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Proto:LittleBigPlanet 3 (PlayStation 3)/Private Beta/Adventure Differences

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This is a sub-page of Proto:LittleBigPlanet 3 (PlayStation 3)/Private Beta.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Tutu Tango and the first five Popit Puzzles are the only levels that the developers intended to be playable during the beta period. Despite this, every single level found in the final game is present and can be accessed via glitches. Though these levels are similar to their final incarnations, there are plenty of differences to be found.

To access the full Adventure Mode, head to the Popit Puzzle Planet, highlight the Adventure Badge for Popit Academy: Term 01, then quickly press X, Circle, Right, X in that order. If the Prologue Adventure Map loads, press Square and create a new level slot, then enter it and return to Pod. The Prologue, alongside the Craftworld and Introduction levels should then be unlocked and playable.

Note that the following levels are not linked correctly, and other glitches are needed to access them.

  • Stitchem Green Bad
  • Ziggurat Hub (Ziggurat Grand Hall)

Prologue

The Adventure Map for the Prologue has different decorations, materials and lighting, and the level badges are in different places.

Early Adventure Map Final Adventure Map
Lbp3beta adventure map prologue.png Lbp3final adventure map prologue.png

Craftworld (Introduction)

The level is rather unfinished. There is no narration outside of the tutorial videos, and there is no music until the cutscene at the end.

  • Both of the tutorial TVs in the level play the "Acting" tutorial video from the first game.
  • The player retains control when they land on the bridge. In the final game, a cutscene plays when they go behind the tower structure.
  • When the game's title is shown, it is comprised of various letter stickers. In the final game, this was replaced with a single piece of Sticker Panel with a sticker of the game's logo on it.

Needlepoint Peaks

  • The song that plays throughout the level is an instrumental version of A Scene of Plenty by Keston Cobblers Club, which was removed from the final game in favour of Race Against the Sunset by Lullatone.
  • Newton uses a different animation style for running through the level.
  • The terrain throughout the level is a lot flatter than the final game.
  • The gingham texture used below the green fabric grass is coloured blue instead of red.
  • The slides and slippery slopes that precede the big slide at the end are made of jam instead of butter.
  • The birds on top of the Hold to Retry tutorial TV are based on Robins, rather than Eastern Blue Tits.
  • A slab of blue polystyrene can be seen on the rightmost wall during the Hold to Retry tutorial. While this would suggest that the Pumpinator was originally used to escape that section and ace the level, in practice there is too much friction between the ground and the polystyrene for the Pumpinator to be able to move it. In the final game, the Boost Boots are used to escape the Hold to Retry tutorial.
  • The grabbable materials are made of a beige tartan material instead of Sponge, and the R1 button symbols found on them appear to be applied to Sticker Panels rather than the materials themselves.
  • The waterfall of champaign was replaced with jam in the final game.
  • A cutscene where the camera pans up to Newton's Airship was added in the final version.

Stitchem Manor

  • The Entrance is found inside of the super-vertical infiltration station from Newton's Airship, which is pointed away from the gates in this version. In the final game, the Entrance was moved closer to the gates, the infiltration station was flipped to face the manor gates and two Prize Bubbles were added where the Entrance was originally located..
Early Final
Lbp3beta stitchem manor starting area.png Lbp3final stitchem manor starting area.png
  • A chained block that the player blows with the Pumpinator to reveal a Bounce Pad is found in place of a hot air balloon, and the blue polystyrene door guarding two Prize Bubbles is on fire in this version.
  • The zipline that takes the player inside Stitchem Manor is too far away to reach, making the rest of the level inaccessible without glitches.
  • The floor beneath the breakable teacups near the first escalator uses a different texture to the final game.
Early Final
Lbp3beta stitchem manor first escalator teacups.png Lbp3final stitchem manor first escalator teacups.png
  • The Illuminator-activated picture frame just after the first escalator is not present.
  • The Pumpinator-activated pinwheel that moves platforms through the layers uses a unique model, rather than being made out of materials.
Early Final
Lbp3beta stitchem manor inout pinwheel mesh.png Lbp3final stitchem manor inout pinwheel materials.png
  • The cooker knob next to the burning grill replaced with a pinwheel, likely to make it more obvious that the Pumpinator is used to activate it.
  • A roof was added just below the moon on a stick area. Unlike the final game, the moon cannot be stickered as intended due to a piece of Weather Material getting in the way of the Sticker Cursor.
Early Final
Lbp3beta stitchem manor moon on a stick area.png Lbp3final stitchem manor moon on a stick area.png
  • After the second in/out platform section, a block of blue polystyrene was added beneath the ladder, requiring the Pumpinator to blow it out of the way. The single cat paw scratching the Layer Launcher platform was replaced with a cat clinging onto the platform.
Early Final
Lbp3beta stitchem manor pumpinator ladder area.png Lbp3final stitchem manor pumpinator ladder area.png
  • On the escalator just before the vertical climbing sequence, if the player jumps at a precise point when their stair is three steps away from the top, the cutscene were Nana Pud turns the escelator into a slide doesn't play. This was fixed for the final version.
  • The exploding pudling enemies have a different design, and the Checkpoint in the part where they are introduced was removed.
Early Final
Lbp3beta stitchem manor pudlings.png Lbp3final stitchem manor pudlings.png
  • The grills in the elevator section at the end of the level have different effects, and for whatever reason the pudlings are red.

The Titans Released (A Night On The Tiles)

  • After the cutscene ends, the player is sent straight to Manglewood Swamp. In the final game, the player is sent to the Pod, then the game transitions from the Prologue map to the Manglewood map.

Manglewood

Manglewood's Adventure Map once again has different lighting, decoration and slightly different materials.

Early Adventure Map Final Adventure Map
Lbp3beta adventure map manglewood.png Lbp3final adventure map manglewood.png

Manglewood Swamp

  • The Organisertron tutorial that plays upon entering Manglewood for the first time is not present, cutting immediately to the cutscene where Nana Pud's boat docks.
  • Marlon Random appears as a standard Sackboy wearing the "Renoir the Owl" Skin. This is unique to this level, as he uses his own model in most of his other appearances.
  • After finishing Crumbling Crypts, two Character Changers appear: one to change into OddSock, and the other to change back to Sackboy. These were combined into one Character Changer for swapping between the two characters in the final game.
  • The areas that house The Wheel Deal and Zom Zom's Manglewood Shop are in different places, with The Wheel Deal located near High Stakes Heist, and Zom Zom's Manglewood Shop being next to Shake, Rattle & Roll. In the final game, it's vice-versa.
  • The exterior of Zom Zom's Manglewood Shop has a completely different design compared to the final.
Early Shop Exterior Final Shop Exterior
Lbp3beta manglewood hub zomzom shop.png Lbp3final manglewood hub zomzom shop.png