This is a sub-page of Proto:Pizza Tower.
Differences#
Controls#
- Like the past few builds (besides Rework), Peppino can only perform an uppercut when he is at ground level. Other than that, he plays near-identically as he is in the final game.
- The Ghost transformation has the controls and Ghost Pepper sub-gimmick of the final game, but the movement precision of the Eggplant build, notably giving the transformation less slippery controls.
- In Wasteyard, if the player in the Ghost transformation collects three Ghost Peppers and then restarts the level, the player will retain the ability to defeat enemies and destroy blocks just by touching them, until the next time the player activates the Ghost transformation.
- In the Knight transformation, Peppino's speed when sliding will carry over into (and out from) secrets.
General#
- This is the last known build to have the game in a regular window with a "Pizza Tower" header, instead of a unique dropdown window with the header text that changes for each area of the game.
- When time runs out during Pizza Time, Pizzaface uses a different laugh sound effect.
- Riding a weenie and bumping a weenie into a wall play different sound effects.
- Collecting Gerome and opening the treasure room does not play a sound effect.
- Going for Lap 2 does not play a sound effect, as was also the case in Eggplant, and the early 2019 Patreon builds.
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October 28th, 2022 |
Final |
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- The Lap 2 portals do not have the "Lap 2" text in this build.
- This is the first build since the Beach and Forest Build to not include the heat meter, being scrapped sometime between October 1st and this build as evidenced by a Twitter preview from the beginning of the month.
- This is the last known build where secret rooms don't contain any Pizzasonas.
- Gerome still appears and follows you around in the "TIME'S UP" screen.
- When a new combo rank is achieved, it still moves upwards and fades away, however unlike Eggplant where this happens near Peppino, it now occurs right below the TV.
- This build uses FMOD for its sound, though a few sound effects are still part of the game data.
- Unlike Rework (the previous available playtest build), the debug console isn't turned on by default. It is present in the game code however and can be enabled, unlike in the Eggplant build.
- The game lacks the opening logos and cinematic, and instead starts with a loading bar before jumping straight to the title screen.
- When starting a new save, a short cutscene of Peppino riding his delivery bike precedes the cutscene of Peppino and Gustavo staring at the tower from afar.
- Pizza Deluxe continues to play here instead of the ambient wind noises.
- Textboxes don't have the moving texture in the window, nor does the text shake.
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October 28th, 2022 |
Final |
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- This is the first known build where Toppins are stuck in cages, instead of in pizza boxes.
- The sound effect for when a Toppin cries for help is different and plays throughout the entire room, likely altered to lessen annoyance.
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October 28th, 2022 |
Final |
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- The Toppins are the only score tally the player sees after finishing a level, and they show up shortly after the player sees what rank they've earned.
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October 28th, 2022 |
Final |
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- This is the first available build where P ranks are obtainable without hacking, and they re-use the S rank version of Victorious Degenerate as a placeholder.
- All the player needs to get a P rank in this build is a single combo and an S rank. Notably, these are the same requirements as the W rank that was worked on in 2020 before being scrapped. The requirement to also get all secrets, the treasure and do Lap 2 wouldn't be added until later.
- 11 of the levels' Chef Tasks have been implemented, and some of them can be achieved outside of their regular levels.
Bosses#
- Boss intros don't have the thunderous sound effect, and instead the boss music starts playing on the introductory fight screen.
- Bosses' health is always measured in units of 8 (with one exception), even when their total health doesn't total to 8, or a multiple thereof.
- Each boss's total health is identical to as it is in the final game (except for Pepperman, who has 21 health instead of 20).
- Instead of refilling for the next phase, a boss's full health is represented with an extra layer of hitpoints, to indicate that the boss has more health than it seems.
- This early method of measuring boss health also appears in the game's trailer on Steam.
- The boss rush's health is the only exemption from being measured in even intervals of 8; Instead of appearing as though each boss has two sets of 8 health, with Peppino removing 4 of that health every time he pummels a boss, each boss's health is indicated with 4, with Peppino only removing 1 with each pummel.
- The Vigilante will kick the player away if they get too close to him.
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October 28th, 2022 |
Final |
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- The screams from the 2019 scream contest are still in use, though now they've been relegated to placeholders; sfx_scream5 is still Peppino's fireass yell, sfx_scream1, 4 and 7 are used for the Toppin Monsters' jumpscares, and sfx_scream10 is used for boss intros (see above).
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October 28th, 2022 |
Final |
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Credits and Ending#
- The credits are vastly unfinished.
- The scenery reuses the assets from the delivery bike cutscene/the Halloween demo's title screen.
- The bosses are absent from the first part of the ending cutscene, though their sprites are present.
- The second part is absent, so there's not yet any endgame reward for collecting all the treasures.
- The credits scroll from the start, and automatically goes to the end screen, without waiting for a player input.
October 28th, 2022 |
Final |
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- At the end, the player does not receive a Peppino's Final Judgement screen.
- However, the player does get this, which infinitely loops until the Jump button is pressed to exit back to the save menu.
HUD#
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- The HUD is still using the same layout from the "Rework" build, although the heat meter is now gone, and the score numbers are a uniform light brown.
Title Cards#
- Half and a fifth of the levels' title cards have been implemented as of this build.
- Visually, every level from John Gutter to Gnome Forest has title cards, though every level Deep-Dish 9 onwards re-uses the John Gutter title card (except for The Crumbling Tower of Pizza, which lacks a title card).
- Audibly, only the Floor 1 levels have their jingles implemented, with every level Oregano Desert onward re-using the John Gutter jingle.
- They lack percussion, use a different acapella sample for the instruments, and match the key of their respective levels (instead of all of them being in C minor/D# major).
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October 28th, 2022 |
Final |
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Title Screen and Menus#
Title Screen#
- The light is already turned on, and has text that reads "Press Start", regardless of keypad/button configuration. In truth, it's the Jump button that needs to be pressed to advance to the save menu.
- The short muffled bass loop of Pizza Deluxe is absent.
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October 28th, 2022 |
Final |
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- The title screen lacks any indicators of progress or visual flair, besides text at the bottom that says which file is what, and which button brings up the Pause menu.
- You cannot delete files here.
- Each TV has 3 frames of animated static instead of 2. The 3rd static sprites remain in the final game, but go unused.
- Clicking on Peppino will punch him like in the final game, but clicking him more than once before he returns to normal will bug him out and cause him to flip rapidly between all his hurt sprites.
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October 28th, 2022 |
Final |
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- When pressing Esc here, the pause menu will appear instead of the options menu, complete with options to restart or exit the level. Both of these options simply send you back to the title screen again.
Pause Menu#
- Pausing muffles the music instead of playing Leaning Dream. This music-muffling function would later be repurposed for riding the taxis in The Pig City.
- If a sound effect is playing before the pause menu is activated, it will keep playing inside the pause menu.
- There is an option for if the game's screen should be "Fit" or "Pixel perfect". This goes unused in the final release, but still works as intended there.
- Highlighting an option doesn't add a flavor graphic, and the pizza cursor snaps into place, instead of sliding over.
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October 28th, 2022 |
Final |
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- The pause menu aesthetics are still basic and bare-bones, lacking any background images or additional graphics.
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October 28th, 2022 |
Final (v1.0.311) |
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Hub World#
- There are not yet any Chef Task rooms, closets, computers, Granny Pizzas, Granny Pizza signs, boss cameos, and secret rooms in the hub areas.
- The doors that lead to the other floors of the tower appear as regular doors, before they were given more fancier graphics.
October 28th, 2022 |
Final |
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- The ranking is shown above the score, instead of below.
- The TV that's part of the regular HUD appears inside the hub as well.
- The money count, repurposed from being a total score tally in the Beach and Forest build, appears identical to how it was back then, except with a lack of unique number graphics and the dollar sign seen in the final game.
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October 28th, 2022 |
Final |
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- When moving from one floor to the next one above, this cutscene plays, repurposed from the Halloween demo. In the final game, this was replaced with Gerome operating an elevator, which only plays once per floor. These custscenes are also still found in the final game, unused.
- The first floor has a completely different layout.
- None of the secret hub rooms are present yet.
Text#
Peppino's Tutorial#
- The first Granny Pizza does not mention that the player can jump.
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October 28th, 2022 |
Final |
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Hold [D] and a direction to crawl! |
Press [J] to jump! Hold [D] and a direction to crawl! |
- english.txt doesn't yet include separate denoters for performing "Groundpound" and "Superjump" actions, so every [g] is [D], and [s] is [U], likely added to compensate for controller configurations.
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October 28th, 2022 |
Final |
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You can break marble and metal blocks underneath you with a bodyslam! Press [D] while in the air! |
You can break marble and metal blocks underneath you with a bodyslam! Press [g] while in the air! |
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October 28th, 2022 |
Final |
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Some blocks may be hidden, keep an eye out for them! |
Some blocks may be hidden, keep an eye out for them! Press [G] to destroy them! |
- A slight grammar fix.
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October 28th, 2022 |
Final |
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Hold [M] to start Mach Run! If you hold [M] then jump on a wall, you will start wall running! |
Hold [M] to start a Mach Run! If you hold [M] then jump on a wall, you will start wall running! |
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October 28th, 2022 |
Final |
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Press [J] while wall running to jump off the wall! Keep [M] held to stick on the other walls! |
Press [J] while wall running to jump off the wall! Keep [M] held to stick on the other walls! A tip: You can also use the Grab Dash to start a wall run while in the air, just keep [M] held! |
- Another "to" was added.
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October 28th, 2022 |
Final |
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You can also simply run up a slope next to a wall automatically start wall running! |
You can also simply run up a slope next to a wall to automatically start wall running! |
- More grammar fixes.
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October 28th, 2022 |
Final |
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While doing Mach Run, hold [D] to destroy blocks in a small gap! |
While doing a Mach Run, hold [D] to destroy blocks in a small gap! |
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October 28th, 2022 |
Final |
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While at high speed, hold [U] then release it to perform the Super Jump! You can also adjust your position with [L][R] while you are holding [U]! |
While at high speed, hold [s] then release it to perform the Super Jump! You can also adjust your position with [L][R] while you are holding [s]! |
- The word "immediately" was misspelled.
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October 28th, 2022 |
Final |
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Another trick: Press [G] then [D] immediatly to go through gaps faster! |
Another trick: Press [G] then [D] immediately to go through gaps faster! |
- Most of this was rewritten, further explaining the Toppins' purpose.
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October 28th, 2022 |
Final |
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These are much more important! You need to save most of these in order to progress! |
You need to save most of the dudes in the cages in order to advance to the next floor! They will give you money to pay Mr.Stick! If you miss too many of them, you will need to replay some levels! |
Transformation Tips#
- Every instance of {s} was changed to {u}.
Barrel
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October 28th, 2022 |
Final |
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{s}[M] Slide/ |
{u}[M] Roll/ |
Satan's Choice
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October 28th, 2022 |
Final |
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{s}[J][J] or [U][J] Double Jump/ |
{u}[J] Hold in the air to spin/ |
Golf
- The final game removes the mention of using Down as a direction to aim a Greaseball shot.
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October 28th, 2022 |
Final |
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{s}[U][D][L][R] Aim [G] Shoot/ |
{u}[U][L][R] Aim [G] Shoot/ |


