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Sackboy: A Big Adventure/Unused Levels

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This is a sub-page of Sackboy: A Big Adventure.

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.

Placeholder Map

GingerBread/Content/Maps_Prototypes/World/Placeholder/Placeholder_Persistent.umap is, well, a placeholder level that was intended to be used if the player attempted to enter a level with a non-existent persistent map from the world map. It appears to have been made fairly early in development, as it contains an early entrance that is otherwise unused, a backwards Scoreboard that's lodged into the floor, and a primative looking button that would have awarded the level's Knightly Energy (referred to as "Void Energy" here).

There's also a transparent blue notice board with information about the level that was meant to be loaded, and a notice that reads:

You're on the "Placeholder_Persistent" map.
You're here because you tried to enter a level from 
the world map but the persistent map for this 
level doesn't yet exist.
(Source: LBPHaxMods)

UnitTesting

GingerBread/Content/QA/UnitTesting/Tests is a directory found only in the initial 1.00 version of the game, the folders in which contain a combined 109 test maps. These were used for testing various mechanics and gameplay objects, some of which ended up being cut from the final game. All of these maps were removed in later updates.

Example

Test_Example_Objects.umap

A fairly small test level showing off a handful of objects, including bouncing cubes of incrementing sizes, which appear to react to Sackboy, Wobble Blobs and Collectabells.

(Source: LBPHaxMods)

Objects

Test_Gloop.umap

Contains a puddle of gloop and curved terrain for Sackboy to walk up. The geometry appears to have been ripped from an early version of Sticking With It.

(Source: LBPHaxMods)

UnT_ButtBomber.umap

A small testing ground for an unused enemy internally labelled as "ButtBomber". It chases Sackboy from above, and attacks by crashing down to the ground to try and squash him. Upon landing, it gets stuck in the ground for about three seconds, giving Sackboy an opportunity to slap or jump on it. While it was likely intended to deal the same amount of damage as any other enemy, it ends up killing Sackboy regardless of how much health he has, since the game automatically kills Sackboy if he's stuck in the "squashed" state for three seconds...the same length as the ButtBomber's stun timer.

A variant of the ButtBomber is used in Flossed In Space, however, it has a completely different behaviour where it hovers in place and stomps to the beat of the music, rendering the original unused. Other differences include:

  • On death, the unused ButtBomber emits different particle effects and awards 200 points, rather than 50 points like the Rhythm variant.
  • The unused ButtBomber takes two slaps to defeat, rather than just one like the Rhythm variant.
  • The same defeat animation is used regardless of how it dies, whereas the Rhythm variant has different animations depending on whether Sackboy slaps or jumps on it.
(Source: LBPHaxMods)

UnT_Duopede.umap

This level tests Dawdlers in various configurations.

(Source: LBPHaxMods)

UnT_ElectricPanel.umap

A level that contains six electric panels: one that's turned off, another that's powered on, and four in a grid. Not much else to say.

(Source: LBPHaxMods)

UnT_FlowerPlatform.umap

Tests the rotating flower platforms, predominantly featured in the Colossal Canopy, in various configurations.

(Source: LBPHaxMods)

UnT_MemoryOrb.umap

A test level that contains a checkpoint and five Dreamer Orbs lined up next to each other.

(Source: LBPHaxMods)

UnT_PowerUpEquipper.umap

A test level that contains the Whirltool, Clawstring and Plasma Pump pedestals lined up next to each other. Of note is that the game discards Sackboy's previous powerup when walking up to another pedestal, something that is normally never observed in the final game, as there is never more than one powerup type used in any given level.

(Source: LBPHaxMods)

UnT_ReloadCrashRepro.umap

A map seemingly created to try and reproduce a game crashing bug, ostensibly related to reloading a level. Content-wise, it contains a checkpoint and a Grabknot...with nothing to grab onto.

(Source: LBPHaxMods)

UnT_SecurityCamera.umap

Tests the decorative security cameras from the Interstellar Junction, each with varying detection radii.

(Source: LBPHaxMods)

UnT_SlapExtender.umap

Tests various interactions and configurations of the Slap Extenders from The Home Stretch. The majority of them are the wider version, though a smaller one is also featured some ways into the level.

(Source: LBPHaxMods)

UnT_SnappingJaws.umap

A small test area for the snapping plant that appears in the Colossal Canopy.

(Source: LBPHaxMods)

UnT_Snowball.umap

An empty level containing a Snowball from Ready Yeti Go.

(Source: LBPHaxMods)

UnT_SpaceHopper.umap

Tests the Space Hopper enemies from the Interstellar Junction in various configurations. Only the last one appears to jump correctly.

(Source: LBPHaxMods)

UnT_TouchScreen.umap

Tests the touch screens (and their associated components) from the Interstellar Junction in various configurations. Of particular note is an unused, untextured touch screen component that behaves like a Bounce Pad.

(Source: LBPHaxMods)

UnT_Velociporter.umap

This level tests Velociporters and their interactions with certain gameplay elements, including the Whirltool and the heavy, carryable critter found in some of the Teamwork levels.

(Source: LBPHaxMods)

UnT_VexLaser.umap

Tests the laser beam hazard in various configurations.

(Source: LBPHaxMods)

UnT_Yeti.umap

A large, spacious level for testing the giant rolling yetis from Ready Yeti Go.

(Source: LBPHaxMods)