This is a sub-page of Proto:LittleBigPlanet Karting.
Story Mode DifferencesFirebug Circuit has how many alternate routes?!Cut Content#
XMB Metadata Differences#
The game's metadata on the XMB is completely different, with an early logo and background, and the game's title has an additional colon between "LittleBigPlanet" and "Karting".
XMB Logo
Milestone 4 |
Public Beta Onward |
|---|---|
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- The logo displayed on the XMB is very different from the final version, with the word "Karting" using a different font & colour, and the LittleBigPlanet logo lacking a border.
XMB Background
Milestone 4 |
Public Beta Onward |
|---|---|
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- The early XMB background is completely different, with both Sackthings driving vehicles that go unused in the final game. Peculiarly, neither of the karts shown here exist in this build, suggesting this is from an even earlier build.
- Aside from ICON0.PNG, the trophies and their associated metadata are completely unchanged from ModNation Racers.
General Differences#
- Every event begins with an auto-generated flyover of the track/arena. Depending on the level, it can often pan into something that covers up the track.
- The method of triggering a boost at the start of a race is unchanged from ModNation Racers, requiring the player to hold Accelerate and tap the Boost button as soon as the race starts. In the final game, it was changed to holding Accelerate and Drift for the duration of the countdown, letting go of the latter as soon as the race starts.
- When a driver gets hit by a weapon, they will drop some of their Score Bubbles (if they've collected any).
- The option to switch between the X Button Gas or R2 Button Gas control schemes is present, with the former being the default. This setting is not remembered between sessions.
- Unlike the final game, the Grapple Hook is always available by default (as opposed to being a pickup), and is mapped to the drift button (R1 or X depending on your control scheme) rather than being mapped to L1 universally.
- The Grappliser object tweaker has not been implemented yet, so its only use is to swing from Grapple Sponges in levels that have them.
- The Grabinators have not been implemented yet.
Controller Mappings#
The controller mappings saw various tweaks between this prototype and the final game.
Racing#
Action |
X Button Gas |
|
|---|---|---|
Milestone 4 |
Final |
Milestone 4 |
Accelerate |
X |
|
Brake / Reverse |
Circle |
Circle |
Hop / Drift |
R1 |
|
Boost |
Square |
N/A |
Fire Primary Weapon |
L1 |
Square |
Drop Secondary Weapon |
L1 (hold) |
N/A |
Grab / Grapple |
X |
L1 |
Rear View |
D-Pad Up |
Triangle |
Spin (mid-air) |
L2 / R2 |
|
Show Story Objectives |
D-Pad Down |
N/A |
Gameplay Differences#
Weapons#
The weapon system is completely different. The ability to create custom weapons has not been implemented yet; instead a Weapon Ladder system - similar to that of ModNation Racers - is present, where Weapon Bubbles (an early form of the final's Weaponators) give out one of four random weapons that can be upgraded twice. Pressing and holding the item button (L1 or Square, depending on your control scheme) for one second will drop a secondary weapon behind your kart.
Listed below is a table of all the weapons that can be found, as well as descriptions for each.
Weapon Level |
Cake |
Fire |
||
|---|---|---|---|---|
Name |
Description |
Name |
Description |
Name |
Level 1 |
Jam Ball |
Three single fire jam projectiles |
Firebomb |
Three lobbed fireball with area effect damage |
Level 2 |
Jelly Beam |
Three ammunition based beam that causes opponents to lose traction |
Seeker |
Three single fire homing missiles |
Level 3 |
Cake Maze |
A maze of large cakes fall in front of the leader |
Rolling ball |
Player transforms into a giant ball and rolls down the track |
Secondary |
Reverse Jelly Beam* |
Functionally identical to the Jelly Beam, except it fires behind the kart. Its visuals are broken, appearing invisible when used. |
Mine* |
Drop a landmine behind the kart, exploding after a couple of seconds. |
* Weapon name is conjectural; official name has not been found.
Weapons behave slightly differently depending on whether the level is a race track or a battle arena.
- Cake Maze: In a race, the cakes drop in front of the racer in first place. In a battle, they drop in front of whoever used it.
- EMP Wave: In a race, the EMP Wave travels down the track, knocking over dynamic objects and zapping any karts on the ground. In a battle, it travels in a straight line.
UI Differences#
The Pod#
- Nearly all of the assets for the Pod were ripped from LittleBigPlanet 2, including the music and background. Later versions replaced this with a more unique background, with this one going unused in the final game.
- The Popit Menu is unfinished.
- The "Favourites" and "Chat" options are mislabelled, and instead act as a screenshot gallery and a Photo Mode shortcut respectively.
- The Pod option simply reloads the Pod.
- Pressing Circle always closes the menu, even if you're in a sub-menu.
- A tutorials menu is present, with the UI being recycled from ModNation Racers. All of the text has been wiped, and attempting to load a tutorial does nothing.
Photo Mode#
- Photo Mode is accessed from the Start Menu, functioning similarly to how it does in the final game. It can also be accessed in the Pod by selecting "Chat" in the Popit, but it does not work properly here; the Zoom and Pan functions are broken, and Orbiting the camera with the Right Stick causes it to get stuck underneath the Pod.
- While the proper Photo Mode is not accessible in Create Mode, it is still possible to take photos whilst in Preview Mode. L1 generates a preview photo for the level, whilst R1 takes a photo proper.
- Screenshots are saved at a higher resolution in this version: 1280x720 compared to the final's photo resolution of 640x360.
- Photos do not contain the logo watermark seen in the final, but UI elements like the spinning earth in the bottom left can still appear in them.
- Photos captured in Photo Mode (or by pressing R1 whilst in Track Studio's Preview Mode) can be accessed in the Pod, under the "Favourites" option of the Popit. This functions as a rudimentary photo manager; the player cannot use photos as stickers, only view information, delete or export them.
- Pressing X on a photo brings up information about it, which includes the photo's ID, the ID of the track it was taken on, a list of all players in the photo, including their X/Y coordinates in the photo, and their position in the race.
- Pressing Square exports the photo to the XMB, as expected. Since it is not possible to rename photos in-game in this version, exported photos will be saved with the filename "
Little Big Planet™ Racers.JPG", which appears to be an early working title for the game.
Audio Differences#
Music#
Music objects have not been implemented yet. Instead, the game has the same music system as ModNation Racers, where a music track is randomly selected at the start of a race or battle. In this case, the majority of the soundtrack consists of licensed music that did not carry over to the final game. Below is a table with all identified songs.
Audio File |
Identified Song |
Notes |
|---|---|---|
'Booc' by Plaid |
Removed after this build. |
|
'The Fight' from Romeo & Juliet Ballet Suite, Op. 64: Act I, VI by Sergei Prokofiev and performed by Henry Adolph and the South German Philharmonic Orchestra |
Trims the ending by 20 seconds, removed after this build. |
|
'Ejercicio #16' by Kinky |
Removed after this build. |
|
'Finger On the Knife' by James Pants |
Removed after this build. |
|
'Hully Gully' by Tommy Kinsman |
Unused in the final game's data; has a different loop point. |
|
'Paramaribo' by John Schroeder |
Removed after this build. |
|
'Punk' by Ferry Corsten |
Features a snippet of 'Indigo' at the start. Removed after this build. |
|
'Romano Dance' by Mahala Rai Banda |
Removed after this build. |
|
'Square Rave' by Squarepusher |
Present in the final game's data, unused. |
|
'Summer in winter' by Baiyon |
Taken from the game PixelJunk Eden. Removed after this build. |
|
'Toccata and Funk in D Minor' by Walter Murphy |
Unused in the final game's data; has a different loop point. |
|
'African People' by Trentemøller |
Unused in the final game's data. |
|
'Black Panther' by Crystal Castles |
Removed after this build. |
|
'Cave City Sunrise' by One Happy Island |
Removed after this build. |
|
'Me & My Variflex' by Ochre |
Removed after this build. |
|
'Overture Redux (Le Nozze Di Figaro)' by East Village Opera Company |
Removed after this build. |
|
'Remind Me - Live' by Röyksopp |
Unused in the final game's data. |
|
'SID Pop' by Pixeljam |
Removed after this build. |
|
'Zweiberg's Nightmare' by Richard Jacques |
Taken from the game Headhunter. Present in the Public Beta, where it is known internally as "MUS_LINEAR21", suggesting it was intended to be used near the end of Story Mode. Removed from the final game. |
(Source: Hyphen-Tilda)
Separately, there are four shorter tracks which are randomly chosen to play during the pre-race flyover and post-race results screen.
Audio File |
Identified Song (if known) |
Notes |
|---|---|---|
'1901' by Phoenix (excerpt) |
||
'Eucalyptus' by The Deadly Syndrome (excerpt) |
||
'Ballet Shoes' by Grand Pocket Orchestra (excerpt) |
This was used as the background music for LittleBigPlanet 2's Adventure trailer. |
Unused ROM Characters#
DATA/ROM/CHARACTER/MAXCHAR contains five premade characters whose icons depict Mods with strange colouring and different combinations of arms and legs. These may be holdovers from ModNation Racers 2, as limbs like the ones shown in these icons did not exist in the first game. Each character has six preview images, which appear to be resized duplicates of each other; for simplicity, only one of each is shown here.
ModNation Racers 2 Leftovers#
Unused Graphics#
SPLASH.BIN#
ModNation Racers |
Milestone 4 |
|---|---|
DATA/SPLASH.BIN is a stylized "VINYL" logo on a black backdrop. In ModNation Racers, an identically named file contains that game's logo, which is shown on boot. SPINNY.BIN, in the same directory, is identical in both games and is not shown here. The boot animation is contained in a pre-rendered video file, so SPLASH.BIN and SPINNY.BIN are rendered unused, and were completely removed by the time of the Public Beta.


