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* BreakingOldTrends: This game is notably the first platformer entry to be in 3D, doesn't have any form of level creation and doesn't feature Creator/StephenFry as the narrator.

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* GenreMashup: Try explaining this to someone who hasn't really played it. The first game is a platformer, but encourages you to build whatever kind of level you want, whether it be an actual level in the vein of Mario or just a music or set-piece showcase. The second game, however, looks to embrace this wholeheartedly, as it was marketed as a platform for games rather than a platform game. The main game showcases some unique gameplay styles, including a side-scrolling shooter that looks like a retro arcade game. The overall effect is a mashup of [[VideoGame/GarrysMod Gmod for consoles]], [[Franchise/SuperMarioBros Mario]], winks and nods toward Creator/MontyPython-style humor, and [[WebAnimation/ZeroPunctuation sinister weaponized cuteness]].



* NeoclassicalPunkZydecoRockabilly: Try explaining this to someone who hasn't really played it. The first game is a platformer, but encourages you to build whatever kind of level you want, whether it be an actual level in the vein of Mario or just a music or set-piece showcase. The second game, however, looks to embrace this wholeheartedly, as it was marketed as a platform for games rather than a platform game. The main game showcases some unique gameplay styles, including a side-scrolling shooter that looks like a retro arcade game. The overall effect is a mashup of [[VideoGame/GarrysMod Gmod for consoles]], [[Franchise/SuperMarioBros Mario]], winks and nods toward Creator/MontyPython-style humor, and [[WebAnimation/ZeroPunctuation sinister weaponized cuteness]].



* GenreMashup: A lot of songs in the soundtrack are mixtures of {{Classical|Music}} and {{Disco}}/{{Funk}}: "A Fifth of Beethoven", "Disco Divertimento", and the remix of "Music/AlsoSprachZarathustra".



* NeoclassicalPunkZydecoRockabilly: A lot of songs in the soundtrack are mixtures of {{Classical|Music}} and {{Disco}}/{{Funk}}: "A Fifth of Beethoven", "Disco Divertimento", and the remix of "Music/AlsoSprachZarathustra".
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* DeathAsGameMechanic: Some user created levels require Sackboy to trigger a checkpoint, use a mechanism to move the checkpoint past an otherwise impassable obstacle, and die to respawn from the checkpoint at its new position.
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*ActionBomb: the Bomb-Bots from "The Journey Home" are yellow Sackbots that, when grabbed, begin ticking suddenly. Eventually, they begin convulsing whilst crazily laughing before exploding. Clive Handforth says the best part is that he does not have to pay them.
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* DefunctOnlineVideoGames: Sony disabled the servers for ''LBP 1'', ''2'', ''Vita'', and the [=PS3=] version of ''3'' in 2021 after a string of security incidents throughout the year, including (among other things) [=DDoS=] attacks and hackers gaining access to in-game community management tools. Given Sony's next to non-existent support for the [=PS3=] and Vita by this time, it's likely the servers would've been shut down sooner or later anyway.
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* MalevolentArchitecture: The [[FanNickname Wheel of Death]] in "[[ThatOneLevel The Bunker]]" level.

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* %%* MalevolentArchitecture: The [[FanNickname Wheel of Death]] Death in "[[ThatOneLevel The Bunker]]" "The Bunker" level.



* OneWomanWail: [[https://www.youtube.com/watch?v=JHJUTxuj5yM "Cries in the Wind"]].
* {{Oni}}: The Terrible Oni, the man villain of the Islands.

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* %%* OneWomanWail: [[https://www.youtube.com/watch?v=JHJUTxuj5yM "Cries in the Wind"]].
* %%* {{Oni}}: The Terrible Oni, the man villain of the Islands.

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* AbnormalAllergy: In the final level, Newton tells Sackboy that he has allergies to drowning, which make him break out into... death.



*HailfirePeaks: Follows this in the steps of the second one:
**Stitchem/Prolouge is a LevelAte combined with GreenHillZone and presumably the Swiss Alps.
**Manglewood is a 1950s America B-Movie set in a [[BubblegloopSwamp swampland]].
**The Ziggurat is the Moscow Kremlin with frequent steampunk elements.
**Bunkum Lagoon is basically a medieval take on Venice, [[LevelintheClouds in the sky]], [[UndertheSea with frequent sea-life motifs]].



* InsistentTerminology: The Boost/Dash Boots. Pinky Bufflooms and the Sackpocket call them the Boost Boots, but the sticker is called the Dash Boots.

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* InsistentTerminology: The Boost/Dash Boots. Pinky Bufflooms Buflooms and the Sackpocket call them the Boost Boots, but the sticker is called the Dash Boots.

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''[=LittleBigPlanet=]'' is a video game series created by Creator/MediaMolecule originally for the UsefulNotes/PlayStation3, and supposed to be one of its {{killer app}}s. It's based on the basic idea of customizable, [[LevelEditor user-created]] [[http://en.wikipedia.org/wiki/Funhouse funhouse]] levels (of which there are [[SerialEscalation over 10 million]] since February 2017), supplemented by pre-built story levels. The players control a small, [[PunkPunk Stitchpunk]] Sackperson, who's [[VirtualPaperDoll customizable]] using in-game costumes and decorations. It also includes narration by Creator/StephenFry. That's right, ''Literature/TheHitchhikersGuideToTheGalaxy'' is now your Guide to ''this'' galaxy.

The first game was released in 2008. Critics loved it (for example, it received a perfect 10 in ''Magazine/{{Edge}}''), but initial sales were disappointing ([[VindicatedByHistory they got better]]). This is possibly because it was one of the greatest 2D (okay, TwoAndAHalfD) {{platform|Game}}ers ever made... at a time when 2D platformers were about as relevant to Western gaming culture as {{vaudeville}} is to Broadway theater.

In 2009, Creator/GuerrillaCambridge released a spin-off game for the UsefulNotes/PlayStationPortable with entirely different levels but the same gameplay and features. In 2010 came the [=PlayStation=] Move-based TechDemoGame SpinOff, ''Sackboy's Prehistoric Moves''. Then came the [=PS3=] sequel in 2011, ''[=LittleBigPlanet 2=]'', which dramatically improved the editing tools available for the players. Did we tell you that there's also a sequel for the UsefulNotes/{{PlayStation Vita}}? And a... [[MascotRacer racing game?]]

Now, we have ''[=LittleBigPlanet 3=]'', which was announced at E3 2014 for the UsefulNotes/PlayStation4 and UsefulNotes/PlayStation3 and was released on November 2014. Which not only does more to improve the editing tools available for the players, it introduces 3 additional Sack Beings to play with!

* The dog-like '''[=OddSock=]''' who runs the fastest and can WallRun and WallJump.
* The size-changing '''Toggle''', who can weigh down/push heavy platforms and pressure sensitive plates, but is pretty slow, and can't jump very high as a result of his heavy weight. However, he can shrink into '''Little Toggle''' who jumps higher, and runs faster. He's much lighter, which allows him to walk on the surface of water and his tiny size lets him enter small spaces the others can't access.
* The bird-like '''Swoop''', who can fly freely around levels and can pick up other light characters and objects.

In addition, there's an EndlessRunningGame called ''Run Sackboy! Run!'' for mobile devices and UsefulNotes/PlayStationVita.

In the midst of this string of sequels, Sackboy was made a playable fighter in ''VideoGame/PlayStationAllStarsBattleRoyale'' in 2012, with the Sackgirl as a PreOrderBonus.

On June 11, 2020, a 3D spinoff, titled ''Sackboy: A Big Adventure'', was announced for the UsefulNotes/PlayStation5.

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''[=LittleBigPlanet=]'' is a video game series created started by Creator/MediaMolecule in 2008, originally for the UsefulNotes/PlayStation3, UsefulNotes/PlayStation3. At its core, the series is a TwoAndAHalfD CoOpMultiplayer PlatformGame with a robust LevelEditor, all of which informs its tagline: "Play, Create, Share". The series has gone through many installments in its [[VideoGameLongRunners more than 12 years]] of existence:

[[folder:Games in the series]]
* ''[=LittleBigPlanet=]'' (October-November 2008, [=PS3=]) — The original game, developed by Media Molecule, which introduced the world to the titular realm, the four-player co-op,
and supposed the Create Mode. Sackboy goes on an adventure to be one meet the Creator Curators all around the world, solving any conflicts of its {{killer app}}s. It's based theirs and eventually taking on the basic idea of customizable, [[LevelEditor user-created]] [[http://en.wikipedia.org/wiki/Funhouse funhouse]] levels (of which there are [[SerialEscalation over 10 million]] since February 2017), supplemented by pre-built story levels. The players control a small, [[PunkPunk Stitchpunk]] Sackperson, rogue Creator Curator known as the Collector, who's [[VirtualPaperDoll customizable]] using in-game costumes and decorations. It also includes narration by Creator/StephenFry. That's right, ''Literature/TheHitchhikersGuideToTheGalaxy'' is now your Guide to ''this'' galaxy.

The first game was released in 2008. Critics loved it (for example, it received a perfect 10 in ''Magazine/{{Edge}}''), but initial sales were disappointing ([[VindicatedByHistory they got better]]). This is possibly because it was one of
been kidnapping characters from all across the greatest 2D (okay, TwoAndAHalfD) {{platform|Game}}ers ever made... at a time when 2D platformers were about as relevant to Western gaming culture as {{vaudeville}} is to Broadway theater.

In
world.
* ''[=LittleBigPlanet=]'' (November-December
2009, Creator/GuerrillaCambridge released a spin-off [[UsefulNotes/PlayStationPortable PSP]]) — A pared-down game for compared to the UsefulNotes/PlayStationPortable with entirely different levels [=PS3=] title, owing to the PSP's weaker hardware, developed by [[Creator/GuerrillaCambridge SCE/Guerrilla Cambridge]] and Media Molecule. This title has less layers and lacks multiplayer, but retains the same gameplay platforming and features. In 2010 came Create Mode. Sackboy adventures across the [=PlayStation=] Move-based TechDemoGame SpinOff, globe once more to get the various Creator Curators to attend a parade, once more solving their problems on the way.
*
''Sackboy's Prehistoric Moves''. Then came Moves'' (December 2010, [=PS3=]) — A short [=PlayStation=] Move-based combo-platter MissionPackSequel and TechDemoGame, developed by [[Creator/SonyInteractiveEntertainment XDev]] and Creator/SupermassiveGames as a tie-in to ''[=LBP2=]''. This game lacks the creation aspect, and is strictly about playing the levels. In it, Sackboy adventures through a prehistoric-themed standalone adventure, eventually taking on the antagonistic Big Rex.
* ''[=LittleBigPlanet=] 2'' (January 2011, [=PS3=]) — The first straight sequel to the original ''[=LittleBigPlanet=]'', developed by Media Molecule. This title is when the series shifted from being a platform game to being, as they so put it, a "platform for games". The tools in Create Mode have increased greatly via the introduction of Logic, with devices in this category ranging from simple logic gates, timers and counters that can cause outputs to activate, to attachments that can move and rotate objects, allowing for much more complex creations and interactions; the Controllinator is one among many things that such Logic can be used in, allowing prospective creators to make their own unique objects and characters to control. In the story, Sackboy is saved from an attack by the Negativitron by a man named Larry Da Vinci, and subsequently joins him in the Alliance, a group made to combat the evil vacuum, helping them prepare an assault on the foe.
* ''[=LittleBigPlanet=] PS Vita'' (September 2012, [[UsefulNotes/PlayStationVita PS Vita]]) — The second handheld game in the series, developed by Creator/DoubleEleven, Creator/TarsierStudios, and [=XDev=] Studios Europe. The better hardware of the Vita allows this title to be more accurate to the contents of ''[=LittleBigPlanet=] 2'' than the PSP title was to the original game, to the point of even including a few of its own new things. In the story, a villain named the Puppeteer is turning Sackfolk into the villainous [[PerversePuppet Hollows]], who are wreaking havoc across the world. Sackboy narrowly escapes this fate thanks to a timely intervention by Colonel Flounder, who is among the many characters Sackboy adventures alongside as he attempts to put a stop to the Puppeteer's plans.
* ''[=LittleBigPlanet=] Karting'' (November 2012, [=PS3=]) — The second spinoff title, developed by Creator/UnitedFrontGames - known for their prior kart-racing game with a heavy focus on user-made content, ''VideoGame/ModNationRacers'' - and San Diego Studio. This game takes the ''[=LittleBigPlanet=]'' series in a similar direction to that game. The story centers around the Hoard, a thieving group that uses their speedy vehicles to pilfer objects the world over. Sackboy isn't able to keep up until a Hoard accidentally crashes their car next to him, allowing Sackboy to hijack it and engage them on equal footing - or pedaling, as it were.
* ''[=LittleBigPlanet=] 3'' (November 2014,
[=PS3=] sequel in 2011, ''[=LittleBigPlanet 2=]'', which dramatically improved the editing tools available for the players. Did we tell you and [[UsefulNotes/PlayStation4 PS4]]) — The third main console title, created by Creator/SumoDigital with assistance by various other companies. This title introduces three new characters; [=OddSock=], a speedy and agile dog-like quadruped; Toggle, a creature that there's also can change their size from strong and heavy to nimble and light; and Swoop, a sequel for bird that can fly through the UsefulNotes/{{PlayStation Vita}}? And a... [[MascotRacer racing game?]]

Now, we have ''[=LittleBigPlanet 3=]'', which was announced at E3 2014 for
air and dive into quick glides. The story centers around Newton, a well-meaning but bumbling lightbulb who releases the UsefulNotes/PlayStation4 and UsefulNotes/PlayStation3 and was released on November 2014. Which not only does more Titans with intent to use them to improve the editing tools available for the players, it introduces 3 additional Sack Beings to play with!

* The dog-like '''[=OddSock=]''' who runs the fastest and can WallRun and WallJump.
* The size-changing '''Toggle''', who can weigh down/push heavy platforms and pressure sensitive plates, but is pretty slow, and can't jump very high as a result
world of his heavy weight. However, he can shrink Bunkum - until they possess him, driving Newton into '''Little Toggle''' who jumps higher, and runs faster. He's much lighter, which allows him a destructive frenzy. In order to walk on stop him, Sackboy awakens the surface of water and his tiny size lets him enter small spaces the others can't access.
* The bird-like '''Swoop''', who can fly freely around levels and can pick up
other light characters and objects.

In addition, there's an EndlessRunningGame called
three characters, who within the story are the former guardians of Bunkum.
*
''Run Sackboy! Run!'' for mobile devices and UsefulNotes/PlayStationVita.

In the midst of this string of sequels,
(October 2014 ([[UsefulNotes/IOSGames iOS]]), December 2014 ([[UsefulNotes/AndroidGames Android]]), March 2015 (PS Vita)) — An EndlessRunningGame created by Firesprite, starring Sackboy was made a playable fighter in ''VideoGame/PlayStationAllStarsBattleRoyale'' in 2012, with on his attempt to outrun the Sackgirl Negativitron as a PreOrderBonus.

On June 11, 2020, a 3D spinoff, titled
it chases him down. Create Mode is absent, so the game is all about the running.
*
''Sackboy: A Big Adventure'', was announced for Adventure'' (November 2020, [=PS4=] and [[UsefulNotes/PlayStation5 PS5]]) — A 3D platformer spinoff (with no Create Mode) in the UsefulNotes/PlayStation5.
vein of ''VideoGame/SuperMario3DWorld'', made by Sumo Sheffield. The plot kicks off with the villainous Vex attacking Sackboy's hometown of Loom, kidnapping the residents and forcing them to work on the Topsy-Turver, a device that he plans on using to cause chaos throughout Craftworld. Vex accidentally drops his plans during his attack, which Sackboy steals as he makes an escape, using them to guide him on his quest to foil Vex's evil goals.
[[/folder]]

In addition to all these titles, Sackboy is also among the 20 base roster characters in 2012's ''VideoGame/PlayStationAllStarsBattleRoyale'', with a Sackgirl alternate costume as a PreOrderBonus (and later a regular DLC).
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* RussianBear: The Ziggurat, a Russian-themed kingdom in the third game, has various bears roaming the various levels. One challenge level, "Bear With Us", features angry bears jumping around the level.

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* AdvancingBossOfDoom: The Giant Befuddler from "Just a Phase" is a giant Phase Light - and the floors are made of materials that either appear or disappear when in the radius of such a light. The creature chases Sackboy down until it accidentally slams into a wall [[HoistByHisOwnPetard that appeared because of its abilities]].



** The final world mixes in aspects from several of the worlds preceding it. Several setpieces come back, such as all three powerups; The Soaring Summit's moving platforms with faces (now on cycles instead of player-sensing) and yetis; The Colossal Canopy's tides, sticky Gloop, rotating platforms, and timed fire panels; The Kingdom of Crablantis's Glowsquids and bubbles; and The Interstellar Junction's touchscreens, Velociporters, teleportation panels and lasers. Several levels combine these aspects together in different ways not showcased in the prior worlds.
** Multitask Force, the last co-op level, borrows from several of the co-op levels before it, using their setpieces in short, trial-like rooms to get Keys for a door. The bottom-left door uses the snow globe, tightropes and player-sensing moving platforms from The Soaring Summit which were a focus of the co-op level "Snowman Left Behind"; the bottom-right door uses the heavy animal and weighted crate platforms from The Colossal Canopy's "Weight For Me!" and the timed dropping platforms from the world in general; the top-right door uses the carryable Glowsquid from The Kingdom of Crablantis and the concept of having one player use it to create platforms for another, which was a mechanic of "Squid Goals"; and the top-left door uses the floating bubbles and the electric eels that debuted in The Kingdom of Crablantis, as well as the timed tongue platforms one player can activate for another, which were among the puzzle elements used in The Interstellar Junction's co-op stage "Lead The Weigh".
** The very last stage of the game incorporates multiple things from prior levels, including (in no particular order) tightropes, Sixaxis-controlled moving platforms, spike rollers, timed tongue platforms, bubbles, the "flytrap" platforms that bite Sackboy if he lingers, batteries, turrets, and Glowsquids.

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** The final world mixes in aspects from several of the worlds preceding it. Several setpieces come back, such as all three powerups; The Soaring Summit's moving platforms with faces (now on cycles instead of player-sensing) and yetis; The Colossal Canopy's tides, sticky Gloop, rotating platforms, and timed fire panels; The Kingdom of Crablantis's Glowsquids Phase Lights and bubbles; and The Interstellar Junction's touchscreens, Velociporters, teleportation panels and lasers. Several levels combine these aspects together in different ways not showcased in the prior worlds.
** Multitask Force, the last co-op level, borrows from several of the co-op levels before it, using their setpieces in short, trial-like rooms to get Keys for a door. The bottom-left door uses the snow globe, tightropes and player-sensing moving platforms from The Soaring Summit which were a focus of the co-op level "Snowman Left Behind"; the bottom-right door uses the heavy animal and weighted crate platforms from The Colossal Canopy's "Weight For Me!" and the timed dropping platforms from the world in general; the top-right door uses the carryable Glowsquid Phase Light from The Kingdom of Crablantis and the concept of having one player use it to create platforms for another, which was a mechanic of "Squid Goals"; and the top-left door uses the floating bubbles and the electric eels that debuted in The Kingdom of Crablantis, as well as the timed tongue platforms one player can activate for another, which were among the puzzle elements used in The Interstellar Junction's co-op stage "Lead The Weigh".
** The very last stage of the game incorporates multiple things from prior levels, including (in no particular order) tightropes, Sixaxis-controlled moving platforms, spike rollers, timed tongue platforms, bubbles, the "flytrap" platforms that bite Sackboy if he lingers, batteries, turrets, and Glowsquids.Phase Lights.



* TheGoomba: Grunties, small red, blue, and green creatures who waddle around and approach Sackboy when he's in range, attempting to headbutt him. They go down in a single slap or stomp, and moves like the Roll take only one hit to stun them. In later worlds, they gain strength in numbers by [[LeaningTowerOfMooks stacking on top of each other]], but they're still weak individually.

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* TheGoomba: Grunties, small froglike red, blue, and green creatures who waddle around and approach Sackboy when he's in range, attempting to headbutt him. They go down in a single slap or stomp, and moves like the Roll take only one hit to stun them. In later worlds, they gain strength in numbers by [[LeaningTowerOfMooks stacking on top of each other]], but they're still weak individually.


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* OminousObsidianOoze: The Uproar barriers on the world maps take the form of dripping black goop that cascades off of the sides of the platforms.


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* RecurringRiff: There's a six-note riff throughout the game. It's most prominent as the jingle that plays when you collect a Dreamer Orb, but it can be heard in most of the songs specifically composed for this game as well.
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Quite possibly the most obtuse thing in this whole game, honestly

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* GuideDangIt: There's [[LastLousyPoint a Prize Bubble]] in the level "Jumping to Conclusions" which is inside a box that only appears in a particular room sometimes, in place of an onslaught of Grunties. The fact that this is the only puzzle of such a sort in the game, often completed by accident, has spawned multiple guesses as to how to spawn the box; don't break the boxes in the rooms preceeding it, do a PacifistRun or {{speedrun}} [[invoked]] of the first half of the level, don't get spotted by the Grunty in the prior room, immediately turn around and reenter the door you just came through in the prior room, and such. The common denominator likely to occur under all of these circumstances, and thus seemingly the cause of whether you get the boxes or the enemies, is whether you killed or spared the Grunty in the room before - let it live for prizes, kill it for {{mooks}}.

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*** The interior of each player's Collectabell wallet.



*** Each players' individual powerup, as well as its functions (such as the Clawstring's tether, or the Plasma Pumps energy projectiles and landing indicators).

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*** Each players' individual powerup, as well as its functions (such as the Clawstring's tether, or the Plasma Pumps Pumps' energy projectiles and landing indicators).



* ContinuityNod: Signs in The Interstellar Junction namecheck past games' locations: Craftworld, Carnivalia and Bunkum.

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* ContinuityNod: Signs in The Interstellar Junction namecheck past games' locations: Craftworld, Craftworld from ''2'', Carnivalia from ''Vita'', and Bunkum.Bunkum from ''3''.



* EmoteAnimation: New to this game are Emotes, which replace the emotions when you aren't in Acting mode. Each d-pad button can have an animation and emotion assigned to it, and pressing that button in gameplay will have them do whatever you put on it. These range from simple poses, to dances, to things that require two players to pull off.

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* DisconnectedSideArea: Each of the first four worlds has a Flower Cannon that shoots you to a small plateau on a different world, with a sampler of levels to play and no way to reach the mainland that comprises the rest of the world.
* EmoteAnimation: New to this game are Emotes, which replace the emotions when you aren't in Acting mode. Each d-pad button can have an animation and emotion assigned to it, and pressing that button in gameplay will have them your Sackboy do whatever you put on it. These range from simple poses, to dances, to things that require two players to pull off.off.
* GoodColorsEvilColors: Vex and things associated with him are all a vibrant red, blue, and green.
* TheGoomba: Grunties, small red, blue, and green creatures who waddle around and approach Sackboy when he's in range, attempting to headbutt him. They go down in a single slap or stomp, and moves like the Roll take only one hit to stun them. In later worlds, they gain strength in numbers by [[LeaningTowerOfMooks stacking on top of each other]], but they're still weak individually.



* LeaningTowerOfMooks: [[TheGoomba Grunties]] eventually begin stacking atop each other in later worlds. This makes it hard or even impossible to stomp them, but doesn't render them immune to slaps and other attacks. They'll occasionally [[FastballSpecial throw the top Grunty off of the stack as a projectile]], after which they'll get up and fight as normal.



* MickeyMousing: Each world except the last has a level where setpieces, platforms, enemies, and other things are synced up to a song, such as "Treble in Paradise" in The Soaring Summit, which syncs with "[[Music/BrunoMars Uptown Funk]]". Similarly to in ''VideoGame/{{SSX}} 3'', the song will delay parts until you reach certain sections.

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* MickeyMousing: MusicalGameplay: Each world except the last has a level where setpieces, platforms, enemies, and other things are synced up to a song, such as "Treble in Paradise" in The Soaring Summit, which syncs with "[[Music/BrunoMars Uptown Funk]]". Similarly to in ''VideoGame/{{SSX}} 3'', the song will delay parts until you reach certain sections.



* NewWorldTease: In The Soaring Summit and The Colossal Canopy, you can find Flower Cannons that respectively shoot you to the third and fourth worlds, The Kingdom of Crablantis and The Interstellar Junction. However, you're limited to a DisconnectedSideArea in each one and can only play a small amount of levels exclusive to that area. (The cannons in the latter two worlds shoot you back to the first two, for reference.)



* RiseToTheChallenge: "Water Predicament" ends on a section where water rises from below, rather than the TideLevel it's been up to this point, requiring you to use elevators to get up to the ending.



* ScoreMultiplier: There's a collectible 2x Score Bubble which appears in most levels. When grabbed, it temporarily turns bubbles and score numbers from white to pink, and doubles the points received from anything that gives them.

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* ScoreMultiplier: There's a collectible 2x Score Bubble which appears in most levels.levels, either as a pickup on its own or from a box or balloon. When grabbed, it temporarily turns bubbles and score numbers from white to pink, and doubles the points received from anything that gives them.



* ShamuFu: A handful of levels have a fish hidden in them, which Sackboy can pick up. This strengthens his melee blows, allowing him to defeat enemies who would otherwise take two slaps with just one, or deal damage instead of merely stunning enemies with the spin.



* SourceMusic:
** Implied to be the case in most levels. When you enter any of the secret side areas, the music of the main level vanishes entirely, and when you go near the door to return, you can hear the slightly muffled level's music.
** The level "Treble in Paradise" is one of few levels that overtly shows this; a radio at the very beginning can be heard playing the opening riff of Uptown Funk, the song that plays throughout the rest of the level.



* SticksToTheBack: When not in use, the Whirltool clings to Sackboy's back, even if he's in the default outfit and has nowhere it could attach. Even when he rolls.

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* SticksToTheBack: When not in use, the Whirltool clings to Sackboy's back, even if he's in the default outfit and has nowhere it could attach. Even when Other handheld objects like the fish and paintbrush will stick to Sackboy's back if he rolls.carries something.


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* SuperDrowningSkills: Unlike the main ''[=LittleBigPlanet=]'' games, water is a hazard, dealing one hit of damage and [[PainPoweredLeap bouncing Sackboy upwards]].
* TideLevel: Water in this game moves on intervals, and since Sackboy can't swim, this requires you to get on either platforms that are above the water level or platforms that rise and fall with it. "Water Predicament" is the first instance of such a level, but later ones include more absurd variations like the water tilting diagonally back and forth.

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* InterfaceScrew: The Flash Bang item briefly blinds anyone hit by it, and distorts the visuals for a moment afterwards.



%%* MacrossMissileMassacre: The Flash Bang is a [[DownplayedTrope Downplayed]] version of this Trope.

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%%* * MacrossMissileMassacre: The Flash Bang is a Bang, an item that shows up more if you're lagging behind, launches several missiles forward, each one gunning for one of the racers ahead. However, [[DownplayedTrope Downplayed]] version of this Trope.these missiles aren't deadly]], as they only launch racers a bit into the air and [[InterfaceScrew temporarily distort the visuals]].



* SelfPlagiarism: ''Karting'' is often accused of being redundant as it intrudes on a niche already filled by ''VideoGame/ModnationRacers''. As a matter of fact, the developers of ''Modnation Racers'' co-developed this game.

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* SelfPlagiarism: ''Karting'' is often accused of being redundant as it intrudes on a niche already filled by ''VideoGame/ModnationRacers''. ''VideoGame/ModNationRacers''. As a matter of fact, the developers of ''Modnation ''[=ModNation=] Racers'' co-developed this game.



* SpiritualSuccessor: To the point of it playing more like ''VideoGame/ModNationRacers'' than ''[=LittleBigPlanet=]'' itself. Justified as the developers of Modnation Racers did co-develop this game.

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* SpiritualSuccessor: To the point of it playing more like ''VideoGame/ModNationRacers'' than ''[=LittleBigPlanet=]'' itself. Justified as the developers of Modnation Racers ''[=ModNation=] Racers'' did co-develop this game.



* BonusDungeon: [[spoiler:The Wonderplane, a bonus world with 5 stages, unlocked after defeating Vex and saving Craftworld. The [[PlotCoupon Uproar barriers]] here are much higher than the ones for merely progressing through the story, and each of the three powerups comes BackForTheFinale, having their own individual stages which each must be beaten to unlock the final level.]]

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* BonusDungeon: [[spoiler:The Wonderplane, a bonus world with 5 stages, unlocked after defeating Vex and saving Craftworld. The [[PlotCoupon Uproar barriers]] here are much higher need many more Dreamer Orbs than the ones for merely progressing through the story, and each of the three powerups comes BackForTheFinale, having their own individual stages which each must be beaten to unlock the final level.]]


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* CrateExpectations: Crates are commonly scattered around levels in various forms, containing Score Bubbles and occasionally other things. There's small and large ones which tend to be two-toned in stripes and can be broken with any attack, though larger ones take two hits to break. There's also brown crates with colored stripes which are reinforced and need stronger things to break them, like an explosive or the Plasma Pumps' enhanced offensive powers.


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* GrapplingHookPistol: The Clawstring behaves similarly to the Grappling Hook of the past games, being a device worn on Sackboy's hand that shoots a grabbing claw when activated. Unlike the Grappling Hook, it can automatically pull grabbable things into Sackboy's hands, though it's lost the ability to extend and retract while swinging.


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* OffscreenStartBonus: Every world has at least one level where a Dreamer Orb is hidden directly behind the start of the level, just out of view of the camera.


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* RecurringTraveller: Gerald Strudleguff, first met in The Soaring Summit's level "Have You Herd?". He's going around observing nature and taking notes, and he keeps appearing off to the side in several levels, always with a Dreamer Orb to hand over to Sackboy.


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* RunningGag: Gerald Strudleguff, a RecurringTraveller who keeps popping up in every world with Dreamer Orbs he gives to Sackboy... but not before misidentifying the collectibles as something else. [[spoiler:He finally uses the name everyone else has been using in his last appearance.]]
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Not So Different has been renamed, and it needs to be dewicked/moved


* NotSoDifferent: [[spoiler:The Negativitron mixes this with TomatoInTheMirror, revealing that he IS the protagonists... or at least their vices, anyway. It has the intended effect of sending them into a HeroicBSoD.]]

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* NotSoDifferent: NotSoDifferentRemark: [[spoiler:The Negativitron mixes this with TomatoInTheMirror, revealing that he IS the protagonists... or at least their vices, anyway. It has the intended effect of sending them into a HeroicBSoD.]]
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* ContinuityNod: Signs in The Interstellar Junction namecheck past games' locations: Craftworld, Carnivalia and Bunkum.
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Happy Sacknana day

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* AscendedMeme: On August 20th of 2021, a familiar face returned to ''[=LittleBigPlanet=]''... [[https://twitter.com/LittleBigPlanet/status/1424747296411979778 Sacknana]] from [[https://imgur.com/WnJWU6J the PSP game]]. While a costume returning isn't a meme on its own, [[https://twitter.com/LittleBigPlanet/status/1428733569564909573 the emote that the costume comes with]] is specifically the dance that Sackboy does in [[https://twitter.com/LittleBigPlanet/status/1428673166323318784 this popular gif where he wears the Sacknana suit]].

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* GameBreakingBug: A flaw in the time engine of the game series called the 160 Hour Glitch after how many hours it takes to start taking effect in a level. As the amount of time played in a level increases, the time granularity of the level physics decreases, causing pistons and other physics objects in a level based on a small amount of time to start malfunctioning, for example .1 second pistons start breaking.



** Two game breaking glitches were discovered that break the game in similar manners to the Wheel of Death glitch from the first game. The first was titled "Spawn-Pop Cancer." Sometimes, when the player does the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying, they may become lethal to themselves. Meaning that they would die every time they spawn, repeatedly. If this happens, you'll need to import an old save. Hope you made a backup! Or not, because the glitch was fixed like the Wheel of Death glitch and bugged saves were also retroactively fixed.
** The other glitch was called "New Era" which was caused by levels with a bugged checkpoint or spawn point. The glitch prevented Sackpeople from affected profiles from spawning in levels in Play Mode, and also glitched out some elements of Create Mode causing them to no longer appear in the Popit [=GUI=]. This glitch was actually exploited by a few users in an attempt to wring in the excessive amount of copied and published levels, by attempting to affect saves in a way that causes the New Era glitch to "infect" levels they edit later and then publish, thus infecting other players as well. Fortunately this glitch was also fixed and bugged saves were retroactively fixed in the update that fixed the New Era.

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** Two game breaking The second iteration suffered from a trilogy of glitches were discovered that break made the game game's levels unplayable in similar manners to the Wheel of Death glitch from the first game. The first was titled "Spawn-Pop Cancer." Sometimes, when Cancer" which was caused by using another glitch to resize the Sackperson of a player does in Create Mode. When this is done, the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying, they may become lethal to themselves. Meaning that they Sackperson would die every time they spawn, repeatedly. If this happens, you'll need to import an old save. Hope you made a backup! Or not, because the glitch was fixed like the Wheel of Death glitch and bugged saves were also retroactively fixed.
** Another glitch involved with the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying. It may cause the Sackperson to instead become lethal to themselves. Meaning that they would die every time they spawn, repeatedly.
** The other final glitch was called "New Era" which was caused by levels with a bugged checkpoint or spawn point. The glitch prevented Sackpeople from affected profiles from spawning in levels in Play Mode, and also glitched out some elements of Create Mode causing them to no longer appear in the Popit [=GUI=]. This glitch was actually exploited by a few users in an attempt to wring in the excessive amount of copied and published levels, by attempting to affect saves in a way that causes the New Era glitch to "infect" levels they edit later and then publish, thus infecting other players as well. Fortunately this glitch was also fixed and bugged saves were retroactively fixed in the update that fixed the New Era.



* GameBreakingBug:

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* GameBreakingBug:GameBreakingBug: The game was infamous for having lots of glitches at launch. Here some of the game breaking ones:



* GameBreakingBug: The clunky [=PSP=] game is not free from game breaking glitches.

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* GameBreakingBug: The clunky [=PSP=] game is not free from game breaking glitches.glitches:

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** Also known is a bug while in create mode where Sackboy will get stuck and start twitching wildly until you delete the glitched object. However, if you quit and restart the game, Sackboy will get stuck in the pipe of the Pod and make the game unplayable until you load a backup or delete the save data.

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** Also known is a bug while in create mode Create Mode where Sackboy will get stuck and start twitching wildly until you delete the glitched object. However, if you quit and restart the game, Sackboy will get stuck in the pipe of the Pod and make the game unplayable until you load a backup or delete the save data.



* GameBreakingBug: A glitch can cause saves to become corrupted in a way that causes the [=PSP=] to crash and shut down when playing levels. Sometimes it can be fixed if a level can be edited in Create Mode and then exited, though the corruption is not guarenteed to be fixed in this way and the game may also crash when entering Create Mode to edit levels.

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* GameBreakingBug: The clunky [=PSP=] game is not free from game breaking glitches.
**
A glitch can cause saves to become corrupted in a way that causes the [=PSP=] to crash and shut down when playing levels. levels, including community levels, story mode levels, and sometimes even the player's own levels in both Play Mode and Create Mode. Sometimes it can be fixed if a level can be edited in Create Mode and then exited, though the corruption is not guarenteed guaranteed to be fixed in this way and the game may also crash when entering Create Mode to edit levels.levels.
** A common glitch can render user-created levels unplayable and impossible to edit. Attempting to play an affected community level will softlock the game. Rumors claim the glitch happens if DLC materials such as the Dirty Metal from The Turbo Pack are used in a level, and the level is saved and reloaded in Create Mode too many times after the material was placed.



* {{Snowlem}}: Appears as a mini-boss guarding one of the balloons in, "Peak Preformance." It throws snowballs and spawns little snowman grunts.

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* {{Snowlem}}: Appears as a mini-boss guarding one of the balloons in, "Peak Preformance.Performance." It throws snowballs and spawns little snowman grunts.

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Updated/added Game Breaking Bug on various pages.


* GameBreakingBug: "Spawn-Pop Cancer." Sometimes, when the player does the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying, they may become lethal to themselves. Meaning that they would die every time they spawn, repeatedly. If this happens, you'll need to import an old save. Hope you made a backup!



** Many players encountered a bug that, when making a large grab-able material spin extremely fast in the level editor and grabbing on, they would no longer be able to respawn, stuck on some sort of infinite pseudo-death loop. Returning to the pod (main menu, basically) continued this, and this persisted ''even upon resetting the game,'' rendering the game completely unplayable for those affected. The only way to undo this was to delete the entire save data.

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** Many players encountered a bug that, when making a large grab-able material spin extremely fast in the level editor and grabbing on, they would no longer be able to respawn, stuck on some sort of infinite pseudo-death loop. Returning to the pod (main menu, basically) continued this, and this persisted ''even upon resetting the game,'' rendering the game completely unplayable for those affected. The only way to undo this "Wheel of Death" glitch was to delete the entire save data.data. Fortunately, this was fixed and existing saves affected were repaired in an update.


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* GameBreakingBug:
** Two game breaking glitches were discovered that break the game in similar manners to the Wheel of Death glitch from the first game. The first was titled "Spawn-Pop Cancer." Sometimes, when the player does the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying, they may become lethal to themselves. Meaning that they would die every time they spawn, repeatedly. If this happens, you'll need to import an old save. Hope you made a backup! Or not, because the glitch was fixed like the Wheel of Death glitch and bugged saves were also retroactively fixed.
** The other glitch was called "New Era" which was caused by levels with a bugged checkpoint or spawn point. The glitch prevented Sackpeople from affected profiles from spawning in levels in Play Mode, and also glitched out some elements of Create Mode causing them to no longer appear in the Popit [=GUI=]. This glitch was actually exploited by a few users in an attempt to wring in the excessive amount of copied and published levels, by attempting to affect saves in a way that causes the New Era glitch to "infect" levels they edit later and then publish, thus infecting other players as well. Fortunately this glitch was also fixed and bugged saves were retroactively fixed in the update that fixed the New Era.


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** The game's launch was plagued with a glitch similar to the server issues with [=LBP1=]. It was outright impossible for some players on the [=PlayStation 4=] version to play online with other players for many months.


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* GameBreakingBug: A glitch can cause saves to become corrupted in a way that causes the [=PSP=] to crash and shut down when playing levels. Sometimes it can be fixed if a level can be edited in Create Mode and then exited, though the corruption is not guarenteed to be fixed in this way and the game may also crash when entering Create Mode to edit levels.

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* AscendedGlitch: There was a bug which allowed players to put objects in the background and foreground. Players used this glitch to create full 3D games of all kinds. This later became a feature in [=LBP3=].

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* AscendedGlitch: There was a bug in the first [=LittleBigPlanet=] game which allowed players to put objects in the background and foreground.foreground layers farther away than intended. The amount of fat layers that could be used was three, and four thin layers could be used. Players used this glitch to create full 3D games of all kinds. This The original glitch to create the glitched object doesn't work in later became a feature games, but another glitch could be used to create the glitched objects in [=LBP3=].[=LBP2=], and [=LittleBigPlanet PS Vita=] and the [=PS Vita Cross-Controller=] part of the Cross-Controller pack. A similar glitch was found in [=LBPPSP=] which allowed a third fat layer to be used in the background, normally impossible as the game restricted layer usage to only two fat and three thin layers. In [=LBP3=], the usable fat layer count increased to 16, characters could now go across 16 fat layers, and there were tools and objects introduced that allow further use of the increased layer count.
** This broke older levels in parts where the bottom floor border was used as terrain, as the level border now crosses all 16 fat layers, and there were no restrictions when playing older levels to prevent players from reaching these extra layers.
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* SelfPlagiarism: Those who played Tarsier Studio's DC Comics level pack were likely underwhelmed by [=OddSock=] and Swoop because they reuse abilities introduced in said DLC. Specifically, [=OddSock=]'s wall jumping ability was already done with the Wall Jump Material and Tweaker, whilst Swoop's move of the same name was introduced via the Hero Cape.

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* SelfPlagiarism: Those who played Tarsier Studio's Creator/TarsierStudios's DC Comics level pack were likely underwhelmed by [=OddSock=] and Swoop because they reuse abilities introduced in said DLC. Specifically, [=OddSock=]'s wall jumping ability was already done with the Wall Jump Material and Tweaker, whilst Swoop's move of the same name was introduced via the Hero Cape.
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* PremiumCurrency: Bubbles are the most common form of score items, but this game introduces Collectabells, hidden currency that, with a fixed amount appearing in game, are much more valuable and able to be spent on new cosmetics.
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* SuperTitle64Advance: One of the rare examples of Vita game titles that include the word "Vita".
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* ScoreMultiplier: There's a collectible 2x Score Bubble which appears in most levels. When grabbed, it temporarily turns bubbles and score numbers from white to pink, and doubles the points received from anything that gives them.
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* SandboxMode: Create Mode allows players to freely build and design using objects, materials, worlds, sounds, music, and tools that they've collected in the Story Mode. The player can only die if they will it, as well as start, stop, and travel back and forth though time to aid in building. The player can use this mode to create levels that other members of the community can later play for themselves.
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* SpellingSong: The ''WesternAnimation/SpongeBobSquarePants'' DLC's song "[[https://www.youtube.com/watch?v=pO3GR4_glBg Let's Be Chums]]" has a robotic voice spell out "P-L-A-N-K-T-O-N" in its beginning and middle.

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* SuddenlySpeaking: Downplayed. Sackboy was completely mute in every other ''[=LittleBigPlanet=]'' game with two very minor exceptions (a faint whine when drowning, and a held grunt for the duration of the Hold to Retry! animation). In this game, Sackboy doesn't regularly ''speak'', but he's more vocal on the whole, shouting or grunting when executing his moves, or letting out brief lines like "Uh-oh!" when narrowly dodging hazards.



* YourPrincessIsInAnotherCastle: You've defeated Vex for the third time in the final world of the game, Scarlet's ready to congratulate you on a job well done, and... [[spoiler:once you hit the world map, Vex's voice comes from nowhere, telling you that getting rid of him won't be ''that'' easy, and the giant wall behind the "final" stage disappears to reveal two more level badges; the first is a normal stage, which when completed unlocks the ''real'' FinalBoss level]].

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* YourPrincessIsInAnotherCastle: You've defeated Vex for the third time in the final world of the game, Scarlet's ready to congratulate you on a job well done, and... [[spoiler:once you hit the world map, Vex's voice comes from nowhere, telling you that getting rid of him won't be ''that'' easy, and the giant wall behind the "final" stage disappears to reveal two more level badges; the first is a normal stage, which when completed unlocks the ''real'' FinalBoss level]]. level. The game even lampshades it, as the level after the fake final boss is named "Jumping to Conclusions"]].
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* AntiFrustrationFeatures: Unlike most other games (which normally require level completion to keep any items found), completing the level is not necessary for the player to keep any Dreamer Orbs or prizes they have found in that level.
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* VictoryFakeout: After being chased through the final level of the Factory of a Better Tomorrow by Copernicus the Guard Turkey, the turkey breaks and falls through the floor, and Clive and the Sackbots go over and wait by a Scoreboard... [[GlamourFailure though the screen's X-Ray material and lack of high scores being shown should clue you in that it's not what it seems]]. Once you stand in front of the "Scoreboard" with the group, Copernicus comes out of the ground and resumes chasing everyone.

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* VictoryFakeout: After being chased through the final level of the Factory of a Better Tomorrow by Copernicus the Guard Turkey, the turkey breaks and falls through the floor, and Clive and the Sackbots go over and wait by a Scoreboard... [[GlamourFailure though the screen's X-Ray material and lack of high scores being shown should clue you in that it's not what it seems]]. Once you stand in front of the "Scoreboard" with the group, Copernicus comes out of the ground and resumes chasing everyone.

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