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LittleBigPlanet Karting

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Title Screen

LittleBigPlanet Karting

Developers: United Front Games
Publisher: Sony Computer Entertainment
Platform: PlayStation 3
Released in JP: January 17, 2013
Released in US: November 6, 2012
Released in EU: November 7, 2012
Released in AU: November 8, 2012


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of July 2, 2018) no longer officially supported and online-exclusive features may be documented as now-unseen content.
Hmmm...
To do:
  • Document the rest of the unused levels in DATA/ROM/TRACK.
  • There are numerous remnants of leftover LBP1 content in the game's data, including a Yellow Head costume and DLC stickers that were never implemented.

Since no video game franchise is complete without one, United Front Games brings us a LittleBigPlanet themed kart racer built on ModNation Racers' engine.

Being a spin-off of 2011's LittleBigPlanet 2, a lot of this game's content was inspired by that game, though it also recycles numerous assets from both of Media Molecule's LittleBigPlanet titles.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Lbpkarting default level badge.png
Unused Levels
Test levels, early versions of existing levels and developer-made community levels that died along with the game's servers.
Lbp2final note icon.png
Unused Text
"To put it plainly...he didn't half talk some rubbish, that's why we turned him into sausages."

Unused Costumes

DATA/ROM/CHARACTER contains a handful of costumes that either aren't used or can't be obtained normally.

LittleBigPlanet 2 Curators

AVALON_CHAR_0000047F, EVE_CHAR_00000487 and VICTORIA_CHAR_00000400 are costumes of Avalon Centrifuge, Eve Silva Paragorica and Victoria von Bathysphere respectively, which are all characters from LittleBigPlanet 2. These characters are referenced in this game's Story Mode, but their costumes are never given out. Below are all of the icons associated with these costumes.

AVALON_CHAR_0000047F EVE_CHAR_00000487 VICTORIA_CHAR_00000400
Lbpkarting AVALON CHAR 0000047F.png Lbpkarting EVE CHAR 00000487.png Lbpkarting VICTORIA CHAR 00000400.png
Lbpkarting AVALON CHAR 0000047F SMALL.png Lbpkarting EVE CHAR 00000487 SMALL.png Lbpkarting VICTORIA CHAR 00000400 SMALL.png
Lbpkarting AVALON CHAR 0000047F SMILE.png Lbpkarting EVE CHAR 00000487 SMILE.png Lbpkarting VICTORIA CHAR 00000400 SMILE.png
Lbpkarting AVALON CHAR 0000047F FROWN.png Lbpkarting EVE CHAR 00000487 FROWN.png Lbpkarting VICTORIA CHAR 00000400 FROWN.png

Unused Hoard Variants

There are three unused variations of the Hoard characters, being HOARDCHAR_0000040B, HOARDCHAR03_00000550 and HOARDCHAR04_000004FA. While these variants can be seen in the opening FMV and certain tutorial videos, they do not appear anywhere in-game, either in Story Mode or in user-made levels where the Hoard are set to spawn. Below are all the icons associated with these variants.

HOARDCHAR_0000040B HOARDCHAR03_00000550 HOARDCHAR04_000004FA
Lbpkarting HOARDCHAR 0000040B.png Lbpkarting HOARDCHAR03 00000550.png Lbpkarting HOARDCHAR04 000004FA.png
Lbpkarting HOARDCHAR 0000040B SMALL.png Lbpkarting HOARDCHAR03 00000550 SMALL.png Lbpkarting HOARDCHAR04 000004FA SMALL.png
Lbpkarting HOARDCHAR 0000040B SMILE.png Lbpkarting HOARDCHAR03 00000550 SMILE.png Lbpkarting HOARDCHAR04 000004FA SMILE.png
Lbpkarting HOARDCHAR 0000040B FROWN.png Lbpkarting HOARDCHAR03 00000550 FROWN.png Lbpkarting HOARDCHAR04 000004FA FROWN.png

Unused Karts

MAXKART

DATA/ROM/VEHICLE/MAXKART contains files for five unused Karts. Their icons depict recoloured vehicle parts from ModNation Racers, however, the "SMALL" icons either show disembodied wheels, floating steering wheels or are effectively blank images. Attempting to load any of these karts causes the game to crash, likely due to them relying on nonexistent assets.

MAX0_00000010 MAX1_00000011 MAX2_00000041 MAX3_00000043 MAX4_00000065
Lbpkarting MAX0 00000010.png Lbpkarting MAX1 00000011.png Lbpkarting MAX2 00000041.png Lbpkarting MAX3 00000043.png Lbpkarting MAX4 00000065.png
Lbpkarting MAX0 00000010 SMALL.png Blank Image Blank Image Lbpkarting MAX3 00000043 SMALL.png Lbpkarting MAX4 00000065 SMALL.png

Shopping Cart

Models for a cardboard shopping cart can be found in DATA/CREATE/KART/KARTMODELPACKSTREAMING.BIN. There are no models or textures for alternate suspension types.

Popit Icon Model Render
Lbpkarting BODY SHOPPINGCART ICON.png Lbpkarting shoppingcart body model.png

Tag's Kart

DATA/CREATE/KART/KARTMODELPACKSTREAMING.BIN contains models for a kart body based on Tag's Kart from ModNation Racers. It can be seen briefly in the game's announcement trailer, used in what appears to be an early version of Craftworld GP. Models exist for all six suspension types.

Suspension Type Popit Icons Model Renders
Stock Lbpkarting SUSPENSION STOCK BODY MODNATION ICON.png Lbpkarting modnationkart stock body model.png
Dragster Lbpkarting SUSPENSION DRAG BODY MODNATION ICON.png
Low Rider Lbpkarting SUSPENSION LOWRIDER BODY MODNATION ICON.png
Monster Truck Lbpkarting SUSPENSION MONSTER BODY MODNATION ICON.png Lbpkarting modnationkart monster body model.png
Tank Lbpkarting SUSPENSION TANK BODY MODNATION ICON.png Lbpkarting modnationkart tank body model.png
Hover Lbpkarting SUSPENSION HOVER BODY MODNATION ICON.png Lbpkarting modnationkart hover body model.png

Ice Cream Truck

An ice cream truck kart body can be found in DATA/CREATE/KART/MDOELPACKSTREAMING.BIN. Models exist for every suspension type, though the tank doesn't appear to have an icon associated with it.

Suspension Type Popit Icons Model Renders
Stock Lbpkarting SUSPENSION STOCK BODY ICECREAM ICON.png Lbpkarting icecreamkart stock body model.png
Dragster Lbpkarting SUSPENSION DRAG BODY ICECREAM ICON.png
Low Rider Lbpkarting SUSPENSION LOWRIDER BODY ICECREAM ICON.png
Monster Truck Lbpkarting SUSPENSION MONSTER BODY ICECREAM ICON.png Lbpkarting icecreamkart monster body model.png
Tank No icon Lbpkarting icecreamkart tank body model.png
Hover Lbpkarting SUSPENSION HOVER BODY ICECREAM ICON.png Lbpkarting icecreamkart hover body model.png

Unused Objects

Hmmm...
To do:
There's more than this.

DATA/ROM/OBJECTS contains what are referred to in-game as "Team LBP Objects" — a collection of prefabs which were made by the developers using the in-game tools, and then saved for later use. Many of these are used throughout Story Mode or are part of the stock weapon pool, but a few of them go unused.

Each object is comprised of four files: a .CM2 file containing the object's metadata, a .TOB file which contains the object itself (this is what gets loaded when selecting a captured object in the Goodies Bag) and two .PNG icons in different sizes (256x256 and 128x128).

Icon Internal Label Notes In-game Screenshot
Lbpkarting TESTOBJ 00000E1A.PNG TESTOBJ_0000031A A pair of triangular speaker objects. The icon is more interesting than the object itself, as it depicts an early level save screen with the Canyons background. LBPK UnusedObject TESTOBJ InGame.png
Lbpkarting GENERIC RAYSET1 00000EBC.PNG GENERIC_RAYSET1_00000EBC A group of props from Monster Islands with Ray the Turtle smack in the middle. The inflatable ring is attached to a Piston Motor, causing it to bob up and down as if it were floating on the water's surface. The arrangement of props is loosely based on the set seen in Turtle Island's pre-race cutscene. LBPK UnusedObject RAYSET1 InGame.png
Lbpkarting GENERIC RAYSET2 00000F2F.PNG GENERIC_RAYSET2_00000F2F A set of wave objects that bob up and down. May have been used as the basis for the rolling waves seen throughout Monster Islands' levels. LBPK UnusedObject RAYSET2 InGame.png
Lbpkarting GENERIC SCORE 5XHAIRPIN 00000F93.PNG GENERIC_SCORE_5XHAIRPIN_00000F93 Various sets of Score Bubbles in different configurations. Mostly different sizes of the Score Bubble objects that are given out.

Not a lot to say about these, really.

LBPK UnusedObject SCORE 5XHAIRPIN InGame.png
Lbpkarting GENERIC SCORE 5XLINELONG 00000EFA.PNG GENERIC_SCORE_5XLINELONG_00000EFA LBPK UnusedObject SCORE 5XLINELONG InGame.png
Lbpkarting GENERIC SCORE 5XSOFTCORNER 00000DB8.PNG GENERIC_SCORE_5XSOFTCORNER_00000DB8 LBPK UnusedObject SCORE 5XSOFTCORNER InGame.png
Lbpkarting GENERIC SCORE 10XCORNER 00000DAD.PNG GENERIC_SCORE_10XCORNER_00000DAD LBPK UnusedObject SCORE 10XCORNER InGame.png
Lbpkarting GENERIC SCORE 9XRING 00000E70.PNG GENERIC_SCORE_X9RING_00000E70 Nine Score Bubbles arranged in a ring, all of which are attached to a Rotate Motor, causing them to spin. LBPK UnusedObject SCORE 9XRING InGame.png
Lbpkarting GENERIC SCORE 9XRINGEXP 00000E37.PNG GENERIC_SCORE_9XRINGEXP_00000E37 Nine Score Bubbles arranged in a ring. The outer eight bubbles are attached to Piston Motors, which in turn are attached to a Rotate Motor — in effect, the bubbles rotate in a ring that slowly expands and contracts. For whatever reason, the outer eight bubbles are pinned to the terrain, which can be observed whilst moving the group with the Popit Cursor; the centre one is not pinned. LBPK UnusedObject SCORE 9XRINGEXP InGame.png

Weapons

Icon Small Icon (if different) Internal Label Tweak Differences (if any)
Unused Used
Lbpkarting WEAPON LEADERATTACK2 00000DA8.PNG Lbpkarting WEAPON LEADERATTACK2 00000DA8 SMALL.PNG WEAPON_LEADERATTACK2_00000DA8

Flight Mode

  • Vertical Turbulence: 0.5
  • Horizontal Turbulence: 0.4

Physics

  • Speed: 87.0

Flight Mode

  • Vertical Turbulence: 1.5
  • Horizontal Turbulence: 1.5

Physics

  • Speed: 70.0
Lbpkarting MULTIMISSILE2 00000EB7 00000DA8.PNG Same as large version WEAPON_MULTIMISSILE2_00000EB7 Physics
  • Speed: 94.0

Physics

  • Speed: 70.0
Lbpkarting WEAPON SEEKINGMISSILE2 00000E9F.PNG Same as large version WEAPON_SEEKINGMISSILE2_00000E9F

Physics

  • Speed: 87.0

Physics

  • Speed: 65.0
Lbpkarting WEAPON STRAIGHTMISSILE2 00000E5C.PNG Same as large version WEAPON_STRAIGHTMISSILE2_00000E5C

Physics

  • Speed: 84.0

Physics

  • Speed: 85.0

Weapon .TOB Backups

On top of the used weapons that exist as separate objects, many of the used weapons have backups of their .TOB files, which contain early versions of their respective weapons.

Weapon .BAK Filename Tweak Differences (if any) Notes
Unused Used
Shockwave WEAPON_BATTERINGRAM_00000DD1.TOB.BAK

Physics

  • Hit Radius: 5.0

Physics

  • Hit Radius: 4.0
Boxing Glove WEAPON_AUTOPILOT_00000DE6.TOB.BAK

Physics

  • Speed: 65.0%

Physics

  • Speed: 70.0%
Blue Rocket WEAPON_BATTERINGRAM_00000DD1.TOB.BAK

Type

  • Lifetime: 3.1s

Visuals

  • Trail Effect: Ribbons
  • Destroy Effect: Electricity

Stun Type

  • Stun: Disable Controls

Type

  • Lifetime: 2.5s

Visuals

  • Trail Effect: Sparkler
  • Destroy Effect: Paint

Stun Type

  • Stun: Side Impulse
The Blue Rocket has two early backups, the earliest of which appears to use the name "BATTERINGRAM".
WEAPON_BOOST_00000E2A.TOB.BAK

Visuals

  • Invincible: No

Visuals

  • Invincible: Yes
Battle Red Seeker WEAPON_FLASHLIGHT_00000DE8.TOB.BAK Identical Despite being functionally identical, the unused .BAK is significantly larger than the used .TOB (19.6 KB for the .BAK, 1.26 KB for the .TOB).
Leader Seeker WEAPON_LEADERATTACK_00000F72.TOB.BAK

Flight Mode

  • Vertical Turbulence: 0.5
  • Horizontal Turbulence: 0.4

Flight Mode

  • Vertical Turbulence: 1.5
  • Horizontal Turbulence: 1.5
Lob Bomb WEAPON_LOBBEDBOMB_00000DC0.TOB.BAK Identical
Lobbed Bomb Area Effect WEAPON_AE_LOBBEDBOMB_00000E17.TOB.BAK

Type

  • Lifetime: 0.3s

Type

  • Lifetime: 0.5s
Mine WEAPON_MINE_00000EFD.TOB.BAK Identical
Triple Mine WEAPON_MINE_00000EFD.TOB.BAK Identical The .BAK's object is scaled slightly smaller than the final version, but is otherwise functionally identical.
Flash Bang WEAPON_MULTIMISSILE_00000E6A.TOB.BAK Identical
Fast Forward WEAPON_PORTAL_00000E23.TOB.BAK Identical
Paintinator WEAPON_RAPIDFIRE_00000F59.TOB.BAK

Visuals

  • Trail Effect: Plant

Visuals

  • Trail Effect: None
Red Seeker WEAPON_SEEKINGMISSILE_00000F3A.TOB.BAK Identical Despite being functionally identical, the unused .BAK is significantly larger than the used .TOB (61.7 KB for the .BAK, 1.57 KB for the .TOB).
Lightning Bolt WEAPON_SNIPERMISSILE_00000EA5.TOB.BAK

Physics

  • Speed: 300.0

Physics

  • Speed: 250.0
Straight Shot WEAPON_SEEKINGMISSILE_00000F3A.TOB.BAK

Physics

  • Speed: 71.0

Physics

  • Speed: 85.0

VS Level Cutscene Remnants

Most levels along the main path of Story Mode (with the exceptions of Karting Lessons, On the Wormpath, and The Garage at the End of the Craftverse) have Versus variants intended to be played against other human players. To better fit an online multiplayer environment, the levels have been altered from their normal main path versions — notably, Score and Prize Bubbles are completely removed, and any pre or post race cutscenes have been removed or disabled.

Most Versus levels had their story cutscenes completely removed, but a handful still contain remnants that can be found by loading them in Create Mode.

Garden Grip VS

Garden Grip VS contains most of the logic for the opening cutscene (attached to one of the towers at the start line) and the paths that the AI actors are meant to follow, however, all of the Movie Spawn Points and cutscene specific props (the Queen, the cows, etc) are missing. The 'Queen of Craft' music that normally plays when the Queen appears is also absent. It is possible to re-enable the cutscene by loading the level in Create Mode and unchecking the "Cinematics Disabled" option on the Gameplay Settings page of Global Settings.

Mine the Gap VS

Mine the Gap VS contains the cutscene's Sequencer (located behind the Scoreboard area), but the Movie Spawn Points and cutscene specific props are absent. Again, the cutscene can be re-enabled by unchecking the "Cinematics Disabled" option in the level's Gameplay Settings.

Turtle Island VS

Screenshot of Turtle Island VS showing Ray's island (left) and the opening shot's backdrop (right). The level's Fogginess has been set to 0% for clarity.

Turtle Island does not contain the pre-race cutscene's logic, however, some of the props, paths and Movie Spawn Points are still present. The backdrop from the opening shot, as well as Ray's island are present, but both of these get destroyed when the race begins.

Huge Spaceship VS

Screenshot of Huge Spaceship VS showing the objects used in last shot of the post-race cutscene.

Huge Spaceship VS only contains one remnant of its post-race cutscene: the small set showing Huge Sapceship flying to the Space Bass. The rest of the cutscene's objects and logic are nowhere to be found.

Lost in Bass VS

Screenshot of Lost in Bass VS, showing the Huge Spaceship object from its pre-race cutscene.

In the opening cutscene for Lost in Bass, Huge Spaceship docks on the Space Bass, with Sackboy and the Hoard driving out through its eye. The Huge Spaceship object and its associated props are present, but are immediately destroyed once the race starts. The rest of the cutscene's props and logic are nowhere to be found.

Early Pod Background

The LBP2 Pod background with all other objects removed from the level.

By entering the Pod level in Create Mode and changing the Background Pano Style to 2, the Pod background from LittleBigPlanet 2 can be seen, albeit with the outer chunks removed to save on resources. Unlike the final Pod background the Earth and Moon are baked into the geometry, though for some reason the Earth's land is separated from the actual planet. The final Pod is much bigger than the room it was originally meant to occupy, suggesting this version was designed with a much smaller Pod in mind.

Early Graphics

Race HUD

DATA/UI/ART/RACE/UIARTRACETEXTUREPACK.TEMP.BIN contains early versions of a couple of HUD elements.

Weapon Well

Early Final
Lbpkarting early weapon well.png
Lbpkarting final weapon well.png

Custom Dial

Early Final
Lbpkarting early custom dial.png Lbpkarting final custom dial.png

Unused Graphics

Kart Polaroid

Lbpkarting kart polaroid.png

Found amongst Pod-related graphics in DATA/UI/ART/POD/TEXTUREPACK_POD.TEMP.BIN is a polaroid with a blue icon of a kart. A similar icon that features a blue Sackperson icon is used for the default player polaroid image, but this kart variation is never used.

PlayStation Eye Polaroid Image

Found amongst the PlayStation Eye overlays in DATA/UI/ART/GLOBAL/UIARTGLOBALTEXTUREPACK.TEMP.BIN is a polaroid overlay. While this isn't unused in and of itself, there is an image inside the frame that normally can't be seen due to the inside of the frame being fully transparent. By removing the overlay's transparency in an image editor, a picture of someone in a plastic box - presumably one of the developers - is revealed.

Unedited Transparency Adjusted Transparency
Lbpkarting pseye polaroid unedited.png Lbpkarting pseye polaroid adjusted transparent.png

Team Minimap Icons

Red Team Blue Team
Lbpkarting team minimap red marker.png Lbpkarting team minimap red x.png Lbpkarting team minimap red flag.png Lbpkarting team minimap blue marker.png Lbpkarting team minimap blue x.png Lbpkarting team minimap blue flag.png

DATA/UI/ART/GLOBAL/UIARTGLOBALTEXTUREPACK.TEMP.BIN contains six red and blue icons that were most likely intended for use on a minimap. They do not appear to fit in with this game's art style.

ModNation Racers Leftovers

Found in various places in the game's data are leftover graphics from United Front's previous racing game, ModNation Racers.

Track Studio Icons

DATA/UI/ART/ICONS/TRACKSTUDIO/UIARTTRACKSTUDIOTEXTUREPACK.TEMP.BIN contains a handful of icons leftover from ModNation's Track Studio.

PlayStation Store Icon

Lbpkarting modnation.png

Found in various TEXTUREPACK files throughout the game is a PlayStation Store icon for ModNation Racers.

Unused Music

Buried within SONYKARTDEFAULT.PCK are five licensed music tracks that are never used anywhere. In early prototypes of the game, the background music was randomly chosen at the start of each race or battle, and these tracks were part of the rotation.

Music Song Info
'African People' by Trentemøller
'Hully Gully' by Tommy Kinsmann
'Remind Me - Live' by Röyksopp
'Square Rave' by Squarepusher
'Toccata and Funk in D Minor' by Walter Murphy

Unused Video

DATA/MOVIES/INTROMOVIE.BIK is an early version of the live action intro, using the standard Orb of Dreamers music with no stickers or Stephen Fry narration. It also starts with a title card.

Unused Narration

Voice Clip Subtitle Debug Label Context/Notes
Your POD really is the business end of a rattling good idea and there’s some new fangled updates to enhance your dreamscape karting experience. amb_pod_introduction_01 An earlier, longer version of the Pod introduction narration that's split across three clips, rather than just one like the final game.
Use your POD to choose games or locate your Sack-chums. You can even have friends over so there’s no need to meet up in supermarket car parks and thrash your karts up and down annoying the shoppers. amb_pod_introduction_02
Use the CONTROLLER to access your pod computer. The MENU button is your kart key, if you like. Tap it to begin the adventure. amb_pod_introduction_03
If you’d like a little more time getting the hang of the LittleBigPlanet racing experience before you kart yourself off into the big league then we have a smorgasbord of mini practice games for you to get your molars into. Play them for fun or honing your skills or to just get obscenely high scores to post and impress your peers. Or if you don’t live by water, your friends. amb_practice_planet_intro_01 The narrator introducing the tutorial minigames. The debug label seems to suggest that these may have been on their own planet at one point, but in the final game they are part of LittleBigPlanet (the first story world), unlocked by completing the first few levels.
Aha, you’ve reached your first Score based level. Points are the goal here! The highest count counts. Get yourself a big bally tally and the game is yours, squire. Drift, hit enemies and collect score bubbles! amb_sto_first_score_level_01 A pair of voice clips intended when encountering a score or time based level respectively.
Well now, your first Time based level hey. You are in the big league. Go you. In these levels, try your best to get to that finish line as quickly as possible! Here there is a definite greed for speed. Drive carefully though, less crash more dash. amb_sto_first_time_level_01
Another mini-game for you to grapple with and what better than one that introduces you to the marvellous mechanical GRAPPLING HOOK. An amazing bit of kit that will help you avoid obstacles that would otherwise prevent you from reaching Time Extension Checkpoints. Press and hold down the GRAPPLE BUTTON to grab and hold onto a sponge and when you’re really competent you can release yourself and time your descent to pop a few of the more out-of-reach PRIZE BUBBLES. Crafty or what? amb_sto_grappling_hook_time_extension_01 Pre-race commentary for a scrapped side level in which the player uses the Grapple Hook to reach time-extending checkpoints. No such level exists in any known build of the game.
This is a no-rules, rev it and weep, Mad Max style, trash ‘em and crash ‘em race. But we don’t need dodgy outfits and the outback – oh no. Not when we can enjoy all the thrills and oil spills of a badly kept garage floor. Come on you crazy little grease monkeys, into your karts and to heck with the health and safety regulations! amb_sto_7-1a_death_rally_01 Pre-race commentary for a scrapped level titled "Death Rally". No level by this name exists in the final game — used or otherwise — but the subtitle's debug label suggests it was intended for Hoard, Sweet Hoard (the seventh story world).

Internal Project Name

EBOOT.BIN contains references to a couple of internal project names, the most interesting of which being UnitedFront_SCEA_ModNationRacers2_PS3, which is repeated three times starting at offset 10C5231 (confirmed on the UK disc version). Separately, multiple source code directories are referenced, which include a folder named Kart2.

Build Information

Hmmm...
To do:
Check DATESTAMP.DAT in other regions, and see if they're different in the physical/digital versions.

In the root of the DATA folder, a build timestamp can be found in the conveniently-titled DATESTAMP.DAT. This file consists of a 0x0D length block, with two bytes for the Year, Month, Day, Hour, Minute, Second and Millisecond in that order, followed by a string that reads rweber; the rest of the file is padded with 0s. Below is a table listing the contents of DATESTAMP.DAT in different versions of the game.

Version Datestamp
Blu-ray Disc (UK)
BCES01423
2012-09-21 22:09:42.465
Digital (US)
NPEA00421
2012-09-21 23:59:13.290

Revisional Differences

Version 1.10

Released on February 19th, 2013.

v1.00 v1.10
Lbpkarting 1.00 SKY SMASHPOTATO FRONT.png Lbpkarting 1.10 SKY SMASHPOTATO FRONT.png
Lbpkarting 1.00 SKY SMASHPOTATO SIDE.png Lbpkarting 1.10 SKY SMASHPOTATO SIDE.png
  • The text on the Smash Potato Box stickers from the Progress Emporium was changed from "Smash Potatoes" to "Mash Potatoes".