Proto:LittleBigPlanet Karting/Milestone 4/Unused Levels
This is a sub-page of Proto:LittleBigPlanet Karting/Milestone 4.
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. |
This page contains information on all the levels that aren't accessible through Story Mode.
Contents
Non-Story Levels
Levels which aren't used in Story Mode, but can be accessed from the Single Player Race Setup menu with no further modifications.
CLINTS GARDEN
A large Gardens themed track. Uses early, purple Grapple Sponges at various points, which do not appear when the level is loaded in Track Studio. An early iteration of this level, from an even older build of the game, can be found on a demo reel by VFX Artist Nicolas Williams.
ClintsGardenNight
Pretty much the same as CLINTS GARDEN, but set at night instead.
TestCorks
A triangular race track made to test corkscrews. There is a boost pad just before the first corkscrew, and a set of seven Weapon Bubbles after the last one.
TestLoops
Pretty much the same as TestCorks, but for loops instead. The seven Weapon Bubbles after the last loop has been reduced to just three, but otherwise they are very similar.
Carnival Affairs2
An early iteration of the Carnival Affairs level that makes heavy use of moving Grapple Sponges and Launch Pads, with multiple points where the player is launched into the air so they can swing off of Grapple Sponges for airtime.
Carnival Affairs3
Another prototype for Carnival Affairs that uses moving, rotating and tilting platforms. It almost resembles a 3D platforming level, arguably to the detriment of its playability.
When the level first loads, all of the tilting platforms are off-kilter to greater or lesser extents, making some sections nigh impossible to drive through. These can be alleviated by pausing and restarting the race.
Disabled Levels
These levels that are referenced in DATA/UI/CONFIG/DEVELOPERTRACKS.XML, but do not show up in the Single Player Race Setup menu by default. These can be re-enabled by setting their respective visible
flags from 0
to 1
.
Motor Test
A small track made to test the Hinge, Piston and Rotate Motors.
Despite having a track layout set up, it has no race settings, so the player will be prompted to set up race settings when loading it from the Race Setup menu. This also means that in Create Mode, the player must create either a Track or Arena before they can use most Create tools here.
Grapple Test 1
A track made to test Grapple Sponges. This track appeas to be from an earlier point of development, as the thumbnail features several props that were either changed or removed by the time of this build (the houses and trees).
TheMinesTest
A more incomplete version of The Mines with various elements missing. Differences from the used version include:
- There are no Weapon Bubbles, though the boost pads after the second set of Launch Pads are still present.
- The start line is closer to the first downard ramp, making it closer to the final version of Mine the Gap.
- Additionally, the section that housed the start line in the used version has a noticeable curve to it.
- The GeoPaint meshes used to create the rocky walls and ceilings are absent.
- The hidden path (as well as the floor that opens to reveal it on Lap 3) is missing.
- The descent after the first U-turn uses large fabric cylinders instead of just a slope in the road.
- A third cylinder to the right of them has a Rotate Motor attached to it, suggesting that these were meant to rotate.
- The sections where the player launches off Bounce Pads to clear obstacles are absent.
- The multiple pathways towards end of the used version are missing, but the track still curves as if to accomodate them.
Unreferenced Levels
The following levels are present in DATA/ROM/TRACK, but are not referenced in DEVELOPERTRACKS.XML.
CarnivalBattle
Arguably the most elaborate of the scrapped battle arenas, CarnivalBattle consists of a circular arena with a large Round Up ride in the centre. Most of the weapons are attached to the spinning Grapple Sponges; players must use the Bounce Pads to get up to the sponges, then swing off them to grab an item. A handful of pickups are present on the ground level, including three guarded by periodically raising yellow barriers, and a small clump near the start line object.
Unlike most battles in this build, which are 'first-to-ten-kills-wins' affairs, this arena has a two minute time limit; whoever has the most kills by the end wins.
Due to the terrain being disabled for the Sky theme, trying to load this level from the Single Player Race Setup menu spawns you and the computer racers under the floor in an infinite respawn loop. It's possible to work around this by opening DATA/WORLD/THEMEDEFS.XML, and setting the Terrain flag on line 28 to "true", which will re-enable the terrain in the Sky theme.