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LEGO Island 2: The Brickster's Revenge
LEGO Theme:

LEGO Island
with Elements from:


Silicon Dreams
Crawfish Interactive (Game Boy Color)


LEGO Software

Date Released:



Action, Adventure






PC, PlayStation, Game Boy Color, Game Boy Advance


LEGO Island 2: The Brickster's Revenge is an action adventure video game released in 2001. It is a sequel to LEGO Island, and was followed by Island Xtreme Stunts. The main character of the game is a young pizza delivery boy named Pepper Roni. It was re-released in 2007.


Similar to the first game in the series, LEGO Island, the gameplay in the PC and PlayStation versions of the game are directed by missions and sub-games. Unlike the previous game, the objectives must now be completed in a linear fashion. One difference from the previous game is that the player can now only play as the main character, Pepper Roni, unlike the previous game where multiple characters were available to choose from. Other notable changes include the switch to a third person camera and the addition of the ability to jump. Pepper can still use any vehicle he sees, and the Toy feature from the first game is also present, allowing Pepper to change the colours of vehicles, change plants and some landscape elements, and alter the hair/headgear of other minifigures.


After the events of the previous game and the Brickster's recapture, Pepper Roni is promised a new house, on condition that he delivers pizzas around the island. Having delivered enough pizzas to earn his new house, Pepper is told to deliver one last pizza to the jail in which the Brickster lurks. The Brickster then adds additional chilies to the already spicy pizza, letting him use is "patented Brickster dragon breath" to melt the lock of the jail cell. He then escapes by stealing a police helicopter and flying to the Information Center, where he steals the Constructopedia, the book containing the blueprints for all buildings on the island. He then tears pages out of the book, causing all of the buildings on LEGO Island to deconstruct, fly up into the sky and disappear. Having summoned the Brickster-Bots, the Brickster departs for his asteroid island, Ogel Island.

The Infomaniac informs Pepper that he must destroy the Brickster-Bots and track down the missing pages of the Constructopedia. He soon begins to locate a few of the pages. With each page returned, a building is reconstructed and put back in place.

Pepper then ventures to Castle Island, where it's been reported that the Brickster has destroyed the bridge there. While diving to connect its two halves to rebuild it, he finds the bricks and a page. He then finds out that another page is up on the Bull's castle flag pole as the Lions stole the Bulls' real flag. The Bulls promise to give Pepper the flag, as long as he returns the stolen flag. The Lions agree to give Pepper the flag, as long as he defeated the Bull's Dark Knight in a joust. After defeating the Dark Knight, Pepper receives the Bull's flag from the Lions to give it to the Bulls. However, before the Bulls can give the missing page to Pepper, he has to engage in a cannon battle with Cedric the Bull, an ally of the Brickster, as he steals the page, just as the other Bulls are about to give the page to Pepper. After defeating Cedric the Bull, Pepper acquires the page, signalling his time to leave Castle Island.

Pepper then comes back to LEGO Island, collects more pages, and leaves again to fly through a portal to Adventurers Island with a helicopter. Upon landing, he meets Johnny Thunder and Pippin Reed, who agree to help him track down the pages on the island as long as he helps them. After defending the Adventurer's truck from snakes as they drive through the desert, they find Dr. Kilroy at some nearby tombs. Pepper retrieves gems from inside a sphinx, then ventures inside the mummy's tomb to get a Constructopedia page. Pepper then drives a car to the desert oasis, to get another page from a large fish that swallowed it, before meeting up again with the Adventurers. The entire team then flies to the jungle, where they learn that Mr. Hates has taken several dinosaurs captive. Pepper rides a t-rex to Mr. Hates's camp and rescues the dinosaurs with the aid of a hot air balloon, and then defeats Mr. Hates to get a page from him. Pepper then says goodbye to the Adventurers and returns to LEGO Island... again.

Upon having headed back to Pepper's homeland, Papa and Mama Brickolini are kidnapped by the Brickster and a group of his Brickster-Bots. Pepper then collects the final pages of the Constructopedia on LEGO Island and obtains a special radio from the Radio Station, which now is the only way to stun the Brickster-Bots as they became immune to pizza.

Pepper then walks to the space port and, after centrifuge and parachute training, takes a space shuttle to Ogel Island to find and rescue Mama and Papa. Pepper's initial obstacle is an asteroid belt leading to Ogel Island; however, he manages to navigate it without much hassle. Since the Brickster stole the landing gear and deconstructed the landing platform on Ogel Island, Pepper has to parachute down. On the asteroid, he makes pizzas to send the citizens to sleep while getting Mama and Papa out of their situation. He then confronts the Brickster in his palace, locking him in a jail cell at the top of the tower.

Pepper (once more), Mama and Papa fly home in a Fish Ship, and land on LEGO Island, where the Infomaniac greets them. Pepper's girlfriend (whose name is unknown and wasn't involved in the incident the whole time) tackles him and kisses him, and the scene then fades to a dance party at the Pizzaria. Suddenly, five Brickster-Bots burst out of nearby crates. The music stops, but the Brickster-Bots start to dance, and the party resumes. The camera then slowly fades and moves away from the party through a group of LEGO Island residents, and the Brickster shows up from a manhole briefly (despite being punished already), concluding the game.


See Main Article: List of LEGO Island Characters

Unlike the first game, LEGO Island 2 only has Pepper as a playable character. Every other character on the island only gives help or serves as part of an objective.

Besides the LEGO Island characters, LEGO Island 2 also uses several other characters from LEGO themes and video games: Description This is a description taken from Do not modify it. (See an archive of the product’s page)

Help Pepper save LEGO Island!

The Brickster has escaped from jail and has stolen the Constructopedia! Now he has the power to take LEGO Island apart brick by brick, and only Pepper can stop him-but he needs your help! Explore the Mummy's Tomb and escape the gem-stealing serpents on Adventurers' Island. Pilot a space shuttle and ride a pterodactyl! Rescue trapped dinosaurs and joust with a powerful knight! It's Pepper's most exciting adventure ever- will he stop the Brickster, or will LEGO Island be destroyed? You decide!

Online games

A sports game was available on the official website:

  • Pepper's Skateboarding Challenge

The Brickster escapes from jail again and Pepper Roni must maneuver several courses on Adventurers’ Island to catch him.[1] It was released on April 17, 2001.[2]


LEGO Island 2 has a curious development history, starting as an unrelated project ("LEGO Fantasy"[3], possibly a working title) being developed by Krisalis Software (the developers of LEGO Chess and LEGOLAND), as a tie-in for a cancelled TV show with no relation to LEGO Island. A one minute demo of the TV show was found on an archive of the company that animated it, Vision-Scape.

David Upchurch, the game's original producer from August 1998 to August 1999, says the following on his website: This is a description taken from David Upchurch's website. Do not modify it.

LEGO Island was the first ever LEGO game. Its massive success proved the viability of LEGO software products, leading to the formation of LEGO Media. It also guaranteed an eventual sequel, of which I was made the Producer.

Interestingly, the game started life as something quite different. LEGO Media’s remit extended beyond just software, and the game was originally intended to support a TV show being developed in collaboration with a US animation house. The proposed show was the usual bland Saturday morning filler about three human kids and their comedy dog who could ‘warp’ into LEGO world for all sorts of life-lesson-teaching adventures, and so generic that it’s no surprise it didn’t go beyond the initial concept phase.

At that point, the game was still early in development – essentially little more than a 3D engine and a dog animation (my original idea was for a Mario 64-style platform adventure, where you could swap between the three human heroes and use their differing skills to solve puzzles, plus ‘use’ the dog to sniff out secrets, dig up items, attack enemies, etc – take that, Fable!).

It was a shame to throw away all that work, so it was decided to repurpose it as LEGO Island 2, seeing pizza boy Pepper back in action after he accidentally releases the Brickster from prison. Unfortunately I never got to finish the game as I left LEGO Media well over a year before it closed, though it was nice to see the final game kept fairly close to my original design and storyline.

He later provided more details in a conversation with a fan:[3] This is a description taken from a conversation with David Upchurch. Do not modify it.

As I say on the website, the original brief was for a game linked to the TV show about three children and their dog who could enter LEGO world. IIRC, the characters were a blond-haired teenage boy, a black teenage girl and a younger teen red-haired boy (complete with back-to-front baseball cap - I said it was pretty generic stuff!). The dog was a lanky labrador-like comedy hound, always getting scared and whimpering... you know the sort of thing.

They had wristwatch-like devices that they could use to warp into LEGO world, whereupon the kids would stay human but the dog would turn LEGO-y.... don't ask me why.

The original design was a sort of Mario 64 / Zelda-esque 3D adventure, with the characters viewed in third-person.... like, er, Mario 64 and Zelda. You could only control one character at a time but was able to swap between them, and each had different abilities that you had to use at the right time and in the right combination to solve the action puzzles you encountered.

You also had indirect control over the dog, which would follow your hero. If you spotted a suspicious bit of ground you could tell it to dig and maybe discover a secret, tell it to attack baddies, sniff out hidden characters/items, that sort of thing.

A lot of the game centred around finding torn pages from the Great Book Of Building, that the Brickster had stolen after his escape. He'd ripped up the pages, causing vehicles and buildings to deconstruct. By finding the lost fragments and piecing them back together, you could rebuild the smashed items and then use them to get further in the game.

There was also going to be a time element (inspired by Day of the Tentacle and, yes, Zelda) - the different themes were set in different eras, so Castle theme predated City theme, and Space theme was in the future, etc. So if you saw a river you needed to cross in the City, if you travelled back to the Castle era you might see a tree that you could cut down - this would then form a wooden bridge in the future. Get the idea?

I worked with a company called Krisalis in Rotherham, UK, to generate the prototype - after about 6 months all we had was the younger boy running around a test environment with the dog, and you could tell it to dig in certain areas... pretty basic stuff. Before we could really start fleshing stuff out the project was canned when it became clear the TV show wasn't going anywhere.

Someone obviously saw the resemblance between the boy and Pepper, as that's when the idea of using the work as the basis of LEGO Island 2 was suggested.

So we change the kid to Pepper, dropped the dog, added a skateboard (there was going to be a Tony Hawks lite element to the game, performing stunts and so on - don't think that was in the final game), changed the plot to pretty much what it is now, dropped all the time-travelling puzzle solving and added mini-games - basically made it a lot simpler.

Unfortunately, that's where my involvement ended - basically with the game still at prototype stage. After I left, LEGO took the game away from Krisalis and gave it to Silicon Dreams, plus they expanded the platform range - when I was involved, it was intended just for PC and PS1.

I'll be honest, I haven't played the finished game that much - just tonked around the first couple of areas. But it feels like the game I worked on - or certainly, the game I intended it to be. I don't think the cut content relates to the old game - I imagine Silicon Dreams would've dumped everything that Krisalis had done and started again; far easier than picking through other people's code. Also, no speech was recorded on my watch - tbh, it's not the sort of thing you'd do early; best to leave it until later when it's clearer what the game will contain. I suspect the reality is they ran out of time and slashed content to get the game into releasable state..

A developer at Krisalis also talked about the project: This is a description taken from Col Price. Do not modify it.

As far as I can remember it was going to be an animated  tv show. Lego wanted a game tie in. But because we were both doing R and D at the same time I think anything went.

It was all pretty vague . it started out as this adventure game, almost like tomb raider. It was a girl  who had been sucked into the lego world. I think the cartoon was going to have a bunch of kids being brought into the world and you went on various adventures in lego worlds, such as  Egyptian  and tropical.

I think the animation side fell through and all of a sudden it went to this lego kid on a bike delivering pizzas. I know at the time we weren’t too happy about the change lol. But we did get the engine running and have this lego dude with a base ball cap on running around. At the time it was all really , really basic stuff. I think it was pc based, not even sure ps1 had come out then haha. But it was a lot of fun to work with the guys. I do remember getting drafted on to help the guys out on lego chess for a bit to get it out the door. We did this and then  im pretty sure after that lego island go canned.

A design doc for Krisalis's version of LEGO Island 2 was recovered, though it mainly only details LEGO Island (most of the other locations hadn't been fleshed out yet), and general gameplay. Still, it bears a striking resemblance to the final game's overall plot and locations. However, it has less of a focus on minigames, and instead has more global features like brick collecting, power-ups for Pepper's skateboard, aggressive enemies, and boss fights. Pepper's backpack would have been a magical backpack that once belonged to his father, allowing infinite storage of items, and protecting him from enemies with a force field (upon taking enough damage, Pepper would have been sucked inside the backpack and teleported back to a town hall on LEGO Island, where he'd have emerged from inside the backpack safely). The game also would have had multiple endings, where whether or not the Brickster escapes would depend on if the player had been able to build a shield generator around OGEL Island.

Trying to find a new developer for the project, LEGO approached Silicon Dreams, who presented to them a demonstration of their engine technology and a document of around 50 various minigame concepts, and got the gig. Work on the game was done largely chronologically, with Ogel being completed last. Maya was used to create the game's environments, which were then exported directly to the game - a lengthy process for complex scenes; exporting LEGO Island took around 20 minutes, making it difficult to find and fix problems quickly.[4]

Various pieces of content were experimented with, or cut after some amount of development: This is a description taken from James Malloch. Do not modify it.

To answer your question, some sub-games and ideas did not make it into the final Lego Island game:

> The 'Volcano run' game was not finished. I worked on this game environment and it included an exotic Thai island theme, Volcano tank (see pictures) and had a Volcano with flowing lava (see pictures).

> I worked a bit on a Rock Raiders underground cavern and Rock Raiders' headquarters. This was never close to becoming a proper sub game.

> The Bricksters tower should have had Mr Hates and The Bull shooting at Pepper when he was ascending the tower. I think these were omitted in the final game. I have attached pictures of these gun emplacements. > The was a jungle driving section, but time must have run out to produce this.

> Chief Legog was the tribal chief and I remember (vaguely) other team members working on creating a game with him and his tribe in a Jungle clearing. This is a description taken from Rich Hancock. Do not modify it.

In LI2 there was an entire world with mini games based around the Rock Raiders play set which was set under the main island. Development didn't get much further than the design stage though, as we realised there would not be time to complete it.

Rock Raiders were all about underground drilling ... you must be familiar with the play set. I can't remember specifics, but the games were based around drilling for gems to power something on the island above.

I remember that before we started the project proper, there were a few concepts kicking around, and one of those was a side scrolling platformer, set on a sinking ship that you had to escape ... we like the idea, so it was translated into LEGO; hence the Titanic level... This is a description taken from Darren Drabwell. Do not modify it.

Wow yes we had lots of ideas. I wanted to do  much more with the sky diving. I also wanted a snowboarding game.

I was going to include a character based on the characters in our PC game dogs of war. This is a description taken from Steve Hughes. Do not modify it.

I think we got off to a false start with Lego.  We made a standard API for mini games and wrote a load of games that were mostly shooting games of one sort or another.  Then Lego told us we couldn’t do any shooting in the game so we threw a load of games out and wrote a bunch of others.  I think the rock raider stuff got thrown out at this point, along with that Jungle Run game which was really fun to play.  Sort of Indiana Jones meets Pilot Wings :)

Lego 2 was something of a nightmare toward the end.  We used a standard API to write all the mini games, and shared a lot of utility code between them.  I think that was a pretty sound idea, however some of this shared code was fundamental stuff, so if it got changed or bugs got fixed, then the whole game needed a complete playthrough – which was 8 hours or something like that.  We did some very long hours as a result of that issue.  I recall my longest onsite was 44 hours.

Two script samples were posted on websites belonging to Wes Jenkins, one involving the Rock Raiders content and another having the intro script to the cut tribal dancing minigame.

At one point, LEGO held a competition among the developers to create a vehicle for the Brickster, potentially for release as a real set, but nothing came of it:

One of the entries for the Brickster's vehicle contest This is a description taken from Toby Harrison-Banfield. Do not modify it.

Lego gave us a competition where we could design the Brickster's vehicle, with a thought to making it a purchasable kit. The image is my entry, based on standard parts. I don't think anyone won. Bit of a marketing gimic, but a lot of fun.



  • The PC version of the game has been criticized for extremely long loading times and other problems it had, though the load times can be fixed with an unofficial patch to the game.
  • Sam Sinister is known by the name Mr. Hates in the English language version of the game, although he goes by Sam Sinister in all other languages (or the literal translation Sam Finster in the German version). If the player gets a gold on his level, the Infomaniac will joke about how he will probably change his name again, referencing to how he had already gone through several names at this point (indeed, he did change it again, this time to Lord Sam Sinister).
  • There are many film and pop culture references in the game, such as references to Indiana Jones, the Wizard of Oz, and 2001: A Space Odyssey in the PC/PlayStation versions. A group of unused voice clips for them were references to Star Wars.[5]
  • The PC and PS1 releases of the game had many locations and sub-games removed before release due to time constraints. However, much of the content cut from the PC and PS1 releases did make it into the GBA and GBC releases. Among the things removed from the PC and PS1 versions were a drum playing sub-game at Achu's camp (originally called Chief Legog in the unused script), and second fights against Cedric The Bull and Mr. Hates on Ogel Island.
  • Some copies of the PC release include a Brickster keychain.

See also


External links