If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Proto:LittleBigPlanet (PlayStation Portable)/Level Differences
Jump to navigation
Jump to search
This is a sub-page of Proto:LittleBigPlanet (PlayStation Portable).
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. Notes: There's way more than what's here. Dialogue, music usage, level design tweaks, the whole nine yards. |
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
Contents
General Notes
- Prize Bubbles haven't been implemented in this build. As a consequence, all Popit items are unlocked from the start, and Sticker Switches can be activated with any sticker.
Down Under
To do: Replace these videos with actual comparisons. |
The Introduction
Walkabout
Gift of the Grab
Dreamtime
- The Down Under background is used in this level, meaning the Australian outback is still visible (and audible) even when reaching the Chinese buildings of The Orient at the end. The final game uses the Blank Background to avoid this discrepancy.
Shear Madness
- The sheep have a more basic design lacking stickers.
The Orient
Motar Do
- This level uses Toy & 61 Festival by Hedgehog as its music. This was moved to Dragon on a Bite in the final game, with Kargashai by Mamer taking its place.
- At the start, Emperor Sario gives the player a "Royal Seal", which they must drag with them as they repair the Great Wall in order to open various doors. This mechanic was removed from the final level.
- The scaffolding maze towards the end is more simplistic, lacking the explosives and switches. It also has a different camera angle, and arrows indicating where to go.
Stuff the Magic Dragon (Dragon on a Bite)
- This level uses the Savannah music from the PS3 game as a placeholder.
- The first chase with the dragon doesn't have its Camera Zone.
- The stars that emit from the dragon's mouth when shot by fireworks look different.
Eggstraction
- This level uses Kargashai by Mamer as its background music. In the final track, this track is instead used in Motar Do, with Shanghai Blues taking its place.
- The presentation of the combination lock room is completely different.
- The four switches are represented by rotating wheels, rather than sliding columns aligned with frames like in the final.
- The starting combination in this version is "Tiger, Crane, Dragon, Snake". In the final game, all of the tumblers start on Crane.
- Amusingly, the solution to this build's mechanism is simply the initial combination in reverse order, while the solution in the final game is the same as the initial combination in this build.
- There are four sponge pulleys in front of each wheel, leading to one of the four challenges. In the final game, this was swapped out for a single pulley that took the player to a hub that branches out to the four challenges.
- The dragon's egg is represented with simple craft materials in this version, but a 3D model in the final.
The Bazaar
High on Rugs
- Uses the Savannah music as a placeholder.
- Lighting is different, with the sides of objects having a purple tint to them.
- A section where the player needs to use the carpet to lift a piece of wood to blow up a wall was removed from the final game.
Monkey Puzzle Tree
- Uses the Temples music as a placeholder.
Alpine Run
Peak Performance
- The Temples music from the PS3 game is used as a placeholder.
- The ski lift at the start drops the player immediately, giving them no chance to grab onto the sponge wheel.
- As in Mountain' Excitement, the ski lift platforms part-way through the level can sometimes be out of sync when arriving, making it impossible to progress.
- There is a wolf enemy in place of the killer snowman mini-boss.
Dogged Determination
- Once again, the Temples music from the PS3 game is used as a placeholder.
Tinsel Town
Stitch Gordon
- There is a giant Hollywood sign, which was swapped out to reflect the "Tinsel Town" name used in the final game.
- The Director has a completely different design.
Close Encounters of the Thread Kind (Frying Saucers)
Crashes when attempting to load.
Mission Implausible (The Sewn Identity)
The game crashes when trying to kill the ninja enemies that have two brains. Since all the enemies in the starting area need to be defeated to open the door, this renders the level unbeatable.
Auxiliary
My Sack person
Prototype | Final |
---|---|
The "My Sack person" level, accessed from My Pod on the main menu, has a few minor differences. The camera is zoomed in a little closer and the button to quit the level is missing, as is the sticky note with a Sackboy doodle on it (a "Fragile" stamp taking its place).