Fastest completion of LittleBigPlanet 2

Fastest completion of LittleBigPlanet 2
Who
Tad 'RabidJellyfish' Cordle
What
29:40 minute(s):second(s)
Where
Unknown
When
22 January 2015
Using a significant game glitch involving the game's content-creation mode, Tad "RabidJellyfish" Cordle completed a single-segment run on LittleBigPlanet 2 in a time of 29 min 40 sec on 22 January 2014. Tad's secret is a major glitch known by the LittleBigPlanet community as "The Overlord Glitch", which involves bringing "create mode" objects into the story/community levels.

Although this glitch has been patched by Media Molecule it is still accessible, according to Tad, by "deleting the game data from the XMB, then choosing 'cancel' when it asked to update."

Since Tad's run includes the time it takes to unlock create mode and put the glitch into practice, I consider this a valid technique and a legitimate speed run. It is also certified by the folk at speeddemosarchive.com

Tad explains the glitch in detail here:

"Unlike the first game, I don't have to play through a whole lot of tutorials to get the objects I want - I only have to play the first two and click the "Unlock all tutorials" button to unlock all the objects. In fact, I don't even have to complete the tutorials, because it registers as complete if I just immediately leave. After that I go into create mode to execute the glitch.

The first thing I need to do is destroy the level entrance as soon as I come through it, so I attach a player sensor and a destroyer to the entrance, then pop in and out of play mode. The reason for this is because when your sackperson is coming through a checkpoint, their body is treated as a regular physics object, but as soon as they stop coming through, they return to their normal state.

Destroying the checkpoint with the destroyer settings I use in the run causes the sackperson to stay in its physics object-like state, which is important. The next thing I do is create a sticky cardboard block using a material tweaker, glued to a hologram with an emitter, which emits a controllinator with the R1 button hooked up to a game ender.

I want the controllinator to be able to be controlled without entering it, so I set it to be a remote receiver with the "nearest player" tag. The reason I wanted sackperson in its physics object state was so that I can get the cardboard to stick to the sackperson. Because of a glitch, after the cardboard has been stuck to the player, I can remove its stickiness, which will remove the cardboard, but keep the hologram stuck to the sackperson. Now I have a sackperson with an emitter that creates game enders, and the best part is that the glitch stays when I leave create mode. "

Tad also mentions that many gamers used this to rig the leaderboards by bringing score bubble emitters into the story mode.