Ten LEGO Trains Put Loops, Jell-O, and a Rocket Ramp to the Test

Rating

Video Reviewed
Rating8.1/10
LEGO TRAIN CRASHES…

Minecraft’s Steve is hauling diamonds and gold when his tiny minecart comes up short on a broken bridge. The room-spanning ramp leading to that little gap gets the scale of the joke right. A trolley full of minifigures then makes it through a loop with every passenger accounted for, giving the opening two runs different outcomes and making the next reveal worth waiting for.

The doors give the lineup a game-show rhythm, and the builds have enough personality to make the reveals count. The remote-controlled cargo train carries LEGO sets, tiny cars, and chickens before another LEGO creator challenges it to take on a giant block of Jell-O. The cargo is a joke on its own, and the guest’s choice gives the crash a messier payoff than the host bargained for.

The steam locomotive gets the most satisfying buildup. The host starts with ten minifigures and keeps adding passengers until the count reaches 240, with the strain on the wheels becoming part of the spectacle. By the time the train attempts to jump seven LEGO cars, the wipeout has a punch line that took some work to earn.

The weighted train benefits from a similar escalation. A lone minifigure gives way to an oversized Ronaldo figure and eventually ten LEGO walls, all of which the host says the train smashed through. The armored train gets a comparably elaborate setup with three tanks, but the narration moves on to the next reveal without making clear how many it got through. That quick transition leaves one of the more ambitious matchups without a clear result.

The subway and the futuristic train lean on speed, though the subway’s run ends in a wreck without a speed figure, and the claim that the futuristic model is the fastest gets no direct comparison. The host is better at selling the comedy of the tests. The groan-worthy train puns suit the premise, and the joke about the neighbors lands after the triple-decker takes on a giant LEGO figure. The recurring expressions of disbelief start to sound interchangeable as the reveals pile up.

The rocket-powered finale gives the host a reason to sound genuinely surprised. The winged train is supposed to find out whether it can fly, and the run instead ends with a hole blown through the ramp. After so many tests built around sending a train into something, the surprise is that the launch setup itself takes the hit.

Pros

  • The door reveals give the ten-train lineup a brisk, easy-to-follow structure.
  • The loop, Jell-O block, and car jump give the trains distinct challenges.
  • The steam locomotive’s rising passenger count makes its eventual wipeout funnier.
  • The weighted train’s progression from a single minifigure to ten walls builds anticipation.
  • The rocket launch ends with a surprise that earns its place as the finale.

Cons

  • The armored train segment leaves the outcome of the three-tank challenge unclear.
  • The speed-focused runs offer too little information to judge the claim that the futuristic train is the fastest.
  • The repeated expressions of disbelief make some of the later reveals sound alike.

The builds are funny in their own right, and the best challenges give viewers time to imagine how the train might get through before the attempt goes sideways. A few matchups rush past their own payoffs, but there’s enough invention in the lineup to keep the crashes entertaining through the final launch.

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