Released in October 2008, LittleBigPlanet was a game-changer in the platforming genre. Players were allowed to play cooperatively online, customize their characters in a wild assortment of materials and clothing, and even create custom levels to publish online. While clearly designed for all ages, some parts are notoriously difficult and the physics can be a bit frustrating at times.
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Single Segment: 0:55:20 by Tad 'RabidJellyfish' Cordle
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Author's comments:
This is my current PB (and probably will be my PB for a long time) for LittleBigPlanet. Despite this game's relatively unpredictable physics, I was able to get a run with very few mistakes that I'm really happy with. I smashed a goal I'd had for a long time.
So first some thanks. I want to mainly thank p-p-j for basically getting me into running SS by racing me, continuously contesting my WR's, and also for finding a lot of the biggest skips in the game. Dude's awesome. I also want to thank SteelColossus and Peetrius for finding the cutscene/introduction skips, which are pretty much the main reasons this game broke an hour. Also thanks everyone who watched my streamed attempts and providing moral support along the way.
-- Basic Tricks --
p-p-j and I made a guide for how to run this game, so if you're interested in learning more about the tricks in this game, check this out https://www.youtube.com/playlist?list=PLSx6AAsHna_RfnlWu61ndeZ5HQ0i83Mpr
Due to a bit of a mistake, a lot of the tricks in this game actually have more than one name. If you're an active LBP community member, you'll know the tricks by one set of names, and if you're more closely associated with the speedrunning community, you'll know them by another set of names. I'll be listing the tricks with both names, with the speedrunning names coming first.
Right Corner Jump (RCJ)/Super Jump - An important feature of sackboy is that he basically has a gyroscope attached to him; when he falls over, the physics engine applies forces to push him back upright. The RCJ abuses this force to gain some extra height. To do an RCJ, stand on the edge of a right corner, run off, and quickly jump. Running off the ledge makes sackboy fall over slightly, and the jump force combines with the gyroscope force to gain some extra height. This is a really useful trick.
Left Corner Jump (LCJ)/Quad Jump - If you stand in front of or behind a left corner at the correct spot, then do a double jump, you get a really high jump. This is used in several places in the run, and is also super useful.
Banana Jump/Inverted Super Jump - I only do a couple of these in the run (one in get a grip and one in boom town). This also abuses sackboy's gyroscope to get some extra height. When you jump into a concave corner at the base of a ledge, sackboy falls over a bit, so if you quickly reverse your direction and jump, you'll get extra height. This jump is easiest when you're jumping into a sloped surface.
Race Gate Skip - This is a really hard trick that I managed to get twice in this run. Again, uses sackboy's gyroscope to gain some extra jumping force. You can jump into the base of a race start gate, trip over it, get a high jump, and clear the race gate without having to wait 3 seconds for it to open. Again, this is a really precise trick.
Slope Jumping - Slope jumping is a method of gaining horizontal speed on downward slopes. When sackboy lands on a slope, he falls forward a bit, but instead of jumping while the gyroscope force is being applied, you can jump while he's tripping to maintain some of that extra forward speed. With good timing you can build up some nice speed downhill. I use this throughout the run.
Bunny Hopping/Momentum Jumping - Jumping continuously means less time on the ground, which means less friction. Therefore, when I get lots of speed, I'll bunny hop to try to maintain it for as long as possible.
-- Introduction --
So onto the actual run. The Introduction level is actually skipped in this run. We realized that if you can return to the pod without completing the introduction, the game will let you continue as normal; however, the "Return to Pod" option is removed from the start menu, so the only way to leave the introduction early is to lose all your lives. That's tricky since this level was pretty much designed to not kill you. However, Peetrius discovered that you can change your controller number to spawn/despawn/respawn sackpeople, which eats up checkpoint lives. This skip saves over a minute and a half.
-- The Pod --
After the intro, there are a few cutscenes that are skipped, thanks to SteelColossus. The first two are skipped by pausing the game, switching the controller number from 3 to 2, which makes a "Leave to Pod" option appear in the start menu, then switching the controller back to 3 to regain control of the start menu. I have to wait a bit for player 2 to despawn before using the controller to start the second cutscene; to save time after the 2nd cutscene, I immediately switch back to player 2 to avoid waiting.
The other 2 cutscenes in the game are skippable as well. These are skipped by opening the start menu while a new level badge is unlocking, selecting "Videos and Voice-overs", and selecting one to override the cutscene dialog. Once the dialog is overridden, I can close the start menu and immediately start the next level.
-- The Gardens --
Went pretty well. I made a stupid mistake in First Steps by messing up the shoe sticker, which lost a couple seconds. I got a really good windmill fling in Skate to Victory, which actually helped me skip a cycle I'm not used to skipping often, so I was caught off guard at that one part with the ghost, where I lost a bit of time. Overall not too bad.
-- The Savannah --
Biggest mistake here was probably just missing the submarine clip. The rest of this region went pretty well. There's a skip in Meerkat Kingdom where you can squeeze inside a little hole, switch to the back layer, and skip almost the entire level. The skip took me a few seconds to setup, and the end of the level was a bit rusty from poor luck with the dissolve material, but there were no other major mistakes.
-- The Wedding --
Probably my weakest region in the run despite it being the easiest. I made a small movement mistake at the beginning bouncing on the skulls and missed a small platform skip. In The Darkness, the dog refused to cooperate so I lost some time there. I got the race gate skip in Skulldozer which was cool, but lost a couple seconds to a movement error later on.
-- The Canyons --
This is usually where my runs start turning sour, but it's actually where this run starts to pick up steam. Boom Town was basically flawless. The skip at the end is difficult, and I only get one try for it due to the key component of it being a background event. But it saves around 40 seconds to a minute, and it skips the part where you fly a jetpack through really narrow tunnels carrying bombs, so that's a nice thing to not have to do. The mines went well too. No mistakes other than a few tiny movement imperfections. Serpent Shrine contains the first unintentional death of the run, but it was right after hitting an important checkpoint, so not too much time was lost. I skipped the boss using an LCJ on the timed explosive he throws; I was close to completing the skip in a single cycle, but settled for a 2 cycle skip after a close jump.
-- The Metropolis --
Lowrider is nearly impossible to be consistent at it seems, so it could have been better, but I wasn't expecting much more in a SS run. The Subway went really well - I went pretty fast on the subways midway through the level, and the only mistake was missing the button at the end 4 times, which was kind of a silly thing to do. The skip near the beginning of Construction Site saves about 12 seconds but loses much more if I don't get it first try, but I got it no problem, so that's good. Everything else in this level went pretty much perfectly.
-- The Islands --
This is usually the worst part of the run for me, but it ended up being the best. I got the see-saw skip in Endurance Dojo that's only possible by doing the first part perfectly and did the ninja pole bunny hopping without dying. I did get killed by an enemy, but due to the cycles I don't think I lost any time. I had a really lucky moment with the rotating platform near that section. In Sensei's Lost Castle, there were no major mistakes, which is really saying something in SS. The Terrible Oni's Volcano also went really well, with a really close 2-cycle boss fight at the end. This was a gold split for me.
-- The Temples --
The first level is pretty cyclic, and I did most of it no problem. I used the snake to boost me out of bounds so I could reach the scoreboard early; this skip took me 3 tries, so it wasn't perfect, but it didn't lose much time. Elephant Temple went pretty well, although there was one unintentional death which lost me a cycle. The Great Magician's Palace was good; only missed one difficult RCJ which could have saved a few seconds.
-- The Wilderness --
Normally I'd be so nervous at this point that I'd start choking, but I was in such a state of disbelief that I was able to finish strongly. I got a momentum boost from the dog sled, and got another race gate skip later on in the level (2 in 1 run! People are lucky to even get 1). I also got a really difficult cycle skip in The Bunker, and topped it off with the trick I used to run off the conveyer belt near the end. The wheel of death skip took a bit of time because the nerves were finally starting to get to me, but it's a tough trick to begin with. The Collector's Lair was comparable to the WR IL, almost no time to improve in this level. Finally, the last boss went really well. I finished the first phase in 2 cycles, which is good, and I used a trick to get a really high boost on the enemies in the middle phase to get a relatively quick kill on the boss. None of the bubbles at the end trolled me, so I was able to finish the run strongly.
Overall, the run exceeded my expectations. My goal was originally sub 1 hour RTA, but I ended up beating that by over a minute. I'm super happy with this.
Single Segment with Large-skip glitches: 0:29:39 by Tad 'RabidJellyfish' Cordle
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Author's comments:
This is a glitched speedrun of LBP that I've known how to do for a couple years, but just finally got around to replaying with higher quality. It uses a major glitch known by the community as The Overlord Glitch, which is used to bring create mode objects into the story/community levels. Most people used this to rig the leaderboards by bringing score bubble emitters from create mode into the story mode, but I decided to use it for speedrunning purposes.
First off, I have no idea why the background of the intro level is black instead of blue.
Anyway, the next three levels use non-glitched any% strats. First Steps went well, but I had a few minor hang ups in the other two levels; there were a couple jumps in Get a Grip that I had to try several times because the physics in this game just aren't very consistent, and I missed the windmill fling in Skate to Victory. Despite the mistakes I probably only lost a total of about 10-15 seconds, though.
Finishing the first three story levels unlocks create mode, so I zip over there as soon as I can. Unfortunately, the objects I need to execute the glitch are locked, so I need to complete some of the tutorials first. The tutorials went well aside for some sloppy menu navigation in a couple places.
I finish through the string tutorial because completing that tutorial unlocks emitters, which are the key to this run. What I do next is essentially modify the scoreboard object, using a block of metal to crush the floor (so it will only take up a thin layer) and using emitters to make it as small as I want. The only mistake in this section was forgetting to change the emitter's settings before spawning the first smaller scoreboard, which wasted about 5 seconds.
After a make an emitter that spawns tiny, single thin layer scoreboards, the magic happens. When a sackperson spawns in create mode, it is treated as a normal physics object, which means for a few frames I am able to place stick-able tools (such as emitters) on a spawning sackperson. So I turn on a second controller and stick my emitter on player 2. The problem with this is that if you leave create mode immediately, player 2's skin will reset (you'll notice this happens at the end of the run), UNLESS you turn off the controller and let the sack person despawn first. So I wait for that to happen, then head back to the story levels.
Now I can skip every remaining level almost instantly by turning the second controller on and off when appropriate, which makes the emitter sackperson spawn, create a scoreboard on top of both players, and make the game think I completed the level. I use a duelshock 3 controller for player 2 because the PS3 detects when it's been turned on and off faster than the original sixaxis controller. You'll also notice that when I turn off player 2's controller, sometimes I'll drag the emitter sackperson over to the side; this is so I can see when it despawns easier than if I'd just left it behind all the pause menu text.
So that's basically it. Final time clocked in at around 29:28, which is considerably faster than a regular any% run. I'll admit that this kind of run can be boring to watch, as it's mainly just menu navigation and waiting for controllers to turn on/off, but it's still pretty cool to see how broken this game is :D Also I'm sorry to anyone from the LBP community who might find this video; I understand this glitch has caused the community a whole lot of drama in the past, but it's too valuable for the speedrunning community to ignore.
Individual Levels: 0:52:04
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Single Segment: 1:09:03 by 'p-p-j'
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Author's comments:
A lot of new tricks were found by RabidJellyfish and me this summer, so there are a lot more skips and time savers in this run than in Brossentia's record. Some of these tricks are really hard to do correctly, but they went really well in this run.
Tricks
Dialog Jumping
When some characters in the game talk, your movement stops. To avoid this, you can jump right before the dialog appears and exit the dialog before you land, keeping all your momentum.
Flame boost
Fire takes two hits to kill you, and the first hit gives you a small bounce. There are a few parts where this comes in handy.
Slope Jumping
You can build up speed by jumping on a downward slope if you time it correctly.
Bunny hopping
When you have a lot of horizontal speed, frequent jumps keep sackboy from losing all his momentum.
Race Gate Skip
This is a bit complicated. You need to jump before the race gate, and when you land you need to hit the point where the floor and the race gate come together. Almost immediately after the hit, you must jump again. This game has weird physics, so sometimes you'll get a random super jump and make it over the gate instead of having to wait 3 seconds for it to open.
Left Corner jump
LCJ is a way to gain a lot of extra height. To do an LCJ, you must find a left corner, such as the top left corner of a box or ledge. Next you must stand in a layer in front of or behind the corner and line up sackboy so that his right side is just barely past where the corner starts. If you jump, then jump again as soon as your feet are above the corner, you execute a jump that's nearly 3 times as high as normal. It is possible to do a LCJ on a corner in the same layer as you, but it is very random and nearly impossible to do consistently.
Right Corner jump
An RCJ is a way to use right corners instead of left corners to gain some extra height. All you must do is stand on the very edge of a right corner and jump. Sometimes finding the correct position can be tricky and you will end up with a jump that is either normal or too low. For some reason, this method doesn't work on left corners, just like the LCJ method doesn't work on right corners.
Banana Jump
If you hit a wall and quickly make a banana-shaped jump, you will actually make a slightly higher jump.
-- Introduction --
There were a few small hang ups in the introduction, but nothing too big.
-- The Gardens --
First Steps went well. It's actually possible to jump over the hold to retry section with a couple of well placed jumps on the slopes leading up to it, but it's very hard to do. The skip in Grab and Swing took some time to get, but was it was still pretty fast. In Skate to Victory, It's possible to use the last windmill to fling past the mountain and skip the part with the water wheel/bird grab, but I missed it. I needed to wait an extra boot cycle at the castle entrance to skip dragging the box, but I didn't die to random ghosts, which is always a plus.
-- The Savannah --
It's possible to clip through the submarine wall and fling to giraffes earlier, but it's very random and I didn't get it in this run. There was a small hangup on the giraffes at the end and I missed the race gate skip but the level was still overall pretty good. Burning forest was good, only a second or two slower than the IL record for this level. In Meerkat Kingdom, there's a small opening into the back layer of the level, which lets you skip almost the entire level, which only took me a couple seconds to get into. This level was a little slow on the final stretch but still overall really good.
-- The Wedding --
There was one small death in the first level of this region, but it was close to a checkpoint so it didn't waste much time. The Darkness went very well. Skulldozer went pretty much perfectly, although that's not saying much :P
-- The Canyons --
Boomtown went very well. The way the skip works is that there's a player sensor that activates the sequence with the collector flying down and stealing the people, so what I do is run just far enough to activate the sensor, the run back and grab the scorpion. This allows me to swing up and jump up onto the collector. The collector only comes down once, so you only get one shot at the skip, so if I miss it it's pretty much a reset. But I don't in this run, so I save around 30-45 seconds of taking the normal route. In The Mines I used safe strats at the fire part, but overall it was a very good level. In Serpent Shrine there were a couple deaths, and I used a safer route at the zig zag part with the snakes. It's possible to skip the boss fight, but it's very hard to do in SS, so I didn't even try. Overall level could have been faster, but it's a hard level.
-- The Metropolis --
There were a few small hangups in Lowrider, and some jumps weren't as high/far as they could have been, but it went will given how random this level can be. The subway level went fast, although I played it safe when jumping from one subway to another. Aside from one death, the Construction Site went very well. Perfect boss fight at the end.
-- The Islands --
This is where running this game starts to get hard and deaths become much more difficult to avoid, not to mention where to nerves kick in. There were two deaths in Endurance Dojo, but the ending was very good. In Sensei's Lost Castle the Boss fight could have been much faster, but the level went ok. Branch skiing was interrupted because branches are stupid. The Terrible Oni's Volcano could have been better, with 3 unintentional deaths and a 3-cycle boss fight (which can be done in 2).
-- The Temples --
First level was nearly perfect. There were 3 deaths in Elephan Temple, but I got the hard jump at the end, so that's good. Great Magician's Palace was a very good level, but I hit restart instead of return to pod, which wasted a couple seconds.
-- The Wilderness --
The Frozen Tundra had several deaths in it, and the Bunker had one death which caused me to have to wait an extra wheel cycle. The collector's lair went well, with only one small death at the end on the way down to the final stretch. After the 2 deaths in the first phase of boss fight, the rest of the fight went well.