the cutting room mirror

April 2021

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Pizza Tower.

PTapril2021title.png The April 2021 build. It's the first public build to have all the levels that were planned at the time, though only half of them have been tiled and no new audio has been implemented.

This is the final publicly available build that adheres to the gameplay style established by the SAGE 2019 Demo, as shortly after this build's release, the game entered a stage where level design, movesets, ranks, tilesets, and more would be reworked.

General Differences#

To do:
There is probably more differences to find.

  • The game has a unique playable title screen area, used from December 2020 - May 2022.
  • The Noise is playable again, but his unique moveset from previous builds has been scrapped in favor of making him a reskin of Peppino again. The only difference between his moveset and Peppino's is that the Noise will throw bombs upwards instead of uppercutting.
    • The Noise in this build uses the same character letter as Peppino ("P"), with the deciding factor for which character is being played as instead being the variable "ispeppino", which is the same method used for playing as the Noise as in the final game.
    • The Noise's pogo moveset is also leftover, accessible by changing the character variable to "N".
  • The Vigilante is playable again, playing exactly like he does in the Western v2 Build, although more objects have been changed to support his moveset, making him less prone to getting softlocked. He can still get softlocked in certain situations though.
    • Likely as some sort of oversight, The Noise's Jam-Packed Radical Anthem and Pesto Anchovi now only play when The Vigilante is the active character.
    • The game can crash when playing as the Vigilante when the game calls for obj_sweat.
  • Room names are disabled.
  • The music slows down when the player is in the Knight transformation, and speeds up when in the ball transformation. Wario Land 4 similarly also had the music be affected depending on which transformation the player is in, so this was likely a nod to that. This feature was removed in the Eggplant build.
  • After selecting a character, the player is booted to rm_levelselect, later used in Rework and Eggplant.
  • The collision is visible by default, with no way to turn it off. This is likely due to many of the later levels either having incomplete tiling or missing any tiling completely.
  • This is the first build with the final's TV screen HUD. Peppino and Noise only have their idle and transformation animations finished. As in the final, the Vigilante's TV HUD shows Peppino due to his updated sprites having never been created.
    • The TV text bubble is also in action here. Entrance and Pizzascape are the only levels to get proper text; from that point onward, the TV just gives placeholder text if the player obtains a transformation.
  • Pizza blocks only release one 25-point pizza slice upon being destroyed, instead of 2, however, their escape versions still release two 25-point pizza slices.
  • Some sprites have been replaced with their final equivalents.
    • This includes the Toppins, sideways springs, cheese blocks, and the Swedish Monkey's bananas.
  • The first revision of this build accidentally left the debug console activated. This mistake was quickly fixed, with the code being completely wiped from the files in the second and final revision aptly titled "April hotfixoopsie1".
  • The debug console itself looks quite different, and lacks most of the commands seen in later builds (most notably, noclip hasn't been implemented yet at all). The commands available in the debug-active build are;
    • alltoppins (Give all toppins)
    • camera_zoom (Zooms the camera, functional)
    • giveheat (Gives the player heat from the heat meter.)
    • givekey (Give the player the key)
    • hardmode (Turned on/off Hard Mode)
    • player_room (Go into any room)
    • player_set_state (Sets player states)
    • panic (Set time and enabled Pizza Time)
    • showhud (Shows HUD)
    • showcollisions (Shows collisions)
    • set_combo (Set a combo)

Gameplay Differences#

  • Gnome Forest, Kung Fu and WAR have small arena sections where the player needs to kill all the enemies before they can leave. This is probably a leftover from the Jay Leno builds, when the game placed heavy focus on combat.
  • Enemies bounce farther away when jumped on, and Pizzaboy cutouts also leave a little white trail in the first build.
  • There is no longer a speedcap when falling off a platform and/or performing a ground pound.
  • Pizzaface doesn't show up when the escape timer reaches 0 (unless the player has some Toppin Warriors equipped), though the player can still get kicked out after some time.
  • Vigilante's bullets no longer break one-way blocks from behind.
  • In the first build revision, the player can be knocked back multiple times in the hurt state if they collide with another damage inflicting object, though they will eventually be given invincibility frames after a few seconds if they keep getting hit repeatedly. The player will only lose points from the first hit, as any successive hits while the player is stun locked will only drain the heat meter. This feature was removed in future build revisions.
  • The Heat Meter is fully implemented with enemies getting faster and having special attacks when it's filled.
    • The way combos work has also been changed; The combo tree is now tied to the amount of heat the player has in the heat meter (40 points per enemy when the meter's piping red for example). Stunning enemies in mach 2 counts towards the combo total, and piledriving an enemy doesn't. Trying to add onto an artificial combo (which can be done by creating a combo via the debug console) will crash the game.
  • The player character will automatically parry any damage inflicting hazard if they run into it at mach 3 or higher.
  • Gerome is now present, thought he functions a bit differently. He's placed at the beginning of each level and only able to be obtained during Pizza Time. This is essentially a pseudo-Lap 2, as you have to run all the way back to the level's treasure door with him before time runs out, with the level ending upon obtaining the treasure. Having Gerome also prevents the Heat Meter from draining.
    • The only levels Gerome is absent in are War, Kids Party, Dragon Lair, Pizzascare, Strongcold, and Exit.
  • Pizza blocks drop some goop when they're destroyed; This was likely meant to be cleaned up by Gerome for additional points, however Gerome doesn't do anything when coming in contact with them.
  • Additional enemies and collectables now spawn in during Pizza Time; Unlike later builds, the escape collectibles here are depicted as fish, coffee, bananas, bacon and eggs. The escape-specific breakable blocks are also still present.

Moveset Differences#

  • Grabbing midair no longer gives the player a slight aerial boost.
  • Taunting in midair no longer resets the player's vertical velocity.
  • Peppino's mach 4 animation was slowed down.
  • Mach running out of a roll will retain the player's speed if they are currently faster than standard mach 3.
  • The speed gained from wallrunning has been noticeably buffed since the last build.
  • Holding Dash while the player is carrying something (like an enemy for instance) makes the player spin that thing around and bounce off walls, rather than doing the charge move from previous builds.
  • Holding Up and pressing Grab will make Peppino perform an uppercut/The Noise throw a bomb upward. Peppino's uppercut cannot yet be performed in midair. Doing this with The Vigilante makes him do a high jump with his revolver out.
  • Holding Down during a grab will make Peppino slide around using some of his Breakdance sprites, rather than his usual sliding sprites.
  • The superjump saw another brief nerf, halfing its ground speed when one is being held. This was reverted in the Rework build.
  • Peppino can now use his revolver by pressing the Shoot button. It has limited ammo, though it recharges after a few seconds. A single bullet can also be re-fueled when collecting a giant pizza.

Unused Playable Characters#

Pepperman#

It's not easy being the perfect pepper...

(Character value: "M")

Playable Pepperman was first seen in one of the previews from April 2021. In this version, Pepperman is essentially the same as in the final release, except he can taunt while on the ground.

Snick#

PTsnickidle.gif

(Character value: "S")

Playable Snick is still leftover from SAGE 2019. When selecting this character, Snick is in a very broken state; for example, he can’t dash due to the removal of certain code, and he can only move and perform a ground pound.

Revision Differences#

  • The first build and the hotfix kick the player to rm_levelselect after selecting a character, while the debug-enabled build instead kicks the player to hub_room1. Beating any level will still boot the player over to rm_levelselect.
  • Peppino's mach 4 animation was reverted back to its normal speed.
  • The player can no longer be caught in a multi-hit stun lock.
  • A minor bug was fixed where picking an enemy up would reset the player's palette to the default one.
  • Ancient Cheese's escape section has been expanded with two additional rooms, and the level's escape timer was bumped up from 1:59 to 2:59.
  • Gerome was added to both Pizzascare and Strongcold, preventing both levels from being prematurably completable before the escape can begin.
  • Space and City are now fully tiled.