFX_PilotDrill, and DrillSFX_PilotDrillFade lines to Samples {}.
- Changed drill sound links in LargeDigger stats section to new BigDrill sound lines.
- Changed drill sound links in Small Digger stats section to new SmallDrill sound lines.
- Changed drill sound links in Pilot stats section to new PilotDrill sound lines.
- Removed accidental duplicate Bat {} entry in Stats.
- Temporarily added Debug Quadrant to BonusLevels; added cfg entries.
- Uncommented SND_Music line previously added to Samples; pointed temporarily to dummy.wav.
- Removed WALKDRILL.wav and WALKDRILLFADE.wav from SoundsVehiclesWalker.
v0.13.028
- Removed spangleR.lwo and spangleY.lwo from WorldShared.
- Pointed VLPRechargeCrystal.lws in Mini-FiguresPilot to green light spangle effect.
- Pointed smokefx.lws in CreaturesScorpion to new light spangle effect.
- Added Crumble activity to Spider.ae.
- Added smokefx.lwo to CreaturesSpider.
v0.13.027
- Re-linked Carry_RestStand.lws, Crumble2.lws, emergefromwall_Rocks.lws, enter_wall_final.lws, Explosion.lws, pickup_eat.lws, ScoopUp.lws, Stamp.lws, swipelefthanddown.lws, ThrowSmallbould.lws, Turn90Left.lws, Turn90Right.lws, turnLCarrybould.lws, turnRCarrybould.lws, Walk4.lws, and walkCarrybould.lws in CreaturesPyriteMonster to new light spangle effects.
- Re-linked Carry_RestStand.lws, Crumble2.lws, emergefromwall_Rocks.lws, enter_wall_final.lws, Explosion.lws, pickup_eat.lws, ScoopUp.lws, Stamp.lws, swipelefthand.lws, ThrowSmallbould.lws, Turn90Left.lws, Turn90Right.lws, turnLCarrybould.lws, turnRCarrybould.lws, Walk4.lws, and walkCarrybould.lws in CreaturesPyriteMonster to new light spangle effects.
- Removed spanrkle.lwo from CreaturesPyriteMonster.
- Removed LightSPANKLER.bmp and spanrkle.lwo from CreaturesRmonster.
v0.13.026
- Re-linked Carry_RestStand.lws, Crumble2.lws, emergefromwall_Rocks.lws, enter_wall_final.lws, Explosion.lws, pickup_eat.lws, ScoopUp.lws, Stamp.lws, swipelefthanddown.lws, ThrowSmallbould.lws, Turn90Left.lws, Turn90Right.lws, turnLCarrybould.lws, turnRCarrybould.lws, Walk4.lws, and walkCarrybould.lws in CreaturesLavaMonster to new light spangle effects.
- Removed spanrkle.lwo from CreaturesLavaMonster.
v0.13.025
- Added PM67a and PM67b for all ProMeshes.
- Removed Pointer_Pickup, Pointer_Drill, Pointer_CantDrill, Pointer_PutDown, and Pointer_Clear lines from the cfg.
- Removed OUT.flh and PUT_DOWN.flh from InterfacePointers.
v0.13.024
- Tweaked BrickConeY.lwo color (in Shared).
- Removed old changelog from repository assets.
- Cut down on Dummy.wav size from 1.54 KB to 50 bytes.
- Edited Lazhit.wav a bit to decrease length and volume slightly.
v0.13.023
- Removed Pointer_Teleport, Pointer_CantTeleport, Pointer_Reinforce, Pointer_CantReinforce, Pointer_Zoom, Pointer_CantZoom, Pointer_Help, Pointer_CantHelp, Pointer_Dynamite, and Pointer_CantDynamite from Pointers in the cfg.
- Removed TeleportPointer.bmp, ANtelep.bmp, Areinf.bmp, ANreinf.bmp, Azoom.bmp, ANzoom.bmp, and AHelp.bmp from InterfacePointers.
- Replaced all bmps in InterfacePointers.
- Added Adrill.bmp, Amove.bmp, ANdrill.bmp, ClearRub.bmp, and Vehic_load.bmp into InterfacePointers.
- Re-linked Pointer_VehicleCantDig, Pointer_VehicleDig, Pointer_VehiclePickUp, Pointer_VehicleGo, and Pointer_VehicleClear lines in Pointers {} to new bmps.
- Removed Pointer_Go and Pointer_CantGo lines from Pointers {}, as they appear to be unused since non-generic lines are present.
v0.13.022
- Removed InGame folder from SoundsStreamed. (New voiceovers needed).
v0.13.021
- Changed name of Ore1st.lwo in MiscObjsOre to Ore.lwo. (Updated cfg link to match)
- Removed Info_GenericDeath line from InfoMessages.
- Added Info_LegoManDeath, Info_VehicleDeath, Info_CavernLocated, Info_WallReinforced, and Info_PathCompleted to InfoMessages.
- Added cavefound.bmp, infoRein.bmp, and info_path.bmp to InterfaceButtons.
- Changed Info_FoundMinifigure text to say A missing Rock Raider has been found.
v0.13.020
- Changed building size in BIGTeleport.ae in BuildingsBIGTeleport; fixed some spacing issues as well.
- Added green light spangle effect (LightSpangleG.bmp and LightSpangleG.lwo) into Shared.
- Added Info_LavaErode line into InfoMessages; added InfoSFX_Erosion into Samples (currently dummied out pending new voiceover).
- Added info_erode.bmp into InterfaceButtons.
v0.13.019
- Removed entire Training folder from SoundsStreamed. New voiceovers will be made once tutorials are finished.
- Removed Failure, Names, Objectiv, and Success folders from SoundsStreamed. New voiceovers for these will need to be done once all maps are finalized.
v0.13.018
- Pointed BDLightsR.lws, BdLightsS.lws, and BDLightsT.lws in VehiclesLargeDiggerBD_lights to new light spangle effects in Shared.
- Added new intro video as a replacement for original lmi video.
- Added LMI Video lines back into Main {}; temporarily dummied out.
- Replaced barrierplace.wav, barrierwood.wav, BTHUD.wav, and Drop.wav in SoundsBuildings with originals for now.
- Replaced sonic_blaster.wav in SoundsCreatures with original for now.
v0.13.017
- Changed Bonus11 folder name in LevelsBonusLevels to match map name; changed cfg links and file names to reflect this.
- Pointed Barrier_LongF2.lws in MiscObjsBarrier to new light spangle effects in Shared.
- Removed LightSPANKLE.bmp, LightSPANKLER.bmp, spangleR.lwo, and spangleY.lwo from MiscObjsBarrier.
- Pointed Rock_Explo.lws in MiscObjsEffects to new light spangle effects in Shared.
- Removed LightSPANKLE.bmp, LightSPANKLER.bmp, spangleR.lwo, and spangleY.lwo from MiscObjsEffects
- Removed medium and low poly sections from Bulldozer.ae in VehiclesBulldozer; fixed spacing issues.
v0.13.016
- Pointed swiperighthand.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Added Activity_HitHard to Slug.ae in CreaturesSlug.
- Added in VL_SlugHit.lws to CreaturesSlug. (activates slug damage animation)
- Removed spangle.lwo from WorldShared.
- Pointed Carry_RestStand.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed CRUMBLE2.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed emergefromwall_Rocks.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed enter_wall_final.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed Explosion.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed pickup_eat.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed ScoopUp.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed STAMP.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed ThrowSmallbould.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed Turn90Left.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed Turn90Right.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed turnLCarrybould.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed turnRCarrybould.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed Walk4.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Pointed walkCarrybould.lws in CreaturesIceMonster to new light spangle effects in Shared.
- Removed LightSPANKLER.bmp and spanrkle.lwo from CreaturesIceMonster.
v0.13.015
- Pointed GD_S_Explode.lws in BuildingsGeo-DomeStandard to new light spangle effects in Shared.
- Pointed GD_U_Explode.lws in BuildingsGeo-DomeUpgrade to new light spangle effects in Shared.
- Pointed GunstationBlow2.lws in BuildingsGunstation to new light spangle effects in Shared.
- Pointed CR_BOOM.lws in BuildingsOreRefinery to new light spangle effects in Shared.
- Pointed CR_Dormant.lws in BuildingsOreRefinery to new light spangle effects in Shared.
- Pointed CR_DropOff.lws in BuildingsOreRefinery to new light spangle effects in Shared.
- Pointed TELEPORT.lws in BuildingsTeleports to new light spangle effects in Shared.
- Pointed Teleport_Blow2.lws in BuildingsTeleports to new light spangle effects in Shared.
- Pointed M-teleportBlow2.lws in BuildingsToolStation to new light spangle effects in Shared.
- Removed LightSPANKLE.bmp, LightSPANKLER.bmp, spangleR.lwo, spangleY.lwo from BuildingsToolStation.
- Pointed Upgrade_Idle.lws in BuildingsUpgrade to new light spangle effects in Shared.
- Pointed Upgrade_operate.lws in BuildingsUpgrade to new light spangle effects in Shared.
- Pointed UpgradeBlow5.lws in BuildingsUpgrade to new light spangle effects in Shared.
- Pointed Upgrades.lws in BuildingsUpgrade to new light spangle effects in Shared.
v0.13.014
- Added Quake.wav into SoundsAmbient courtesy of Jessietail. (Added into SFX_Ambient line in Samples)
- Fixed Config Level List formatting in Levels.
- Pointed Barracks_steam.lws in BuildingsBarracks to new light spangle models in Shared folder.
- Pointed BarracksExplode2.lws in BuildingsBarracks to new light spangle model in Shared folder.
- Removed LightSPANKLE.bmp, LightSPANKLER.bmp, spangleR.lwo, and spangleY.lwo from BuildingsBarracks.
- Pointed Big_teleport.lws in BuildingsBIGTeleport to new light spangle effects in Shared.
- Pointed Big_teleport_Exp2.lws in BuildingsBIGTeleport to new light spangle effects in Shared.
- Pointed Big_teleport_Idle.lws in BuildingsBIGTeleport to new light spangle effects in Shared.
- Pointed BT_teleport.lws in BuildingsBIGTeleport to new light spangle effects in Shared.
- Pointed dock2.lws in BuildingsDocks to new light spangle effects in Shared.
- Pointed dockCreate.lws in BuildingsDocks to new light spangle effects in Shared.
- Removed LightSPANKLE.bmp and spangle.lwo from BuildingsDocks.
v0.13.013
- Corrected spacing in LMLP.ae from VehiclesLMLP.
- Fixed BM_Drive.lws in VehiclesLMLP model paths to correct light lwo.
- Fixed BM_Drive2.lws in VehiclesLMLP model paths to correct light lwo.
- Fixed BM_HitB.lws in VehiclesLMLP model paths to correct light lwo.
- Fixed BM_HitF.lws in VehiclesLMLP model paths to correct light lwo.
- Fixed BM_HitL.lws in VehiclesLMLP model paths to correct light lwo.
- Fixed BM_HitR.lws in VehiclesLMLP model paths to correct light lwo.
- Fixed BM_TickOver.lws in VehiclesLMLP model paths to correct light lwo.
- Fixed S_Teleport_L_MLP.lws in VehiclesLMLP model paths to correct light lwo.
- Removed A027_LightY.bmp, A068_LightX.bmp, and Light.lwo from WorldShared.
v0.13.012
- Fixed Heli_hitFRONT.lws in VehiclesLargeHeli model paths to correct light lwo.
- Fixed Heli_hitLEFT.lws in VehiclesLargeHeli model paths to correct light lwo.
- Fixed Heli_hitREAR.lws in VehiclesLargeHeli model paths to correct light lwo.
- Fixed Heli_hitRIGHT.lws in VehiclesLargeHeli model paths to correct light lwo.
- Fixed Heli_hover.lws in VehiclesLargeHeli model paths to correct light lwo.
- Fixed Heli_Idle.lws in VehiclesLargeHeli model paths to correct light lwo.
- Fixed S_Teleport_HELI.lws in VehiclesLargeHeli model paths to correct light lwo.
v0.13.011
- Fixed model positioning problems with SingleStud_ON.lws in MiscObjsElectricFenceStud.
- Fixed spacing of BD_lights.ae in VehiclesLargeDiggerBD_lights.
- Removed Mediumpoly {} section from LargeHeli.ae in VehiclesLargeHeli; fixed spacing.
- Removed VLP_back.bmp, VLP_back.lwo, VLP_backflip.lwo, VLP_backlegX.bmp, and VLP_heli.lwo from VehiclesLargeHeli.
v0.13.010
- Uncommented BD_Lights lines in the LargeDigger.ae in VehiclesLargeDigger.
- Fixed digbackhit.lws in VehiclesLargeDigger model paths to correct light lwo.
- Fixed digDRILL.lws in VehiclesLargeDigger model paths to correct light and spangle lwos.
- Fixed digdriving.lws in VehiclesLargeDigger model paths to correct light and spangle lwos.
- Fixed digfronthit.lws in VehiclesLargeDigger model paths to correct light lwo.
- Fixed digIdle.lws in VehiclesLargeDigger model paths to correct light and spangle lwos.
- Fixed diglefthit.lws in VehiclesLargeDigger model paths to correct light lwo.
- Fixed digrighthit.lws in VehiclesLargeDigger model paths to correct light lwo.
- Fixed S_Teleport_B_DIG.lws in VehiclesLargeDigger model paths to correct light lwo.
v0.13.009
- Replaced suck.wav in SoundsCreatures with original version.
- Fixed LPWD_Drill1.lws in VehiclesWalkerBody model paths to correct light and spangle lwos.
- Fixed LPWD_DRIVE.lws in VehiclesWalkerBody model paths to correct light and spangle lwos.
- Fixed LPWD_Hitback.lws in VehiclesWalkerBody model paths to correct light lwo.
- Fixed LPWD_Hitfront.lws in VehiclesWalkerBody model paths to correct light lwo.
- Fixed LPWD_Hitleft.lws in VehiclesWalkerBody model paths to correct light lwo.
- Fixed LPWD_Hitright.lws in VehiclesWalkerBody model paths to correct light lwo.
- Fixed LPWD_idle.lws in VehiclesWalkerBody model paths to correct light and spangle lwos.
- Fixed S_Teleport_body.lws in VehiclesWalkerBody model paths to correct light lwo.
v0.13.008
- Adjusted coloring of BrickConeY.lwo in Shared to be more accurate to the actual LEGO piece.
- Replaced call2arms.wav and Lazhit.wav in SoundsScene with new sound effects.
v0.13.007
- Changed Bonus09 folder name in LevelsBonusLevels to match map name; changed cfg links and file names to reflect this.
- Moved Config Level List outside of BonusLevels and into main Levels folder.
- Replaced laser1.wav in SoundsScene with new sound effect.
v0.13.006
- Fixed NewbitRefStand.lws in BuildingsPowerstation model paths to correct light and spangle lwos.
- Fixed Ref_Refine.lws in BuildingsPowerstation model paths to correct light and spangle lwos.
- Fixed Refblow.lws in BuildingsPowerstation model paths to correct light and spangle lwos.
- Fixed Refcreate.lws in BuildingsPowerstation model paths to correct light and spangle lwos.
- Removed A027_LightY.bmp from BuildingsPowerstation.
- Removed A068_LightX.bmp from BuildingsPowerstation.
- Removed Light.lwo from BuildingsPowerstation.
- Removed LightSPANKLE.bmp from BuildingsPowerstation.
- Removed spangle.lwo from BuildingsPowerstation.
v0.13.005
- Removed Activity_Unpowered from Powerstation.ae in BuildingsPowerstation.
- Removed RefStand_Idle.lws from BuildingsPowerstation.
- Added high-polygon 1x1 LEGO cone model (BrickConeY.lwo) to Shared as a replacement for Light.lwo in WorldShared.
- Added LightSpangleY.lwo, LightSpangleY.bmp, LightSpangleR.lwo, and LightSpangleR.bmp to Shared as a replacement for all the red and yellow light spangle effects.
- Fixed SingleStud_ON.lws in MiscObjsElectricFenceStud model paths to correct light lwo.
- Fixed BOOM.lws in MiscObjsBirdScarer model paths to correct light lwo.
- Removed spangleY2.lwo in WorldShared.
v0.13.004
- Changed name of barrierplace2.wav in SoundsBuildings to barrierplace; updated line in Samples to match.
- Replaced buildingamb1.wav in SoundsBuildings with original for now.
- Removed buildingamb2.wav from SoundsBuildings until a replacement can be found.
- Replaced CRserv1-2, docksload.wav, doscksunload.wav, plazlarg.wav, plazsmall.wav, Refine.wav, rumble.wav, starttel.wav in SoundsBuildings with originals by DDI.
v0.13.003
- Replaced Drip1-3 in SoundsAmbients with original versions by DDI for now; and removed Drip 5.
- Changed Drip6.wav in SoundsAmbients to Drip5 and removed drip 6 entry in SFX_Drip in the cfg.
- Fixed typoed folder name from Ambients to Ambient. (Modified cfg links to match)
- Replaced iambloop, and iceamb1-3 in SoundsAmbient with the originals by DDI for now.
- Temporarily disabled intro cutscenes and screens.
- Replaced lowamb1-2 and lavbub in SoundsAmbient with originals by DDI.
v0.13.002
- Renamed SANFALL.bmp in WorldRockFallSand to SANDFALL.bmp.
- Edited L_sand.lwo, M_sand.lwo, and S_sand.lwo in WorldSharedRockFallSand to update texture name and path.
- Renamed PRYFALL.bmp in WorldRockFallPyrite to PYRITEFALL.bmp.
- Edited L_pyrite.lwo, M_pyrite.lwo, and S_pyrite.lwo in WorldSharedRockFallPyrite to update texture name and path.
v0.13.001
- Replaced water.wav in Sounds/Ambients with the original unused version.
- Added SND_Music line into Samples and temporarily dummied out until I can find a satisfactory sound.
- Removed SFX_Bodge line as it has no exe coding and therefore is useless.
- Edited VLPdeposit.lws in Mini-FiguresPilot to fix incorrect sound reference and the frame that triggers the sound.
v0.13.000
- Added upgrades for Geo-Dome into the cfg.
- Added Standard and Upgrade folders in BuildingsGeo-Dome for upgrades.
- Added animations and models needed along with activity files into Standard and Upgrade in Geo-Dome.
- Removed unpowered activity from main Geo-Dome.ae and removed GD_Idle.lws as a result.
- Added upgrade levels into Geo-Dome.ae.
- Edited explosion animation in main Geo-Dome folder to serve as a dummy.
- Added explosion animations into each upgrade folder and respective .ae files.
- Removed no longer needed files from main Geo-Dome folder.
- Fixed null position in GD_BasePlatform.lws and added an additional null.
- Fixed GD_UpgradePiece.lws in Geo-DomeUpgrade so that the building does not hover.
v0.12.004
- Removed the Removed and Unused folders from repository source.
v0.12.003
- Removed dummy sound effect reference in SFX_Water line in Samples.
- Moved SingleStud_ON.lws from ProcessedOre to ElectricFenceStud in MiscObjs; updated cfg link to match.
- Moved Smoke folder in MiscObjs back to MiscAnims due to the textures being exe hardcoded to that path.
- Fixed missing sound reference in EFlongbeam.lws, which enables electric arc sounds.
v0.12.002
- Reverted changes 1 and 2 from v0.01.007 (added Ore.bmp back into ToolTipIcons along with cfg line).
- Enabled explosion sound effects in Teleport_Blow2.lws in BuildingsTeleports.
- Removed the commented out and unneeded activities from Teleports.ae.
- Removed the commented out and unneeded activities from Barracks.ae.
- Removed the commented out and unneeded activities from BIGTeleport.ae.
- Removed the commented out and unneeded activities from GEO-Dome.ae.
- Removed the commented out and unneeded activities from OreRefinery.ae.
- Removed the commented out and unneeded activities from Powerstation.ae.
- Removed the commented out and unneeded activities from Toolstation.ae.
- Removed the commented out and unneeded activities from Upgrade.ae.
v0.12.001
- Removed Level01 section from the cfg.
- Removed Level01 folder from LevelsGameLevels.
- Added new map into LevelsGameLevels; temporarily named NewMap01.
- Added NewMap01 entry to Levels in the cfg for testing purposes. Actual placement on mission tree will be decided in the future.
- Dummied out Level01 in ObjectiveText.txt in Languages for now.
v0.12.000
- Completely reorganized and changed Samples in the cfg in order to add new sounds.
- Added Dummy.wav to Sounds.
- Replaced everything in Sounds except for Streamed and Voices.
- Restructured folders; added Ambient, Creatures, Interface, and Scene folders.
- Removed New and New_sfx folders.
- Rearranged all sounds into new folder tree.
- Added water and new vehicle engine sound effects.
v0.11.000
- Added Spider into Creatures.
- Removed M_Spit.lwo, SpiderSpit.lws, Web.lws, Web_bend.lws from CreaturesSpider folder.
- Temporarily added smokefx.lws into CreaturesSpider for death animation.
- Added Crumble activity to Spider.ae.
- Uncommented Spider lines in ObjectNames, ObjectTheNames, RockMonsterTypes, and Stats.
- Completely redid all stats for Spider in the cfg.
v0.10.001
- Overhauled WeaponTypes section in the cfg. Virtually all stats have been changed; infinite drain rate bug fixed as well.
- Changed BigLazer references in Upgrade section of Gunstation.ae to GunStation.
v0.10.000
- In Mini-FiguresPilot, replaced low poly 'tri-man' model with high poly version seen in first person.
- In Mini-FiguresPilot, edited Pilot.ae to remove high/medium/low poly references.
- Added in all 19 unused idle/waiting animations to Mini-FiguresPilot.
- Edited Pilot.ae in Mini-FiguresPilot to add lines for waiting activities.
v0.09.003
- Updated LoaderProfile.txt and LoaderProfileNoSound.txt with tutorial and bonus level additions.
- Reorganized Lego.cfg file.
v0.09.002
- Moved RockFall folder in MiscObjs to World.
- Updated paths in RockFallStyles to reflect folder change.
v0.09.001
- Added Pyrite and Sand rockfalls to Rockfall folder in MiscObjs.
- Added Pyrite and Sand rockfalls to RockFallStyles in the cfg (commented out Sand for now due to limit of 4).
v0.09.000
- Added Axel's Pyrite Monster to Creatures folder.
- Added Pyrite Monster entry to RockMonsterTypes, Stats, ObjectNames, ObjectTheNames, and Samples in the cfg.
v0.08.003
- Fixed text missing from PilotL1 line in HelpWindowInfo.
- Reworked entire Dependencies section in the cfg.
- Reordered BuildingTypes (changes order of appearance in build menu).
v0.08.002
- Reorganized entire Stats section in the cfg.
- Changed many of the Pilot stat values.
- Completely overhauled stats for all creatures.
- Made various changes to all vehicle stats.
- Changed some building stats around.
- Corrected Encyclopedia spelling errors in Encyclopedia property.
- Added upgrade information to Pilot lines in HelpWindowInfo.
- Updated building and vehicle lines in HelpWindowInfo to reflect stat changes.
v0.08.001
- Replaced energy crystal model in MiscAnimsCrystal with Cirevam's high-polygon version.
- Renamed energy crystal model from VLP_Greencrystal.lwo to Crystal.lwo.
- Changed MiscAnims path for energy crystal model to reflect name change.
- Organized MiscObjects into LWO, LWS, and AE based categories.
- Changed MiscAnims folder name to MiscObjs to better fit cfg property name.
- Edited MiscObjects and RockfallStyle links per folder name change.
- Changed Brick folder name in MiscObjs to ProcessedOre.
v0.08.000
- Added Scorpion into Creatures.
- Removed A000_swalk000-003.bmp, SP_ScorpStand.lwo/.lws, and SP_ScorpWalk.lwo/.lws from CreaturesScorpion.
- Temporarily added smokefx.lws into CreaturesScorpion for death animation.
- Added Crumble activity to Scorpion.ae.
- Uncommented Scorpion lines in ObjectNames, ObjectTheNames, RockMonsterTypes, and Stats.
- Completely redid all stats for Scorpion in the cfg.
v0.07.000
- Added Axel's Gold, Ice Rock, Pyrite, and Sand biomes to WorldTextures folder.
- Added Gold, Ice Rock, Pyrite, and Sand biomes to Textures in the cfg.
- Fixed ProMesh paths (again) for Ice, Lava, and Rock biomes.
v0.06.004
- Removed AI_Priority_Train, AI_Priority_Construction, and AI_Priority_GetTool from the cfg.
- Added AI_Priority_Barrier and AI_Priority_BuildPath into PriorityImages.
- Added barrier.bmp into InterfacePriorities.
- Fixed G01.npl and G01.nrM to lock camera to correct object in GeoTuto_01.
- Added missing Teleport Pad reference in G01.txt in GeoTuto_01.
v0.06.003
- Replaced BirdScarer in MiscAnims with Cirevam's high-polygon version.
v0.06.002
- Updated ObjectiveText.txt in Languages per changes from v0.06.001.
- Replaced G01.npl, G01.nrM, and G01.txt in GeoTuto_01 with updated versions.
- Removed old G01.nrn in GeoTuto_01.
- Removed Erod_G01.map and Path_G01.map from GeoTuto_01.
- Removed Erod_B01.map and Path_B01.map from BuildTuto_01.
- Removed Erod_B02.map from BuildTuto_02.
- Removed Cror_DE1.map and Erod_DE1.map from DefenceTuto_01.
- Removed Cror_D01.map, Erod_D01.map, Path_D01.map from DigTuto_01.
- Removed Cror_D02.map and Erod_D02.map from DigTuto_02.
- Removed Cror_D03.map, Erod_D03.map, and Path_D03.map from DigTuto_03.
- Removed Cror_M01.map and Erod_M01.map from MoveTuto_01.
- Removed Cror_M02.map and erod_M02.map from MoveTuto_02.
v0.06.001
- Reorganized/cleaned up tutorial level entries in the cfg.
- Added GeoTuto_01 into cfg under Tutorial07 (bumped tutorial 7 and 8 to 8 and 9 respectively).
- Added menu bmps for GeoTuto_01 into TutorialLevels folder.
v0.06.000
- In CreaturesRmonster, removed high/medium poly references from RMonster.ae.
- In CreaturesRmonster, removed lower poly model and replaced it with high poly version seen in first person mode.
v0.05.000
- In CreaturesLavaMonster, removed high/medium poly references from LavaMonster.ae and removed LegoLow section.
- In CreaturesLavaMonster, removed lower poly model and replaced it with high poly version seen in first person mode.
v0.04.000
- Added BonusLevels folder.
- Added Bolt Molt!, The River, Hard Luck, Bad Conditions, Crystal Catastrophe, and Let's Go Swimming! into Bonus Levels folder.
- Removed all tutorials from Bonus Mission tree.
- Added said bonus maps above into the cfg.
- Removed one set of tutorial references from ObjectiveText.txt in Languages.
- Added said bonus maps above into ObjectiveText.txt in Languages.
- Changed level reference from MoveTuto_01 to Bonu09 in the TutorialStartLevel line in the cfg.
v0.03.000
- In CreaturesIceMonster, removed high/medium poly references from IceMonster.ae and removed LegoLow section.
- In CreaturesIceMonster, removed lower poly model and replaced it with high poly version seen in first person mode.
v0.02.002
- Removed useless SFX_Radar line in Samples.
- Removed Radar.wav from SoundsNew_sfx.
- Changed !SND_RMeat2 line in Samples to use eat2.wav instead of eat3.
v0.02.001
- Restructured Ice, Lava, and Rock Rockfallstyles into their own folders.
- Changed RockFallStyle file paths in the cfg.
- Removed commented out MobileTeleport line in InterfaceBuildImages.
- Removed Canteen line in InterfaceBuildImages.
- Removed commented out MobileTeleport line in RockFallIn under WeaponTypes.
- Removed commented out Canteen line in RockFallIn under WeaponTypes.
v0.02.000
- Replaced Ice, Lava, and Rock biomes in WorldWorldTextures with Axel's versions.
v0.01.009
- Moved Lava and Rock ProMeshes into their own folders like the Ice ProMesh set.
- Changed ProMesh links in the cfg.
- Reorganized Texture section in the cfg.
v0.01.008
- Removed IceLevel from the cfg.
- Removed OLD STUFF and NEW STUFF comments.
- Removed the commented out Reward_SFX line in Samples.
- Removed commented out LegoLow section at the bottom of the cfg.
- Changed game speed for death and landlside info tabs from SLOW to NORM.
- Commented out monster and slug notifications.
v0.01.007
- Removed Ore line from ToolTipIcons.
- Removed Ore.bmp from InterfaceToolTipIcons.
- Replaced Tdynamite.bmp with Bscarer.bmp in InterfaceToolTipIcons.
- Changed bmp name in BirdScarer line of ToolTipIcons from Tdynamite.bmp to Bscarer.bmp.
v0.01.006
- Increased TextureUsage from 9567812 to 12582912.
- Removed AutoCenter line in Menu1 of SaveMenu.
- Removed AutoCenter line in Menu2, Menu3, and Menu4 of MainMenuFull.
- Removed DisplayTitle line from Menu5 in MainMenuFull.
v0.01.005
- In the PauseMenu section under Menu, changed Item5 text from Quit to Abort under Menu1.
- In the PauseMenu section under Menu, changed FullName from Quit? to Abort? and Item2 text from Yes - Quit to Yes - Abort in Menu 3.
- In MainMenuFull, changed the word 'training' to 'bonus' in the Tutorial line of the LevelText property.
v0.01.004
- Replaced 2x2brick model with higher-quality teal one, removed now-unused stud texture.
v0.01.003
- In Menu1 under MainMenuFull, changed the Item3 text from Training Missions to Bonus Missions.
- In Menu3 under MainMenuFull, added CanScroll TRUE, and changed FullName from Training_Missions to Bonus_Missions.
v0.01.002
- Removed commented out Sounds property in Reward.
- Removed ScrollSpeed and the commented out duplicate Timer lins in Reward.
- Changed QuitText from Mission Quit to Mission Aborted in Reward.
v0.01.001
- Replaced SMteleport, PSMteleport, and NSMteleport with SmallTeleporter, PSmallTeleporter, and NSmallTeleporter respectively.
- Relinked bmp paths for images above in TeleportPad line of InterfaceBuildImages.
v0.01.000
- Replaced MsgPanel_noair.bmp in InterfaceAirMeter.
- Replaced all bmps in InterfaceBriefingPanel, InterfaceBubbles, Buttons, CameraControl, HelpWindow, IconPanel, MessagePanel, MessageTabs, RadarPanel, and TopPanel
- Added default level bmps into InterfaceFrontEnd; added LP_Dull.bmp.
- Replaced LP_Normal.bmp, LP_Glow.bmp, SaveLoad.bmp in InterfaceFrontEnd.
- Replaced Aclosed.bmp in InterfacePointers.
- Replaced CrystalSideBar.bmp, CrystalSideBar_Ore.bmp, NoSmallCrystal.bmp in InterfaceRightPanel.
v0.00.009
- Removed commented out lines in Dialog.
- Deleted ContrastOverlay line in Dialog.
- Removed MenuImageDark line from Menu1 of SaveMenu.
- Removed SaveLoad_Dark.bmp fron Interface/FrontEnd.
v0.00.008
- Increased DynamiteDamageRadius from 75 to 80.
- Added DynamiteWakeRadius line and set value to 300.
- Changed MissionBriefingText from Mission Brief to Mission Briefing.
- Added DischargeRate 0.0 line to Lazer {} of the WeaponTypes {} section [fixes infinite drain rate bug].
v0.00.007
- Increased FPClipBlocks from 14 to 16.
- Increased CameraSpeed from 7.0 to 10.0.
- Decreased CameraAcceleration from 0.4 to 0.3.
- Decreased MouseScrollIndent from 4 to 3.
v0.00.006
- Changed PowerCrystalRGB value to 000:120:000 and UnpoweredCrystalRGB to 050:050:050.
v0.00.005
- Increased TextureUsage from 3145728 to 9567812.
- Increased MaxDist from 250 to 400.
- Decreased MinDist from 150 to 50.
v0.00.004
- Replaced Loading and DDI_logo bmps.
- Adjusted ProgressWindow Y position from 450 to 457.
v0.00.003
- Removed unused dump file and DynamiteRadius lines.
- Removed ShutdownScreen line and the bmp it linked to (ShutDown.bmp in Languages).
v0.00.002
- Removed unused DDI AVI and LMI Logo lines; removed Lego Intro line.
v0.00.001
- Initial build, all unused files from the vanilla game already separated into the Unused folder.
v0.00.000
- Initial commit with readme; changelog.
http://tvtropes.org/pmwiki/pmwiki.php/Toys/RockRaiders
Go To
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LEGO Rock Raiders is a 1999 LEGOtheme based around mining on an alien planet for Power Crystals, sporting fifteen sets featuring mining vehicles, other craft, minifigure packs, and a large base set. What it is best remembered for, though, is its two very different tie-in games, one for the PC and one for the PlayStation. Accompanying the games and toys were nine mini-comics, several other comic appearances in LEGO-related magazines, and three young reader books.
The L.M.S. Explorer, a Cool Starship tasked with observing and exploring uncharted planets, is damaged by an asteroid field and caught by a wormhole on its voyage back to Earth, and is warped into another galaxy and left crippled and low on fuel. The ship's scanners are still operational, and pick up a nearby planet in the solar system, dubbed Planet U, that is rich in Energy Crystals which can be used to restore power to the L.M.S. Explorer and get them back to the Milky Way. However, Planet U proves to be a hostile place with high volcanic activity, frequent cave-ins, little breathable air, and populated with hostile wildlife, including the powerful Rock Monsters, whose diet consists solely of the Energy Crystals that the L.M.S. Explorer so dearly needs.
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The Rock Raiders sets and story overall provide examples of:
- Ace Pilot: As the team's Flight Lieutenant, Jet's expertise is in piloting the Rock Raiders' aerial vehicles, such as the Hover Scout and Tunnel Transport. High Adventure Deep Underground even describes her piloting skills as 'legendary'.
- Action Girl: The token girl, Jet, is an experienced pilot.
- Alliterative Name: The Rapid Rider, The Tunnel Transport, The Chrome Crusher, The Granite Grinder, The Cargo Carrier, The Support Station...
- Amusing Injuries: Happens a lot to Sparks and Axle; the former because he's clumsy, the latter for laughs.
- An Ice Person: As seen in High Adventure Deep Undeground, Ice Monsters can freeze objects solid just by breathing on them.
- Arm Cannon: Chief has one. He uses it to save the main crew near the end of their voyage, when they're being cornered by a legion of monsters.
- Artificial Gravity: Aboard the L.M.S. Explorer, the Rock Raiders can walk around normally due to an artificial gravity system. It's briefly knocked offline when the ship loses its power in the asteroid field, causing the Rock Raiders to float around uncontrollably.
- Asteroid Miners: The line is essentially a fun Troperiffic take on the whole Asteroid Miners concept, with some Space Western elements thrown in.
- Asteroid Thicket: In the beginning of the story, the L.M.S. Explorer accidentally flies into one of these. Said Asteroid Thicket also contained a wormhole.
- Beneath the Earth: 99.99% of the story is in various caverns all over Planet U, ranging from just below the surface to the very center of the planet.
- Benevolent Boss: Chief is described as calm, experienced, modest, and wise. When the mission placed his crew in mortal danger, he teleported down to Planet U to Hold the Line himself so his men could escape with the Energy Crystals.
- Built With LEGO: Not so much. The vehicles and buildings are, as well as the L.M.S. Explorer, but all the monsters on Planet U are either organic or elemental. Slugs and Rock Monsters are occasionaly shown with studs on their backs.
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- Conveniently Close Planet: The wormhole just happened to eject them next to a planet rich in Energy Crystals and ore.
- Cool Starship: The L.M.S. Explorer is an impressive LEGO spaceship, able to travel at lightspeed despite its enormous size.
- Darker and Edgier: While most of the games and systems made by LEGO are either bright and cheery (e.g. LEGO Island) or at least fairly amusing (e.g. the LEGO Adaptation Games), the Rock Raiders games are on the verge of being some of the edgier products LEGO has made, especially compared to its contemporaries.
- Deflector Shields: The L.M.S. Explorer has them, though crippled by the wormhole incident, and all Rock Raiders use relatively weak ones which act as a Never Say 'Die' health function.
- Drill Tank: The Chrome Crusher is the Rock Raiders' largest land vehicle, armed with a large drill in addition to a laser cannon.
- Drop Ship: The Tunnel Transport is able to carry cargo or small vehicles (such as the Small Digger included in the LEGO set) through the air and then drop them off at a landing site.
- Dumb Blonde: Axle in High Adventure Deep Underground. Notably when he decided to dance on an incomplete bridge over a lava river.
- Explosions in Space: The L.M.S. Explorer is bombarded with asteroids.
- Faster-Than-Light Travel: The L.M.S. Explorer does this.
- Goggles Do Nothing:
- Axle never once used the goggles he has around his neck. His helmet already has a big visor that covers his whole face, so they're just redundant.
- Docs also has glasses that are always on his forehead, yet he can read small scanners up close and see objects from across the cavern.
- Gravity Sucks: The wormhole at the beginning pulls the L.M.S. into it.
- Hyperspeed Escape: Away from Planet U in the 100% endings (and supposedly this is the true ending)
- ISO Standard Human Spaceship: The L.M.S. Explorer is basically a blocky thing with a hyperdrive at one end.
- Magma Man: In High Adventure Deep Underground, Lava Monsters can blast molten rock from their hands.
- Meaningful Name:
- Docs is a doctor of medicine and geology. Jet is a pilot. Bandit is a sailor (who likes to steal from monster dens). Axle is the top driver and was the World Racing Champion three times. Sparks is an engineer. Just guess what Chief is.
- Also applies to a great deal of the vehicles and buildings.
- Mineral MacGuffin: The Brickonium Energy Crystals provide a power source needed to operate the Rock Raiders' buildings, vehicles, and L.M.S. Explorer, so the Rock Raiders' mission to mine for these crystals becomes the driving force of the plot.
- Our Wormholes Are Different: Here, they can open and close seemingly at random, transporting a large spaceship and several asteroids to a neighboring galaxy.
- Phlebotinum Muncher: Pretty much everything on Planet U seems to eat or otherwise consume Energy Crystals, most notably the Rock Monsters.
- Playing with Fire: In High Adventure, Deep Underground the Lava Monsters can shoot fire beams.
- Rock Monster: The ... rock monster. The video game adaptations add lava and ice monsters, and all three inhabit the caverns and eat energy crystals.
- Single-Biome Planet: Forgiven as it's a cross between desert and Death World. What it was like before whatever strange apocalypse left the people as underground savages is a mystery.
- Smurfette Principle: Jet. Par for the course with LEGO themes, especially those of The '90s.
- Space Is Noisy: In the opening cutscene of the videogame, sounds can be heard in space, including loud explosions whenever an asteroid hits the L.M.S. Explorer's force field.
- Space Western: Though one combined with the Asteroid Miners trope. The clothing accessories of the Rock Raiders have several clear allusions to the genre (in fact, a lot of them come from previous LEGO Wild West sets), the planet is a desert wasteland full of unexplored and potentially dangerous territory, the rock raiders themselves are the hard-working genius bruisers of space-themed LEGO sets and the rush for the energy crystals is basically a gold rush IN SPACE !!
- Spiritual Successor: The 2009 theme LEGO Power Miners is this to Rock Raiders.
- Standard Establishing Spaceship Shot: Several in both the games and two of the books.
- The Bridge: Several scenes in the cutscenes and books take place on the L.M.S.'s bridge.
- This Is a Drill: Considering it's about mining, it's to be expected. The Granite Grinder and Chrome Crusher in particular sport some impressively large ones.
- Teleporters and Transporters: The L.M.S. Explorer has a large room filled with teleport pads for instantaneously transporting units to the planet below, or for teleporting units out of the planet and back into the spaceship. Planetary bases may include buildings such as the Tool Store, Teleport Pad, and Super Teleport Pad for teleporting Rock Raiders, small vehicles, and large vehicles, respectively.
The PC game provided examples of:
- Added Alliterative Appeal: The levels Frozen Frenzy, Water Works and Lava Laughter, and the Support Station building.
- Almost Out of Oxygen: Most of the later caverns have a limited oxygen supply, and Sparks will continually warn: 'Your air supply is running out!' until you build enough Support Stations to maintain the oxygen levels. The actual Almost Out of Oxygen point is when he starts saying, 'Your air supply is running low.' and you can hear a heartbeat over the background music.
- Amen Break: 'Track 3' of the soundtrack.
- Artificial Stupidity: Oh, where to begin?
- Rock Raiders will sometimes cut corners over the lava. Or in rare examples (notably on Lava Laughter), Raiders with guns will sometimes chase Lava Monsters right into the lava lake!
- Most (or all) of the time, Rock Raiders won't get the message that the lava erosion has already turned into lava, and they will continue trying to repair it. So they just casually stroll onto a square of lava, grunt in pain, and drop a piece of ore into the lava. And usually get teleported out (read: die painfully).
- Rock Raiders have an insatiable hunger, and have a tendency to eat, rather than, say, defend against the very Rock Monsters that are attacking their food station! This can however be prevented by outfitting them with Blaster and then pushing the alert button. All armed Raiders will now move towards any monsters or slugs, or stay where they are if none are around.
- The problem then evolves however if there are multiple monsters detected, which there often are, as the Rock Raiders will seem incapable of attacking one directly next to them and actively causing damage to part of the base, and will instead run away into the depths of the level to fight the other one
- When a truck puts too much ore on a building. Then more raiders will put ore on not accounting for the 2-5 extra pieces the truck set down. The building won't teleport until that ore is removed. However, they somehow can't figure out which ore to remove, and even when you directly order them to, they will walk over to the ore and then walk away!
- Use Building Studs, since trucks can't carry that. Of course, then they will the throw too much ore into the refinery. Oh, did I mention that the refinery can be overloaded even without trucks? Yes, the Ore Refinery is terribly designed. Often you'll end up with something like two trucks and a Raider throwing ore in, and a Stud that should cost 2 ore will use up 7. Interestingly, this never happens with the Power Station, which means someone on the programming team purposely used a horribly wrong method instead of one that was known to work. Fortunately, all the extra ore goes to the Tool Store. Unfortunately, if you use up all your Building Studs, you can't access any of the ore until you turn off the Ore Refinery. Which means that you won't be able to access any of the Building Studs until you turn it on.
- When you teleport out the Raider going to a vehicle, no one will get in it ever again. And sometimes you don't even have to have the Raider die.
- When multiple units are going for a piece of ore, often the others who don't get it... will follow the guy who got it with the activity 'collecting ore'. And the crowd grows. You could have 5 Raiders, 2 Trucks and a Loader Dozer.
- If you're trying to build something, the Tool Store will usually decide to dump out some ore and Energy Crystals that can be used for building automatically. However, the next Rock Raider who happens to pick up some piece of ore 20 miles away from your base decides that his ore has to go into that building, even if it takes an hour and even if that building is desperately needed to provide breathable air.
- Loader Dozers will frequently drive right over rubble instead of cleaning it up. Apparently, there was some rubble on the other side of the map that got higher priority. Usually it's rubble near an active landslide.
- Rock Raiders themselves have an alarming urge to clear rubble on the other side of the map, rather than say the rubble around the base, which will probably contain useful items from drilled walls. And it's usually a landslide that'll only happen again. AND THEY DO THIS ALL THE DAMN TIME! More often than not, your Rock Raiders will kill themselves by milling around in an active landslide site by perpetually cleaning up the never-ending piles of rubble.
- Rock Raiders are only afraid of lit dynamite if it's going to explode in 3 seconds, so occasionally a Raider will set some dynamite, run away a little, then turn and run towards it, then become scared and run away again, but not quite far enough to avoid damage.
- Even if you have a fleet of Transport Trucks to move ore, Raiders will still insist on carrying ore themselves, even though an upgraded truck can carry 6 pieces of ore and drive perhaps 4 times faster than a Rock Raider, without stopping to catch their breath every 100 feet or so.
- Rock Raiders aren't the only stupid ones. Many people don't know that Rock Hard has Slimy Slugs, because often they either continually appear from their holes and immediately burrow back into it, or don't emerge at all. Even if your base is right next to them.
- And of course sometimes the Rock Raiders will look around at the walls to be drilled, buildings to be built and rubble to be cleared and decide nah, I'll just stand here forever not doing anything.
- Small Transport Trucks are useful for getting ore and energy crystals back to your base. When building power paths, they are actively detrimental, as they will drop off the ore at the designated spot, then simply drive off. The other Rock Raiders won't ever finish the power path. And ST Ts are usually the first and only ones to respond when you try and build more power paths.
- Upon constructing a building, the first thing your Rock Raiders SHOULD do is carry bright yellow barriers with flashing lights to the location, and place them down to mark off the area. What this troper never realised was that this is a VITAL step, as even if a building's ore and energy crystal requirements are completely full, if it's missing even one barrier it will simply refuse to construct, and I say this as a person who has failed levels because I ran out of air while the Support Station (which provides air) simply decided not to build as it hadn't been properly cordoned off yet, despite having every resource required otherwise
- Rock Raiders will sometimes cut corners over the lava. Or in rare examples (notably on Lava Laughter), Raiders with guns will sometimes chase Lava Monsters right into the lava lake!
- Asteroids Monster: Upon their health reaching zero, Rock Monsters crumble into three small Rock Monsters and run away. Ice Monsters crumble into three small Ice Monsters. And then Lava Monsters crumble into three small...Rock Monsters?
- Awesome, but Impractical:
- Vehicle-mounted laser weapons are ineffective at digging, weak against monsters and drain Energy Crystals. And on most levels, you can't even recharge crystals at all.
- The Mining Laser is even worse. It's a building, which means you have to build a Power Path up to the wall you want to drill, build it (which can easily take a minute), and then tear it down once you're done drilling. (Because the lasers only have an effective range of a few squares, at best)
- As for vehicles, the Granite Grinder. It's a huge bipedal mecha armed with a chrome drill like that of the Chrome Crusher, and it has some sort of purple glowing jet engines on the back. Sounds awesome? Wrong. It takes a minute and a half to drill through Hard Rock. Half the time of the Small Digger, but when compared to the Chrome Crusher, it might be worth saying the Granite Grinder is just a slower Small Digger.
- Mind you though, if you upgrade the drill and engine, the Granite Grinder can plough through dirt and loose rock at a decent speed, making it an excellent wall-clearer on tougher levels.
- To be honest, pretty much every vehicle aside from the Small Transport Truck, Tunnel Scout, Chrome Crusher and maybe the Loader Dozer, if there's a lot of rubble around, are really just a waste of space. Every drilling vehicle aside from the Chrome Crusher is so slow when it comes to hard rock you might as well just use dynamite until you can get the Crusher. Both water based vehicles may be able to carry cargo, but it's unlikely you'll ever need to cross water and find yourself unable to procure new resources, so you may as well just stick with the Tunnel Scout. And nothing hauls cargo around faster than the Transport Truck.
- Many vehicle upgrades aren't particularly useful either. Some are good, such as doubling the Transport Truck's carrying capability and speeding up the Chrome Crusher, but why bother upgrading the Crusher's drilling power when it already goes through hard rock in mere seconds?
- There Is No Kill Like Overkill. Your vehicle drilling through hard rock faster than a rock monster can walk is pretty sweet.
- Badass Normal: When fully trained, Rock Raiders can actually be pretty badass... but they retain their stupidity.
- Construct Additional Pylons: You are only allowed to teleport in 9 Rock Raiders before you have to construct a Support Station. After that, you get ten additional worker spaces for each Support Station constructed.
- Justified in many cases because levels often have a limited oxygen supply that depletes more quickly with more workers and can only be replenished by the buildings in question. They also provide places for your Raiders to go and eat, (ignoring any other commands they've been issued) though they can also be made to eat by selecting them and choosing a command in the menu. (Why they don't just automatically pull out a sandwich when they become hungry is anyone's guess.)
- Convection Schmonvection:
- There's at least one ice level in which lava appears, which of course has no real effect on the surrounding area. note
- The lava doesn't harm items very quickly, and then only if they somehow get pushed into the lava or it erodes under their feet. And you can undo erosion if it hasn't fully eroded yet (and they aren't harmed by it until it does).
- Critical Annoyance: Some examples are...
- The heartbeat sound effect whenever the air supply runs low. Worse, it may continue beating even after the air supply is replenished, in which case the player needs to pause/unpause the game to disable the sound effect.
- Landslides constantly occurring, leading to Chief repeatedly warning you about them over and over again. Almost every mission has them, but notably, The Path to Power,It's a Hold Up, and Rubble Trouble!
- When a Slimy Slug spawns, Chief alerts you with the message 'A Slimy Slug is invading your base!' Depending on the circumstances (such as how your base is arranged and how far away the nearest Slimy Slug Hole is located), Slimy Slugs may repeatedly despawn and respawn, turning Chief's warning into a Broken Record that rivals the more infamous landslide message.
- Dummied Out: Hoo boy. Where to begin? A little community dedicated to this game found massive amounts of unused data (and re-activated some), including but not limited to:
- Giant spiders that spit webs, scorpions and snakes (all were able to be re-activated).
- Leftover code for a mobile Teleport Pad and a canteen.
- Various animations for the Rock Raiders (including saxophone playing), and a different face resembling Sparks.
- Different animations for the Rock Monster, such as running in fear, a different eating animation, and... a cross between a Rock Monster and an Ice Monster farting and giggling.
- Icons for various unmade vehicles, buildings and animations, such as a tool store resembling that from the 4910 Hover Scout, buildings resembling those from the 4990 Rock Raiders HQ, a Power Station resembling the Docks, blue Energy Crystals, etc.
- The Tunnel Transport. It appeared as an object in Frozen Frenzy, yes, but code to make it into a proper, fully-functioning playable vehicle was found and reimplemented.
- Unused test levels and an unused wall type.
- Some unused sounds and voices that are rather curious.
- An In-Game Level Editor.
- And too many other things to list.
- Early concepts for mission objectives referred to things from previous levels.
- Empty Room Psych: There are occasionally caverns that contain almost nothing useful in them at all, not even ore. Notable examples include a small late at the top left corner of Breathless, a branched tunnel near the end of the gauntlet in Don't Panic!, and several in the actual Run the Gauntlet.
- Frickin' Laser Beams: Laser beam powercells look more like bolts of plasma. Then there are the big 'lasers', equipped to vehicles like the Laser Cutters, which can even blow up walls (also they are worthless).
- Game Breaking Oversight: It is impossible to get over 50% on Run the Gauntlet. Research has discovered that the reason is because the rewards section for that level is programed to need 40 Energy Crystals. Despite the fact that that level doesn't even have a crystal/ore map. Because of this, it is impossible to get the 100% Completion ending (not that some of the insane level requirements for that score didn't make it impossible already).
- Game Mod: A nice little overhaul called Baz's Mod has been released. It makes all the levels MUCH HARDER. Many other overhauls are in progress as well. That aside, this game has been modded more than any other LEGO game.
- Guide Dang It!: The third-to-last mission, Back to Basics, has Slimy Slugs respawn endlessly until you either complete or fail the level, which of course makes your mission of collecting forty-five energy crystal nigh-impossible. What the game doesn't tell you is that the slugs don't start spawning until you've collected about ten or eleven crystals, which means all you have to do is disable the 'collect crystals' priority before you get too many, wait until you find a large collection of crystals in one area, build a Tool Store next to them and turning the crystal collecting back on. And as far as we know, nobody ever thought to make a strategy guide.
- In the whole game, Chief only tells you three times about the monsters in that mission, the other times leaving them to be a nasty surprise. Oh, and one of those three times is a blatant lie.
- And in Run the Gauntlet, chances are that the Rock Raider you start with at the beginning hasn't been trained as a Driver, a Sailor, or a Pilot. This makes it hard to use all the vehicles to reach the objective.
- Hailfire Peaks: The ice level Air Raiders has a nasty hot surprise in one cavern.
- There's also the level Fire & Water...
- Hammer Space: Sandwiches, shovels and drills can apparently fit in Rock Raiders' pockets. They can also be upgraded to carry a maximum of five tools.
- 100% Completion: To get to the last level, you have to play through only the levels on the left side. So to beat the game, you only need to play 13 of the 25 missions. If you do beat all 25 missions, a special outro movie is played where the L.M.S. Explorer warps back home...except that you need to get 100% scoring on every level, which is impossible.
- I Fell for Hours: Docs and Axle in a cutscene, after getting on the wrong end of a lava flow. Luckily, they get saved by Jet in the Tunnel Transport.
- Inexplicably Identical Individuals: The standard Rock Raiders: orange uniform, bald head, and a happy smile.
- Informed Ability: An unintentional case. In one of the training levels, the chief claims that 'your Rock Raiders are very clever'. But see Artificial Stupidity above...
- Kill It with Ice: The Freezer Beam.
- Lethal Lava Land: A lot. Most notably Lake of Fire.
- Nintendo Hard: Certain missions are very much like this. Erode Works is the first level the player encounters eroding lava. Since the lava constantly erodes, you'll have to keep checking on the areas you've discovered so far. In Rock Hard, the area you start in is very limited until you drill the walls to make more space. Many walls in that mission are made of Hard Rock, so you'll have to use dynamite or large vehicles. In Hot Stuff, you have both Lava Monsters and erosions to deal with at the same time!
- Back to Basics is perhaps the hardest level in the game that pushes all the skills you've accumulated to the absolute limit!
- No One Gets Left Behind: Certain missions involve finding lost team mates. One mission in particular, Search 'n' Rescue, is the most noted of these.
- Non-Lethal K.O.: Rock Raiders never die; they are safely teleported to the L.M.S. Explorer.
- Also, monsters always split into smaller ones that run away.
- Obvious Beta:
- The impossible requirements for 100% Completion makes people wonder: did anybody play-test this thing before release?
- Then there's, of course, the staggering amounts of Artificial Stupidity listed above.
- Air Riders level is the only ice level that features lava. Apparently, while the ground next to the lava can erode in this setting, there are no textures for this happening, meaning that you have no idea that a piece of the floor is in a state of undergoing erosion, and how far this process already went.
- Oxygen Meter: The game starts off with unlimited air, but as levels go on you run into this danger more and more. A Breath of Fresh Air is the first level in which the player has to deal with this. Appears on the fourth level and then again on the eighth and ninth. Then it re-appears on the eleventh and stays until the last level (except for level 16, Split Down the Middle, just to be nice). And despite the level named Air Raiders, the last level has the worst air supply of all. And a pre-built base so you hardly notice.
- Phlebotinum Muncher: Rock/Ice/Lava Monsters eat Energy Crystals, and will destroy your buildings to get at them. If destroyed, the crystals they have eaten can be recovered. Slimy Slugs are similar, except they suck the energy out of them instead.
- Punny Name: The mission names:
- Water Lot of Fun (What a lot of fun)
- Ice Spy (I spy)
- Oresome! (Awesome!)
- Ridiculously Fast Construction: The foundations are instantly laid. Just add barriers, ore and crystals! And then they're teleported in or...something.
- RPG Elements: Rock Raiders can be trained as drivers, pilots, sailors, demolition experts etc., and their experience carries over between missions. They can even be named, but if their energy shields are depleted they are lost forever until you finish that mission and start another.
- Schmuck Bait: . Drill the wall at the top of your cave and... oh look, a cavern with a crystal cache! How wonderful! Of course, your Rock Raiders will run straight for it, ignoring all the Lava Monsters they're disturbing...
- Sequence Breaking: The 'Water Lot of Fun' level expects you to build enough buildings to travel to the other side of the river and then collect 15 energy crystals. However, it's entirely possible to collect the required 15 crystals and complete the mission without ever building anything, so long as you make sure to use dynamite to break some of the tougher walls.
- Slippy-Slidey Ice World: A number of levels take place in an ice biome, which means all the walls and floor use ice textures instead of rock or lava.
- Contrary to the trope name, however, your Raiders will not slip and slide on the ice. Indeed, gameplay-wise ice caverns are no different to anywhere else.
- Space Cadet: The training missions usually start with something along 'Hello, Rock Raider cadet!'
- Speaking Simlish: During the cutscenes. Averted during actual gameplay, however.
- Spiritual Successor: As revealed in thesetwo Rock Raiders United threads, Data Design Interactive was impressed by the dedication of the PC game's fanbase and is currently working on a Spiritual Successor titled 'Block Raiders', which will be taking quite a bit of inspiration from Minecraft. The good news is that members of the original Rock Raiders development team are working on this new game. The bad news is... well, given DDI's post-Rock Raiders reputation, there is some concern that letting DDI make a new Rock Raiders game would be like letting M. Night Shyamalan direct a remake of The Sixth Sense.
- Stupid Statement Dance Mix: A landslide has occurred!
- Teleporter Accident: A recurring mission hook is that the Explorer's teleporter is malfunctioning due to power problems, resulting in various items being beamed into the wrong cavern. To start, the very first mission, Driller Night! involves a small group having to get back to the base. In Explosive Action, a Small Digger is stranded in a nearby cavern surrounded by hard rock. In Breathless, there is a group of Rock Raiders who must be found. Chief says that teleporting them out would be unwise, since the teleported isn't properly functioning and it's unclear as to where they'd end up. Doesn't explain why the player is perfectly able to teleport Raiders, buildings and vehicles otherwise, though...
- Those Magnificent Flying Machines: The Tunnel Scout, a single-pilot helicopter type vehicle. Its main advantage, however, is that it can withstand the intense heat of lava and is the only vehicle (apart from the Tunnel Transport) that can fly over lava lakes.
- Thou Shalt Not Kill: In accordance with LEGO's (claimed) nonviolence policy, Rock Raiders will stop shooting at monsters and slugs when their health gets down to 15%, letting them retreat back into their walls and holes. Of course, with a laser beam, Rock and Ice Monsters die instantly, and sometimes when using a Pusher Beam the monster glitches and gets stuck, letting the Raider kill it. But when either of these happens, you realize that monsters can't die and just reform into baby monsters that run away. Slugs can rarely be killed without game hacking, but even then they just burrow underground.
- Too Dumb to Live: The Rock Raiders are plagued with Artificial Stupidity and have the tendency to perform suicidal actions, such as walking through lava, standing near unstable walls when a landslide occurs, or wandering too close to detonating dynamite.
- Underground Level: All of it.
- Unexplained Recovery: If a Rock Raider's shield reaches zero, he is teleported out, and that individual Rock Raider will not be teleported down for the rest of the mission (noticed more if you upgraded, trained and named your raiders). However, by the next mission you play he's all better! Except there might be two of him.
- Videogame Caring Potential: Take care of your Rock Raiders, and you'll have a cadre of elite miners by the end.
- Videogame Cruelty Potential: It's quite easy to abandon a Rock Raider near some fast-eroding lava, or send him into a landslide zone, or just teleport him out yourself.
- Walk, Don't Swim: Rock Raiders will sometimes wade out into the water for various reasons, where it's only waist high. Modding to allow them to cross water shows that the game treats water tiles similarly to rubble.
- On the note of removing files, some of the unused sound clips are rather... interesting.
- Wizard Needs Food Badly: The Rock Raiders have quartered sandwiches above their head that indicate how hungry they are. The more the sandwich depletes, the more often they will have to put down whatever they're carrying to pant for a few seconds. Earlier on in levels, Raiders have to be fed manually via the select menu, but once a Support Station is constructed, they will return there automatically if they aren't carrying or driving anything and feed themselves once they get down to a quarter of a sandwich.
- Unfortunately, getting food overrides any other commands they have been given, meaning that getting a Rock Raider any further than his hunger meter will allow requires you to follow his progress manually, stop him and feed him when he becomes hungry, and reassign his goal until he reaches it. One solution is to put the unit in a vehicle, where hunger won't bother him.
- In addition, depletion of a Rock Raider's health lowers his maximum food capacity. Thus, any units with below 25% health become essentially useless, constantly stopping to catch their breath and returning to the base for food, and usually must either be placed in a vehicle or
euthanizedteleported out.- Why does the strength of a unit's energy shield affect his stomach capacity?
- You All Look Familiar: See Inexplicably Identical Individuals above.
- You Require More Vespene Gas: Mining through cavern walls to collect Energy Crystals and ore is the main purpose of the game, as well as how to build up bases. The final level, Rocky Horror, requires the most number of Energy Crystals of all of them. Fifty, to be exact.
Tropes exclusive to the PlayStation game:
- Convection Schmonvection: More averted than the PC game. Though it still won't hurt you until you get close, touching it lowers your health at about 250% per second, instantly screwing your game.
- Frickin' Laser Beams: So now, not only are the handheld laser guns firing (slightly) more realistic 'lasers', but now they can blow up any wall in one shot (far superior to the PC game lasers).
- There are also some green scorpions that shoot plasma balls out of somewhere on their front. You will grow to hate them, except when their aim deteriorates as it usually does.
- Hailfire Peaks: In the NTSC game, the ice levels actually have more lava in them than the lava levels, which are full of...water.
- 100% Completion: Getting Gold on all 18 missions. In the PAL version, you then get 3 bonus levels.
- Never Trust a Trailer: The trailer for the PlayStation game showed blue Energy Crystals, unused teleport pads, and other things not in the game. To add insult to injury, it also contained modified versions of the clips in the PC game as well as parts of the Rock Raiders clip from LEGOLAND.
- Regional Bonus: More like Regional Different Game. The PAL version has eighteen completely different levels with much more creative (and difficult) objectives, as well as no respawning tools and nasty Lava Monsters. Also, three bonus levels are unlocked when gold medals are gotten for every level, and there are eighteen two-player levels instead of six (though only six are new, the other twelve are recycled one-player levels).
- According to one of the original developers: the reason for the drastic differences is that while Sony America had no problem releasing the game in its original state, Sony Europe rejected it at first. Forcing Lego Interactive to do some major chances to it until SCEE considered It good enough to be released.
- Spell My Name with an 'S': For an unknown reason, the large, six-legged, fat stone-like creatures were called Rockwhales in the NTSC version, and Rock Whales in the PAL version. No explanation has arisen, and nothing else was affected like this.
- Too Dumb to Live: The only weakness of a Rockwhale is water, which (in large amounts) causes them to get soggy and melt into the ground. Almost all the ones that aren't running around... are standing next to water. Waiting for someone to come along with a pusher beam. Which every level they appear in has.
- Walk, Don't Swim: Bandit, and everyone else (though they die in water). Rockwhales, on the other hand, have Super Drowning Skills (and make good bridges).
Tropes exclusive to other media:
- *batteries not included: Said on the boxes for 4970 Chrome Crusher and 4990 Rock Raiders HQ. Both have 'lasers'.
- Comic-Book Adaptation: High Adventure, Deep Underground. Also the comics in the sets, though those are more like quickies.
- Compressed Adaptation: Save the Spaceship and High Adventure, Deep Underground, though both have elements of Adaptation Expansion.
- Continuity Snarl: The books and comics are inconsistent with what is shown in the games, as well as each other.
- Sequel: Race For Survival takes place six months after the events of the games.