Video Game: LittleBigPlanet

Awww, isn't he just the cutest!

"On the LittleBigPlanet, you're a little Sackperson. This one is you. Aw, bless. You're quite the cute one."

LittleBigPlanet is a video game on the PlayStation 3, and was supposed to be one of its killer apps. It's based on the basic idea of customizable, user-created funhouse levels. Critics loved it (for example, it received a perfect 10 in Edge), but initial sales were disappointing (they got better). This is possibly because it was one of the greatest 2D (okay, 2½D) platformers ever made... at a time when 2D platformers were about as relevant to gaming culture as vaudeville is to Broadway theater. (at least in the U.S.)

However, this doesn't stop the number of user-generated levels from reaching over nine million as of October of 2014. As Wikipedia puts it, its gameplay "revolves around the player's control of small avatars, known as Sackboys or Sackgirls owing to their Stitch Punk appearance, in a variety of platforming scenarios. Though the game features a set of pre-built levels for players to explore, of equal importance is the game's customizable nature, from altering the player's character and personal space, to building entirely new objects and levels, and then sharing and playing them online as part of the LittleBigPlanet community." It includes narration by Stephen Fry. That's right, The Hitchhiker's Guide to the Galaxy is now your Guide to this galaxy.

There is also a LittleBigPlanet game on the Playstation Portable with entirely different levels but the same gameplay and features.

Then came the PS3 sequel, LittleBigPlanet 2, which dramatically improved the editing tools available for the players.

... Did we tell you that there's also a sequel for the PlayStation Vita? And a... kart racing game?

Now, we have LittleBigPlanet 3, which was announced at E3 2014 for the Playstation 4 and Playstation 3 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 Wall Run and Wall Jump.
  • 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 Endless Running Game called Run Sackboy! Run! for mobile devices and PlayStation Vita.

In the midst of this string of sequels, Sackboy was made a playable fighter in PlayStation All-Stars Battle Royale with the Sackgirl as a Pre-Order Bonus.


Tropes present throughout the entire series:

  • 100% Completion: Collecting all of the prize bubbles and acing all of the levels of the story mode or the DLC Level Packs.
  • 2½D: Full 3D graphics with 2D gameplay. A unique twist is that your character can switch between the three (sixteen in the third game) layer planes on command.
    • In the third game, due to the much larger number of layers, there are now more ways to get around. Slides that let you slide into the foreground, Layer Launchers that throw you to a predetermined landing zone, Velociporters that teleport you between the closest Velociporters of the same color, the list goes on.
  • The Ace: So far Sackboy has saved LittleBigPlanetnote  alongside Carnivalia and Bunkum, defeated Liquid Ocelot and the Metal Gear, killed a kraken, saved both the Marvel AND DC universes, defeated the Evil Doctor Porkchop, vanquished an evil sentient cake, saved The Muppets, blew up a space warden's space mech in space, and gathered the Creator Curators together for a carnival. And that's not even mentioning the 9 million fanmade levels!
  • Alternative Foreign Theme Song: The Japanese version uses "Phantom Planet" by Beat Crusaders to advertise the first game.
    • "Yarakai Heart" was the commercial theme song for the Japanese version of the second game.
  • And Your Reward Is Clothes: Considering that a part of the game is character customization, this was going to happen. More so in the second, third, and Vita games, where acing the boss levels gets you the creator of that world's costume.
  • An Interior Designer Is You: In your pod, your levels, and even the main story levels if you want.
  • Attack Its Weak Point: Attack the creature brains to defeat enemies, and the core of the bosses to defeat them.
  • Automatic New Game: Starting these games drops you into the tutorial/opening credits as the default brown knit Sackboy. Unless you're starting with a save from a previous game, in which you are wearing your last costume.
  • Black Bead Eyes: The default eyes that Sackboy starts with, seen in the page image.
  • Boss-Only Level: In every game except the first, the boss will always get his own level, usually denoted by a bigger level seal than the others.
  • Breaking Out: Some community levels, and a few are Team Picked.
  • Bribing Your Way to Victory: A less observable phenomenon throughout the series and does not apply literally. However, it is worth noting that about the same weeks that notable DLC packs come out (eg Metal Gear Solid, Pirates of the Caribbean, DC Comics etc.), a lot of levels simply containing the new content begin to surface, sucking up all the ratings and fame that they can get before the said content becomes ordinary. Probably the biggest example of this was when the Pirates of the Caribbean DLC came out, resulting in thousands of people spamming levels consisting of nothing but water with the occasional rocket-powered boat.
  • Character Customization: When you start the game, you only get a few costume pieces. Playing the story levels and collecting prize bubbles can get you new costume pieces. Of course, if you want to dress up as Deadpool, or Garfield, there's also Downloadable Content.
  • Checkpoint: There are multiple kinds. All of these checkpoints operate on the same rules, meaning they activate if a Sackperson passes by them, or logic can be hooked up to activate them in fancy fashions. Lives are represented by a ring of light around them. It's black when unactivated, white when active, dim light when previously activated, flashing red and white with a siren when empty, and if the lives run out and another checkpoint is activated, the empty checkpoint turns black again and doesn't reactivate unless you reset the level. Listed below are the unique kinds of checkpoints.
    • Entrances. They have 4 lives and Sackboy starts the level from it.
    • Checkpoints. They have 4 lives, but they don't mark the start of a level.
    • Double-Life Checkpoints. They're like normal checkpoints, but they're upped to 7 lives instead.
    • Infinite Checkpoints. Helpfully marked with the symbol in question, these checkpoints have a never-ending supply of lives for difficult obstacles.
    • Scoreboards. These are actually the end of the level, but they're nice enough to respawn any dead players.
  • Check Point Starvation: Not in the story levels, but some community levels only contain a few checkpoints, or sometimes just one Infinite Check Point at the beginning.
  • Console Cameo: Sackboy operates the Pod via the Pod Computer. They all look kinda familiar.
  • Death Throws: If Sackboy gets crushed or touched spikes, he performs one of these before respawning. In the Karting game, items lethalized without fire, electricity or plasma will cause Sackboy's kart to explode and him to do one of these, in addition to the spikes again.
  • Downloadable Content: At this point, we have level packs, different costumes, and PlayStation Vita and Move compatibility.
  • Dream Land: The game's setting is stated to be this.
  • Drop-In-Drop-Out Multiplayer: If a local player turns on a controller, the game asks them what account they want to log in as, and once they pick, they spawn out of the next checkpoint. Online players asking to joins prompts the game to ask if you want them to join, using Triangle for yes and Circle for no. Local players can turn off their controller, and their Sackboy will sit down and leave the game after about 10 seconds. Online players can just leave, or be kicked if you so desire.
  • Everything Makes a Mushroom: Explosives of any kind create mushroom clouds in the background if you detonate enough of them.
  • Evil Twin: Guest players get a subtitle based on their controller number, like Best Friend. Playing as a guest on the number one controller nets you this title. One of the titles is also "Good Twin."
  • Exactly What It Says on the Tin: "The Material Changer is Exactly What It Says On The Tin. Or on the cardboard. Or the polystyrene. Or whatever else it is that you want it to say it on."
    • Some of the logic fits this too. The Game Ender ends the game, the Smoke Emitter emits smoke, and all of the sensors sense exactly what they say they do. Player Sensors, Water Sensors, Tag Sensors, Impact Sensors, etc.
  • Expansion Pack World: The themes as following:
  • Follow the Money: Score bubbles can be placed on the ground, strung from the ceiling, or made to float with the Anti-Gravity Tweaker.
  • Freeze-Frame Bonus: The "20 Years of PlayStation" trailer for the third game has some PS1 games lined up on a shelf. They read Spyro the Dragon, Gran Turismo, Croc, and Oddworld.
  • Game-Breaking Bug: "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!
  • Gameplay Roulette: Head to the community. Have your mind blown at the variety of gameplay that can be found in nearly 9 MILLION levels. The Controlinator, which didn't appear in the first game, lets players make their own controls for anything in their level, so eventually, people took their favorite genres and applied them to this game.
    • This became self-subverted by the community due to how difficult it was for anyone who wasn't a Sack-someone to get any attention, so it eventually ended up in people flooding the community with the same level(s) in hopes of getting any attention. (See Sturgeon's Law on the YMMV page for the result of this).
  • Garnishing the Story
  • Genre-Busting: 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 Gmod for consoles, Mario, winks and nods toward Monty Python-style humor, and sinister weaponized cuteness.
  • Getting Crap Past the Radar: There are a few winks and nods, such as Stephen Fry telling you not to smirk when he talks about making rods stiff and erect (for use in contraption-building) during a tutorial.
    • Others include stripper meerkats, complete with the pole and bunny ears, seen in the Meerkat Kingdom level.
    • When faced with a moving spike hazard in the Islands, you'll find fresh blood stains on the floor and walls.
    • Eve's design demonstrates... well... you'd never think anyone would be able to make a sexy apple, and yet here it is.
    • The Asylum is hippie-themed, except for Eve herself... Medicinal drugs, anyone?
    • In the second level of Avalonia, when The Negativatron attacks, Avalon exclaims, "My impregnable fortress has been impregnated!"
    • In "Boom Town" from the original game, the lyrics consist of "had sex, had sex, had sex". In the original game the music boxes are visible unlike the later games, so the album art for this track is frequently visible. Said album art has the word "kinky" in bold lettering, as the album was named after the band.
  • Glowing Eyes: One of the costume items.
  • Gotta Catch 'Em All: All of the games in the franchise have the Prize Bubbles in the story mode. They contain a myriad of items, including clothing items, materials, music and sound objects, and stickers and decorations. Of course, it's all completely optional.
  • Grappling-Hook Pistol: One of the new items introduced in the second game, and it's appeared in every other game since then.
  • He Knows About Timed Hits: While the Narrator tells the player how to move and jump, the in-game characters usually explain everything else.
  • Heroic Mime: Sackboy doesn't talk. Neither do the other three characters in the third game (in the story mode at least).
  • High Voltage Death: If Sackboy touches an electrified material, his seams burst and he has to restart from the previous checkpoint.
  • Holiday Mode: Around the time of mainstream American holidays like Halloween or Christmas, the Team Picks page usually gets hit with a batch of more festive levels. Around the aforementioned holidays, plus many others, free DLC is put in the store for festive costumes. These include a turkey to wear on your head for Thanksgiving, a Santa costume for Christmas, Chinese people holding celebratory lamps for Chinese New Year, Star-shaped shades and a firework on Sackboy's back for American New Year, cologne and perfume for April Fool's day, and costumes for other events including World Peace Day and the Perseid's Meteor Shower.
  • Humongous Mecha
    • The Collector pilots one during the final battle.
    • You also fight Metal Gear REX at the end of the Metal Gear Solid expansion pack. With a paintball gun to boot!
    • In the Muppets Pack, the Phantom's Massive Muppet Machine.
  • Idle Animation: While waiting for you, Sackboy may yawn, hang his head down in boredom, sit down for a moment, or place his hands on his zipper.
  • Jetpack: This is one of the powerups, and there are two versions that people can use in their levels: The Tethered Jetpack, which has a certain range that can be set by the level creator, and the Tetherless Jetpack, which has no restrictions, save for people placing Powerup Removers everywhere.
  • Joke Item: The "Hessian Por Homme/Femme" DLC items, cologne and perfume, respectively. They serve no purpose other than to make Sackboy do an animation as he applies the cologne or perfume. But it's justified, considering what holiday happens near the time that the DLC gets put up.
  • Kids Prefer Boxes: Your base, The Pod, is a rocket ship made out of cardboard.
  • Last Lousy Point: There are some prize bubbles that are really hard to get. They may involve multiplayer puzzles, or they may just be really well hidden. Gets worse when they're early in the level, as you still need to complete it in order to receive the "Collected All Prize Bubbles" rewards at the end.
  • Leitmotif: There is a particular theme that is heard in the music for My Moon in the original game, the sequel and the Vita version.
  • Level Editor
    • Said to be better than the tools Media Molecule, Sumo Digital, and the other creators use.
    • With LittleBigPlanet 3, pretty much any and all tools that Sumo Digital use will be available for the community. One example is the Pumpinator, a gun that shoots air. This was actually made with the new Powerup Creator, and in the Create Mode Twitch Stream, one person noted that pretty much anyone could create the story levels in their own image if they wanted to.
  • Living Toy: Sack people definitely look the part and are made of the right materials, but they don't seem to have ever been intended to be a toy in-verse.
  • Lost Forever: There are some rare DLC costumes that players can miss out on, mostly rare shirts and hats. There are special shirts (and occasionally hats) available at each game's launch, the Slurpee Shirt, which you got by redeeming codes that were on the bottom of Slurpee cups, a shirt in the second game that was only possible to get by pre-ordering the Vita game, and 3 shirts with each of the new playable characters from the third game (and one with the 3 from the logo) for pre-ordering the digital version of LittleBigPlanet 3. In Karting, there's the Target Racer for pre-ordering the game from said store.
  • Medal of Dishonor: In LittleBigPlanet 2, there's a trophy called "1,440 Minutes of Create," which is earned by spending a total of 24 hours in Create Mode. The Vita version changes this to "Get a Life." In both of those games, there's also trophies for dying 20 times in one story level, and pins (in-game achievements) for things like dying a certain number of times, coming in last place in races, drowning, killing multiple Sackbots in the story levels, slapping other players to their deaths, or popping yourself to retry. "It's really not too bad..."
  • Nintendo Hard: In the original LittleBigPlanet most of the bosses one-hit KO you every hit, and usually have 2-3 rounds. Unless you perfected their patterns (Even then flukes can happen) this is brutal if you want to get the Ace level reward. Even worse that every single time you die you have to do the entire level over again.
  • NameTron: In the second game, there's the Negativitron, Positivitron beams near the end of the game, and a side level called "Gobotron." The third game has the Organizertron.
  • No Death Run: The games in this series have the "No Lives Lost" challenge available in all levels, also known as "acing" a level. Get through an entire level without dying once (including use of the Try Again command if you get stuck in a level), and you get some extra goodies at the Scoreboard. Required to get 100% Completion in Story Mode, because completion is measured by how many items you've collected in all levels, and items given by No Lives Lost definitely count. Some levels, like Survival Challenges, are literally impossible to do this, because to finish you MUST die somehow (usually part of the challenge, like collect Score Bubbles while staying out of the Horrible Gas), but these aren't counted in this; you just have to complete the Survival Challenge levels to add to your completion percentage. Player-made levels have this option, so the creators can give extra gifts to players who are really good at their levels, but these aren't required for 100% completion.
  • Not Quite Flight: In LittleBigPlanet 2 and Vita, the Hero Cape from the DC Comics Pack allows Sackboy to glide around. He can get momentum from flying down, then use it to fly upwards. If the player lowers the gravity settings, the glide physics also change, and allow Sackboy to do a high jump and change mid-jump to a glide. With lower gravity, however, it's impossible to glide downwards and use the momentum to fly back upwards.
  • NPC: From the second game onward, Sackbots take this role. They can be set to act in many different ways and wear any costumes.
  • One-Hit-Point Wonder: Sackboy can't really take much damage before exploding or getting thrown off and popping out of the last checkpoint. The only exception is fire, which causes him to get singed and hop away, hopefully toward safer ground. If he touches it twice in succession, he's dead.
  • Oxygenated Underwater Bubbles: There's an item that can be used in levels that produces bubbles, and swimming through them refills the Oxygen Meter.
  • Oxygen Meter: If a Sackperson stays underwater for 30 seconds without resurfacing or reaching a Bubble Maker, they pop from lack of air.
  • Please Subscribe to Our Channel: Your mission, should you choose to accept it, is to find a genuine comment that's actually about a level, and not begging you to play/heart the commenter's own levels. Note — This is nigh impossible. Even Liquid Ocelot resorts to spamming to garner hearts — see below.
  • Power Creep, Power Seep: In the Metal Gear Solid themed expansion pack, Liquid Ocelot's plan is to flood LBP with pointless trophy levels so that he can be loved, and the Metal Gear itself is essentially beaten by a Sackboy with a paintball gun.
  • Press X to Die: One of the options in the Popit is "retry." Holding X on it will allow the player to pop themselves and die (without the 5% score loss) and pop out of the next checkpoint that gets activated. Its main use is in case you ever get stuck somewhere and can't get out. In Karting, it's mapped to Select instead.
  • Punk Punk: Stitchpunk.
  • Rainbow Speak: In NPC dialogue, important items and game mechanics are highlighted in pink.
  • Respawn Point: See Checkpoint.
  • Slippy Slidey Glass World: To make up for the lack of ice. Although it can just as easily pretend to be ice.
  • Score Multiplier: Collecting five Score Bubbles, Prize Bubbles, or creature brains in any combination in a short timeframe gives you a 2x Multiplier. You then have about a second to collect five more of the above to increase the multiplier by one. The multiplier goes up to 100, with any bubbles collected after that added to the points that will be multiplied. In the games with the Score Giver, items tagged with it can be set to follow those rules or be worth +1 on the multiplier anyway.
  • Scoring Points: Most definitely.
  • Sequential Boss: Present in all of the games.
    • LittleBigPlanet 1 The Boss 
  • Shout-Out: Enough for its own page.
  • Sidetrack Bonus: Ooh, prize bubbles!
  • Sliding Scale of Cooperation vs. Competition: At the end of the level, the scoreboard counts up who got the most points, so people may be inclined to go for the points instead, so let's call it a Free-For-All Competition.
    • Alternatively, some levels may tip the scales in other directions instead, but mostly in the community.
  • Socialization Bonus
    • The only way to get some of the rare items in story mode. Two areas of the POTC pack also have this, but the MGS pack (and all other DLC levels) can be fully completed by yourself.
    • Now, other DLC packs like the Marvel, Move, & Toy Story packs also have parts like this.
    • In the third game, there's a trophy called "Don't Go Alone" for beating the main story levels with 2+ players.
  • Sound-Coded for Your Convenience: Collecting new Prize Bubbles, as in the ones that still have a prize in them. For example, Music Items have an opera lady singing, Sound Objects have a Horn Honking, and Stickers make a splat sound.
  • Speaking Simlish: Magic Mouths have an option that allows them to emit various versions of this.
  • Spikes of Doom: The kind that kill you from the side, too. In the second game, placing enough non-danger tweakers on them removes the lethality.
  • Springs Springs Everywhere: There were bouncy platforms in the first game, but they didn't always work. In the future, the games always stuck to the Bounce Pads, which were much easier to use, and not buggy.
  • Stealth Pun: Sackboy's default look is stated to be made of hessian material. It's also worth mentioning a few of his outfit sets are themed around various types of soldiers.
  • Sturgeon's Law: As expected of anything soliciting content from the general public, a lot of the user-created levels are... not so good. However, with over 9 million levels to pick from, that leaves a good 900,000 that range from pretty good to fantastically awesome.
  • Super Not-Drowning Skills: The "Scuba Gear" powerup. Made safer by the fact that you can't take it off while you're in water, unless you touch an Enhancement Remover. Of course, it doesn't protect you from other underwater hazards...
  • Tertiary Sexual Characteristics: Determining a Sackboy or Sackgirl is based solely on what clothing and design options the player places on them.
  • The Many Deaths of Sackboy: There are a handful of unique ways to die, due to the different hazards. These include being vaporized by plasma, disintegrating from fire damage, or Death Throwing after being crushed or falling onto some spikes.
  • Tremor Trampoline: Can be invoked by attaching the structure of an entire level to a piston that moves up and down fast enough to make everything bounce.
  • Tube Travel: Starting from the second game, tubes in all shapes, including straight lines, plus-junctions, and t-junctions, became prizes, and they're used in some of the story levels. Sackbots often float around in them.
  • Unexpected Gameplay Change: More so in the sequel. LBP1 featured unlockable side levels containing various mini-games, but they were completely optional. In LBP2, about halfway through the main storyline (that is, ignoring the side levels), conventional platforming starts taking a backseat to top-down and side-scrolling shmups and other arcade genres.
  • Variable Mix: In all of the games, the Pod Music will change based on what menu you're in or where you are. On the Main Menu, the Create Moon, etc.
  • Video Game Cruelty Potential: You can slap other players, or drag them around. Or with the Grabinators pick them up and throw them to their deaths.
  • When All Else Fails, Go Right
  • Wide Open Sandbox: The Moon. A lot of level slots, and so much items (if you're an item bubble collector, or if you were going for the Booty Master trophy).
  • Wingding Eyes: In the second game and Vita game, there are the Dizzy Eyes, which actually spin around while being swirly (they only spin in LBP2).
  • X-Ray Sparks: If Sackboy comes into contact with electricity, he does this while also doing an electrified dance before exploding. A glitch one can do in Create Mode actually allows the player to capture the skin as a costume and wear it whenever they want.

LittleBigPlanet 1 Tropes:

  • Advancing Boss of Doom: Skulldozer is the "run away until you reach the end" type.
  • Attack Its Weak Point: Shoot the glowing red spots on Liquid's REX to defeat it.
  • Attack Reflector: Sackboy defeats Ze Dude and his bouncers by pulling a platform around that can bounce the fireballs they shoot back at them.
  • Automatic Level: LittleBigPlanet has plenty of these, too, mostly in the form of Rube Goldberg Devices.
    • There's even an official level like this. The first level of the Metal Gear Solid pack is a gag trailer. You ride in a vehicle while watching cardboard theatrics & reading cheesy dialogue. If you get the bullet hole sticker & come back, you can play this level like a rail shooter by putting the sticker on various targets to get points & prizes.
  • Big Boo's Haunt: The third chapter of the Gardens, Skate to Victory, has one of these.
    • The entire Wedding level. It's being celebrated by skeletons.
  • Blackout Basement: The Darkness.
  • Bowdlerise: One of the songs, Tapha Niang, originally contained two passages from the Koran; to not offend any Muslims who might object to the use of the quotes, Sony delayed the game right before its launch in order to patch the discs in order to replace the song with a version without the lyrics.
  • Collection Sidequest: Getting all of the prizes may seem like this, but they can actually be useful.
  • The Collector: The name of the villain. He also demonstrates this trope.
  • Deadly Gas: Two Words: Horrible Gas. If a Sackperson touches it (even with their arms or feet, not just their head), they dissolve. Horrible Gas actually comes in six colors, but green is the most common. The others are used mostly to make the player think it's something else, like gray gas for fog, or purple gas for some kind of monster-related thing, as seen in the "Monsters" level pack. Unless it's deliberately attached to something else (done by gluing a material to a Piston or another material before lethalizing it with the Horrible Gas Tool, as shown by the ghosts of the third level of The Gardens), it stays in place and cannot be moved. Anything that isn't a Sackperson can move through the gas, however. A lot of level creators have this as their hazard of choice, though electrified materials and the plasma balls of the Metal Gear pack are just as lethal. Fire, on the other hand, takes two hits to kill a Sackperson.
    • Used somewhat cleverly in Boomtown. The guy who tells you to rescue Uncle Jalapeno, his mouth has the gas. Meaning you can literally die from his breath.
  • Endless Game: The user levels have grown beyond the point where a person could ever hope to play them all.
    • Also, the survival challenges.
  • Eternal Engine: The Wilderness, ironically enough.
  • Early-Bird Cameo: The Collector, the main antagonist of the game, showed up in all the previous worlds before being introduced in the final boss battle.
  • Game-Breaking Bug: Unfortunately plagued with many of these:
    • Least severe was the terrible, horrible server lag that was apparent for the first few months of the game, rendering it nearly unplayable online, despite the online connectivity being one of the main points of the game.
    • 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.
    • Still prancing around is the bug that makes your file completely unable to save new data (and gives no error indicating this. The game only autosaves), apparently brought on by having too many custom/community objects, and it's supposedly fixable by deleting all of that and avoiding community objects like the plague. Obviously, nobody wants to do this either.
    • In the second level, Get A Grip, items can disappear, with the only known cure being to start a new file and hope your luck hasn't run out. The "Moody Cloud" sticker is one of the more common disappearances.
  • Gangplank Galleon: The Pirates of the Caribbean DLC Pack.
  • Kaizo Trap: The Dark Oni's level is notorious for this, as when it explodes, it's sword could randomly fly into you, killing you. Or it will leave burning pieces on the path ahead that if you aren't expecting it (Which one likely wouldn't because it's not supposed to be there) run into before you notice it.
  • Lyrical Dissonance: Averted due to the Bowdlerization mentioned above, but the "Tapha Niang" song plays in the story level "Swinging Safari," which would've resulted in you hearing talk about how everyone's going to die while the players are swinging around on random safari animals had they not removed it.
  • Malevolent Architecture: The Wheel of Death in "The Bunker" level.
  • Ominous Russian Chanting: The Battle on the Ice, which is played during the final stage and many a custom level. Also would have had hints of ominous Arabic chanting if it wasn't for the aforementioned bowdlerization.
  • One-Woman Wail: "Cries in the Wind".
  • Random Events Plot: It's pretty long. 
  • Remilitarized Zone: Most of The Wilderness.
  • Rescue Romance: One of the trailers subverts this at the end.
  • Ridiculously Cute Critter: The Sackboys and Sackgirls even spend much of their time with their mouths open, possibly with their tongues hanging out like little happy puppies.
  • Shifting Sand Land: The Canyons.
  • Sinister Subway: The second level of the Metropolis is a subway without the "sinister".
  • Slippy-Slidey Ice World: The Wilderness.
  • Video Game Cruelty Potential: The second-to-last level has all the characters you've met up to this point locked up. It's possible to not rescue any of them, except for the King and Queen, because they're your ride to the end of the level.
  • Stuff Blowing Up: Boom Town. Goodbye patience!
  • Worthy Opponent: Ze Dude sees the Sackpeople as this.
  • Wutai: The Islands.

Tropes present in LittleBigPlanet 2

  • The Ace: Avalon Centrifuge thinks he's this.
    • He calls Sackboy this "in the most ironic way possible."
  • Added Alliterative Appeal: From the Muppets Pack, the Phantom has a Massive Muppet Machine that he uses to try and kill you.
  • Advancing Boss of Doom: Copernicus the Guard Turkey, of the "run away until you win" type.
  • Arson, Murder, and Jaywalking: The Negativitron apparently convinced the brainwave machine in Victoria's Lab to fight you by using skill, cunning, and tasty, tasty snacks.
  • Asteroids Monster
    • The fifth boss.
    • There is a side level in the story called Attack Of The Mutant Marshmallows in which huge lethal pink marshmallows bounce around & you get points for zapping them. Zapping them causes them to multiply into smaller duplicates. The amount of times a marshmallow can multiply & the size of the resulting duplicates depend on its original size.
    • A lot of the enemies in the tower defense level in the Move Pack are like this because they're all big balls of black goop. The player has to use the Move Controller to grab these orbs and place them in spots so that they connect via an electric current. Like the aforementioned Mutant Marshmallows, this level lasts as long as you can keep the vacation house safe.
  • Astral Finale: The Cosmos is the 6th and final world of the game.
  • Big Bad: The Negativatron.
  • Big Good: Larry Da Vinci.
  • Blackout Basement: A part of "Fireflies When You're Having Fun" is lit only by the flaming flies.
  • Blinding Camera Flash: In Part 2 of the Community Level Sackdroid.
  • The Cameo: Most of the NPCs from Little Big Planet 1 show up at Eve's Asylum, apparently having been driven mad by the Negativatron's virus.
  • Ceiling Cling/Wall Crawl: The Attract-O-Gel material and Attract-O-Tweaker from the Muppets DLC pack enable both of these abilities.
  • Charlie and the Chocolate Parody: Part of Victoria's Laboratory drifts into this.
  • Clark Kenting: Referenced in the description for the powerup tutorial.
    Step 1: Wear glasses. That'll fool 'em!
  • Cloudcuckoolander: Dr. Higginbotham. Even when cured of his mental illness, he is still pretty out there.
  • Colossus Climb: The giant robot near the end of the game.
  • Crapsack World: The Factory of a Better Tomorrow, since the Negativitron destroyed it and made the only inhabitants Clive and the brainwashed sackbots.
    • Even before that, according to Clive, it wasn't exactly a happy place.
  • Darker and Edgier: It's still pretty adorable, but you're fighting an Eldritch Abomination with elements of The Corruption this time around, and the game actually has a plot.
  • Department of Redundancy Department: "Invasion of the Body Invaders."
  • The Dev Team Thinks of Everything: In Pipe Dreams, there is a symbol of a fist, where you are supposed to make the index and pinky fingers rise to create the hand that rockers use. If you make the middle finger rise, a "Denied" box appears over the finger before it fully rises.
  • Down in the Dumps: The final level of The Factory of a Better Tomorrow and the levels of The Cosmos that are on the Negativitron.
  • The Eeyore: Clive Handforth. Batman from the DC DLC could also count, since he's "Batman" (not to mention they are almost always in "grumpy frown" mode).
    Superman: Introducing The Justice Leagues' newest member, Sackboy!
    Batman: I was a boy once, an innocent naive... happy boy...
  • Eldritch Abomination: The Negativatron. Think of it as a giant purple space vacuum cleaner. That's just its head — the last levels of the game take place on the actual body of the Negativitron.
  • Eternal Engine: The Factory of a Better Tomorrow, and the inner parts of Victoria's factory.
  • Faceship: The Huge Spaceship, which has Sackboy's face on it.
  • Feathered Fiend: Copernicus the Guard Turkey, which becomes a Clipped Wing Angel after getting a flame bath.
  • Five-Man Band: The Creators form one.
  • Gosh Dang It to Heck!: "Ready Sack Thing? Unleash heckfire in the name of The Alliance!"
  • Glorious Mother Russia/Commie Land: The Factory of a Better Tomorrow contains many Soviet Russian elements, such as the red fists and "comrade!" signs.
  • Gratuitous Spanish: Eve. For example, she calls the Negativitron "El Negativitron Diablo."
    Eve: Es hora de GET OUT OF HERE!
  • Hailfire Peaks: Victoria's level mixes Level Ate with Eternal Engine.
    • Avalonia mixes Floating Continent (it's a city in the sky) with Tomorrowland.
    • According to Game Informer's June 2010 reveal of LBP2, all story mode themes were supposed to have a clash of themes: Da Vinci's Study mixed modern technology with the Renaissance, Avalonia was described as "Fluffy High-Tech," the Factory of a Better Tomorrow included neon styling and Cold War-esque propaganda, Eve's Asylum was "based on a designed, controlled version of nature," and The Cosmos fused LBP's classic handmade look with old-school arcade graphics.
  • Heads I Win, Tails You Lose: One boss fight has you fighting one of the Negativitron's ships while protecting Avalon's ship, and keeping it from taking too much damage. However, once you deal the final blow, the enemy ship shoots a missile and brings down Avalon's ship anyway.
  • The Heartless: The Negativitron, or so it claims. Justified in that it's the embodiment of all negative emotions.
  • Hoist by His Own Petard: In the PlayStation Move level pack, the Cakeling, a sentient cake, attempts to bake the Sackbots and Victoria into a cake, as an act of revenge. In the final battle, he gets knocked into the oven himself, and baked into a non-sentient dessert.
  • Invisible Block: In contrast to the Dark Matter glitch, the DC Comics Pack has the Invisible Material, which is self explanatory.
  • Kaizo Trap: In the third boss stage, when Copernicus comes back on fire and Clive defeats him for good, if you're standing too close to the area where he falls, there's a chance you'll fall along with him.
  • Konami Code: Twice. Circle is B and Cross is A.
    • In the Avalonia level "Got the Hump," you ride on a camel. Entering the code adds glasses to the camel and causes disco music and lighting for the opening area.
    • In the Cosmos level "Set the Controls for the Heart of the Negativitron (Part 1)," there's a malfunctioning arcade machine that a Sackbot is trying to fix. Entering the controllinator and inputting the code makes it explode and sets the Sackbot on fire, prompting him to run away. Behind the machine on the wall is a message of stickers that, on a phone keyboard, says Free Love.
  • Knight of Cerebus: The Negativitron.
  • Large Ham: Avalon Centrifuge.
  • Level Ate: Victoria's Laboratory. She's apparently an inventor and a chef.
  • Levels Take Flight: All 4 levels involving the Bee 2.0.
  • Locomotive Level: "Runaway Train." You get to crash it at the end.
  • Metaphor Is My Middle Name: Apparently, Avalon Centrifuge's middle name is "Teamwork."
  • Miles Gloriosus: Avalon Centrifuge. As if the "I Created Science" posters didn't tell you all you needed to know.
  • Ms. Fanservice: Eve Silva Paragorica...?
  • Not So Different: The Negativitron tries mixing this with Tomato in the Mirror, claiming that he IS the protagonists... or at least their vices, anyway. This is never elaborated on, though, nor ever mentioned again. Most likely he's lying so they can't kill him.
  • Old Save Bonus: Pretty much everything you made or unlocked in the first game is present in the second, and can be added onto your LBP2 profile.
  • Omnicidal Maniac: The Negativitron.
  • Play Every Day: Downplayed and literal. There's a trophy that requires you to play the game on every day of the week. However, they only care about the days, so one could play the game on every day of the week except Friday, then play on Friday a month later and still get the trophy.
  • Punctuated! For! Emphasis!: The Negativitron's "You. Created! ME!!!" line certainly qualifies.
  • Ragtag Bunch of Misfits: In this game, Sackboy teams up with a man covered in newspaper clippings who wears 3D glasses, a creepy robot woman chef mechanic, a man made out of office supplies who's almost always depressed, a man who has a huge ego, orange hair and a headset, an apple nurse who's the head of a mental asylum, and an inmate from said asylum whom you cured...allegedly.
  • Serial Escalation: According to one estimate, LBP has so many levels (over 9 million now) that it'd take more than an entire human lifetime to play all of them. And they're (with a few exceptions like certain Good Bad Bug-based levels) 100% compatible with the sequel.
  • Spider Tank: The second boss, although it's not so much a tank as a giant rogue brainwave machine with giant legs.

  • Slippy-Slidey Ice World: Yeah, in the first game, creators used glass as ice, but in the DC Comics pack, there's an actual ice material.
  • Sour Supporter: Clive Handforth.
  • Sugar Apocalypse: Victoria's Lab.
  • Tomorrowland: Avalonia seems pretty advanced, especially side-by-side with the previous worlds. And it focuses on a new piece of logic for the second game.
  • Tradesnark™
    Lex Luthor: Prepare to feel the wrath of My Most Evil Laser Yet™!
  • Tree Top Town: Eve's Asylum for the Mentally Alternative, although it's more of an insane asylum than a town.
  • Unexpected Shmup Level: Three in Avalonia. One on a camel, and two on bees. The bees make a return in The Cosmos.
  • Video Game Caring/Cruelty Potential: The Sackbots. You can actively seek them out and personally escort them all to safety Pikmin-style... or use the Grabinators to throw them into a fiery pit.
    • In the level "Bang for Buck," there's a sticker trigger. Using it spawns creatinators that you can use to shoot bombs. Two guesses as to what happens next.
    • Another of the "Cruelty" variety: People make levels where all you do is kill your friends, either until you get bored or the other guys get fed up and leave.
  • Wall Jump: With the DC Comics pack, there's a new Wall Jump Material and Tweaker.
  • Womb Level: One of the levels has you shrunk down and entered into Herbert Higginbotham's body in order to fight a boss inside his brain. You have been warned.
  • Zombie Puke Attack: One fan-made scenario is a Left 4 Dead clone, which has a zombie that "can puke on you and the puke will summon a horde of zombies that will attack you. He can also swipe at you. If you shoot him, he will explode and his bodily fluids will coat you and also summon a horde of zombies, so shoot him from a distance."

LittleBigPlanet 3 Tropes:

  • Accent Upon The Wrong Syllable: Zom Zom. He pronounces Bunkum like "Byoon-koom" and button like "boo-tone," for example.
  • Advancing Boss of Doom: As per the usual for this series, where you run away until you win. This time, though, you're playing as Toggle.
  • And Now for Someone Completely Different: In the level "Furry Soles, Hot Coals," you don't play as Sackboy, OddSock, Toggle, or Swoop. Instead, you play as Yeti, who doesn't show up anywhere else except as a costume for Toggle.
  • Ascended Meme: A character in the Ziggurat owns a portal that randomly generates a level link to a Team Pick from the community levels. She is particularly savvy to tired old community trends in the Imagisphere, as to quote: "Let's just hope it's not another bomb survival, eh?"
  • Benevolent Architecture: The Blink Ball would be completely useless in "High Stakes Heist" and "Flip-Flopped Folios" if it wasn't for the Blink Panels that Sackboy can teleport to using it.
    • Similarly, the Hook Hat would have no use whatsoever if there weren't Bendy Rails that go exactly where Sackboy needs them to.
  • Body Wipe: In the level where you unlock Toggle, after he smashes through the walls, he dashes into the camera and then the camera focuses on his back as he runs away.
  • The Cameo: The King, The Queen, The Collector, some crocs, and a Robobun all appear during the final level, turned into half Newton abominations.
    • Early-Bird Cameo: In the introduction level, when you get to the tutorial about acting, there's a large crowd behind Sackboy. Larry Da Vinci and Victoria Bathysphere appear in the bottom left, before they show up to teach you the Popit Puzzles. The Collector also appears, but he's not the villain this time.
  • Camera Abuse: In the Toggle Trailer, Toggle accidentally runs into the camera and cracks the lens.
  • Clumsy Copyright Censorship: The song Battle On The Ice still appears in the Popit in Create Mode, but hovering over it won't cause it to play a demo, and if you place it, the music still won't play.
  • Continuity Nod: When Newton is telling Sackboy the legend of the 3 Heroes and the Titans, he states that it happened "Long ago, before the Negativitron nearly laid waste to Craftworld." a.k.a. The plot of LBP2.
  • Crazy Cat Lady: Nana Pud, who has pictures of her cats and even attacks you with cat-shaped bombs.
    • After her house is destroyed:
    Nana Pud: Me house!
    Nana Pud: Me cats!
  • Demonic Possession: Early in the game, Newton gets possessed by all three of the Titans at once.
  • Disappeared Dad: Newton's father disappeared at some point before the events of the story. He shows up at the end to give Newton a stern talking to.
  • Double Entendre: "The Pumpinator doesn't just blow! It can suck, too. Just hold L1!"
  • Dynamic Loading: The Dynamic Thermometer setting allows the player to set their level so that only things in a certain radius from the player are loaded, and things outside the radius basically don't exist. This also means that there's more logic for things, such as the Permanency Tweaker that causes things to always be loaded or the Preloader which can be used to load parts of the level earlier than they usually would.
  • Eldritch Abomination: The Titans are described as giant gargoyles that sucked imagination from Bunkum. Their true forms are only ever seen as shadowy blobs that towered above the entire planet.
  • Elvis Impersonator: Marlon Random is obviously inspired by The King himself.
  • Face-Heel Turn: After being possessed by the three spirits of the Titans, Newton turns evil and decides to destroy Bunkum.
  • Gratuitous Spanish: Gustavo peppers his phrases with random bits of Spanish.
    Gustavo: You can't catch me, amigo!
    Gustavo: Oh, you're so fast! Muy bueno!
    Gustavo: Hermano, remember that holding L2 will restart the race!
  • Grind Boots: Inverted with the Hook Hat which allows Sackboy to ride on Bendy Rails with a helmet.
  • Heel-Face Turn: After releasing the third Titan spirit from himself, Newton decides that he won't stand for his evil side's control and banishes the evil Newton from his body, returning him to his friendly, yellow-bulbed state.
  • Heroic Mime: In this game, it gets lampshaded.
    Marlon: We gotta tread carefully, my silent co-star.
    Newton: How touching, Bunkum's silent heroes helping their fallen leader.
  • Hub Level: Each world, aside from the first, has a hub level, where you travel to the levels to collect the missing Marbles.
  • Husky Russkie: Papal Mache, creator of the Ziggurat.
  • Insistent Terminology: The Boost/Dash Boots. Pinky Bufflooms and the Sackpocket call them the Boost Boots, but the sticker is called the Dash Boots.
  • Involuntary Group Split
    • When the player unlocks OddSock, a rock falls and breaks a bridge between Sackboy on one side and Marlon and OddSock on the other.
    • When unlocking Toggle, a gate that he opened breaks, separating Sackboy and OddSock from Toggle and Papal Mache.
  • Item Get: When Sackboy gets a Marble. There's also a cinematic song called "Item Get!" which, in the story mode, is strangely used when Sackboy meets a new playable character.
  • Large Ham: Newton. El Jeff is also very loud.
  • Meaningful Name: Bunkum means "nonsense." Fits with the random theme of the planet.
  • Metaphorgotten: Newton pulls one of these when he's teaching Sackboy about Layer Launchers.
    Newton: That's it! Bounce in and out like a... erm, err... a bouncing in and out thing.
  • Metroidvania: A lesser example than most, but thanks to the Sackpocket that lets you hold powerups and the unlocking of 3 new characters over the course of the game, there's some of this in the story.
  • My God, What Have I Done?: Minus the "My God," this is Newton's reaction after he performs a Heel-Face Turn and sees the third Titan assembling behind him.
  • Old Save Bonus: You can import your profile from the second game to this one, and it will still have the things you collected from the first game if you imported your profile to the second. If you're moving from PlayStation 3 to PlayStation 4, the game gives you all of the items for the first game if you've played it before and uses your pin progress for the second game, giving you the items you would have gotten based on said progress.
  • Ominous Latin Chanting: Some occurs during Vitium In Opere.
  • Parental Issues: Newton has some serious problems with his parents, but especially his father.
  • Plot Coupon: The player must get the Marbles to unlock the new characters to continue the story.
  • Punctuated! For! Emphasis!: The "I. AM. INVINCIBLE!" trophy.
  • Ring Menu: The Sackpocket is Type 1.
  • Rubber-Band A.I. : The chain monster in "On The Link Of Disaster."
  • Rule of Three: There are 3 heroes and there are 3 Titans. It takes 3 Marbles to unlock OddSock and Toggle (not Swoop for some reason).
  • Sealed Evil in a Can: Literally. The Titans were sealed in a tea tin.

  • Teleport Helmet Thing: The Blink Ball allows Sackboy to teleport to a Blink Panel when he fires the helmet at it.
  • The Voice: The head guard in "High Stakes Heist."
  • Third Is 3D: Well, the game itself isn't 3D, just sixteen layers, but people in the community have figured out how to make fully 3D movement already.
  • Third-Person Person: El Jeff.
  • Used to Be a Sweet Kid: Newton, according to Nana Pud.
  • Walk, Don't Swim: Big Toggle is so heavy that he sinks to the bottom of any body of water.
  • Walk on Water: Little Toggle, however, is light enough to do this.
  • Wall Run: A special material in the last few levels allows OddSock to do this.
  • "Well Done, Son!" Guy: Newton to Captain Pud.
  • We Will Use WikiWords In The Future: The character name is spelled OddSock if you have captions on.
  • What the Hell Is That Accent?: Zom Zom, pronounced "Zoom Zoom" by him.
  • Worthy Opponent: Gustavo sees Sackboy as this if he does really well in the race.

LittleBigPlanet Vita Tropes:

  • Advancing Boss of Doom: As is the usual for the franchise. This time, you're running from the trash compactor in Coaster Valley.
  • Apocalyptic Log: You find The Puppeteer's diary just before the final boss.
  • By Wall That Is Holey: The side level Wall or Nothing tasks the player with placing their Sackboy in front of the hole before the timer runs out so that they don't get pushed into the pit of spikes below them.
  • Cloudcuckoolander: Mrs. Sunshine. She has tons of imaginary friends that she made up to keep her company while she was lost in the Spooky Mansion. These imaginary friends in turn have what she believes to be imaginary friends, who are actually real people.
  • Easily Detachable Robot Parts: The MegaBrain can have its legs detached. Not by itself, but by the player, who has to rip them off with the Grappling Hook. Also, they can't be reattached, considering they explode after you pull them off.
  • Everybody Laughs Ending: An actual plot point that helps The Puppeteer find joy again, turning all the Hollows back into their normal selves.
  • Eyes Always Closed: Sean Brawn.
  • From Beyond the Fourth Wall: No in-universe justification is given for the Touch Material and how it works.
  • Jump Scare: A common occurrence in Spooky Mansion.
  • Let's Split Up, Gang: The only two people in the group were Colonel Flounder and Sackboy, but this happens in the intro cutscene for The Land Of Odd.
    Colonel Flounder: But the trail of clues is splitting in two! So we must do the same.
  • The Man Behind the Man: Throughout the game, you are led to believe that The Puppeteer is the main villain, but it turns out that The Hollows are actually behind everything, and have locked The Puppeteer up.
  • Perverse Puppet: The Hollows. It turns out that the characters that you meet are a much friendlier version of this.
  • Rise to the Challenge: The boss of Jackpot City is this, where you must ascend through an obstacle course to avoid getting vaporized by the rising laser below, while chasing the giant computer brain up the tunnel.
  • Rotating Protagonist: Well, it's more like a Rotating Partner. The game begins with Sackboy meeting Colonel Flounder, who teaches Sackboy the basics (read: He helps you through the tutorials). They split up afterwards, and Sackboy meets Marianne Noisette, who is having trouble with the Hollows. After Sackboy defeats their drill train, the two leave the mines and Sackboy is abducted by Sean Brawn, who teaches him how to use the Grappling Hook. The two chase after and defeat the MegaBrain, who was being controlled by the Hollows. The computer tells them that the two need to head to Spooky Mansion, and places them in crates being shipped to the location. As the two ride in the crates on an open conveyor belt, The Unbelievable Otis smashes his head into the crate Sackboy is in, causing him to fall off of the conveyor. After the two land, Otis tells Sackboy that he needs scrap to build a double-barreled cannon, which he will use to launch Sackboy to Spooky Mansion. After acquiring the scrap, they go for a flight. Otis continues flying, but Sackboy crashes through the roof and meets Mrs. Sunshine. The two move through the mansion, and eventually come across the final boss. In the cutscene after the final boss, all 5 characters meet each other.
  • Sad Clown: Mrs. Sunshine.
  • Swiss Army Tears: According to the story's penultimate cutscene, where The Puppeteer sheds a Single Tear that splits up and revives the five remaining Creators that aid Sackboy.
  • There Was a Door: Mrs. Sunshine's reaction to Sackboy crashing through the Spooky Mansion ceiling.
    Mrs. Sunshine: Most people use the door, but your choice, really.
  • Videogame Settings:
  • Wall Jump: The above-mentioned DC Comics Pack also shows up in this game, too, so the Wall Jump Material and Tweaker return.

LittleBigPlanet Karting Tropes:

  • Big Eater: Vernon the Lab Rat, who's so fat that he never stands up. It probably comes with living in Victoria's Lab.
  • The Collector: The Hoard are an entire race of this trope.
  • Gratuitous Disco Sequence: The Space Bass is, to put it straight, a space station looking like it takes place in the 60s.
  • Heel-Face Turn: The Hoard will realize the errors of their ways upon defeat of the final boss.
  • Honest John's Dealership: Don Doubtworthy and his Progress Emporium.
  • Let's Play: Of the Beta, no less, by Goodbye18000.
  • Last of Her Kind: The Huge Monster from The Monster Islands.
  • Macross Missile Massacre: The Flash Bang is a Downplayed version of this Trope.
  • Nostalgia Level: The entire first world is based on the Gardens, Wedding, Savannah, and Canyons settings from the first game in the series.
    • There's also a world based on Victoria's Lab, another on Eve's Asylum, and half of a world based on Avalonia (it's The Space Bass). However, due to the lack of Sackbots in this game, the characters from the second game don't appear, instead creating Vernon the Lab Rat, Venus the Flytrap, and Capt. Sirius Oculus, respectively.
  • Old Save Bonus: If you have a save from the previous games, you get the Balloon Kart and Unicorn Costume, which are completely ungettable otherwise.
  • Rocket Punch: One of the power-ups you get for being behind the competition is this, which you ride on.
  • Self Plagiarism: LBP Karting is often accused of being redundant as it intrudes on a niche already filled by Modnation Racers. As a matter of fact, the developers of Modnation Racers co-developed this game.
  • Soundtrack Dissonance: In the racetrack "Mine the Gap", you race through a mine. The music playing in this level? "Inmóvil" by Mexican quintet Kinky. Its lyrics are in Spanish, but the whole song is about lust and loneliness in the digital age. The official music video for this song is definitely NSFW, as it has full frontal female nudity and a man following a beautiful woman to a topless bar as she strips. This is a song that was included in a game that is rated E by the ESRB, and it plays in a Minecart Madness level, no less.
    • Fishbone's contribution to the soundtrack, on the other hand, despite bearing the title "Skankin' to the Beat", is a fairly innocent little song named after a reggae dance move.
  • Spiritual Successor: To the point of it playing more like ModNation Racers than LittleBigPlanet itself.
    • The developers of Modnation Racers did co-develop this game.
  • Totally Radical: The voice-over for the "Recent Activity" option in the hub menu has Stephen briefly attempt to use "yoof" slang in his impeccably twee voice, before declaring it's just not worth it.
  • Videogame Settings:
  • X Meets Y: It's the karting and customizing aspects of ModNation Racers combined with the building materials from LittleBigPlanet!
  • Zeerust: The Progress Emporium also, based on half-a-century old ideas of the future.

Run Sackboy! Run! Tropes:

  • 1-Up: Save-Me Hearts, but like in most endless runners, the more you use in a single run, the more it takes next time.
  • Bribing Your Way to Victory: One can buy Bubbles, the currency of the game, using real money. There are also baskets of boosters that can be bought, in addition to Save-Me Hearts.
  • Difficulty By Acceleration: Comes with being an Endless Runner.
  • Endless Running Game
  • Gotta Collect Them All: Stickers, which occasionally show up in Prize Bubbles.
  • Jetpack: One of the powerups.
  • Luck-Based Mission
    • Some missions require certain boosters. There's a decently sized pool of boosters, of which 2 are randomly picked each run.
    • There's at least one mission that requires using some Save-Me Hearts, and unless you feel like Bribing Your Way to Victory, you'll have to save the ones that you randomly find in Prize Bubbles.
    • Speaking of Prize Bubbles, they are still random when it comes to finding stickers, although they will never repeat any stickers.
  • Meta Multiplayer: Scoreboards show off your score to your friends.
  • Money Multiplier: One of the starting boosters that can show up is Blue Bubbles, which makes each Bubble worth 2 times as much.
  • Score Multiplier: Completing enough missions will increase your starting multiplier by one. Buying costumes will also permanently increase your multiplier, and one of the starting boosters will double your starting multiplier.
  • Set Bonus: Getting all of the stickers in a set gives you a bonus. This can range from a few thousand bubbles to some Save-Me Hearts to costumes that can be worn in the mainstream LBP games.

Alternative Title(s):

Little Big Planet