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LittleBigPlanet (PlayStation 3)
| LittleBigPlanet (PlayStation 3) |
|---|
|
Developer:
Media Molecule
|
LittleBigPlanet is a game heavily based on user-generated content, with a lot of materials to allow players to create levels. You could make levels ranging from platformers, to minigames, to adventures, to blank levels with objects scattered everywhere.
Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 2.1 Unused Controls Screen
- 2.2 Early Global Lighting Icon
- 2.3 Early Gardens Story Badges
- 2.4 Placeholder Face
- 2.5 PC Editor Icons and Resources
- 2.6 Early Pop-It Icons
- 2.7 Numbers
- 2.8 Early Loading Icon
- 2.9 Early Pod Logo
- 2.10 HUD Test
- 2.11 Unused Reflection
- 2.12 Globe
- 2.13 Water Texture
- 2.14 Footprint
- 2.15 Pos X
- 2.16 Backdrop Indian Texture
- 2.17 Back of Matchbox
- 2.18 Fork/Knife Texture
- 2.19 "Tutorial Board" Icon
- 3 Unused Gameplay Tools
- 4 Level Contents
- 5 Unused Models
- 6 Unused Materials
- 7 Unused Themes
- 8 Unused Audio
- 9 Language Data/Strings
- 10 Leftover Code and Test Results
Sub-Pages
| Unused Icons Icons for items you can't normally get in the Pop-It menu. |
| Unused Stickers Stickers that either aren't seen anywhere, or just not given out as prizes. |
| Unused DLC Downloadable costumes and objects that were never given out anywhere. |
| Unused Text Text that isn't seen anywhere in the game. |
Unused Graphics
Unused Controls Screen
- Lbp1final.farc.10.png
Early loading screen
- Lbp1final.farc.11.png
Controller that would be put in the middle of the loading screen
In early gameplay footage, a loading screen is seen (before levels begin) which shows controls such as jumping and moving. Some interesting details about this image are that the L1 button does not jump (this is a very awkward control scheme) and the right stick does not move Sackboy's arms.
Early Global Lighting Icon
This is the first version of the Global Lighting Object as in-game icon before it was changed. It can be seen around 2:00 in the video -
Early Gardens Story Badges
- Gardernbadge2.png
There are two early level badges that were based off the final "First Steps" level icon. In the beta, these are the exact icons used as placeholders on the Gardens' levels. Can be found in gamedata/texture_library/level_badges/.
Placeholder Face
When you spawn an object and tweak an emitter with a missing preview icon, a picture of Arnold Schwarzenegger appears in the object-to-spawn preview space. The picture is from Total Recall, from the scene where he wakes up from his dream vacation at Rekall Inc. Can be found in gamedata/texture_library/ui/auto_icons/auto_gen_icon.tex.
PC Editor Icons and Resources
Odd (possibly) debug icons. The story mode levels were most likely made with a computer, and these might be the icons for the editor.
Early Pop-It Icons
There is a whole sheet of early Pop-It icons. The symbols are all different, the PlayStation Eye is called the EyeToy, and there are balls of various materials.
Numbers
A row of numbers divisible by 16.
Early Loading Icon
Two loading arrows. In some early gameplay videos, it is seen in the bottom left along with debug information while textures are being loaded into memory. In the final game, the arrows look hand drawn and smaller, without the debug info.
Early Pod Logo
An early name and logo for the pod. In early gameplay videos, it is seen in the pod's front window.
HUD Test
Some sort of HUD test, most likely for testing the position of the screen.
Unused Reflection
An unused reflection texture that doesn't seem to be used anywhere. It's an old building with blue dirt on the ground. It could be an early version of The Wedding.
Globe
A faded world map.
Water Texture
A water texture. It's visible via the Dark Glass material (see below) when scaled up.
Footprint
A footprint of a shoe.
Pos X
An orange square saying Pos X.
Backdrop Indian Texture
A blue mysterious looking pattern that was stretched out for the background of an early prototype of the game.
Back of Matchbox
The matchbox object has a back to it, but you can never actually see it normally.
Fork/Knife Texture
The texture to the fork/knife emblem from the GDC video still remains the game.
"Tutorial Board" Icon
The icon for the Score Board like object that plays a video during the tutorials.
Unused Gameplay Tools
Ice Hazard/Freezatron Tool
Through hacking, it's possible to get the "Freezatron" tool, dubbed by the community as the "Ice Hazard", in your popit. However, the tool does not work, and refuses to come out when selected. This is most likely because the tool was compiled for an earlier build of the game, and the other tools have been updated since.
The following is the leftover language data mentioning the ice tool.
Freezatron "I thought I told you to freeze" Fire, Ice, Electricity and Gas
Image Import Tool
Added in game patch 1.02, the image import tool allows you to import images(.PNG, .JPEG, etc) from the PS3 HDD into in-game textures. The tool is fully completed with in-game icon, prize data, and fully functional when hacked into popit. However it was never released due to some concerns of players importing explicit content.
The following is associated language data for the image tool.
Image Import Tool Import images from your HDD to use as stickers The image <em>%1</em> is too small. Images must be at least 4 pixels wide and high. The image <em>%1</em> couldn't be imported for some reason. There's not enough memory to import <em>%1</em>. Try using a smaller image. The image <em>%1</em> was imported successfully! You'll find it in the the <em>My Pictures</em> page in your Popit. There was an error decoding the image <em>%1</em>. Please try again or use a different image.
Level Contents
Plenty of levels have materials, objects or stickers that were not given out to players, were possibly hidden, and through glitching can be acquired.
Pete and Leo names
In the Introduction level, the two Media Molecule workers Pete and Leo actually have a few repeats of their names underneath themselves in black. They can't be seen normally, but when the level is loaded in Create Mode via a glitch and the objects are hidden, the names are revealed.
Dark Glass
Dubbed "Dark Glass" by members of the game's community, this material has the properties and texture of Dark Matter but is transparent and has sharp edges like Glass. It can be found in some Gardens levels.
Unused Models
| To do: Get images of each model with textures. They exist. |
Walker
A creature internally known as the "walker".
collectible_egg.mol
A plastic prize egg. It appears pink in-game. This was replaced by the Prize Bubble late in development, but was used for storing prizes in early versions. This is apparent when all prizes are collected because a rooster sound is played.
radio_tower.mol
A radio tower. It is among the models for the various Pod-related models, suggesting it had something to do with a planet. Its texture seems to be a rugged plastic in-game.
spring_sign.mol
A springboard with an image on the front of it. In-game, the model has physics and bounces around. The note's texture in-game is the red fist sticker. What appears to be a clip is actually a mistake in the model, and is directly connected to the spring part itself and stretched out, even using the same metal texture.
glue.mol
A dab of glue. It was intended to be a a tool used for sticking stuff together, seen in early gameplay. It changed to simply holding down the X button. It appears light blue in-game.
Unused Materials
There are several unused materials still within the game's data.
- Lbp turqoisecirclematerial.png
Turquoise circle material
- Data.farc.1556.png
A strange, blurry glass material
- Data.farc.1577.png
Blue striped fabric
- Lbp redcarpet.png
Red striped fabric
- Lbp yellowcarpet.png
Yellow striped fabric
- Lbp whitecarpet.png
White striped fabric
- Data.farc.944.png
A cardboard dragon material
- Lbp darkpinkflowermaterial.png
A dark pink Japanese flower material
- Lbp yellowplaidmaterial.png
A yellow plaid material
Unused Themes
The final game has eight themes: The Gardens, The Savannah, The Wedding, The Canyons, The Metropolis, The Islands, The Temples and The Wilderness. However, in various places on the disc, are hints to four additional themes that are not present in the final game. Each theme had its own music and background. While the backgrounds are gone from the game's data, the ambient sounds from them still remain, and the four songs that were used for their respective themes were re-released in the Mm Music Pack 1 DLC and the Monster Pack DLC.
This also explains why there is only one music pack - because there wasn't any more music leftover to release. To further prove this, the filenames of the DLC songs each relate to the themes they would be from.
English Seaside
The most well-known theme that was once in development is the English Seaside / Beach theme. It was seen in early gameplay trailers.
The interactive music track used in this theme would be later seen as "Tea by the Sea" in the Mm Music Pack 1. The internal filename for the song is i_english_s.fsb.
All the models and textures for the beach background have been purged in the final game and all stickers given out for the theme were given out in the Savannah levels.
The following are the ambient background noises and music track for the theme:
| Day ambience | Night ambience | Song Track |
|---|---|---|
Russian Theater
Not much is known about this theme. Its song has the internal name i_russian_t.fsb and would later be released in the Monster Kit as "Party Ghouls".
| Ambience | Song Track |
|---|---|
American Midwest Train
An unknown theme. All that is known is it would take place on a western train yard. Its song has the internal name i_american_mw.fsb and would later be released under the name "Well Trained" in Mm Music Pack 1.
| Day ambience | Night ambience | Song Track |
|---|---|---|
Japanese Window
This theme could be a bit sketchy as there is even less known about it than the other themes. Its song has the internal name i_japanese_a.fsb and would later be released under the name "Wise Owl" in Mm Music Pack 1.
| Ambience | Song Track |
|---|---|
Unused Audio
There is a lot of unused audio in this game, ranging from sound effects and music to ambient noise.
Music
| Audio | Usage |
|---|---|
| An unused theme for the pod. It was later re-used in LittleBigPlanet 2. |
SFX
| Audio | Usage |
|---|---|
| Sounds that would play when you would "icenate" a material. | |
| Sounds that would play when a player becomes frozen in ice. | |
| Sounds that would loop when standing near the ice hazard. | |
| Sounds that would play when breaking free from the ice. | |
| Sound effects for "unicenating" a material. | |
| A strange version of the high score sound falling and breaking. |
Language Data/Strings
Many, MANY things from the early versions of LBP2 exist as language data in the later patches of LBP1. It is unknown why all this is in the first game, perhaps Media Molecule was planning to add the extra content as DLC?
Timer Quieter One Use Switch Destroy Trigger Grappling Hook Power Up Impact Switch Key Toggle Robo Boot Power Up Two Input Switch Direction Switch Single Grab Gyroscope Count SackBot Permanent Switch V2 And Look at Key New Playlist On/Off Switch Direct Control Xor
Leftover Code and Test Results
Material Costs
In early gameplay footage, it is mentioned that you have to collect a certain amount of "sponge" in developer levels before you can create your own. This means each material would have a certain cost, and you'd have to collect more sponge before you could continue building. This was removed for being too tedious, however, some code still remains. It's interesting to note that the only materials mentioned here are the only materials seen in the early Pop-it icons above.
MaterialCostMultipliers_0 1 # Wood MaterialCostMultipliers_1 1 # Metal MaterialCostMultipliers_2 1 # Cardboard MaterialCostMultipliers_3 1 # Polystyrene MaterialCostMultipliers_4 1 # Glass MaterialCostMultipliers_5 1 # Sponge MaterialCostMultipliers_6 1 # Gold MaterialCostMultipliers_7 1 # Orrible MaterialCostMultipliers_8 1 # Chi MaterialCostMultipliers_9 1 # Fluid MaterialCostPerUnitArea 0.0001
Paint
At one point in development, you could paint stuff using a paintbrush or similar tool, and the code for this still exists in the game.
PaintSpeed .15
Benchmark Results
Tests were ran to see which levels used the most resources on the PS3, and here were the results.
# ============================================================================ # = = # = LIMITS TEST RESULTS = # = = # = (16 August) = # = = # ============================================================================ # LIMIT_STICKERS: Highest: 6746 (gamedata/levels/00_developer_levels_episode_1/usa_new_york/usa_newyork_main_subway.bin with highest MaxEmittedAtOnce: 11) # LIMIT_DECORATIONS: Highest: 597 (gamedata/levels/00_developer_levels_episode_1/mexico_graveyard/mexico_graveyard_main_bulldozer.bin with highest MaxEmittedAtOnce: 3) # LIMIT_PHYSICS_VERTICES: Highest: 27024 (gamedata/levels/00_developer_levels_episode_1/usa_new_york/usa_newyork_main_subway.bin with highest MaxEmittedAtOnce: 11) # LIMIT_CONVEXES: Highest: 6530 (gamedata/levels/00_developer_levels_episode_1/japan_zen_garden/japan_zen_main_3.bin with highest MaxEmittedAtOnce: 34) # LIMIT_SHAPES: Highest: 2411 (gamedata/levels/00_developer_levels_episode_1/mexico_desert/mexico_desert_main_snakes.bin with highest MaxEmittedAtOnce: 23) # LIMIT_MOVING_SHAPES: Highest: 1321 (gamedata/levels/00_developer_levels_episode_1/mexico_desert/mexico_desert_main_snakes.bin with highest MaxEmittedAtOnce: 23) # LIMIT_THINGS: Highest: 4034 (gamedata/levels/00_developer_levels_episode_1/mexico_desert/mexico_desert_main_snakes.bin with highest MaxEmittedAtOnce: 23) # LIMIT_JOINTS: Highest: 611 (gamedata/levels/00_developer_levels_episode_1/usa_new_york/usa_newyork_main_subway.bin with highest MaxEmittedAtOnce: 11) # LIMIT_ENEMIES: Highest: 64 (gamedata/levels/00_developer_levels_episode_1/mexico_desert/mexico_desert_main_fluff_mine.bin with highest MaxEmittedAtOnce: 5) # LIMIT_SWITCHES: Highest: 169 (gamedata/levels/00_developer_levels_episode_1/japan_zen_garden/japan_zen_main_3.bin with highest MaxEmittedAtOnce: 34) # LIMIT_MESH_VERTICES: Highest: 592216 (gamedata/levels/00_developer_levels_episode_1/usa_new_york/usa_newyork_main_subway.bin with highest MaxEmittedAtOnce: 11) # LIMIT_RESOURCE_MEMORY: Highest: 3071031 (gamedata/levels/00_developer_levels_episode_1/russia_snow_wilderness/russia_snow_main_3.bin with highest MaxEmittedAtOnce: 0) # LIMIT_GFX_MEM_LOCAL: Highest: 33477848 (gamedata/levels/00_developer_levels_episode_1/russia_snow_wilderness/russia_snow_main_3.bin with highest MaxEmittedAtOnce: 0) # LIMIT_GFX_MEM_MAIN_MAPPED: Highest: 548198 (gamedata/levels/00_developer_levels_episode_1/russia_snow_wilderness/russia_snow_main_3.bin with highest MaxEmittedAtOnce: 0) # LIMIT_GFX_MEM_MAIN_UNMAPPED: Highest: 1092096 (gamedata/levels/00_developer_levels_episode_1/india/india_main_1.bin with highest MaxEmittedAtOnce: 20) # LIMIT_USER_TEXTURE_MEMORY: Highest: 0 ( with highest MaxEmittedAtOnce: 0) # ============================================================================
Info Fridge
In the raw level data for the Pod, the Info Fridge, seen in various concept art, is referenced hanging on a string. It was replaced with the Info Moon.
fridgestring
Ice Hazard
The infamous Ice Hazard was extremely broken and was cut from the game, but remains in the data. Here's some of its code:
FramesFromIceDeathTillRespawn 0 FramesTillFrozenToDeath 0 ForceToSmashWhenFrozen 1e+006 FrozenBoxScale 1.125,2,0 FrozenBoxOffset 0,0,0 FrozenBoxThick 0 SenseHistorySize 0 ShakeSenseBase 0 ShakeSenseScale 0 ShakeSenseThresh 500 IceTemperature -55.0 IceDensity 0.5 IceColorR 1 IceColorG 1 IceColorB 1 IceAlpha 1
Other
FramesTillSlappedToBits 3
| 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! |
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