LittleBigPlanet (ntscus) (ps3) [Any %] [Single Segment] [Large-skip glitches] [0:29:39]
Run Information
Completion Date Jan. 19, 2014
State Published
Runner Tad 'RabidJellyfish' Cordle
Tag Large-skip glitches
Internal Comments:
Comment State Information Checkpoint None

If anyone is on the fence about how legal the glitch used here is, read this thread: https://forum.speeddemosarchive.com/post/creating_your_own_ending.html

Links
Verification Thread
Run 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.