LittleBigPlanet 2 Backwards Compatibility Explained
Media Molecule details changes required for some original user-created levels to function properly.
Developer Media Molecule has issued a detailed explanation on LittleBigPlanet 2’s backwards compatibility with the original game.
In a post on the company blog, community manager Spaff confirms all original levels will work in the sequel and says the team has “managed to assure that 99 per cent of all physics, electronics, logic and character handling are fully backwards compatible.
“However, testing all 3.5 million levels and finding ways to support all the awesome crazy techniques and things you guys have created is a sadly impossible task,” he continues. “So whilst all levels will play, some might need tweaking to make sure they work absolutely correctly.”
Firstly Spaff explains that levels that play themselves – by relying on long chains of collisions, for example – may need some tweaking to avoid the player getting stuck on the scenery, which can be fixed by shaving away small parts of scenery.
A change in the way the sequel handles emitters – switches which make items appear in a level – has had an effect on the thermometer, which imposes a limit on the number of items that can be used for the level to function properly. As such levels which made extensive use of emitters may cause the thermometer to immediately overheat.
In addition, Spaff details that the way LittleBigPlanet 2 handles the game camera, lighting and particle effects may mean some original levels need a bit of tweaking to function as their maker intended. For a full explanation, read the blog entry in full.
LittleBigPlanet 2 is out now in the US and hits European shelves tomorrow, January 21. To read our review, click here.