Proto:LittleBigPlanet (PlayStation 3)/Deploy Build
This is a sub-page of Proto:LittleBigPlanet (PlayStation 3).
This prototype is documented on Hidden Palace.
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. |
To do: A lot. This build has easily the biggest drop of content out of any build released for the series. To start:
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A "deploy build" for LittleBigPlanet dated Sep 17, 2009. It is dated after the initial release of the game. Originally compiled for TGS 2009 to show off PlayStation Move functionality, it contains a treasure trove of not only early/cut LittleBigPlanet content, but also content for LittleBigPlanet 2 during a very early phase of development where it was just an add-on for the original game named "dlc_arcade". It was released on April 23rd, 2021 as part of the Dreamiverse Mega Release 2021 event.
Contents
Sub-Pages
Levels Cut levels; there's a lot to look through here! (around 1,800 unused levels) |
Graphics Textures for the user interface as well as stickers and other miscellaneous textures. |
Popit Items Cut costumes, objects, decorations and more. |
LBP2 Content Cut content from the development of LittleBigPlanet 2 present in this build. |
Models |
Exploring the Build
This section will inform you about the original restrictions of the build, and how to access the levels included with the build in-game. There are two methods you can choose from.
By default, the build automatically loads into 00_developer_levels_episode_3/motion_controller_2.bin, which is a demo level for the PlayStation Move. Even if you select the "Return to Pod" option in the pause menu, you will simply restart the level. To access the other 2000(!) levels included, use this patched EBOOT.BIN with the restriction removed, followed by inserting these modified files into the build. Just overwrite the "dlc_packs.pck" file in gamedata/data and the "english.trans/american.trans" files in gamedata/languages and the levels will pop up in the Bonus menu next to the Story option in the Pod.
Alternatively, you can manually paste a level's .bin file into the "00_developer_levels_episode_3" folder, and rename it as "motion_controller_2.bin". It is recommended to make a backup of the levels.
General Differences
- You can hide Popit categories, like in LittleBigPlanet 2. Categories couldn't be created at this stage in development however, and page shifting with L2 and R2 wasn't implemented yet.
- Should one access Create Mode, they will find that the tools from LittleBigPlanet 2 are accessible, albeit in an early, primitive state (Arcade Kit and Pre-Alpha).
- The build is compiled to function as a kiosk demo. As a result, when you complete a level, it just shows a special TGS 2009 logo. As previously mentioned, returning to the Pod will just restart the level. The same applies for changing to Create Mode, which is shown on the pause menu for some reason.
- Some of the DLC present in this build predates its release, therefore containing differences: For example, the launch shirt for the PSP game was originally referred to as the "Game of the Year Launch T-Shirt". This is referenced internally in the retail game, where the shirt is still in the goty folder.
Unused Music
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The main theme from the original Rag-Doll Kung Fu for PC, which was intended to be included as a song with the Rag-Doll Kung Fu DLC costume pack. An early icon for the track can be seen in some prerelease footage for the game, where the song was likely used for testing.
The track differs from the original song in that it's only about half the length of the original and a cough is used to censor out a swear word.
Icon | Preview Track |
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Full Track |
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Individual Tracks | |
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Track Name | Track Audio |
Ambient Fx | |
Bass | |
Drums | |
Accompaniment | |
Melody | |
Alternative |
Unused Backgrounds
American Midwest Train, Russian Theater and Japanese Window (aka Japanese Akihabara District) are three themes that were cut from the final game. Only the backgrounds' ambiences remained in the game's files, with some of their leftover content being redistributed to the remaining themes. Miraculously, all three themes' backgrounds were recovered from this build and are shown below.