LittleBigPlanet 3 (PlayStation 3)
This game has unused animations.
This game has a prototype article
This game has a prerelease article
Sackboy returns with new friends, more layers and an arsenal of new tools in the first numbered LittleBigPlanet game not developed by Media Molecule. The game shipped in a notoriously glitchy state, in no small part due to being rushed and hacked together in time for Black Friday. As a result, a significant amount of content was cut from the final release.
Unless noted otherwise, everything mentioned here is assumed to also apply to the PlayStation 4 port of the game.
- 1 Sub-Pages
- 2 Unused Models
- 2.1 pod2.mol
- 2.2 map_previs_lee_02.mol
- 2.3 spawn_point_open_curtain_1.mol
- 2.4 boomerang_2.mol
- 2.5 throwable.mol
- 2.6 pp_telescopic_meter.mol
- 2.7 sm_transition_hook02.mol
- 2.8 z_typewriter.mol
- 2.9 ziggurat_vera_nk.mol
- 2.10 np_hookduck.mol
- 2.11 sw_old_bear.mol
- 2.12 st_ice_lolly_stick.mol
- 2.13 dec_zt_paper_branches.mol
- 2.14 mw_bird_wing.mol
- 2.15 pl_spoon_sign.mol
- 2.16 tu_tu.mol
- 2.17 mesh_bu_funnel.mol
- 2.18 mesh_z_navalcaptin_hat.mol
- 2.19 mw_map_fort_glow02.mol
- 2.20 jw_brass_horn.mol
- 3 Unused Logic
- 4 Unused Functionality
- 5 Out of Bounds Objects
- 6 E3 Leftovers
- 7 Unused Stickers
- 8 Unused Decorations
- 9 Unused Backgrounds
- 10 Unused Graphics
- 11 Unused Animations
- 12 Unused Costumes
- 13 Unused Video
- 14 Oddities
- 15 Developer Notes
- 16 Build Information
- 17 Revisional Differences
- 17.1 Game Update 1.01
- 17.2 Game Update 1.02
- 17.3 Game Update 1.03
- 17.4 Game Update 1.06
- 17.5 Game Update 1.07
- 17.6 Game Update 1.08
- 17.7 Game Update 1.09
- 17.8 Game Update 1.12
- 17.9 Game Update 1.14
- 17.10 Game Update 1.19
- 17.11 Game Update 1.22
- 17.12 Game Update 1.23
- 17.13 Game Update 1.24
- 17.14 Game Update 1.25
- 17.15 Game Update 1.26
| Unused Audio|
Well I hope you understood that because I certainly didn't.
| Unused .plan Files|
Everything you need to build a boat, among several other things the developers forgot to give out.
| Unused Text|
Developer messages, internal logic documentation and even remnants of cut features and content.
gamedata/lbp3/pod/pod2.mol is a model of a wider, bus-shaped Pod that was used in early prototypes of the game. The final game just reuses the Pod from the first two games instead.
gamedata/lbp3/misc/pre_viz/map_previs_lee_02.mol is an unused adventure map. It's pink and very reminiscent of Manglewood. In early versions of the game, it was used as a placeholder for adventures that didn't have proper terrain yet.
gamedata/lbp3/misc/mesh/spawn_points/spawn_point_open_curtain_1.mol is an early model of the Character Changer. It's rounder and has white curtains instead of sliding metal doors. This was used as the Character Changer in early builds of the game before being replaced with a more futuristic model. It has an animation of the curtains opening and closing.
gamedata/lbp3/unthemed/mesh/boomerang_glow/boomerang_2.mol is a model of a three-pronged boomerang. Its appearance suggests that it might've been used as a powerup at one point.
gamedata/lbp3/unthemed/mesh/throwable/throwable.mol is a model of a blue squeaky ball. This was originally intended to be a throwable powerup before the idea was scrapped.
gamedata/lbp3/_popit_puzzle/decorations/pp_telescopic_meter/pp_telescopic_meter.mol is an animated decoration of a radar.
gamedata/lbp3/misc/decorations/transition_hook/sm_transition_hook02.mol is a decoration that appears to be based on the Rail Hook's model, but with an added satellite dish connected to a long pole. It can be found out of bounds below various Adventure Mode levels.
gamedata/lbp3/__book2/mesh/z_typewriter/z_typewriter.mol is a model of a typewriter intended for the Ziggurat.
gamedata/lbp3/character/costumes/ziggurat/vera/ziggurat_vera_nk.mol is a model of a bow tie intended for the Vera Oblonsky costume. It can be seen as part of her outfit icon, though it doesn't actually get applied to Sackboy when selecting the outfit.
gamedata/lbp3/__book1\mesh\np_hookduck\np_hookduck.mol is a rubber duck with a hook.
gamedata/lbp3/__book1\mesh\sw_old_bear\sw_old_bear.mol is a ragged old teddy bear.
gamedata/lbp3/__book1\mesh\st_ice_lolly_stick\st_ice_lolly_stick.mol is a popsicle stick.
gamedata/lbp3/__book2/decorations/zt_paper_branches/dec_zt_paper_branches.mol is a newspaper cutout of branches meant for the Ziggurat.
gamedata/lbp3/__book1/decorations/mw_bird_wing/mw_bird_wing.mol is a hummingbird's wing.
gamedata/lbp3/__prologue/mesh/pl_spoon_sign/pl_spoon_sign.mol is a silver spoon.
gamedata/lbp3/__book2\decorations\tu_tu\tu_to.mol is a tutu with tweakable color.
gamedata/lbp3/_4_bunkum/decorations/bu_funnel/bu_funnel.mol is a funnel with tweakable color.
gamedata\lbp3\__book2\decorations\z_navalcaptin_hat\z_navalcaptin_hat.mol is a naval captain's hat, similar to the one in Swoop's captain costume.
gamedata\lbp3\__prologue\decorations\mw_map_fort\mw_map_fort02_glow.mol is a decoration of the fort in Manglewood, meant for the map.
gamedata\lbp3\th_05jacobs_well\mesh\jw_brass_horn\jw_brass_horn.mol is a brass squeeze horn object.
Logic gadgets that were either removed from the game, or just never given out as prizes.
|Platform Sensor||Detects what system the game is running on - either PlayStation 3 or PlayStation 4.||This was used by the developers to optimize story levels for PS3 by turning off lights, removing decorations among other things.|
|Global Background Tweaker||Enables or disables the removed "Hide Background" option, making the background invisible.||The "Hide Background" option can be seen in the Global Visual Options tutorial on lbp.me, but was removed from the final version of the game.|
|Colour Tweaker||If the object it's on lets you tweak its colours in its tweak menu, this gadget lets you change its colours via logic.||Its three inputs, from top to bottom, correspond to Red, Green and Blue colour values respectively.|
|Filter||A math tool that divides whatever signal it receives by a percentage that can be set in its tweak menu. It can be given a label, and if it's inside a Microchip it will appear inside the Microchip's tweak menu alongside whatever label you gave it.||As an example of its functionality, a signal of 64% going through a Filter set to 50% results in a signal of 32%.|
|Mesh Tweaker||When activated via logic, the Mesh Tweaker flips the horizontal positions of animation bones associated with the object it's attached to.||The Mesh Tweaker does not appear to work on characters and it has no tweak menu associated with it. Its icon is lifted from the Baiyon Bass 1 Sequencer Instrument.|
|Costume Tweaker||Changes the costume of whichever player activated it when turned on. Any costume in the player's Popit can be placed into a Costume Tweaker, including custom-made costumes.||The Costume Tweaker requires player input to work, (i.e. Buttons, Player Sensors, Controlinators, etc.) and the change will only occur if the costume in the Costume Tweaker was made for the character being played as. (e.g. A Costume Tweaker set to use a costume created for OddSock will only affect players that are playing as OddSock.)|
|Tweak Trigger||When activated, it opens the tweak menu of whatever object it's attached to. When the player backs out of the tweak menu, it outputs a permanent signal that can be turned off with its Reset input.||Activating it inside a Microchip just causes it to open the Microchip's tweak menu. Activating it while it's not attached to anything crashes the game.|
|Emittee||Using an Emitter's Emittee Port, the Emittee can change what an Emitter spawns. Like the Filter, it can be given a label that will appear inside a Microchip's tweak menu.||The port on the Emitter that it requires no longer exists, so it doesn't do anything anymore.|
|Hud Element||An interesting gadget that would've allowed stickers to be displayed on the Heads Up Display. It has a variety of tweaks that determines how stickers on its circuitboard will be displayed in the level (as a Screen object, Object 2D or Object 3D), what HUD layer the stickers will be on (1-10; the lower the number, the higher its priority), how the top input is treated (On/Off, brightness, opacity) and general tweaks for opacity, brightness, animation, and the colour of the stickers.||This gadget only worked on PS3. It was removed from every update past 1.05 due to its scripts being overwritten with duplicate Microchip scripts. Despite this, it was given both a Popit icon and a .plan file in Game Update 1.09.|
|Advanced Counter||An unused variant of the Counter gadget with an additional input for decrementing the Counter's value, as opposed to incrementing it. Apart from that, it's exactly the same as a regular Counter.||This was most likely removed because it was deemed redundant; a Direction Combiner going into a regular Counter can achieve the exact same things that an Advanced Counter can.|
|Don't Export Me!||An Object Tweaker whose sole purpose is to tell the game to...not export the object it's attached to. That's it.||This was most likely intended to work in tandem with a developer exclusive "Export Level" feature. It does absolutely nothing in retail builds because there's no option to export levels in a way that affects this gadget or the object it's attached to.|
|Sack Pocket Item||An Object Tweaker that makes objects so that they can be put into the Sackpocket.||Most likely removed for redundancy, since any item can be captured and put into the Sackpocket, even without a Powerup Handle or this gadget attached.|
|Persistence Point||A gadget that would have saved the state of the level.||Its input and tweak menu were removed from the game, so it's unknown if it still works.|
|Throwable Handle||One of four Powerup Handles that were removed from the game, the Throwable Handle allows you to create Powerups that can be thrown. It has tweaks for throw strength, how long objects live before despawning, and whether or not a throw arc is displayed to show where thrown objects will go.||Thrown objects do not have collision by default, but equipping another Powerup can restore the object's collision. The gadget is also invisible and impossible to select, move or otherwise manipulate with the Popit Cursor; the only known way to use the Throwable Handle in Create Mode is to import an object from an early version of the game with the gadget already attached to it.|
No Image Available
|Saddle||A variant of the Controlinator that can be placed on Sackbots, allowing Sackboy to ride and take control of them. It has unique animations for Sackboy, and a tweak that kills the rider when the creature being ridden dies.||While its functionality is still present, the model it's trying to load no longer exists, so attempting to mount a Saddle without a valid model crashes the game. Hacking the game to tell it to use a different model fixes the crash, allowing it to be mounted without issues.|
|Rumbler||Vibrates the controller when activated, with the intensity of the vibration depending on the incoming analogue signal.||Requires player input to work (i.e. Buttons, Player Sensors, Controlinators, etc). If the Rumbler is left on for about three seconds, controller vibrations will be temporarily disabled across the entire game.|
While not an official piece of logic, this custom microchip was used by the developers in levels to adjust the depth of layers that an object was in.
Dwarf Brain Bounce
The .cha files in gamedata/lbp3/common/skeletons contain a parameter labelled BrainBehaviour, which governs how characters interact with Unprotected Creature Brains. The properties of this parameter are documented in any .cha files that have it.
# 1 - kill only (no bounce), 2 - bounce only (no kill), 3 - kill & bounce off
It's worth noting that if a .cha file doesn't have the BrainBehaviour parameter, it simply defaults to function 3 (kill & bounce off). Function 2 (bounce only (no kill)) isn't used, since every character in the game either defaults to function 3 if they don't have the BrainBehaviour parameter in their .cha file or they set it to 3 if they do have it. The sole exception being troll_giant.cha, which has it set to 1 (kill only (no bounce)).
There are a handful of sound effects labelled dwarf_brain_bounce that play when BrainBehaviour is set to 2, suggesting that this functionality was planned for Small Toggle.
gamedata/materials/smashable.mat is an unused material type with similar functionality to the Shardinator, likely intended for glass materials. If Big Toggle bumps into the material with enough force then it will smash into roughly 40 pieces. If the material has been lethalised with anything other than fire, however, then it will not break. The shards themselves will dissappear if Big Toggle bumps into them with enough force, with all of the shards disappearing on their own after about three seconds. The material seems to be rather buggy, since it's possible to break it, even if the level is in pause mode. It's also possible for it to destroy other nearby objects, including the level's boundaries, which may have been why it was cut in favour of the Shardinator.
Sensor Trip Switch
Nearly every Sensor gadget in the game has an unused Trip Switch tweak that is hidden by default. If the Trip Switch tweak is enabled (either through modding or by importing gadgets that have it enabled from early prototypes), then the Sensor's output will stop updating once it has been activated, effectively keeping it turned on forever. There is no way to reset Trip Switched gadgets once they've been activated, which may have contributed to the tweak's removal.
Out of Bounds Objects
By entering levels in Create Mode (either through glitches or file swapping), it is possible to access various areas and objects that the developers never intended players to see.
As a general note, most if not all of the images used for the slideshows are stored out of bounds - usually close to where they are used in the actual levels - then emitted into place when needed. Occasionally slides that aren't actually used can be found alongside them, usually appearing to be from an earlier point in development.
Just beneath the tutorial area for undoing and unpausing is a floating button, presumably meant for testing. Pressing it activates the slideshow prematurely.
A cardboard platform with no apparent purpose can be found way out of bounds on the far right side of the map.
Below the first set of spikes is an extendable platform. A similar looking platform appears later on, but not only is this one never seen in the level, it actually breaks as soon as the level is unpaused.
To the upper left of the button to start the minigame are two cardboard platforms, each with a different version of the wheeled rabbit robot. The one on the top platform appears to be identical to the one used in the level, while the bottom one appears to be an early version with different sound effects and less detail.
Now You See Me...
|Used Lighting||Unused Lighting 1||Unused Lighting 2|
The Microchip just to the left of The Great Magician has two Global Lighting Tweakers that are never activated. These appear to be alternate lighting settings intended to be used when the player enters one of the many vanish zones scattered throughout the level.
To the right of the starting room is a cardboard platform with three buttons on it; the one on the far left activates a Teleporter, while the two on the right activate Score Givers (the rightmost awarding 4,000 points, the leftmost deducting 20,000). A block of fire with an unknown purpose is also present next to the teleporter, while a block of Sticker Panel used for confetti is found above the two Score Givers alongside a developer note warning that they may need to re-emit the confetti.
The platform (and everything on the left side of it) is automatically deleted as soon as the level is un-paused due to a Broadcast Microchip set to destroy anything that enters its radius.
An undecorated copy of the sliding octagonal door can be found out of bounds, just to the right of the arena. It cycles between being open and closed every two seconds.
The pinball has a free movement mode that is disabled by default, but can be re-enabled by setting the Toggle switch - located in the Controlinator on the pinball's Microchip - to On. Once enabled, hold R2 and use the Right Stick to move the pinball anywhere on the table. Letting go of R2 will return the pinball to normal. Note that this does not apply to the multi-ball minigame, as the pinballs seen there are separate objects and don't contain any free movement logic.
E3 Game Mode Select
gamedata/scripts/podstatee3gamemodeselect.ff is a level selection menu that was used at E3 and other trade shows. The first screen presents two sets of buttons under "Main" and "Latam" categories. Pressing any of the four buttons zooms in on Bunkum and brings up a list of two levels, being early versions of Race To The Stars and Tutu Tango (referred to as "Toggle Escapes The Labyrinth" by the menu).
Presumably to stop attendees from seeing the rest of the Pod, the developers made it impossible to back out of the main menu once it has been brought up; the only way out of it is to restart the game. Additionally, due to a user interface overhaul, pressing any of the four buttons after Game Update 1.22 ends up crashing the game.
To access the E3 game mode select menu on version 1.00:
- Open blurayguids.map in a hex editor.
- Go to hex address 00206427, and replace "00 01 6D C6" with "00 0A 0B DF".
- Go to hex address 006E19EC, and replace "00 0A 0B DF" with "00 01 6D C6".
- Save your changes and start the game.
To access it on version 1.26:
- Open brg_patch.map in a hex editor.
- Go to hex address 00018280, and replace "00 01 6D C6" with "00 0A 0B DF".
- Go to hex address 000739C8, and replace "00 0A 0B DF" with "00 01 6D C6".
- Save your changes and start the game.
When you activate the Pod Computer, you'll be greeted with the E3 level select instead of the standard main menu.
Race to the Stars (01_mp_all_star_greybox.bin)
The E3 version of Race to the Stars (found in gamedata/lbp3/marketing_demo2/levels/01_mp_all_star_greybox/01_mp_all_star_greybox.bin) exhibits a number of differences from the final level.
- The level is much longer, with a completely different introduction and dedicated sections for each of the characters.
- Neither Marlon Random nor the race that accompanies him are present in this version of the level. By extension, the Evil Newton Costume obtained from the race in the final game is also absent.
- All of the Pumpinator materials are blue cardboard in this early version, which was replaced with blue polystyrene for the sake of consistency across the rest of the game.
- A LittleBigPlanet 3 logo drops down from the sky after the players are shot out of the clear tube after Swoop's introduction.
- All of the prizes inside the Prize Bubbles are different from the final level.
- There is an extra Prize Bubble on the top left ledge next to the first climbable material. This bubble was removed from the final level.
- There are four Prize Bubbles in front of the giant robot, two of which were removed from the final level.
- The Prize Bubble at the top of the wind tunnel that Small Toggle enters is missing.
- In order to end the level, Big Toggle needs to weigh down a button. The final level ends as soon as everyone enters the rocket, regardless of Toggle's state.
- The ending cutscene is completely different, and features an otherwise unused sound effect.
Toggle Escapes The Labyrinth (03_caverns_redux.bin)
The E3 version of Tutu Tango (found in gamedata/lbp3/marketing_demo2/levels/03_caverns_redux/03_caverns_redux.bin) also has a number of differences from the final version.
- Papal Mache is absent from this version of the level.
- The lighting is slightly different.
- All of the Checkpoints provide infinite lives in this version of the level, which was changed to eight per-Checkpoint in the final level.
- The level is much shorter than the final, missing a few rooms at the start and the collapsing ceiling chase at the end.
- There are three Prize Bubbles above the push-able block at the start, rather than two Prize Bubbles and 13 Score Bubbles like in the final level.
- Two of the Prize Bubbles in the alcove just to the left of the start point were removed from the final level.
- Most, if not all instances of the Fog Material were removed from the final version of the level.
- The wooden material that breaks at the start of the first boulder chase was removed.
- The sign that marks the multiplayer puzzle is different.
- The multiplayer puzzle itself is completely different.
- There is an extra set of Prize/Score Bubbles dangling from the ceiling in the water room.
- There are two extra Prize Bubbles in the small alcove on the right side of the water room.
- The Sticker Switch and the secret room that accompanies it have not been implemented.
- One of the Prize Bubbles on the main path just before the first set of ceiling spikes was removed from the final level.
- The decorations on the block that Toggle pushes underwater are not present.
- There is extra Prize Bubbles in the tunnel next to the see-saw.
- The Checkpoint just after the see-saw puzzle was removed, and the Checkpoint in the lift was lowered.
- The area with the collapsing ceiling has not been implemented, so the level ends where the first lift would have dropped in the final level.
- When the level ends, it cuts to the feedback screen rather than displaying a Progress Board like in the final level.
The early level badge graphics for Race to the Stars and Toggle Escapes The Labyrinth are also present, and can be found in gamedata/lbp3/__book1/stickers.
Race to the Stars (levelbadge_allstar.tex)
All four characters (Sackboy, OddSock, Toggle and Swoop) are prominently featured in front of a white star on a blue background in the early level badge, while the final level badge just has five stars shooting upwards.
Toggle Escapes The Labyrinth (levelbadge_caverns.tex)
The early level badge for Tutu Tango (a.k.a. "Toggle Escapes The Labyrinth") prominently shows both forms of Toggle in front of a greenish cavern background. The final badge shows a silhouette of a swan against a green background.
DO NOT USE!
A texture that boldly stands out to warn the developers to...not use it. A handful of unused stickers were replaced by this graphic in the PS4 version.
Placeholder Music Icons
gamedata/lbp3/__book2/stickers contains stickers of the new characters' names. These were seen at E3 2014.
Early Car Blueprint
gamedata/lbp3/th_05jacobs_well/stickers contains stickers for a car blueprint. The most interesting aspect is the early LittleBigPlanet 3 logo in the top left corner of the icons.
gamedata/lbp3/__book1/stickers/objects_adventure_planet.tex is a stylised planet very reminiscent of Manglewood.
gamedata/lbp3/__book2/stickers/decorative_oddsock_star.tex is an OddSock Star inspired by the Hollywood Walk of Fame. Only the Swoop Star is used.
gamedata/lbp3/__book1/stickers/signage_stitchemmap2.tex is a darkened version of the PS4 version's splash screen. Its filename suggests that it was originally a map of Stitchem.
Early Popit Academy Projector Slide
Added in Game Update 1.06, gamedata/lbp3/misc/stickers/204.tex is an early projector image intended for the Popit Academy. It seems to have been intended for a tutorial about shifting objects between layers.
gamedata/lbp3/__book1/stickers/_quest_stickers/object_bird_egg.tex is a blue bird egg, and is the only sticker in the _quest_stickers folder. This was replaced with the placeholder "DO NOT USE" graphic in the PS4 version.
Early SpongeBob DLC Music Icons
gamedata/lbp3/dlc/spongebob/music_icons contains placeholder music icons from the SpongeBob SquarePants Premium Level Kit, which look as though they were taken from the show. All of these were changed to include either Sackboy, OddSock or Toggle.
The early music icon for Shanty Town is a stock photo with various SpongeBob characters dotted around. This was changed to Sackboy driving a Boatmobile outside of SpongeBob's house.
The early icon for Hula Baloo is a still image of Jellyfish Fields which appears to have been sourced from an episode of the show. The one that's actually used has Sackboy swimming next to a jellyfish.
The early icon for Krabby Patty shows the outside of the Krusty Krab. The one that's used has OddSock inside of a Krabby Patty.
Let's Be Chums
The early icon for Let's Be Chums has Plankton standing outside of the Chum Bucket. This was changed to Toggle swinging across what appears to be a vat of acid.
Several decorations were cut from the game.
Found in gamedata/lbp3/_4_bunkum/fx decorations/caustics are a model and texture for an unused water caustics effect. Unlike a similar decoration seen in the SpongeBob SquarePants Premium Level Kit, this is comprised of a looping 16 frame animation, and it's possible to change its colours if placed onto a colour-tweakable material.
Level backgrounds that either aren't seen anywhere or just weren't given out as prizes. Because none of these backgrounds were given out by the developers, their Popit icons and language data go unused.
While not officially released by the developers, three of these backgrounds, as well as a handful of other unused objects can be obtained in this level. Be warned that the level may be deleted at any time, as it already has been once.
gamedata/lbp3/__book1/mesh/mw_party_blower_animated/mw_party_blower_animated_icon.tex is a Popit icon for an animated party blower object. The icon was added in Game Update 1.22, but the model, animation and textures do not exist.
gamedata/lbp3/temp_icon.tex is a placeholder icon, likely intended for .plan files that didn't have proper icons.
Early Hook Hat
gamedata/lbp3/misc/mesh/hook_hat/hook_hat_icon.tex is a Popit icon showing an earlier version of the Hook Hat powerup.
Negative Space Pin
gamedata/texture_library/ui/pins/lbp3/pin_negative_space.tex is an unused Pin graphic depicting a dark blue cube floating in space. Leftover language data suggests that to unlock this Pin, you would have to finish the level Deep Space Drive-in using no more than one powered cube. Fulfilling this requirement doesn't appear to do anything, however.
Team Picked Pin
gamedata/texture_library/ui/pins/lbp3/pin_team_picked.tex is an alternate design for the Team Picked Pin that would've been awarded if your level or adventure got featured in LBP3's Team Picks section. The final game just awards you the Team Picked Pin from LittleBigPlanet 2 instead.
LittleBigPlanet 1/2 Screenshots
gamedata/dynamic_elements contains screenshots of all the themes from LittleBigPlanet and five of the themes from LittleBigPlanet 2, most likely intended for use in the in-game store. A screenshot for the Cross-Controller Pack can also be found, which goes unused because Cross-Controller functionality was removed from LittleBigPlanet 3.
There are four Sackboy animations in gamedata/lbp3/character/sackboy/animations related to the unused Saddle gadget. stand_into_ride_sitting.anim and ride_sitting_into_stand.anim are similar to the animations played when mounting and dismounting a Controlinator, though Sackboy is in a different pose when sitting down. In addition to ride_sitting.anim (which loops while Sackboy is riding the Saddle), a secondary animation, ride_standing.anim plays when the character (or object) Sackboy is riding descends.
Several costumes are found in the game's data that are unobtainable through normal means.
Early Pinky Buflooms
Pinky Buflooms was originally a costumed Sackperson made of five different costume pieces, though the final version of the costume combines them into one mesh. All of the individual costume pieces can still be found unused in gamedata/lbp3/character/costumes/bunkum/pinky.
The character Vera Oblonsky in the Ziggurat hub was meant to have a completely unique costume, but it was cut in favour of a generic female sack person. All of her costume pieces can still be found in gamedata/lbp3/character/costumes/ziggurat/vera, but only the main outfit and torso piece can be collected individually.
Renoir the Owl
gamedata/lbp3/character/costumes/lbp3_townspeople contains files for a character internally referred to as "prof", an abbreviation of 'professor'. He would eventually appear in Run Sackboy! Run! as an unlockable costume named "Renoir the Owl".
Emerald Jester/Witch Pieces
gamedata/lbp3/character/costumes/ziggurat contains several costume pieces intended for emerald-themed jester and witch costumes.
A couple of ribbon costume pieces for Swoop can be found in gamedata/lbp3/character/costumes/ziggurat/gamayun.
gamedata/lbp3/dlc/football/costumes/players contains two normal maps for a Brazilian football player costume for Toggle, icons for which were briefly seen in the Gamescom 2014 trailer. These are the only remnants of the costume on PlayStation 3, as the rest of its files were completely removed. All of the files are fully intact in the PlayStation 4 version, albeit still unused.
gamedata/videos/lbp3/publishing.bik is a placeholder video about how publishing works, using crude paintings to illustrate various concepts. This video was extended in the PlayStation 4 version to add information about level trailers.
Internal Name Oddities
- Even though the Popit Academy only has two terms, the levels are split between three folders in gamedata/lbp3/official_popit_puzzles: 01_term, 02_term and 03_term.
- Filenames related to the Boost Boots powerup use a number of early names, including dash_boots, trumpet_blast and rocket_boots.
- Two of the files related to the Boost Boots are named monstersinc_rocket_boots_collectable.anim and kit_monstersinc_rocket_boots_collectable.plan, suggesting that a Monsters, Inc. Level Kit was planned at one point. While Monsters, Inc. DLC was released, it was just a costume pack with no levels to speak of.
- All of the Pins that involve the Hook Hat appear to be based on an earlier design of the powerup that had a dark grey pole sticking out of the top.
- The Titan Tickler Pin uses a silhouette of an early version of the Manglewood Swamp boss.
Leftover in the game's code are various developer notes from the second game and a few new ones as well.
TheFuckingZOffset JustUseTheFuckingZOffset FIOS: scheduler::closeFile received invalid FH 0x%08llX - possible double-close. This can (and will) cause problems because filehandles are recycled. You should fix your code.
A build date and time can be found in EBOOT.BIN. Below is a list of build dates and times for the base game, as well as the various Game Updates that have been released.
|Version||Hex Address||Build Date|
build date:Oct 13 2014time: 03:57:13
build date:Nov 1 2014time: 20:56:42
build date:Nov 12 2014time: 11:41:25
build date:Nov 25 2014time: 18:15:57
build date:Dec 11 2014time: 10:28:14
build date:Feb 3 2015time: 13:38:39
build date:Mar 13 2015time: 19:56:33
build date:May 1 2015time: 13:20:27
build date:May 28 2015time: 11:04:37
build date:Jun 25 2015time: 23:27:27
build date:Jul 2 2015time: 23:23:13
build date:Jul 15 2015time: 23:11:58
build date:Aug 11 2015time: 23:12:51
build date:Sep 7 2015time: 23:12:26
build date:Oct 2 2015time: 17:32:08
build date:Oct 16 2015time: 00:47:31
build date:Nov 3 2015time: 23:11:32
build date:Dec 9 2015time: 15:28:42
build date:Jan 27 2016time: 15:54:36
build date:Feb 23 2016time: 23:12:46
build date:Apr 13 2016time: 09:51:00
build date:May 23 2016time: 05:14:40
build date:Jul 26 2016time: 15:47:14
build date:Oct 7 2016time: 16:53:43
build date:Nov 7 2016time: 13:14:37
build date:Feb 22 2017time: 23:13:48
build date:May 11 2017time: 23:13:07
Game Update 1.01
Released alongside the game as a Day 1 Patch.
- Various save data icons intended for the Japanese version were updated to use LittleBigPlanet 3's Japanese logo.
- The icon for the British Police Helmet object was re-rendered with a different badge on the helmet.
- One of Pinky's lines in the cutscene Hot Air Kaboom was updated, as the pre-patch version appears to have been done by a different voice actress.
Game Update 1.02
Released alongside the game as a Day 1 Patch.
- Bug fixes.
Game Update 1.03
Released on December 4th, 2014.
- The 'Random MM Picks Level' tweak was removed from the Level Link's tweak menu.
Game Update 1.06
Released on March 24th, 2015.
- Pod Backgrounds for the Needlepoint (Summer), Manglewood, Ziggurat, Bunkum Lagoon and Popit Puzzle themes were added to the game.
Game Update 1.07
Released on May 11th, 2015.
- The Note Tool was significantly overhauled, bringing it in line with how it functioned in LittleBigPlanet PS Vita.
- The Note text's font and size can now be changed, as well as the colour, brightness and opacity for both the font and background.
- The 'Visible in Play Mode' tweak now has an option to only display the text in Play Mode.
- An input was added that can either turn the Note on/off or display a number based on its analogue signal.
- It is now possible to select the default Treehouse Pod Background while decorating planets.
Game Update 1.08
Released on June 3rd, 2015.
- An extra Prize Bubble that gives out a previously unreleased balloon decoration was added at the beginning of the Ice Kingdom section of the Adventure Time Level Kit.
- Scripts related to the unused Hud Element gadget were overwritten with duplicates of the Microchip's script, resulting in all Hud Element gadgets being turned into Microchips.
Game Update 1.09
Released on July 10th, 2015.
- The Note Tool's default colours were changed to black text on a yellow background to make it more easily readable.
- The State Sensor has two new States related to the Springinator powerup: "Springinator: Ready to Spring" and "Springinator: Spring Bouncing".
- This patch updated an icon for Eve Silva Paragorica - a character from LittleBigPlanet 2 - as well as one of her diffuse textures to change the red cross symbols on her cage to yellow cross symbols, though none of her stickers from LittleBigPlanet 2 were altered to reflect her updated colour scheme. This was said to be a request from Sony Interactive Entertainment Japan Asia, possibly to avoid legal trouble with the International Committee of the Red Cross.
- This patch also updated the Hook Hat icon in the Sackbot's tweak menu, and changed it from the infamous "Fix Me Hook Hat" placeholder that had been there since launch to a proper render of the Hook Hat powerup, but not before releasing a free joke DLC poking fun at it.
Game Update 1.12
Released on August 27th, 2015.
- Dive In, a feature that allows users to join a random group of players, was added to the game.
- Sound effects for adding and removing items from the cart in the in-game store were added.
Game Update 1.14
Released on October 19th, 2015.
- Bendy Rails have been updated with new tweaks and an updated interface for choosing which objects and powerups can latch onto them.
- To make them visually consistent with other connectors, Bendy Rails now have connector pins at either end, which can be turned on/off in its tweak menu.
- To accommodate the Hoverboard powerup, the 'Interacts With' tweak was updated so that the Rail Hook, Hook Hat and Hoverboard options can be toggled individually, rather than having the player scroll through a list of options.
- The State Sensor has two new States related to the Hoverboard powerup: "Hoverboard: Gliding" and "Hoverboard: Grinding".
Game Update 1.19
Released on March 22nd, 2016.
- A new Objective Output Type tweak was added to the Quest Sensor.
- When set to Analogue, if a Quest Objective needs to be completed multiple times, the Quest Sensor will output an analogue signal based on how many times the Quest Objective has been completed.
- The State Sensor has two new States related to the Floaty Fluid material: "Swimming In Fluid" and "Walking Under Fluid".
Game Update 1.22
Released on August 15th, 2016.
Get screenshots of both the old and new UI for comparison.
- The user interface for the Pod has been overhauled.
- Rather than having all of the planets -- the DLC store, Popit Puzzles (behind the DLC store), Bunkum, My Earth, and My Moon (behind My Earth), from left to right -- present at once, only one planet is present in the middle, and changes between the five based on what menu you're currently using.
- The main menu's options were changed from "Store", "Play", and "Me" to "Play", "Create", "Community", "All About Me" and "Store". The main menu pre-1.22 was laid out horizontally, but starting with 1.22, the menu options shifted to being laid vertically on the left side of the screen. Various options appear on the right side of the screen depending on which selection you hover over.
- "Play" contains all of the non-Community levels, including the story mode, the biweekly challenges (which were not available until v 1.23), Popit Puzzles, and DLC stories.
- "Create" lets you view My Moon and My Earth, plus tutorials. The buttons for Decorate Moon and Decorate Earth have been removed, so the menu on the right is the only way to access planet decoration mode.
- "Community" simply contains all the community levels. The option to play Community levels was originally contained in the "Play" section pre-1.22.
- "All About Me" contains your profile and Pins menu, which were originally in the "Me" section.
- "Store" is unchanged.
- On the main menu, My Friends was moved from the top middle of the screen to the bottom left. Due to this, the speaker that had been used for the Friends menu in prior versions was removed.
- When no friends are online, a Dive In button appears next to the My Friends menu button.
- The "Last Played" level option in the main menu's bottom left corner was removed entirely, likely having been deemed redundant due to the Recent Activity menu's presence.
- All new profiles now start in the Pod instead of the Introduction level.
- Various lines of dialogue spoken by the narrator were shortened.
- The Can't Swoop, Won't Swoop Pin's graphic was updated.
Game Update 1.23
Released on October 20th, 2016.
- The Challenges menu that was previously greyed out is now accessible with a series of 14 challenge levels that rotate every two weeks.
- A new tweak has been added to the Race Gate, which displays the remaining time as a traditional timer, rather than score.
- An additional input was also added, which adds a tweakable amount of time back onto the clock.
- The Challenge Star Pin graphics added in the previous update (found in gamedata/texture_library/ui/pins/ribbons) were updated to match the stars found within the Challenge levels. They were also shrunk and re-positioned so that they didn't obscure the main Pin graphics.
- The outfit icons for the Intern, Fancy Latte and Red Cat costumes were all updated to use different renders. For whatever reason, the new icons don't load correctly, resulting in red exclamation marks being displayed in their place.
Game Update 1.24
Released on November 18th, 2016.
- Two secret Pins were added: the Mm 10th Anniversary Pin and the LittleBigForum Pin.
- The outfit icons for the Intern, Fancy Latte and Red Cat costumes were reverted to their original icons due to a bug that prevented the new icons from loading correctly.
Game Update 1.25
Released on March 17th, 2017.
- Several new level labels were added under the "Type" section. The majority of them are genre tags, to work with the new "Genres" community browsing menu.
- The "Community" section on the main menu now has a submenu with two buttons for different browsing options.
- The "Recommended" button leads to the regular pre-1.25 Community level browsing menu.
- The "Genres" button is a new browsing menu that allows players to search for levels by genre labels. In order, the genres are "Arcade", "Cinematic", "Driving", "Fighters", "Gallery", "Mini-Games", "Multiplayer", "Platform Shooters", "Platformers", "Puzzle", "RPG", "Shooters", "Social", "Sports", "Story", "Strategy", "Stylised Platformers", "Survival Challenges", "Time Trials", "Top-Down", "Tutorials", "Vehicle Shooters", and "1st & 3rd Person".
- A connection quality indicator was added that shows the connection strength of each player in the game. This can be accessed either in the Manage Players screen or by pressing R3 in-game to show this information above each player's head.
- Three green dots represent a good connection, two amber dots represent an okay connection, and one red dot represents a bad connection.
- Text was also added to the Manage Players screen, which reads "Any players with a Red connection will affect the multiplayer experience for the entire party."
- The scroll speed has been reduced while browsing the Genres and Recommended menus in an attempt to stop the game from trying to download too much data at once.
Game Update 1.26
Released on May 18th, 2017.
- A few assets from the Little Nightmares Asset Pack were updated.
- The bevel on the Wooden Wall Panels material was changed.
- The hazards on the Carving Knife and Meat Cleaver objects were changed from Horrible Gas to Spikes.
- References to "Mickey Mouse and Friends" and "Winnie the Pooh" costume packs were added to the translation files, though the costumes themselves do not exist. It is unlikely that they will ever be released, due to all of the game's Disney DLC being pulled from the PlayStation Store on December 21st, 2017.
|The LittleBigPlanet series|
|PlayStation 3||LittleBigPlanet (Prototypes) • LittleBigPlanet 2 (Prototypes) • LittleBigPlanet 3 (Prototypes)|
Sackboy's Prehistoric Moves (Prototype) • LittleBigPlanet Karting (Prototype)
|PlayStation Portable||LittleBigPlanet (Prototype)|
|PlayStation 4||LittleBigPlanet 3 (Demo) • Sackboy: A Big Adventure|
|PlayStation Vita||LittleBigPlanet PS Vita (Prototype) • Cross-Controller App|
|iOS||Run Sackboy! Run!|