Reviewing 'Mario,' 'Mega Man,' 'Sonic' Levels In 'LittleBigPlanet'

When presented with a new tool, people will re-create the familiar. We saw that in "Guitar Hero: World Tour"'s music creation and it's happening in "LittleBigPlanet," too.

People are using the robust tools developed by Media Molecule to recreate their favorite platformer stages from years past.

The thing is, "LittleBigPlanet" isn't designed liked a typical platformer of yore. It has floaty physics that lead to imprecise jumping -- a no-no for old-school platformers.

I loaded up levels based on "Mega Man," "Sonic the Hedgehog" and "Super Mario Bros." to find out what works -- but mostly what doesn't -- in "LittleBigPlanet."

"Mega Man - Cutman's Stage," by GamesRadar3

"Mega Man" absolutely, positively does not work in "LittleBigPlanet." Everything about the series is centered on pin-point accurate jumping and shooting. There's no shooting here, but the floaty nature of the game means it can't do the jumping, either. To the level's credit, it's an admirable recreation of the classic "Mega Man" stage, but that's exactly why it's not any fun to play -- it's just not meant for "LittleBigPlanet."

"Mario Level 1-1 Hidden," by tyninja93

You have to applaud the creativity of some "LittleBigPlanet" creators. This stage even brings the goombas and turtle enemies to life. You defeat them by collecting an item placed on their back, causing them to poof out of existence. And while this stage should suffer from the same issues as "Mega Man," there's simply less going on in a "Super Mario Bros." stage. In short: it's boring. This is a cute dressing up of the first stage of an all-time great platformer, but it hardly takes advantage of what "LittleBigPlanet" is capable of.

"New Greenhill Zone," by jc_504

A-ha, now here's someone who gets it. Instead of trying to faithfully re-create the original "Sonic the Hedgehog" stage pixel-by-pixel, they reinvented staples of the Sonic gameplay experience and made them work in "LittleBigPLanet." For example, the red bumpers that Sonic would usually bounce off of? Instead, Sackboy uses them to grapple from ledge to ledge and across chasms. "Sonic the Hedgehog" was not usually about précising platforming; heck, most of the time you were moving too fast to notice where to jump next. The only problem is when it introduces the no-no -- precision platforming -- at the very end, when you face Dr. Robotnik. So close! But a step in the right direction!

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