This is a sub-page of Proto:Pizza Tower.
Released on February 20th, 2020, the Graveyard Playtest was a build that showed more progress towards the creation of Wasteyard. This build was taken down only a few hours after being released, likely due to the very early state Wasteyard is in. A download of this build can be found here.
Differences#
- The corpses of enemies spin around on defeat. They also don't properly die until they land back on the floor.
- The game's internal name is now "PizzaTower_GM2", as mentioned here.
- Wasteyard has been added, however it's in an extremely early state, with only the first room of the level having been tiled.
- Many placeholder sprites are used, such as the Ranch Shooter's bullets being fully red, pink block sprites being used as a placeholder for the cheese grinders Ghost Peppino can go through, and the junk sprites from Dragon's Lair are used as placeholders for the tombstone objects, which were later replaced by the priests.
- To add on to the placeholders, only one background is ever used in the level.
- The Noise's shotgun doesn't work properly as well.
- The properties of the ghost transformation can be stacked indefinitely by continuously entering any of the taxis in the first room whilst in the Ghost transformation; The only ways to reset it back to normal are to collide with a tombstone, restart the level, or bump into a wall as regular Peppino.
- The inverse can also be done by pressing the Jump button when the ghostend animation is playing, giving the ghost transformation Peppino's regular weight. This cannot be stacked, however.
- One secret area can not be exited once the player reaches it.
- The Desert and Graveyard levels are now on their own and separated from the first world, being on the second floor.
- Pizzascare and Strongcold are now world extras rather than part of the other levels.